

Sorcerer, his sequel to Enchanter and Infocom’s first game of 1984, was, like so much of Meretzky’s work in this period, a bit of a thankless task. One senses that if management had asked him to go back to testing after finishing Planetfall he would have just smiled and kicked ass at it.

Meretzky was truly a dream employee - and a dream colleague. Most gratifyingly of all, Meretzky ripped through all of these projects in a bare fifteen months whilst offering advice and ideas for other projects and, yes, getting up to all that craziness that New Zork Times readers came to know and cherish.

BOUNDLESS GAME COAL SEAM SERIES
And when Tor Books offered Infocom the chance to make a series of Zork books in the mold of the absurdly successful Choose Your Own Adventure line, and everyone on the creative staff turned up their noses at such a lowbrow project even as management rubbed their hands in glee at the dollar figures involved, Meretzky took the whole series on as his moonlighting gig, cranking out four books that were hardly great literature but were better than they needed to be. When a certain famous but mercurial and intimidating author of science-fiction comedies came calling and everyone else shied away from collaborating with him, Meretzky said sure, sounds like fun. And so when Dave Lebling decided he’d like to write a mystery game and Marc Blank wanted to work on technology development, leaving the critical second game in the Enchanter trilogy without an author, Meretzky cheerfully agreed to take it on. Writer’s block was absolutely unknown to him he could just “turn it on” and pour out work, regardless of what was happening around him or how things stood in his personal life.īut there was still another trait that made Meretzky the dream employee of any manager of creative types: he was literally just happy to be at Infocom, thrilled to be out of a career in construction management and happy to work on whatever project needed him. Mike Dornbrook, Infocom’s marketing director, calls Meretzky the most productive creative person he has ever met, one who evinced not a trace of the existential angst that normally accompanies the artistic temperament. He was a compulsive organizer and even a bit of a neat freak his meticulous and breathtakingly thorough archives informed much of Jason Scott’s Get Lamp project and, by extension, much of the Infocom history on this site. Yet there was also another, oddly left-brained side to Meretzky. (“Memo hacking” became a particular favorite as Business Products ramped up and more and more buttoned-down business types started to appear in the office.) The lore and legends of daily life at Infocom, eagerly devoured by the faithful via the New Zork Times newsletter, is largely the lore and legends of Steve Meretzky, instigator and ringleader behind so much of the inspired lunacy. Steve Meretzky was a boundless fount of creative energy which couldn’t be contained by even his official projects for Infocom, many and varied as they were, and spilled over into daily life around the office in the form of elaborate themed parties, games that ranged from a multiplayer networked version of Boggle played over the DEC minicomputer to intense Diplomacy campaigns, and endless practical jokes.
