How does a commercial text-only MUD survive from 1997 to 2020 and beyond? It starts with the twilight of the gods...
Two lovers, two dancers, two pillars, two moons: the game that charged puzzles and landscapes with meaning, heralding a new turn in the evolution of in…
A short breather.
The groundbreaking hypertext that blurred the boundaries between page and screen, and creator and creation.
Atari, Façade, an experimental play and a boldly ambitious vision: how the Oz project hoped to invent the future of interactive stories.
A grad student’s side project spawns a text games renaissance, leading to thousands of new games and decades of innovation.
In 1985, a mysterious group of women calling themselves the "Games Mistresses" released the first of a series of text adventure games. The story behind…
The forgotten stress relief of dialing in to your local BBS to blow up your neighbor’s Corellian Battleship.
In a world where players could reshape everything about their virtual reality, a vibrant, creative, and radically self-sufficient community was born.
How thousands of players explored a shared virtual world with a quarter of a million rooms using nothing but pencils, paper, and postage stamps.
In communist Czechoslovakia, a network of teenage hackers discovers that text games are a completely uncensored medium.
Infocom’s last Implementor writes a game in a genre men won’t admit to reading and women want to move beyond. Will it suffer a fate worse than death?