<!--
	Title: Brian Moriarty Visits Computer Entertainer
	Source: Computer Entertainer, v5(5)
	Date: August 1986
	Transcription by Steve Derby
-->

We always enjoy taking time out from our usual routines to meet designers and
programmers. Last month, Brian Moriarty of Infocom visited us during a press tour of
Southern California on behalf of his new Interactive Fiction Plus program, TRINITY
(reviewed in this issue). This is Brian's second Infocom program. (His first,
WISHBRINGER, holds the record as Infocom's fastest-selling program.) The 29-year-old
author has been with Infocom since 1984. Before that, he was Technical Editor of
*Analog Computing* Magazine. Brian earned his B.A. in English Literature from
Southeastern Massachusetts University.

<figure class="float-right-half">
	<img src="/public/img/articles/ce-brian-moriarty-visits-computer-entertainer/brian-moriarty-at-trinity.jpg" alt="Brian Moriarty at the Trinity Site">
	<figcaption class="center">Brian Moriarty at the Trinity Site, where the world's first nuclear explosion took place on July 16, 1945.</figcaption>
</figure>

## *A Confirmed Game Player*

When we ushered Brian into the hub of our workplace, we sat him in front of one of our
Apples where a game of TRINITY was in progress. Ignoring that for the moment, he
glanced around the room, taking in the clutter of machines and software packages. His
survey stopped at a shelf of recent adventure games, when he exclaimed, "Oh! You've
got my current favorite computer game, 'Rogue.' I love that game!" Now here's a guy
who is on tour specifically to promote his own latest work, and the first thing he wants
to talk about is some other company's game that has him totally fascinated. You can't
help but like someone who is such a confirmed game player, someone whose ego
doesn't demand that everyone focus completely on him and his latest creation.

## *Origins of TRINITY*

We really did want to know more about TRINITY, so we asked Brian where he got the
idea of writing a game involving the history of atomic weaponry. (The name of the
program comes from the Trinity Site at White Sands Missile Range in New Mexico,
where the world's first nuclear explosion took place on July 16, 1945. The name also
refers to the three-part construction of the game itself.) Brian told us that he had been
especially fascinated by this bit of history ever since he read Lansing Lamont's book,
*Day of Trinity*, when he was in high school. "I was very impressed by that book," he
said, "and I always wanted to visit the Trinity site." He went on to tell us that the idea
of writing an adventure based on that historical event, the beginning of the atomic age,
occurred to him while he was working at *Analog Computing* Magazine in 1983. "We're
always making up worlds," he added. "Our games are simulations, and I though it would
be interesting to try to simulate a real place, and explore that possibility, and
especially a place where your actions could be significant. It seemed to me that the
Trinity Site was a really charged location to do that."

## *TRINITY Was Meant for Infocom*

Brian's first two adventures were published in *Analog*, "Adventure in the Fifth
Dimension" and "Crap Shot." About that time he started thinking about working at
Infocom, because he "had always been a fan of the Infocom games." He thought about
writing TRINITY on his Atari and submitting it to Infocom. "I
was very naive," he admits. "Now that I work there, I know
that we get dozens of submissions every month like that.
Basically, they don't take outside submissions, so I would
have failed." But, Brian didn't fail, because he managed to get
himself hired. He presented the TRINITY concept when asked
what game he would like to do. While the Infocom staff
appreciated the innovation of his concept, they felt it was a
little too ambitious for his first game. And the marketing people
at Infocom were looking for an introductory-level fantasy, so
Brian wrote WISHBRINGER. That turned out to be a hit, and
Infocom gave him the freedom to work on his pet project,
TRINITY.

## *TRINITY Takes Shape*

The development cycle for TRINITY, from research to
finished product, took about 13 months. (The typical
interactive fiction program from Infocom takes about 9
months.) Brian began his research at the University of
Chicago, site of the first atomic chain reaction in 1942, and
then went on to White Sands Missile Range in New Mexico.
There he saw Trinity, site of the first atomic explosion on
July 16, 1945. (The photograph of Brian next to the Trinity
monument, which accompanies this article, was taken on the
40th anniversary of that historic event.) As the game began to
take shape, it was pure science fiction, but Brian wasn't happy
with its direction because it seemed "too serious and
unimaginative." He threw it all away and said, "How can I do
this in a way that will be interesting and entertaining? Then I
came up with this bizarre concept of a Zork-like world, a
fantasy world which is like a Grand Central Station." Here
science fiction, history, and fantasy come together in a place
where all the atomic explosions that had ever occurred were
somehow connected to each other. With a little of Zork, a bit
of Alice in Wonderland, some Peter Pan, and quite a lot of
Brian's own finely developed sense of fantasy, TRINITY
finally came to become what he wanted: a piece of interactive
fiction about a serious subject that still manages to be
entertaining and full of gentle humor. Brian describes it as "a
rather weird game that defies one-sentence descriptions."

## *Symbolism of the Paper Crane*

As for the moral implications of pro and anti-nuclear
sentiments, Brian felt strongly that the game should be as
neutral as possible. As a result, he avoided taking a strong
stand within the game that would clearly point out his
personal feelings. He does make a subtle statement, however,
which will be clear to those who understand the symbolism of
the folded paper crane that becomes a major character in the
story. For the benefit of our readers, Brian told us the story of
a young Japanese girl who contracted leukemia as a result of
radiation poisoning after the atomic bomb was dropped on
Hiroshima by the U.S. in 1945. As she lay dying
in a hospital, she began folding the one thousand origami
cranes that would enable her to get her wish, according to a
Japanese custom. The Japanese people took the young girl to
their hearts, and thus began the anti-nuclear movement in
Japan. Though she didn't finish the cranes before she died, her
school friends completed the task and buried the paper cranes
with her. Today a statue of a young girl holding a paper crane
is the central figure in the Peace Park at Hiroshima, and the
Folding Crane Society is an international children's
organization devoted to peace. That is the message behind the
paper crane in TRINITY.

## *Serious But Not Solemn*

Brian Moriarty is obviously concerned that the message of
TRINITY as a whole be understood: "This is not a funeral," he
says. "Although this is a serious game, it's not a solemn
game." (Having played quite a bit of the game, we can assure
you that it is anything but solemn.) Infocom views TRINITY
as something of an experiment and an example of the kind of
ground-breaking program they feel almost obligated to produce
from time to time because of their position of leadership in
text games. It will be interesting to see if the experiment
succeeds, to see if game players will take to a piece of
interactive fiction with a serious theme and historical elements
mixed with fantasy and science fiction. The experiment was
certainly a success as far as we are concerned, because we
found the game both entertaining and thought-provoking. We
look forward to many more works of interactive fiction from
Brian Moriarty in the future.
