The Hobbit (1997)

As you can know now (or not – if you don’t know me), I took my degree of informatics in 1997, at the Kalman Kando Technical College in Budapest – my chosen theme was text adventure games. My thesis was born as a result of a plentiful half year’s development, and the very most of this work was the programming of a PC adventure called A babó (The Hobbit – that is the Hungarian translation of the title of Tolkien’s classical novel), in Assembly, under MS-DOS. (The game can be downloaded from my website, but it is only in Hungarian; sorry; there is no English version, and there already will never be.) I made the written part of the thesis (besides the program) subsequently only in the last few weeks… It is somewhat like a documentation. But I hope that you can also read it as an essay or an article (you can find it in a PDF, too). (Of course all of this description has to be read in the dependence of time expended, and passed since then; namely that time it was much more difficult to get some datas about anything as still not being everybody full of online sources non-stop night and day etc.) It contains thirteen chapters, the full title is: Practical Problems of Making Text Adventure Games. It consists of two independent, major parts (altogether 43 pages in the original). The second and smaller part of that was just a description and user manual of the game.

In the course of writing it, my direct and explicitly instant aim with it was obviously getting the diploma (I naturally finished it with success), but not merely this only one… Yonder certain next phase already was floating before me again: a large-scale, monumental, well worked out, detailed, thorough, intelligent, nevertheless flexibly further pliable and advanced adventure system for PC; that is not only one and/or each one definite game, but much rather a generous development environment; such like an own programming language and an editing frame system built together; which then capable to use for producing any adventure game at will later. (As naturally being told by any modern word we should call that as an engine.) Since I knew that it was of a several-year work, I still had to restrain myself in the beginning about it, and to touch only the most elemental basics: that much I could carry out within those few months (or finally a half year) for a thesis. (That is to say: I combined the pleasant with the useful… I did not want to waste that time I had got as a student yet; but start into my next work still within.)

That strange duality is due to that while as considering at a system level this program is significantly higher and more advanced than all my previous works, notwithstanding it is still rather of a short run, relatively easy to play along, and even a bit defective, half-made seeming creation (and still has no graphics at all, either). The story and the plot was not even my own, but only an adaptation instead, since I neither wanted to waste my time on this. Thus, I quickly whipped out my favourite novel, namely J. R. R. Tolkien’s The Hobbit, and more exactly the former (elder) 8-bit adaptation of that, and beginning from there, applying as a sketch, or as a script, I had instantly got my plans – might concentrate rather to the technical level development instead.

I picked up the same logical thread again, which I had dropped after The Galleon for a while, and started from the same point further on again. As the PC environment offered a considerably wider range of possibilites than the Commodore (primarily far more speed and memory), or at least – compared to the contemporary hardware relations – it could be reached if been exploited totally in Assembly, therefore I was similarly interested in the challenge setting about this. So, I exactly built along my preceding ideas further in the new environment, just without their former limitations.

I expanded the number of my two main characters theoretically up to any number of them – in practice it meant the fourteen heroes of the original book. In addition already the non-player characters (the so-called NPC’s) became indirectly controllable, for example through some asks or queries given them. Likewise I endeavoured attributing them with their own „will” or at least some acting possibilities: they did not only be walking hither and tither in the space as before, but – in theory – any difference was ceased between the real and the virtual players: in this respect the only difference between them is where they get their commands from; which, however, can be changed at any time. It means that every doing possibility therein the game is pre-programmed in such a way that does not depend from the personal being of the subject, thus can be connected to any: everything that you may do, might also be done by any other player, or (non-player) character. I programmed some limited level of an „artificial intelligence” into the behaviour generator of those living beings not controlled by any real human player (and so controlled by the computer instead) that they could „find out” the possible most amount of their reachable stepping combinations by themselves (for this case it actually meant some mostly random decisions).

To do this, another former limit had to be transgressed: ceasing any waiting for the user interact. That is: the whole process of the game – unconditionally and completely – had to become realtime. Yes, and what is more: I divided the computer screen into up to four independent parts, and within them up to four independent characters might be placed – you can follow all happening events of the game simultaneously by all them. Namely by this way the several characters act not only by turns, but in real parallel. (In the obsolete and too weak, too old 8-bit environment such a result would be nearly impossible; however here is not so any more.)

I think this old game remained some joyful, entertaining still looked by a modern eye; and, moreover, will remain so for ever. (Naturally – and firstly – you must depart and abstract yourself from that 3D force-demonstrating throught the network in your soul, and also from those self-comforting bad habits of yours being picked up during the last decade or two… It is worth for a little while.) Have a good fun for this great Interactive Fiction game of mine (khm, if you speak Hungarian at least… oh, sorry).


  A babó (The Hobbit)
09/01/2011
  
Interactive Fiction of J. R. R. Tolkien’s classical novel (1997)
  

Next: „The Tales of the Blood (1997-2001)”

 

 

The Beginning... (1987-88)

The Lord of the Hell (1989-90)

The Galleon (1991-93)

The Swan-Songs of the C64 Era (1993-96)

The Hobbit (1997)

The Tales of the Blood (1997-2001)