''Zork'' is a
text adventure game first released in 1977 by developers
Tim Anderson,
Marc Blank,
Bruce Daniels, and
Dave Lebling for the
PDP-10
Digital Equipment Corporation (DEC)'s PDP-10, later marketed as the DECsystem-10, is a mainframe computer family manufactured beginning in 1966 and discontinued in 1983. 1970s models and beyond were marketed under the DECsystem-10 name, especi ...
mainframe computer
A mainframe computer, informally called a mainframe or big iron, is a computer used primarily by large organizations for critical applications like bulk data processing for tasks such as censuses, industry and consumer statistics, enterprise ...
. The original developers and others, as the company
Infocom
Infocom, Inc., was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerston ...
, expanded and split the game into three titles''ZorkI: The Great Underground Empire'', ''ZorkII: The Wizard of Frobozz'', and ''ZorkIII: The Dungeon Master''which were released commercially for a range of
personal computer
A personal computer, commonly referred to as PC or computer, is a computer designed for individual use. It is typically used for tasks such as Word processor, word processing, web browser, internet browsing, email, multimedia playback, and PC ...
s beginning in 1980. In ''Zork'', the player explores the abandoned Great Underground Empire in search of treasure. The player moves between the game's hundreds of locations and interacts with objects by typing commands in
natural language
A natural language or ordinary language is a language that occurs naturally in a human community by a process of use, repetition, and change. It can take different forms, typically either a spoken language or a sign language. Natural languages ...
that the game interprets. The program acts as a narrator, describing the player's location and the results of the player's commands. It has been described as the most famous piece of interactive fiction.
The original game, developed between 1977 and 1979 at the
Massachusetts Institute of Technology
The Massachusetts Institute of Technology (MIT) is a Private university, private research university in Cambridge, Massachusetts, United States. Established in 1861, MIT has played a significant role in the development of many areas of moder ...
(MIT), was inspired by ''
Colossal Cave Adventure'' (1976), the first well-known example of interactive fiction and the first well-known
adventure game. The developers wanted to make a similar game that was able to understand more complicated sentences than ''Adventure'' two-word commands. In 1979, they founded Infocom with several other colleagues at the MIT computer center. Blank and Joel Berez created a way to run a smaller portion of ''Zork'' on several brands of
microcomputer, letting them commercialize the game as Infocom's first products. The first episode was published by
Personal Software in 1980, after which Infocom purchased back the rights and self-published all three episodes beginning in late 1981.
''Zork'' was a massive success for Infocom, with sales increasing for years as the market for personal computers expanded. The first episode sold more than 38,000 copies in 1982, and around 150,000 copies in 1984. Collectively, the three episodes sold more than 680,000 copies through 1986, comprising more than one-third of Infocom's sales in this period. Infocom was purchased by
Activision
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
in 1986, leading to new ''Zork'' games beginning in 1987, as well as a series of books. Reviews of the episodes were very positive, with several reviewers calling ''Zork'' the best adventure game to date. Critics regard it as
one of the greatest video games. Later historians have noted the game as foundational to the adventure game genre, as well as influencing the
MUD and
massively multiplayer online role-playing game
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.
As in role-playing games (RPGs), the player assumes the role of a Player charac ...
genres. In 2007, ''Zork'' was included in the
game canon by the
Library of Congress
The Library of Congress (LOC) is a research library in Washington, D.C., serving as the library and research service for the United States Congress and the ''de facto'' national library of the United States. It also administers Copyright law o ...
as one of the ten most important video games in history.
Gameplay

''Zork'' is a
text-based adventure game wherein the player explores the ruins of the Great Underground Empire. The player types text commands for their
character to traverse locations, solve puzzles, and collect treasure. The game has hundreds of locations, each with a name and description, and the player's commands interact with the objects, obstacles, and creatures within them. Commands can be one or two words (e.g., "get lamp" or "north") or more complex phrases (e.g., "put the lamp and sword in the case"). The command must fit the location's context (e.g., "get lamp" works only if a lamp is present). The program acts as a narrator, describing to the player their location and the results of certain actions. If the game does not understand the player's commands, it asks for the player to retype their actions.
The program's replies are typically in a sarcastic, conversational tone, much as a
Game Master would use in leading players in a
tabletop role-playing game
A tabletop role-playing game (TTRPG or TRPG), also known as a pen-and-paper role-playing game, is a kind of role-playing game (RPG) in which the participants describe their characters' actions through speech and sometimes movements. Participants d ...
.
The original 1977 version of the game was a single release, ''Zork''. When it was converted into a commercial software title, it was divided into three episodes, with new and expanded sections added to the latter two episodes.
Much of the game world is composed of puzzles that must eventually be solved, such as a set of buttons on a dam or a maze to be traversed. Some puzzles have more than one solution.
For instance, since the "Loud Room" is too overwhelmingly loud for the player to perform actions, the player can either empty the nearby dam to stop the sound of water falling, or shout "echo" in the room to change its acoustics.
In the first episode, or ''ZorkI'', a thief character is wandering the underground as well, taking items that have been left behind or even stealing from the player's possessions.
The player can fight or evade the thief, and can recover stolen items from the thief's treasure room.
Some locations contain antagonists that the player must fight or overcome. Beginning in ''ZorkII'' the player can learn magic spells to use in puzzles and combat.
In dark areas, the player must carry a lantern or other light source to avoid being eaten by a monster called a grue.
There is a limit to how much "inventory" one can carry, determined by the combined weight of objects, rather than the quantity.
A principal goal of each episode is to collect all the treasures, many of which are hidden behind puzzles.
As treasures are collected or tasks are accomplished, the player's
score increases, providing a rough measure of how much of the game has been completed. The player may traverse the game world and solve puzzles in almost any order, although some passageways require problem-solving to get through, and some puzzles require the player to possess something gained from solving a different puzzle. In ''ZorkIII'', unlike in prior episodes, there is a timed component that directly affects the outcome. An earthquake will occur after about 130 moves, opening one passageway and closing another. In each episode, the treasures are needed to reach the conclusion of the game.
Plot

''Zork'' does not follow a
linear storyline. Most of the setting is established through the game's written descriptions of items and locations, as well as manuals in later game releases. Long before the time the game is set in, the Quendor empire, having conquered everywhere above ground, built a massive cave complex to expand. Two hundred years later, the ruler Lord Dimwit Flathead renamed the empire to the Great Underground Empire and spent his reign building massive, largely pointless projects such as an underground dam and the royal museum. A century later, the empire's overspending caused it to collapse, and all the residents left. The abandoned empire is the setting of the three episodes of ''Zork''.
''Zork I'' begins with the unnamed player standing in an open field west of a white house, with a boarded front door; most of the game occurs underground, as do the subsequent episodes. In ''ZorkII'' the player learns of the Flatheads, and meets the Wizard of Frobozz, who was once a respected enchanter but was exiled by Lord Dimwit Flathead when his powers began to fade. The wizard appears randomly throughout the game and casts spells that begin with the letter "F" on the player. These have several effects, such as "Fluoresce", which causes the player to glow, and "Freeze", which keeps the player stuck in place for a few turns. In ''ZorkIII'' the player character gathers the garb of the
Dungeon Master to become his successor. Once the player has all the items, they must feed an elderly man, who reveals himself as the Dungeon Master and shows them the doorway leading to the final hallway. After the player solves the final puzzles, the Dungeon Master appears and transforms the player to look like himself, signifying the player's succession to his position.
Development
Inception
Tim Anderson,
Marc Blank,
Bruce Daniels, and
Dave Lebling began developing ''Zork'' in May 1977. The four were members of the Dynamic Modelling Group, a computer science research division at the
Massachusetts Institute of Technology
The Massachusetts Institute of Technology (MIT) is a Private university, private research university in Cambridge, Massachusetts, United States. Established in 1861, MIT has played a significant role in the development of many areas of moder ...
(MIT) Laboratory for Computer ScienceAnderson, Blank, and Daniels as students and Lebling as a research staff member.
Their work was inspired by ''
Colossal Cave Adventure'', a text-based game that is the first well-known example of interactive fiction and the first well-known
adventure game. ''Adventure'' was immensely popular among the small population of computer users of the time and a big hit at MIT in early 1977.
By the end of May, players had managed to completely solve it.
The four programmers began to design a game that would be a "better" text adventure game, with inputs more complex than ''Adventure''s two-word commands and puzzles less obtuse.
They believed that their division's
MDL programming language would be better suited for processing complex text inputs than the
Fortran code used in ''Adventure''.
The group was familiar with creating video games: Blank and Anderson had worked on a multiplayer trivia game called ''Trivia'' (1976), and Lebling was heavily involved with ''
Maze'' (1973), a multiplayer
first-person shooter
A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
and the first 3D first-person game ever made. Lebling first created a
natural language input system, or parser, that could process typed two-word instructions. Anderson and Blank built a small prototype text game to use it.
''Zork'' prototype was built for the
Digital Equipment Corporation
Digital Equipment Corporation (DEC ), using the trademark Digital, was a major American company in the computer industry from the 1960s to the 1990s. The company was co-founded by Ken Olsen and Harlan Anderson in 1957. Olsen was president until ...
(DEC)
PDP-10
Digital Equipment Corporation (DEC)'s PDP-10, later marketed as the DECsystem-10, is a mainframe computer family manufactured beginning in 1966 and discontinued in 1983. 1970s models and beyond were marketed under the DECsystem-10 name, especi ...
mainframe computer
A mainframe computer, informally called a mainframe or big iron, is a computer used primarily by large organizations for critical applications like bulk data processing for tasks such as censuses, industry and consumer statistics, enterprise ...
, the only system that supported their programming language.
While Lebling took a two-week vacation, Anderson, Blank, and Daniels designed an adventure game concept, which Anderson and Blank then developed as an early version of ''Zork''. This prototype contained simple versions of many concepts seen in the final game, including puzzles and locations. According to Anderson, "it took time for people to learn how to write good problems", and Lebling's first, uncomplex parser was only "almost as smart as ''Adventure''s". The game was unnamed, but the group had a habit of naming their programs "zork" until they were completed, a term in the MIT community for an in-development program. The group, referring to themselves as the "implementers", continued working on the game after Lebling returned, adding features and iterating on the parser through June 1977.
Grues were added to replace pits that would kill players in the dark; while play-testing, Lebling noticed that his character fell into a pit while in the attic of the house.
Lebling contends that ''Adventure'' was one of ''Zork''s only influences, as there were few other games to emulate at the time. Although the game's combat is based on ''
Dungeons & Dragons'', Lebling said the other developers had never played it.
He also thought of the parser and associated text responses as taking on the role of the Dungeon Master from a ''Dungeons & Dragons'' game, trying to lead the player through a story solely by describing it; this had also been the idea behind the parser in ''Adventure''.
Creation
The developers did not announce their game while it was in development, but a lack of security on the MIT systems meant that anyone who could access the PDP-10 computer over the
ARPANET
The Advanced Research Projects Agency Network (ARPANET) was the first wide-area packet-switched network with distributed control and one of the first computer networks to implement the TCP/IP protocol suite. Both technologies became the tec ...
could see what programs were being run. As a result, a small community of people, many of whom had been involved in playing and contributing to ''Trivia'', would "snoop" on the system for new programs. They found the new "Zork" adventure game and spread word of it under that name.
This communitydozens or possibly hundreds of players, according to Leblinginteracted with the developers as they created the game, playtesting additions and submitting
bug reports.
The implementers added a command transcript feature to keep track of what commands players tried to use unsuccessfully.
By the end of June, the game was approximately half the size of the final ''Zork'', and had a substantial community of players for the time. The group added locations such as a volcano and coal mine, and soon shifted their efforts to improving the
game's engine and adding the ability to
save the player's progress in the game. Following user requests, they also added the ability for the game to run on PDP-10 computers running different operating systems
TENEX and
TOPS-20which were much more popular than the
Incompatible Timesharing System operating system the MIT computer used. These users then set up a mailing list to distribute updates to the game. The developers returned to creating new content in the fall of 1977, adding the "Alice in Wonderland" section and a system for fighting enemies.
Around this time, community member Ted Hess at DEC decoded the
protections the group had made for the
source code
In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer.
Since a computer, at base, only ...
, and another DEC employee, Bob Supnik, created a
port
A port is a maritime facility comprising one or more wharves or loading areas, where ships load and discharge cargo and passengers. Although usually situated on a sea coast or estuary, ports can also be found far inland, such as Hamburg, Manch ...
of the game to Fortran. This port, released in March 1978, opened the game to a wider set of players without access to a PDP-10 mainframe.
At the time, the team had decided to give the game an actual name besides "zork", and chose ''Dungeon''. This name was used for the Fortran version, which was spread through
the DEC users group as one of its most popular pieces of software.
TSR Hobbies claimed the title violated their trademark for ''Dungeons & Dragons'', and the developers reverted to their original title.
Over the course of 1978, the team added the bank and Royal Zork Puzzle Museum sections, along with some puzzles and ideas suggested by players. The last puzzle was added in February 1979, though the team continued to release bug fix updates until the final update in January 1981. Anderson attributes this to the team running out of ideas and time, and having run out of space in the one
megabyte of
memory
Memory is the faculty of the mind by which data or information is encoded, stored, and retrieved when needed. It is the retention of information over time for the purpose of influencing future action. If past events could not be remembe ...
allocated for the game.
Very little of the game was planned ahead of time, nor were aspects of the game specific to one developer; instead, whenever one of the developers had an idea they liked, that developer would add it to the game, developing the concept and writing the text to go with it. According to Lebling, Blank ended up focusing mostly on the parser, Anderson on the game code, Blank and Daniels on new puzzles, and Lebling on descriptions of locations.
Anderson says that Blank wrote "40 or 50" iterations of the parser, and describes Daniels as designing puzzles that were then largely implemented by the others. He credits Blank with vehicles and saving, and Lebling with the robot, grues, and the fighting system.
To immerse the player in the game, the developers decided not to describe the player character, removing any accidental descriptions or
gendered pronouns.
The text responses to the player's commands were frequently opinionated and sarcastic, a design choice that mirrored the group's speaking patterns. The team felt it would both make the system feel less like a computer and also train the player to write commands in a way that the parser could understand rather than ways it would misinterpret.
Infocom
In 1979, Anderson, Blank, Lebling, and five other members of the Dynamic Modelling Group
incorporated Infocom as a
software company for members to join after leaving MIT.
No specific projects were initially agreed upon and Infocom had no paid employees, but discussions were focused on developing software for
smaller mainframe computers.
Blank and Joel Berez came up with a plan to make ''Zork'' work on personal
microcomputers, which were then beginning to become popular and which would greatly expand the audience for the game. Although microcomputers had very limited memory space compared to mainframe computers, they felt the project might be viable using
floppy disk
A floppy disk or floppy diskette (casually referred to as a floppy, a diskette, or a disk) is a type of disk storage composed of a thin and flexible disk of a magnetic storage medium in a square or nearly square plastic enclosure lined with a ...
s and a custom programming language if the game was cut into two pieces.
The pair worked on the project through the summer and fall of 1979 without pay, as the new company had the funds for only the computers. They ported the game to a new Zork Implementation Language (ZIL), which would then be run on a standardized "
Z-machine" software-based computer. For each type of microcomputer they wanted to release ''Zork'' or other ZIL-based games on, they could write an interpreter program that could run the Z-Machine instead of rewriting each game. Lebling divided ''Zork'' in half to create standalone episodes, modifying the game's layout to improve its flow and disconnecting locations now in separate episodes.
By the end of 1979 Berez had been elected the company's president. The core game was complete, but it had been run only on
DECSYSTEM-20 and
PDP-11 mainframe computers. Infocom purchased a
TRS-80
The TRS-80 Micro Computer System (TRS-80, later renamed the Model I to distinguish it from successors) is a desktop microcomputer developed by American company Tandy Corporation and sold through their Radio Shack stores. Launched in 1977, it is ...
personal computer early in 1980, which could run the game after Blank and Scott Cutler created an interpreter program. Infocom began preparing to release the first section under the title ''Zork: The Great Underground EmpirePartI''. Mike Dornbrook, who had never played the game, tested it as an audience surrogate. He felt that the game would be wildly successful and develop a cult following, and urged Infocom to produce tie-in products like maps, hints, and shirts. The rest of the company was not convinced enough to start producing any such add-ons, but they did add an object in the game that gave an address for players to mail in for maps and hints in case it proved popular.
The game now complete, the company began looking for a professional publisher with store and distributor connections. They felt this was preferable to
self-publishing
Self-publishing is an author-driven publication of any media without the involvement of a third-party publisher. Since the advent of the internet, self-published usually depends upon digital platforms and print-on-demand technology, ranging fro ...
. Berez approached
Microsoft
Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
, who declined based on the game competing with ''
Microsoft Adventure'' (1979), their version of ''Adventure''. Microsoft CEO
Bill Gates
William Henry Gates III (born October 28, 1955) is an American businessman and philanthropist. A pioneer of the microcomputer revolution of the 1970s and 1980s, he co-founded the software company Microsoft in 1975 with his childhood friend ...
was a fan of ''Zork'', but by the time he heard of the proposal, Infocom was in negotiations with another publisher,
Personal Software, one of the first professional software publishing companies. Personal Software agreed to publish the game in June 1980, sending the company an
advance payment. ''Zork: The Great Underground Empire'', also known as ''ZorkI'' or just ''Zork'', was published for the TRS-80 in December 1980. Since Personal Software declined to publish the 1979 PDP-11 version of the game, Infocom sold some copies earlier in the year after announcing it to PDP-11 user groups. Lebling later recalled that about twenty floppy disk copies were sold directly with Anderson's typewritten manual.
By the end of 1980, an
Apple II
Apple II ("apple Roman numerals, two", stylized as Apple ][) is a series of microcomputers manufactured by Apple Computer, Inc. from 1977 to 1993. The Apple II (original), original Apple II model, which gave the series its name, was designed ...
version of ''ZorkI'' was completed and sold through Personal Software. Infocom began receiving requests for hints and maps as predicted, and Berez began handling map and poster orders while Dornbrook wrote customized hints for players; in September 1981 he founded the Zork Users Group as a separate company to handle all mail order sales and hint requests.
Infocom eventually produced hint booklets with progressive answers to questions written in invisible ink, branded as InvisiClues.
Meanwhile, Lebling worked on converting the second half of ''Zork'' into ''ZorkII'', but in the process thought up several new puzzles for the game.
Although as late as December 1980 he told ''
Byte (magazine), Byte'' that it would be a two-part game, it soon became clear that the second half would not fit into the allotted space.
As a result, the game was split again into ''ZorkII: The Wizard of Frobozz'' and ''ZorkIII: The Dungeon Master''.
According to Lebling, splitting the game into episodes led to different atmospheres: ''ZorkI'' was focused on exploration and ''Adventure''-style gameplay, ''II'' had more of a focus on plot and added
magic spells to the base game, and ''III'' was less straightforward, with time-sensitive aspects.
Marc Blank constructed ''ZorkIII'' and added gameplay changes such as the modified point system to move the game away from straightforward dungeon exploration.
''Zork II'' was offered to Personal Software in April 1981 and the contract was signed in June, but Infocom grew wary of continuing this relationship. The Infocom team felt that Personal Software was not advertising ''ZorkI'' very strongly, and did not seem excited about Infocom's plans for ''ZorkIII'' and other planned text adventure games such as ''
Deadline'' and ''
Starcross''. Personal Software soon stopped publishing entertainment software altogether and rebranded as VisiCorp in 1982 to align with its
VisiCalc spreadsheet software. Rather than find another publisher, Infocom decided to self-publish its games and began renting office space and contracting with production facilities. It bought out Personal Software's stock of AppleII ''ZorkI'' copies and began publishing ''ZorkI'' and ''II'' directly by the end of 1981. ''ZorkIII'' followed in the fall of 1982. Infocom developed interpreters for the
Commodore 64,
Atari 8-bit computers,
CP/M systems, and
IBM PC compatibles, and released the episodes of ''Zork'' for them as well in 1982.
Reception
Sales
Following its 1980 release, ''ZorkI'' became a bestseller from 1982 through 1985,
with 380,000 copies sold by 1986.
In its first nine months Personal Software sold 7,500 copies for the TRS-80 and AppleII. Sales ballooned as Infocom began self-publishing the trilogy and the personal computer market expanded.
''ZorkI'' had sold 38,000 copies by the end of 1982, nearly 100,000 in 1983, and around 150,000 copies in 1984.
Its success outpaced Infocom's later games; ''
Inc.'' reported in 1983 that ''ZorkI'', only one of Infocom's fifteen released titles, composed twenty percent of their annual sales.
''ZorkI'' sales declined beginning in 1985. The second and third parts of ''Zork'' also sold well, though not as highly as the first: more than 170,000 ''ZorkII'' and 130,000 ''ZorkIII'' copies sold by 1986.
Overall sales of the first three episodes reached over 760,000 copies by early 1989.
Combined, they sold more than 250,000 copies by 1984,
and more than 680,000 copies through 1986, including the 1986 ''Zork Trilogy'' compilation release. Between 1982 and 1986, the ''Zork'' trilogy composed more than one-third of Infocom's two million total game sales.
Activision
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
purchased Infocom in 1986 and reported that the three ''Zork'' games and trilogy compilation sold another 80,000 copies by early 1989.
Reviews
The episodes of ''Zork'' were highly praised in contemporaneous reviews. ''Byte'' and ''
80 Micro'' praised their writing, which the ''Byte'' reviewer described as "entertaining, eloquent, witty, and precise".
Reviewers for ''
Softalk
''Softalk'' () was an American magazine of the early 1980s that focused on the Apple II computer. Published from September 1980 through August 1984, it featured articles about hardware and software associated with the Apple II platform and the p ...
'' and ''
The Space Gamer'' enjoyed how the parser let them input more complex sentences than did earlier games, the ''Softalk'' review noting that every other game since ''Adventure'' had limited the player to two-word phrases, though they also thought players would largely stick with clearer two-word commands.
''80 Micro'' wondered whether ''Zork'' could ever be completed because of how much the parser let the player do.
''Byte'' concluded that "no single advance in the science of ''Adventure'' has been as bold and exciting" as ''Zork'', a sentiment echoed by ''Softalk''.
In the years after its release, ''ZorkI'' received more reviews praising the game in relation to ''Adventure'' and the genre.
Jerry Pournelle
Jerry Eugene Pournelle (; August 7, 1933 – September 8, 2017) was an American scientist in the area of operations research and ergonomics, human factors research, a science fiction writer, essayist, journalist, and one of the first bloggers. ...
described the mainframe and Personal Software versions as "more difficult and more interesting" than ''Adventure'' in 1980, and recommended the Infocom version in 1983, saying that "if you liked ''Adventure'' and wanted more... I guarantee you'll love ''Zork''".
''
Computer Gaming World'' in 1982, ''
PC Magazine
''PC Magazine'' (shortened as ''PCMag'') is an American computer magazine published by Ziff Davis. A print edition was published from 1982 to January 2009. Publication of online editions started in late 1994 and continues .
Overview
''PC Mag ...
'' in 1982, and ''
SoftSide'' in 1983 all recommended it as a "must-have" for anyone interested in fantasy or adventure games.
''
Family Computing'', in late 1983, proclaimed it a classic of the genre and the game that made the adventure genre more than a novelty.
Reviewers similarly praised ''Zork'' second and third episodes. ''
Softline'' recommended ''ZorkII'' for its "well-balanced mix of humor, wit, and wry puns" for both new and experienced players.
''PC Magazine'' said it would appeal to all players and that the game was challenging, enjoyable, and funny.
A reviewer for ''Softalk'' said it broke away from both the first episode and ''Adventure'' to be "fresh and interesting".
Some of the puzzles in ''ZorkII'' were later considered "infamously difficult", and in a hint book, Infocom apologized for one puzzle's difficulty and reliance on baseball knowledge.
Reviews in ''Softalk'' and ''
Creative Computing'' named ''ZorkIII'' as the best in the trilogy.
''
PC World'' said it was "just as exciting and puzzling as ''ZorkI'' and ''II''", though its puzzles could be frustrating.
''K-Power'' concluded that ''ZorkIII'' was "the most intelligent text game for a microcomputer that we've ever seen".
''Commodore Magazine'', in June 1983, described the combined trilogy as the most popular adventure game, as well as the best.
''The Addison-Wesley Book of Atari Software 1984'' gave all three parts of ''Zork'' an overall A+ rating. It called ''ZorkI'' "the definitive adventure game", adding that ''ZorkII'' "has the same outstanding command flexibility, wry humor, and word recognition of ''Zork''", and concluded that ''ZorkIII'' was "perhaps the most entertaining of the three" and "a highwater mark for subtlety and logic".
''
InfoWorld
''InfoWorld'' (''IW'') is an American information technology media business. Founded in 1978, it began as a monthly magazine. In 2007, it transitioned to a Web-only publication. Its parent company is International Data Group, and its sister pu ...
's Essential Guide to Atari Computers'' recommended the trilogy as among the best adventure games for the Atari 8-bit computer.
Legacy
''Zork'' has been described as "by far the most famous piece of
nteractive fiction and "the father figure of the genre".
Game historian Matt Barton contended that "to say that ''Zork'' is an influential adventure game is like saying the
Iliad
The ''Iliad'' (; , ; ) is one of two major Ancient Greek epic poems attributed to Homer. It is one of the oldest extant works of literature still widely read by modern audiences. As with the ''Odyssey'', the poem is divided into 24 books and ...
is an influential poem".
Rather than simply influencing games, Barton said it instead showed that the computer could simulate a rich virtual world, and helped lay the foundations of video game concepts around exploring, collecting objects, and overcoming problems.
Nick Montfort, in his book on interactive fiction ''Twisty Little Passages: An Approach to Interactive Fiction'' (2003), suggested that ''Zork''s legacy and influence lay not in its parser or writing, but in the way it modeled the game world as a complex, dynamic space that the player moved through.
Janet Murray, in ''
Hamlet on the Holodeck'' (1997), considered this a result of the way the game was programmed compared to other games of the time, with each area, item, and actor modeled as their own object that could act and be acted upon.
Historians have argued that ''Zork'', along with ''Colossal Cave Adventure'', influenced the creation of the
MUD genre, and through it the more recent
massively multiplayer online role-playing game
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.
As in role-playing games (RPGs), the player assumes the role of a Player charac ...
genre.
The game's natural language parser has been noted as having a strong personality, and it was one of the first games to have one.
It has been cited as starting a strong trend in writing for adventure games having "metafictional humor, and tendency towards self-parody".
Decades later ''Zork'' is still cited as an inspiration for text interfaces such as
chatbots.
It has also been used, along with other text adventure games, as a framework for testing natural language processing systems.
''Zork'' was listed on several lists of the best video games more than a decade after release. In 1992 ''Computer Gaming World'' added ''Zork'' to its Hall of Fame.
It was placed on "best games of all time" lists for ''Computer Gaming World'' and ''
Next Generation'' in 1996, and ''Next Generation'' listed the entire series as a whole in 1999.
In 2016 ''
PC Gamer
''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games m ...
'' ranked ''Zork'' as one of the fifty most important video games ever made for establishing Infocom as a studio and defining an entire generation of adventure games.
In 2007 ''Zork'' was listed among the ten "
game canon" video games selected for preservation by the
Library of Congress
The Library of Congress (LOC) is a research library in Washington, D.C., serving as the library and research service for the United States Congress and the ''de facto'' national library of the United States. It also administers Copyright law o ...
.
The grue has been used as a homage to classic, early computer gaming, referenced in games such as ''
NetHack'', ''
World of Warcraft
''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
'', and ''
Alan Wake''.
A reference to grues is also made in title and refrain of
Nerdcore rapper
MC Frontalot's song "
It Is Pitch Dark".
Writer Bernard Perron, while discussing horror in video games, stated that being hunted by a grue was a "terrifying situation no player had ever experienced before".
''
IGN'' regarded the grue as one of the best video game villains, stating that the dialogue "It is pitch black. You are likely to be eaten by a grue" was effective, and how despite some physical characteristics being made clear later, players have their own "utterly personal mental image of what a grue looks like". They noted that while it started as a solution to a game problem, it had evolved to become "one of the chief boogiemen in the early history of video games".
Later games and media
''Zork'' was the centerpiece of Infocom's game catalog, and Infocom quickly followed it with several more text adventure games using variants of the ''Zork'' codebase and the Z-machine, each of which sold tens of thousands of copies.
By 1984, three years after Infocom began self-publishing ''Zork I'', Infocom had fifty full-time employees, US$6million in annual sales, and twelve other games released.
Infocom internally nicknamed its early games in relation to ''Zork'', such as "Zork: the Mystery" (''Deadline'', 1982), "Zorks in Space" (''Starcross'', 1982), and ''Zork IV'' (''
Enchanter'', 1983). By 1986 this had increased to 26 total titles. Although ''
Wishbringer: The Magick Stone of Dreams'' (1985) was ostensibly set in the same world as ''Zork'', the company had not made any more official ''Zork'' games, releasing only a ''Zork Trilogy'' compilation of all three episodes.
In 1985 Infocom diversified into professional software by creating a
relational database
A relational database (RDB) is a database based on the relational model of data, as proposed by E. F. Codd in 1970.
A Relational Database Management System (RDBMS) is a type of database management system that stores data in a structured for ...
product called
Cornerstone. Poor sales led to financial difficulties and the company was sold to Activision in 1986.
Infocom then created two more ''Zork'' games: ''
Beyond Zork: The Coconut of Quendor'' (1987), which added a graphical map and more role-playing and combat elements, and ''
Zork Zero: The Revenge of Megaboz'' (1988), a prequel game that added graphical elements and menus as well as graphical
minigames.
Infocom's tenure under Activision was rocky, and rising costs and falling profits, exacerbated by a lack of new products in 1988, led Activision to close Infocom in 1989.
Activision returned to the series with several
graphic adventure games: ''
Return to Zork'' (1993), ''
Zork Nemesis: The Forbidden Lands'' (1996), and ''
Zork: Grand Inquisitor'' (1997).
It also released ''
Zork: The Undiscovered Underground'' (1997), a free text adventure game partially written by original Infocom implementers Michael Berlyn and Marc Blank to promote ''Zork: Grand Inquisitor''.
In 2009
Jolt Online Gaming released ''
Legends of Zork'', a
freemium browser-based online adventure game.
The original ''Zork'' games have been re-released in several compilations since ''Zork Trilogy''. They are included in ''
The Lost Treasures of Infocom'' (1991), ''
Zork Anthology'' (1994), ''
Classic Text Adventure Masterpieces of Infocom'' (1996), and ''Zork Legacy Collection'' (1996).
A graphical port of ''ZorkI'' for the
PlayStation and
Sega Saturn
The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the succes ...
consoles was produced by
Shōeisha in Japan in 1996, nineteen years after its original release.
Unofficial versions of ''Zork'' have been created for over forty years for a wide range of systems, such as browsers or
smart speaker
A smart speaker is a type of loudspeaker and voice command device with an integrated virtual assistant (artificial intelligence), virtual assistant that offers interactive actions and Hands-free computing, hands-free activation with the help of o ...
s.
Four
gamebook
A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Each narrative typically does not ...
s, written by Infocom developer
Steve Meretzky and set in the ''Zork'' world, were published in 1983–1984: ''The Forces of Krill'' (1983), ''The Malifestro Quest'' (1983), ''The Cavern of Doom'' (1983), and ''Conquest at Quendor'' (1984). These books, known collectively as the "
''Zork'' books", are presented as interactive fiction in the style of the ''
Choose Your Own Adventure'' series, wherein the player makes periodic choices and turns to a page that corresponds to that choice.
Two novels were published based on the original game: ''The Zork Chronicles'' by
George Alec Effinger (1990) and ''The Lost City of Zork'' by
Robin Wayne Bailey (1991).
In 1996
Threshold Entertainment acquired the rights to ''Zork'' and announced plans to create a ''Zork'' movie and live action TV series, though it was never produced.
References
Sources
*
*
*
*
*
*
*
*
*
*
*
*
External links
*
Zork',
Zork I',
Zork II', and
Zork III' at th
Interactive Fiction Databasewith downloadable versions for many platforms
*
Zork',
Zork I',
Zork II', and
Zork III' at th
Interactive Fiction Wikiwith downloadable versions for many platforms
Source codefor a 1977 PDP-10 version of ''Zork''
{{Infocom games
Zork
1970s interactive fiction
1977 video games
Activision Blizzard franchises
Adventure games
Amiga games
Amstrad CPC games
Apple II games
Atari 8-bit computer games
Atari ST games
Classic Mac OS games
Commodore 16 and Plus/4 games
Commodore 64 games
Commodore 128 games
CP/M games
DOS games
Fantasy video games
Games commercially released with DOSBox
Infocom games
Mainframe games
MSX games
NEC PC-9801 games
PlayStation (console) games
Sega Saturn games
TRS-80 games
TRS-80 Color Computer games
Video games developed in the United States
Video games with available source code
Teleprinter video games
Shōeisha games
Single-player video games