ASCII by Jason Scott

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Scanning Infocom —

Saturday put me in Steve Meretzky’s basement. There are worse places to be than Steve Meretzky’s basement.

As part of the GET LAMP project, I’ve been collecting artifacts and images throughout the commercial heydays of text adventures, and nobody got bigger than Infocom in the early 1980s. And Steve was one of the big designers at Infocom, creating or co-creating some of the most lasting games in the genre: Planetfall, Sorcerer, Hitchhiker’s Guide to the Galaxy, A Mind Forever Voyaging, Leather Goddesses of Phobos, Stationfall… and then went on after Infocom to make many other classics as well. He is a towering figure in the games industry, recognized as one of the greats, among other designers who have produced one-tenth his output.

But beyond his place in the history of text adventures, he’s also acutely aware of the history of text adventures, and the process, and the trends of a gaming industry. Unlike a lot (and I do mean the vast majority) of commercial text adventure authors, he’s still in the game-making business; a lot moved into other programming jobs, or contract work, or basically stepping upwards into management of other programmers. (A few walked away from computers as a livelihood, too.)

But even beyond that, beyond the fact that he was this great designer and also associated with this great company and has been a willing participant in recounting the history of this genre, is the fact that he’s been a tireless archivist of all the history he’s walked through or been a part of.

This can’t be trumpeted enough: Steve saved everything.

He’s let me go through a lot of what he saved, to scan parts of it for use in my movie. And there was a lot to go through.



He followed one of the core tenets of archiving: save everything you can, because you never know what will end up being the most important items in the regard of history. He saved memos, handwritten notes, ad copy, correspondence with printers and PR folk. He saved invitations to parties, softball game announcements, photos and sketches.

This is also critical: it’s sorted. He didn’t sort it to the level of fanaticism that would require someone to only keep a subset of stuff, but he has it in arrangements that made my life a lot easier: memos by years, folders for sales, folders for drawings, and game design binders. Did I mention the game design binders? Every scrap of paper related to the design of his games, thousands of pages of revision, discussion, improvements, dead ends and so on.

He also had a really nice copy of Cornerstone, the ultimately-failed Infocom business product:



I can’t imagine there are that many pristine copies of this product left; that one of them would be in the collection of someone whose company partially failed because of this product shows his stellar attitude to saving the artifacts.

I wish more people who worked in firms of great fame or whose company has or had great influence in the minds of the world would be like this. While for many it might not be informative to browse over the castoffs of a commercial enterprise, for others it’s a perfect insight into what came before. Infocom had to pioneer many now-common ideas in marketing, production and programming approach; the academics that started the company threw a lot of very interesting incubated ideas into the mix and I personally believe that’s what led to its initial success. Beyond that, though, you can’t discount the work of their creative teams to turn very good game ideas into must-have classics.

I must state clearly that not every step of Infocom was a sure-footed midas touch, and not every choice made came back a hundred-fold in riches. Contained in these documents are silly demands, poorly-considered options, badly-handled maneuvers, and the failings of people all too human.

These are not items saved to trot out at every gathering of folks to self-aggrandize. They aren’t trumpeted in every piece of post-1990 correspondence to win arguments by fiat. This is a collection of influential writings and behind the scenes artifacts that a serious student of games and self-proposed archive of gaming materials would have to acknowledge as a world-class library. We are all very lucky that Steve had the forward-thinking approach to his work to keep such a tight record of the last few decades of his productive life. We will all be better for it.



How lucky I was to have contact with Steve Meretzky. How lucky we all are!


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7 Comments

  1. steph says:

    I am relieved.

    On my last purge of regrets (I’m going to regret it if I throw this away. No I’m not. Yes I am. No I AM NOT.) I threw away the last bit of ephemera from this era. Some floppies and box covers and booklets from these games. I thought about sending them to you, but now I don’t regret that either.

  2. Darius K. says:

    One of my more cherished possessions is a near-mint copy of Deadline.

  3. Unknown says:

    What percentage of his files did you scan, and will this be made available as part of textfiles.com?

  4. Awesome. There is a real need to preserve everything like the stuff you saw Jason, absolutely *amazing* collection by the look of the pictures. :)

    Hopefully in the near future we’ll get everyone organised enough to be able to archive people’s old stuff if they want it to be, which was a major sticking point this year at the preservation roundtable. You’ve probably got a better collection then most archives (and Steve obviously has!) :D

  5. Robert Pitt says:

    Are there more photos we can be linked to or maybe sent our way??

    I really like what appears to be a foam “ZORK” lettering. Was it manufactured as giveaway back in the day??

  6. Jason Scott says:

    There aren’t more photos than these that are worth seeing, but I did scan over 300 pages of documents. Some I wouldn’t feel comfortable posting online at this juncture. Others I likely will.

    The foam letters were used for the cover of “Zork Zero”. They’re one of a kind.