You’d imagine that, at some point, when all things approach infinity, we’ll be able to link Utah Phillips with Zork. The former, a storyteller and a wobbly, seems at least categorically dissimilar enough from the latter, the ur-Interactive Fiction, to avoid easy, triples-formatted, linking.* But I’ve stumbled on evidence to the contrary, in my constant attempts to keep up with the development of what the French refer to as le jeu incroyable: Dwarf Fortress. I’m not sure if it can be explained, or merely described:
On one of the forum threads at DF is a game of interactive fiction being played between a host and his interlocutors. Apparently the eighth installment of a series that, if I remember a-right, may have involved a surrealist examination of death and the afterlife. If you don’t know what interactive fiction is, or the adventure games that came out of it, then there’s not much I can do for you. You’re probably an actuary, or a lawyer, and you may have been the president of your frat*** which pretty much limited your early gaming time to Mario Bros and Zaxxon. Interactive fiction was some of the earliest computer games, like Zork and Adventure. Using text to describe a scene, the game allowed the user to type commands such as “tell Cyclops about Odysseus”, which were interpreted by primitive parsers with spotty results, and were just about the greatest things ever invented. The medium still exists, with IF writers creating strange and ambitious projects like Bad Machine or adventure game writers failing with yet-another-failed remake of Space Quest. But in the mainstream, it’s as dead as buggywhips, and been replaced by bazooka-ladled action games and incomprehensible JRPGs and various other historical flavors of ultra-violence, and Farmville.

All that’s old news, but what’s happening in this forum thread is something I’ve never seen before.**** Instead of coding the game, whether raw or with the various IF utilities available now, the story is being told by a single individual acting as both graphics and parser. Rooms and items are drawn up in advance, posted on the thread, and then a mob of forum-ites argue about what the next step should be (invariably with some rather awful suggestions followed by chastising and community self-policing that labels the originators of such suggestions as trolls) and then the storyteller “parses the commands” (with a few silly results) and posts the new graphics that result from the “player” actions. It’s the re-absorption of a method of digital storytelling back into a very analog and humane medium^ while maintaining the structure and memes of the original (bad suggestions can be disarmed by using the idea of the parser to respond “I don’t understand what you mean by X”). The storyteller as parser is not so alien as one would think–the parsers of many IF games were known and expected to have a personality, often mocking you for your foolish ideas or for your mistakes (and, in many cases, the way that your foolish mistakes lead to your demise). To see it come back and be adopted by an individual outside of the code and embraced by an audience is, well, a sign of something.
*Utah Phillips played Zork! Utah Phillips is the same as Zork! I wonder if exclamation points belong in triples and if they’re handled or if the nerds just see “bang” and don’t even understand that punctuation is useful for more than rogue-like games and procedural code.
**Procedurally developed agrarian landscapes!
***With one notable exception. Hey Riley! Did you hear that AGDI released a version of Quest for Glory II with updated graphics and a pizza elemental???
****Though it may be quite common in the wild, I’m not much of a forum-guy.
^If you’re going to call photoshop and forums “The Digital Humanities” then you might as well call it the Breathing Humanities or the Human-Operated Humanities.