#z-machine
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the-rosebush-mag · 2 months ago
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Studies of ZIL, Part 1
by Max Fog
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Infocom is well-known in the interactive fiction community for classics such as Zork, Deadline, and The Hitchhiker’s Guide to the Galaxy, as well as more experimental pieces such as Trinity, Plundered Hearts, and A Mind Forever Voyaging. In the 1980s, Infocom became a fundamental part of the history of IF and shaped the IF world as we know it today. The first way they did this was probably the most obvious. The games that Infocom made pushed boundaries in every direction – from classic puzzle games like Zork, to puzzleless atmospheric types like A Mind Forever Voyaging, all the way through to Choose Your Own Adventure (CYOA) games like Journey (which, while unpopular both at the time and now, was an example of early point-and-click CYOA). The games they released did wonders in introducing over a hundred thousand people to the entire broad and diverse world of interactive fiction, and inspiring people to make their own text games. The second way is more obscure, but just as important. It’s the Z-machine.
Read the full article on The Rosebush.
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The Rosebush | Submissions | Mastodon
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boredtechnologist · 11 months ago
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Infocom's Moonmist for the PC-9800
Analyzing Infocom's "Moonmist" from a philosophical perspective requires delving into its narrative structure, thematic elements, and gameplay mechanics, interpreting them in light of broader existential, ethical, and epistemological themes.
1. The Search for Truth in a World of Illusions: "Moonmist" is a detective-themed text adventure game set in a haunted castle, where players must uncover the truth behind a series of mysteries. This quest for truth in a world filled with secrets, lies, and illusions echoes the philosophical journey of discerning reality from appearances. The game's emphasis on gathering clues and making deductions parallels the philosophical inquiries of epistemology – the study of knowledge, its nature, and how we come to understand truth.
2. The Nature of Identity and Deception: As players interact with various characters, each with their own secrets and agendas, "Moonmist" invites players to contemplate the nature of identity. The characters’ hidden motives and the masks they wear to conceal their true selves resonate with the philosophical exploration of authentic versus artificial identities. The game challenges players to consider the extent to which identity is a construct, shaped by social interactions and personal secrets.
3. Ethical Decision-Making and Moral Ambiguity: Throughout the game, players face choices that require ethical decision-making, often in situations where the moral implications are ambiguous. This aspect of "Moonmist" aligns with moral philosophy, challenging players to navigate complex ethical dilemmas where the distinction between right and wrong is not always clear. The game encourages players to weigh their decisions and consider the ethical ramifications of their actions.
4. The Ghostly and the Supernatural as Metaphors: The ghostly and supernatural elements in "Moonmist" can be interpreted metaphorically, representing unresolved past issues, hidden fears, or repressed emotions. From a philosophical perspective, these elements can be seen as manifestations of the subconscious mind, exploring how unaddressed aspects of our psyche can haunt us, much like the ghosts in the game.
5. The Role of Perception in Shaping Reality: "Moonmist" requires players to rely heavily on textual descriptions to navigate and interact with the game world. This reliance on descriptive language to construct a mental image of the setting and events highlights the role of perception in shaping our understanding of reality. The game serves as a reminder that our perception of the world is often based on incomplete information, subject to interpretation and personal biases.
6. Solitude, Isolation, and the Individual's Journey: The game's setting, a remote and eerie castle, creates a sense of isolation and solitude. This setting can be philosophically interpreted as a representation of the individual's journey in seeking truth and understanding. The solitary experience of the player, navigating the mysteries of "Moonmist" alone, mirrors the solitary nature of philosophical inquiry and the personal quest for knowledge and self-understanding.
In conclusion, Infocom's "Moonmist" is a text adventure game that offers more than just entertainment; it serves as a medium for philosophical exploration. Through its narrative and gameplay, the game engages players in themes such as the search for truth, the nature of identity, ethical decision-making, the metaphorical significance of the supernatural, the role of perception in shaping reality, and the solitude of the individual journey. It prompts players to engage with deep philosophical questions and reflect on the nature of knowledge, reality, and self.
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goryhorroor · 5 months ago
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horror sub-genres: techno
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andy-clutterbuck · 8 months ago
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The Ones Who Live | 1x05 - Become
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simulatedtrait · 2 months ago
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[🥝]
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up close/extra
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agentc0rn · 6 months ago
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Lonely earth-bound monarch figures whose existences and legacies extend past the bounds of time and space.
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catre33 · 10 months ago
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Can I hear a wahoo if you've fallen inadvertent victim to the Welsh Seduction Machine
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ineffable-xenanigans · 18 days ago
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Born to dilly-dally
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Forced to lock in
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Image sources
x.com/goodomensprime/status/1678057519426719746
unitstills.tv/good-omens-unit-stills
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softichill · 10 months ago
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lindenattic · 1 year ago
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OBSESSED
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ourtubahero-blog · 2 years ago
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You see it. I see it. We all see it.
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boredtechnologist · 11 months ago
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Infocom's Planetfall for the PC-9800
Reviewing Infocom's "Planetfall" from a philosophical perspective involves an exploration beyond its surface as a pioneering interactive fiction game, delving into its narrative structure, thematic elements, and the broader existential, ethical, and sociopolitical implications it presents.
1. Isolation, Existentialism, and the Human Condition: "Planetfall" places the player in the role of a low-ranking space fleet ensign who crash-lands on an alien planet. The ensuing narrative of survival and exploration in an isolated environment can be interpreted through the lens of existential philosophy. The game echoes themes of existentialism, particularly the notion of confronting the absurdity of existence. The player's struggle for survival and sense of isolation on an alien planet resonates with the existentialist idea of individuals facing an indifferent universe, where they must create their own meaning and purpose.
2. Bureaucracy, Authority, and Individual Agency: The game begins with the protagonist serving on a spaceship under a hierarchical, bureaucratic system, often engaging in menial tasks. This setting can be viewed as a critique of bureaucratic systems and their dehumanizing effect, reminiscent of Kafkaesque themes. The protagonist's eventual crash and subsequent autonomy on the alien planet can symbolize a break from oppressive structures, inviting philosophical contemplation on the nature of authority, the individual's role within larger systems, and the quest for personal agency.
3. Environmentalism and Responsibility Towards Other Lifeforms: As the player navigates the alien planet, interacting with its ecosystem and non-human entities, the game subtly addresses themes of environmentalism and ethical responsibility towards other forms of life. The player's actions towards the planet's environment and inhabitants raise questions about humanity's relationship with nature and the moral obligations we hold towards non-human entities and ecosystems.
4. The Role of Technology and Human Reliance on Machines: "Planetfall" features a notable character, a robot named Floyd, who assists the player. This relationship highlights the interdependence between humans and technology, prompting reflection on the philosophical implications of our reliance on machines. It raises questions about the bond between humans and artificial entities, the potential emotional connections with non-human companions, and the ethical considerations of creating sentient machines.
5. Discovery, Curiosity, and the Pursuit of Knowledge: The game's emphasis on exploration and discovery taps into the philosophical theme of human curiosity and the pursuit of knowledge. The player's journey on the alien planet, filled with unknowns and mysteries to uncover, mirrors the human quest for understanding and the desire to make sense of the unknown, a fundamental aspect of the human condition.
6. Solitude and the Search for Companionship: Throughout "Planetfall," the player experiences solitude, with Floyd as the only companion. This solitude can be interpreted as a reflection on the human need for social interaction and companionship. The game invites players to explore the emotional and psychological impact of isolation and the value of companionship, even when it comes from non-human sources.
In conclusion, Infocom's "Planetfall" is more than a text-based adventure game; it is a rich tapestry for philosophical exploration. The game engages with themes such as existentialism, bureaucracy and individual agency, environmentalism, the human relationship with technology, the pursuit of knowledge, and the human need for companionship. Through its narrative and gameplay, "Planetfall" offers a medium for players to engage with deep philosophical questions, making it a thought-provoking experience in interactive storytelling.
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faithsweird · 1 year ago
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A falling star fell from your heart and landed in my eyes ~
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just-screaming-into-a-void · 3 months ago
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Redid most of my old patches, and designed some new ones
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Bands: The Oozes, Against Me!, Bad Cop Bad Cop, Dream Nails, The Muslims, and Citizen Soldier
Pride flags: Trans, Non-binary, Rainbow, and Pansexual
Other patches: The first pride was a riot, Live long & prosper, They/Them, Rather a Fag than a Fascist, Punks respect pronouns, and Dead names stay dead.
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simulatedtrait · 2 months ago
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new local lesbian
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howlingday · 9 months ago
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Hey, if you haven't done the abridged Android 13 movie, would you like to? Specifically whomever Goku is getting punched in the groin, and their (second) kid getting erased from existence.
Yang: My turn! (Burns)
Zero-Two: (Tanking hits)
Watts: (Viewing via screen) Weakness identified!.
Zero-Two: (Catches leg)
Yang: H-Hey! What are you do-ING!
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Tai Ren: Okay, Shishi! It's up to me to train you and for you to train me so we can both have a chance to fight Mom in the upcoming tournament! Now stand over there and-
Shishi: (Smiling, Fading)
Tai Ren: Shi?
Shishi: (Fades out)
Tai Ren: ...Huh. What was I doing out here again?
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Yang: ING! (Falls off cliff, Gravelly) She... punched me in the cooch! Why? Why did she punch me in the cooch?!
Weiss: Not so funny now, is it, Xiao Long?!
Ruby: (Dizzy, On Weiss) Is Yang okay?
Weiss: GET THE FUCK OFF ME!
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