The Hitchhiker’s Guide to the Galaxy (1984)

Douglas Adams, at first, did not like computers. In fact he had built a career out of making fun of them with his Hitchhiker’s Guide franchise, which began on the radio before spilling into other media, most famously a bestselling series of books. Hitchhiker’s is hard to summarize, but one of its overarching themes is that technology, in the hands of big business and bloated bureaucracies, does not make life better: in fact it makes it far, far worse. Hence characters like Marvin, a robot given a “Genuine People Personality” who promptly becomes terminally, insufferably depressed; Deep Thought, tasked with finding the meaning of life and coming back six million years later with the number 42; or the robot crew of an interplanetary flight whose departure has been delayed nine hundred years…

Continue reading at the home of my new blog series, “50 Years of Text Games.”

The contents of Infocom’s Hitchhiker’s Guide game, including a microscopic space fleet and Don’t Panic button.

Writer and game designer interested in the future and history of interactive narrative.

Get the Medium app

A button that says 'Download on the App Store', and if clicked it will lead you to the iOS App store
A button that says 'Get it on, Google Play', and if clicked it will lead you to the Google Play store