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Adventure & RPG Games · 37

Zork grew from a mainframe adventure created by MIT programmers and later became one of Infocom's defining commercial text adventures. One more layer: Environmental storytelling lets a room speak without dialogue. An abandoned camp, broken bridge or oddly placed skeleton can explain history before a character says a word. A suspiciously empty room is the adventure-game equivalent of someone saying 'nothing to worry about.'

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Quest logs solve a problem older role-playing games handled with notebooks. Before on-screen reminders became standard, forgetting what an NPC asked could mean wandering around until memory returned. There is another neat detail: Secret rooms are a tradition shared by tabletop dungeons and video games. Designers hide them behind suspicious walls, unusual decorations or tiny environmental clues to reward nosy players.