Zarf Updates ([syndicated profile] zarfhome_blog_feed) wrote2025-11-21 03:12 am

Zork is now open source

Posted by Andrew Plotkin

Two years ago, I wrote:

Microsoft-the-company does not care about Infocom. But a lot of people in Microsoft must care. Microsoft is heavily populated by greying GenX nerds just like me. Folks who grew up with the first home computers and fondly remember the games of the early 1980s.

To those nerds, I direct this request:

It is time to do right by the memory of Infocom. It is time to let it go.

--Microsoft consumes Activision; and a plea, Oct 13, 2023

I am happy to say that, as of today, Microsoft did that thing.

Today, we’re preserving a cornerstone of gaming history that is near and dear to our hearts. Together, Microsoft’s Open Source Programs Office (OSPO), Team Xbox, and Activision are making Zork I, Zork II, and Zork III available under the MIT License. Our goal is simple: to place historically important code in the hands of students, teachers, and developers so they can study it, learn from it, and, perhaps most importantly, play it.

--Preserving code that shaped generations: Zork I, II, and III go Open Source, Nov 20, 2025

The post is signed by Stacey Haffner (MS Open Source Programs Office) and Scott Hanselman (VP, Developer Community). I'm naming them because, as I said above, this is an effort that was pushed through by people. Companies do not do things like this blindly or out of habit. It happens when someone who cares makes an effort.

Okay, I bet you have questions. So do I!

So what's changed?

The three historicalsource repos on Github (Zork 1, Zork 2, Zork 3) all now have the MIT license attached.

I'm not sure what else changes right away. As we all know, fans have be treating the Infocom source as a community playground for five years now. I certainly have.

I think the biggest shift is that educators (teachers, museums, etc) can use the games openly. No paperwork or fuss or guilty photocopying behind the barn.

(Anybody want to install my Visible Zorker in a museum?)

What does this include?

I quote directly:

This release focuses purely on the code itself. It does not include commercial packaging or marketing materials, and it does not grant rights to any trademarks or brands, which remain with their respective owners. All assets outside the scope of these titles’ source code are intentionally excluded to preserve historical accuracy.

I'm not sure what "historical accuracy" means there.

As a reminder, the "Infocom" trademark has been dropped and picked up by at least three different weirdos since the original Infocom evaporated. The "Zork" trademark lapsed long ago, but Activision held onto "Return to Zork" for some reason.

If you're interested in the packaging and such, I recommend these well-known Infocom fan sites:

Which versions of Zork are these?

The Zork 1 repo contains Zork 1 release 119, serial 880429. (See the zork1.chart file in that repo, or the runnable game file in COMPILED/zork1.z3.) This is not a version that Infocom ever sold, as far as I know. All the Zork collections available since 1990 have contained release 88, serial 840726. So this is not the exact version of Zork that you played way back when.

The other repos are Zork 2 release 63, serial 860811; and Zork 3 release 25, serial 860811.

My Obsessively Complete Infocom Catalog labels these three versions as "final-dev". That is, they appear to be the last versions that were compiled by Infocom people -- or the last that were preserved, anyhow. As such, they may not have gone through release testing. Beware obscure bugs!

I am taking just a bit of liberty to assume that Microsoft's declaration covers all known versions of Zork 1/2/3. Again, see my Infocom Catalog page.

UPDATED: I am reminded (thanks!) that the repositories do contain earlier source versions. (Which I noticed five years ago, but forgot.) There's no Git branch or tag to mark them, but you can browse the commit history.

What about the other thirty-whatever Infocom games?

Those three Zork repos are the ones that Jason Scott created back in 2019. He created repos for all the other Infocom games too! They're all there. That collection is the entire starting point for Infocom source research. (It's the basis for my collection, for example.)

So MS linking there is... well, it's a knowing wink at the very least.

My understanding is that the MS folks hope and intend to get the rest of the Infocom catalog out under the same license. But it's a slow process; lawyers have to sign off. It took two years to get this far. No bets if or when the next step will happen.

How about Hitchhiker's and Shogun though?

Ooh, that's an interesting question.

I have long theorized -- please underline "theorized" -- that sometime around 1995, Activision handed the rights to those games back to Douglas Adams and (the estate of) James Clavell. Those two titles were notably absent from the Masterpieces of Infocom CD-ROM collection (1996). And Douglas Adams posted the Hitchhiker's game on his own web site shortly after that. (It's now hosted by the BBC.)

(The estate of James Clavell did not post Shogun anywhere. Possibly because it stank.)

But I have no inside knowledge of the legalities behind this. It's all guesswork. Maybe Microsoft will announce that those games are open-source tomorrow. Or never.

Did you have anything to do with this?

I wrote a blog post. What else do you want?

I've chatted a bit with some Microsoft people. Not in detail, and I was not privy to any plans. (Today's announcement was a total surprise to me.) But I did send reminders a couple of times, as the months dragged on. So maybe you can credit me as "gadfly".

When I released the Visible Zorker back in January, I dropped Scott Hanselman a note. "Look! This is the kind of thing that researchers can do with legitimate access to the source code!" He liked it. I hope it helped.

Zarf Updates ([syndicated profile] zarfhome_blog_feed) wrote2025-11-19 06:04 pm

The Beyond (and more) in the AdventureX sale

Posted by Andrew Plotkin

A year ago, I released The Beyond for Mac, Windows, Linux, and Steam Deck.

A cartoon drawing of a dark-skinned man holding a harpoon. Books flutter by in the background. The Beyond, Adventuregame Comics #2, by Jason Shiga

The Beyond was also featured in the 2024 AdventureX Steam Festival. I'm happy to say that it's also part of this year's AdventureX Steam sale, which starts today.

Leviathan and Meanwhile aren't listed as part of the AdventureX sale. I'm putting them on Steam discount anyway. Why should they feel left out? All three games are 15% off through Monday. (And The Beyond for an extra week -- that's how the sale calendar worked out.)

Enjoy.

Zarf Updates ([syndicated profile] zarfhome_blog_feed) wrote2025-11-14 03:26 am

I am a person who will buy... another... Steam Machine

Posted by Andrew Plotkin

Another Valve hardware announcement: the Steam Machine is back. I am immediately and predictably on board for it.

You might wonder what kind of idiot I am. Let's review my history with Steam hardware:

Clearly, I will buy the new Steam companion cube, stare at it for ten minutes, and shove it in a closet next to the original 2015 Steam rectangular solid. Right?

Maybe. See, Valve isn't consistently screwing up. They keep fixing their mistakes.

The mistake of the original (2015) Steam Machine was that it didn't seamlessly play Windows games. Valve then went all-in on Proton/WINE, and now the Steam Deck plays everything. Solved.

The only thing wrong with the Steam Deck is that it's heavy, bulky, the battery life is crap, and the screen is tiny... Okay, that's four things, but plenty of people clearly don't care. The Deck is a successful toy. I only notice because I'm comparing to my iPad, which is hard to beat.

And then...

Here's the thing. I have a lovely rec room upstairs. Cozy couch, big TV. (Okay, small TV by modern standards.) But I don't watch much TV since the channels all went subscription-only. A little, but not much. So the room is sad and lonely most of the time.

Aha, I thought! I will get a Steam Deck Dock, attach the unused Deck to the TV, find a controller, and make that my gaming room! The Deck's screen and battery life don't matter if it's perma-docked.

Well, it turns out that my smallish TV doesn't work great with the Deck. The TV is so old that it doesn't have gamma adjustment for HDMI in. SteamOS doesn't have gamma adjustment for HDMI out. And I was trying to play Soul Reaver 2 (for reasons), and that's also ancient, and the upshot was unplayably dark.

So that plan sort of fell through, but it wasn't Valve's fault. Entirely. I do plan to get a big dumb gamma-adjustable TV for Winterfair, and then -- couch-gaming!

...So do I really need a New Steam Machine? No, but I'll get one anyway. It'll have way more crunch than my (first-gen) Deck.

I might as well get a New Steam Controller while I'm at it. I currently use a selection of rattly (and drifty) Xbox 360 USB controllers. They're light and they never complain about battery life, but if I'm buying into Valve's package, I'm buying in.

(I got an original Steam Controller with the original Machine. It has one thumb-stick. The new one has two, which is the right number. See what I mean about Valve fixing their mistakes?)

Of course this is all subject to price, which Valve has not announced. Price will be their most important leverage against Sony and Xbox -- everyone waits with bated breath. Except me, because I gave up on the big console rat race years ago. I just want a moderately priced box that runs Windows games and I don't have to think about its insides.

I admit that I am tempted by the addressable LED strip. I started a LED-strip project a couple of years ago, but I never got it to hardware.


You are now going to ask about the Steam Frame, a.k.a. "VR will catch on, this time for sure!" Or, I suppose Valve would say: "Facebook's Quest can eat my shorts."

I admit I thought about it. For about a minute. (Longer than I thought about the Apple set.) But the fact is that there's only one game that I want to play in VR, and it wouldn't take that long to finish. Then what? Replay Myst? Again?

Whoops, I'm wrong: two VR games now. Still. Not worth buying hardware.

I'll repeat the offer I always make: sell me just the hand controllers, and a way to play those games on a regular monitor, and I will buy them like a shot.

Zarf Updates ([syndicated profile] zarfhome_blog_feed) wrote2025-11-12 06:01 pm

Towers of Pen: puzzle experiences that zoom out and out

Posted by Andrew Plotkin

My ThinkyCon 2025 talk is now posted!

Towers of Pen: puzzle experiences that zoom out and out

The video includes a couple of audience questions, but it also includes me saying "um" a lot. Take your pick, take your chances.


By the way, I've now written this talk twice. When I wrote it up to present live, I wrote my notes in spoken English. For the web page, I rewrote it all in written English.

Of course the spoken version was a bit improvised. But even if I'd read directly from my written notes (which I never would, that sucks) it wouldn't have been identical to the text essay. Because nobody speaks written English.

A sample comparison:

Spoken Zarf:

Which reminds me of the metroidbrania moment of “I didn’t realize I could do this, but it was there all along, hidden in plain sight.” Not the same structure, but the same feeling. Which maybe explains why I am obsessed with both of these tropes.

Written Zarf:

The feeling is analogous to (though not identical to) the “metroidbrainia” moment: “I didn’t realize I could take this action, but it was always available -- hidden in plain sight.” This might explain why I am obsessed with both of these tropes.

When I'm talking, I happily string together sentence fragments. It moves the paragraph along and nobody cares. When I'm writing, okay, I'm still pretty loose about sentence structure. But I think a lot more about paragraph structure, because I'm thinking about the text in larger chunks -- and I expect you-the-reader will too.