Zork I was a massive success for Infocom, with sales increasing for years as the market for personal computers expanded.
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Zork I was a massive success for Infocom, with sales increasing for years as the market for personal computers expanded.
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Several more games in the Zork I series were released beginning in 1987, as well as books and gamebooks.
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In 2007, Zork I was named to a list of the ten most important video games of all time, which formed the start of the game canon at the Library of Congress.
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The original Zork I contained multiple ways of moving between the areas used in the three episodes, which were removed in favor of a single exit at the end of each game.
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Zork I begins with the unnamed player character near a white house in a small, self-contained area.
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Zork I was developed beginning in May 1977 by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling.
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Zork I released the port in March 1978, thereby making the game available to a wider set of players without access to a PDP-10 mainframe.
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Zork I felt that the game would be wildly successful and develop a cult following, and urged Infocom to produce tie-in products like maps, hints, and shirts; while the rest of the company was not convinced enough to start producing any products, they did add an object in the game that gave an address for players to mail in for maps and hints in case it proved popular.
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InfoWorld reported in April 1984 that Zork I "has returned to the top of the sales charts two years after its release".
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Zork I's praised the documentation and wondered if the game could ever be completed because it "lets you do pretty much what you want to do, even if the consequences are much less than desirable".
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Zork I continued to be reviewed for several years after its wide release.
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Zork I was listed on several lists of the best video games a decade later.
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Zork I has been described as "by far the most famous piece of [interactive fiction]" and "the father figure of the genre".
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Zork I went on to say that it had transcended simply influencing games and instead helped lay the foundations of concepts used throughout the medium around exploring, collecting objects, and overcoming problems.
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Unofficial versions of Zork I have been created for over forty years for a wide variety of systems, such as browsers or smart speakers, and decades later it is still cited as an inspiration for text interfaces such as chatbots.
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Zork I games have been released in several compilations in addition to Zork I Trilogy.
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In 1996, Threshold Entertainment acquired the rights to Zork I and announced plans to create a Zork I movie and live action TV series, though it was never produced.
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