Despite the lack of a graphical interface, Zork still effectively accomplishes an atmosphere of gameplay.  Zork is successful in realism in the sense of its vivid descriptions of your surroundings and locations.  The game may be textual, but it is as real and detailed as you allow your imagination to be.  If the degree of your imagination is obsolete, then Zork may be a bit of a struggle to get through.  As you progress through and make decisive actions, the details and surroundings begin to change, thus making the gameplay more interactively real.

Your sense of location varies with your imagination.  Zork provides the details and describes the surroundings, but doesn't provide a graphical sense of position.  By 'looking' around, you are accommodated with the necessary details of where you are and left with a clue to get to the next placement.  The way the clues are used - which is the basis for the game - makes navigation possible.  Because there are no visual elements to aid you in your exploration process, it is left up to the user to map out the area in their head.  Theoretically, maps and 'levels' will all differ depending upon each user.

As far as gameplay, you are given objects to help you navigate through this mystery.  Although the objects aren't graphically or visually described, the still posess the ability to be interacted with in order to progress through this puzzle.  The story seems to lead the user towards these objects as they are vital to the game.  The rewards in the game are more emotionally based, leaving the user with a sense of success in their accomplishment of figuring out the mystery.

Overall, the gameplay remains simple in that you know what your task is before starting the game.  The story remains descriptive enough to be able to navigate through, but short enough in order to keep interest.  And the realism of the game is left up to the creativity of the player.