ZENO OF ELEA Musing philosophical and the Professor by Neil Shipman In adventures (and real life) how do you get from A to B? A simple enough question with, you would reckon, an equally simple answer. But you only have to think about the bridge in Beyond Zork and all of a sudden matters become a bit more complicated. In this Infocom adventure there is a bridge across a chasm. If you begin to cross it from the southern end your first move north takes you to a location "Halfway to the North End", your next to "3/4 of the way to the North End", your next to "7/8 of the Way", and so on up to "16383/16384 of the Way" after which your position is just given as "Immeasurably Close to the North End". You get similar descriptions if you try to cross from north to south. Indeed, once you are on the bridge it is impossible to get off it on foot. Magic or the use of a particular object is necessary to resolve the dilemma. If you read the notice hanging at the entrance to the bridge and you're a student of philosophy you might have expected something like this to occur. Why? Because this is what the notice says: ZENO'S BRIDGE Cross At Thy Own Risk! Far from being just another of the many strange fictional names we adventurers are used to seeing, Zeno really did exist. Born in the fifth century B.C. in Elea in ancient Greece, he was a philosopher and logician. He is famous chiefly as the propounder of a number of paradoxes which bear his name and it is the first of these, properly known as The Dichotomy but more commonly just as Zeno's Paradox, which is relevant here. Since the days of Pythagoras a century earlier, space and time had been treated mathematically as consisting of a plurality of points and instants; but they also have a property more easily felt than defined, which is called "continuity". By logical argument Zeno sought to show that the subdivision of continuity into points and instants is impossible. Zeno's Paradox argues that before a moving object can travel a given distance, it must first travel half that distance, then half the remainder, and so on without limit. As each bisected part is finite in length and there are an infinite number of them, it follows that one cannot traverse a given distance in a finite time. Taken to its ultimate conclusion for any speed and distance this means that no motion of any kind is possible. First, consider the process of subdivision to be complete. Then either there will be left certain smallest possible parts that are indivisible but infinite in number, or else the subdividing results in parts that have no magnitude, i.e. they have vanished into nothing. Both conclusions are absurd - the first because so long as any part having magnitude is left the process of division is not complete; the second because if the parts have vanished into nothing then the original whole must be composed of nothings. Aristotle answered Zeno's paradoxes by claiming that the infinitely small was a potentiality only, not an actuality. But although this appeals to sensory perception and imagination it is not acceptable to modern mathematics. (Now however, following the nineteenth century formulation of the properties of infinite classes, these problems are no longer looked on as paradoxes.) It should come as no surprise that the author of Beyond Zork was "Professor" Brian Moriarty. Well-educated, with an English Literature degree from Southeastern Massachusetts University, he has always done extensive research for his adventures and used the breadth of his knowledge to enhance his work. Just think about the authenticity of much of the gameworld in Trinity, or of the characterisation of the Elders of the Weavers in Loom, named as they are after the three Fates of Greek legend. Since completing Loom he has been employed in the educational department of LucasArts Entertainment. Whilst there, however, he has been formulating his new adventure entitled The Dig. This has a science fiction scenario and is a collaboration between the Professor and movie director Steven Spielberg! It will be more than a little interesting to see what this forthcoming game is like. But there is one thing you can be sure of - if Brian Moriarty is involved it will be impeccably researched and, if you know where to look, you are almost certain to find some classical, philosophical or literary reference. Such detail, virtually hidden from the cursory look of many players or, regrettably, unrecognisable by most, adds a further dimension to his work. It is one of the qualities that, for me, elevates a good adventure into a great one and promotes the Professor to the top of my list of best adventure writers. So next time you come across a strange name in an adventure don't assume that the author has just made it up. Far from being fictional it may well have considerable meaning - and a little research on your part might well prove interesting and add to your breadth of knowledge too.