On ZZT and “ZZT”

Writing about ZZT feels perfunctory. Having only heard about the game a month ago, its importance was to me invisible. Being a ASCII-based computer game released in 1991, present in videogame’s market tested pedagogy, it’s not the kind of game that gets to be remembered. There’s undeniably an essence of iconoclasm to ZZT; I think it resembles a bunch of things, but akin to scenes and art movements, it was a time and a place. It’s not going to be reproduced. In that sense I can’t introduce ZZT, because I can’t hold it in place. I can’t capture what I never knew or saw.

Those who were imprinted by the allure of making ZZT games seem to follow and be followed by artistic pursuit. I see a self-explanatory, self-justified thing. It was a design language people could see and feel demonstrated. An immediate understanding that a videogame was made by a person. The ZZT community was, paraphrasing words that aren’t mine, mostly a bunch of frustrated teens, that through a specific and arcane practice were able to exercise control and interpret their lives. The specificity was kind of special and secret, and it was kind of lonely and isolating. In the late 90s, who was seriously into ASCII videogames, among the advent of 3D?

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