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> I remember being delighted by all the weird stuff it came with, including a small packet of fuzz, and other artifacts from the story. I didn’t know why they w
by caymanjim 8y ago
> I remember being delighted by all the weird stuff it came with, including a small packet of fuzz, and other artifacts from the story. I didn’t know why they were in the box but it was weird and that appealed to me.
These were called "Feelies", and they were there as an awesome form of copy protection. They provided hints that were necessary to win the game. Often the hints were subtle (what exactly was that fuzz for?) and were puzzles in themselves. Sometimes they were completely obvious (a paper map revealing the room with a secret door, a translation guide). You'd usually realize when you needed them.
This was an awesome and creative way to copy-protect the games. Many people who pirated them found the games impossible to complete, and it was often because they didn't have the feelies to provide critical clues. Even with them, most of the games were very hard.
Infocom games are timeless. The writing is better than anything today. They're creative and challenging. How many companies today would release a game that most of the purchasers would be unable to complete?