<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Digital Antiquarian</title>
	<atom:link href="http://www.filfre.net/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.filfre.net</link>
	<description>An ongoing history of computer entertainment by Jimmy Maher</description>
	<lastBuildDate>Fri, 24 May 2013 10:28:27 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.5.1</generator>
		<item>
		<title>Ultima III in Pictures</title>
		<link>http://www.filfre.net/2013/05/ultima-iii-in-pictures/</link>
		<comments>http://www.filfre.net/2013/05/ultima-iii-in-pictures/#comments</comments>
		<pubDate>Tue, 21 May 2013 07:46:22 +0000</pubDate>
		<dc:creator>Jimmy Maher</dc:creator>
				<category><![CDATA[Digital Antiquaria]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[apple ii]]></category>
		<category><![CDATA[origin]]></category>
		<category><![CDATA[ultima]]></category>

		<guid isPermaLink="false">http://www.filfre.net/?p=919</guid>
		<description><![CDATA[There&#8217;s a lot of interesting stuff to talk about in Ultima III, to the extent that I wasn&#8217;t quite sure how to wedge it all into a conventional review. So I decided to try this approach, to balance my usual telling with quite a bit of showing. Or something like that. Anyway, I found it [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/179.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/179.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-920" /></a></p>
<p>There&#8217;s a lot of interesting stuff to talk about in <em>Ultima III</em>, to the extent that I wasn&#8217;t quite sure how to wedge it all into a conventional review. So I decided to try this approach, to balance my usual telling with quite a bit of showing. Or something like that. Anyway, I found it fun to do.</p>
<p>If you&#8217;re inspired to play <em>Ultima III</em> yourself, know that Good Old Games is selling it in <a href="http://www.gog.com/gamecard/ultima_1_2_3">a collection</a> which also contains <em>Ultima  I</em> and <em>II</em>. Less legitimately, there are the usual abandonware sites and ROM collections where you can find the original Apple II version that I play here, but you&#8217;re on your own there. Some spoilers do follow, although <em>Ultima III</em> is tricky enough that you may just welcome whatever little bit of guidance you glean from this post.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/180.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/180.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-921" /></a></p>
<p>Garriott was <em>really</em> proud of his game&#8217;s subtitle, <em>Exodus</em>, to the extent that in the game itself and most early advertising it&#8217;s actually more prominent than the <em>Ultima</em> name. He draws no connection to its meaning as an English noun or to the Bible. It&#8217;s simply a cool-sounding word that he takes as the name of his latest evil wizard, the love child of his two previous evil wizards, Mondain from <em>Ultima I</em> and Minax from <em>Ultima II</em>. Roe R. Adams III did make a somewhat strained attempt to draw a connection to the expected implications of the word in the manual via a recasting of an <a href="http://en.wikipedia.org/wiki/Mary_Celeste">old seafaring mystery</a>:</p>
<blockquote><p>One possible clue as to the identity of thy nemesis has been discovered. A derelict merchant ship was recently towed into port. No crewmen were aboard, alive or dead. Everyone had vanished, as if plucked by some evil force off the boat. The only thing found was a word written in blood on the deck: <strong>EXODUS</strong>.</p></blockquote>
<p>I never hear anything about this ghost ship in the game itself. Also left unexplained, as it was in <em>Ultima II</em>, is why Mondain was on Garriott&#8217;s fantasy world of Sosaria and Minax was on our own Earth. This time I&#8217;m stuck back on Sosaria again. Garriott would finally get more serious about making an <em>Ultima</em> mythos that makes some kind of sense with the next game, but for now&#8230; let&#8217;s just say I won&#8217;t be spending much more time discussing the plotting or the worldbuilding.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/181.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/181.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-922" /></a></p>
<p>In <em>Ultima III</em> I get to create and control a full party of four adventurers rather than a single avatar. This is actually the only <em>Ultima</em> that works quite this way. Later games would use the code Garriott first developed here to allow players to have more than one person in their parties, but would start them off with a single avatar. Finding other adventurers in the game world itself and convincing them to join would become part of the experience of play and an important component of those games&#8217; much richer plots.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2012/10/138.png"><img src="http://www.filfre.net/wp-content/uploads/2012/10/138.png" alt="Ultima II" width="280" height="192" class="alignleft size-full wp-image-709" /></a></p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/182.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/182.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-923" /></a></p>
<p>With my party created, I&#8217;m dumped into Sosaria, right outside the town of Britain and the castle of Lord British in what has already become by <em>Ultima III</em> a time-honored tradition.</p>
<p>One of the fascinating aspects of playing through the <em>Ultima</em> games in order is seeing which pieces are reused from earlier games and which are replaced. Programming often really is a game of interchangeable parts. On the left above is <em>Ultima II</em>, on the right <em>Ultima III</em>. The same old tile engine that dates back to <em>Ultima I</em> is still in place in both games, but <em>Ultima III</em> changes the screen layout considerably and makes everything a bit more attractive and ornate within the considerable limitations of the Apple II. It no longer uses the Apple II&#8217;s <a href="/2011/10/mystery-house-part-1/">mixed display mode</a> that displays text rather than graphics on the bottom four lines of the screen. Instead the whole screen is now given over to a graphics display, with a <a href="/2012/01/robot-war/">character generator</a>, once an exotic piece of technology but by 1983 commonplace, used to put words anywhere on the screen.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/183.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/183.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-924" /></a></p>
<p>When I enter a town for the first time another of <em>Ultima III</em>&#8216;s additions to the old tile-graphics engine becomes clear: a line-of-sight algorithm now prevents me from seeing through walls. This adds an extra dimension of realism, but proves to be a mixed blessing. We&#8217;ll talk about why that is in just a little bit.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2012/10/141.png"><img src="http://www.filfre.net/wp-content/uploads/2012/10/141.png" alt="Ultima II" width="280" height="192" class="alignleft size-full wp-image-712" /></a></p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/184.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/184.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-925" /></a></p>
<p>And when I run into a couple of wandering orcs for the first time I see another big addition: a separate strategic-combat screen that pops up when a fight begins. You can see that on the right above; the old <em>Ultima II</em> system of flailing in place on the map screen is on the left. The earlier system would obviously be unworkable with a party of four. Unlike with <em>Wizardry</em>, combat has never been the heart of <em>Ultima</em>&#8216;s appeal, but that doesn&#8217;t mean you don&#8217;t spend a lot of time &#8212; maybe too much time &#8212; in <em>Ultima III</em> engaging in it. The new system does add some welcome interest to the old formula. I can now move each character about individually, use missile weapons (a highly recommended strategy that lets me take out many monsters before they can get close enough to damage me), and cast quite a variety of offensive and defensive spells. Less wonderfully, all those random encounters with orcs and cutthroats now take much more time to resolve, which is one of the things that can turn <em>Ultima III</em> into quite the slog by the time all is said and done. Also contributing to the tedium: in a harbinger of certain modern CRPGs, random encounters are balanced to suit the general potency of my party, thus guaranteeing that they will still take some time even once I have quite a powerful group of characters.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/185.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/185.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-926" /></a></p>
<p>As part of a general tightening of the game&#8217;s mechanics likely prompted by unfavorable comparisons of previous <em>Ultimas</em> to previous <em>Wizardries</em>, the strange system of hit points as a commodity purchasable from Lord British has finally been overhauled. Now healing works as you might expect: each character has a maximum number of hit points which Lord British raises by 100 every time I visit him after gaining a level. Alas, this works only until level 25 and 2500 hit points. At least I don&#8217;t have to pay him for his trouble anymore. In the screenshot above his &#8220;Experience more!&#8221; means that I haven&#8217;t yet gained a level for him to boost my hit-point total; small wonder, as all my characters are still level 1.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/186.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/186.png" alt="Ultima III" width="280" height="192" class="alignleft size-full wp-image-927" /></a></p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/187.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/187.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-928" /></a></p>
<p>Having gotten the initial lay of the land, I settle into the rhythm of building my characters, exploring the world map, and talking to everyone I can find in the towns. The latter process, like so much in <em>Ultima III</em>, is equal parts frustrating and gratifying. The good citizens of Sosaria insist on speaking in the most cryptic of riddles. And here we see the darker side of Garriott&#8217;s new line-of-sight system: most of the most vital clue-givers are tucked away in the most obscure possible corners of the towns, like the fellow shown in the screenshot above and left. I have to scour every town square by tedious square to be absolutely certain I haven&#8217;t missed a vital clue, a vital link in a chain of tasks required to win that is much more complicated than those found in the earlier games. On the other hand, the gratification that comes when another piece of the puzzle falls into place is considerable. <em>Ultima</em> has always been better at delivering that thrill of exploration than just about any other CRPG. </p>
<p>There are in many places in <em>Ultima III</em> some small kindnesses, some elements that, once I figure out how they work, can make things easier. In the screenshot to the right I&#8217;m using a magic gem, purchasable from thieves guilds in a couple of the towns, to get a bird&#8217;s-eye view of the town I&#8217;m currently in. Ferreting out these secrets and hidden mechanics contributes to another thing <em>Ultima</em> always does well: making you feel <em>smart</em>.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/188.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/188.png" alt="Ultima III" width="280" height="192" class="alignleft size-full wp-image-929" /></a></p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/195.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/195.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-936" /></a></p>
<p>Still, it&#8217;s possible to take this whole discovery thing too far. In one of the more astonishing design decisions in <em>Ultima III</em>, Garriott has consciously engineered into his hotkey-driven interface an element of guess the verb. After all, why should text adventurers have all the fun? There&#8217;s a mysterious OTHER command this time, which lets me enter new verbs. Divining what these are depends on my sussing that words surrounded by &#8220;<>&#8221; in characters&#8217; speech refer to new verbs. (&#8220;&lt;SEARCH&gt; the shrines.&#8221;) A very strange design choice, which does a good job of illustrating the gulf in player expectations between now and then, when guess the verb was still trumpeted by many as an essential element of adventure games rather than just a byproduct of their technical limitations. Given that, why <em>not</em> try to engineer it into <em>Ultima</em>, a series which always tried to offer more, more, more? Thankfully, it would disappear again from <em>Ultima IV</em>, in what could be read as another reflection of changing player expectations.</p>
<p>In the screenshot at left above I&#8217;ve just used the hidden verb &#8220;BRIBE&#8221; to convince a guard who just a second before was standing right next to me to go away for the modest fee of 100 gold. Now I can go into the shop and steal with relative impunity. (<em>Ultima III</em> is, as we&#8217;ll continue to see, very much an amoral world, the last <em>Ultima</em> about which that can be said.) Bribing is only useful; other hidden verbs are vital.</p>
<p>For instance, the second screenshot above shows me gathering a piece of important information using the hidden verb &#8220;PRAY&#8221; inside a temple. This is actually quite an interesting sequence. PRAYing yields the information that I must YELL &#8212; YELL being one of the standard hotkey-based commands &#8212; &#8220;EVOCARE&#8221; at a certain place. It&#8217;s perilously closed to two guess-the-verb &#8212; or at least guess-the-word &#8212; puzzles joined together.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/189.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/189.png" alt="Ultima III" width="280" height="192" class="alignleft size-full wp-image-930" /></a></p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/190.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/190.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-931" /></a></p>
<p>We see an interesting re-purposing of previous <em>Ultima</em> technology in the form of the eight moon gates which wink in and out of existence in a set pattern on the world map. In <em>Ultima II</em>, you may recall, these supposedly allowed me to travel through time, although effectively they just provided access to different world maps; nothing I did in one time could have any direct effect on any of the others. Here they&#8217;re renamed and used more honestly, as ways to move quickly from place to place on the primary world map. (There are only two world maps this time, the primary one and an alternate world called Ambrosia which we&#8217;ll get to shortly.) They also allow me to reach a few places that are otherwise completely inaccessible, as the screenshot at right above illustrates. Well, okay&#8230; I could also get there with a ship, an element we&#8217;ll talk about later. But that&#8217;s not always the case; there&#8217;s at least one vital location that can be visited only via moon gate. Thus understanding the logic of the moon gates and charting their patterns is another critical aspect of cracking the puzzle of <em>Ultima III</em>. Moon gates would continue to be a fixture in the <em>Ultima</em>s to come.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/191.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/191.png" alt="Ultima III" width="280" height="192" class="alignleft size-full wp-image-932" /></a></p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/192.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/192.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-933" /></a></p>
<p>Garriott had completely rewritten his dungeon-delving engine for <em>Ultima II</em>, replacing what had been the slowest and most painful part of <em>Ultima I</em> with a snappy new piece that replaced a wire-frame portrait of the surroundings with glorious filled-in color. It&#8217;s easily the most impressive and appreciated improvement in that game. But then, like so much else in <em>Ultima II</em>, he squandered it by giving his players no reason to go there. Thus <em>Ultima III</em> almost feels like the new dungeon engine&#8217;s <em>real</em> debut. Not only can I harvest a lot of desperately needed gold from the dungeons, but I must also explore them to find five vital &#8220;marks&#8221; that give special abilities which are in turn key to solving the game. And at the bottom of the Dungeon of Time I meet the Time Lord. (Garriott&#8217;s <em>Time Bandits</em> fixation had apparently not yet completely runs its course &#8212; or are we now dealing with a <em>Doctor Who</em> obsession?) He gives a portentous clue that will be vital to the end-game.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/193.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/193.png" alt="Ultima III" width="280" height="192" class="alignleft size-full wp-image-934" /></a></p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/194.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/194.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-935" /></a></p>
<p>Sosaria is still a world where might makes right. Lord British, the supposedly benevolent monarch, has a dirty little secret, an ugly torture chamber hidden in the depths of his castle. It&#8217;s almost enough to make you ask who&#8217;s really the evil one here. The manual talks a good game about Exodus, but he doesn&#8217;t actually do anything at all in the game itself, just hangs out in his castle and waits for us to come kill him. Meanwhile Lord British has torture chambers, and his lands are best with monsters trying to kill me, and he seems completely disinterested in helping me beyond boosting my hit points from time to time. Nor am I exactly morally pure: my own mission in the torture chamber is not to save the fellow who&#8217;s been thrown into a lake of fire, merely to extract some information from him. </p>
<p>The screenshot at the right shows an even more morally questionable episode, albeit one that requires a bit more explanation. I&#8217;m the one on the horse. Each of the three clerics next to me has a critical clue to convey. However, I can&#8217;t interact on a diagonal, meaning that the one at bottom right is inaccessible to me &#8212; unless I open up a lane by killing one of his companions in cold blood, that is. I want to emphasize here that the clue the inaccessible cleric has to offer is absolutely necessary; he tells where to dig for some special weapons and armor that provide the only realistic way to survive the end-game in Exodus&#8217;s castle. Thus the only way forward is, literally, murder, and it&#8217;s a conscious design choice on Garriott&#8217;s part. Of course, he didn&#8217;t think of it quite that way. He just saw it as an interesting mechanic for a puzzle, having not yet made the leap himself from mechanics to experiential fiction. Again, all of that would change with <em>Ultima IV</em>.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/196.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/196.png" alt="Ultima III" width="280" height="192" class="alignleft size-full wp-image-937" /></a></p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/197.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/197.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-938" /></a></p>
<p>Speaking of horses: given Garriott&#8217;s newfound willingness to edit, the vehicles available to me in <em>Ultima III</em> are neither so plentiful nor so outrageous as they were in <em>Ultima II</em>. The ridiculous and ridiculously cool airplane, for instance, is gone. </p>
<p>I can buy horses for my party in a couple of towns. These let me move overland a bit faster, using less food and avoiding many of the wandering monsters and the endless combats they bring which can test the patience of the hardiest of players. A ship can be acquired only by taking it from one of the roving bands of pirates that haunt the coastline. There aren&#8217;t actually a lot of pirates about, which can get very frustrating; a ship is required to visit several important areas of the game, and finding one can be tough. In the right-hand screenshot above I&#8217;ve sailed to an island, where, following the lead of the cleric whose companion I killed in cold blood, I&#8217;ve dug up the aforementioned special weapons that are required to harm Exodus&#8217;s innermost circle of minions.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/198.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/198.png" alt="Ultima III" width="280" height="192" class="alignleft size-full wp-image-939" /></a></p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/199.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/199.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-940" /></a></p>
<p>I also need a ship to get to the alternate world of Ambrosia, which I can manage only by the counter-intuitive step of sailing into a whirlpool. Here I find shrines to each of the four abilities, the only ways to raise my scores above their starting values. Doing so is vital; in <em>Ultima III</em>&#8216;s still somewhat strange system, ability scores have much more effect on my performance in combat and other situations than my character level. For instance, the number and power of spells I can cast has nothing to do with my level, only with my intelligence (wizard spells) or wisdom (cleric spells).</p>
<p>The explicitly Christian imagery in these shrines, and occasionally in other places in the game, is worth noting. It&#8217;s doubtless a somewhat thoughtless result of Garriott&#8217;s SCA activities and his accompanying fascination with real medieval culture, but it could certainly be read as disrespectful, a trivializing of religious belief. It&#8217;s the sort of thing that TSR, creators of <em>Dungeons and Dragons</em>, were always smart enough to stay well away from (not that it always helped them to avoid controversy). Similarly, you definitely will never see crosses in a big-budget modern fantasy CRPG.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/200.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/200.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-941" /></a></p>
<p>Ready at last, I piece together a string of clues and sail to the &#8220;Silver Snake&#8221;. There I yell the password &#8220;EVOCARE&#8221; to enter Exodus&#8217;s private grotto. The Silver Snake itself provides a good illustration of just how intertwined the early <em>Ultima</em> games were with Garriott&#8217;s own life. And the anecdote that explains its presence here also shows some of the difficulties of trying to pin down the facts about Garriott&#8217;s life and career.</p>
<p>Growing up in Houston in the mid-1970s, Garriott was one of the few people to see the infamously awful adventure film <a href="http://www.imdb.com/title/tt0072886/?ref_=sr_1"><em>Doc Savage: The Man of Bronze</em></a>. Members of the lost Central American tribe that Savage battles in the movie all bear a tattoo on their chest of the Mayan god Kulkulkan, about whom little is known today apart from his symbol: a serpent.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/YaxchilanDivineSerpent.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/05/YaxchilanDivineSerpent.jpg" alt="Kulkulkan" width="190" height="286" class="aligncenter size-full wp-image-942" /></a></p>
<p>Young Richard thought the symbol so cool-looking that he went to his mother&#8217;s silversmithing workshop in that room above his family&#8217;s garage that would one day house Origin Systems and made the design &#8212; or as close an approximation as he could manage &#8212; for himself. He put his new amulet on a chain made from one of his mother&#8217;s belts. He told <a href="http://www.amazon.com/Official-Book-Ultima-Shay-Addams/dp/0874552648/ref=sr_1_1?ie=UTF8&#038;qid=1369122033&#038;sr=8-1&#038;keywords=official+book+of+ultima">Shay Addams</a> about it circa 1990:</p>
<blockquote><p>&#8220;And this chain now resides around my neck 365 days a year, 24 hours a day &#8212; it has essentially remained there for the rest of my life ever since the day I put it on. There is no way to remove it without taking a screwdriver to it and prying open one of the links. For the first couple of years that I wore it, I actually had a link that I used to open and close a little bit. After I realized I was wearing out something by doing that, I quit doing it, so this necklace has remained here ever since. It literally never comes off. The chain was gold-colored with I first put it on. As it wears off, the colors keep changing, and now it rusts on my neck. I mean literally, every day. When I go, I may die of rust poisoning or something.&#8221;</p></blockquote>
<p>Shortly after finishing <em>Ultima III</em>, Garriott loaned the original to his father Owen to carry with him on his second and final <a href="http://en.wikipedia.org/wiki/STS-9">trip into space</a>. It went into space again with Richard himself in 2008, and it seems that he still wears it frequently if not constantly. For what it&#8217;s worth, the color now seems to be a dull silver, almost a pewter shade.</p>
<p>But&#8230; wait. <a href="/wp-content/uploads/2013/05/origin2.jpg">A close look</a> at the early portrait of Origin Systems I published earlier shows that he doesn&#8217;t seem to be wearing it there, although Ken Arnold is using either the original or a duplicate as a key ring. Various other contemporary photos show no evidence of a chain or amulet, at least not of the construction and bulk of the one he wears to public appearances <a href="http://www.youtube.com/watch?v=JBjUdnAt1GM">in recent years</a>. Now, you could say that to even question this is petty, and in a very real sense you&#8217;d be right. Really what does it matter whether he never takes the serpent medallion off or whether it&#8217;s merely a precious link to his past that he wears on special occasions? I mention it here only because it points to how slippery everything involving Garriott can be, how much the man often seems to prefer SCA-style legend over the messier world of historical facts, and by extension how eager his interviewers and chroniclers often are to mythologize rather than document. That in turn forces me to spend far more time than I&#8217;d like to debunking or at least double-checking everything he says and much of what is said about him. But we&#8217;ve moved far afield from <em>Ultima III</em> now, so enough beating of this particular dead horse.</p>
<hr />
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/201.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/201.png" alt="Ultima III" width="280" height="192" class="alignleft size-full wp-image-943" /></a></p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/202.png"><img src="http://www.filfre.net/wp-content/uploads/2013/05/202.png" alt="Ultima III" width="280" height="192" class="aligncenter size-full wp-image-944" /></a></p>
<p>As I&#8217;ve mentioned before, Garriott excised most of the anachronistic science-fiction elements from <em>Ultima III</em> to focus on fantasy. But notice that I said &#8220;most.&#8221; When I get to the grand climax at last, I learn that Exodus apparently is in fact&#8230; a giant deranged computer in the tradition of <em>Star Trek</em>. The four magic cards I quested for were apparently punched cards &#8212; Exodus is an old-fashioned evil computer &#8212; that I need to use to shut him down or change his programming or&#8230; something. Of course, none of this make a lick of sense &#8212; how did Mondain and Minax manage to breed a computer child? But I dutifully insert the cards and shut him down, and am left to &#8220;speculation&#8221; about <em>Ultima IV</em>.</p>
<p>In that spirit, let&#8217;s note that Garriott himself sees the <em>Ultima</em>s through <em>Ultima III</em> as essentially technical exercises, written &#8220;to satisfy my personal interest in seeing how much better a game I could put together with the skills I&#8217;d acquired while creating the previous game.&#8221; While his technology would continue to improve, with <em>Ultima III</em> it reached a certain point of fruition at which it was capable of delivering more than an exercise in rote mechanics, was capable of sustaining real experiential fictions. Garriott didn&#8217;t entirely realize that at the time he was writing <em>Ultima III</em>, and thus the game takes only the most modest of steps in that direction. When he started on the next one, however, it would all come home. In a way, it&#8217;s with that game that <em>Ultima</em> really became <em>Ultima</em> as we remember it today. We have much else to talk about before we get there, but I hope you&#8217;ll still be around when we do. With <em>Ultima III</em> Garriott had his foundation in place. Next would come the cathedral.</p>
<br /><a href="http://www.filfre.net/?p=919#comments" title="Comments on &quot;Ultima III in Pictures&quot;"><img src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?919" alt="Comments" /></a>]]></content:encoded>
			<wfw:commentRss>http://www.filfre.net/2013/05/ultima-iii-in-pictures/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>The Legend of Escape from Mt. Drash</title>
		<link>http://www.filfre.net/2013/05/the-legend-of-escape-from-mt-drash/</link>
		<comments>http://www.filfre.net/2013/05/the-legend-of-escape-from-mt-drash/#comments</comments>
		<pubDate>Thu, 16 May 2013 09:30:21 +0000</pubDate>
		<dc:creator>Jimmy Maher</dc:creator>
				<category><![CDATA[Digital Antiquaria]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[sierra]]></category>
		<category><![CDATA[ultima]]></category>
		<category><![CDATA[vic-20]]></category>

		<guid isPermaLink="false">http://www.filfre.net/?p=917</guid>
		<description><![CDATA[Ultima collectors are a hardy and dedicated lot, not only authoring web sites but even huge books on their passion. An oddity called Ultima: Escape from Mt. Drash has for years been rivaled only by the original hand-assembled Akalabeth as the Holy Grail for these folks. Drash, a game for of all platforms the lowly [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.filfre.net/wp-content/uploads/2013/05/drash.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/05/drash-224x300.jpg" alt="The only published advert for Escape from Mt. Drash" width="224" height="300" class="aligncenter size-medium wp-image-918" /></a></p>
<p><em>Ultima</em> collectors are a hardy and dedicated lot, not only authoring <a href="http://www.ultimacollectors.info/">web sites</a> but even <a href="http://www.amazon.com/Ultima-Online-Ultimate-Collectors-Edition/dp/1470167220/ref=sr_1_2?ie=UTF8&#038;qid=1368529069&#038;sr=8-2&#038;keywords=ultima+collectors">huge books</a> on their passion. An oddity called <em>Ultima: Escape from Mt. Drash</em> has for years been rivaled only by the <a href="/2011/12/akalabeth/‎">original hand-assembled <em>Akalabeth</em></a> as the Holy Grail for these folks. <em>Drash</em>, a game for of all platforms the lowly Commodore VIC-20, trickled out of Sierra in the spring of 1983, achieved miniscule distribution and miniscule sales, then vanished from history. For some years there was reason to wonder whether it had actually been released at all, rather than only being something that came and went from a single advertisement (as shown above, from the July 1983 <em>Compute!</em>) and a few product catalogs. Only in 2000 was <a href="http://mocagh.org/loadpage.php?getgame=drash">a working copy</a> of the game finally found, &#8220;at the bottom of a cliff in British Columbia&#8221; amidst a pile of other old, unsold software apparently dumped long before by a retailer or distributor.</p>
<p>As befits a Holy Grail, a legend sprung up around <em>Drash</em> that consisted of a few known facts woven together within a tapestry of conjecture. <em>Drash</em>, the story went, was an attempt by Sierra to make a quick buck off the <em>Ultima</em> name by releasing a slapdash game to the VIC-20 market, terra incognita to Richard Garriott, without his knowledge or consent. The implication is that someone at Sierra eventually got nervous about this dubious scheme and buried the game &#8212; in some versions of the story literally, by dumping remaining copies into a landfill in a tale that echoes the (itself likely exaggerated) tale of Atari&#8217;s <a href="http://www.snopes.com/business/market/atari.asp">dumping of millions</a> of <em>E.T.</em> cartridges into a New Mexico landfill that same year. It&#8217;s a glib story which seems to explain much about the game&#8217;s obscurity while also investing it with a nice dollop of the nefarious, a plus for collectors of an industry that, let&#8217;s face it, isn&#8217;t exactly rife with the sort of dark secrets and forbidden fruits that their pals who collect, say, vintage records get to enjoy. Yet it&#8217;s also a story that doesn&#8217;t stand up to scrutiny, to an extent that it&#8217;s hard to understand how so many bright people could buy into it. There are two serious objections, either of which would make it highly improbable. Together they make it impossible to believe.</p>
<p>We should first of all take note of the author of <em>Drash</em>: Keith Zabalaoui. Zabalaoui was a member of what I somewhat facetiously called Garriot&#8217;s &#8220;entourage&#8221; in my previous post, one of his old high-school running buddies who hung around with him in Houston and helped from time to time with his various projects. It could only have been through Garriott that Zabalaoui came into contact with Sierra in the first place. So, the legend requires us to believe that Zabalaoui met the folks at Sierra through Garriott and sold them a game, then agreed with them to secretly release it as an illegitimate knockoff of his friend&#8217;s work. Finally, after publishing the game and receiving at least some sort of royalties he continued to keep the whole affair a secret from his buddy. That&#8217;s behavior that borders on the sociopathic. There are also some serious plotting problems to this little narrative; didn&#8217;t Richard ever say, &#8220;Hey, Keith, whatever happened to that game you were working on for Sierra?&#8221;</p>
<p>And then let&#8217;s look at this from the other side, from the viewpoint of Sierra. Yes, the company may have started with advertising <a href="/2011/10/on-line-systems-is-born/">pasted together from newspaper clippings</a> around Ken and Roberta Williams&#8217;s kitchen table, but those days were already long gone by early 1983. Sierra was by then <a href="/2012/12/summer-camp-is-over">negotiating licensing deals</a> with Big Media players like The Jim Henson Company and accepting millions from venture capitalists who saw them as major players in a major emerging industry. Can we really believe that such a company, which by now employed a substantial legal team, would risk their reputation by sticking someone else&#8217;s trademarked name on a game in the hopes of making a quick few (tens of?) thousands of dollars and maybe sticking it somehow to Garriott, the man who had recently jilted them? As John Williams says, &#8220;Sierra On-Line management was young but not stupid.&#8221; Ken Williams had been closely involved in the complications of securing for Garriott and Sierra legal right to the <em>Ultima</em> name from the now defunct California Pacific after Garriott had first agreed to sign with Sierra. To imagine that he would then just blatantly steal the trademark is&#8230; well, absurd is perhaps being kind. To imagine that the legal team the venture capitalists insisted be in place would even allow him to do so is to fail to understand how such relationships work.</p>
<p>So, the true story is, as these things so often go, more prosaic than the legend. Zabalaoui did visit Sierra in Garriott&#8217;s company, where he was inspired to start work on a simple maze-running action game. When he eventually showed the finished product to them, they were doubtful. It wasn&#8217;t a terrible game, but it wasn&#8217;t a great one either. And by early 1983 the huge but breathtakingly short-lived VIC-20 software market had already passed its peak and started on a downward slope that would soon turn into a veritable cliff as the ever-plunging price of the vastly more capable Commodore 64 made the older machine more and more irrelevant. And Zabalaoui&#8217;s game required more than just a VIC-20: one also needed to have the 8 K memory expansion (to boost the machine&#8217;s RAM from just 5 K to 13 K) and a cassette drive, since it was too large to be installed onto a cartridge. Most of the kids who owned VIC-20s as learning toys or game machines didn&#8217;t equip them with such luxuries. Sierra hemmed and hawed, and then made a suggestion: if they could maybe market it as an <em>Ultima</em> that might help&#8230; Garriott was perhaps not thrilled with Sierra at this point in time, but he was always good to his friends. When Zabalaoui came to him with Sierra&#8217;s request, Garriott agreed, likely more as a personal favor to someone who had helped him out with his own projects quite a bit in the past than anything else. Today, of course, when the industry is so much more mature and so much more sensitive to the power of branding, one in Garriott&#8217;s position would never risk tarnishing his trademark in such a way. But in 1983 both Garriott and his industry were still very young.</p>
<p>Even with the <em>Ultima</em> name, Sierra was obviously skeptical about the game&#8217;s chances, particularly as the VIC-20 software market continued to decline even as packaging was prepared and the game was sent off for duplication. They manufactured the minimum quantity required by their contract with Zabalaoui, on the order of a few thousand units, placed that one halfhearted advertisement, and watched with disinterest as the game foundered commercially. The vast majority of the production run was likely, like that first copy that was rediscovered in 2000, written off and trashed, whether by Sierra themselves or their various distributors. It&#8217;s an example of a phenomenon you see from time to time in business, where a project about which no one (with the possible exception in this case of Zabalaoui) feels terribly enthusiastic just sort of drifts to completion through inertia and the lack of anyone stepping up to kill it with a definitive &#8220;no.&#8221; In this case that led to <em>Escape from Mt. Drash</em> passing into history as the first of the spin-off <em>Ultima</em>s, games that are not part of the main sequence but nevertheless use the name. Future entries in that category would actually be some of the most impressive to bear the <em>Ultima</em> name; <em>Mt. Drash</em>, however, should most definitely not be included in that group.</p>
<p>I&#8217;m not the first one to reveal the true story of <em>Escape from Mt. Drash</em>. John Williams has occasionally tried to correct the record in the past via comments to other blog posts and the like that repeated the legend. Recently it has begun to seem that word is finally getting out. <a href="http://www.pixsoriginadventures.co.uk/10-things-i-learned-in-austin/">Blogger Pix</a> had the opportunity to interact with Garriott personally last year, and asked him directly about the <em>Mt. Drash</em> legend. Garriott at last confirmed to him that he had known about the game and duly authorized its release.</p>
<p>So why should I take up the cause now? Well, there are still plenty of online sources that repeat the legend. I&#8217;d thus like to add this blog&#8217;s weight &#8212; to whatever extent it <em>has</em> weight &#8212; to the true story. This I partly do as a favor to John Williams, who has gifted me (and you) with so many memories and insights on the early days of Sierra and the industry as a whole. John is, understandably enough, annoyed at the persistence of this falsehood, as it directly impinges the honor of Sierra and by extension himself.</p>
<p>More generally &#8212; and yes, I know I rant about this more than I should &#8212; this can serve as a lesson to people who consider themselves historians in this field to be a bit more rigorous, and not to substitute easy assumptions for research. I won&#8217;t get into the original source of the false legend here, only say that I&#8217;m disappointed that it was repeated for so long without ever being seriously questioned. When you are thinking of saying something that directly accuses people of unethical dealings you really need to be sure of your facts and careful with your words. Frankly, that&#8217;s a lesson that Richard Garriott himself could learn; despite my admiration for his vision and persistence as a gaming pioneer, I find <a href="http://www.youtube.com/watch?v=JBjUdnAt1GM">his glib dismissal</a> of the folks at California Pacific and Sierra who launched his career as dishonest, &#8220;stupid bozoos,&#8221; and &#8220;heavy drug users&#8221; to be unconscionable. It&#8217;s a lesson his fans should also take to heart. </p>
<p>If you do have one of those websites that repeats the legend of <em>Escape from Mt. Drash</em>&#8230; hey, it happens. I&#8217;ve <a href="/2012/11/the-hobbit-redux/">made a hash of things</a> myself once or twice in public. But maybe think about taking a moment to make a correction? I&#8217;m sure that at the very least John Williams and the others who built Sierra would appreciate it.</p>
<br /><a href="http://www.filfre.net/?p=917#comments" title="Comments on &quot;The Legend of Escape from Mt. Drash&quot;"><img src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?917" alt="Comments" /></a>]]></content:encoded>
			<wfw:commentRss>http://www.filfre.net/2013/05/the-legend-of-escape-from-mt-drash/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Origin Systems</title>
		<link>http://www.filfre.net/2013/05/origin-systems/</link>
		<comments>http://www.filfre.net/2013/05/origin-systems/#comments</comments>
		<pubDate>Mon, 13 May 2013 16:23:03 +0000</pubDate>
		<dc:creator>Jimmy Maher</dc:creator>
				<category><![CDATA[Digital Antiquaria]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[apple ii]]></category>
		<category><![CDATA[sierra]]></category>
		<category><![CDATA[ultima]]></category>
		<category><![CDATA[wizardry]]></category>

		<guid isPermaLink="false">http://www.filfre.net/?p=912</guid>
		<description><![CDATA[When we last checked in with Richard Garriott, he had just released Ultima II under the imprint of Sierra Online. Despite all of the pain and tension of its extended development process and the manifold design flaws that resulted from that, Ultima II proved to be a hit, selling over 50,000 copies within the first [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_913" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.filfre.net/wp-content/uploads/2013/05/origin2.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/05/origin2-300x126.jpg" alt="Early days in the garage at Origin. Top row, from left: Ken Arnold, Mike Ward, Laurie Thatcher, James Van Artsdalen, Helen Garriott, John Van Artsdalen. Bottom row: Richard Garriott, Robert Garriott, Chuck Bueche. " width="300" height="126" class="size-medium wp-image-913" /></a><p class="wp-caption-text">Early days in the garage at Origin. Top row, from left: Ken Arnold, Mike Ward, Laurie Thatcher, James Van Artsdalen, Helen Garriott, John Van Artsdalen. Bottom row: Richard Garriott, Robert Garriott, Chuck Bueche.</p></div>
<p>When <a href="/2012/10/the-wizardry-and-ultima-sequels/">we last checked in</a> with Richard Garriott, he had just released <em>Ultima II</em> under the imprint of Sierra Online. Despite all of the pain and tension of its extended development process and <a href="/2012/10/playing-ultima-ii-part-1/">the manifold</a> <a href="/2012/10/playing-ultima-ii-part-2/">design flaws</a> that resulted from that, <em>Ultima II</em> proved to be a hit, selling over 50,000 copies within the first year or so and eventually approaching sales of 100,000. Contemporary reviews were uniformly stellar. In contrast to <em>Ultima II</em>&#8216;s modern reputation as the black sheep of the <em>Ultima</em> family, reviewers of the era seemed so entranced by the scope and vision of the game, so much grander than anything else out there, that they were willing to overlook all of the useless spinning gears that didn&#8217;t connect with anything else and the many things that just didn&#8217;t make sense even by the generous standards of CRPG storytelling. Only one review that I&#8217;ve seen takes note of <em>Ultima II</em>&#8216;s strangely disconnected design elements at all, James A. McPherson&#8217;s piece for <em>Computer Gaming World</em>. Even he bends over backwards to put the best possible interpretation on it:</p>
<blockquote><p>My only thought as I finished the game was that very little of this enormous work was really being utilized as being required to finish the game. It was almost as if this was only a small initial quest to give you the lay of the land and that additional scenarios would be released, each one using more of the game until the &#8220;Ultimate&#8221; quest was finished.</p></blockquote>
<p>No &#8220;additional scenarios&#8221; would have a chance to appear even if Garriott or someone at Sierra had read this review and thought it a good idea. As McPherson wrote those words Garriott&#8217;s relationship with Sierra was falling to pieces.</p>
<p>As I described in my earlier article, the relationship had been full of tension for months before the release of <em>Ultima II</em>. Big, blustery Ken Williams of Sierra took pretty good care of his people and was beloved by most of them for it, but he never let it be forgot that he considered them <em>his</em> people; he always made it clear who was ultimately in charge. Richard Garriott, younger and quieter than Ken though he may have been, had just as strong a will. He just wasn&#8217;t going to be the junior partner in anything. In fact, he even had a small entourage of his own, some of his old running buddies from high school who assisted with his projects in various ways. Most prominent amongst this group were Ken Arnold, Keith Zabalaoui, and Chuck Bueche (immortalized as &#8220;Chuckles the Jester&#8221; in many an <em>Ultima</em>), the latter two of whom also spent time in Oakhurst at the Sierra offices. Throw in a serious culture clash between the free-spirited California lifestyle of Sierra and the conservatism of Garriott&#8217;s suburban Texas upbringing and a final blow-up was probably inevitable. It came just weeks after <em>Ultima II</em>&#8216;s release.</p>
<p>Through much of 1982 Sierra was essentially a two-platform shop. Most of their games were developed on the Apple II, and then those that were successful would be ported to the Atari 8-bit line. (A minority, such as the works of <a href="/2012/04/this-game-is-over/‎">Atari stalwart John Harris</a>, went in the opposite direction.) Accordingly, immediately upon signing Garriott Sierra had not only re-released <em>Ultima I</em>, whose rights they recovered from the now defunct California Pacific as part of the deal, but also funded a port of that game to the Atari machines. <em>Ultima II</em>&#8216;s Atari port was done by prior agreement by Chuck Bueche for a piece of Garriott&#8217;s generous royalties. By this time, however, it was becoming clear that Sierra would need to support more than just these two platforms if they wished to remain a major player in the exploding software industry. They therefore funded an additional port of <em>Ultima II</em>, without Garriott&#8217;s direct oversight, to the IBM PC. (Another unsupervised port, to the Commodore 64, would follow later in 1983.) The contract he had signed not only allowed Sierra to choose where and when to port <em>Ultima II</em>, but also allowed them to pay Garriott a considerably lower royalty for ports with which he and his entourage were not involved. Effectively he would be paid as the designer only, not as the designer <em>and</em> the programmer. Garriott, who had apparently overlooked this aspect of the contract, felt like he was being swindled even though Sierra remained well within the letter of the law. You can choose to see all of this as you like, as Ken Williams slyly manipulating contract law to put one over on his naive young signee or as a simple failure of due diligence on Garriott&#8217;s part. </p>
<p>Regardless, Garriott had consciously or subconsciously been looking for a reason to split with Sierra for some time. Now he had a suitable grievance. Luckily, he had been wise enough to retain the right to the <em>Ultima</em> name. Even <em>Ultima I</em> and <em>II</em> were given exclusively to Sierra only for a few years before reverting back to their creator. There was thus nothing stopping him from continuing the <em>Ultima</em> series elsewhere.</p>
<p>But where? He certainly had no shortage of suitors, among them Trip Hawkins, who pitched hard for Garriott to become one of his <a href="/2013/01/seeing-farther/‎">electronic artists</a>. Still, Richard wasn&#8217;t sure that he wanted to get in bed with yet another publisher at all. He talked it over with his business adviser, his older brother Robert, who in the best over-educated tradition of the Garriott family was just finishing his second Master&#8217;s degree at MIT with the thesis &#8220;Cross Elasticity Demand for Computer Games.&#8221; Robert proposed that they start their own publisher, with him managing the business side and Richard and his buddy Chuck Bueche the technical and creative. And so Origin Systems was born. It would be a little while before they came up with their brilliant slogan &#8212; &#8220;We Create Worlds&#8221; &#8212; but just the company name itself was pretty great. It probably owed something to the <a href="http://www.originsgamefair.com/">Origins Games Fair</a>, one of the two most prominent North American conventions for tabletop gamers of all types. Richard, who had played <em>Dungeons and Dragons</em> obsessively in high school and at university in Austin had become an intimate of <a href="http://www.sjgames.com">Steve Jackson Games</a>, had deep roots in that culture. Richard, Robert, their father Owen, and Chuck Bueche all put up money &#8212; with the lion&#8217;s share naturally coming from the relatively flush Richard &#8212; to become the founders of a new games publisher.</p>
<p>Everything about the young (literally; look at their picture above!) Origin Systems was bizarre, even by startup standards. They set up shop in Richard&#8217;s personal playhouse, a space above the Garriott family&#8217;s three-car garage which had once served as an art studio for his mother but had been commandeered by Richard and his friends years before for their <em>D&#038;D</em> games. It was a big room scattered with desks, chairs, and even cots. Here Richard and his friends set up their various computers. A little cubbyhole at one end served as Robert&#8217;s business office. Robert himself was still officially living in Massachusetts with his wife, who had quite a career of her own going as a manager at Bell Labs and thus couldn&#8217;t move. Robert, however, was a pilot with a little Cessna at his disposal. He spent three weeks of each month in Houston, then flew back to spend the last with his wife in Massachusetts.</p>
<p>Together Chuck Bueche and Richard worked feverishly on the games that would become Origin Systems&#8217;s first two products. Chuck&#8217;s was an action game called <a href="http://www.mobygames.com/game/caverns-of-callisto"><em>Caverns of Callisto</em></a>; Richard&#8217;s was of course the big one upon which they were all depending to get Origin properly off the ground, <em>Ultima III</em>.</p>
<p>Given its flagship status, Garriott felt compelled to try to remedy some of the shortcomings of his earlier games. In particular, he was obviously eying the <em>Wizardry</em> series; for all of the <em>Ultima</em> series&#8217;s stellar reviews and sales, the first two <em>Wizardry</em> games had garnered even better and more of both. Much of what&#8217;s new in <em>Ultima III</em> is there in the name of addressing his series&#8217;s real or perceived failings in comparison with <em>Wizardry</em>. Thus he replaced the single adventurer of the early games with a full party which the player must manage; added a new strategic combat screen to make fights more interesting; added a full magic system with 32 separate spells to cast to replace the simplistic system (which the player could easily and safely ignore entirely) of his previous games; added many new class and race options from which to build characters; made some effort to bring some <em>Wizardry</em>-style rigorousness to the loosy-goosy rules of play that marked his earlier games.</p>
<p>Notably, however, <em>Ultima III</em> is also the first Garriott design that doesn&#8217;t simply try to pile on more <em>stuff</em> than the game before. Whether because he knew that, what with his family and friends all counting on him, this game needed to be both good and finished quickly or just because he was maturing as a designer, with <em>Ultima III</em> he for the first time showed an ability to edit. Garriott was never going to be a minimalist, but <em>Ultima III</em> is nevertheless only some 60% of the geographical size of <em>Ultima II</em>, the only example of the series shrinking between installments prior to everything going off the rails many years later with <em>Ultima VIII</em>. Also gone entirely is the weird sub-game of space travel, as well as &#8212; for the most part &#8212; the painful stabs at humor. Yet it&#8217;s safe to say that <em>Ultima III</em> will take the average player much longer to finish, because instead of leaving huge swathes of game &#8212; entire planets! &#8212; dangling uselessly in the wind Garriott this time wove everything together with an intricate quest structure that gives a reason to explore all those dungeons. In fact, there&#8217;s a reason to visit every significant area in the game.</p>
<p>Viewed from the vantage point of today, <em>Ultima III</em> is perched on a slightly uncomfortable border, right between the simple early <em>Ultima</em>s that predate it and the deeper, richer works that make up the heart of <em>Ultima</em>&#8216;s (and Richard Garriott&#8217;s) legacy today. I don&#8217;t know if any other game in the series sparks as much diversity of opinion. To some it&#8217;s just a long, boring grind, while a small but notable minority actually name it as their favorite in the entire series. Personally, I can appreciate its advances but take issue with many aspects of its design, which strike me as cruel and rather exhausting. My favorite of the early <em>Ultima</em>s, the one that strikes me as most playable today, remains <em>Ultima I</em>. But I&#8217;ll talk about <em>Ultima III</em> at much greater length in a future post. For now let&#8217;s just note that it gave CRPG players of 1983 exactly what they wanted &#8212; a big, convoluted, epic experience that pushed the technology even further than had the previous game &#8212; without the bugs and other issues that had plagued <em>Ultima II</em>.</p>
<p>Having dropped out of even a part-time university schedule and now largely living right there in that garage loft, Richard wrote <em>Ultima III</em> quickly, almost inconceivably so given its technical advancements. It was done in about six months, barely one-third the time invested into <em>Ultima II</em> and considerably less time than it would take many a player to finish it. As usual, the game itself was essentially a one-man effort, but as it came together he recruited family and friends to help with numerous ancillary matters. Ken Arnold, <a href="/2012/02/ultima-part-1/">his old buddy</a> from the ComputerLand days, wrote and programmed a lovely soundtrack for the game, playable by those who had purchased one of the new <a href="http://en.wikipedia.org/wiki/Mockingboard">Mockingboard</a> sound cards for their Apple II. A huge advance over the bleeps and farts of the previous games, it was the first of three Arnold-composed soundtracks that have become a core part of <em>Ultima</em> nostalgia for a generation of players, especially once ported to the Commodore 64, where they sounded even better on the magnificent SID chip.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2012/07/Ultima_III_Exodus_cover.jpg"><img src="http://www.filfre.net/wp-content/uploads/2012/07/Ultima_III_Exodus_cover-208x300.jpg" alt="Ultima III" width="208" height="300" class="aligncenter size-medium wp-image-597" /></a></p>
<p>But most of the outside effort went into the package. Origin may have literally been a garage startup, but Richard was determined that their products should not look the part. He wanted to outdo Sierra&#8217;s efforts for <em>Ultima II</em>; he succeeded handily. Denis Loubet, whom Richard had met back when he did the original cover art for the <a href="/2011/12/california-pacific/‎">California Pacific <em>Akalabeth</em></a>, now drew a striking demon for the <em>Ultima III</em> cover which might not have had anything obviously to do with the contents of the disks but sure looked cool. (Maybe too cool; lots of overzealous Christian parents would take one look and start sending Garriott letters accusing him of <a href="/2012/07/britains-occult-uncle/">Satanism</a>.) Loubet also provided pictures for the manuals, as did Richard&#8217;s mother Helen, who drew up another mysterious cloth map complete with arcane runes along the borders; such maps were about to become another of the series&#8217;s trademarks. And did you notice I said &#8220;manuals&#8221;? That wasn&#8217;t a typo. <em>Ultima III</em> included three: a main game manual along with two more booklets containing elaborate faux-medieval descriptions and illustrations for each wizard and cleric spell. Said faux-medieval writing is a bit more tolerable this time because Richard, no wordsmith, didn&#8217;t write it himself. The spell descriptions were done by Margaret Weigers, a local friend, while Roe R. Adams III, who was quickly parlaying his reputation as the <a href="/2012/06/time-zone-aftermath/‎">king of adventure-game players</a> into a career in game development (he would soon sign on to design <em>Wizardry IV</em> for Sir-Tech), doused the main manual in copious quantities of suitably purple prose (yet another <em>Ultima</em> trademark). </p>
<p>As July of 1983 faded into August the game was already largely finished and the various hardcopy pieces were beginning to come in from the printers. Showing that he could challenge even Ken Williams in the charisma department when we wanted to, Richard convinced Mary Fenton and Jeff Hillhouse, two Sierra employees he&#8217;d met during his time in Oakhurst, to come join Origin. Fenton would become Origin&#8217;s first customer-service person; Hillhouse, who had learned how the industry worked at Sierra, would handle logistics and distribution. When he made contact with distributors and announced <em>Ultima III</em>, everyone was astonished when initial orders totaled no less than 10,000 units. Richard and Robert now kicked their long-suffering parents&#8217; vehicles out of their own garage to make room for a big shrink-wrap machine &#8212; their biggest capital investment yet &#8212; and a workbench of computers to use for disk duplication. By now Origin had rented a tiny office in Houston to serve as the front that they presented to the world, but the real heart of the company remained there in the garage. For several months evenings in front of the television at the Garriott household would be spent folding together lurid demon-painted boxes.</p>
<div id="attachment_915" class="wp-caption aligncenter" style="width: 236px"><a href="http://www.filfre.net/wp-content/uploads/2013/05/origin.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/05/origin-226x300.jpg" alt="Origin Systems&#039;s first advertisement, for their first two products" width="226" height="300" class="size-medium wp-image-915" /></a><p class="wp-caption-text">Origin Systems&#8217;s first advertisement, for their first two products</p></div>
<p><em>Ultima III</em> began shipping in late August for the Apple II. Versions for the Atari 8-bit line and the Commodore 64 soon followed. Both ports were done by Chuck Beuche, whose role as a creative and technical force with Origin during these early days was almost as significant as Richard&#8217;s. The game was a huge hit across all platforms; <em>Ultima III</em> became the first <em>Ultima</em> to top 100,000 units in sales, a mark that all of the following titles would surpass with ease. Indeed, this moment marks the point where <em>Ultima</em> pulled ahead of the <em>Wizardry</em> series once and for all to become simply <em>the</em> premiere CRPG series of its era. Despite the occasional worthy competitor like the <em>Bard&#8217;s Tale</em> series, it would not be really, seriously challenged in that position until the arrival of the officially licensed <em>D&#038;D</em> games that SSI would start releasing at the end of the decade. Happily, <em>Ultima</em> and Richard Garriott would prove worthy of their status; the next <em>Ultima</em> in particular would be downright inspiring.</p>
<p>But for now we still have some business for 1983 and <em>Ultima III</em>. I want to take a closer look at the game, which planted the seeds of much that would follow. First, however, we&#8217;ll take a little detour to set the record straight about another one of those persistent myths that dog fan histories of <em>Ultima</em>.</p>
<p>(Richard Garriott&#8217;s career has of course been very well documented. The two most in-depth histories are <a href="http://www.amazon.com/Official-Book-Ultima-Shay-Addams/dp/0874552648/ref=sr_1_1?ie=UTF8&#038;qid=1368457682&#038;sr=8-1&#038;keywords=official+book+of+ultima"><em>The Official Book of Ultima</em></a> and <a href="http://www.amazon.com/Dungeons-Dreamers-Computer-Culture-One-Off/dp/B008SLSRA8/ref=sr_1_1?ie=UTF8&#038;qid=1368458161&#038;sr=8-1&#038;keywords=dungeons+and+dreamers"><em>Dungeons and Dreamers</em></a>, even if a distinct whiff of hagiography makes both rather insufferable at times. And of course he&#8217;s all over contemporary magazines, not to mention the modern Internet. A particular gem of an article for students of this period in his career is in the November/December 1983 <em>Softline</em>. That&#8217;s where I found the wonderful picture at the beginning of this article.)</p>
<br /><a href="http://www.filfre.net/?p=912#comments" title="Comments on &quot;Origin Systems&quot;"><img src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?912" alt="Comments" /></a>]]></content:encoded>
			<wfw:commentRss>http://www.filfre.net/2013/05/origin-systems/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Underway in the USA</title>
		<link>http://www.filfre.net/2013/04/underway-in-the-usa/</link>
		<comments>http://www.filfre.net/2013/04/underway-in-the-usa/#comments</comments>
		<pubDate>Tue, 16 Apr 2013 14:18:58 +0000</pubDate>
		<dc:creator>Jimmy Maher</dc:creator>
				<category><![CDATA[Antiquarian Productions]]></category>
		<category><![CDATA[Digital Antiquaria]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[Modern Times]]></category>
		<category><![CDATA[My So-Called Life]]></category>
		<category><![CDATA[This Site]]></category>

		<guid isPermaLink="false">http://www.filfre.net/?p=908</guid>
		<description><![CDATA[As you may have noticed, things have been quiet around here for a short time now. To respond to a few queries I&#8217;ve received (it&#8217;s so nice to know you care): yes, the blog will continue. However, it will be a few more weeks before that happens I&#8217;m afraid. My wife and I are taking [...]]]></description>
				<content:encoded><![CDATA[<p>As you may have noticed, things have been quiet around here for a short time now. To respond to a few queries I&#8217;ve received (it&#8217;s so nice to know you care): yes, the blog will continue. However,  it will be a few more weeks before that happens I&#8217;m afraid. My wife and I are taking my German in-laws on a road trip around the Southwest of the United States. (I&#8217;m writing this from our first stop after our starting point of Dallas, New Orleans.) We&#8217;ll be back home in Norway on the first of May, but it wil likely be a week or ten days after that before I can get caught up on other work and back to the blog. But bear with me please, because then we&#8217;ll be getting to Ultima III and the birth of Origin Systems, the continuing adventures of the text adventure in Britain, and at least one topic that may surprise you.</p>
<p>For now I&#8217;ll be wandering around my home country translating a lot of German and marveling at how unbelieavably cheap everything is here.  Catch you in a few weeks!</p>
<p><strong>(Update: Thanks for all your good wishes. We had a great trip. I&#8217;m back home in Oslo again now. Give me a week or so to get things settled, and then we should be rolling again around here.)</strong></p>
<br /><a href="http://www.filfre.net/?p=908#comments" title="Comments on &quot;Underway in the USA&quot;"><img src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?908" alt="Comments" /></a>]]></content:encoded>
			<wfw:commentRss>http://www.filfre.net/2013/04/underway-in-the-usa/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Infidel</title>
		<link>http://www.filfre.net/2013/04/infidel/</link>
		<comments>http://www.filfre.net/2013/04/infidel/#comments</comments>
		<pubDate>Sun, 07 Apr 2013 12:43:33 +0000</pubDate>
		<dc:creator>Jimmy Maher</dc:creator>
				<category><![CDATA[Digital Antiquaria]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[berlyn]]></category>
		<category><![CDATA[infidel]]></category>
		<category><![CDATA[infocom]]></category>

		<guid isPermaLink="false">http://www.filfre.net/?p=904</guid>
		<description><![CDATA[(This article doesn&#8217;t spoil individual puzzle solutions, but does thoroughly spoil the ending of Infidel. Read on at your own risk!) In the spring of 1983, having released successful games in the fantasy, science fiction, and mystery genres, the Imps of Infocom sat down to ask each other a question they would repeat quite a [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.filfre.net/wp-content/uploads/2013/04/infidelfolio.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/04/infidelfolio-235x300.jpg" alt="Infidel" width="235" height="300" class="aligncenter size-medium wp-image-905" /></a></p>
<p><strong>(This article doesn&#8217;t spoil individual puzzle solutions, but does thoroughly spoil the ending of <em>Infidel</em>. Read on at your own risk!)</strong></p>
<p>In the spring of 1983, having released successful games in the fantasy, science fiction, and mystery genres, the Imps of Infocom sat down to ask each other a question they would repeat quite a number of times over the coming years: what remaining literary genres might make a good basis for a game? Mike Berlyn, who had just finished up <em>Suspended</em>, suggested, appropriately enough for an adventure game, the genre of adventure fiction, those tales of manly men braving exotic dangers in exotic locations which has its roots in the likes of H. Rider Haggard and Arthur Conan Doyle and reached its peak, like the mystery, in the 1930s, when pulpy stories filled the dime store shelves and the cinema screens to be consumed by a public eager for escape from economic depression and the looming threat of another world war. It sounded like a great fit to the Imps. The genre was even undergoing something of a commercial revival; <em>Raiders of the Lost Ark</em> had prompted a new interest by Hollywood and booksellers in classic adventure fiction. Somewhat to his chagrin, Berlyn was promptly assigned to write the first game in the new <em>Tales of Adventure</em> line, which the Imps agreed would have the player exploring a heretofore undiscovered Egyptian pyramid found buried under the sands of the Sahara. And so <em>Pyramid</em>, eventually to be renamed <em>Infidel</em> by the ever-helpful folks at G/R Copy, became Berlyn&#8217;s second project for Infocom.</p>
<p>It&#8217;s not hard to understand why Infocom chose pyramid-delving as the subject of the first <em>Tale of Adventure</em>. The exploration of a deserted environment filled with mechanical traps, tricks, and puzzles is a natural for an adventure game. It&#8217;s actually hard to think of a scenario more able to maximize the medium&#8217;s strengths and minimize its limitations. Thus quite a few early adventure authors discovered a latent interest in Egyptian archaeology. Greg Hassett, who at just twelve years old wrote and sold <a href="http://www.mobygames.com/game/king-tuts-tomb-adventure"><em>King Tut&#8217;s Adventure</em></a> for the TRS-80 in 1979, was likely the first, but Scott Adams (<a href="http://ifdb.tads.org/viewgame?id=hew4c6rciycb6vog"><em>Pyramid of Doom</em></a>) and an official Radio Shack game (<a href="http://www.mobygames.com/game/pyramid-2000"><em>Pyramid 2000</em></a>) weren&#8217;t far behind, as were various others. Somewhat allaying any concerns about a hackneyed premise was Infocom&#8217;s commitment to doing ancient Egypt <em>right</em>, with their expected polished writing and technology, and with at least a strong nod in the direction of historical accuracy. To help with this latter, Berlyn, no Egyptologist himself, trekked down to nearby Harvard University and recruited one Patricia Fogleman, a graduate student studying ancient Egypt. She helped him with his Egyptian mythology and with the design of the pyramid itself, which are of course largely one and the same thing.</p>
<p>Still, the game they came up with is mechanically almost shockingly unambitious, a double surprise considering it came from the designer responsible for <em>Suspended</em>, a game which morphed and stretched the ZIL development system more than any game Infocom released before or since. You wake up at the beginning of <em>Infidel</em> in your deserted desert camp. The guides and workers who came out here with you have conveniently (for Berlyn, that is) drugged you and split, leaving you all alone to find the pyramid and explore it. With the exception only of a plane which flies overhead at the beginning to drop a vital piece of equipment and some crocodiles which dwell (thankfully) inaccessibly on the other side of the Nile, <em>Infidel</em> is absolutely devoid of any life beyond your own, the only Infocom game about which that can be said. There is also none of the dynamism that marked Infocom&#8217;s other games of the period. After the plane flies away <em>Infidel</em>&#8216;s environment is as static as it is deserted &#8212; just a set of locations to map and explore and a series of mechanical puzzles to solve. The only notable technical innovation is the inclusion of a knapsack that you can use to carry far more objects than your hands alone would allow. Similar carry-alls eventually started appearing in other adventures as a way to preserve some semblance of realism in not allowing you to carry a ridiculous number of items in your hands while bypassing the tedium of strict inventory limits. Thankfully, they were mostly more painless to use than this one is; here you have to remove the knapsack and set it down, then manually insert or remove items. </p>
<p>The most interesting of the puzzles is a sort of ongoing code-breaking exercise. You find throughout the pyramid hieroglyphs scratched onto the walls and other places. Each symbol &#8212; drawn using various dashes, slashes, asterisks, and exclamation points &#8212; corresponds directly to an English word in a way that must have horrified Fogleman or any student of language. The feelies provide translations of a handful of these to start you off, but after that it&#8217;s up to you to piece together the meanings by collecting the full set on notepaper and trying to determine what means what using contextual clues. Disappointingly or gratifyingly, depending on your tolerance and talent for such exercises, this meta-puzzle is largely optional. The hieroglyphs do give hints as well as additional tidbits about the meanings behind the wonders you encounter, but the game is mostly straightforward enough that the hints aren&#8217;t necessary. In the one exception to this rule the translation is quite a trivial exercise. Indeed, solving <em>Infidel</em> is not difficult at all. Players experienced with Infocom&#8217;s adventures are likely to march through with few problems, waiting all the while for the other shoe to drop and for this thing to get <em>hard</em>. It never really does.</p>
<p>So, were that all there was to <em>Infidel</em> we would have a competently crafted, solidly written game, but one that stands out as oddly, painfully slight in comparison to its stablemates in the Infocom canon, and this would be quite a short article. However, <em>Infidel</em> turned out to be as conceptually groundbreaking as it is mechanically traditional, leaving angry players and broiling controversy in its wake.</p>
<p><em>Infidel</em>&#8216;s story &#8212; its <em>real</em> story, that is, not the mechanics of collecting water, operating navigation boxes, and opening doors &#8212; lives mostly within its feelies. In them Berlyn sought to characterize his protagonist to a degree rivaled amongst previous adventure games only by <em>Planetfall</em>. But while that game had you playing a harmless schlub who spent his days swabbing decks and bitching about his superior officer, <em>Infidel</em> casts you as someone less harmless: a frustrated American treasure hunter with an unethical streak as wide as your thirst for money and glory. Your diary tells how you were contacted by a Miss Ellingsworth, an old woman who believes her archaeologist father located something <em>big</em> in the Egyptian desert back in the 1920s. You choose not to report her story to your boss, a well-known, hyper-competent treasure hunter named Craige, but rather to secretly mount an expedition of your own, deceiving Miss Ellingsworth into believing that you&#8217;re working in partnership with Craige, the person she really wanted for this quest. Once in Egypt you mismanage everything about your under-capitalized expedition horribly, breaking a vital piece of equipment needed to find the pyramid and mistreating your team of guides and workers. That&#8217;s how you come to wake up alone in your tent when the game proper finally begins.</p>
<p>The game proper originally did little to integrate the character described in the feelies with the one you actually control in the game. It occasionally, just occasionally, adapts a scolding or hectoring tone: the opening text describes how you &#8220;stupidly&#8221; tried to make your crew work on a holy day; examining some thickets near your camp brings the response that they are &#8220;just about as yielding as you were with your helpers.&#8221; Even less frequently do you get a glimpse of your character&#8217;s personality, as when you &#8220;sneer&#8221; at the &#8220;idiots&#8221; who didn&#8217;t believe in you when you find the pyramid at last. Yet the game that Infocom&#8217;s testers received otherwise played like a greedy treasure hunt to warm the protagonist&#8217;s heart, climaxing with your penetrating to the innermost vault of the pyramid and coming out with the fame and fortune of which you had dreamed. The testers, obviously a perceptive and sensitive lot, complained about the thematic dissonance. Berlyn took their concerns to heart, and decided to revise the ending to make a major statement.</p>
<p>Much as I enjoy the likes of <em>King Solomon&#8217;s Mines</em> and <em>The Lost World</em>, it&#8217;s hard today to overlook the racism and cultural imperialism in classic adventure fiction. Invariably in these tales strong Christian white men end up pitted against black, brown, yellow, or red savages, winning out in the end and carrying the spoils of victory back home to a civilization that can make proper use of them. Maybe if the savages are lucky the white men then return to organize and lead their societies for them. It&#8217;s the White Man&#8217;s Burden writ large, colonialism at its ugliest: kill them and take their stuff. More trivially, the second part of this dictum is also the guiding ethic of old-school adventure games, sometimes without the killing but not always; CRPGs were generally lumped in with adventures as a variant of the <a href="/2011/07/ludic-narrative-nee-storygame/">same basic thing</a> during this era. Dave Lebling and Marc Blank had already had their fun with the amorality and the absurdities of adventure games in <em>Enchanter</em> by inserting the stupid magpie adventurer from <em>Zork</em> to let us view him from a different perspective. Now Berlyn decided to treat the subject in a much more serious way, making of <em>Infidel</em> a sort of morality tale. He would invert expectations in a downright postmodern way, pointing out the ugly underbelly of traditional adventure stories from within a traditional adventure story, the moral vacuum of old-school adventure games from within one of the most old-school games Infocom would create post-<em>Zork</em> trilogy. Derrida would have been proud. Speaking to <a href="http://www.getlamp.com">Jason Scott</a>, Berlyn noted that <em>Infidel</em> was the first adventure game that &#8220;said who you were, why you were there, then slapped you across the face for it. How many times can you walk through a dungeon and steal things and take them with you and plunder for treasure and not get slapped around for it? Well, <em>Infidel</em> was the end of that.&#8221; No wonder lots of people got upset. </p>
<p>The following text, more shocking even than the death of Floyd, is what players read in disbelief after they entered the final command and sat back to savor the finishing of another adventure game:</p>
<p><code>>open sarcophagus<br />
You lift the cover with great care, and in an instant you see all your dreams come true. The interior of the sarcophagus is lined with gold, inset with jewels, glistening in your torchlight. The riches and their dazzling beauty overwhelm you. You take a deep breath, amazed that all of this is yours. You tremble with excitement, then realize the ground beneath your feet is trembling, too.<br />
</code></p>
<p><code>As a knife cuts through butter, this realization cuts through your mind, makes your hands shake and cold sweat appear on your forehead. The Burial Chamber is collapsing, the walls closing in. You will never get out of this pyramid alive. You earned this treasure. But it cost you your life.</code></p>
<p><code>And as you sit there, gazing into the glistening wealth of the inner sarcophagus, you can't help but feel a little empty, a little foolish. If someone were on the other side of the quickly-collapsing wall, they could have dug you out. If only you'd treated the workers better. If only you'd cut Craige in on the find. If only you'd hired a reliable guide.</code></p>
<p><code>Well, someday, someone will discover your bones here. And then you will get your fame.<br />
</code></p>
<p>It&#8217;s an ugly, even horrifying conclusion; lest there be any doubt, understand that you have just been buried alive. It&#8217;s also breathtaking in its audacity, roughly equivalent to releasing an Indiana Jones movie in which Indy is a smirking jerk who gets everyone killed in the end. This sort of thing is <em>not</em> what people expect from their <em>Tales of Adventure</em>. Infocom rarely did anything without a great deal of deliberation, and releasing <em>Infidel</em> with an ending like this one was no exception. Marketing was, understandably, very concerned, but the Imps, feeling their oats more and more in the wake of all of the  attention they had been receiving from the world of letters, felt strongly that it was the right &#8220;literary&#8221; decision. The game turned out to be, predictably enough, <em>very</em> polarizing; Berlyn says he received more love mail <em>and</em> more hate mail over this game than anything else he has ever done.</p>
<p>The most prominent of the naysayers was <em>Computer Gaming World</em>&#8216;s adventure-game specialist Scorpia, who was becoming an increasingly respected voice amongst fans through her articles in the magazine, her presence on the early online service CompuServe (where she ran a discussion group dedicated to adventuring), and a hints-by-post system she ran out of a local PO Box. Scorpia was normally an unabashed lover of Infocom, dedicating a full column in <em>CGW</em> to most Infocom games shortly after their release. On the theory that it&#8217;s better not to say anything if you can&#8217;t say something nice, however, she never gave <em>Infidel</em> so much as a mention in print. But never fear, she made her displeasure known online and to Berlyn personally, to such an extent that when he was invited to an <a href="http://ifarchive.giga.or.at/if-archive/infocom/info/berlynco_adv.txt">online chat</a> with Scorpia and her group on CompuServe he sarcastically mentioned the game as her &#8220;fave rave.&#8221; Things got somewhat chippy later on:</p>
<blockquote><p>Scorpia: Now, I did not like Infidel. I did not like the premise of the story. I did not like the main character. I did not like the ending. I felt it was a poor choice to have a character like that in an Infocom game, since after all, regardless of the main character in the story, *I* am the one who is really playing the game, really solving the puzzles. The character is merely a shell, and after going thru the game, I resent getting killed.</p>
<p>Berlyn: What do you want me to do?  I can&#8217;t make you like something you don&#8217;t like. I can&#8217;t make you appreciate something that you don&#8217;t think is there. I will tell you this, though, you are being very narrow-minded about what you think an Infocom game is.	It doesn&#8217;t HAVE to be the way you said and you don&#8217;t have to think that in *EVERY* game you play, that YOU&#8217;re the main character. A question for you: yes or no, Scorp, have you ever read a book, seen a TV program, seen a movie where the main character wasn&#8217;t someone you liked, was someone you&#8217;d rather not be?</p>
<p>Scorpia: Certainly.</p>
<p>Berlyn: Okay. Then that&#8217;s fair. If you look at these games as shells for you to occupy and nothing more, like an RPG, then you&#8217;re missing the experience, or at least part of the potential experience.  If you had read the journal and the letter beforehand I would have hoped you would have understood just what was going on in the game &#8212; who you were, why you were playing that kind<br />
of character.  Adventures are so STERILE!  That&#8217;s the word.  And I want very much to make them an unsterile experience.  It&#8217;s what I work for and it&#8217;s my goal.  Otherwise, why not just read Tom Swifts and Nancy Drews and the Hardy Boys?</p>
<p>Oct: May I comment on the Infidel protagonist?</p>
<p>Scorpia: Go ahead, Oct.</p>
<p>Oct: As far as I know (through about 8 games that I&#8217;ve played) Infidel is the only one that creates a role (in the sense of a personality) for the protagonist-player. A worthwhile experiment, but I somewhat agree with Scorp that it wasn&#8217;t completely successful. The problem is that a game provides a simulated world for the protagonist and just as in life the player must do intelligent things to &#8220;succeed&#8221; (in the sense of surviving, making progress). If the role includes stupidity or bullheadedness, then the player will not make progress, which in the context of the game means not being able to continue playing. Further, the excellence of the Infocom games is in their world-simulation, but simulating a personality for the *player* is not really provided for in the basic design, the fundamental interaction between game and player. I feel I&#8217;ve not articulated too well, but there&#8217;s a point in there somewhere!</p>
<p>Berlyn: I never claimed the protagonist works in Infidel. I only claim that it had to be tried and so it was. There are a lot of personal reasons for my disgust (I hate the game, myself) over the whole Infidel project, but none of it had to do with the protagonist/ending problems the game has. Let me put it to you this way: Like anyone who produces things or provides a service &#8212; you put it out there and you take a chance. You wait for the smoke to clear and then you listen to people like yourselves talking about whether the experiment succeeded or failed and I could have told you it might have gone either way when I was writing it. There was just no way to know.</p>
<p>Oct: I think I can better summarize the problem with roles, now. Ok?</p>
<p>Berlyn: Go ahead, Oct.</p>
<p>Oct: If you give the player a role, as in the set-up (the journal) and he/she wants to view him/herself that way, ok.  The problem is that the only way that can be effectively represented is in how the other actors in the game view/respond to the player.  If you try to implement it by saying &#8220;You now do this,&#8221; you&#8217;ve violated a basic premise, namely that *I* decide what I want to do (whether in a role or otherwise).  &#8220;You now do this&#8221; just isn&#8217;t part of the game!</p>
<p>Berlyn: I agree. Some of the problems I faced in this game are what kind of a human being would even WANT to ransack a national shrine like a pyramid?  And once I asked myself that question, I was sunk and there was no turning back.  It wasn&#8217;t even a game I wanted to write.  I got off on it by putting in all the weirdness, the &#8216;glyphs, the mirages, the descriptions but I&#8217;ve learned from the experience.  Marc once said to me, &#8220;This is the only business where you get to experiment and people really give you feedback.&#8221; He was right.  And I appreciate it.</p></blockquote>
<p>I find this discussion fascinating because it gets to the heart of what a narrative-oriented game is and what it can be, grappling with contradictions that still obsess us today. When you boot an adventure are you effectively still yourself, reacting as you would if transported into that world? Or is an adventure really a form of improvisatory theater, in which you put yourself into the shoes of a protagonist who is not you and try to play the role and experience that person&#8217;s story in good faith? Or consider a related question: is an adventure game a way of creating your own story or simply an unusually immersive, interactive way of <em>experiencing</em> a story? If you come down on the former side, you will likely see the likes of Floyd&#8217;s death in <em>Planetfall</em> and <em>Infidel</em>&#8216;s ugly ending as little more than cheap parlor tricks intended to elicit an unearned emotional response. If you come down on the latter, you will likely reply that such &#8220;cheap parlor tricks&#8221; are exactly what literature has <em>always</em> done. (It&#8217;s interesting to note that these two seminal moments came in the two Infocom games released to date that were the most novel-like, with the most strongly characterized protagonists.) Yet if you&#8217;re honest you must also ask yourself whether a text adventure, with its odd, granular obsession with the details of what you are carrying and eating and wearing and where your character is standing in the world at any given moment, is a medium capable of delivering a truly theatrical &#8212; or, if you like, a literary &#8212; experience. Tellingly, all of the work of setting up the shocking ending to <em>Infidel</em> is done in the feelies. By the time you begin the game proper your fate is sealed; all that remains are the logistical details at which text adventures excel.</p>
<p>Early games had been so primitive in both their technology and their writing that there was little room for such questions, but now, with Infocom advancing the state of the art so rapidly, they loomed large, both within Infocom (where lengthy, spirited discussions on the matter went on constantly) and, as we&#8217;ve just seen, among their fans. The lesson that Berlyn claims they took from the reaction to <em>Infidel</em> might sound dispiriting: </p>
<blockquote><p>People really don&#8217;t want to know who they are [in a game]. This was an interesting learning process for everyone at Infocom. We weren&#8217;t really writing interactive fiction &#8212; I don&#8217;t care what you call it, I don&#8217;t care what you market it as. It&#8217;s not fiction. They&#8217;re adventure games. You want to give the player the opportunity to put themselves in an environment as if they were really there.</p></blockquote>
<p>Here we see again that delicate balancing act between art and commerce which always marked Infocom. When they found they had gone a step too far with their literary ambitions, as with <em>Infidel</em> and its antihero protagonist (it sold by far the fewest copies of any of their first ten games), they generally took a step back to more traditional models.</p>
<p>It&#8217;s tempting to make poor Scorpia our scapegoat in this, to use her as the personification of all the hidebound traditional players who refused to pull their heads out of the <em>Zork</em> mentality and make the leap to approaching Infocom&#8217;s games as the new form of interactive literature they were being advertised as in the likes of <em>The New York Times Book Review</em>. Before we do, however, we should remember that Scorpia and people like her were paying $30 or $40 for the privilege of playing each new Infocom game. If they expected a certain sort of experience for their money, so be it; we shouldn&#8217;t begrudge people their choice in entertainment. It&#8217;s also true that <em>Infidel</em> could have done a better job of selling the idea. Its premise boils down to: &#8220;Greedy, charmless, incompetent asshole gets in way of over his head through clumsy deceptions and generally treating the people around him like shit, and finally gets himself killed.&#8221; One might be tempted to call <em>Infidel</em> an interactive tragedy, but its nameless protagonist doesn&#8217;t have the slinky charm of Richard III, much less the tortured psyche of Hamlet. We&#8217;re left with just a petty little person doing petty little things, and hoisted from his own petty little petard in consequence. Such is not the stuff of great drama, even if it&#8217;s perhaps an accurate depiction of most real-life assholes and the fates that await them. If we set aside our admiration for Berlyn&#8217;s chutzpah to look at the story outside of its historical context, it doesn&#8217;t really have much to say to us about the proverbial human condition, other than &#8220;if you must be a jerk, at least be a competent jerk.&#8221; Indeed, there&#8217;s a certain nasty edge to <em>Infidel</em> that doesn&#8217;t seem to stem entirely from its theme. This was, we should remember, a game that Mike Berlyn didn&#8217;t really want to write, and we can feel some of his annoyance and impatience in the game itself. There&#8217;s little of the joy of creation about it. It&#8217;s just not a very lovable game. Scorpia&#8217;s distaste and unwillingness to grant <em>Infidel</em> the benefit of any doubt might be disappointing, but it&#8217;s understandable. One could easily see it as a sneering &#8220;up yours!&#8221; to Infocom&#8217;s loyal customers.</p>
<p><em>Infidel</em>&#8216;s sales followed an unusual pattern. Released in November of 1983 as Infocom&#8217;s tenth game and fifth and final of that year, it exploded out of the gate, selling more than 16,000 copies in the final weeks of the year. After that, however, sales dropped off quickly; it sold barely 20,000 copies in all of 1984. It was the only one of the first ten games to fail to sell more than 70,000 copies in its lifetime. In fact, it never even came close to 50,000. While not a commercial disaster, its relative under-performance is interesting. One wonders to what extent angry early buyers like Scorpia dissuaded others from buying it. Of course, the mercurial Berlyn&#8217;s declaring his dissatisfaction with his own game in an online conference likely didn&#8217;t help matters either. Marketing, who suffered long and hard at the hands of the Imps, must have been apoplectic after reading that transcript.</p>
<p>So, Infocom ended 1983 as they had begun it, with a thorny but fascinating Mike Berlyn game. With by far the most impressive catalog in adventure gaming and sales to match, they were riding high indeed. The next year would bring five more worthy games and the highest total sales of the company&#8217;s history, but also the first serious challengers to their position as the king of literate, sophisticated adventure gaming and the beginning in earnest of the Cornerstone project that sowed the seeds of their ultimate destruction. We&#8217;ll get to those stories down the road, but first we have some other ground to cover.</p>
<p>(I must once again thank <a href="http://ascii.textfiles.com">Jason Scott</a> for sharing with me additional materials from his <a href="http://www.getlamp.com"><em>Get Lamp</em></a> project for this article.)</p>
<br /><a href="http://www.filfre.net/?p=904#comments" title="Comments on &quot;Infidel&quot;"><img src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?904" alt="Comments" /></a>]]></content:encoded>
			<wfw:commentRss>http://www.filfre.net/2013/04/infidel/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Enchanter</title>
		<link>http://www.filfre.net/2013/04/enchanter/</link>
		<comments>http://www.filfre.net/2013/04/enchanter/#comments</comments>
		<pubDate>Tue, 02 Apr 2013 14:21:43 +0000</pubDate>
		<dc:creator>Jimmy Maher</dc:creator>
				<category><![CDATA[Digital Antiquaria]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[blank]]></category>
		<category><![CDATA[enchanter]]></category>
		<category><![CDATA[infocom]]></category>
		<category><![CDATA[lebling]]></category>
		<category><![CDATA[zork]]></category>

		<guid isPermaLink="false">http://www.filfre.net/?p=901</guid>
		<description><![CDATA[In his seminal book Hackers, Steven Levy compares the differing cultures of the East Coast hackers at MIT and the West Coast hackers at Stanford during the glory days of 1970s institutional computing by riffing on their literary preferences. The MIT folks, he claims, preferred &#8220;the battle-strewn imagery of shoot-&#8217;em-up science fiction,&#8221; while those at [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.filfre.net/wp-content/uploads/2013/04/enchanterfolio.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/04/enchanterfolio-234x300.jpg" alt="Enchanter" width="234" height="300" class="aligncenter size-medium wp-image-902" /></a></p>
<p>In his seminal book <a href="http://www.amazon.com/Hackers-Computer-Revolution-Anniversary-Edition/dp/1449388396/ref=sr_1_1?ie=UTF8&#038;qid=1364905954&#038;sr=8-1&#038;keywords=hackers+levy"><em>Hackers</em></a>, Steven Levy compares the differing cultures of the East Coast hackers at MIT and the West Coast hackers at Stanford during the glory days of 1970s institutional computing by riffing on their literary preferences. The MIT folks, he claims, preferred &#8220;the battle-strewn imagery of shoot-&#8217;em-up science fiction,&#8221; while those at Stanford went in for &#8220;the gentle lore of elves, hobbits, and wizards.&#8221; He then goes on to describe how these preferences show up the differing cultures inside the institutions. MIT is competitive, practical, a bit traditionalist and perhaps even prudish, a microcosm of the high-strung East-Coast establishment; while Stanford, having imbibed from the remnants of the hippie dream that persisted in northern California into the 1980s, is more laid-back, more willing to dream about the social potential for computers outside the lab. Like most such clever but broad comparisons, it&#8217;s ridiculously reductive. </p>
<p>Yet it also may contain more than a few grains of truth. For all that they enjoyed riffing on the <em>Zork</em> milieu with its grues and its Flathead dynasty, amongst the early Implementors only Dave Lebling read much fantasy literature &#8212; and that was because Lebling, an omnivorous and voracious reader then as he remains now, read a lot of <em>everything</em>. If there was a consensus literary genre of choice amongst this group, it was science fiction. You can see this clearly by looking at the string of games Infocom released between the fall of 1982 and the summer of 1983. At this stage, with the company ramping up quickly but with a structured marketing department not yet in place to tell the Imps what kind of games they needed to make to fill in empty spaces in a matrix of genres, everyone just wrote the game he wanted to write. The result was that out of five games by five different authors three were science fiction.</p>
<p>Still, Infocom remained the house that <em>Zork</em> had built. To not continue that series, to ignore the fantasy genre that still remained (as it still does today) the preferred genre of the gaming public at large, would have been crazy. Having lived with the idea of an &#8220;original <em>Zork</em> trilogy&#8221; for so long, it can be surprising and even a bit counterintuitive for us to recognize that neither Infocom nor their customers saw <em>Zork</em> in that way when the original three games were being written and released. As far as they were concerned <em>Zork</em> was an open-ended series of numbered games of the sort that <em>Ultima</em> and <em>Wizardry</em> would become. Nowhere is that made clearer than in <em>Zork III</em> itself. Here Marc Blank, having incorporated bits of <em>Zork I</em> and <em>Zork II</em> into what stands today as the first of an eventual several brilliant Infocom time-travel puzzles, added an additional little Easter egg: <a href="/2012/09/zork-iii-part-1/">a preview</a> of the as-yet unwritten <em>Zork IV</em> in the form of a grisly episode in which the player gets sacrificed by an evil priest of some sort. </p>
<p>Thus, for all their high-brow write-ups in the <em>New York Times Book Review</em> and the pushes they had made into new literary genres and new styles of play, Infocom needed during 1983 to deliver another good old traditional <em>Zork</em> game &#8212; and one that incorporated, <em>Mad Libs</em>-style, Blank&#8217;s ugly sacrifice scene &#8212; even if it felt like something of a step back. Problem was, it wasn&#8217;t clear where to go next with <em>Zork</em>. It may not have been consciously designed as the climax of a trilogy, but <em>Zork III</em> did nevertheless have an air of finality about it. At its end the player had completed her existential journey by becoming the being she had spent all three games struggling against, the Dungeon Master. What could follow <em>that</em>?</p>
<p>The game that they eventually created is a testament to Infocom&#8217;s skill at balancing artistic credibility with commercial considerations. It began when Lebling, looking for a reason to get excited about a <em>Zork IV</em>, started thinking back to the ending of his previous <em>Zork</em> game, <em>Zork II</em>. There the player, after vanquishing her irritating nemesis the Wizard of Frobozz, could claim his magic wand and <a href="/2012/05/zork-ii-part-2/">try a few spells</a> for herself. It made a relatively tiny part of the game, and not a terribly deeply-implemented part at that, but it was just such an intrinsically <em>cool</em> idea; you just knew Lebling was onto something here that deserved further pursuit. Lebling, the only Implementor with any grounding in <em>Dungeons and Dragons</em>, now worked up an almost <em>D&#038;D</em>-like magic system for <em>Zork IV</em>. Such adaptations from the world of tabletop RPGs were one of Lebling&#8217;s ticks as a designer; he was, you may remember, also responsible for the little-loved <a href="/2012/01/exploring-zork-part-2/">randomized combat</a> in <em>Zork I</em>.</p>
<p>Fortunately, the magic system he now created is much more fondly remembered. You carry a spell book containing a few beginning spells. Over the course of the game you can collect more spells on scrolls, most of which you can inscribe into your spell book, thus becoming an ever more flexible and formidable magic user. Prior to casting a spell you have to &#8220;memorize&#8221; it (or load it into your head like a piece of ammunition), just like in <em>D&#038;D</em>. Once cast, a given spell is gone from memory until memorized again. And there is, of course, a limitation to the number of spells you can have in your memory at once. </p>
<p>All told, the magic system was an absolutely brilliant addition to an otherwise standard text-adventure template. Collecting spells and using them proved to just be <em>fun</em> as all get-out. Removing so many puzzles from the realm of the mechanical to that of the arcane even hid many of the implementational seams that usually showed through; when stuck, the player tended to spend her time casting her spells at various objects, a more manageable set of possibilities to deal with than having her try all sorts of crazy physical manipulations. Indeed, Lebling and his co-author, the indefatigable Marc Blank, quickly realized that seeing their spells fail was almost as much fun to players as using them to solve puzzles. Lebling and Blank therefore spent a lot of effort to make sure that, say, casting Nitfol (&#8220;converse with beasts in their own tongue&#8221;) on any creature in the game got you something appropriate &#8212; and usually entertaining &#8212; back in return. </p>
<p>At some point fairly early in the new game&#8217;s development Lebling and Blank decided that the addition of magic made it feel so qualitatively different from what had come before that releasing it as <em>Zork IV</em> just didn&#8217;t feel right. Further, in these heady days when they were being touted as pioneers of a new interactive literature, they were eager to live up to their billing, to demonstrate a certain eclecticism and literary integrity rather than just continuing to crank out the <em>Zork</em> games. They therefore made the brave decision to rename the game <em>Enchanter</em>, first of a new, open-ended series of fantasy games with an emphasis on spellcraft. (As with <em>Zork</em>, Infocom wouldn&#8217;t definitively decide this series should be a trilogy until much later.) Having declared their artistic independence, Infocom could then temper things a bit by declaring the new series to be &#8220;in the <em>Zork</em> tradition&#8221; and by including plenty of callbacks within the game to make it clear that, while this may have been a new series, it took place in the same beloved fantasy world. Thus they thought they could have their cake and eat it too &#8212; and in this they were partially if (as we shall see) perhaps not entirely correct.</p>
<p>As <em>Enchanter</em> begins an evil warlock by the name of Krill has been growing in power, and now threatens to conquer the entire world. The Circle of Enchanters was not initially sure how to respond. To send one of their own number to fight Krill would be &#8220;ill-omened,&#8221; for Krill would sense the intruder&#8217;s magical aura as soon as he entered his stronghold and send his minions to destroy him. Therefore, borrowing a plot element from <em>The Lords of the Rings</em> that would subsequently be used by a thousand CRPGs to explain just why your party of first-level nobodies are entrusted with saving the world, they have decided to send you, a &#8220;novice Enchanter with but a few simple spells in your book,&#8221; instead. They teleport you onto a deserted road close to Krill&#8217;s stronghold, and the game begins.</p>
<p><em>Enchanter</em>&#8216;s structure feels very old school when contrasted with the handful of Infocom games that preceded it. Not only is it a very traditional game, lacking the radical formal experimentation of the mysteries and <em>Suspended</em>, but it lacks even the initial narrative thrust of <em>Starcross</em> and <em>Planetfall</em>. Both of those games opened with a dynamic scene to get the plot wheels cranking and set up the non-linear exploration of the long middle. <em>Enchanter</em>, however, simply plops you down in an expansive world and tells you to get started with mapping, collecting objects and spells, and solving puzzles, just like <em>Zork I</em>. </p>
<p>Some of the first puzzles you encounter, before you even get into the castle, involve collecting food and drink. Like <em>Planetfall</em>, <em>Enchanter</em> is the product of a very brief era when Infocom was suddenly enamored with the idea of requiring the player to deal with these necessities. In fact, it&#8217;s even more stringent than <em>Planetfall</em> in this respect, implementing eating and drinking as two separate necessities in addition to the need for sleep. Hunger and sleep timers would soon become passé at Infocom (not to mention since Infocom&#8217;s era) as pointless annoyances that add little to the games into which they&#8217;re shoehorned. Yet, as in <em>Planetfall</em>, they don&#8217;t bother me greatly here, and even manage to feel somehow organic to the experience. When you sleep your dreams even deliver vital clues.</p>
<p>Once you get inside Krill&#8217;s stronghold you find a brilliant collection of interlocking puzzles that are challenging but solvable. Even better are little touches of whit and whimsy that abound everywhere, a sign of Dave Lebling really coming into his own as an author. Although <em>Enchanter</em> is credited as a joint production of Blank and Lebling, it feels like there is a lot more of the loquacious, playful Lebling than the terser, more stoic Blank here. Indeed, for being yet another struggle of Good vs. Ultimate Evil <em>Enchanter</em> has a remarkably light tone, with only a few discordant touches &#8212; most notably the sacrifice scene previously advertised in <em>Zork III</em>, which seems dropped in from another game entirely for the very good reason that it was &#8212; to remind you of the stakes. Let me tell you about a few bits that particularly delight me.</p>
<p>On the beach just outside the castle we meet the most prominent of a few animals in the game, a turtle, &#8220;his enamelled shell shining with all the colors of the rainbow.&#8221; When we dutifully cast Nitfol on him we learn how his shell got that way: </p>
<p><code>"How do you like my shell? A wizard did that to me about 75 years ago. It's nice to find a human who talks turtle. Not many do, you know. Most people think turtles are boring, just because we talk slowly."<br />
</code></p>
<p>Our new friend turns out to be a droll but helpful old fellow whom I find just about as charming as <em>Planetfall</em>&#8216;s Floyd in yet vastly less space: </p>
<p><code>"Are you a magician? Are you going to do something about that annoying Warlock, then?" </code></p>
<p>The turtle is the centerpiece of a puzzle that is superficially similar to the one that required us to order a robot about in <em>Zork II</em>, the first Infocom game that allowed us to talk and give orders to others. This time it&#8217;s much more fun, however, because, well, it&#8217;s our turtle friend who&#8217;s helping us rather than a personality-deprived robot. We just need to speed him up before we get started, which we can accomplish with a touch of magic. When his task is finished:</p>
<p><code>The turtle drops a brittle scroll at your feet. "Not bad, huh?" </code></p>
<p>I&#8217;ve always loved this little guy, as has Lebling; he lists him as one of his favorite creations. The turtle and a few other creatures, all accessible to us thanks to the Nitfol spell, bring life to <em>Enchanter</em>, pulling it a million miles from the windy solitude of <em>Zork III</em>.</p>
<p>But the most remembered character of all in <em>Enchanter</em> is actually you &#8212; not the you who is playing the game now, but the you who dutifully marched through the three <em>Zork</em> games to get here. In one area of the castle we find a &#8220;Hall of Mirrors,&#8221; behind which lies a dim underground labyrinth. In it we occasionally catch a glimpse of &#8220;a bedraggled adventurer, carrying a brass lantern and an elvish sword, which is glowing dimly.&#8221; He is, of course, our old avatar from <em>Zork</em>. We can use our magic to summon him to the castle.</p>
<p><code>All at once, the bedraggled adventurer appears before you, brightly glowing sword in hand. His jaw has dropped and his eyes are bulging. His eyes dart this way and that, as if looking for a way to escape.<br />
</code></p>
<p>The game then proceeds to mercilessly but affectionately lampoon this rather dim fellow, along with the old-school  design tropes he represents. By far his biggest interest is in collecting valuable objects to put in the trophy case he presumably has back in his white house: </p>
<p><code>The adventurer offers to relieve you of some of your possessions.</code></p>
<p><code>The adventurer asks what you would be needing treasures for.</code></p>
<p><code>The adventurer, not overly tactful, asks what you're holding.</code></p>
<p>In effect we&#8217;re seeing the adventurer as the troll, the thief, and their buddies in <em>Zork I</em> must have seen him (us?). He wanders about snarfing every object that isn&#8217;t nailed down, fiddling constantly with a weird map (&#8220;a convoluted collection of lines, arrows, and boxes&#8221;), and serving as an extended in-joke to anyone who spent any time with the <em>Zork</em> games.</p>
<p><code>The adventurer tries to make some small talk, but only mumbles. He'll have to speak up if he expects you to hear him.<br />
</code></p>
<p><code>The adventurer waves his sword menacingly in your direction.<br />
</code></p>
<p><code>The adventurer stares at his possessions as if expecting a revelation.<br />
</code></p>
<p><code>The adventurer seems to have dropped out of existence. In a voice that seems to recede into the void, you hear his final word: "Restore...." You muse about how a mere adventurer might come to possess a spell of such power.<br />
</code></p>
<p><code>The adventurer smiles at you like an idiot.</code></p>
<p><code>The adventurer asks for directions to Flood Control Dam #3.</code></p>
<p><code>The adventurer stops and stares at the portraits. "I've met him!" he gasps, pointing at the Wizard of Frobozz. He doesn't appear eager to meet him again, though. "And there's old Flathead! What a sight!" He glances at the other portraits briefly and then re-checks his map.</code></p>
<p><code>The adventurer waves at you and asks "Hello, Sailor?" Strange, you've never even been to sea.</code></p>
<p>In the spirit of shoe-on-the-other-foot, he also proves  annoying in the way many of the non-player characters within the <em>Zork</em> games were, scattering objects hither and yon so you never know just where anything is.</p>
<p>At the risk of ruining a great joke by making of it grist for some theoretical mill, it&#8217;s remarkable that Infocom is already playing with the clichés and expectations of the adventure-game form so early, just six years after <em>Adventure</em> itself. This sort of knowing self-referentiality is a very modern phenomenon, one that appeared only after decades or centuries in other art forms. It&#8217;s the sort of thing I want to  point to when I say that Infocom was more knowing, more sophisticated &#8212; just a little bit <em>smarter</em> &#8212; about what they were doing than their peers. And yet Infocom is doing it from within what is ultimately a very old-school design of its own, a perfect example of their talent for giving the people what they want, but doing it with a grace and style that eluded most of their competitors.</p>
<p><em>Enchanter</em> would make an ideal case study in gated puzzle design. Its wide-open map conceals several intricate chains of puzzle dependencies that give the game a structure that <em>Zork</em>, with its mostly unrelated puzzles strewn randomly about its geography, lacked. The adventurer, annoying as he can be, is also a critical link in one of these chains. He gives us our key for solving the &#8220;maze.&#8221; </p>
<p>A certain fascination with pseudo-mazes is another of Lebling&#8217;s design ticks, one which he also passed to Steve Meretzky. He claims to have lost interest in the standard approach to mazes even before his friends at MIT added a couple of monstrously cruel examples of the form to the original PDP-10 <em>Zork</em>. What he delighted in instead was to give us areas that <em>seem</em> to be mazes, but which have some trick &#8212; other than the tried-and-true dropping of objects and plotting connections, that is &#8212; to solving them. His first pseudo-maze, the <a href="/2012/05/zork-ii-part-2/">baseball puzzle</a> in <em>Zork II</em>, misfired horribly. His second attempt in <em>Starcross</em> was much more reasonable, a labyrinth that could be solved only by convincing someone else to guide you. His third attempt is here in <em>Enchanter</em> in the form of the &#8220;Translucent Rooms,&#8221; and it&#8217;s even more clever. I&#8217;m going to spoil here its concept, although not the mechanics of its solution, as an illustration of the marvelous and varied puzzle design inside <em>Enchanter</em>.</p>
<p>So, with the adventurer&#8217;s aid we come upon a map which we quickly realize shows the Translucent Rooms.</p>
<p><code>The map consists of a drawing with nine points, each represented by a strange character, with interconnecting thin pencil lines. Using your native alphabet, it looks like this:<br />
</code></p>
<p><code>
<pre>B       J
!      / \
!     /   \
!    /     \
!   K       V
!          / \
!         /   \
!        /     \
R-------M       F
 \     /        
  \   /        
   \ /        
    H       P
</pre>
<p></code></p>
<p>We also find a magic pencil, using which we can draw in new connections between rooms and also erase them. When we do so, the connections appear not only on the (paper) map but also within the real-life maze. The catch, however &#8212; there&#8217;s always a catch &#8212; is that we have enough lead left to draw just two lines, and enough eraser left to erase just two. That shouldn&#8217;t be any problem, right? As you&#8217;ve probably guessed, the currently inaccessible room at P contains the item &#8212; a powerful spell we can use to banish Krill to &#8220;another plane of existence&#8221; &#8212; that is the point of this whole exercise. Unfortunately, it also contains a powerful entity of eternal Evil who makes old Krill look like a pussycat in comparison. We glean from a book found elsewhere in the game that he was banished there many centuries ago by our magic-using ancestors to save the world (evidently this world of ours tends to need a lot of saving). As soon as we give the entity an escape route to the exit, room B on the map, he&#8217;ll start moving toward it. When he&#8217;s in a room with us, meanwhile, we&#8217;re too terrified to do anything at all. So, the puzzle is to lure the entity out of room P, but to shut off his escape route before he gets all the way out while ourselves getting into room P and then out of the maze &#8212; all without using more than two pencil strokes and two erases. </p>
<p>Even in 1983, when adventure-game engines from other companies were beginning to make technological strides, Infocom was the only company who could have made such an intricate, dynamic puzzle with the associated necessity for a parser capable of understanding the likes of &#8220;draw line from H to P.&#8221; I&#8217;ve made this point before, but it&#8217;s worth stating again that Infocom&#8217;s parser was not just a wonderful luxury; it enabled better puzzles, better <em>game design</em>. This puzzle is a good example of the sort found throughout the game, being fair, challenging but not exasperating, and built with some intricate programming that, like the all the best intricate programming, is likely to go completely unremarked by the player; it just <em>works</em>.</p>
<p>Lest I be accused of overpraising, let me also note here that <em>Enchanter</em> is a product of 1983, and does show some signs of its age. In addition to hunger, thirst, and sleep timers (the first of which gives a hard limit to the time you can spend in the game, since there is only so much food to eat), there is an inventory limit. And there&#8217;s a fair amount of learning by death. Whatever you do, don&#8217;t get the bright (ha!) idea of casting the Frotz spell on <em>yourself</em> so as to have a constant source of light; since there is no way extinguish this spell and since one puzzle is dependent on darkness, you&#8217;ll lock yourself out of victory thereby. Worse, you&#8217;ll probably have no idea why you can&#8217;t proceed, and when you finally break down and turn to the hints will throw the game against the (metaphorical) wall and hate it forever. The big climax is another offender in this department, although one less likely to force you to replay large swathes of the game. You have only seconds to defeat Krill and the minions he throws at you, and no idea which spells you need to have memorized to do so without dying a few times to gather that information. But other than its past-lives issues in this and a few other places, <em>Enchanter</em> plays very fair. Just remember, as a wise man once said, to save early and often.</p>
<p>It&#8217;s probably safe to say that Infocom&#8217;s decision to make <em>Enchanter</em> its own thing had commercial consequences. It sold reasonably well, but lagged behind the older <em>Zork</em> games. Released in September of 1983, it sold just over 19,000 copies before the end of that year, followed by a little over 31,000 copies the following year. <em>Enchanter</em> did prove to have longer legs than many older Infocom titles in the company&#8217;s later years. All told, it sold over 75,000 copies as a standalone game or as a part of the <em>Enchanter Trilogy</em> bundle. Today it stands as one of the more fondly remembered of Infocom&#8217;s games, with more than its fair share of appearances on favorites lists, and has served as the template for <a href="http://ifdb.tads.org/viewgame?id=x6ne0bbd2oqm6h3a">some</a> <a href="http://ifdb.tads.org/viewgame?id=cpwktis6qwh9ydn8">well-regarded</a> <a href="http://ifdb.tads.org/viewgame?id=xkai23ry99qdxce3">games</a> of more modern vintage. Its individual spells, meanwhile, have taken on a life of their own within modern IF circles, being used as the names of interpreters and various other programs and bits of technology &#8212; not to mention the name of the domain on which you&#8217;re reading this. As my choice of domains may indicate, <em>Enchanter</em> is in my personal top five or so of Infocom games, the first I&#8217;ve come to on this blog about which I can say that. Unlike my other favorites, which tend to push the envelope of what a text adventure can be in one way or another, <em>Enchanter</em> stands for me almost as a platonic ideal of an old-school, traditional adventure game, executed with thoroughgoing charm and craftsmanship. I love it dearly.</p>
<br /><a href="http://www.filfre.net/?p=901#comments" title="Comments on &quot;Enchanter&quot;"><img src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?901" alt="Comments" /></a>]]></content:encoded>
			<wfw:commentRss>http://www.filfre.net/2013/04/enchanter/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>Planetfall</title>
		<link>http://www.filfre.net/2013/03/planetfall/</link>
		<comments>http://www.filfre.net/2013/03/planetfall/#comments</comments>
		<pubDate>Tue, 26 Mar 2013 17:37:16 +0000</pubDate>
		<dc:creator>Jimmy Maher</dc:creator>
				<category><![CDATA[Digital Antiquaria]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[infocom]]></category>
		<category><![CDATA[meretzky]]></category>
		<category><![CDATA[planetfall]]></category>

		<guid isPermaLink="false">http://www.filfre.net/?p=897</guid>
		<description><![CDATA[Fair warning: this post spoils Planetfall thoroughly and aggressively. If you want to play it unspoiled, do so now. (Yes, it&#8217;s worth playing.) Then come back here. A hapless lone spacefarer &#8212; that&#8217;s you &#8212; comes upon an aged but now decaying alien artifact. You must ferret outs its secrets, discover what it is and [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.filfre.net/wp-content/uploads/2013/03/meretzky.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/meretzky-300x165.jpg" alt="Steve Meretzky" width="300" height="165" class="aligncenter size-medium wp-image-898" /></a></p>
<p><strong>Fair warning: this post spoils <em>Planetfall</em> thoroughly and aggressively. If you want to play it unspoiled, do so now. (Yes, it&#8217;s worth playing.) Then come back here.</strong></p>
<p>A hapless lone spacefarer &#8212; that&#8217;s you &#8212; comes upon an aged but now decaying alien artifact. You must ferret outs its secrets, discover what it is and how it was meant to work, and finally repair its systems. When you succeed completely in this last the original inhabitants, who were only sleeping as they hoped and waited for someone like you to come along, are revived. You are rewarded for your efforts with fame and fortune on your home planet and beyond, along with the satisfaction of having completed another Infocom game.</p>
<p>Sounds like an Infocom game we&#8217;ve <a href="/2012/09/starcross/">already looked at</a>, doesn&#8217;t it? Stripped down to basics, it&#8217;s rather amazing how similar the plot of Infocom&#8217;s eighth release, <em>Planetfall</em>, is to that of their fifth, <em>Starcross</em>. Based upon my summary, one might ask whether Infocom was already running out of ideas. Yet few who have played both games have ever asked that question, at least in print, because when you&#8217;re actually <em>playing</em> them the two games could hardly feel more different. <em>Planetfall</em>, you see, marks the arrival of Steve Meretzky, who if (arguably) not Infocom&#8217;s best author was certainly the one with the most immediately distinctive voice and design sensibility. He would have a huge influence not only on Infocom&#8217;s subsequent works but on adventure gaming in general, an influence that persists to this day. For better (sometimes) or for worse (probably more often), we can still see his brand of madcap whimsy in new games both amateur and professional, both graphical and textual that come out every year. By now his influence is so pronounced that many designers, separated from <em>Planetfall</em> by two or three design generations, don&#8217;t even realize whom they&#8217;re copying.</p>
<p>I&#8217;ve already introduced Meretzky in <a href="/2012/05/infocom-going-it-alone/">a couple</a> <a href="/2012/07/deadline/">of articles</a> on this blog. A self-avowed computer hater who was nevertheless chummy with the folks who created <em>Zork</em> at MIT and later founded Infocom, he got the adventuring religion when living as Mike Dornbrook&#8217;s roommate. He began to see the possibility of escaping the horrifying prospect of a career in construction management when he began testing Infocom&#8217;s games for money with <em>Deadline</em> in November of 1981. He then left construction behind forever in June of 1982, when he became the first salaried member of their new testing department. Meretzky was <a href="http://archive.org/details/getlamp_blank">in Marc Blank&#8217;s words</a> &#8220;so into it and had so many ideas&#8221; that it seemed only natural to let him try his hand at writing a game of his own. In the fall of 1982, at the same time as Stu Galley was starting on <em>The Witness</em>, Meretzky was therefore given carte blanche to write whatever kind of game he&#8217;d like. The project he began was a product of his two biggest cultural loves at the time: written science fiction, which he read virtually to the exclusion of anything else, and anarchic comedy on the wavelength of Monty Python, Woody Allen, and Gary Larsen. </p>
<p><em>Planetfall</em> casts you as a lowly Ensign Seventh Class in the Stellar Patrol aboard the <em>SPS Feinstein</em>. The bane of your shipboard existence, the &#8220;trotting krip&#8221; on whom most of your diary (included in the package) focuses, is Ensign Cadet First Class Blather, who is afflicted with the megalomania of middle managers everywhere. The game begins on just another day aboard the <em>Feinstein</em>, with you wielding your &#8220;Patrol-issue self-contained multi-purpose scrub brush&#8221; on deck-cleaning duty and trying to stay out of Blather&#8217;s way. But then the <em>Feinstein</em> is attacked by forces unknown. You must escape in a life pod, which deposits you next to a research complex of some sort poking above the waves of an otherwise completely water-covered planet. It&#8217;s here that your adventure begins in earnest.</p>
<p>The comedies that inspired Meretzky to make <em>Planetfall</em> gain meaning and resonance by saying something about the world in which we live. Monty Python satirizes the hidebound British class system and the prudery of middle-class life; Woody Allen dissects the vagaries of love, sex, and relationships. In <em>The Hitchhiker&#8217;s Guide to the Galaxy</em> Douglas Adams, an author with whom Meretzky would soon be indeliably linked, reveals the manifold absurdities of human social mores, of religion, of how we perceive our place in the universe through his science-fiction comedy of the absurd. Indeed, it&#8217;s often been noted that the best science fiction is relevant not so much as a guidepost to the future as for the light it sheds on the way we live and think today. Taking a story out of the here and now allows an author to examine big questions with a clear eye that would be obscured by the vicissitudes of culture and prejudice and emotion if set in our own world. </p>
<p><em>Planetfall</em>, however, doesn&#8217;t really try to follow in that tradition. Instead it appropriates some of the broad tropes from Monty Python or Douglas Adams without finding the kernel of social truth at their heart that makes them relevant. The closest it comes is some gentle satire of bureaucracy (the game is packaged in a faux-file folder stamped &#8220;Authorized For Issuance&#8221;, &#8220;Authorized For Authorization&#8221;, &#8220;Authorized For Rubber Stamping&#8221;) and the over-the-top gung-ho-ness of military-recruitment advertisements (&#8220;Today&#8217;s Stellar Patrol: Boldly Going Where Angels Fear To Tread&#8221;, &#8220;The Patrol Is Looking For A Few Good Organisms&#8221;). On the tree of satire, this is not exactly the highest-hanging of fruits.</p>
<p>Mostly replacing satire in <em>Planetfall</em> is a sort of good-natured goofiness. You can&#8217;t fault it for effort. The feelies in particular throw so many gags at you that a few of them are bound to stick. This bit is the one that always makes me laugh:</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/03/questionnaire.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/questionnaire-300x148.jpg" alt="Planetfall questionnaire" width="300" height="148" class="aligncenter size-medium wp-image-899" /></a></p>
<p>In the game itself there&#8217;s one consistent source of clever humor, which we&#8217;ll get to in a moment. But other gags, like the distorted spelling of the aliens who built the complex, start to wear thin after a while. (&#8220;Xis stuneeng vuu uf xee Kalamontee Valee kuvurz oovur fortee skwaar miilz uf xat faamus tuurist spot. Xee larj bildeeng at xee bend in xee Gulmaan Rivur iz xee formur pravincul kapitul bildeeng.&#8221;) Meretzky was known in Infocom&#8217;s offices for his cutting humor, which he deployed against Ronald Reagan and his conservative revolution, against the occasional concerned parent who wrote in to accuse Infocom of preaching Satanism via <em>Zork</em>, against the hordes of be-suited businesspeople that Al Vezza began hiring as the Cornerstone project ramped up. It&#8217;s a shame the humor of <em>Planetfall</em> and his later games remained so relatively tepid in comparison.</p>
<p>Still, <em>Planetfall</em> has many other strengths to recommend it. It manages to be a beautifully crafted traditional adventure while also expanding the form in notable ways. It&#8217;s archetypical in its basic structure: a constricted opening act aboard the <em>Feinstein</em> and the life pod get you into the action, followed by a long middle section (at least 85% or so of the game) allowing for free, non-linear exploration and puzzle solving, which funnels at last into an absolutely cracking set-piece finale. You spend the first part of the long middle collecting information, gradually coming to learn that the aliens who used to live here are not dead but merely in suspended animation, having placed themselves there to avoid a deadly plague that was sweeping the planet and that will kill you as well eventually. It gradually becomes clear that you need to repair the planet&#8217;s malfunctioning systems and restart the central computer, which was on the verge of discovering a cure for the disease before it crashed. Repairing the systems is, once again, rather shockingly reminiscent of <em>Starcross</em>, requiring you to decipher simple alien machinery and status displays built around colored lights and the like. (Apparently red is the universal color for bad, green the universal color for good.)</p>
<p>In other respects, however, <em>Planetfall</em> departs radically from <em>Starcross</em>. For all that that game&#8217;s environment was infinitely more logical and <em>designed</em> than the world of <em>Zork</em>, it had an unreality of its own, an elegant adventure-game symmetry about it that was nothing like the real world. Each object had a purpose. You spent most of your time collecting and using a set of colored rods which each slotted into a single place. When you got to the finale, every object had been tidily utilized, every room explored and its puzzles solved.</p>
<p><em>Planetfall</em>, by contrast, gleefully throws elegance and tidiness out the window. You begin the game with two red herrings already in your inventory, and the situation doesn&#8217;t improve from there. <em>Planetfall</em> has a dark area you can never explore because there is no light source in the game; an enticing helicopter for which there is no key; a pile of useless spare parts to go alongside the couple you actually need; a bunch of useless (in game terms) bathrooms. This sort of thing was unprecedented in 1983. Adventure games simply weren&#8217;t <em>done</em> this way, if for no other reason than designers couldn&#8217;t afford to waste the space. Predictably, it drove &#8212; and still drives &#8212; some players <em>crazy</em>. Now you can&#8217;t determine what might be useful for solving a given puzzle from what objects you haven&#8217;t used yet, can&#8217;t ever get a clear sense of just what still remains to be done and what is just a distraction. Yet it also goes a long way toward making <em>Planetfall</em>&#8216;s world feel believable. Really, and <a href="http://en.wikipedia.org/wiki/Chekhov%27s_gun">Chekhov&#8217;s aphorism</a> of the gun aside, why should every object in a world fall neatly into place by the end? (Perhaps the revelation at the end of <em>Starcross</em> that the whole experience was just an elaborate alien intelligence test, which I criticized in my review, suddenly makes more sense in this light.) Even the most often criticized aspects of the game, its rather sprawling map filled with so many empty or useless rooms and the necessity to eat and sleep, play into the new sense of verisimilitude. </p>
<p>This points to an interesting aspect of <em>Planetfall</em>: for all of the comedic trappings, the scenario and the complex that you explore are quite meticulously worked out. Most things in this world work as they should, sometimes to your detriment; try carrying the magnet at the same time as your magnetic card keys and see what happens. As you get deeper into the story and the tragedy that has happened here starts to become clear, the game deepens, the experience becomes richer. There&#8217;s almost a sense of horror that kicks in as you begin coughing and feeling weaker and weaker, and realize you are in a race against time &#8212; or, more accurately, against the plague. Here Meretzky departs sharply from Douglas Adams, who was never interested in worrying about the details of his stories beyond what was needed as a scaffold to support his humor. <em>Planetfall</em> rivals <em>Deadline</em> and <em>The Witness</em> as a lived fictional experience, with the added advantage that it&#8217;s not as necessary to constantly restart to see it through.</p>
<p>All of that would be more than enough for one game to add to the established adventure-game template. But of course there&#8217;s more. We haven&#8217;t even mentioned Floyd.</p>
<p>All of the Infocom games prior to <em>Planetfall</em> had contained non-player characters of one sort or another, but none of those characters had been particularly fleshed-out. Even the mysteries had suffered from the need to include several suspects, which, given the harsh space limitations imposed by the Z-Machine, sharply limited their depth. <em>Planetfall</em>, however, takes place, apart from the brief opening sequence, within a deserted environment. Meretzky realized that he could alleviate the resulting sense of sterility by giving the player a sidekick. Further, this character, being essentially the only one in the game, could have a bit more depth, allow a bit more room for empathy on the part of the player than had been the norm. </p>
<p>Floyd is a &#8220;multiple purpose robot&#8221; whom you find deactivated in a corner fairly early in your explorations. If you search him before switching him on, you&#8217;ll likely wonder why he&#8217;s carrying a crayon in one of his compartments. Boy, do you have no idea what you&#8217;re in for. Turn him on and he springs to life a few turns later:</p>
<p><code>Suddenly, the robot comes to life and its head starts swivelling about. It notices you and bounds over. "Hi! I'm B-19-7, but to everyperson I'm called Floyd. Are you a doctor-person or a planner-person? That's a nice lower elevator access card you are having there. Let's play Hider-and-Seeker you with me."</code></p>
<p>From now on Floyd steals the show. He gets all the best lines. Whenever Floyd is involved, <em>Planetfall</em> becomes as funny as it wants to be. And it becomes something more as well. You fall in love with the little guy.</p>
<p><code>>play with floyd<br />
You play with Floyd for several centichrons until you drop to the floor, exhausted. Floyd pokes at you gleefully. "C'mon! Let's play some more!"</code></p>
<hr /></p>
<p><code>Floyd notices a mouse scurrying by and tries to hide behind you.</code></p>
<hr /></p>
<p><code>>sleep<br />
You'll probably be asleep before you know it.<br />
You slowly sink into a deep and restful sleep.</code></p>
<p><code>...Strangely, you wake to find yourself back home on Gallium. Even more strangely, you are only eight years old again. You are playing with your pet sponge-cat, Swanzo, on the edge of the pond in your backyard. Mom is hanging orange towels on the clothesline. Suddenly the school bully jumps out from behind a bush, grabs you, and pushes your head under the water. You try to scream, but cannot. You feel your life draining away...</code></p>
<p><code>***** SEPTEM 7, 11344 *****</code></p>
<p><code>You wake up feeling refreshed and ready to face the challenges of this mysterious world.<br />
Floyd bounces impatiently at the foot of the bed. "About time you woke up, you lazy bones! Let's explore around some more!"</code></p>
<hr /></p>
<p><code>Floyd produces a crayon from one of his compartments and scrawls his name on the wall.</code></p>
<hr /></p>
<p><code>>get all<br />
multiple purpose robot: You manage to lift Floyd a few inches off the ground, but he is too heavy and you drop him suddenly. Floyd gives a surprised squeal and moves a respectable distance away.</code></p>
<hr /></p>
<p><code>Floyd rubs his head affectionately against your shoulder.</code></p>
<hr /></p>
<p><code>>s<br />
Machine Shop<br />
This room is probably some sort of machine shop filled with a variety of unusual machines. Doorways lead north, east, and west.</code></p>
<p><code>Standing against the rear wall is a large dispensing machine with a spout. The dispenser is lined with brightly-colored buttons. The first four buttons, labelled "KUULINTS 1 - 4", are colored red, blue, green, and yellow. The next three buttons, labelled "KATALISTS 1 - 3", are colored gray, brown, and black. The last two buttons are both white. One of these is square and says "BAAS". The other white button is round and says "ASID".<br />
Floyd follows you.</code></p>
<p><code>>save<br />
Ok.<br />
Floyd's eyes light up. "Oh boy! Are we gonna try something dangerous now?"<br />
Floyd pushes one of the dispenser buttons. Fluid pours from the spout and splashes across the floor. Floyd jumps up and down, giggling.</code></p>
<hr /></p>
<p><code>>type 1<br />
The screen clears and some text appears:</code></p>
<p><code>"Xe Zoork triloojee, an adventshur klasik, taaks plaas in aa deeliitful but daanjuris undurgrownd seteeng."</code></p>
<p><code>"Foor moor deetaald infoormaashun on xis tapik, konsult xe liibrereein foor xe aproopreeit spuulz. Tiip zeeroo tuu goo tuu aa hiiyur levul."<br />
Floyd, peering over your shoulder, says "Oh, I love that game! Solved every problem, except couldn't figure out how to get into white house."</code></p>
<hr /></p>
<p><code>>n<br />
Repair Room<br />
You are in a dimly-lit room, filled with strange machines and wide storage cabinets, all locked. To the south, a narrow stairway leads upward. On the north wall of the room is a very small doorway.<br />
Lying face down at the bottom of the stairs is a motionless robot. It appears to be damaged beyond repair.</code></p>
<p><code>>n<br />
It is a robot-sized doorway -- a bit too small for you.</code></p>
<p><code>>floyd, n<br />
Floyd squeezes through the opening and is gone for quite a while. You hear thudding noises and squeals of enjoyment. After a while the noise stops, and Floyd emerges, looking downcast. "Floyd found a rubber ball inside. Lots of fun for a while, but must have been old, because it fell apart. Nothing else interesting inside. Just a shiny fromitz board."</code></p>
<p><code>>floyd, get board<br />
Floyd shrugs. "If you say so." He vanishes for a few minutes, and returns holding the fromitz board. It seems to be in good shape. He tosses it toward you, and you just manage to catch it before it smashes.</code></p>
<p>Meretzky may have devoted more text and code to Floyd than had been given to any previous Infocom NPC, but that doesn&#8217;t mean it adds up to all that much. Floyd has become a case study in creating more affect with less. In printed form, all of the code and text devoted to Floyd would fill less than ten typewritten pages. There&#8217;s also very little that you the player can really do to communicate with him or affect his behavior. All told, the gears ought to show through horribly, but somehow they don&#8217;t. Floyd&#8217;s childlike personality and diction makes it seem a little less weird that he rarely seems to fully understand you when you talk to him. And the relative dearth of text devoted to Floyd can actually work in his favor. We never learn clearly what Floyd actually looks like, although we learn that he has feet (because he can kick us when we fall asleep) and, most strangely, that he can somehow <em>smile</em>. I have a theory that we mentally replace Floyd the robot with whatever strikes us as most appealing &#8212; a beloved pet, say, or even a child. Here the medium of text, which lets us all create our own Floyds in our imagination, is key. It also makes what eventually happens to him all the more devastating.</p>
<p>There comes another point, like the last one shown above, where you the player are utterly stymied. Once again Floyd comes to the rescue&#8230; only this time he pays the ultimate price for his helpfulness. </p>
<p><code>>look through window<br />
You can see a large laboratory, dimly illuminated. A blue glow comes from a crack in the northern wall of the lab. Shadowy, ominous shapes move about within the room. On the floor, just inside the door, you can see a magnetic-striped card.<br />
Floyd stands on his tiptoes and peers in the window. "Looks dangerous in there," says Floyd. "I don't think you should go inside." He peers in again. "We'll need card there to fix computer. Hmmm... I know! Floyd will get card. Robots are tough. Nothing can hurt robots. You open the door, then Floyd will rush in. Then you close door. When Floyd knocks, open door again. Okay? Go!" Floyd's voice trembles slightly as he waits for you to open the door.</code></p>
<p><code>>open door<br />
The door opens and Floyd, pausing only for the briefest moment, plunges into the Bio Lab. Immediately, he is set upon by hideous, mutated monsters! More are heading straight toward the open door! Floyd shrieks and yells to you to close the door.</code></p>
<p><code>>close door<br />
The door closes.<br />
From within the lab you hear ferocious growlings, the sounds of a skirmish, and then a high-pitched metallic scream!</code></p>
<p><code>>wait<br />
Time passes...<br />
You hear, slightly muffled by the door, three fast knocks, followed by the distinctive sound of tearing metal.</code></p>
<p><code>>open door<br />
The door opens.<br />
Floyd stumbles out of the Bio Lab, clutching the mini-booth card. The mutations rush toward the open doorway!</code></p>
<p><code>>close door<br />
The door closes.<br />
And not a moment too soon! You hear a pounding from the door as the monsters within vent their frustration at losing their prey.</code></p>
<p><code>Floyd staggers to the ground, dropping the mini card. He is badly torn apart, with loose wires and broken circuits everywhere. Oil flows from his lubrication system. He obviously has only moments to live.</code></p>
<p><code>You drop to your knees and cradle Floyd's head in your lap. Floyd looks up at his friend with half-open eyes. "Floyd did it ... got card. Floyd a good friend, huh?" Quietly, you sing Floyd's favorite song, the Ballad of the Starcrossed Miner:</code></p>
<p><code>O, they ruled the solar system<br />
Near ten thousand years before<br />
In their single starcrossed scout ships<br />
Mining ast'roids, spinning lore.</code></p>
<p><code>Then one true courageous miner<br />
Spied a spaceship from the stars<br />
Boarded he that alien liner<br />
Out beyond the orb of Mars.</code></p>
<p><code>Yes, that ship was filled with danger<br />
Mighty monsters barred his way<br />
Yet he solved the alien myst'ries<br />
Mining quite a lode that day.</code></p>
<p><code>O, they ruled the solar system<br />
Near ten thousand years before<br />
'Til one brave advent'rous spirit<br />
Brought that mighty ship to shore.</code></p>
<p><code>As you finish the last verse, Floyd smiles with contentment, and then his eyes close as his head rolls to one side. You sit in silence for a moment, in memory of a brave friend who gave his life so that you might live.</code></p>
<p>Apart only from the famous white house at the beginning of <em>Zork</em>, this is by far the most remembered scene from any Infocom game. It&#8217;s also amongst the most crassly manipulative. Meretzky admits that Floyd&#8217;s death was very much a calculated move. Having put so many &#8220;eggs in the basket&#8221; of Floyd, he asked what the best way would be to &#8220;cash in&#8221; on that connection. Thus poor Floyd had to die. <em>Planetfall</em> was in final testing when <a href="/2013/01/seeing-farther/">Electronic Arts debuted</a> with the famous &#8220;Can a Computer Make You Cry?&#8221; advertisement. That made the death scene feel even more appropriate: &#8220;There was a little touch of budding rivalry there, and I just wanted to head them off at the pass.&#8221; </p>
<p>Perhaps death scenes are like sausages; it&#8217;s best not to see how they&#8217;re made. Or maybe it doesn&#8217;t matter. Floyd&#8217;s death still gets me every time, and it seems I&#8217;m hardly alone. Significantly, while Floyd&#8217;s death is generally described as taking place very near the end of the game, this isn&#8217;t always necessarily the case. It&#8217;s possible for him to sacrifice himself while there is still quite a bit left to be done before the end-game. Such a scenario might be the most heartbreaking of all, as you&#8217;re forced to spend quite a lot of time wandering the complex alone. Without Floyd, it feels sadder and more deserted than ever.</p>
<p>The significance of Floyd and the impact of his death was remarked early and often. Just weeks after <em>Planetfall</em> debuted, <em>Softline</em> magazine shockingly spoiled the game by printing Floyd&#8217;s death scene on the front cover(!). Inside was a feature article (&#8220;Call Me Ishmael: Micros Get the Literary Itch&#8221;) that struggled to come to terms with What Floyd Meant for the evolution of adventure gaming.</p>
<blockquote><p>The rising level of sophistication in the adventure game &#8212; that most sophisticated of entertainments ever to pass through a central processing unit &#8212; has fain threatened to take it out of the computer junkies&#8217; realm of private delight and toss it into the center ring of popular culture, along with books, plays, and movies. Can it absorb the culture shock and continue to develop and transcend standards that are already high, or will it be homogenized, simplified, and forced to satisfy the lowest social denominator?</p></blockquote>
<p>Notably, Marc Blank and Mike Berlyn make a prominent contribution to the article, and here refer for the first time to my knowledge to Infocom&#8217;s games as &#8220;interactive fiction.&#8221;</p>
<p>Floyd was introduced to academia by Janet Murray in 1997&#8242;s <a href="http://www.amazon.com/Hamlet-Holodeck-Future-Narrative-Cyberspace/dp/0262631873/ref=sr_1_1?ie=UTF8&#038;qid=1364318725&#038;sr=8-1&#038;keywords=hamlet+on+the+holodeck"><em>Hamlet on the Holodeck</em></a>. Since then he has been a football kicked around in a thousand debates. Some, like Murray, point to him as an example of the emotional potential of ludic narrative, while lamenting that there have been so few similar moments in games since <em>Planetfall</em>. Others, like the ever-outspoken <a href="http://www.amazon.com/Chris-Crawford-Interactive-Storytelling/dp/0321278909/ref=sr_1_1?ie=UTF8&#038;qid=1364315464&#038;sr=8-1&#038;keywords=chris+crawford+interactive+storytelling">Chris Crawford</a>, point out that Floyd&#8217;s death is a pre-scripted, unalterable, non-interactive event, and use it as an example of the fundamental limitations of set-piece storytelling in games. It is, of course, ultimately both.</p>
<p>Less discussed than Floyd&#8217;s death &#8212; and for good reason &#8212; is his return at the end of the game.</p>
<p><code>A team of robot technicians step into the anteroom. They part their ranks, and a familiar figure comes bounding toward you! "Hi!" shouts Floyd, with uncontrolled enthusiasm. "Floyd feeling better now!" Smiling from ear to ear, he says, "Look what Floyd found!" He hands you a helicopter key, a reactor elevator card, and a paddle-ball set. "Maybe we can use them in the sequel...</code>&#8221;</p>
<p>Floyd&#8217;s death may have been manipulative, but this is the worst sort of sentimental pandering. It retroactively devalues everything you felt when Floyd made his sacrifice, turning a tragedy into a practical joke &#8212; &#8220;Ha! Got ya!&#8221; I unabashedly hate everything about it. It was added at the behest of marketing, who were in turn responding to distressed playtesters and were concerned about releasing such a &#8220;downer&#8221; game. As indicated by the extract above, the potential for a sequel starring Floyd was also no doubt in their minds; it had already become clear during testing that players responded to the little fellow as they had to no one in any of Infocom&#8217;s previous games. Marketing at Infocom was usually remarkably willing to stay out of the way of artistic decisions. It&#8217;s too bad they made an exception here, and too bad Meretzky didn&#8217;t stick to his guns and tell them no. As it is, <em>Planetfall</em> goes down as one of a number of Infocom games that fail to stick the landing.</p>
<p>Released in August of 1983, <em>Planetfall</em> was another solid commercial performer for Infocom. It sold some 21,000 copies in the last months of 1983, followed by almost 44,000 the following year, numbers very close to those of <em>The Witness</em>. That&#8217;s just a bit surprising in light of <em>Planetfall</em>&#8216;s name recognition today; it stands as one of the best remembered and best loved of the Infocom games, almost entirely due to Floyd, while <em>The Witness</em> goes relatively unremarked expect amongst the hardcore. Nevertheless, Trip Hawkins got his answer far sooner than he ever expected to, while today <em>Planetfall</em>&#8216;s legacy as the first computer game to make us cry stands secure. </p>
<p>(I must thank <a href="http://ascii.textfiles.com">Jason Scott</a> for sharing with me additional materials from his <a href="http://www.getlamp.com"><em>Get Lamp</em></a> project for this article. There&#8217;s also a very good extended interview with Steve Meretzky in <a href="http://www.amazon.com/Game-Design-Practice-Wordware-Developers/dp/1556229127/ref=sr_1_1?s=books&#038;ie=UTF8&#038;qid=1364315805&#038;sr=1-1&#038;keywords=game+design+theory+and+practice"><em>Game Design: Theory and Practice</em></a>.)</p>
<br /><a href="http://www.filfre.net/?p=897#comments" title="Comments on &quot;Planetfall&quot;"><img src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?897" alt="Comments" /></a>]]></content:encoded>
			<wfw:commentRss>http://www.filfre.net/2013/03/planetfall/feed/</wfw:commentRss>
		<slash:comments>35</slash:comments>
		</item>
		<item>
		<title>The Witness</title>
		<link>http://www.filfre.net/2013/03/the-witness/</link>
		<comments>http://www.filfre.net/2013/03/the-witness/#comments</comments>
		<pubDate>Fri, 22 Mar 2013 15:34:05 +0000</pubDate>
		<dc:creator>Jimmy Maher</dc:creator>
				<category><![CDATA[Digital Antiquaria]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[galley]]></category>
		<category><![CDATA[infocom]]></category>
		<category><![CDATA[the witness]]></category>

		<guid isPermaLink="false">http://www.filfre.net/?p=891</guid>
		<description><![CDATA[Stu Galley, a man who would come to unabashedly love the games Infocom created, who would author the almost naively idealistic &#8220;Implementor&#8217;s Creed&#8221; to describe the job he and his fellow Imps did, took quite a long time to discover his passion. When he first saw the Zork game that some of the other hackers [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.filfre.net/wp-content/uploads/2013/03/sgalley.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/sgalley.jpg" alt="Stu Galley" width="174" height="242" class="aligncenter size-full wp-image-892" /></a></p>
<p>Stu Galley, a man who would come to unabashedly love the games Infocom created, who would author the almost naively idealistic <a href="http://www.csd.uwo.ca/Infocom/Articles/creed.html">&#8220;Implementor&#8217;s Creed&#8221;</a> to describe the job he and his fellow Imps did, took quite a long time to discover his passion. When he first saw the <em>Zork</em> game that some of the other hackers in MIT&#8217;s Dynamic Modeling Group had created, he thought it clever but little else. He had no interest in fantasy fiction or <em>Dungeons and Dragons</em>, and no particular interest in exploring beyond <em>Zork</em>&#8216;s first few rooms. Some of his disinterest may have been generational. Already in his mid-thirties when <em>Zork</em> was begun, he was five to ten years older than the people who made it. That&#8217;s not a huge gap, but it was enough to place him at a somewhat different stage of life, one where such idle amusements might not have quite so much appeal in light of his wife and young son. </p>
<p>When asked to become a founder of Infocom, he signed on because he had a lot of respect for the talents of the others. He thought they just might come up with something &#8212; who knew what? &#8212; really great, and he didn&#8217;t want to be kicking himself over the lost opportunity in five years. During this early period Galley, like most of the founders, did this or that for the company as time and inclination allowed, but kept it very much ancillary to his main working life. His official role at Infocom was to serve as treasurer. He also pitched in to help with odd jobs here and there: an experienced technical writer, he wrote the original manual for the commercial <em>Zork</em>, and helped Mike Dornbrook to set up and administer the mailing list that would morph into The <em>Zork</em> Users Group. But he mostly remained on the periphery, not quite ready to commit <em>too</em> much energy to the venture. Then came an epiphany.</p>
<p>Very early in 1982 Galley agreed to another of those odd jobs: to do some testing on Marc Blank&#8217;s new mystery, <a href="/tag/deadline"><em>Deadline</em></a>. Galley was blown away by the game for much the same reason it would soon cause a sensation in the world of adventure gaming in general. He <a href="http://archive.org/details/getlamp-galley">still recalls</a> vividly today how, when exploring the Robner house for the first time, he heard a phone ring in the other room but missed the call. Restarting, he made sure to be near a phone when the time came, and heard Mrs. Robner having <a href="/2012/07/playing-deadline-part-2/">a clipped conversation</a> with her lover. That &#8220;blew his mind.&#8221; Here was a realistic, dynamic world to inhabit, one which struck him as far more interesting than the vast, empty dungeon of <em>Zork</em> with its static, arbitrary puzzles. &#8220;I could relive this story over and over and eventually, by looking at it from different angles and connecting the dots, find out what was really going on.&#8221; Galley was hooked at last.</p>
<p>In light of <em>Deadline</em>&#8216;s commercial success, another mystery was obviously warranted. With some input from Dave Lebling, Blank began sketching out plans for a sequel almost immediately. He already had a clever gimmick in mind: the player would be invited to his home by the victim, where she would actually <em>witness</em> the murder in the opening scenes of the game. Nevertheless, it still wouldn&#8217;t be clear who was actually responsible. Unfortunately, Blank was absolutely swamped with other work: putting together <em>Zork III</em>, helping Mike Berlyn get up to speed on ZIL and ensuring he had the tools he needed for the game that would become <em>Suspended</em>, doing an ever-escalating series of interviews and PR junkets, sorting out business issues with the board. The game, to be called <em>Invitation to Murder</em>, remained only an outline of a few typewritten pages into the fall. That&#8217;s when it occurred to Blank, who was forever looking for ways to cajole his fellow founders into taking a more active role, to offer the outline to Galley, who still had stars in his eyes over his <em>Deadline</em> experience. Galley quickly agreed, and in October of 1982, while still only moonlighting at Infocom, started to work.</p>
<p>Working from a stripped-down skeleton of the original <em>Deadline</em> code, Galley gradually built a playable game over the next few months. Along the way, the project had one of the effects for which Blank had hoped: Galley was so inspired by the new work that he quit MIT and came to Infocom full-time before the year was out. In late January Infocom sat down with their ever-supportive advertising agency of G/R Copy to discuss the upcoming game. Just as they had with <em>Deadline</em>, G/R quickly replaced the original title with something much more punchy and direct: simply <em>The Witness</em>. Both Mike Berlyn and G/R also suggested that the time period and the tone be changed. They suggested that, rather than the ostensible present of <em>Deadline</em>, Galley move the game to the golden age of mystery, the 1930s. In retrospect this was a natural change. As I noted when writing about <em>Deadline</em>, that game <em>felt</em> like a product of the golden age anyway; <em>The Witness</em> would merely make it official. If anything the more important suggestion was to change the <em>style</em> to differentiate the new game from <em>Deadline</em>. If <em>Deadline</em> was a cozy mystery in the tradition of Agatha Christie, <em>The Witness</em> could be Raymond Chandler or Dashiell Hammett, a hardboiled tale of noirish intrigue.</p>
<p>Galley didn&#8217;t have much experience with this branch of the mystery canon, but, as <a href="http://www.csd.uwo.ca/Infocom/Articles/NZT/Nztsum84.html#witness">he later put it</a>, as soon as he started to read <em>The Big Sleep</em> he was convinced. Instead of the stately, blue-blooded Connecticut of <em>Deadline</em>, <em>The Witness</em> would take place in 1938 Los Angeles, at the peak of pre-war Hollywood&#8217;s loose glamor and danger. Galley lost himself in period research. In addition to the classic crime fiction of the period, he drew from a Sears catalog and other advertisements from the era, a 1937 encyclopedia, and <em>The Dictionary of American Slang</em> (to get the characters&#8217; language right). He went so far as to track down a radio schedule for February 18, 1938, the evening of the crime, and make sure that the radio inside the house played the correct program from minute to minute. </p>
<p>In the tradition of <em>Deadline</em>, the packaging of <em>The Witness</em> would be a major part of the experience. Accordingly, Infocom began working with G/R on it months before the game&#8217;s projected release. Already back when outlining the game Blank had proposed including a newspaper with articles giving background information on the victim and the suspects, another direct lift from the old <a href="/2012/07/the-dennis-wheatley-crime-dossiers/">Dennis Wheatley crime dossiers</a> (a fold-out newspaper had been the showstopping centerpiece of <em>Who Killed Robert Prentice?</em>). With the newfound historical context, G/R now ran with the idea to create one of the most impressive feelies Infocom would ever release. They found a newspaper in the Los Angeles area, <em>The Register</em> of Santa Ana, who agreed to share several editions from the period on microfiche. They then had the whole thing typeset once again, with a couple of new, game-specific articles slyly inserted. As Galley later noted, some of the real stories from the newspaper (&#8220;Fear Lost Boy Victim of Cougar&#8221;; &#8220;Works Many Years with Broken Neck&#8221;; &#8220;Pajama &#8216;Parade&#8217; Results as Toy Catches on Fire&#8221;) were more bizarre than anything they could have come up with on their own. Printed on perfectly yellowed cheap newsprint, the final result is a triumph.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/03/witnessfolio-paper.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/witnessfolio-paper-225x300.jpg" alt="The Witness newspaper, front" width="225" height="300" class="alignleft size-medium wp-image-893" /></a> <a href="http://www.filfre.net/wp-content/uploads/2013/03/witnessfolio-paper-back.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/witnessfolio-paper-back-222x300.jpg" alt="The Witness newspaper, back" width="222" height="300" class="aligncenter size-medium wp-image-894" /></a></p>
<p>G/R contacted Western Union for help recreating a telegram from the period. Galley and G/R, who clearly had a great deal of fun with this project, scoured old magazines and catalogs for advertisements to include in the faux-detective magazine that serves as the manual. G/R was even able to get some of their other clients, such as American Optical, to loan their old adverts to the effort.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/03/optical_ad.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/optical_ad-219x300.jpg" alt="&quot;advertisement&quot; from The Witness  manual" width="219" height="300" class="aligncenter size-medium wp-image-895" /></a></p>
<p>For the obligatory physical prop, the equivalent to the pills included in the <em>Deadline</em> package, they added a matchbook with a cryptic phone number scrawled on the inside. Taken all together, <em>The Witness</em> outclasses even <em>Deadline</em> in its packaging. It&#8217;s almost enough to make the actual game it&#8217;s supporting feel just a bit underwhelming in comparison.</p>
<p>It&#8217;s not that there&#8217;s anything dramatically wrong with <em>The Witness</em>, just that after such a build-up the actual case at its heart is maybe not quite so intriguing as one might wish. The solution, when you uncover it, is thoroughly absurd, not at all unusual in this genre, but not ultimately all that interesting in spite of its absurdity. Perhaps the biggest problem is that there just aren&#8217;t enough suspects nor enough juicy secrets to be discovered about them. There are only three possible murderers, and one of those has been caught red-handed fleeing from the crime scene &#8212; which, as anyone who&#8217;s ever read a mystery novel should know, pretty much rules him out from get-go. Combined with the smallest map of any Infocom game to date &#8212; some 30 rooms, most of them empty and unnecessary to even visit &#8212; that&#8217;s likely to leave one rather nonplussed at the end, asking, &#8220;Is that really it?&#8221; It&#8217;s certainly one of the shortest games Infocom would ever release.</p>
<p>But that was more of a problem in 1983, when people were spending $30 or $40 to buy <em>The Witness</em>, than it is today, when we can enjoy it on its own terms. And in that spirit there&#8217;s a lot to recommend it. Although its case is not so intriguing, I actually found <em>The Witness</em> to be a better, more satisfying experience than <em>Deadline</em> was when my wife and I recently played it, for the simple reason that it&#8217;s fair. It&#8217;s blessedly solvable with some careful thought and attention, without needing to do anything absurd <a href="/2012/07/playing-deadline-part-2/">like DIG</a> for no apparent reason. When we apprehended the killer, sans any hints at all, it was a great feeling, a testament to Infocom&#8217;s evolving design craft and the increasing involvement by this point of the in-house and out-of-house testers, who were now shaking down the designs and providing vital reality checks to the Imps. If anything, some might consider <em>The Witness</em> <em>too</em> easy, but that&#8217;s always been a more forgivable sin than the alternative of hardness-through-unfairness in my book.</p>
<p>Galley, who had never written a word of fiction before starting on <em>The Witness</em>, does a pretty good job with it here. The opening lines leave no doubt about the genre we&#8217;re in for:</p>
<p><code>Somewhere near Los Angeles. A cold Friday evening in February 1938. In this climate, cold is anywhere below about fifty degrees. Storm clouds are swimming across the sky, their bottoms glowing faintly from the city lights in the distance. A search light pans slowly under the clouds, heralding another film premiere. The air seems expectant, waiting for the rain to begin, like a cat waiting for the ineffable moment to ambush.</code></p>
<p>The constrained geography and relative paucity of interactable objects have the positive side effect of giving more space for exposition. The opening stages of the game in particular, before you witness the murder that really kicks off the case in earnest, are surprisingly florid, in a way that no previous Infocom game had been. It&#8217;s little surprise that so many tended to latch onto <em>The Witness</em> even more than <em>Deadline</em> as a harbinger of a new type of literature. </p>
<p>Still, <em>The Witness</em>&#8216;s historical reputation has always suffered in comparison to that of <em>Deadline</em>, likely the inevitable result of being the follow-up to such a great, audacious leap. For another likely reason for its less than stellar ranking in the Infocom canon today we can look again to those wonderful feelies, which were both such an important part of the experience and, in the case of the newspaper, almost uniquely hard to recreate in a PDF document or the like. To the extent that these factors may blind people to <em>The Witness</em>&#8216;s real merits &#8212; it&#8217;s not a masterpiece, but it is a solid piece of craftsmanship &#8212; that&#8217;s a shame. </p>
<p><em>Deadline</em> also somewhat overshadowed <em>The Witness</em> on the sales charts. Release in June of 1983, <em>The Witness</em> sold a little over 25,000 copies before the end of the year, then some 35,000 the next, oddly failing to keep pace even when quite new with the older <em>Deadline</em>. Still, those numbers were more than enough to make it profitable for Infocom. And for anyone looking to get started with the Infocom mysteries today just for fun (as opposed to historical research), it&#8217;s definitely the one I&#8217;d recommend you play.</p>
<br /><a href="http://www.filfre.net/?p=891#comments" title="Comments on &quot;The Witness&quot;"><img src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?891" alt="Comments" /></a>]]></content:encoded>
			<wfw:commentRss>http://www.filfre.net/2013/03/the-witness/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>The Top of its Game</title>
		<link>http://www.filfre.net/2013/03/the-top-of-its-game/</link>
		<comments>http://www.filfre.net/2013/03/the-top-of-its-game/#comments</comments>
		<pubDate>Wed, 20 Mar 2013 11:57:56 +0000</pubDate>
		<dc:creator>Jimmy Maher</dc:creator>
				<category><![CDATA[Digital Antiquaria]]></category>
		<category><![CDATA[Interactive Fiction]]></category>

		<guid isPermaLink="false">http://www.filfre.net/?p=886</guid>
		<description><![CDATA[When Mike Berlyn joined Infocom in the summer of 1982, he became one of the first trickles in a stream of new employees to join Joel Berez and Marc Blank inside the company&#8217;s spacious new offices in Cambridge, Massachusetts. Some of those who took up residence on Wheeler Street were from the original founding core. [...]]]></description>
				<content:encoded><![CDATA[<p>When Mike Berlyn joined Infocom in the summer of 1982, he became one of the first trickles in a stream of new employees to join Joel Berez and Marc Blank inside the company&#8217;s spacious new offices in Cambridge, Massachusetts. Some of those who took up residence on Wheeler Street were from the original founding core. The vast majority, however, were true newcomers whose contributions would be enormous even if their names would often never become so well known as those of the original gang from MIT. Let&#8217;s try to remedy that just a bit now for at least one of these folks; we&#8217;ll make space for others in later articles.</p>
<p>The <a href="/2012/01/zil-and-the-z-machine/">bedrock technologies</a> upon which was built virtually everything Infocom later did were of course the Z-Machine virtual machine and the ZIL adventure-specific programming language designed by the founders &#8212; with by far the biggest contribution coming from Marc Blank &#8212; as the first substantive project of the new company back in 1979 and 1980. Yet Infocom struggled in those earliest years to actually get the Z-Machine onto the smorgasbord of incompatible microcomputers that was the PC market of the early 1980s. While they had a wealth of computer-science talent on tap to design such technology in the abstract, no one among the founders had any particular love for or, truth be told, unusual skill for hacking on micros. Stu Galley&#8217;s old slogan of &#8220;We hate micros!&#8221; still largely held sway. The one member of the original <em>Zork</em> team who did have a fondness for the little machines was Bruce Daniels, who decided to <a href="/2013/01/lisa/">join Apple</a> rather than Infocom; the company had to pay him as a contractor to implement the Z-Machine on the Apple II from his new home in California. As long as they remained staffed exclusively by refugees from the world of institutional computing, Infocom would be unable to fully take advantage of the Z-Machine. Enter one Dan Horn. </p>
<p>In 1982 Horn was working for Scott Adams&#8217;s Adventure International near Orlando, Florida, but also doing testing for many other companies, among them Infocom. An outgoing personality who wasn&#8217;t shy about sharing his ideas, he developed a good working relationship with Blank, which led to a full-fledged job offer, to come to Boston and set up a new division within Infocom dedicated just to porting and maintaining the Z-Machine on as many microcomputers as could support it. This would allow the founders to wash their hands of the whole business and just concentrate on the games themselves. </p>
<p>Horn&#8217;s &#8220;Micro Group&#8221; soon came to occupy a substantial portion of the offices, and were responsible for Infocom&#8217;s soon-to-be legendary ability to get their games onto more platforms more quickly than anyone else. At their peak, they supported more than twenty different incompatible systems, including a few soon-to-be orphans for which Infocom&#8217;s games were virtually the only commercial software available. A loft above the offices housed at least one example of every machine available for purchase at that time, along with a selection of prototypes sent directly from manufacturers who, in light of the popularity of the Infocom games and their reputation as masters of the quick port, sent them in the hopes that Infocom could have their full line available as soon as the machines hit the market. Their hopes were generally well-founded. In order to get their games onto the Apple Macintosh in time for its release, Horn&#8217;s team dumped entirely the prototype&#8217;s buggy pre-release operating system, replacing it with a window manager of their own. On release day a dozen or so Infocom games were the only ones available. A similar scenario was later repeated on machines like the Atari ST and the Commodore Amiga. Other, more celebrated employees may have written the games, but Horn&#8217;s group brought them to the world. As Horn said in <a href="http://archive.org/details/getlamp-danhorn">his interview</a> for <a href="http://www.getlamp.com"><em>Get Lamp</em></a>, you can&#8217;t sell a lot of games for a $100,000-plus DEC minicomputer.</p>
<p>Speaking of which: in December of 1982 Infocom made a landmark purchase that signaled they had truly arrived as a company: their own DECSystem-20, the latest iteration of the PDP-10 architecture that had spawned <em>Zork</em> and still ran ZIL. Before this point Infocom had begged, borrowed, or leased time on various system belonging to MIT or DEC itself. Now they had a machine of their own, one that would soon take a featured spot as the mysterious heart of the Infocom magic in articles written by the microcomputer journalists who visited the offices and reported what they found in the magazines of the day. &#8220;The electric bill for just the mighty DEC 2060 computer that blinks and hums away in the basement runs to $1500 a month,&#8221; wrote <a href="http://www.csd.uwo.ca/Infocom/Articles/globe84.html">one awed visitor</a>, conjuring images of one of <em>Star Trek</em>&#8216;s mysterious planet-controlling computers run amok. In reality, the machine was far from exotic. It was in fact thoroughly typical gear in businesses and universities all over the country, an established everyday workhorse chosen precisely because the core of the company had been working with machines of this design for years. It was just that it normally existed in an entirely different world of computing, one of which hobbyists hacking at home on their Apple IIs or Commodore 64s had little knowledge.</p>
<p>What with the arrival of the DEC system and the establishment of the Micro Group, as 1983 began Infocom was poised to enter its classic era, that short, happy time when the business model and the technology were in place and in full flower and the company was churning along merrily, kicking out another bestselling title every few months. Infocom had gone a long way toward crafting the public image for which they&#8217;re still remembered already in 1982 with the aid of a wonderful partner, their advertising firm of G/R Copy. In 1983 they cemented their image as classy purveyors of games which eschewed childish graphics for the deeper, richer, more <em>adult</em> pleasures of text via the two best-crafted and (not coincidentally) best-remembered advertisements they would ever release.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/03/infocom_brain.jpeg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/infocom_brain-300x200.jpeg" alt="Infocom advertisement" width="300" height="200" class="alignleft size-medium wp-image-887" /></a> <a href="http://www.filfre.net/wp-content/uploads/2013/03/infocom_sprite.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/infocom_sprite-229x300.jpg" alt="Infocom advertisement" width="229" height="300" class="aligncenter size-medium wp-image-888" /></a></p>
<p>Yet that sense of focus, that absolute surety about who they were and what they were doing which they projected to the outside world was not always reflective of what was going on inside the company. Infocom finally came to the brave decision to double down on text only after a lot of serious internal debate. To understand why, we have to remember that already by 1982 few pure text adventures were still being sold in North America, and of them only those of Infocom were doing at well commercially. The movement that On-Line Systems had begun with <a href="/tag/mystery-house/"><em>Mystery House</em></a> and <a href="/tag/wizard-and-the-princess/"><em>The Wizard and the Princess</em></a> now dominated the industry. Even Scott Adams felt compelled to add pictures to his minimalist back-catalog, creating the <a href="/2012/08/saga/"><em>SAGA</em></a> line. Were Infocom&#8217;s games destined to ultimately suffer for their lack of pictures, or were they qualitatively different enough from the competition to survive on their own terms? That was the question Infocom&#8217;s management wrestled with.</p>
<p>Infocom was uncertain enough of the answer that they approached <a href="/2012/09/the-magnificent-penguin/">Penguin Software</a>, riding high at the time in the wake of their hit <a href="/2012/10/transylvania/"><em>Transylvania</em></a>, to discuss the idea of a partnership, in which Penguin&#8217;s Antonio Antiochia (author of <em>Transylvania</em>) would make illustrations for the Infocom line. Antiochia was eager, but Mark Pelczarski, head of Penguin, was somewhat ambivalent. As he told me recently, he actually admired the extant Infocom approach greatly, and shuddered at the idea of Infocom trading their games&#8217; sophistication for the lure of pictures. On the other hand, he was very aware of what the arrangement could do for his own company, and excited by the idea of working closely with the Infocom core, for whom he had immense personal and professional respect. And so the discussions proceeded amidst conflicted feelings on both sides. Within Infocom, the technical architects and game designers, following the example of Marc Blank, tended to line up against graphics, while the company&#8217;s emerging business and marketing sides believed them necessary to stay competitive. </p>
<p>In the end, the former opinion won the day, and negotiations with Penguin quietly petered out as G/R Copy set to work on the famous anti-graphics advertising campaign that did so much to define Infocom as they are still remembered today. If nothing else, Blank had compelling technical arguments on his side. Not only would pictures necessarily drain precious computing resources away from Infocom&#8217;s best-in-the-industry parsers, world models, and writing, but their entire ZIL- and Z-Machine-based development system was fundamentally unsuited to making games with pictures. The DEC terminals on which the games were actually written could display only text, which would leave as the only option somehow shoehorning pictures in at the interpreter level. This would play havoc with Infocom&#8217;s ability to get their games quickly onto such a variety of machines: while all of the target machines could easily accept input from the keyboard and display text in response, their graphics capabilities ranged from impressive to nonexistent, with each machine having its own set of strengths, weaknesses, and quirks. As Infocom soon realized from the discussions with Penguin, getting pictures onto even a small subset of platforms would be an immensely time-consuming, technically ugly exercise, if it could be done at all without ripping out the heart of what made Infocom Infocom, and would play to absolutely none of the company&#8217;s technical strengths. And even though everyone liked the folks at Penguin, Infocom as a company always preferred to do things in-house rather than depend on outside partners. </p>
<p>With the final decision made at last to buck the conventional market wisdom, Infocom&#8217;s audacious advertising in support of the choice proved so masterful that it not only sustained their own success but also gave rhetorical cover for a modest but noteworthy resurgence of all-text games from others. During the next few years, companies as large and commercially mainstream as Brøderbund and Electronic Arts would release pure-text adventures of their own, a development that would have been exceedingly unlikely without the example of Infocom to say that, yes, games without pictures can still sell (for the time being, anyway).</p>
<p>For the first couple of years following the split with Personal Software, Infocom relied heavily upon G/R Copy to craft not only their advertising but most of the face they showed to the outside world, including their packaging and even the names of their games. (The list of Infocom games that found their final name only when complete and in the final stages of package design and testing is surprisingly long.) In the summer of 1983, however, Infocom began to become less dependent on G/R, thanks to the return of a prodigal son, Mike Dornbrook. As <a href="/2012/05/infocom-going-it-alone/">you may remember</a>, Dornbrook had left the Boston area two years before for an MBA program at the University of Chicago, taking his <a href="/2012/07/the-zork-users-group/"><em>Zork</em> Users Group</a> with him. Since then he had invented InvisiClues and, working closely with friends inside Infocom proper, turned ZUG into a formidable operation. Now Infocom took Dornbrook back on in-house as &#8220;Product Manager,&#8221; a position that amounted to head of marketing and head of public relations. He brought with him the ZUG operation kit and kaboodle, including the maps and the InvisiClues and the trinkets that they sold as well as <em>The New Zork Times</em> newsletter and, most precious of all, a mailing list of some 20,000 members who formed the  rapidly expanding heart of the Infocom fanbase. These were the people who bought every game, who evangelized to their friends, who thought of themselves as members of the Infocom &#8220;smart persons club.&#8221; </p>
<p><em>The New Zork Times</em> continued without a pause, now as the official quarterly publication of Infocom itself, the most essential link between company and fans. Its pages were filled with some of the puff pieces and thinly veiled advertisements you might expect from a publication of this stripe, but always executed with wit and charm thanks to Dornbrook&#8217;s careful hand. There were also quizzes, jokes, and contests. But most precious to the fans was the picture the newsletter gave of life inside the company, a microcosmic world of clever, wacky people who all genuinely liked one another having a great time every day making great games and getting paid to do it. Fans devoured stories about the latest office shenanigans instigated by Dornbrook and Steve Meretzky, the two biggest jokesters in an office that seemed full of them; about the personal histories behind the various games; about the Infocom softball team&#8217;s epic duels with their arch-rivals (both on the field and in adventure gaming) at nearby Spinnaker Software.</p>
<p><em>The New Zork Times</em>&#8216;s picture of life inside Infocom was, at least during 1983 and 1984, quite accurate. The Wheeler Street offices were a genuinely happy place, a great place to be young, technically skilled and/or creative, and gainfully employed. As Graham Nelson <a href="http://ifarchive.giga.or.at/indexes/if-archiveXinfocomXcompilersXinform6Xmanuals.html">wrote</a>, the people who worked there &#8220;mostly look back on the heyday as a happy, one-time thing, like a summer romance.&#8221; Everyone worked hard, and often for long hours, but there was always something amusing going on: epic tournaments of <em>Uno</em> or <em>Diplomacy</em>; parties to celebrate this or that real or contrived occasion (management provided a party budget of $400 per week); running gags and practical jokes of all stripes; an in-house newsletter (<em>InfoDope</em>) that served as a sort of unexpurgated companion to the official <em>New Zork Times</em>; softball; crab races(!). It&#8217;s an overused metaphor, but calling Infocom a family is probably not overstating the case.</p>
<p>Infocom&#8217;s game-making operation was broadly divided into four divisions: the Micro Division that got the Z-Machine interpreters working and got the games deployed onto all those machines; quality control, consisting of a core of in-house testers who were also responsible for a larger network of outside volunteers who ensured that, beginning in 1983, Infocom&#8217;s new games were released in a much more polished state than those of earlier years, and that the older games were patched up to meet the new standards; Dornbrook&#8217;s marketing and PR people; and at the center of it all the so-called Imps (short for &#8220;Implementors,&#8221; of course) who actually created the games on the big DEC machine. This group, despite constituting a relatively small percentage of the people employed by Infocom, were the ones who got all the attention, who got their names on the boxes and in <em>The New Zork Times</em> and whom everyone from the press wanted to meet. There was some resentment of their status by others in the company, but not as much as you might expect, perhaps because there proved to be just enough mobility among the groups to give hope to an ambitious tester or interpreter coder that she could reach center stage and become an Imp; people from both groups did eventually author their own games. Inter-divisional resentment was also relieved via measures like the weekly Friday parties that brought the whole company together for a few hours to chitchat and discuss business and generally see how the other halves were living. </p>
<p>By the end of 1983, these groups added up to some thirty people, up from all of four full-timers at the time Mike Berlyn joined just eighteen months before. Annual sales increased at a similar rate, from about 100,000 games in 1982 to 450,000 in 1983. Infocom doubled the size of their catalog in 1983, releasing five new games. Every single one was a solid hit. Infocom was a dominant player, very likely the most respected and envied in the games industry of 1983 &#8212; even despite the <a href="/2013/01/seeing-farther/">splashy launch</a> of Electronic Arts &#8212; and a veritable commercial juggernaut. How veritable, you ask? Well, below you see the bestseller charts of the biggest software distributor of the time, SoftSel, for the week of December 12, 1983.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/03/softsel.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/softsel-175x300.jpg" alt="SoftSel bestseller list for December 12, 1983" width="175" height="300" class="aligncenter size-medium wp-image-889" /></a></p>
<p>As you can see, <em>every single one</em> of the ten games Infocom has available is nestled securely inside the top 40, including six within the top 20, three within the top 10, and <em>Zork I</em> at number one. The whole thing rather reminds one of those <a href="http://www.billboard.com/articles/chartbeat/513480/april-4-1964-the-beatles-make-hot-100-history">Billboard charts</a> from 1964 which seem to consist of pretty much all Beatles songs. The top four Infocom titles on the chart all date from earlier years, demonstrating the oft-remarked unusual staying power of Infocom&#8217;s catalog titles. Indeed, the continuing success of <em>Zork I</em> baffled even Infocom. It had increased its sales astronomically for every year on the market, approaching 100,000 all by itself in 1983, and sales would jump by more than 50% yet again in 1984. </p>
<p>All of this commercial success brought with it lots and lots of press attention. A big part of this came from the usual suspects inside the computer and gaming trade press, who positively clamored for permission to visit Wheeler Street and interview the inhabitants. But more surprising and (one suspects) more gratifying was the attention from some very unusual suspects. Beginning with a piece by <a href="http://en.wikipedia.org/wiki/Edward_Rothstein">Edward Rothstein</a> for the <em>New York Times Book Review</em>, 1983 was the year that the mainstream media discovered Infocom. The quirky company made a great story for journalists looking for an angle from which to explore the home-computer explosion and the accompanying growth in entertainment software, which seemed to be displacing the old console-based videogames. Lengthy profiles followed in <em>Time</em>, <em>The Washington Post</em>, <em>The Boston Globe Magazine</em>, <em>Discover</em>. Marc Blank, unfailingly eloquent and charming, became Infocom&#8217;s go-to spokesman, sort of their equivalent to Electronic Arts&#8217;s <a href="/2013/02/the-pinball-wizard/">Bill Budge</a>. That almost became a full-time job in itself. &#8220;Sometimes it seems that all I do is interviews anymore,&#8221; he was soon good-naturedly sighing when asked about his role at the company. Like Budge, Blank even made it onto network television, demonstrating <em>The Witness</em>, Infocom&#8217;s mystery of 1983, for Diane Sawyer and Bill Kurtis on <em>The CBS Morning News</em>.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/03/cbs.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/cbs-300x210.jpg" alt="Marc Blank on The CBS Morning News" width="300" height="210" class="aligncenter size-medium wp-image-890" /></a></p>
<p>Most of these ambassadors from the mainstream tended to shy away from Infocom&#8217;s most popular game, <em>Zork</em>, in favor of the mysteries, the branch of genre literature most acceptable to an older, middlebrow audience who still generally saw fantasy and science fiction as disreputable stuff for the kids but weren&#8217;t averse to a bit of Agatha Christie. Likewise, the connection to <em>Dungeons and Dragons</em>, and even games in general, was deemphasized in favor of the games&#8217; literary antecedents. For a lot of people inside and outside of Infocom, including the editors of <em>SoftSide</em> magazine who had started talking about the potential of <a href="/2011/07/two-adventuring-cultures/">&#8220;compunovels&#8221;</a> back when Scott Adams was the only adventuring game in town, this kind of serious attention to the literary potential of the form must have represented quite a moment of triumph, even if not everyone was sold on the literary qualities of the extant games. (&#8220;By literary standards, Infocom&#8217;s stories are crude. The characters are two-dimensional, plots are forever clunking to a halt, and the writing tends to be sophomoric,&#8221; <a href="http://www.csd.uwo.ca/Infocom/Articles/time83.html">wrote Philip Elmer-De Witt</a> in <em>Time</em>.) These writers also mostly avoided calling them &#8220;adventure games&#8221; in favor of &#8220;participatory novels,&#8221; &#8220;computer novels,&#8221; or, still considerably before Infocom would officially rebrand their games with the name, &#8220;interactive fiction.&#8221; It was truly press coverage to die for, which played perfectly into Infocom&#8217;s own advertising rhetoric of games for adult tastes and sensibilities. Some of these writers went much farther than Infocom ever officially would in laying claim to the games as a whole nascent new field of literature.</p>
<p>In the midst of all this heady success, there remained in the background the secret project that was <em>really</em> going to open the financial floodgates: the InfoBase, soon to be renamed Cornerstone.</p>
<p>As I&#8217;ve noted in earlier articles, Infocom had not been founded as a games company; <em>Zork</em> had merely been seen as a relatively quick first product to get them established and get some money flowing in. Even the early success of <em>Zork I</em> and <em>II</em> didn&#8217;t do a lot to change that. On January 12, 1982, Mort Rosenthal, Infocom&#8217;s brief-lived but extremely productive manager of marketing, presented to the board two possible strategic directions going forward: to continue to concentrate on games and &#8220;consumer software,&#8221; or to make a serious push into the business market while remaining a mere &#8220;presence&#8221; in the consumer market. The board, which included the chief architect of Infocom&#8217;s current success in games, Marc Blank, was hardly riven by internal conflict at this stage; they unanimously chose the latter course, tempted by a virgin microcomputer business market that had just been legitimized by the new <a href="/tag/ibm/">IBM PC</a>. Now the only question to answer was just what kind of a business product they wanted to create.</p>
<p>Meanwhile two old colleagues from the MIT Laboratory for Computer Science, Brian Berkowitz and Richard Ilson, were experimenting with database software. The leading microcomputer database of the time, Ashton-Tate&#8217;s dBase II, was powerful but notoriously difficult to use; one had to effectively learn a new, fiddly programming language to get anything useful out of it. Berkowitz and Ilson envisioned a database for ordinary people, simple and menu-driven, that could be quickly set up and used by shopkeepers, medical receptionists, even people looking to catalog a book or stamp collection at home. They felt they had identified a real market need, and when their ideas came to the attention of Infocom&#8217;s Al Vezza, Joel Berez, and Marc Blank, all of whom had worked with the pair and had great respect for their capabilities, Infocom agreed. In return, Infocom could offer Berkowitz and Ilson access to their virtual-machine technology developed for their games, which should let them bring their database easily and cheaply onto not just the new IBM PC but a plethora of other, minor platforms where the competition would be nonexistent. It all sounded perfect. In October of 1982, Berkowitz and Ilson were officially hired as the first two employees of Infocom&#8217;s new Business Products Division, to work on the so-called &#8220;InfoBase.&#8221;</p>
<p>Berkowitz and Ilson were both very talented programmers, but things didn&#8217;t proceed quite as neatly as the original plan might have implied. They found that it was hardly practical to expect to just sit down and write a database in ZIL and then run it on the Z-Machine, as both had been rather ruthlessly pruned of any functionality not directly useful to writing adventure games. At best these technologies could serve as building blocks and samples on the road to rolling their own, much more complex virtual machine and its associated development tools. Still, by August of 1983 the two had enough to show that the project was deemed viable in the view of Infocom&#8217;s five-man board of directors. They decided it was time to expand it from little more than a two-man research project to a full-fledged development effort. </p>
<p>Infocom was doing wonderfully financially, but to fund a major business-software effort like this one would nevertheless require much more money than they were bringing in. They would need loans and/or venture capital. Until now, Al Vezza, the man who had had the original idea of founding Infocom, had remained in his job at MIT, leaving the day-to-day running of the company to Joel Berez. Now it was decided that Vezza would come on full-time beginning that January, as soon as he could wrap up his duties at MIT. Further, under the belief that the older Vezza possessed a gravitas that would sway potential investors, he would replace Berez as CEO on that date.</p>
<p>It was here that the first signs of the internal stresses that would eventually splinter the company began to show. In the beginning it had more to do with personalities than strategic concerns. Many at Infocom, among them Mike Berlyn, Steve Meretzky, Mike Dornbrook, and Dan Horn, disliked the stodgy, academic, rather humorless Vezza intensely. They were not thrilled by the idea of him replacing the popular, easygoing Berez, who had put his future on the line and guided the company to its current success while Vezza hedged his bets and remained at MIT. Vezza, meanwhile, seemed to regard Infocom&#8217;s games and (some suspected) its game programmers as distasteful necessities to be dispensed with as soon as he could get a <em>real</em> software business started. Caught somewhere in the middle were Berez himself and Marc Blank, who maybe weren&#8217;t quite so excited as they had been eighteen months before about business software in light of Infocom&#8217;s current success in games but weren&#8217;t quite willing to directly challenge the older, imposing Vezza over the issue. After all, why couldn&#8217;t Infocom do both, and keep everyone happy? With Vezza so disinterested in games, Berez would effectively remain in day-to-day control of that part of the company anyway, just like it had always been. </p>
<p>And make no mistake, the business market looked tempting indeed. Shortly after Infocom themselves had moved into the building on Wheeler Street, a tiny startup called Lotus Software that was run by Mitch Kapor, an old acquaintance who had negotiated Infocom&#8217;s first contract to <a href="/2012/01/selling-zork/">sell <em>Zork</em></a> through Personal Software, moved into another space inside the same building. On January 26, 1983, they released Lotus 1-2-3, a spreadsheet program designed to go head to head with the application that had largely built the business-software industry, VisiCalc. 1-2-3 outclassed VisiCalc so thoroughly that it all but destroyed it in the marketplace within months. Lotus made an incredible $53 million in 1983, and would triple those earnings the following year. Compared to success like that, the $6 million Infocom earned in 1983 seemed downright paltry. With an example of what a major business-software success story could be literally right next door, it&#8217;s little surprise that few at Infocom were willing to outright say no to Vezza&#8217;s schemes.</p>
<p>With dreams of Infocom as the next Lotus in his eyes, that December Vezza secured a $2 million loan from the Bank of Boston on very favorable terms, in return for stock options and a position on the board for <a href="http://en.wikipedia.org/wiki/Ray_Stata">Ray Stata</a>, founder of Analog Devices. Should anyone have been counting, the board was now tilted four to two in favor of business over games, with Vezza, Stata, Chris Reeve, and the rather disinterested J.C.R. Licklider (who rarely bothered to show up at board meetings but gave his proxy to Reeve) on one side, and only Berez and Blank on the other, in spite of the fact that the vast majority of the company was still busy making games. With this first big injection of business-software capital and Vezza about to take the reins full-time, that would change in the new year.</p>
<p>If there were already grumbles about Vezza and the business-software initiative by the end of 1983, it should be understood that they were mild at this point. Infocom was staffed by a lot of young, talented people who had succeeded wildly at everything they had attempted thus far. Their little thirty-person business had a handsome bottom line, and they were being feted not just as commercial successes but as pioneers of a whole new form of interactive literature. Sure, they had worked hard, but it had also all come kind of easily to them. Having succeeded at everything else, why shouldn&#8217;t they succeed at business software? In spite of the money they spent on the database project during the year, they still finished 1983 with more than half-a-million in clear profits. All they could imagine ahead was more success, in an ever-expanding consumer market and, soon, a lucrative business market as well. They would have been shocked if you had told them that 1983 would be the last year Infocom would actually turn a profit, or that it would go down as the single happiest, most unblemished year in the company&#8217;s history. But for now let&#8217;s leave them to enjoy themselves at that pinnacle as we turn to the rest of the games of 1983 that helped to put them there.</p>
<p>(In addition to the links scattered through the article above, be sure to have a look at <a href="http://web.mit.edu/6.933/www/Fall2000/infocom/"><em>Down From the Top of its Game</em></a> for more on the Infocom story from a business perspective.)</p>
<br /><a href="http://www.filfre.net/?p=886#comments" title="Comments on &quot;The Top of its Game&quot;"><img src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?886" alt="Comments" /></a>]]></content:encoded>
			<wfw:commentRss>http://www.filfre.net/2013/03/the-top-of-its-game/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Suspended</title>
		<link>http://www.filfre.net/2013/03/suspended/</link>
		<comments>http://www.filfre.net/2013/03/suspended/#comments</comments>
		<pubDate>Tue, 05 Mar 2013 17:59:03 +0000</pubDate>
		<dc:creator>Jimmy Maher</dc:creator>
				<category><![CDATA[Digital Antiquaria]]></category>
		<category><![CDATA[Interactive Fiction]]></category>
		<category><![CDATA[berlyn]]></category>
		<category><![CDATA[infocom]]></category>
		<category><![CDATA[suspended]]></category>

		<guid isPermaLink="false">http://www.filfre.net/?p=879</guid>
		<description><![CDATA[As earlier posts have hopefully made clear, conventions played a pivotal role for many years in the PC industry. In the early years that conventions meant places like the West Coast Computer Faire and the AppleFests, where hackers and hobbyists would gather to talk about their machines and trade tips along with manufacturers, publishers, and [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_882" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.filfre.net/wp-content/uploads/2013/03/berlyn1.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/berlyn1-300x171.jpg" alt="Mike Berlyn" width="300" height="171" class="size-medium wp-image-882" /></a><p class="wp-caption-text">Mike Berlyn</p></div>
<p>As earlier posts have hopefully made clear, conventions played a pivotal role for many years in the PC industry. In the early years that conventions meant places like the West Coast Computer Faire and the AppleFests, where hackers and hobbyists would gather to talk about their machines and trade tips along with manufacturers, publishers, and developers; indeed, in this early period the groups could be all but indistinguishable. But 1982 is generally remembered by old-timers as the last year when the likes of Applefest could attract the movers and shakers. Afterward, as the moneyed interests entered en masse and the community of computer users (or even Apple users) grew too large to retain that clubby feeling, such gatherings faded in importance in comparison with the glitzier Consumer Electronics Show and its rivals, where you needed a press badge just to get in. Whatever form the shows took, they were as important for what took place behind the scenes, in back rooms, bars, and hotels, as what was shown on their floors. In gathering people from all over the industry together in one location, they provided essential opportunities for negotiations, deal making, maybe even a bit of intrigue. </p>
<p>Thus it was at the Boston Applefest in May of 1982 that Marc Blank of Infocom had a long talk with Mike Berlyn of <a href="/2012/04/sentient-software/">Sentient Software</a>, to whom he had been introduced by a mutual acquaintance. As it turned out, each was looking for something the other could offer him. It didn&#8217;t take long to make a deal.</p>
<p>Berlyn was by a wide margin the more frustrated of the pair. As you may recall, he had embraced the idea of adventure games as a new form of literary expression very early, and put it into practice as well as his resources allowed in two games he released through Sentient, <em>Oo-Topos</em> and <em>Cyborg</em>. Yet despite an absolutely rapturous review of the latter in the influential <em>Softalk</em>, the two games made nary a dent commercially. Berlyn, a demanding personality who throughout his career would change business relationships almost as often as he churned out games, felt muzzled by partners he felt weren&#8217;t as committed as he was and the accompanying lack of promotion and investment. Still, he also realized that in a real sense his best just wasn&#8217;t good enough. Both games were written in BASIC, with the two-word parser, simplistic world model, and all the other limitations that implied. Berlyn was a clever self-taught Apple II hacker, but lacked the experience or technical vision to create something more advanced &#8212; like, say, Infocom&#8217;s state-of-the-art ZIL system.</p>
<p>Blank, meanwhile, had ZIL but wasn&#8217;t sure he could take full advantage of it. Since starting to work on the landmark <a href="/tag/deadline"><em>Deadline</em></a> the previous year, he had started to see Infocom&#8217;s games in much the same light as Berlyn &#8212; as dynamic, playable stories. Blank, who was rather insecure about his own writerly chops (albeit largely unnecessarily), now viewed <em>Deadline</em> almost as a tech demo, a chance to get tools worked out and to demonstrate some shadow of what might be possible in the hands of a <em>real</em> writer. Berlyn, it must be admitted, was not exactly Norman Mailer or even Arthur C. Clarke. He had just three straight-to-the-dimestore-paperback-rack science fiction novels to his credit, none of which had sold all that much. Still, that was enough to qualify him for the title of &#8220;published author,&#8221; and was also three more novels than anyone else currently writing adventure games had published. Signing Berlyn would mark a big step toward Blank&#8217;s crystallizing vision of Infocom as publishers of interactive fiction rather than mere text adventures, even if it would still be a couple of years before the company would stumble upon that term to describe what they were really about.</p>
<p>The first plan had Berlyn working on a game for Infocom under contract from his home in Colorado. However, what with the complexities of the ZIL system and the state of telecommunications in 1982, that quickly proved impractical. So, within weeks of the Applefest meeting, Berlyn and his wife packed up and moved to Boston, where he became one of the first full-time employees to be hired by Infocom, as well as the first Implementor to be drawn from outside the immediate orbit of MIT&#8217;s Laboratory for Computer Science. What Infocom got for a first project was perhaps not quite what they had expected. Berlyn, Infocom&#8217;s supposed literary star,  always combined a headstrong creativity with a certain flair for the perverse. He now started in earnest on <em>Suspended</em>, arguably the least literary parser-driven game Infocom would ever release, more a strategy game implemented in text than an interactive fiction.</p>
<p>The premise of <em>Suspended</em> reflects a longstanding obsession of Berlyn with disembodied consciousness; this had already been at the heart of his novel <em>The Integrated Man</em> and his earlier adventure <em>Cyborg</em>. In <em>Suspended</em>, you take the role of, yes, another disembodied consciousness, whose body has been placed in &#8220;cryogenic suspension&#8221; while her mind takes a 500-year shift as the emergency backup to an automated system which makes life possible on a planet of the future, controlling the weather, food production, and the transportation network. Normally your mind sleeps alongside your body, but you&#8217;re to be woken in the case of an emergency which the automated systems are not equipped to handle. As you&#8217;ve probably guessed, just such an emergency occurs as the game begins.</p>
<p>With no body of your own, you have six robots to whom you can issue orders and through whose senses you can experience the game&#8217;s available geography, which is restricted to a planetary control complex located far underground. Each robot is somewhat, um, <em>specialized</em> in its capabilities. Iris is the only one who can see. Auda can hear. Sensa can detect &#8220;vibrational activity, photon emission sources, and ionic discharges.&#8221; Poet seems to have no clear purpose, other than to spout bits of poetry that must be deciphered like a code to figure out what is really going on with him. (&#8220;All life&#8217;s a stage, so just consider me a player,&#8221; he says when asked to go somewhere; &#8220;It hops and skips and leaves a bit, and can&#8217;t decide if it should quit,&#8221; when asked to describe his surroundings inside a power station.) The most obviously practical robots are Whiz, who can interface with various computer systems, and Waldo, a general-purpose repair robot. </p>
<p>Over the course of the game a series of escalating crises strike the planet, to which you must respond by making use of all of your robots. There are fairly conventional object-based puzzles to solve, but even once you figure out <em>how</em> to do everything you still face a daunting challenge in scheduling and logistics to juggle all of your robots efficiently and minimize the causalities on the surface. If you succeed in saving the planet at all &#8212; no easy task in itself; it will likely take dozens of plays just to get that far &#8212; you next can concentrate on doing it without leaving half the population dead. (It&#8217;s rather deflating when you &#8220;win&#8221; for the first time, only to be told that the survivors want to burn you in effigy.) Winning &#8220;a home in the country and an unlimited bank account&#8221; will likely take at least a few dozen more attempts.</p>
<p>Played today, <em>Suspended</em> feels oddly like a genre of cooperative board games that have become fairly common in recent years. In games like <a href="http://www.boardgamegeek.com/boardgame/30549/pandemic"><em>Pandemic</em></a>, <a href="http://www.boardgamegeek.com/boardgame/36946/red-november"><em>Red November</em></a>, and <a href="http://www.boardgamegeek.com/boardgame/100901/flash-point-fire-rescue"><em>Flash Point</em></a>, players struggle together to maintain a system against a series of shocks, whether they come in the form of waves of global disease, leaks and explosions aboard a very unseaworthy submarine, or a hungry house fire. Further cementing the board-game connection in my mind are the uniquely practical feelies that came with <em>Suspended</em>: a map of the complex in the form of a game board, with a set of counters representing each of the robots. As you get deeper into the game and begin playing to win you&#8217;ll soon have multiple robots moving simultaneously about the complex doing various things. Thus the board quickly becomes an essential tool for keeping track of the whole situation, along with some careful notes.</p>
<p>In one sense, <em>Suspended</em> feels visionary, or at least wholly unique in the Infocom canon. The standard text-adventure paradigm of play has been thrown overboard almost entirely. Gone, for example, is the need to map, along with the connection to a single in-game protagonist and any semblance of conventional storytelling. Further emphasizing the strategy-game feeling, <em>Suspended</em> is explicitly designed to be replayable. It has an &#8220;advanced&#8221; difficulty level you can attempt if you finally manage a good score on the standard, or you can choose the custom starting option, where you can choose the starting location of each robot and control when the various disasters are triggered. The manual suggests that you and friends could use this to &#8220;challenge each other&#8221; with new scenarios. </p>
<p>Unfortunately, the flexibility <em>Suspended</em> has can rather make us expect more from it than it can deliver. It would be nice if, like those board games I mentioned, <em>Suspended</em> could truly become a different experience every time it&#8217;s played by parceling out fortune and misfortune from a randomized deck of virtual cards. But alas, the same events will always occur even in custom mode; the only question is when, and even that is predetermined by the person entering the new parameters. <em>Suspended</em> upends the traditional Infocom approach enough that you wish it could have gone even further, dispensing with fixed puzzles and events entirely in favor of something completely dynamic and replayable. Maybe there&#8217;s a project in there somewhere for some modern author&#8230;</p>
<p>Visionary as it can feel, <em>Suspended</em> can also paradoxically feel like a bit of a throwback even in the context of its day. When we think of games in text today, we generally leap immediately to <em>Adventure</em>, Infocom, and all of their peers and antecedents. However, it&#8217;s important to remember that through the 1970s lots and lots of other sorts of games were implemented in text, simply because that was the only possibility. This included card games, strategy games, simulations, even action games. By the time of <em>Suspended</em>, the two text-only members of the trinity of 1977 (the TRS-80 and the Commodore PET) were fading away, and games other than adventures were expected to have graphics. One is almost tempted to look at <em>Suspended</em> as a text game that really wants to be in pictures, to imagine how cool it might be if the map board was included in the game itself as a graphical playing field. But then you realize that the very premise of having only one robot who can actually, you know, <em>see</em> is dependent on the proverbial magic of text, and a new appreciation for Berlyn&#8217;s creativity asserts itself. At any rate, it&#8217;s perhaps worth remembering again in light of <em>Suspended</em>&#8216;s unusual mode of play that Infocom were not at this stage calling themselves makers of interactive fiction or even adventure games. They were just making games in text which were (they claimed) smarter and more sophisticated than those of anybody working in graphics.</p>
<p>Being such a departure from anything Infocom had done before (or, for that matter, would do later), <em>Suspended</em> pushed and stretched the ZIL system in unexpected new directions, turning development into quite a challenge. To make things harder, Berlyn, while he knew his way pretty well around an Apple II, had none of the grounding in programming and theory of the Infocom founders. Just getting him up to speed on ZIL took some time, and getting this extremely ambitious first project going took more. Yes, some of what was needed had been done already: Dave Lebling had first put together a system for passing orders to other characters for his own robot in <a href="/2012/05/zork-ii-part-1/"><em>Zork II</em></a>, and Blank had made great strides toward a more dynamic model of adventuring in <em>Deadline</em>. Still, Blank had to work quite extensively with Berlyn to give him the tools he needed. A game of <em>Suspended</em> can have many, many balls in the air, with six robots all moving about following orders, disasters and events happening (or being averted) on the surface, and the player hopping about amidst all the chaos, taking in the scene through this robot&#8217;s senses, then issuing orders to that one. Further, the parser had to be substantially reworked to support it all; it&#8217;s now possible to issue orders to multiple robots at once, or even to tell two or more robots to work on something together, such as moving something neither one is strong enough to budge on its own. Taken just as a functioning virtual world, <em>Suspended</em> is damn impressive &#8212; amongst the most technically impressive worlds that Infocom would ever create.</p>
<p>It&#8217;s also damn difficult to penetrate. With its tersely sterile robotic diction, its ironclad adherence to the sensory limitations of each robot, and the time pressures of its cavalcade of disasters, there isn&#8217;t an ounce of compromise or compassion in the game. We can only take comfort in knowing that even in its cruelty it&#8217;s eminently fair, as uninterested in playing guess the verb or foisting illogical puzzles on us as it is in coddling us. There&#8217;s none of the sense here of a design that got away from its designer that plagues, say, the work of Scott Adams or the early work of Roberta Williams. <em>Suspended</em> is hard because it <em>wants</em> to be hard, and it&#8217;s hard in exactly the way it wants to be. Which isn&#8217;t to say that most players, myself included, are exactly disappointed that Infocom never ventured further down the trail it blazed. I suspect that <em>Suspended</em> is the Infocom game farthest away from the ideal of interactive fiction as it&#8217;s perceived and (in Infocom&#8217;s case) remembered today.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2013/03/suspendedfolio.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/suspendedfolio-225x300.jpg" alt="Suspended" width="225" height="300" class="alignleft size-medium wp-image-880" /></a> <a href="http://www.filfre.net/wp-content/uploads/2013/03/suspendedfolio-mask.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/03/suspendedfolio-mask-221x300.jpg" alt="Suspended" width="221" height="300" class="aligncenter size-medium wp-image-881" /></a></p>
<p><em>Suspended</em> was released in March of 1983 in a huge and elaborate box (better to house that big laminated game board) that featured a recessed three-dimensional face mask for a lid. Surprisingly in light of the game&#8217;s difficulty and unabashedly experimental mode of play, it was yet another solid hit, selling some 55,000 copies in 1983 alone and eventually flirting with sales of 100,000 over its commercial lifetime. It really did seem that, at least for now, people were willing to follow Infocom wherever they led them. And <em>Suspended</em> was the only first release of 1983, the happiest, most financially successful year in the company&#8217;s history. I&#8217;ll have much more to tell about that year and the games it produced in the next posts.</p>
<p>(I&#8217;m thrilled to be able to say that since my last post on Infocom <a href="https://itunes.apple.com/au/app/lost-treasures-of-infocom/id577626745?mt=8">Activision has rereleased</a> many of their games, including <em>Suspended</em>, for iPhone and iPad. If you don&#8217;t have an iDevice, you can certainly find the story file elsewhere on the Internet, but as usual I won&#8217;t be hosting it here. Just in case it&#8217;s helpful to anyone, here&#8217;s a <em>very</em> rough <a href="/misc/suspended_vassal.zip">module</a> for the <a href="http://www.vassalengine.org/">VASSAL</a> board-gaming engine with the <em>Suspended</em> map and counters. Load the save to position the robots as they are at the start of the standard game. If someone more familiar with VASSAL wants to clean it up and upload it to the official module repository, by all means feel free.</p>
<p>I should also note here that Marc Blank&#8217;s attitude toward the eternal game vs. story question that always hangs about Infocom and interactive fiction in general seems to have changed over the years. In an <a href="http://archive.org/details/getlamp_blank">interview</a> for Jason Scott&#8217;s <a href="http://www.getlamp.com/"><em>Get Lamp</em></a> documentary, he states that he always viewed Infocom&#8217;s works as fundamentally games rather than fiction or literature. In <a href="http://www.csd.uwo.ca/Infocom/Articles/blank.html">contemporary interviews</a>, however, he often expresses the belief that Infocom was creating works that were different from &#8212; or, if you like, transcended &#8212; games. I believe his current thinking may be somewhat colored by the pain and frustration of Infocom&#8217;s later years, and his inability to really move the genre forward in a way that felt right to him.)</p>
<br /><a href="http://www.filfre.net/?p=879#comments" title="Comments on &quot;Suspended&quot;"><img src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?879" alt="Comments" /></a>]]></content:encoded>
			<wfw:commentRss>http://www.filfre.net/2013/03/suspended/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
	</channel>
</rss>
