Text-Based Computer Games
Text-Based Computer Games are a mode of gaming, popular during the 1980s, that require players to read lines of text on their computer screen which describe a virtual world and prompts players to interact within and navigate that world by typing textual commands using a keyboard. The games did not contain graphics (pixel-based images such as bitmaps or raster graphics), and required heavy participating from the user, creating an experience that closely linked the human body to machine. Games such as Zork and Adventureland are definitive examples of text-based computer games, and although they are not obsolete, they have generally been remediated by image-based computer games such as World of Warcraft and EverQuest that feature advanced computer graphics, ultimately allowing the user to detach themselves from the game, replacing their physical body with that of a digitized avatar. This article will explore the experience of text-based computer gaming, and argue that is a form of interactive fiction which prompts players to actively use their minds in order to imagine a virtual world, allowing them to solve a maze-like puzzle. This article will also include an analysis of Multi-User Dungeon Object Oriented virtual realms (MOOs), because although they are not technically "games," they are text-based virtual worlds which users can explore and navigate while interacting with other users in a chat-based setting, while additionally allowing users to participate in narrative creation through object-oriented programming.
Interactive Fiction, literally, can be many things outside of computing. For instance, riddles could be considered an early form of interactive fiction, and a slightly more contemporary example would be the Choose Your Own Adventure novel, which text-based computer games would be a direct remediation of. In these novels, readers are told to make different decisions in the plot that would result in various outcomes. Similar to players in a text-based computer game, the reader "...determines if certain events will occur at all, and how they will unfold if they do: at such times the [reader] is the one doing the plotting. This means that these events cannot be considered narrative in the strictest sense" (39). If narrative is something pre-determined, what the readers of Choose Your Own Adventure novels and the players of text-based computer games create is something slightly different. Both CYOA novels and text-based computer games have a pre-determined course of events that are created either by the author of the novel or the programmer of the game (which varies, as will be discussed later with MOOs). What the readers/players do is similar to Chatman's idea of the "implied author" or Aarseth's idea of the "intrigue," a "'..the mastermind who is ultimately responsible for the events and existents'" (Carr, 40). What the text-based computer game does is take the elements of the CYOA novel and shroud it further, you cannot flip ahead and take a sneak peek at the outcome of each decision you make. You are literally faced with a blank screen and have to guess which way to go, how to move, and what to do in order to achieve your desired outcome. This makes the text-based adventure game more similar to a labyrinth than the CYOA novel, a more complex, detailed world that expands the notion of secrecy.