Main game
3.49 average rating based on 153 ratings
For such an important piece of history, there should be nothing but praise for this groundbreaking text adventure, right?
No, I'm pretty sure it was frustrating then and is frustrating now. The game starts with you in front of a mysterious house, soon embarking on some kind of quest for the great Treasures of Zork to get inside a tomb. Finding out the controls takes a bit of practice but figuring out directional shortcuts and putting items into things should be a relatively straightforward task. Saving and restoring is also quite useful, as the player will most often die through some mistake or other.
Given the wide and expansive nature of the game, it's surprising (even by drawing out the map) how easy it is to get lost or do the wrong thing. While the beginning starts out easily enough (use sword on troll, woo), avoiding the darkness and the grue within and the random nature of a nasty Thief can become a chore. Things like forests and coal mines will render the player hopelessly lost, and may lose track of very important items in a very limited inventory space.
Some will find this adventure captivating for the first 30 …
For such an important piece of history, there should be nothing but praise for this groundbreaking text adventure, right?
No, I'm pretty sure it was frustrating then and is frustrating now. The game starts with you in front of a mysterious house, soon embarking on some kind of quest for the great Treasures of Zork to get inside a tomb. Finding out the controls takes a bit of practice but figuring out directional shortcuts and putting items into things should be a relatively straightforward task. Saving and restoring is also quite useful, as the player will most often die through some mistake or other.
Given the wide and expansive nature of the game, it's surprising (even by drawing out the map) how easy it is to get lost or do the wrong thing. While the beginning starts out easily enough (use sword on troll, woo), avoiding the darkness and the grue within and the random nature of a nasty Thief can become a chore. Things like forests and coal mines will render the player hopelessly lost, and may lose track of very important items in a very limited inventory space.
Some will find this adventure captivating for the first 30 minutes, but once they're looking for an exit, it's a bit disheartening how Zork can irritate, frustrate, and bore the player with so many keys to so many locks and punishing logic that doesn't quite encourage exploration without heavy saving/restoring.
Play: 7/10 Advanced parser, clear communication of when items are acquired. I love the labeling of rooms. And tho the RNG-based "enemies" of text adventures make me mad, this feels legitimate as the true successor to Colossal Cave. With all that positive stuff being said, tho, it's just too much a chore to get through. Like Colossal Cave, Stuga, and Acheton etc were, but those were innovative fresh and rightfully rudimentary.
Feel: 7/10 As popular as this was, and the very special feel it has, it still is just a rehash of Colossal Cave's frustrations. Scott Adams, Roberta Williams, heck even Lafore, invented their own flavor of the collect-treasure-in-a-room. Nevertheless, I kept wanting to push through, and kept retrying, so that says something...
Attachment: 8/10 Fact is, I had already tried this twice and now returned to it again. And that says something. Certainly a game I won't forget, and a game I have respect for, but even on a night I was super excited to play it, and ready to try Zork II since it's actually the next game in my chronology project, I couldn't push through some endgame frustrations, even with the Save function yes. Just eventually tire …
Play: 7/10 Advanced parser, clear communication of when items are acquired. I love the labeling of rooms. And tho the RNG-based "enemies" of text adventures make me mad, this feels legitimate as the true successor to Colossal Cave. With all that positive stuff being said, tho, it's just too much a chore to get through. Like Colossal Cave, Stuga, and Acheton etc were, but those were innovative fresh and rightfully rudimentary.
Feel: 7/10 As popular as this was, and the very special feel it has, it still is just a rehash of Colossal Cave's frustrations. Scott Adams, Roberta Williams, heck even Lafore, invented their own flavor of the collect-treasure-in-a-room. Nevertheless, I kept wanting to push through, and kept retrying, so that says something...
Attachment: 8/10 Fact is, I had already tried this twice and now returned to it again. And that says something. Certainly a game I won't forget, and a game I have respect for, but even on a night I was super excited to play it, and ready to try Zork II since it's actually the next game in my chronology project, I couldn't push through some endgame frustrations, even with the Save function yes. Just eventually tire of it all, and for me, instead get ready to watch The Wire with my husband who just got home from work! Perfect timing. Moving on. Will try Zork II some time this week.
I'm honestly surprised by how much fun I had, especially considering I kinda expected myself to get bored/frustrated quickly and end up following a walkthrough step by step. The key part was using all the docs I've got with the Classic Text Adventure Masterpieces collection, so the maps, the lovely hint book and the manual with the background story. Those things gave me a big hand in terms of quality of life and helped me immersing in the world and the whole spirit of the adventure. Plus, they are so much fun to read, clearly written with Terry Pratchett and Douglas Adams in mind. The game is of course rough, primordial, it's quite far from being one of the best text adventures out there, but with this approach it was really fun, entertaining, and I was able to appreciate a lot of complexities I didn't expect to find (the whole thief part, how it tackles fighting and dying, some lovely puzzles and the bizarre, funny writing). I'm not sure I would encourage anybody to play this game instead of other later Infocom adventures, but I would for sure encourage to read and use all those docs anybody who wanted to …
Read MoreI'm honestly surprised by how much fun I had, especially considering I kinda expected myself to get bored/frustrated quickly and end up following a walkthrough step by step. The key part was using all the docs I've got with the Classic Text Adventure Masterpieces collection, so the maps, the lovely hint book and the manual with the background story. Those things gave me a big hand in terms of quality of life and helped me immersing in the world and the whole spirit of the adventure. Plus, they are so much fun to read, clearly written with Terry Pratchett and Douglas Adams in mind. The game is of course rough, primordial, it's quite far from being one of the best text adventures out there, but with this approach it was really fun, entertaining, and I was able to appreciate a lot of complexities I didn't expect to find (the whole thief part, how it tackles fighting and dying, some lovely puzzles and the bizarre, funny writing). I'm not sure I would encourage anybody to play this game instead of other later Infocom adventures, but I would for sure encourage to read and use all those docs anybody who wanted to play Zork.
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Welp, Imma get over myself and give this an earnest try...
Edit: wow, why was I so opposed to this. I must've either been really tired of text adventures by this point, or played it on something other than Apple/Applesoft BASIC