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Meretzky on Adams


In 1984, Steve Meretzky of Infocom collaborated with Douglas Adams to co-author one of the most successful and notoriously difficult computer games of all time – the interactive fiction of The Hitchhiker’s Guide to the Galaxy. In 1985, the game sold nearly half-a-million copies, making it a phenomenal success for the time, given the number of personal computers then in the world. This wasn’t long before graphic computer games took over, at which point companies like Infocom and Level 9, both of whom specialised in intelligent games of the imagination, went to the wall. It wasn’t really until we released Starship Titanic in 2000 that the art of the conversation engine as a user interface was significantly advanced over Infocom’s parser, itself derived from the original work by Crowther and Woods at MIT in the 1970s. I still fervently believe that a natural language interface is the future of interaction and that universal communication by e-mail and text messaging and the blogosphere represents a re-evolution of the word as a means of interaction. Returning hastily from that small contextual digression, here’s a compendium of Steve Meretzky’s thoughts on the original game, working with Douglas and the fate of the interactive fiction industry. Thanks to Steve for providing this and giving permission to publish it here.

What about Douglas Adams? Working with him was a good experience?

Working with Douglas was great. He had such a different perspective on things, and came up with puzzles and scenes that I’d never have thought of in a million years on my own – having the game lie to you, or using a parser failure as the words which fell through a wormhole in the universe and started an interstellar war, or having an object like “no tea”. On the other hand, the man is the world’s worst procrastinator! I had to practically camp out on his doorstep in England to get him to finish his stuff for the game.

How did you come to work with Douglas Adams?

What was he like? Douglas was an Infocom player and fan, and so when he and his agent and his publisher began discussing the subject of a computer game adaptation of Hitchhiker’s Guide, he was pretty adamant that it be with Infocom. Marc Blank suggested that I collaborate on the game with Douglas, partly due to fortunate timing (I had just completed Sorcerer), partly because many people had found Planetfall to be reminiscent of the humor of Hitchhiker’s Guide, and partly because I was the only implementor who was as tall as Douglas. The best way to describe Douglas is that he’s the ideal dinner companion. He can speak intelligently and with wit about almost any topic under the sun. Unfortunately, as a collaborator, he suffered from the fact that he was the world’s worst procrastinator! I had to practically camp out on his doorstep in England to get him to finish his stuff for the game. Otherwise, working with him was great. He had such a different perspective on things, and came up with puzzles and scenes that I’d never have thought of in a million years on my own – having the game lie to you, or using a parser failure as the words which fell through a wormhole in the universe and started an interstellar war, or having an object like “no tea”.

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