Behind the Book: Dungeon

This entry is part 3 of 3 in the series Behind the Book
TL;DR: In 1981 I fell in love with a text game called Dungeon, the direct predecessor of Zork, written in FORTRAN at MIT. I wrote my own compiler for it, kept an obsolete MicroVAX in my house just to play it, and forty years later turned it into a novel. This is the story of why I novelized a 1979 computer game almost nobody under fifty remembers, how I handed the original source code to an AI to start it, and the one decision that saved the book from being unreadable. It is part of the Behind the Book series, one essay for every book in my library.

I met Dungeon in 1981, working with computers when working with computers meant something different than it does now. Dungeon was a bigger, stranger descendant of a game called Adventure, also known as Colossal Cave, which ran on the giant TOPS-20 machines that lived in universities and cost more than a house. Adventure was primitive and short and wonderful. Dungeon built on it into something longer and meaner, a text world of two hundred rooms, a troll, a cyclops, a thief, a grue in the dark, and a white house at the edge of a forest with a locked trophy case waiting to be filled.

There were no graphics. You typed. Go north. Take sword. Kill troll with sword. That was the whole interface, and it was enough, because the real magic of the thing was the writing and the jokes. I never even finished it. I got maybe four hundred of the five hundred points, lost interest, had work to do. But it got into me.

Why novelize a computer game from 1979?

Because I never really put it down. When the VMS Professional magazine ran a map of the whole dungeon on its cover around 1983, that was it for me. I took the FORTRAN source and wrote my own Dungeon compiler in assembly language, which is another way of saying I loved the thing enough to take it apart and rebuild it. When my old workplace was getting rid of a MicroVAX, a genuinely powerful machine for its day, I asked if I could have it. They said sure. I brought it home and kept it running for years for one reason: to play Dungeon. I eventually threw it out because keeping an obsolete machine alive with no purpose but a game got to be too much, and later I found the game running in a browser and walked through it again for the pleasure of it.

So this was never a writer picking a clever project. It was forty years of a thing I kept coming back to. One day the memory surfaced, clear and warm, and I thought I would finally do something with it.

What was I really preserving?

A culture that is gone and will not come back. In those days you were intimate with the machine. You understood it down to the bits and bytes because you had to. There were no code generators, no AI, none of the scaffolding we lean on now. You had a keyboard and you typed code, sometimes assembly language, which means you were controlling the machine directly, the monitor and the disk drive and all of it. On top of that sat a high level language that was not far from the metal, because the compiler turned it into assembly anyway.

Around all of that grew a community, mostly people out of universities who were in love with the technology. These were the people who went on to build the internet and the foundations of everything we use now. And some of them spent their time building a computer game about a troll and a trophy case. Dungeon is a monument to those people, and to a naive, almost idealistic love of the machine that the field has largely traded away. I am not mourning it, and I am not saying it was better. Today has its own culture around AI, and I am deep in it, a believer in what it makes possible. The old spirit was less commercial, more in love with the thing for its own sake. The new one is more about building the next product and becoming the next millionaire. Neither is good or bad. It is just different, and Dungeon remembers the older way.

The book: Dungeon is a novelization of the 1979 game that became Zork, built from the original FORTRAN source, with two invented companions and a deserter at its center. A monument to a computing culture that no longer exists.

The culture: The people who built Dungeon knew their machines down to the bits and went on to build the internet. Dungeon is a monument to that lost, idealistic love of the machine.

How do you build a novel from source code?

Literally from the source. I still had the FORTRAN, so I handed the whole thing to an AI and asked it to produce an outline. It did, but the process was a fight. The AI kept wanting to cut scenes and shorten things, and I kept wanting them in, and getting the full outline built the way I wanted it was honestly the hardest part of the whole project. AI wants to do what it wants to do, and you have to push back to get your book instead of its book.

There is a neat symmetry there that I do not find sad at all. I lived the era where you controlled the machine by hand, down to the disk drive, and I built this monument to that era using the tool that ended it. That does not trouble me, because I believe in what AI does. It takes the routine and the mundane off people, the turning of the same screw all day, the filling of the same spreadsheet, and frees them to do something that truly matters. I used it the way I would use any powerful tool, and then I fought it where it needed fighting, and the book came out mine.

What was wrong with the first draft?

It was boring. Dry. Trapped in one man’s head. The problem is baked into the source, because a game character has no personality. You supply the personality when you play, so the adventurer is just a point of view with a lamp and a sword. That works fine in a game, where you are the center of it. In a novel it is death. I tried making the character more introspective, having him explain the world as he moved through it, and all that produced was pages of telling with no life and none of the humor.

Then I did the thing that saved the book. I added people. I added Troi, a seamstress from Miren who had wandered into the dungeon by accident, not as a romantic interest but simply as another human being to talk to. And I added Spot, a pewter-gray reptile of no clear species, because a man alone underground for three weeks needs something to not talk to. The moment they arrived, the book came alive.

Why did two invented characters fix everything?

Because it turned a monologue into a buddy story. Think of the buddy cop movies, the Lethal Weapon shape, where the whole engine of the thing is two different personalities rubbing against each other. That is what Troi and Spot gave me. Suddenly there were people to talk to, temperaments to play off, friction to generate warmth and comedy and stakes. Three of them working their way through the dungeon’s dangers is a story. One man narrating his own inventory is not.

Spot does something extra, which is carry the humor, and Dungeon was full of humor. The catch is that it was humor of its time. The jokes were written by MIT developers in the late 1970s and steeped in the culture of that exact place and moment, so if you do not know the era, a lot of them will sail past you.

The fix: A game character has no personality, which kills a novel. Adding Troi and Spot turned a solitary monologue into a buddy story, and that is the decision that made Dungeon come alive.

How do you keep jokes that are forty-five years old?

It is the same problem as Monty Python’s Flying Circus. So much of that comedy is wired into the British politics and culture of its day that if you do not know the references, you are left watching something bounce along without understanding why it is funny. Dungeon’s humor is like that, locked to a place and a decade most readers never lived in.

I made a choice. I kept the original jokes, even knowing some readers will not get them, and let Spot and the modern layer carry new humor that lands today. My hope is that immersion does the work, that a reader falls far enough into the book that the period jokes become part of its texture instead of a wall, and that older readers who were near that era get a real reward the younger ones will not. It is a decision with a cost, and I made it on purpose.

Why give a treasure hunter a war behind him?

Because every good novel gives its characters a backstory, and the game gives its adventurer none. He is a point of view who wants treasure. That is a fine premise for a game and a thin one for a book, so I built him a person. He is Corvin, a Legion soldier who refused an order at the siege of Halvenmark, walked away, and became a wanted man months before he ever found the dungeon.

I toyed with the obvious version first, a man who hears a rumor of treasure and goes looking, and it was dry and cliche. The deserter had more interest, and it did practical work too. Ten years in the Legion is why this particular man can survive a place designed to kill people, and the irreversible thing he did before the story starts gives him the interior weight that makes him worth following into the dark. The desertion earns both his skill and his soul.

The man: Corvin, a Legion deserter who refused an order at a siege, gives Dungeon the backstory the game never had. Ten years of soldiering is why he survives the dark.

Who did I write this for?

Myself, honestly, the way I write all my fiction. My novels are a hobby with little commercial intent. I write the weird ideas I want to write, from berserkers that destroy galaxies to living galaxies that think and go to war with one another, across scales that make no sense, because I get to control what happens and decide how it comes out and experiment with whatever style I feel like. Collision With Andromeda reaches across a hundred million years for the same reason, and The Eternal War marches an army through Hell for the same reason. I wrote them because I wanted to.

Dungeon is that impulse pointed at a warm old memory. A man walking back into a dungeon he first entered in 1981, and building it into a novel because it was fun and he wanted to. If you were there for that era, this book is a homecoming. If you were not, I hope it is simply a good adventure with a deserter, a seamstress, a strange gray reptile, and a great deal of darkness. Either way it is waiting in my library.

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Frequently Asked Questions

What is the novel Dungeon based on?
It is a novelization of the 1977 to 1979 MIT text game Dungeon, the direct predecessor of Zork, built from the original FORTRAN source code, version 2.2A dated January 1979. The game was created by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling, and the novel follows one complete passage through its Great Underground Empire.
Is Dungeon the same as Zork?
Effectively yes. Dungeon and Zork are the same underground world under two names, born from the same MIT project in the late 1970s. The novel treats the names as interchangeable, since the dungeon itself is indifferent to what you call it.
Do you need to know the game to read the novel?
No. The novel adds original characters, a full backstory, and a real narrative the game never had, so it reads as a standalone fantasy adventure. Readers who know the game will recognize its rooms, creatures, and period humor, but no prior knowledge is required.
Which characters were invented for the novel?
Two characters do not appear in the original game: Troi, a seamstress from Miren who entered the dungeon by accident, and Spot, a pewter-gray reptile of indeterminate species. Both were added to turn a solitary point of view into a story with companions to talk to, which is what made the book work.
Why novelize an old computer game at all?
Partly as a monument to a lost computing culture, the developer community of the 1970s who knew machines down to the bits and built the foundations of the modern internet, and partly out of personal love for a game the author first played in 1981 and never quite put down.

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The views and opinions expressed in this blog post are solely those of Richard Lowe and are based on personal experience and research. This content is for informational purposes only and should not be construed as professional legal, financial, accounting, or business advice. Always consult with qualified professionals before making important business or legal decisions. Richard Lowe is not a lawyer, accountant, or licensed professional advisor, and this content does not establish any professional relationship.

4 Responses

  1. I actually love that the joke were kept in place like that. I find that references I don’t know encourage me to learn more about what I’m reading.

  2. I really enjoyed reading the story behind this project. There’s something special about taking a piece of technology that meant so much to you decades ago and finding a completely new way to bring it to life.

  3. Yay! I was hoping this series would have more articles! 🙂 I love how Troi and Spot have this awesome dynamic that pretty much made the book what it is. Relationships between people are the reason ai will never replace writers. Only humans can truly capture the connection between two people (even if it’s made up characters).

  4. The background on Dungeon was fascinating. Something I hadn’t known anything about until now. The history of the novel’s origin was kind of heartwarming, I guess because I , too, am of a certain age.

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