In this second guided play session of Zork, I realized that there was no way for me to finish the game in the time I had allotted without using a step-by-step guide. So I made it as far as I could, and realized a few things along the way…
- The gameworld is massive, especially considering you can’t actually see any of it (I MEAN LOOK AT THIS MAP?!)…
2. There is no way I could have intuitively solved the majority of the puzzles without a guide (opening the coffin in the rainbow area makes the rainbow real? So you can walk across it and get gold? WHAT?!) Maybe I’m just dumb at this game or I was missing something that other players understood, but few of the puzzle solution made much sense to me.
3. I really don’t like Zork…
…and not because of the text-based navigation through the gameworld. Rather, because I felt that in a world such as the one the Zork creaters built there has to be some intuition in the gameplay. And in the basics, there were. I figured out commands fairly easily (well most of them…I never would have figured praying in one location would zap me to the forest), and the AI was rather amusing in its’ descriptions and interactions with the player.
It was the lack of intuitive puzzle-solving that bothered me the most. And perhaps that the goal of the game is really just to collect treasure through the solving of these puzzles. These goals are relatively simplistic, and the world is clearly rich with lore – yet I still found it lacking. The few characters I did interact with in the gameworld weren’t very compelling, I never figured out why I was collecting all of these treasures, and (while the descriptions of the locations were interesting) there simply wasn’t anything the pulled me into the game and compelled me to complete it.
I suppose I prefer games with purpose; that is, explained purpose. Did Zork create a “narratively-compelling space” as detailed by Jenkins (Jenkins 176). Yes, but for me it failed to deliver on the promised intrigue the compelling space presented the player with. Zork created a “staging ground in which narrative events are enacted” without actually enacting any of them, and that’s where it lost me (Jenkins 178). I thought the experience of Zork would be more akin to reading a book with some sort of narrative tie-in for the player. Unfortunately for me it wasn’t, and I leave the experience with disappointment akin to that of what I felt playing Civilization with the knowledge that there are games of that genre out there that I do enjoy playing.