Design Journal #1: Zork

Zork 1: The Great Underground Empire

General Description:
Zork one of the earliest fictional and highly popular interactive fiction computer games of its time takes players on a fictional adventure through a threatening underground empire in search of wealth.

The main goals to achieve in the game are of collecting valuable items, surviving within the set world and progressing through the game. This is achieved by overcoming many different obstacles including enemies, blocked passages such as locked doors and navigation, all made that much harder by the absence of graphical representation with the game being represented solely by text.

The fact of this sole text representation of the game leaves an amount of the work to the player in forms of imagining the game play from descriptive paragraphs, very not unlike reading a fictional book. this in essence leaving a lot of the experience being gained by players to the level of imagination said players have.

Actions:
Actions available in the text based game Zork can be seen as being the following:
  • Movement (North, East, South, West, Up, Down)
  • Taking Objects
  • Opening
  • Attacking
  • Interacting with objects

Game Play:
The main game play characteristics of the Game Zork can be seen as being an 'Inquisitional adventure' where the player is guided and fueled by their own desire to explore and discover in a fictional realm.

Experience:
Main experiences according to the 6/11 model achieved within the game can be seen as the following.
Emotions:
  • Anger
  • Joy / Happiness
  • Pride
  • Excitement
Instincts:
  • Survival
  • Collecting
  • Greed
  • Exploration / Curiosity


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