Even the biggest games were made by a handful of people and each new game was basically built from the ground-up in a process that required the precise work of engineers and programmers as much as it did creative daydreamers. By 1991, the games industry was still a relative ether of potential energy. The idea for object-oriented programming, a way of defining quantities of data as an "object" and creating a system for how different objects should respond to one another, dated back to the mid-sixties. "I wrote ZZT in Turbo Pascal, using an object-oriented programming style, and designed ZZT-OOP to provide easy control over gameplay objects without the complexity of a 'real' language," Sweeney told me. The content of the game wasn't so revolutionary, but it was the approach to programming that would ultimately germinate into something much bigger. The game was an abstract dungeon puzzler that had you guiding a small white sprite through a maze of locked doors, treasure, and enemies that often resembled letters of the alphabet. The ABC's of ZZT ZZT was a shareware puzzle game with simple graphics even by 1991's standards.
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