The Startup Guide to Storytelling: Learn from Text-Based Adventure Games!
âYou wake up. The room is spinning very gently round your head. Or at least it would be if you could see it which you canât.â(1) That whimsical description i...
âYou wake up. The room is spinning very gently round your head.
Or at least it would be if you could see it which you canât.â(1)
That whimsical description is the introduction to 1978 The Hitchhiker's Guide to the Galaxy (HG2G), a text-based game rendition of Douglas Adamâs timeless classic. And it only gets betterâŚ
In todayâs article, we set out to rediscover the fun of storytelling. And is there a better place to start than the annals of text-based adventure games?
đž Before you start...Weâve already covered some gaming ground on the blog so be sure to check other articles when youâre done reading.
- đŽ The Art of User Interface Design: Gaming and Productivity Tools
- đ Multiplayer Software: From Games to Collaboration Tools
- đ 50 Years of Innovation in Video Game Console Designs
Whatever comes next, donât panic!*
đž What Is Interactive Fiction (IF)?
Text-based adventure games (more on that in a moment) donât exist in a void. They belong to a much bigger family of interactive fiction (IF).
According to Jim Maher from The Digital Antiquarian:
â[âŚ] IF is a unique form of computer-based storytelling which places the player in the role of a character in a simulated world, and which is characterized by its reliance upon text as its primary means of output and by its use of a flexible natural-language parser for input.â
Jim Maher, Letâs Tell a Story Together(2)
You can think of IF like traditional books on roids. Instead of merely observing one linear storyline unfold, youâre put in the driverâs seat. You can explore the world, manipulate objects, interact with NPCs (non-player characters)... Itâs pure magic!
Itâs worth noting that the genre also includes analog entertainment, most notably âChoose Your Own Adventureâ books and tabletop role-playing games like D&D.

image 239
The Cave of Time, a âChoose Your Own Adventureâ book by Bantam Books(3)
Going back to gaming, text-based adventure gamesâpièce de rĂŠsistance of interactive fictionâlet players roam fantasy worlds using, wellâŚa keyboard.
Just like The Hitchhiker's Guide to the Galaxy we mentioned earlier. đ

The Hitchhiker's Guide to the Galaxy opening screen via douglasadams.com(4)Â
Unlike modern 2D/3D productions, most text-based classics donât have any visuals. Thereâs no user interfaceâat least not in the conventional senseâand terminal commands are the only way to interact with the story.
That said, there are a few exceptions...

image 240
Rogue (1983) by A.I. Design is the grandfather of modern roguelike games.
The game uses simple ASCII art and procedurally generated dungeons.(5)
While the glory days of interactive fiction ended with the dawn of more sophisticated graphical productions, the hobbyist IF community is still going strong.
đĽ What Was the First Text-Based Adventure Game?
The history of text-based games began in 1971 with a programmer, cave explorer, and D&D (Dungeons and Dragons) player William Crowther.
Crowtherâs passion for spelunking and a romance with tabletop RPGs became the inspiration for the first text-based adventure game, Adventure.
As Crowther later recalled:
âMy idea was that it would be a computer game that would not be intimidating to non-computer people, and that was one of the reasons why I made it so that the player directs the game with natural language input, instead of more standardized commands. My kids thought it was a lot of fun."(6)
Crowtherâs Adventure (a.k.a. Colossal Cave) takes place in a system of cavesâbased on the Mammoth Cave system in Kentuckyâ a place rumored to harbor treasures, magic, and... well, death of the unweary.Â

Colossal Cave Adventure by Willian Crowther via Swiss National Museum (7)
Adventureâwritten for the PDP-10 mainframe computerâwas more a fledgling experiment. With Crowtherâs consent, other programmers, including Don Woods from Stanford AI Lab, continued developing the game and adding new features.
Over the years, Adventure evolved organically in the public domain until several of its versions saw commercial releases on personal computers.

Colossal Cave Adventure (1985) by Anubis Software via Spectrum Computing(8)
As noted by Jim Maher, a commercial revolution of text-based gaming came in 1979 with Infocom, a software company founded by students and former MIT employees.
âA generation of players learned to see the Infocom label as a guarantee of quality, promising that they would at the very least have a good time with a solid, bug-free adventure game, and that there was at least a chance of finding within a work of real innovation and artistic merit.â(2)
Infocomâs first game, Zork: The Great Underground Empire, introduced many innovative features like more complex natural-language commands (more on that in a moment).Â

Infocomâs Zork ad via Jason Scott(9)
Following the success of the first game, Infocom released Zork II and Zork III, both of which scored commercial success and contributed to popularizing the genre.
The text-based gaming craze took off for good in the early 80s with many new development studios hoping to jump on the IF bandwagon.
Some noteworthy productions of that period include games like:
- đĄď¸ Adventureland (1978) by Adventure International
- đĄď¸ Mystery House (1980) by Sierra Entertainment
- đĄď¸ The Hitchhiker's Guide to the Galaxy (1984) by Infocom
- đĄď¸ The Hobbit (1982) by Krome Studios Melbourne
- đĄď¸ Planetfall (1983) by Infocom
- đĄď¸ Time and Magik series (1983-1986) by Level 9
- đĄď¸ The Pawn (1985) by Magnetic Scrolls
- đĄď¸ Amnesia (1986) by Cognetics
- đĄď¸ Leather Goddesses of Phobos (1986) by Infocom
While Infocom closed its doors in 1989, the company made a lasting mark on the industry. The innovative development process, rich narratives, and quality feeliesâphysical props like maps and documentsâmade for a quality IF experience.

Planetfall (1983) box contents with feelies via Infocom Elsewhere(10)
With the arrival of sprites and eventually 3D graphics in the early 90s, the golden era of text-based adventure games lost much of its momentum. The developersâ hard-boiled mindset at the time didnât help and only accelerated the transition.

âWe Stick Our Graphics Where the Sun Donât Shineâ Infocom ad
via The Interactive Fiction Archive(11)
The rest, as they say, is history
âď¸ The Principles of Text-Based Adventure Games
âW. H. Auden once observed that poetry makes nothing happen. Adventure games are far more futile: it must never be forgotten that they intentionally annoy the player most of the time.â
Graham Nelson, âThe Craft of Adventureâ(12)
Ok, now that we know what IF games are, itâs time for the main course of the day: âHow does a text-based adventure game work?â
The Parser
The key mechanic that powers IF games is a parser. Parsers transform commands typed in natural languageâthe language you use for everyday communicationâinto something the game can actually understand.

A parsing example from The Inform Designer's Manual(13)
Communication with IF games is bilateral which means that everything you type elicits some kind of a response from the parser, provided that you know the right words!

The Hitchhiker's Guide to the Galaxy intro.
Notice the natural-language commands and the parser response
Most IF games, especially the early representatives of the genre, handle simple imperative sentences like âopen (the) doorâ or âexamine (the) document.â You can even skip parts of commands for brevity, e.g. âGo Southâ = âSouthâ = âS.â đ

The Pawn (1985) by Magnetic Scrolls
The good news is many text-based adventure games use a set of standardized commands. Hereâs a handy cheat sheet you can use to kick off your next adventure.

IF Cheat Sheet by People's Republic of IF(14)
The complexity of the commands you can use is often limited by the parser itself and the game programmerâs resourcefulness. And this takes us to a classic IF challenge.
Syntax Guessing
Letâs say the game throws you into a dark roomânothing out of ordinary in the IF worldâand hints thereâs a lamp and a box of matches nearby.
The natural instinct would be to use the lamp and throw some light (put intended) on the situation. The question is, what verb would use to interact with the object?
Take, grab, pick up, fetch⌠and weâve barely even started!Â

Zork (1980) by Infocom
Unless the programmer coded a reasonable number of synonyms, typing a perfectly logical sentence may not yield the expected result.
âFinding out that you needed to flip a switch when you've already tried using switch, pull, push and flick can be quite irritating, especially if the game then tells you that you've just 'flicked' the switch.â
How to Make a Text-Based Adventure: Commands and Parser by H2G2(15)
Luckily, a parserâs job is to simplify the input. If the parser is good, it can still âunderstandâ lax commands and return a meaningful response.

AI Dungeon (2019), a modern take on text-based games by Nick Walton(16)
From the linguistic point of view, syntax guessingâeven if it results from the game inadequaciesâis one of the signature mechanics of text-based adventure games.
Other Key Mechanics in Text-Based Adventure Games
Apart from the technical underbelly, text-based adventure games share a set of qualities that define the entire interactive fiction genre.

Colossal Cave Adventure running on VT100 terminal via Wikipedia(17)
- đ§ââď¸ The magic of words. Unlike contemporary 2D and 3D productions, a text-based adventure game doesnât superimpose the artistic vision of the developer. Instead, whole worlds come to life thanks to rich narratives and imagination alone.
- â ď¸ Imminent Death. The IF experience is as unfathomable as it is unforgiving. Death comes often and at the slightest slip-up, effectively adding to other frustrations of the genre. Many IF games donât even support saving game state.
- âł Pace. Most text-based adventures track time with turns/moves. Thereâs no time limit for killing the bad guys and saving the princess, at least not in the conventional sense. IF is meant to be digested slowly, one command at a time.

Deadline (1982) by Infocom. A handful of text-based adventure games specify in-game time
- đ° Exploration. The lack of visual aids makes IF a hands-on experience. There are no quest markers or interactive maps to guide players through consecutive levels or ârooms.â Each move and command typed into the terminal is a leap of faith.
- âď¸ Experimentation. Many text-based adventure games make extensive use of puzzles. Prepare for navigating mazes, solving riddles, manipulating switches⌠As Graham Nelson puts it, IF adventures are âa narrative at war with a crossword.â
All those elements stack up to the irresistible pull and timeless magic of interactive fiction. But they also bring a sea of frustration, especially to novice explorers.
âNo matter how much we love interactive fiction, there will still be moments in which we will swear off ever playing such games again. Our favorite games can still bother us enough to make us gently remove the diskette, CD, or DVD on which it came and smash it into teeny tiny pieces.â
Stephen Granade, âPlenty Annoyedâ via Brass Lantern(18)
Over the years, the development of interactive fiction theory brought along a number of changes that made the genre more accommodating to beginners.

The Hobbit (1982) for ZX Spectrum with SAVE supportÂ
According to Graham Nelsonâs âBill of Playerâs Rights,â IF games should balance complexity and playability so that the player can actually enjoy the game.
Here are a handful of rules proposed by Nelson:
- âď¸ Not to be killed without warning
- âď¸ Not to be given horribly unclear hints
- âď¸ Not to need to do unlikely things.
- âď¸ Not to have to type exactly the right verb
- âď¸ To be allowed reasonable synonyms
- âď¸ To have a decent parser
- âď¸ To have reasonable freedom of action
Nelsonâs rules accurately capture the typical pain points of IF players. Itâs also a great place to start if you have an itch for creating your own text-based adventure.
If youâre interested in interactive fiction theory, be sure to read âThe Craft of the Adventureâ collection of essays. Youâll find all the resources linked at the end of this article.
đŹ The Power of Storytelling: 3 Lessons for the Future
The simplicity of text-based games combined with the complexity of the English language makes a powerful case for the utility of effective business storytelling.
According to Shawn Callahan, the author of Putting Stories to Work, powerful narratives can sprout from the tiniest and seemingly insignificant anecdotes.
âTo inspire at work, leaders must share stories of events big and small. Stories are concrete and specific, so the resulting desire to take action is coupled with a clear example of what to do. It is the antithesis of merely spouting abstractions like âLetâs innovate.â
âShawn Callahan, Putting Stories to Work: Mastering Business Storytelling(19)
Even with more advanced mediums like video and VR, text is still the cornerstone of human interactions. And there are many good reasons for that state of things.
Low Cost and Even Lower Friction
Plain text, especially in a business setup, is the least expensive and technically non-demanding communication channel. You donât need fancy equipment, custom-made software, or extensive onboarding to send and receive information.
While visuals do help with comprehension, quality narrativeâa business memo, team newsletter, or simple emailâis more than enough to get your point across.
All those garden-variety formats are perfect for:
- â Motivating your team to take action.
- 𼳠Celebrating small successes.
- đ Debriefing and giving feedback.Â
- đ Driving employee engagement.
- đ¤ Fortifying team camaraderie.Â
- đŁ Diffusing workplace conflict.
A good testimony to the timelessness of storytelling is the 2019 AI Dungeon, a wildly popular adventure game that generates a unique experience for every playthrough.

AI Dungeon (2019) running on a DEC VT320 terminal by Eigenbahn(20)
Granted. Waltonâs game uses an advanced, pre-trained neural network thatâs as sci-fi as it gets, but it does so for the singular purpose of processing text.
And the best part?
Last month, Waltonâs company Latitude raised $3.3 million in seed funding, a hopeful sign for the world of âinfinite storylines.â(21)
Logic and Structure
While many parser-based games are good at translating natural-language, every action needs to follow a logical sequence.
For instance, you canât light a fire without gathering twigs and logs for fuel. Pretty basic stuff, right?

image 254
Oregon Trail (1990) by MECC(22)
Written communicationâespecially when used for giving instructionsârequires the same level of complexity, logic, and a dash of consideration to work well.
Throwing inaccurate commands at a parser wonât do any good. The same is true for creating poorly structured team narratives and expecting good results.
âIt is crucial that not only your message is clear, but that you spell out what action you expect the reader to take. Do not make them guess. Odds are, they guess wrong. If you want the reader to approve your approach, make sure to say so. Avoid âFYIâ messages.â
Practical Guide to Effective Written Communication, PMI(23)
The lesson for today? Effective business storytelling takes consideration, engagement, and time/effort investment. Logic and structure, one word at a time.
Ongoing Experimentation
Want to get into IF? Then you should better prep yourself for a sea of frustration and bouts of disillusionment, at least at the very beginning.
Playing text-based adventure games and actually enjoying them requires time, good instructions, and a whole lot of experimentation.

Dreamhold (2003) by Andrew Plotkin is a stress-free intro to the IF genre
While you can look up common sets of commands used across several parsers, figuring out the unique language of a game is all about trial and error.
â[...] the game world is a world. It has its own logicâwhimsy or dream logic perhaps, but still sense. Find the gameâs time and reason, and follow it. You will find a way through.â
Andrew Plotkin, The Dreamhold(24)
The more you play the game, the better you get. The more times you die, the more careful and accurate you become with the commands you type into the terminal.
Sounds familiar?
Effective business storytelling is all about figuring out the right, vocabulary, structure, and etiquette for the situation. Every newsletter, email, and chat exchange lets you polish the craft and improve the communication dynamic.
The more you communicate, the better you become at using that magical formula and getting your point across with the least amount of friction.

đ Conclusion
While the commercial potential of IF is gone, the vast hobbyist community (not just old-timers!) continues to play and develop text-based games. Forty years after Will Crowtherâs Adventure, the magic of plain text is as strong as ever.Â
The recipe for success?Â
Absolute simplicity mixed with gripping storytelling and a dash of challenge on top. Consider that the next time somebody tells you the good ol' art of writing is dead.
 âSo long, and thanks for all the fish.â đ
đ Resources
- *https://www.bbc.co.uk/programmes/articles/1g84m0sXpnNCv84GpN2PLZG/the-game-30th-anniversary-edition
- http://maher.filfre.net/if-book/
- https://en.wikipedia.org/wiki/Choose_Your_Own_Adventure#/media/File:Cave_of_time.jpg
- https://douglasadams.com/creations/infocomjava.html
- https://www.gamasutra.com/blogs/RHunterGough/20200117/355794/I_Hate_Roguelikes_And_So_Should_You.php
- https://rickadams.org/adventure/a_history.html
- https://blog.nationalmuseum.ch/en/2020/01/back-to-the-early-days-of-computer-gaming-with-text-adventures/
- https://spectrumcomputing.co.uk/entry/6099/ZX-Spectrum/Colossal_Cave_Adventure
- https://www.flickr.com/photos/textfiles/3885784383/in/album-72157622111007949/
- http://infocom.elsewhere.org/gallery/planetfall/planetfall.html
- http://mirror.ifarchive.org/if-archive/infocom/adverts/ad1.jpeg
- http://www.ifarchive.org/if-archive/programming/general-discussion/Craft.Of.Adventure.txt
- https://www.inform-fiction.org/manual/about_dm4.html
- http://pr-if.org/doc/play-if-card/play-if-card.html
- https://h2g2.com/edited_entry/A20600641
- https://play.aidungeon.io/
- https://pl.m.wikipedia.org/wiki/Plik:Colossal_Cave_Adventure_on_VT100_terminal.jpg
- http://brasslantern.org/editorials/annoyed.html
- https://www.amazon.com/Putting-Stories-Work-Mastering-Storytelling-ebook/dp/B01B6R8LME
- https://www.eigenbahn.com/2020/02/22/ai-dungeon-cli
- https://techcrunch.com/2021/02/04/latitude-seed-funding/
- https://archive.org/details/msdos_Oregon_Trail_The_1990
- https://www.pmi.org/learning/library/practical-guide-effective-written-communication-7828
- https://eblong.com/zarf/zweb/dreamhold/help.html