I don't specifically know why that appeals to me. I guess it's because I'd like to tinker with it and understand it better. And if I were going to write Zork I from scratch today, I'd want to use the most modern tools available. [checks notes] Okay, but not Inform 7. I have an aversion to Inform 7. I want my code to look more like code, and less like an LLM prompt.
Ditto here. And, better, translated into Spanish with INFSP6. There is one made from a non-native Spanish speaker and it's really bad.
Now a proper Zork translation can be a reality.
Ah, and yes, IF6 ports for Adventure do exist, both in English and Spanish, and the Spanish one it's really great, with even the backstory on creating the game perfectly translated..
I feel the same about Inform 6 vs 7. I wrote some very simple games in Inform 6 thirty or so years ago, just for personal amusement, but never did a thing with Inform 7.
I guess I'm skeptical of "literate programming" in general, where I have to learn a special way of phrasing English just to interact with some magical process that I don't and can't understand... all so I can avoid typing a few square brackets and semicolons. I think there's an underlying symmetry to the conceptual structure of interactive fiction and the way it looks in Inform 6 that is much easier to reason about... but eh. I'm a couple decades late to the argument.
I'd like Zork I through III ported to Inform 6...
I don't specifically know why that appeals to me. I guess it's because I'd like to tinker with it and understand it better. And if I were going to write Zork I from scratch today, I'd want to use the most modern tools available. [checks notes] Okay, but not Inform 7. I have an aversion to Inform 7. I want my code to look more like code, and less like an LLM prompt.