gaming had a beginning, Zork was the start of adventure games as an example
Zork: The Great Underground Empire - Part I, later known as Zork I, is an interactive fiction video game written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson and published by Infocom in 1980. It was the first game in the popular Zork trilogy and was released for a wide range of computer systems, followed by Zork II and Zork III. It was Infocom's first game, and sold 378,987 copies by 1986
an example of life before graphics
http://en.wikipedia.org/wiki/Zork_I
The opening text of Zork I is among the most notable descriptions in video games:
West of House
You are standing in an open field west of a white house, with a boarded front door.
There is a small mailbox here.
This is quite simplistic when compared to Infocom's later games, many of which started with screens full of introductory text.
Several of the game's situations and descriptions have become iconic within the field of interactive fiction, such as the brass lantern and the "Elvish sword of great antiquity".
Zork I also introduced the notable grue, a "sinister, lurking presence" who kills adventurers who go exploring in the dark. Grues appeared (or, at least, were mentioned) in many subsequent Infocom adventures, right up to the 1997 graphic adventure Zork Grand Inquisitor, published by Activision.
Zork: The Great Underground Empire - Part I, later known as Zork I, is an interactive fiction video game written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson and published by Infocom in 1980. It was the first game in the popular Zork trilogy and was released for a wide range of computer systems, followed by Zork II and Zork III. It was Infocom's first game, and sold 378,987 copies by 1986
an example of life before graphics
http://en.wikipedia.org/wiki/Zork_I
The opening text of Zork I is among the most notable descriptions in video games:
West of House
You are standing in an open field west of a white house, with a boarded front door.
There is a small mailbox here.
This is quite simplistic when compared to Infocom's later games, many of which started with screens full of introductory text.
Several of the game's situations and descriptions have become iconic within the field of interactive fiction, such as the brass lantern and the "Elvish sword of great antiquity".
Zork I also introduced the notable grue, a "sinister, lurking presence" who kills adventurers who go exploring in the dark. Grues appeared (or, at least, were mentioned) in many subsequent Infocom adventures, right up to the 1997 graphic adventure Zork Grand Inquisitor, published by Activision.