The Hobbit
The revolutionary text adventure
Melbourne House's 1982 text adventure that pushed the genre forward with independent NPCs, a sophisticated parser, and a living world that changed whether you interacted with it or not.
Overview
The Hobbit was a 1982 text adventure from Melbourne House that revolutionised the genre with NPCs that acted independently, a sophisticated “Inglish” parser, and a world that continued whether the player acted or not. Based on Tolkien’s novel, it shipped with a copy of the book and sold over a million copies - remarkable for a text adventure. Gandalf wandering off on his own became legendary.
Fast Facts
- Developer: Melbourne House (Beam Software)
- Designer: Philip Mitchell, Veronika Megler
- Released: 1982
- Licence: Tolkien estate
- Bundled: Paperback of the novel
- Sales: Over 1 million copies
The Inglish Parser
Revolutionary natural language understanding:
| Feature | Capability |
|---|---|
| Full sentences | ”Ask Gandalf about the curious map” |
| Pronouns | ”Pick it up” (remembered last noun) |
| Prepositions | ”Put the ring in the barrel” |
| Complex commands | Multiple verbs in one sentence |
Far beyond two-word parsers of the era.
Independent NPCs
The groundbreaking system:
- Characters moved without player action
- Gandalf might wander off mid-conversation
- Thorin could get captured by goblins
- Enemies might find you
- World felt alive
Infuriating when Thorin was “singing about gold” instead of helping, but revolutionary.
Time Passage
The world continued:
- Events happened in real-time (game time)
- Day/night cycles
- NPCs had schedules
- Missing events was possible
- Created urgency and replayability
Technical Achievement
Fitting everything into 48KB:
| Challenge | Solution |
|---|---|
| Text | Aggressive compression |
| Graphics | Simple line art illustrations |
| World model | Efficient object tracking |
| NPC AI | Goal-directed behaviour |
The Gandalf Problem
Most famous (and frustrating) feature:
“Gandalf is singing about gold.”
While you needed help, Gandalf might:
- Wander into danger
- Leave the party entirely
- Get captured
- Die
Realistic NPCs meant unreliable companions.
Multiple Solutions
Unlike linear adventures:
- Various paths through the story
- Different ways to solve puzzles
- Emergent situations from NPC behaviour
- High replayability
- Some randomness (controversial)
Graphics
Included simple illustrations:
- Line-drawn images
- Loaded while text continued
- Added atmosphere
- Crude but effective for 1982
Cultural Impact
The Hobbit proved:
- Licensed games could be quality
- Text adventures could sell massively
- NPCs could feel alive
- Parser technology could advance
- UK could compete in adventure games
Legacy
Influenced adventure design:
- NPC independence became a goal
- Parser sophistication increased
- Living worlds became standard aspiration
- UK adventure game scene flourished