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…and Into the Fire

When Infocom’s loyal fans received their New Zork Times newsletter for the spring of 1986, they were surprised not only by the shocking acquisition by Activision that was announced therein but also by the issue’s letterhead. Replacing The New Zork Times was a simple “* * * *.” It seemed that a certain Gray Lady in New York City had belatedly — very belatedly, in light of the fact that she had published several articles about Infocom — gotten wind of the title of the newsletter and decided that it wasn’t kosher at all. “You are endangering vital Times Company assets,” she had written, without deigning to clarify in exactly what way. The bottom line, however, was clear enough: “I am asking our attorney to take the necessary steps.”

This obviously wasn’t a fight that Infocom was going to win. After apologizing to “the millions of people who had bought The New York Times hoping to receive ‘* * * *,'” they initiated a contest to seek out a new name, the ironic prize a subscription to The New York Times. Cliff Tuel of San Jose had the winning suggestion, The Status Line, although I must say that my personal favorites are The Gnu Yak Times (“All the gnus’ wee feet leave prints”), The Old Zork Times, and The New York Times (“Really give them something to complain about!”). Tuel declined his Times subscription, saying he lacked a bird cage that needed lining, and asked for a free Infocom game instead, thus enabling a delighted Infocom to write that “The New York Times can’t be given away!”

Amid all the turbulence that had led to the Activision acquisition, the need to retire the name that had been on Infocom’s newsletter since Mike Dornbrook had founded The Zork Users Group back in 1981 was a fairly minor problem, one to be dealt with with as much grace and good humor as possible — in the case of Infocom that always meant a considerable amount of both — and put behind them. Seen with the benefit of hindsight, though, it represents the beginning of the slow erosion of Infocom’s identity that would mark this final era of their existence, a process of bargaining with powers greater than themselves that slowly leached away more and more autonomy, more and more personality, from this proud little troupe that had always done things their own way. By the time that process came to its inevitable painful anticlimax three years later, some at Infocom would wonder if it mightn’t have been better to have just let the company go under in 1986.

Perhaps Infocom, desperate as they were to see Activision as an unmitigated savior, should indeed have been more conscious from the beginning of what the acquisition must really mean. Yet that was hard to do as a jovial Jim Levy joined in the usual Infocom insanity to take part in an impromptu “InfoWedding,” hastened to declare at every opportunity his love for their games, and always used the word “merger” — never “acquisition” — when describing the new “partnership.” It was almost enough to cause one to forget where all of the actual power resided. Brian Moriarty continues to refer to Levy even today almost dismissively, as “a fairly benign guy” (a turn of phrase that always brings to mind the old “mostly harmless” gag from The Hitchhiker’s Guide to the Galaxy). Infocom hastened to declare in their newsletter that all would remain business as usual: “We’ll still be the Infocom you know and love.”

But the reality is that few companies buy other companies in order to just leave them alone and let them continue to go about their business, regardless of what they first say to the nervous employees of said companies. Levy did have quiet plans of his own for Infocom, plans that, if fully known, might have left the latter feeling less sanguine about their future. Alex Smith, a videogame historian who recently interviewed Levy at some length, describes his plans thus: “He never planned to isolate Infocom as a separate entity doing its own thing. He knew as well as anyone that interactive fiction was the past, not the future, but he did believe the Implementors could help lead us into that future hand in hand with Activision game designers.” Entering into such a partnership as the clear junior partner must be, at best, an uncomfortable adjustment for a company that wasn’t used to answering to anyone. Whatever else happened in the Activision/Infocom relationship — and plenty would — nothing was ever going to be quite the same again for the latter.

While Jim Levy’s bigger plans remained for the long term, to be put into practice perhaps after Infocom had had some time to adjust to their new reality, Activision had an immediate impact on Infocom’s day-to-day operations in at least one very important respect. Following a 1985 in which Infocom’s output dipped to just three new works of interactive fiction, plus Cornerstone and the graphical multiplayer game Fooblitzky, many fans had begun to speculate on the company’s overall health as well as its commitment to the genre which had made it what it was. With Infocom now firmly and unambiguously a specialist in adventure games again, Activision encouraged them to make something of a statement by releasing a lot of interactive fiction before 1986 was out. Eager to cooperate and just as eager as Activision was to tell the world that they were “back,” Joel Berez and his management team crafted an ambitious release schedule. In addition to a pair of Zork and Enchanter trilogy collector’s sets and the already released Ballyhoo and Trinity, they pushed the Imps to finish four more new games. All seemed like they had real commercial potential with one demographic or another. There was Leather Goddesses of Phobos, a game for which, in deference to Steve Meretzky’s proven comedic touch and most of all to the time-honored maxim that Sex Sells, they had very high hopes; Moonmist, a second collaboration between Stu Galley and seasoned children’s author Jim Lawrence that would be, after the Tom Swift-in-all-but-name Seastalker, Nancy Drew with the serial numbers filed away; Hollywood Hijinx, a product of first-time author “Hollywood” Dave Anderson and an old-school puzzlefest of the sort that a large percentage of Infocom’s hardcore fans still adored above any other sort of game; and Bureaucracy, a satirical comedy with a uniquely long and troubled development history already behind it which would nevertheless have the huge advantage of having Douglas Adams’s name on the box.

It was all too ambitious. Eager to please as they might have been, Infocom had never before pushed out four games in six months, and really wasn’t equipped to do it now without compromising quality in ways no one was willing to do. Management only compounded the problem by remaining in denial about this reality for far too long. Jon Palace became the unfortunate point man ordered to find a way to finish, package, and polish the two games that were least far along, Hollywood Hijinx and Bureaucracy, in record time. When he told his managers that this was impractical, and asked if he could just focus on getting one or the other out in time, his request was denied; management wanted both. In the end, both projects spilled into the following year, Hollywood Hijinx appearing in January and Bureaucracy not until March. Palace:

That was a hard lesson learned. We missed the Christmas season. As Steve Meretzky likes to say, games need a certain amount of time, and just putting more resources on them doesn’t make it happen faster. You can’t use nine women to have a baby in one month.

The episode precipitated some of the first cracks in the relationship between Activision and Infocom, began to engender a slowly hardening perception of the latter on the part of the former as an undisciplined gang of artistes who just wouldn’t knuckle down to the hard-headed business of selling games, who greeted every suggestion with a long explanation of why they, special little flowers that they were, just couldn’t manage it. As for Infocom’s perception of Activision… well, much more on that momentarily.

Whatever Activision’s perception, at this stage Infocom was still striving mightily to please both their customers by making quality games and their new masters by making lots more of them. Including the two titles that had slipped from 1986, Infocom released no fewer than eight games over the course of 1987, followed by another that slipped into January of 1988. It marked by far the most prolific outpouring in the company’s history.  While the expanded release schedule allowed room for one or two unabashed experiments, Infocom’s management was every bit as aware as Activision’s that they could really use a big hit or three among that group. As Infocom looked over their plans for the year on New Years Day 1987 they must have felt like they had as close to a can’t-miss lineup as they could possibly craft. It included games like Douglas Adams’s Bureaucracy, better late than never; Stationfall, the long-awaited sequel to one of their most beloved early titles, featuring copious amounts of Floyd the lovable robot; The Lurking Horror, a leap into horror fiction that seemed especially well-timed on the heels of ICOM’s dire but very successful Uninvited. For the coup de grâce, they planned to cap the year with Beyond Zork, their first use since 1982 of their strongest brand by a mile, a brand the Imps had previously rejected ever using again. They now proved far more willing than in earlier years to compromise their artistic ideals a bit for the sake of commercial concerns. Figuring that if you can’t beat ’em you might as well join ’em, Beyond Zork would combine traditional text-adventure mechanics with the randomized combat and character leveling of a CRPG, a genre whose popularity seemed to be growing in inverse proportion to the decline of Infocom’s brand of adventure game. Infocom was truly pulling out all the stops for this one, for which they were designing yet another new version of their venerable Z-Machine that would allow for an onscreen automap, a windowing system, mouse input, more sophisticated text formatting, and a character-based graphics system that, if not quite what most people thought of when they thought of graphics in an adventure game in 1987, was certainly as close as Infocom had ever come.

The verdict on whether what would turn out to be the last great outpouring of all-text Infocom games was ultimately a good or a bad thing remains mixed to this day. Some who were at Infocom believe it was all far, far too much, especially given that their employee rolls remained stuck at about 40 people who were now being expected to produce almost twice the product of earlier years. It’s hard to imagine how this increased workload couldn’t have had an effect on the end result. And indeed, some of the games of 1987 do show signs of stress in the form of puzzles that could have used a bit more thought or ideas that aren’t quite fully formed. Further, Mike Dornbrook for one believes that by 1987 there was simply a very finite number of diehards willing to buy all-text adventure games at all, and that even many of these people were unwilling to buy eight of them in a single year. Thus, he believes, Infocom’s 1987 games to a large extent ended up cannibalizing one another’s sales. (Dornbrook actually lobbied fruitlessly at the time that Infocom should be going in the opposite direction, should be pouring all of their resources into just one or two major epics per year, a very radical idea that would have entailed the upending of the one-author one-game model of creation that had been with the company almost since the beginning.) Set against these practical concerns, however, must be the fact that the expanded release schedule allowed some welcome new voices that I for one would certainly not want to be without. Amy Briggs’s absolutely delightful Plundered Hearts alone is more than argument enough for the policy in my eyes.

Infocom’s newfound prolificacy undoubtedly contributed to the decision to retire Mike Dornbrook’s old matrix of fiction genres and difficulties that had been instituted along with the gray-box era of standardized packaging back in 1984. Beginning with Hollywood Hijinx, these categories were replaced on the box covers with a simple “Interactive Fiction” label and an author credit. It’s hard to mourn their disappearance too much. The difficulty rankings in particular were arguably worse than useless, having far too often been motivated more by how difficult Infocom’s marketing department would like for a given game to be than by the reality. (Particular lowlights included the infamously hard yet “Standard” level Hitchhiker’s Guide to the Galaxy and the “Advanced” yet almost trivial Infidel.) Of late the genre tags had also been looking increasingly strained as the Imps continued to explore new fictional territory. (Was the mournful Cold War tragedy Trinity really what people were looking for when they set out to buy a “Fantasy” game? Was Leather Goddesses of Phobos science fiction or was it “pure” comedy?) Looking back, the loss of the matrix seems once again most impactful in the symbolic rather than the practical sense, as one more piece of Infocom’s old identity bargained away.

Bruce Davis

Bruce Davis

If the character of the earliest changes wrought by the Activision acquisition can be and were debated, both now and at the time, those that began to take hold after January of 1987 leave far less room for discussion. Everyone at Infocom at the time agrees that most of them were nothing less than devastating. The trouble all stemmed from the toppling of Jim Levy and the ascent of one Bruce Davis, the man destined to go down in Infocom lore as Al Vezza’s successor in the role of the great villain of the story. While some of the Imps can now find it in their hearts to forgive Vezza for the Cornerstone debacle and all of his other mistakes, none seem willing to extend the same courtesy to Davis. The wounds he inflicted still fester all these years later, and former Infocom staffers, so balanced and level-headed and even wise when discussing most topics, can sometimes begin to sound like shrill conspiracy theorists when the topic turns to Davis. Marc Blank:

My sense of Bruce Davis is that he thought that companies made money by suing people, not by making products. He didn’t like the fact that Infocom had been bought in the first place, and he arranged to make it fail and shut it down.

Mike Dornbrook:

He was a lawyer who had no games experience. I don’t know that he even had much business experience, other than as a legal consultant.

He thought like a lawyer, not an entrepreneur. He didn’t seem to care what the moral/ethical deal was, but what he could get away with in court.

As we’ll see, Davis did much to earn such vitriol. At the same time, though, these characterizations of him are hardly fair. Far from lacking any experience in business, Davis had cut his teeth in the games industry as the head of Imagic, a developer and publisher that had followed in the footsteps of Jim Levy and Activision to enjoy a couple of very successful years as a third-party purveyor of titles for the Atari VCS during that platform’s boom period. After the Great Videogame Crash of 1983 Davis had, ironically in light of the role he would later play as Infocom’s nemesis-in-chief, tried to jump onto the bookware bandwagon that had arisen largely as a reaction to Infocom’s success, creating a line of interactive fiction in partnership with Bantam Books called Living Literature. When that proved not to be a success, the remnants of Imagic wound up at Activision. (See Scott Stilphen’s comment below for more on this.) Among those remnants was Davis himself, who worked for Activision initially as a freelance consultant hired by a board that was growing more and more restive under Jim Levy’s leadership, concerned by his continual investing in quirky, high-concept titles like Alter Ego and Portal and by his complete dismissal of some of the most popular genres in gaming, such as the CRPG. (Levy had, for instance, rejected Interplay’s The Bard’s Tale as “nicheware for nerds,” leaving Electronic Arts to pick it up and turn it into a massive hit.)

In his role as consultant, Davis had pushed hard to convince Activision to purchase not Infocom but rather Sierra, whose animated graphical adventures he believed, correctly, to be the direction the industry at large must go in the years to come. Mike Dornbrook claims that Davis actually negotiated the purchase with Ken Williams, only to have Jim Levy and the board reject it “over a fairly small difference of opinion on price.” (“I suspect that he would have messed up Sierra, though,” notes Dornbrook.) Conversely, Davis adamantly opposed Levy’s purchase of Infocom, believing — again, it must be admitted, correctly — that text adventures were on their way out and that the price Activision was paying was far too high. He did have a point. Neither purchaser nor purchasee had made a single quarterly profit in years, and Infocom’s recent sales showed worrying evidence of a steady downward slide even absent the damage done by Cornerstone. Nevertheless, Jim Levy got his way one last time; he got his preferred adventure-game company. But he was on borrowed time. In mid-January 1987, following yet another underwhelming Christmas season, with the huge nest egg Activision had collected during the videogame boom now wiped out by more than three straight years of big losses, Davis orchestrated what Dornbrook calls an “underhanded coup” to oust Levy and take over his role of CEO. Life at Infocom got hugely more difficult from that moment forward.

That said, to imagine that Davis was deliberately conspiring to destroy Infocom strikes me as quite the stretch. He may very well have felt that Activision had gotten a raw deal on the purchase, but, having staked his reputation on his ability to turn Activision around, he was hardly in a position to exorcise a personal grudge that must impact their all-important bottom line. Looking at Infocom from his office on the other coast, he saw an under-performing subsidiary that needed to change the way it operated in order to become a good citizen of Activision’s corporate family. He took it upon himself to effect the necessary changes, without paying any undue heed to the complaints of this undisciplined bunch who, what with all of the absurd antics they called their “culture,” didn’t seem all that concerned about the fact that their games weren’t selling well and that they were continuing to lose money. This was a drastic misreading of Infocom — everyone cared very much indeed and desperately wanted to turn their fortunes around — but there it was.

The first indication the average Infocom fan received that the times they were a-changing came when Infocom’s third and fourth games of 1987, Stationfall and The Lurking Horror, were released simultaneously in June. Replacing the classic gray-box packaging was something that looked almost the same at first glance but was… well, there’s no kinder way to put it: it looked, and was, much cheaper. Replacing the old bound-in “browsie” was a conventional manual dropped into a depressingly conventional shrink-wrapped box. Feelies to set the stage could still be found therein, but they were dramatically reduced in quantity and quality. The era of classy Infocom packaging was over just like that, one more piece of their identity stolen away.

Unsurprisingly, the change was the result of a Bruce Davis initiative. In the name of streamlining the operations of the parent company and all of its subsidiaries and taking advantage of economies of scale, he demanded that everyone use the same size and style of box and that all products be manufactured in the same plant. For Infocom, who had always been intimately involved with every detail of the packaging of their games and who had worked with the same local assembly company for years, the resulting compromises and loss of oversight felt positively emasculating. Nor did it save them any money. Mike Dornbrook claims that they were billed twice as much for each of the new cheap, flimsy packages, and that Activision’s packager, unused to assembling boxes full of so many little goodies, kept screwing up to boot, leaving out instruction manuals or dropping in the wrong disks.

But the cheaper packaging was only one consequence of being expected to conform to Activision’s company-wide distribution model, and quite possibly one of the less damaging at that. Something else was going on behind the scenes, less immediately obvious to the casual buyer but devastating to Infocom’s business model. Mike Dornbrook:

When Bruce Davis took over Activision, he told the sales force that the strategy was to clear the shelves: this is a hits-driven business, products have a two- or three-month shelf life. Get them out there, then get them off the shelves to make room for new product.

When he announced that, I made a point of saying to him that that wasn’t at all the business model that worked for us. What we’d been doing was putting out four to five really strong games per year, with the hope that one of them would become a really strong back-catalog title that would sell for years and years to come. When he came in in 1987, Zork I and some of the other early games were still selling well at retail. About half of our total yearly sales came from the back catalog. And most of the profits came from the back catalog. We invested a ton of money in the new games in the hope that one of them would become a back-catalog [perennial].

He threw that out. He threw out half of our sales and completely changed our financial model. When we told that he’d just thrown out half our sales, his response was to do twice as many games, do eight games per year instead of four. But the whole industry was going in the direction of investing more in each title. Games were becoming more elaborate. We couldn’t halve the amount of work we put into a game and stay competitive, halve the budget. But that’s what we were ordered to do.

Infocom had previously charged retailers and distributors a stiff 15-percent restocking fee on product which was returned to them, causing them to think twice before placing large orders on new titles but also creating a strong incentive to keep catalog titles on their shelves. Under Davis, Activision adopted exactly the opposite stance, trying to create a buzz for new releases by encouraging distributors and retailers to order massive quantities, which they could return for no penalty if necessary to clear space for the next big hit. Dave Lebling:

Activision bought into the “sell huge, accept returns” theory. That did not help Infocom because it meant that there was an easy choice for a distributor or a retail store when new stuff came in and they were short on shelf space: “Here’s this Infocom stuff. It sells, but it sells slowly. And here’s this new game that might be a huge hit! Let’s send the Infocom stuff back. Activision is accepting returns now.” That essentially destroyed the Infocom back list in one stroke.

Activision was equally uninterested in another major Infocom revenue center: the InvisiClues line of hints books that, as much or more so than the games, sold steadily if unspectacularly as catalog items over periods of years. Moonmist, Infocom’s last game of 1986, also became their last to receive the full-fledged InvisiClues treatment. After that they experimented with combining somewhat stripped-down clues for two recent games in one hint booklet in the hope that, having purchased hints for the game they were having trouble with, buyers would be encouraged to buy the other game for which they already had hints to hand. It doesn’t appear to have worked out all that well, especially given that the combinations were essentially random, based strictly on what games came out at around the same times and possessing none of the thematic consistency that might make each pairing particularly appealing to players with certain interests. By the end of 1987 the InvisiClues line was being phased out entirely in favor of in-game hint systems. Thus was yet another piece of the iconic Infocom experience lost, along with one more important source of revenue.

Infocom was trapped in a strange and awkward position. Increasingly associated with where computer gaming had been rather than where it was going, they were controlled by a parent obsessed with the Now of ephemeral hit-making, a parent which seemed almost to be actively trying to erase the rich heritage that was perhaps their greatest remaining strength in the marketplace. Trying to find a way to make all that old stuff new again to accord with Activision’s business model, Infocom indulged in a flurry of repackaging: a pair of themed collections, one of “Classic Mysteries” and the other of “Classic Science Fiction”; “Solid Gold” editions of the big older hits Zork I, Hitchhiker’s, Leather Goddesses, Planetfall, and Wishbringer that included in-game hints to replace the InvisiClues that were no longer being made.

Included among the supplementary materials in Activision’s 1996 Masterpieces of Infocom collection is a document that’s fascinating in a very uncomfortable sort of way: the minutes of a meeting that took place at Infocom during this confused and confusing period. Specifically, the meeting occurred on April 29, 1987. It shows the company wrestling with what feels like a full-on identity crisis, a far cry from their confident, brash, even arrogant glory days.

There was a great deal of discussion about defining what it is we do. For example, do we just do I.F.?  Do we do anything that has an English parser in it?  Do we have to have puzzles?  Do we have to have stories? If you do a point-and-click interface (like Deja Vu) is it still “what we do”?

There was a lot of discussion of what the market is.  Do we think there is any realistic chance of doing “mass-market” stuff?  Reading and typing make us a minority taste immediately. What if you don’t have to read and/or type?  Can you do a good I.F. game with a point-and-click interface?  Deja Vu has one approach, Labyrinth another.

What makes our games enjoyable?  Lots of different things were mentioned: Puzzles, story, humor, exploration, etc.

They struggle with the trade press’s general disinterest in Infocom, which they believe to be born of that perpetual bane of the text adventure in general: the fact that a modern, sophisticated one looks pretty much the same at a glance as a creaky, simplistic one.

Some people in the market seem to believe that I.F. technology, particularly ours, hasn’t advanced in years.  They don’t notice the small improvements in the parser and substrate, probably because to a casual observer, our newest games look a lot like our first ones.

(Apparently, Personal Computing is doing a piece on new stuff, and said they weren’t including anything of ours (when asked) because it’s “old hat.”)

Some ideas for changing this opinion:

  • Graphic title screens.
  • “Illuminated” text adventures (as XZIP will permit).
  • Sound.
  • Friendlier parser (knows about common “first-time” mistakes).
  • Better demos (a demo mode, or a demo with speech recognition and speech synthesis for output).

There was a fair amount of discussion about whether it is worth doing any kind of graphics unless it is “the best.”  Is it worthwhile merely equalling the level of graphics in The Pawn?  I think the consensus was that doing good graphics (such as an “illuminated” adventure with Pawn-quality graphics) was better than doing nothing.

A friendlier parser that might make it possible to learn how to play without reading the manual was proposed.  It was pointed out that we do this already (to some extent) in games such as Seastalker and Wishbringer.  Might be nice to do even better, though.

The consensus was that these things should not all be introduced at once (waiting until they’ve all been designed and implemented), but rather one thing at a time, whenever we have a game that wants to use them. Of course, given our manpower shortage, we can hardly do it any other way.

That last paragraph says much about how things would play out over the balance of 1987: it became, among other things, the Year of the Technological Gimmick at Infocom. The Z-Machine had remained clean, simple, and remarkably stable for years, changed only in very straightforward, commonsense ways to support the new Interactive Fiction Plus line of 256 K story files. Now, however, it was about to be extended — some might say “tortured” — in about a dozen different ways at once, making, as Graham Nelson puts it, “a mess of the system of opcodes (designed by committee).” Some of the torturing was necessary simply to bring Infocom’s games to parity with the latest innovations from Britain’s Magnetic Scrolls and Level 9, the other two companies in the English-speaking world still actively trying to push forward the art and technology of the text adventure. Thus Infocom added an undo command, command-line recall and editing, and programmable function keys among other unflashy but welcome conveniences to their games. Perhaps the most welcome of all of these was the simplest: beginning with Bureaucracy, “x” finally became a synonym for the verb “examine,” which was getting used ever more frequently as the games’ worlds and text grew ever richer. These final additions put the bow on the Infocom model for interactive fiction destined to be adopted as standard best practice by the hobbyist community that would arise after their demise.

Other innovations from this period proved less long-lived. There’s a whiff of desperation clinging to the cheesy sound effects that were shoehorned into The Lurking Horror and Sherlock: Riddle of the Crown Jewels — “We may still not know how to do graphics, but we can do sound!” — and the less said about the pointless real-time element that was added to Border Zone the better. And then there were the tangle of additions — colors, new typefaces, character graphics, windows, mouse support — that made Beyond Zork into what Infocom liked to call an “illuminated” text adventure. At some point, one senses, Infocom just started throwing everything at the wall in the hope that some of it would stick, would make the world forget that the one thing it kept actually asking Infocom for — beautiful bit-mapped illustrations like those found in the Magnetic Scrolls games — wasn’t being delivered. Graphics of that stripe remained impossible as long as Infocom remained tied to that big character-oriented DECSystem-20 that had been at the heart of their development process since the very beginning.

The gimmicks didn’t help very much. Infocom’s ambitious slate of games for 1987, conceived with such high hopes, turned into a cavalcade of disappointments as the year wore on; 1987 also became the Year of the 20,000-Seller. Some, like Bureaucracy, did a bit better than 20,000 while still falling short of expectations. Some, like Border Zone, Infocom’s single worst-selling all-text adventure ever, did considerably worse. But most hovered right there around 20,000 copies, a fraction of what even the least commercially imposing Infocom games had been selling during 1983 and 1984. Beyond Zork, their ace in the hole, their all but guaranteed blockbuster, proved in its way the biggest heartbreaker of all. Its sales topped 40,000 copies, a darn sight better than any other game of the year but still far below expectations; the big games of previous years had topped 100,000 in sales as a matter of course. Underwhelming as it was in relative terms, Beyond Zork was successful enough to nudge the slimmed-down Infocom into profitability one last time in the fourth quarter of 1987, the first time the company had managed such a feat since the same quarter of 1983. Yet what might have looked like a hopeful sign was really a mirage. Beyond Zork‘s sales clearly weren’t going to buoy them for long, and they had nothing in the immediate pipeline that looked remotely as promising. Clearly something had to give. Infocom was simply not justifiable for Activision as an ongoing concern selling games in numbers like these, and Bruce Davis was fast running out of patience.

Given Davis’s unwillingness to listen to Infocom, his determination to, as Stu Galley puts it, “be rigorous” with what he saw as a “bad investment,” it was tempting to lay all of these problems at his feet and be done with it. Indeed, that’s a temptation from which many former Infocom staffers are far from immune even today. In their more thoughtful moments, however, they have to acknowledge that Infocom’s problems extended far beyond Davis. Dave Lebling:

Activision had managed to mess things up so badly from our point of view that the fact that the industry as a whole was having problems was something we didn’t begin to actually get until later. But we got it later. Sales were off, some of which we thought, I still think rightly, was due to Activision’s lousy policies. But some of it was just that there were a lot of games out there on a lot of subjects, and the influx of better and better graphics were having an impact.

Any argument that Bruce Davis was simply incompetent must reckon with the fact that, problem child Infocom’s travails notwithstanding, he accomplished everything he had promised for Activision as a whole and then some during 1987. In the fiscal year which ended on March 31, 1987, Activision had lost no less than $14.6 million (a sizable chunk of which was due to the Infocom acquisition). In the year ending March 31, 1988, they made $3.6 million, marking the company’s first profitable fiscal year since 1982-83. Davis accomplished this remarkable turnaround via a series of shrewd moves that showed him to be anything but incompetent. He leveraged Activision’s far-reaching and efficient distribution network, a legacy of their glory days when games like Pitfall! sold huge numbers through the mass merchandisers, to build a large network of smaller “affiliated publishers” who paid for access to it. These rolls included the likes of Lucasfilm Games, New World Computing, Access Software, Firebird and Rainbird, and in some markets Sierra. Within a year of Davis’s taking over, Computer Gaming World was fretting that Activision and Electronic Arts were effectively dividing the entire industry into two camps via their extensive, dueling networks of affiliates. Under Davis, Activision had gone from also-ran to a potential engulferer and devourer in an amazingly short time.

For their own games, Activision homed in on categories that were proven commercial winners and largely discarded the rest. The new focus paid off. The first year of Davis’s stewardship yielded several substantial hits, colorful fast-paced titles slow-pitched right down the center of the mainstream to hit the prototypical gamer of the era, the teenage boy, right in his sweet spot. Teenage boys loved karate; thus the slick action-adventure The Last Ninja and a beat-em-up called Chop ‘N Drop did very well. They also loved Arnold; thus the success of Predator. And of late they were returning to the standup arcades; thus a port of the arcade hit Rampage became a “mega-hit” for Activision in turn on home computers. The new management team preferred to see themselves as realistic, hardheaded businesspeople replacing Jim Levy’s artsy-fartsy dreamers, whose era they often referenced obliquely in interviews. “Now we’ve focused in on the products that have been most successful for us,” said product manager Mark Beaumont in one. “We’re channeling in on those areas that work best and not taking too many forays into the never-never land of ‘who knows what this product is.'” Director of corporate communications Loretta Stagnitto elaborated further in another:

Games like Web Dimension, Alter Ego, and Portal were truly innovative, but the consumer was more interested in action-oriented, strategy games, and/or fantasy/role-playing titles. In other words, the programs weren’t geared to the needs of the average user. Then the company spent a lot of money trying to convince everybody they wanted those types of programs, instead of publishing what the people really wanted. It was a very confusing time in Activision’s history.

Davis himself indulged in what verged on open gloating at his predecessor’s expense: “We’ve been making money and we plan to continue it forever, and if we don’t, you can talk to the next guy.” The idea was to get product out there quickly to capitalize on the latest trends in television, movies, the arcades.

It was only Infocom that stubbornly resisted the new approach. Jon Palace:

We had a summit at some rather dreary hotel in Cambridge. We were sitting around a big U-shaped table, and one of the heads of Activision said, “Our motto is, if you can’t be best be first.” All of the Activision people nodded their heads. And all of the Infocom people were looking at each other thinking, “That doesn’t sound good for us.”

Smug character that he may have been, cold fish with little passion for games as anything other than commodities that he may also have been, the inconvenient truth lurking at the root of the story of Infocom’s final years is that Bruce Davis was also largely right about the direction of the industry. It was becoming more and more driven by hits; licenses were getting ever more important; shelf lives were shrinking; the types of games being produced were becoming more homogenized; a handful of players were playing a bigger and bigger role, increasingly dictating the terms under which the industry as a whole operated. Whether Bruce Davis was more symptom or cause of these realities was almost irrelevant. These truths weren’t and never would be universal; there still was and would remain room for people doing interesting, bold, creative work. (Thankfully, or I wouldn’t have much more to talk about on this blog.) But the question at hand was whether Infocom, having sold their souls to a company now so determined to play in the mainstream, could find a sustainable niche whilst remaining recognizably themselves. If they could, the next question must be whether the commercially ambitious Davis would be content to let them remain there. And the answers weren’t looking very good.

Still, real life is messy and eras are never all one thing, and to paint too gloomy a picture of life at the latter-day Infocom would be a mistake. Amid all the stress and angst there remained plenty of space for all of the usual crazy antics, plus a few new ones to boot. For instance, the hermit-crab races, one of the all-time legendary Infocom absurdities, started up only at this late date. Likewise some of the best and most entertaining promotional ideas, like the “Marathon of the Minds” that brought together teams of high-school or university students to assault the latest game until one of them solved the thing or everyone dropped from sheer exhaustion. The Status Line that reported on it all was a New Zork Times by another name that still smelled as sweet to the loyal fans still buying the games; it actually expanded in size and production values during 1987. If the picture it painted of life inside CambridgePark Drive — a life of nonstop fun and creativity unbound — wasn’t exactly the whole story, it wasn’t exactly a lie or a PR snow job either. Infocom, whatever the era, was a pretty great place to be. One suspects that the dawning realization that the end may be near only made everyone that much more determined to enjoy it.

Most of all, there remained — and remain — that last run of games to attend to, tarnished a bit here and there by the rushed schedule and the other drawbacks of life under Bruce Davis, but still oozing design craft and consistently failing in interesting ways even when they do fail. Like players at the time of their release, we should be sure to enjoy them while they last. So, settle in. The end may be approaching, but we’ve still got a lot to talk about.

(Sources: As usual with my Infocom articles, much of this one is drawn from the full Get Lamp interview archives which Jason Scott so kindly shared with me. Thanks again, Jason! Other sources include: personal correspondence with Mike Dornbrook, for which I also offer my heartfelt thanks; The New Zork Times/Status Line of Spring 1986 and Summer 1986; Computer Gaming World of March 1988 and April 1988; Compute! of November 1987 and August 1988; Commodore Magazine of July 1989; InfoWorld of June 25 1984 and October 3 1988; Down From the Top of Its Game, an academic paper on Infocom’s history; and the supplementary materials included with Activision’s 1996 Masterpieces of Infocom collection.)

 
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Posted by on September 5, 2015 in Digital Antiquaria, Interactive Fiction

 

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Bureaucracy

 

“Writing a book is staring at a piece of paper until your forehead bleeds.”

— Douglas Adams

Shortly after the release of his second Hitchhiker’s Guide to the Galaxy novel, with the money now pouring in and showing no signs of stopping, Douglas Adams moved from his dingy little shared flat in Islington’s Highbury New Park to a sprawling place on Upper Street. Later to be described down almost to the last detail as Fenchurch’s flat in So Long, and Thanks for All the Fish, the place had one floor that consisted of but a single huge L-shaped room that, coming complete as it did with a bar, was perfect for the grand parties he would soon be holding there.

There was just one problem: he couldn’t get his bank to acknowledge the fact that he had moved. For the rest of his life Adams swore up and down that he had done everything exactly as one was supposed to, had dutifully gone personally down to his local branch of Barclays Bank, filled out a change-of-address form, and handed it to a woman behind the counter. Barclays duly acknowledged the change — and sent said acknowledgement to his old address in Highbury New Park. Adams wrote them back, pointing out the mistake, which the bank promptly and contritely apologized for. Said apology was sent, once again, to Highbury New Park. This cycle continued, as Adams told the story anyway, for no less than two infuriating years. Toward the end of that period, having tried politeness, bluster, threats, and reason, he resorted to charm and outright bribery in a letter to one Miss Wilcox of Barclays, gifting her with a book and even holding out a tempting possibility of marriage to a hugely successful author — namely, him — if she would just change his damn address in her bank’s computers already.

My address is at the top of this letter. It is also at the top of my previous letter to you. I am not trying to hide anything from you. If you write to me at this address I will reply. If you write to me care of my accountant, he will reply, which would be better still. If you write to me at Highbury New Park, the chances are that I won’t reply because your letter will probably not reach me, because I don’t live there any more. I haven’t lived there for two years. I moved. Two years ago. I wrote to you about it, remember?

Dear Miss Wilcox, I am sure you are a very lovely person, and that if I were to meet you I would feel ashamed at having lost my temper with you in this way. I’m sure it’s not your fault personally and that if I had to do your job I would hate it. Let me take you away from all this. Come to London. Let me show you where I live, so that you can see it is indeed in Upper Street. I will even take you to Highbury New Park and introduce you to the man who has been living there for the past two years so that you can see for yourself that it isn’t me. I could take you out to dinner and slip you little change-of-address cards across the table. We could even get married and go and live in a villa in Spain, though how would we get anyone in your department to understand that we had moved? I enclose a copy of my new book which I hope will cheer you up. Happy Christmas.

History does not record whether this passionate missive was the one that finally did the trick.

Most writers collect interesting, humorous, and/or frustrating incidents as they go about their daily lives, jotting them down literally or metaphorically for future use, and Douglas Adams was certainly no exception. He tried to shoehorn this one into Life, the Universe, and Everything, his third Hitchhiker’s novel, via an extended riff about a change-of-address card that fouls up a planet’s central computer systems so badly that they initiate a nuclear Armageddon, but it just didn’t work somehow. The whole sequence ended up getting condensed down to a one-line gag in an extract from the in-book Hitchhiker’s Guide, listing “trying to get the Brantisvogan Civil Service to acknowledge a change-of-address card” as one of life’s great impossibilities. Still, he continued to believe the anecdote was worthy of more than that, worthy of more even than becoming just another of the arsenal of funny stories with which he amused journalists, fans, and party attendees alike.

It seems that it was the process of making the infuriating, subversive, brilliant Hitchhiker’s game with Infocom that first prompted Adams to think about making a game out of his travails with Barclays, along with the insane bureaucratic machinations of modern life in general. It was at any rate during Steve Meretzky’s visit to England to work on the Hitchhiker’s game with him that he first mentioned the idea. Meretzky, busy trying to get this game finished in the face of the immovable force that could be Adams’s talent for procrastination, presumably just nodded politely and tried to get his focus back to the business at hand.

Seven or eight months later, however, with the Hitchhiker’s game finished and selling like crazy, Adams stated definitively to Mike Dornbrook of Infocom that he’d really like to do a social satire of contemporary life called Bureaucracy before turning to the sequel. Asked by Electronic Games magazine at about this time whether he would “soon” be starting on the next Hitchhiker’s game, his answer was blunt: “No. I really feel the need to branch out into fresh areas and clear my head from Hitchhiker’s. I certainly have enjoyed working with Infocom and would very much like to do another adventure game, but on a different topic.”

The desire of this boundlessly original thinker to just be done with Hitchhiker’s, to do something else for God’s sake, certainly isn’t hard to understand. What had begun back in 1978 as a one-off six-episode radio serial, produced on a shoestring for the BBC, had seven years later ballooned into a second radio serial, four novels, a television show, a stage production, a pair of double albums, and now, so everyone assumed, a burgeoning series of computer games. Adams himself had a hand to a lesser or (usually) a greater extent in every single one of these productions, not to mention having spent quite some time drafting and fruitlessly hawking a Hitchhiker’s movie script to Hollywood. It had been all Hitchhiker’s all day every day for seven years.

Being the soul of comedy for millions of young science-fiction nerds had never been an entirely comfortable role for Adams. Sometimes the gulf between him and his most loyal fans could be hard to bridge, could leave him feeling downright estranged. Eugen Beers, his publicist, describes the most obsessive of his fans in terms that bring to mind a certain beloved old Saturday Night Live skit:

One of my abiding memories is how much he loathed book signings. It’s always a scary time for an author when you actually meet your fans, and Douglas had some of the ugliest and certainly some of the most boring people I’ve ever met in the whole of my life. They would come up to him to get their book signed and say, “I notice on page 45 you refer to…” and Douglas would say, “I haven’t got a clue what they’re talking about.”

Beers notes that Adams was “incredibly patient, in fact patient beyond anything I would have been.” Yet, and ungenerous as Beers’s description of the fans may be, the disconnect was real. Adams’s heroes growing up had been The Goon Show and later Monty Python, not Arthur C. Clarke or Robert A. Heinlein. He desperately wanted to prove himself as a humorist of general note, not just that wacky Hitchhiker’s guy that the nerds all like. Yes, Hitchhiker’s had made him rich, had paid for that wonderful Islington flat and all those lavish parties, but at some point enough had to be enough.

Infocom’s great misfortune was to have barely begun their own Hitchhiker’s odyssey just as Adams finally decided to bring his to an end. On the one hand, Adams’s desire to explore new territory must have sounded a sympathetic chord for many of the Imps; they had after all refused to continue the Zork series beyond three games out of a similar desire to not get stereotyped. But on the other hand they all had, and not without good reason, envisioned Hitchhiker’s as a cash cow that would last Infocom for the remainder of the decade, a new guaranteed bestseller appearing like clockwork every Christmas to buoy them over whatever financial trials the rest of the year might have brought. For Mike Dornbrook it must have felt like a nightmare repeating. First he had been deprived far too soon of the Zork series, the first of which still remained Infocom’s best-selling game; now it looked like something similar was happening even more quickly to the would-be Hitchhiker’s series, whose first game had become their second best-selling. In describing why he was “concerned” about making Bureaucracy Infocom’s Douglas Adams game for 1985 and pushing the next Hitchhiker’s game to 1986 at best, Dornbrook unconsciously echoes Adams’s own reasoning for wanting to move on: “The whole financial deal we had signed with him was based on a bestselling line of books that was very, very popular, very well-known. He hadn’t proved himself at anything else yet, for one thing. It was a little hard telling him that…”

It was a little hard to tell him, so Dornbrook and Infocom largely didn’t out of a desire to keep Adams happy. As his current contract with Infocom only covered Hitchhiker’s games, it was necessary to negotiate a new one for Bureaucracy. Dornbrook had some hopes of getting Adams at something of a discount, given that he’d be coming this time without the Hitchhiker’s name attached, but he was stymied even in this by Ed Victor, Adams’s tough negotiator of an agent. Infocom was left saddled with a game that they didn’t really want to do, which they would have to pay Adams for as if it was one that they wanted very badly indeed.

As Dornbrook and other staffers have occasionally noted over the years, there was nothing in Infocom’s Hitchhiker’s contract that technically prevented them from just going off and doing the next Hitchhiker’s game on their own, whether in tandem with or instead of Bureaucracy. The contract simply gave Infocom the right to make up to six Hitchhiker’s games for the cost of a certain percentage of the revenue generated thereby, full stop. They’ve stated that it was their respect for Adams as a writer and as a person that prevented them from ever seriously considering making Hitchhiker’s games without him. I don’t doubt their sincerity in saying this, but it’s also worth noting that to go down that route would be to play with some dangerous fire. While Adams may have been personally sick to death of Hitchhiker’s, he had shown again and again that he considered the franchise to be his and his alone, that if anything got done with it he wanted to do it — or at least to closely oversee it — himself. Not only would a unilateral Infocom Hitchhiker’s game almost certainly spoil their relationship with him for all time, but it risked becoming a public-relations disaster if Adams, never shy of stating his opinions to the press, decided to speak out against it. And could any of the Imps, even Steve Meretzky, really hope to capture Adams’s voice? An Adams-less Hitchhiker’s game risked coming off as a cheap knock-off, as everything that Infocom’s carefully crafted public image said their games weren’t.  Thus Bureaucracy — and, for now, Bureaucracy alone — it must be.

In light of its being rather forced upon them in the first place and especially of the exhausting travail that actually making it would become, it’s difficult for most old Infocom staffers to appreciate Bureaucracy‘s intrinsic merits as a concept. Seen in the right light, however, it’s a fairly brilliant idea. Douglas Adams was of course hardly the first to want to satirize the vast, impersonal machines we create in an effort to make modern life manageable, machines that can not only run roughshod over the very individuals they’re meant to serve but that can also trample the often well-meaning people who are sentenced to work within them, even their very creators. What was the Holocaust but a triumph of institutional inertia over the fundamental humanity of the people responsible for its horrors? Years before those horrors Franz Kafka wrote The Trial, the definitive comedy about the banality of bureaucratic evil, a book as funny in its black way as anything Douglas Adams ever wrote. Just to make its black comedy complete, all three of Kafka’s sisters later perished in the Holocaust. Set against those events, Adams’s struggle with Barclays Bank to get his address changed seems like the triviality it truly was.

What, though, to make of this idea of a satire of the bureaucratic impulse as interactive fiction? I think there’s a germ of genius in there, a germ of something as brilliant and subversive as anything in the Hitchhiker’s game. Playing a text adventure — yes, even one of Infocom’s — is to often feel like you’re interacting with the world’s pettiest and most remorseless bureaucrat. We’re all only too familiar with sequences like this one, which as it happens is taken from the eventual finished version of Bureaucracy:

>put blank cartridge in computer
[This story isn't allowed to recognise the word "blank."]

[Your blood pressure just went up.]

>i
You're holding an unlabelled cartridge, an address book, a small piece of laminated card, an airline magazine, $57.50, an envelope containing a memo, a power saw, a Swiss army knife, a coupon booklet, a damaged painting of Ronald W. Reagan, a flyer, a Popular Paranoia magazine, your passport, your Boysenberry computer (containing an eclipse predicting cartridge), a small case and a hacksaw. You're wearing a digital wristwatch, and you have a deposit slip and a wallet in your pocket.

>put unlabelled cartridge in computer
You'd have to take out the eclipse predicting cartridge to do that.

>get eclipse cartridge
You're holding too much already.

>drop painting
You drop the damaged painting of Ronald W. Reagan.

You're beginning to feel normal again.

>put unlabelled cartridge in computer
You'd have to take out the eclipse predicting cartridge to do that.

>get eclipse cartridge
You take the eclipse predicting cartridge out of your Boysenberry computer.

>put unlabelled cartridge in computer
The unlabelled cartridge slips into your Boysenberry computer with a thrilling little click...

One of Adam’s initial ideas was to have a blood-pressure monitor that would increase every time you got into a tussle with the parser like the one above. This idea made it into the finished game. Yet there are signs, fleeting clues, that that should only have been a beginning, that he would have gone much further, that his idea was to create a game that would end up as, among other things, a self-referential commentary on the medium of interactive fiction itself, a further venturing down the road that the Hitchhiker’s game had already started on with its lying parser and its willingness to integrate your typos into its story. Tim Anderson of Infocom recalls a puzzle involving a pile of boxes, of which you needed to specify one that the parser would obstinately refuse to recognize. How fun such a game could have been is very much up for debate; it sounds likely to run afoul of all of the issues of playability and fairness that make Hitchhiker’s the last game in the world to be emulated by a budding designer of interactive fiction. Nevertheless, I would love to see that original vision of Bureaucracy. While some pieces of it survived into the finished game in the form of the blood-pressure monitor and the snooty, bureaucratic tone of the parser, for the most part it became a different game entirely — or, rather, several different games. Therein lies a tale — and most of the finished game’s problems.

Endeavoring as always to keep Adams happy, Infocom assigned as his partner on the new game no less august an Imp than Marc Blank, who along with Mike Berlyn had been one of the two possible collaborators Adams had specifically requested for the Hitchhiker’s game; he’d had to be convinced to accept Steve Meretzky in their stead. Alas, Blank turned out to be a terrible choice at this particular juncture. He was deeply dissatisfied with the current direction of the company and more interested in telling Al Vezza and the rest of the Board about it at every opportunity than he was in writing more interactive fiction. Bureaucracy thus immediately began to languish in neglect. This precedent would take a long, long time to break. The story at this point gets so surreal that it reads like something out of a Douglas Adams novel — or for that matter a Douglas Adams game. Infocom therefore included it in the finished version of Bureaucracy as an Easter egg entitled “The Strange and Terrible History of Bureaucracy.”

Once upon a time Douglas Adams and Steve Meretzky collaborated on a game called The Hitchhiker's Guide to the Galaxy. Everyone wanted a sequel, but Douglas thought it might be fun to do something different first. He called that something Bureaucracy, and wanted Marc Blank to work on it with him. Of course, Marc was busy, and Douglas was busy, and by the time they could both work on it, they were too busy to work on it. So, Jerry Wolper [a programmer who had collaborated with Mike Berlyn on Cutthroats] got a free trip to Las Vegas to talk to Douglas about it before it was decided to let it rest for a while instead. Jerry decided to go back to school, so Marc and Douglas spent some time on Nantucket looking at llamas, drinking Chateau d'Yquem, and arguing about puzzles. Nothing much happened for a while, except that Marc and Douglas got distracted again. Paul DiLascia [a senior member of the Cornerstone development team] decided to give it a try, but changed his mind and kept working on Cornerstone. Marc went to work for Simon and Schuster, and Paul went to work for Interleaf. Jeff O'Neill finished Ballyhoo, and, casting about for a new project, decided to take it on, about the time Jerry graduated. Jeff got a trip to London out of it. Douglas was enthusiastic, but busy with a movie. Progress was slow, and then Douglas was very busy with something named Dirk Gently. Jeff decided it was time to work on something else, and Brian Moriarty took it over. He visited England, and marvelled at Douglas's CD collection, but progress was slow. Eventually he decided it was time to work on something else. Paul made a cameo appearance, but decided to stay at Interleaf instead. So Chris Reeve and Tim Anderson took it over, and mucked around a lot. Finally, back in Las Vegas, Michael Bywater jumped (or was pushed) in and came to Boston for some serious script-doctoring, which made what was there into what is here. In addition, there were significant contributions from Liz Cyr-Jones, Suzanne Frank, Gary Brennan, Tomas Bok, Max Buxton, Jon Palace, Dave Lebling, Stu Galley, Linde Dynneson, and others too numerous to mention. Most of these people are not dead yet, and apologise for the inconvenience.

Trying to unravel in much more detail this Gordian knot that consumed more than twice as much time as any other Infocom game is fairly hopeless, not least because no one who was around it much wants to talk about it. The project, having been begun to some extent under duress, soon become a veritable albatross, a bad joke for which no one can manage to summon up much of a laugh even today. Jon Palace is typical:

There may be some fun things left in the game, but it left such a bad taste in my mouth. At some point it became, the less I can have to do with it the better. It wasn’t fun doing that game. Bureaucracy is the only game I can remember that was just downright not fun to do.

The natural question, then, is just what went so horribly awry for this game alone among all the others. Infocom’s official version of the tale neglects only to assign the blame where it rightfully belongs: solidly on the doorstep of Douglas Adams.

Adams was a member of a species that’s not as rare as one might expect: the brilliant writer who absolutely hates to write, who finds the process torturous, personally draining to a degree ironically difficult to capture in words. Even during the seven-year heyday of Hitchhiker’s, when he was to all external appearances quite industrious and prolific indeed, he was building a reputation for himself among publishers and agents as one of the most difficult personalities in their line of business, not because he was a jerk or a prima donna like many other authors but simply because he never — never — did the work he said he was going to do when he said he was going to do it. The stories of the lengths people had to go to to get work out of him remain enshrined in publishing legend to this day. Locking him into a small room with a word processor and a single taskmaster/minder and telling him he wasn’t allowed out until he was finished was about the only method that was remotely effective.

It wasn’t as if Infocom had never seen this side of Douglas Adams before. His procrastination had also threatened to scupper the Hitchhiker’s game for a while. They had, however, as they must now have been realizing more and more, gotten very lucky there. With Infocom’s star on the ascendant at that time, the publishing interests around Adams had clearly seen a Hitchhiker’s Infocom game as a winning proposition all the way around. They had thus mobilized to make it part of their 1984 full-court press on their embattled author that had also yielded So Long, and Thanks for All the Fish, the overdue fourth Hitchhiker’s novel. Infocom, meanwhile, had fortuitously paired Adams with Steve Meretzky, the most self-driven, efficient, and organized of all the Imps, who always got his projects done and done on time — as evidenced by his sheer prolificacy as an author of games, gamebooks, and lots and lots of fake memos. Even with Meretzky’s boundless creative energy on Infocom’s side, it had taken colluding with Adams’s handlers to isolate the two of them in a hotel in Devon to get Adams to follow his partner’s example and buckle down and work on the game.

With the industry now shifting under Infocom’s feet in ways that were hardly to their advantage, with Cornerstone threatening to sink the company even if they could find a way to keep selling lots of games, with the project in question a one-off that no one knew much about rather than another entry in the Hitchhiker’s line-up, Infocom lacked the leverage with Adams or his handlers to do anything similar for Bureaucracy. And Meretzky was staying far, far away, having apparently decided that he’d done his time in Purgatory with Douglas Adams and had earned the right to work on his own projects. Thus despite allegedly “working on” Bureaucracy personally for almost two years, despite all of the face-to-faces in Las Vegas, Nantucket, and London, Adams’s contributions at the end of that time amounted to little more than the rough idea he had brought to Infocom in the first place: the name, the blood-pressure monitor, and a few vague puzzles ideas like the boxes that sounded interesting but that no other than him quite understood and that he never deigned to properly explain. Meretzky:

Douglas’s procrastination seemed much worse than it was with Hitchhiker’s. That seems odd because he did the first game only grudgingly, since he had already done Hitchhiker’s for several different media, but Bureaucracy was what he most wanted to do. Perhaps the newness and excitement of working in interactive fiction had worn off; perhaps he had more distractions in his life at that point; perhaps it was that the succession of people who had my role in Bureaucracy didn’t stay with the project for more than a portion of its development cycle and therefore never became a well-integrated creative unit with Douglas; perhaps it was that, lacking the immovable Christmas deadline that Hitchhiker’s had, it was easier to let the game just keep slipping and slipping.

Brian Moriarty is less diplomatic: “Douglas Adams was a very funny man, very witty, a very good writer, and also very, very lazy. Anyone who knew Douglas will tell you that he really didn’t like to work very much.” Just to add insult to injury, when Adams did rouse himself to work on a game project it turned out to be for a competing developer. In January of 1986 he spent several days holed up in London with a sizable chunk of the staff of Lucasfilm Games, contributing ideas and puzzles to their Labyrinth adventure game. That may not sound like the worst betrayal in the world at first blush, but consider again: he devoted more time and energy to this ad-hoc design consultation than he ever had to what was allegedly his own game, the one Infocom had started making at his specific request.

The succession of Imps who were assigned to the project were forced to improvise with their own ideas in face of the black hole that was Adams’s contribution. Details of exactly who did what are, however, once again thin on the ground. The only Imp I’ve heard claim specific credit for any sequence that survived into the final game is Moriarty, who remembers doing a bit where you’re trying to order a simple hamburger in a fast-food joint, only to get buried under a bewildering barrage of questions about exactly how you’d like it. The inevitable punchline comes when a “standard, smells-like-a-dog’s-ear burger with nothing on it” is finally delivered, regardless of your choices.

By late 1986, as the Bureaucracy project was closing in fast on its two-year anniversary, it was not so much a single big game as a collection of individual little games connected together, if at all, by the most precarious of scaffolding, each reading not like a game by Douglas Adams but a game by whatever Imp happened to be responsible for that section. Not only had Adams’s ideas for leveraging the mechanics of program and parser in service of his theme been largely abandoned, but at some point a fairly elaborate satire of paranoid conspiracy theorists — sort of an interactive Illuminatus! trilogy — had gotten muddled up with the satire of impersonal bureaucratic institutions in general. As the recent revelations about the National Security Agency have demonstrated, the two all too often do go together. Still, those parts of Bureaucracy had wandered quite far afield from everyday frustrations like trying to get a bank to accept a change-of-address form. It had all become quite the mess, and nobody had much energy left to try to sort it out.

If you had polled Infocom’s staff at this point on whether they thought Bureaucracy would ever actually be finished, it’s unlikely that many would have shown much optimism. The project remained alive at all not due to any love anyone had for it but rather out of what was probably a forlorn hope anyway: that getting this game out and published would pave the way to the next Hitchhiker’s game, to another potential 300,000-plus seller. Having done their part in getting Bureaucracy done, with or without Adams, Infocom hoped he would do his by returning to Hitchhiker’s with them. Few who knew Adams well would have bet much on that particular quid pro quo, but hope does spring eternal.

And then, miraculously, more than a glimmer of real hope did appear from an unlikely quarter. Marc Blank was long gone from Infocom by then, but had continued to keep in touch with his old friends among the Imps. At the November 1986 COMDEX trade show in Las Vegas, he bumped into Michael Bywater, a good friend of Douglas Adams and a fellow writer — in fact, a practitioner of his own brand of arch British humor that, if you squinted just right, wasn’t too different from that of Adams himself. Knowing the fix his old friends were still in with the game he had been the first to work on so long ago, a light bulb went off in Blank’s head. He hastily brokered a deal among Infocom, Adams, and Bywater, and the last arrived in the Boston area within days to hole up in a hotel room for an intense three weeks or so of script-doctoring. Infocom’s Tim Anderson, the latest programmer assigned to the project, stayed close at hand to insert Bywater’s new text and to implement any new puzzles he happened to come up with.

Jumbling the chronology as we’re sometimes forced to around here in the interest of other forms of coherency, we’ve already met Bywater in the context of his personal and professional relationship with Anita Sinclair and Magnetic Scrolls, and the salvage job he would do on that company’s Jinxter nine months or so after performing the same service for Infocom. As arrogant and quick to anger as he can sometimes be (one need only read his comments in response to Andy Baio’s misguided and confused article on the would-be second Hitchhiker’s game to divine that), everyone at Infocom found him to be a delight, not least because here at last was a writer who was more than happy to actually write. In a few weeks he rewrote virtually every word in the game in his own style — a style that was more caustic than Adams’s, but that nevertheless checked the right “British humor” boxes. Just like that, Infocom had their game, which they needed only test and publish to finally be quit of the whole affair forever. Right?

Well, this being the Game That Just Wouldn’t Be Finished, not quite. Janice Eisen, a current reader and supporter of this blog and an outside playtester for Infocom back in the day, recalls being given a version of Bureaucracy for testing that was largely the same structurally as the released version and that seemed to sport Bywater’s text, but that nevertheless differed substantially in one respect. The ultimate villain in this version, the person responsible for all of the bureaucratic tortures you’ve been subjected to, was not, as in the final version, a bitter computer nerd seeking to exact vengeance on the world and (for some reason) on you for his inability to get a date, but rather none other than Britain’s Queen Mother. As a satirical theme it’s classic Bywater. He was and remains a self-described republican, seeing the monarchy as setting “an appalling example to the whole nation by making clear that there’s at least one thing — head of state — that you can’t achieve but can only be born to.”

Some weeks after testing this version of Bureaucracy at home as usual, Janice, who lived close to Infocom’s offices, got a call asking if she could come in to test what would turn out to be the final version on-site. She was also told she could bring a friend of hers, another Infocom fan but not a regular tester, to join in. They spent a Saturday playing through the game, with a minder on-hand to give them answers to puzzles if necessary to make sure they got all the way through the game. It’s not absolutely clear whether Bywater was involved in the further rewriting made necessary by the replacement of the Queen Mother with the nerd, but the lavishly insulting descriptions of the latter — “ghastly,” “sniveling,” “ratty,” and “ineffectual” number amongst the adjectives — sound nothing like any of the Imps’ styles and very much like Bywater’s. When she asked why Infocom had made the changes — she had enjoyed the Queen Mother much more than the nerd — Janice was told that Infocom had feared that they were going too far into the realm of politics, that they were afraid that the Queen Mother, 86 years old at the time, might die while the game was still a hot item, making them look “terrible.” (This fear would prove unfounded; she would live for another fifteen years.)

So, it was a tortured, cobbled, disjointed creation that finally reached store shelves against all odds in March of 1987, and apparently one that had been subject to the final violation of a last-minute Bowdlerization. For all that, though, it’s a lot better game than you might expect, a better game even than most of the Infocom staffers, having had it so thoroughly spoiled in their eyes by the hell of its creation, are often willing to acknowledge. I quite like it on the whole, even if I have to temper that opinion with a lot of caveats.

Bureaucracy shows clear evidence of the fragmented process of its creation in being divided into four vignettes that become, generally not to the game’s benefit, steadily more surreal and less grounded in the everyday as they proceed. The first, longest, and strongest section begins after you have just gotten a new job and moved to a new neighborhood. Your new employer Happitec is about to send you jetting off to Paris for an introductory seminar. You just need to “pick up your Happitec cheque, grab a bite of lunch, a cab to the airport, and you’ll be living high on the hog at Happitec’s expense.” Naturally, it won’t be quite that easy. It’s here that the game pays due homage to the episode that first inspired it: your mail had been misdelivered thanks to “a silly bit of bother with your bank about a change-of-address card.” Subsequent sections have you trying to board your flight at the airport; dealing with the annoyances of a transcontinental flight, which include in this case something about an in-flight emergency that will force you to bail out of the airplane; and finally penetrating the dastardly nerdy mastermind’s headquarters somewhere in the jungles of Africa.

Much of Bureaucracy‘s personality is of course down to Bywater (about whom more in a moment), but I’m not sure that he comprises the whole of the story. I’d love to know who wrote my favorite bit, which is not found in the game proper but rather in one of the feelies. Your welcome letter from Happitec is such a perfect satire of Silicon Valley’s culture of empty plastic Utopianism that it belongs on the current television show of the same name. The letterhead’s resemblance to Apple’s then-current Macintosh iconography is certainly not accidental.

Bureaucracy

From the cult of personality around Happitec’s “founder and president” to the way it can’t even be bothered to address you by name to the veiled passive-aggressive threat with which it concludes, this letter is just so perfect. All it’s missing is a reference to “making the world a better place.”

Bywater, for his part, acquits himself more than well enough as the mirror-universe version of Douglas Adams, almost as witty and droll but more casually cruel. His relentless showiness makes him a writer whom I find fairly exhausting to try to read in big gulps, but he always leaves me with a perfect little bon mot or two to marvel over.

This is the living room of your new house, a pretty nice room, actually. At least, it will be when all your stuff has arrived as the removals company said they would have done yesterday and now say they will do while you're on vacation. At the moment, however, it's a bit dull. Plain white, no carpets, no curtains, no furniture. A room to go bughouse in, really. Another room is visible to the west, and a closed front door leads outside.


This deeply tacky wallet was sent to you free by the US Excess Credit Card Corporation to tell you how much a person like you needed a US Excess card, what with your busy thrusting lifestyle in today's fast-moving, computerised, jet-setting world. Needless to say, you already had a US Excess card which they were trying to take away from you for not paying your account, which, equally needless to say, you had paid weeks ago.


The stamp on the leaflet is worth 42 Zalagasan Wossnames (the Zalagasans were too idle to think of a name for their currency) and shows an extremely bad picture of an Ai-Ai. The Ai-Ai is of course a terribly, terribly rare sort of lemur which is a rare sort of monkey so altogether pretty rare, so rare that nobody has ever seen one, which is why the picture is such a blurred and rotten likeness. Actually, come to think of it, since nobody has ever seen the real thing, the picture might in fact be a really sharp, accurate likeness of a blurred and rotten animal.


The machine says: "Jones here. I'm the new tenant of your old house. There's a whole bunch of mail been arriving here for you. Urgent stuff from the Fillmore Fiduciary Trust. You know what I thought? I thought 'Do the right thing, Jones. Forward the guy's mail.' Then I found out about the termites. Then I found out about the nightly roach-dance. So I thought 'Rats.' I've returned your mail to your bank. Sort it out yourself."

So, when the scenario gives him something to work with Bywater can be pretty great. He’s much less effective when the game loses its focus on the frustrations of everyday existence, which it does with increasing frequency as it wears on and the situations get more and more surreal. He seems to feel obligated to continue to slather on heavy layers of snark, because after all he’s Michael Bywater and that’s what he does, but the point of it all begins rather to get lost. His description of your fellow passengers aboard an African airline as playing “ethnic nose flutes” is… well, let’s just say it’s not as funny as it wants to be and leave it at that. And his relentless picking away at the service workers you encounter — “The waiter squints at his pad with tiny simian eyes, breathing hard at the intellectual effort of it all.” — doesn’t really ring true for me, largely because I never seem to meet so many of these stupid and/or hateful people in my own life. Most of the people I meet seem pretty nice and reasonably competent on the whole. Even when I’m being gored on the bureaucratic horns of some institution or other, I find that the people I deal with are mostly just as conscious as I am of how ridiculous the whole thing is. As Kafka, who was himself an employee of an insurance company, was well aware, this is largely what makes bureaucracies so impersonal and vaguely, existentially horrifying. Ah, well, as someone who sees nothing cute about someone else’s baby — sorry, proud parents! — I can at least appreciate Bywater’s characterization of same as a “stupid, half-witted” thing emitting “hateful little bleats.”

The puzzles are perhaps the strangest mixture of easy and hard found anywhere in the Infocom catalog. The first two sections of the game are very manageable, with some puzzles that might almost be characterized as too easy and only a few that are a bit tricky; the best of these, and arguably the most difficult, is a delightful bit of illogical logic involving your bank and a negative check. When you actually board your flight and begin the third section, however, the difficulty takes a vertical leap. The linear run of puzzles that is the third and fourth sections of Bureaucracy is downright punishing, including at least three that I find much more difficult than anything in Spellbreaker, supposedly Infocom’s big challenge of a game for the hardcore of the hardcore. One is an intricate exercise in planning and pattern recognition taking place aboard the airplane (Bywater claims credit for having designed this one from scratch); one an intimidating exercise in code-breaking; one more a series of puzzles than a single puzzle really, an exercise in computer hacking that’s simulated in impressive detail. None of the three is unfair. (The puzzle that comes closest to that line is actually not among this group; it’s rather a game of “guess the right action or be killed” that you have to engage in whilst hanging outside the airliner in a parachute.) The clues are there, but they’re extremely subtle, requiring the closest reading and the most careful experimentation whilst being under, in the case of the first and the third of this group, time pressure that will have you restoring again and again. Bureaucracy raises the interesting question of whether a technically fair game can nevertheless simply be too hard for its own good. The gnarly puzzles that suddenly appear out of the blue don’t serve this particular game all that well in my opinion, managing only to further dilute its original focus and make it feel still more schizophrenic. I think I’d like them more in another, different game. At any rate, those looking for a challenge won’t be disappointed. If you can crack this one without hints, you’re quite the puzzler.

Although it’s Infocom’s third release in their Interactive Fiction Plus line of games that ran only on the “big” machines with at least 128 K of memory, Bureaucracy doesn’t feel epic in the way of A Mind Forever Voyaging and Trinity. A glance at the story file reveals that it doesn’t completely fill the extra space allowed by the newer Z-Machine, in contrast to the previous two games in the line that stuff the format to the gills. I would even say that quite a number of Infocom’s standard releases subjectively feel bigger. Bureaucracy became an Interactive Fiction Plus title more by accident than original intent, the extra space serving largely to give a chatty Michael Bywater more room to ramble and to allow stuff like that elaborate in-game computer simulation. And given the way the game was made, I’d be surprised if its code was particularly compact or tidy.

Despite all of the pain of its creation and the bad vibes that clung to it for reason of same, Infocom released Bureaucracy with relatively high hopes that the Douglas Adams name, still printed on the box despite his minimal involvement, would be enough to sell a substantial number of copies even absent the Hitchhiker’s name. Adams, showing at least a bit more enthusiasm for promoting Bureaucracy than he had for writing it, gave an interview about it to PBS’s Computer Chronicles television program, during which it becomes painfully apparent that he has only the vaguest notion of what actually happens in the game he supposedly authored. He also appeared on Joan Rivers’s late-night talk show; she declared it “the funniest computer game ever,” although I must admit that I find it hard to imagine that she had much basis for comparison. None of it helped all that much. As was beginning to happen a lot by 1987, Infocom was sharply disappointed by their latest hoped-for hit’s performance. Bureaucracy sold not quite 30,000 copies, a bit better than the Infocom average by this point but short of Hitchhiker’s numbers by a factor of more than ten.

The game’s a shaggy, disjointed beast for sure, but I still recommend that anyone with an appreciation of for the craft of interactive fiction give it a whirl at some point. If the hardcore puzzles at the end aren’t your bag, know that the first two sequences are by far its most coherent and focused parts. Feel free to just stop when you make it aboard the airplane; by that time you’ve seen about 75 percent of the content anyway. Whatever else it would or should have become, as Infocom’s only work of contemporary social satire Bureaucracy is a unique entry in their catalog, and in its stronger moments at least it acquits itself pretty well at the business. That alone is reason enough to treasure it. And as a lesson in the perils of staking your business on a single mercurial genius… well, let’s just say that the story behind Bureaucracy is perhaps worthwhile in its way as well.

(As usual with my Infocom articles, much of this one is drawn from the full Get Lamp interview archives which Jason Scott so kindly shared with me. Reader Janice Eisen took the time to correspond with me about her memories of testing Bureaucracy, for which I owe her huge thanks. Other sources include the two Douglas Adams biographies, Hitchhiker by M.J. Simpson and Wish You Were Here by Nick Webb; the Family Computing of September 1987; the Electronic Games of April 1985; and the audio of Steve Meretzky and Michael Bywater’s joint conversation in London back in 2005.)

 
 

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Hall of Fame

One of the problems with trying to experience the history of gaming for yourself, by actually playing games, is that so many games are so very, very bad. I obviously can’t do much about that directly, but I can offer a roughly chronological list of games that balances claims of historical importance against playability and fairness. That’s what you’ll find below, slowly growing as we continue to work our way through history on the blog proper. If you’re just looking for an interesting game to play, you can feel pretty confident selecting any title from this list. And if you’re a serious student of computer-gaming history and want to experience it from the beginning, I suppose you might just have a project here that could absorb many years as this list continues to grow. In the name of painting as accurate an historical portrait as I can while still offering a list of games that are actually fun to play, I’ve substituted for some historically important games that I consider pretty much unplayable today (like the Sierra Hi-Res Adventure line) others that give a good impression of the genre or movement they represent while working better as satisfying games (in the case of the Hi-Res Adventures, for instance, that would largely be Transylvania).

I hope you find this list enlightening and/or useful.


1. Eliza (1966)

Joseph Weizenbaum’s psychologist simulator is one of the most important computer programs ever written, prompting its players for the first time to suspend their disbelief and join with the computer in a shared interactive fiction.


2. The Oregon Trail (1971)

Schoolteacher Don Rawitsch’s attempt to introduce his students to the rigors of the pioneer life lives on to this day, as important to the history of interactive narrative as it is to that of computers in education.


3. Hunt the Wumpus (1972)

Gregory Yob’s “topological computer game” introduced to the world the representation of a consistent geography inside a game and the joys (?) of mapping the same.


4. Adventure (1977)

The urtext of adventure gaming in all of the forms it’s taken in the decades since, Will Crowther and Don Woods’s Adventure combined Eliza‘s model of interaction as a conversation between player and program with The Oregon Trail‘s narrative elements and Hunt the Wumpus‘s representation of geographic space to become the game that changed everything.


5. Adventureland (1978)

Scott Adams’s 16 K miniature masterstroke brought adventure gaming to microcomputers.


6. The Count (1979)

Scott Adams’s only really successful attempt to break out of the mold of “treasures for points” was also his first, managing to introduce an element of time and dynamic plotting to a game that still ran in just 16 K.


7. The Prisoner (1980)

The first game on this list to feature graphics, David Mullich’s unlicensed knockoff of the old television show turned into a fascinating homage to its inspiration and gaming’s first unabashed striving toward Art.


8. Zork (1980)

Infocom’s first and most commercially successful game of all could be described as “just” Adventure with a better parser and a better world model, except that those two things made all the difference in the world.


9. Ultima (1981)

The urtext of an entire school of CRPG design, the first Ultima also becomes the most enjoyable and playable of Richard Garriott’s early works by keeping the size reasonable and the player’s goals relatively clear.


10. Softporn (1981)

A rare example of a game that’s better than its reputation, Chuck Benton’s evocation of singles life in the disco era is worth a play, even if the actual game is destined to be eternally overshadowed by that cover art.


11. Castle Wolfenstein (1981)

Silas Warner’s movie-inspired World War II caper is a masterpiece of Apple II programming and the first successful action/adventure hybrid on a computer, not to mention the starting point of one of the most long-lived franchises in the history of gaming.


12. Wizardry (1981)

The yin to Ultima‘s yang, Robert Woodhead and Andrew Greenberg’s Wizardry did the tactical dungeon crawl so well that future games, including its own sequels, would struggle to really improve upon it for years to come.


13. Wizardry II: Knight of Diamonds (1982)

The first sequel to Wizardry is more like an expansion pack that introduces the joys of high-level dungeon crawling and completes the story of the intrepid party you created in the first game.


14. Transylvania (1982)

Penguin’s very first adventure game as well as one of the best examples of the “hi-res” school of illustrated text adventures that dominated on the Apple II during the early 1980s, Antonio Antiochia’s homage to the old Universal monster movies is a B-grade Gothic delight.


15. Zork III: The Dungeon Master (1982)

Zork II has some dodgy puzzles and is generally skippable, but Marc Blank’s haunting conclusion to the trilogy is not, showcasing as it does Infocom’s rapidly evolving sense of craft in writing and game design alike.


16. Starcross  (1982)

Dave Lebling’s first solely-authored game for Infocom had you exploring a huge alien spaceship that was one of the most coherent settings yet constructed for an adventure game.


17. M.U.L.E. (1983)

Danielle Bunten Berry’s lighthearted multiplayer game of economic strategy is one of the best examples of pure design craft I’ve ever seen, and certainly the game that has provided me with more hours of fun per kilobyte than any other.


18. The Witness (1983)

Marc Blank’s earlier Deadline would have been on this list if it was made purely with an eye to historical importance, but since it isn’t I include instead Infocom’s second mystery, this time by Stu Galley, which offers the same revolutionary new approach to adventure games as dynamic systems rather than static maps while also managing to be be much more fair about the whole thing.


19. Planetfall (1983)

Steve Meretzky’s first game for Infocom introduced Floyd, lovable robot sidekick and the first character you could really care about inside an adventure game.


20. Enchanter (1983)

Originally conceived as Zork IV, Marc Blank and Dave Lebling’s latest fantasy romp for Infocom added a hugely entertaining and influential spellcasting system to the old equation.


21. Infidel (1983)

The world’s first interactive tragedy, Mike Berlyn’s workmanlike game of adventurous Egyptology culminates in a very shocking and controversial ending that continues to spark debates on the very nature of adventure games.


22. King’s Quest (1984)

It’s hard to convey today just how amazing Roberta Williams’s free-roaming cartoon adventure was in 1984, the year it saved Sierra On-Line from an early extinction.


23. Summer Games (1984)
24. Summer Games II (1985)
25. Winter Games (1985)
26. World Games (1986)
27. California Games (1987)

Perhaps unjustly, I’ve used Epyx’s Games series in the blog proper mainly to illustrate the evolving art of Commodore 64 graphics and sound, but they’re still immensely entertaining to play with the right group of friends.


28. Sorcerer (1984)

Steve Meretzky’s sequel to Enchanter reflects his goofier style of humor, but the magic-based puzzles are no less entertaining for it.


29. Seastalker (1984)

The debut of a would-be new line of Infocom Interactive Fiction Junior for children, this gee-whiz undersea adventure was largely written by Jim Lawrence, whose pedigree as a ghostwriter for Nancy Drew, The Hardy Boys, and Tom Swift made him the perfect man for the job.


30. Dragonworld (1984)

Telarium’s line of illustrated adventure games based on popular books had its problems, but this is one of the best, perhaps because a coauthor of the book in question, Byron Preiss, was also the driving force behind Telarium itself.


31. Amazon (1984)

The other really good Telarium game is this jungle adventure written by none other than Michael Crichton of The Andromeda Strain and Jurassic Park fame.


32. The Hitchhiker’s Guide to the Galaxy (1984)

This collaboration between Douglas Adams and Steve Meretzky stands as one of the most self-aware, delightfully subversive text adventures ever written as well as the high point in Infocom’s commercial fortunes.


33. Suspect (1984)

The third of Infocom’s original trilogy of hardcore mysteries, Dave Lebling’s Suspect is harder than The Witness but fairer than Deadline.


34. Elite (1984)

A universe in 32 K, an icon of British game development, and the urtext of a genre of space-combat simulations, the sheer scope of David Braben and Ian Bell’s game of combat, exploration, and trade can inspire awe even today.


35. Deus Ex Machina (1984)

More a piece of multimedia art than a conventional game, Mel Croucher’s countercultural magnum opus tried to pack a lifetime into a 48 K Sinclair Spectrum and a handy nearby stereo system.


36. Déjà Vu (1985)

While Sierra had gotten the ball rolling with King’s Quest, it was left to ICOM Simulations to fully embrace the computing paradigm of the new Apple Macintosh by dumping the parser completely from this entertaining two-fisted detective caper, inventing the genre of the point-and-click graphic adventure and numbering the days of the commercial text adventure.


37. Mindwheel (1985)

This surreal psychological fantasy, the only of Synapse’s ambitious line of Electronic Novels to fully succeed artistically, was written by Robert Pinsky, future Poet Laureate of the United States and the most prestigious literary figure ever to turn his hand to the humble text adventure.


38. Wishbringer (1985)

Infocom’s first attempt at an introductory game for adults was this artful mixture of foreboding and whimsy written by Brian Moriarty.


39. A Mind Forever Voyaging (1985)

Infocom’s first and only foray into almost entirely puzzleless interactive fiction, Steve Meretzky’s time-traveling mixture of hard science fiction and contemporary political commentary bites off at least three or four more Big Ideas than it can chew, but is nevertheless fascinating for what it attempts and for the considerable degree to which its ambitions are in fact realized.


40. Spellbreaker (1985)

Dave Lebling’s conclusion to Infocom’s Enchanter trilogy is something of an extended proof of the theorem that adventure games don’t need to be unfair to be really, really challenging.


41. Where in the World Is Carmen Sandiego? (1985)

An icon of edutainment to rival The Oregon Trail, Brøderbund’s game puts you on the trail of a ring of international thieves, crisscrossing the globe with your trusty World Almanac and Book of Facts — or, these days, Wikipedia — at your side.


42. Borrowed Time (1985)

The best of Interplay’s early illustrated text adventures, Borrowed Time is a hard-boiled private-eye tale with a cutting sense of humor.


43. Leader Board Golf (1986)

Particularly when played with others, Access’s minimalist masterpiece is far more compelling than a golf game in which the terrain consists solely of flat green land and equally featureless blue water really ought to be.


44. Oo-Topos (1986)
45. The Coveted Mirror (1986)

These two remakes of earlier adventures written using Penguin/Polarware’s new Comprehend engine represent the culmination of the “hi-res” tradition of illustrated text adventures.


46. Starflight (1986)

A feat of high-wire software engineering that became the first popular MS-DOS-exclusive game, Binary Systems’s space opera took full advantage of those machines’ memory and processing power to offer an awe-inspiring persistent galaxy to explore and a compelling intergalactic mystery to unravel in one of the first games that amply justifies the adjective of “epic.”


47. Portal (1986)

Rob Swigart’s Computer Novel for Activision is a minor masterpiece of science-fiction worldbuilding and also our own world’s first notable example of serious literary hyperfiction, predating HyperCard, Storyspace, and the World Wide Web.


48. Killed Until Dead (1986)

Artech’s delightful casual mystery game offers 21 snack-sized cases to solve and a palpable love for the history of the literary genre on which they’re based.


49. Trinity (1986)

For me, Brian Moriarty’s mournful atomic-age tragedy is the Big One, Infocom’s greatest single achievement and a work of interactive poetry which moves me like no other.


50. Leather Goddess of Phobos (1986)

Steve Meretzky returns to his wheelhouse of science-fiction comedy, this time with the additional spice of sex that turned it into Infocom’s last genuine hit.


51. Defender of the Crown (1986)

The game that introduced Cinemaware’s concept of interactive movies to the world and showed for the first time what the new Commodore Amiga could really do in the process, Defender of the Crown‘s mouthwatering atmosphere makes up for a multitude of minor gameplay sins.


52. King of Chicago (1986)

Written almost singlehandedly by Doug Sharp in its original Macintosh incarnation, Cinemaware’s most ambitious attempt at creating a responsive interactive story is still fascinating and instructive today, both in where it fails and the surprising degree to which it sometimes succeeds.


53. Guild of Thieves (1987)

Magnetic Scrolls’s most prototypical game is this sprawling old-school treasure hunt full of gorgeous pictures, puzzles of many stripes, and a delicate seasoning of English whimsy.


54. Gnome Ranger (1987)

The second Level 9 text adventure to use the KAOS system with its active non-player characters who can follow your instructions, Gnome Ranger has some of the most unique puzzles mechanics you’ll ever see, and is in my opinion Level 9’s most playable, most soluble, and simply all-around best game.


55. Giant Killer (1987)

Peter Killworth’s educational “maths adventure” is one of the most-played text adventures in history, for years a fixture of British schools and today an accessible introduction to the otherwise intimidating Phoenix/Topologika tradition of hyper-intellectual adventuring.


56. Accolade’s Comics (1987)

The first original game by Distinctive Software was this charming interactive comic book with its almost 400 original panel illustrations and 8 action games.


57. Pirates! (1987)

The first addictive Sid Meier masterpiece is in my opinion simply the finest game ever born on the Commodore 64.


58. Maniac Mansion (1987)

The best graphic adventure ever made for the Commodore 64 and the starting point of the LucasArts tradition of saner, fairer puzzling, this intricately nonlinear and endlessly likable multi-character caper deserves a spot here despite a few rough edges.


59. Leisure Suit Larry in the Land of the Lounge Lizards (1987)

While its bullying personality isn’t always completely to my taste, the first Leisure Suit Larry is a very well-designed adventure game — the first Sierra game for which I can unabashedly make such a claim — and its hapless protagonist an icon of the genre.


60. Bureaucracy (1987)

It’s a shaggy, disjointed beast to be sure, but Infocom’s only interactive social satire is also both archly funny and a deliciously tempting nightmare come true for lovers of punishing but fair puzzles.


61. Stationfall (1987)

Steve Meretzky’s final all-text adventure game starts as another of his goofy science-fiction comedies and then slowly turns into… something else entirely.


62. The Lurking Horror (1987)

Despite marking the first full-fledged work of Lovecraftian horror in computer gaming, Dave Lebling’s final all-text adventure game is almost more interesting and significant as a nostalgic look back to life at MIT, the place where Zork and Infocom were born.


63. Plundered Hearts (1987)

Infocom’s only interactive romance lives up to the ideal of “waking up inside a story” better than any other game they ever released, a rollicking ride through pirates, powder kegs, and pieces of eight sufficient to make the most stalwart romance hater’s bosom heave.


64. Border Zone (1987)

The real-time gimmick used in this interactive spy story is perhaps problematic, but the game itself transcends it, delivering three sustained cinematic action sequences that get the blood pumping in a way that no other entry in Infocom’s catalog can quite match.


65. The Fool’s Errand (1987)

Occasionally called the “greatest puzzle game ever made,” The Fool’s Errand is in its way even more compelling than that description would imply, an onion of unfathomed depths just waiting to be peeled back layer by delicious layer.


66. Dungeon Master (1987)

The most technically and formally innovative CRPG since Ultima and Wizardry laid down the ground rules, history’s first grid-based real-time dungeon crawler might also be its best, with level design to die for — and, trust me, you will.


67. Three Stooges (1988)

Okay, it’s a trifle, but it makes me and my wife laugh, and sometimes after a long day that’s all you really need, isn’t it?


68. Pool of Radiance (1988)

The first game in SSI’s Gold Box line of officially licensed Advanced Dungeons & Dragons CRPGs is not without its specific irritations and frustrations, but they are far outweighed by one of the best tactical-combat systems ever made and a general design philosophy of showing you a little mercy, sparing you most of the boring stuff so endemic to its contemporaries.


69. Sherlock: The Riddle of the Crown Jewels (1988)

Infocom’s final all-text adventure game is as good a way to say farewell to the era as any, a sturdily constructed scavenger hunt set in the lovingly recreated gas-lit environs of Victorian London.


70. Fish! (1988)

A riot of fishy puns and surrealistic humor, Fish! manages to be bizarre, challenging, and fair at the same time — no mean achievement — and is on the whole my favorite of Magnetic Scrolls’s games.


71. A Dudley Dilemma (1988)

The first really good game of the AGT era and a fine addition to the long tradition of collegiate interactive fiction, Lane Barrow’s A Dudley Dilemma manages to do for life at Harvard what Infocom’s The Lurking Horror did for life at MIT.


72. The Manhole (1988)

Far more than just the first stop on the road to Myst, Rand and Robyn Miller’s goalless and puzzless “fantasy exploration for children of all ages” is intriguing and delightful in its own right.


73. Neuromancer (1988)

Kind of a terrible adaptation of William Gibson’s novel though it is, Neuromancer the game is great as a game, a thoroughly enjoyable, content-rich experience unlike any other of its era — or, for that matter, of any era since.


74. Son of Stagefright (1989)

Mike McCauley’s AGT creation is both a love letter to plays, play-makers, and playgoers and a great, genial puzzler of a text adventure.


75. Hero’s Quest: So You Want to Be a Hero (1989)

Later renamed Quest for Glory for legal reasons, the first game in Lori and Corey Cole’s delightful series of adventure/CRPG hybrids sets the generous standard for the series as a whole, allowing you to play exactly how you want to.


76. It Came from the Desert (1989)

Cinemaware’s finest hour, It Came from the Desert really does kind of make you feel like you’re starring in your own interactive B-movie.


77. Curse of the Azure Bonds (1989)

This sequel to Pool of Radiance mostly maintains the high design standard set by its predecessor, and lets you advance your characters from the previous game to just before leveling up in Dungeons & Dragons stops being much fun anyway.


78. Quest for Glory II: Trial by Fire (1990)

The second game in the series moves the character you created in Hero’s Quest into a setting drawn from the Arabian Nights.


79. Wonderland (1990)

Magnetic Scrolls’s swansong is this fine old-school Lewis Carroll pastiche that stands up very well as much more than a technology demonstration.


80. Spellcasting 101: Sorcerers Get All the Girls (1990)

Marking the debut of Legend Entertainment, the implicit heir to Infocom, Steve Meretzky’s fantasy farce mixes dumb humor with smart puzzles as only he could.


81. Loom (1990)

Brian Moriarty’s minimalist masterpiece of a graphic adventure doesn’t take that long to play, but you’ll never forget it after you finish it.


82. The Secret of Monkey Island (1990)

The archetypal LucasArts adventure game, Ron Gilbert’s comic tale showed that deaths and dead ends aren’t necessary to make a challenging graphic adventure, becoming in the process one of the most influential adventure games ever made.


83. Railroad Tycoon (1990)

Sid Meier’s second masterpiece was like nothing anyone had ever seen at the time of its release, and remains today one of the finest and most influential strategy games ever made.


84. Wing Commander (1990)

Wing Commander combined a space-combat simulator with a cinematic narrative and wound up being not only more than the sum of its parts, but a blueprint for a good chunk of gaming’s future.


 

 

Defender of the Crown

Defender of the Crown

If you rushed out excitedly to buy an Amiga in the early days because it looked about to revolutionize gaming, you could be excused if you felt just a little bit disappointed and underwhelmed as the platform neared its first anniversary in shops. There was a reasonable amount of entertainment software available — much of it from the Amiga’s staunchest supporter, Electronic Arts — but nothing that felt quite as groundbreaking as EA’s early rhetoric about the Amiga would imply. Even the games from EA were mostly ports of popular 8-bit titles, modestly enhanced but hardly transformed. More disappointing in their way were the smattering of original titles. Games like Arcticfox and Marble Madness had their charms, but there was nothing conceptually new about them. Degrade the graphics and sound just slightly and they too could easily pass for 8-bit games. But then, timed to neatly correspond with that one-year anniversary, along came Defender of the Crown, the Amiga’s first blockbuster and to this day the game many old-timers think of first when you mention the platform.

Digital gaming in general was a medium in flux in the mid-1980s, still trying to understand what it was and where it fit on the cultural landscape. The preferred metaphor for pundits and developers alike immediately before the Amiga era was the book; the bookware movement brought with it Interactive Fiction, Electronic Novels, Living Literature, and many other forthrightly literary branded appellations. Yet in the big picture bookware had proved to be something of a commercial dud. Defender of the Crown gave the world a new metaphorical frame, one that seemed much better suit to the spectacular audiovisual capabilities of the Amiga. Cinemaware, the company that made it, had done just what their name would imply: replaced the interactive book with the interactive movie. In the process, they blew the doors of possibility wide open. In its way Defender of the Crown was as revolutionary as the Amiga itself — or, if you like, it was the long-awaited proof of concept for the Amiga as a revolutionary technology for gaming. All this, and it wasn’t even a very good game.

The Cinemaware story begins with Bob Jacob, a serial entrepreneur and lifelong movie buff who fulfilled a dream in 1982 by selling his business in Chicago and moving along with his wife Phyllis to Los Angeles, cradle of Hollywood. With time to kill while he figured out his next move, he became fascinated with another, newer form of media: arcade and computer games. He was soon immersing himself in the thriving Southern California hacker scene. Entrepreneur that he was, he smelled opportunity there. Most of the programmers writing games around him were “not very articulate” and clueless about business. Jacob realized that he could become a go-between, a bridge between hackers and publishers who assured that the former didn’t get ripped off and that the latter had ready access to talent. He could become, in other words, a classic Hollywood agent transplanted to the brave new world of software. Jacob did indeed became a modest behind-the-scenes player over the next couple of years, brokering deals with the big players like Epyx, Activision, Spinnaker, and Mindscape for individuals and small development houses like Ultrasoft, Synergistic, Interactive Arts, and Sculptured Software. And then came the day when he saw the Amiga for the first time.

Jacob had gotten a call from a developer called Island Graphics, who had been contracted by Commodore to write a paint program to be available on Day One for the Amiga. But the two companies had had a falling out. Now Island wanted Jacob to see if he could place the project with another publisher. This he succeeded in doing, signing Island with a new would-be Amiga publisher called Aegis; Island’s program would be released as Aegis Images. (Commodore would commission R.J. Mical to write an alternate paint program in-house; it hit the shelves under Commodore’s own imprint as GraphiCraft.) Much more important to Jacob’s future, however, was his visit to Island’s tiny office and his first glimpse of the prototype Amigas they had there. Like Trip Hawkins and a handful of others, Jacob immediately understood what the Amiga could mean for the future of gaming. He understood so well, in fact, that he made a life-changing decision. He decided he wanted to be more than just an agent. Rather than ride shotgun for the revolution, he wanted to drive it. He therefore wound down his little agency practice in favor of spearheading a new gaming concept he dubbed “Cinemaware.”

Jacob has recounted on a number of occasions the deductions that led him to the Cinemaware concept. A complete Amiga system was projected to cost in the neighborhood of $2000. Few of the teenagers who currently dominated amongst gamers could be expected to have parents indulgent enough to spend that kind of money on them. Jacob therefore expected the demographic that purchased Amigas to skew upward in age — toward people like him, a comfortably well-off professional in his mid-thirties. And people like him would not only want, as EA would soon be putting it, “the visual and aural quality our sophisticated eyes and ears demand,” but also more varied and nuanced fictional experiences. They would, in other words, like to get beyond Dungeons and Dragons, The Lord of the Rings, Star Wars, and Star Trek as the sum total of their games’ cultural antecedents. At the same time, though, their preference for more varied and interesting ludic fictions didn’t necessarily imply that they wanted games that were all that demanding on their time or even their brainpower. This is the point where Jacob diverged radically from Infocom, the most prominent extant purveyor of sophisticated interactive fictions. The very first computer game that Jacob had ever bought had been Infocom’s Deadline. He hadn’t been all that taken with the experience even at the time. Now, what with its parser-based interface and all the typing that that entailed, its complete lack of audiovisual flash, its extensive manual and evidence reports that the player was expected to read before even putting the disk in the drive, and the huge demands it placed on the player hoping to actually solve its case, it served as a veritable model for what Jacob didn’t want his games to be. Other forms of entertainment favored by busy adults weren’t so demanding. Quite the opposite, in fact. His conception of adult gaming would have it be as easy-going and accessible as television. Thus one might characterize Jacob’s vision as essentially Trip Hawkins’s old dictum of “simple, hot, and deep,” albeit with a bit more emphasis on the “hot” and a bit less on the “deep.” The next important question was where to find those more varied and nuanced fictional experiences. For a movie buff living on the very doorstep of Tinsel Town, the answer must have all but announced itself of its own accord.

Bookware aside, the game industry had to some extent been aping the older, more established art form of film for a while already. The first attempt that I’m aware of to portray a computer game as an interactive movie came with Sierra’s 1982 text-adventure epic Time Zone, the advertising for which was drawn as a movie poster, complete with “Starring: You,” “Admission: $99.95,” and a rating of “UA” for “Ultimate Adventure.” It was also the first game that I’m aware of to give a credit for “Producer” and “Executive Producer.” Once adopted and popularized by Electronic Arts the following year, such movie-making terminology spread quickly all over the game industry. Now Bob Jacob was about to drive the association home with a jackhammer.

Each Cinemaware game would be an interactive version of some genre of movies, drawn from the rich Hollywood past that Jacob knew so well. If nothing else, Hollywood provided the perfect remedy for writer’s block: “Creatively it was great because we had all kinds of genres of movies to shoot for.” Many of the movie genres in which Cinemaware would work felt long-since played-out creatively by the mid-1980s, but most gaming fictions were still so crude by comparison with even the most hackneyed Hollywood productions that it really didn’t matter: “I was smart enough and cynical enough to realize that all we had to do was reach the level of copycat, and we’d be considered a breakthrough.”

Cynicism notwithstanding, the real, obvious love that Jacob and a number of his eventual collaborators had for the movies they so self-consciously evoked would always remain one of the purest, most appealing things about Cinemaware. Their manuals, scant and often almost unnecessary as they would be, would always make room for an affectionate retrospective on each game’s celluloid inspirations. At the same time, though, we should understand something else about the person Jacob was and is. He’s not an idealist or an artist, and certainly not someone who spends a lot of time fretting over games in terms of anything other than commercial entertainment. He’s someone for whom phrases like “mass-market appeal” — and such phrases tend to come up frequently in his discourse — hold nary a hint of irony or condescension. Even his love of movies, genuine as it may be, reflects his orientation toward mainstream entertainment. You’ll not find him waiting for the latest Criterion Collection release of Bergman or Truffaut. No, he favors big popcorn flicks with, well, mass-market appeal. Like so much else about Jacob, this sensibility would be reflected in Cinemaware.

Financing for a new developer wasn’t an easy thing to secure in the uncertain industry of 1985. Perhaps in response, Jacob initially conceived of his venture as a very minimalist operation, employing only himself and his wife Phyllis on a full-time basis. The other founding member of the inner circle was Kellyn Beeck, a friend, software acquisitions manager at Epyx, fellow movie buff, and frustrated game designer. The plan was to give him a chance to exorcise the latter demon with Cinemaware. Often working from Jacob’s initial inspiration, he would provide outside developers with design briefs for Cinemaware games, written in greater or lesser detail depending on the creativity and competency of said developers. When the games were finished, Jacob would pass them on to Mindscape for publication as part of the Cinemaware line. One might say that it wasn’t conceptually all that far removed from the sort of facilitation Jacob had been doing for a couple of years already as a software agent. It would keep the non-technical Jacob well-removed from the uninteresting (to him) nuts and bolts of software development. Jacob initially called his company Master Designer Software, reflecting both an attempt to “appeal to the ego of game designers” and a hope that, should the Cinemaware stuff turn out well, he might eventually launch other themed lines. Cinemaware would, however, become such a strong brand in its own right in the next year or two that Jacob would end up making it the name of his company. I’ll just call Jacob’s operation “Cinemaware” from now on, as that’s the popular name everyone would quickly come to know it under even well before the official name change.

After nearly a year of preparation, Jacob pulled the trigger on Cinemaware at last in January of 1986, when in a manner of a few days he legally formed his new company, signed a distribution contract with Mindscape, and signed contracts with outsiders to develop the first four Cinemaware games, to be delivered by October 15, 1986 — just in time for Christmas. Two quite detailed design briefs went to Sculptured Software of Salt Lake City, a programming house that had made a name for themselves as a porter of games between platforms. Of Sculptured’s Cinemaware projects, Defender of the Crown, the title about which Jacob and Beeck were most excited, was inspired by costume epics of yesteryear featuring legendary heroes like Ivanhoe and Robin Hood, while SDI was to be a game involving Ronald Reagan’s favorite defense program and drawing its more tenuous cinematic inspiration from science-fiction classics ranging from the Flash Gordon serials of the 1930s to the recent blockbuster Star Trek II: The Wrath of Khan. The other two games went to proven lone-wolf designer/programmers, last of a slowly dying breed, and were outlined in much broader strokes. King of Chicago, given to a programmer named Doug Sharp who had earlier written a game called ChipWits, an interesting spiritual successor to Silas Warner’s classic Robot War, was to be an homage to gangster movies. And Sinbad and the Throne of the Falcon was given to one Bill Williams, who had earlier written such Atari 8-bit hits as Necromancer and Alley Cat and had just finished the first commercial game ever released for the Amiga, Mind Walker. His game would be an homage to Hollywood’s various takes on the Arabian Nights. Excited though he was by the Amiga, Jacob hedged his bets on his platforms just as he did on his developers, planning to get at least one title onto every antagonist in the 68000 Wars before 1986 was out. Only Defender of the Crown and Sinbad were to be developed and released first on the Amiga; King of Chicago would be written on the Macintosh, SDI on the Atari ST. If all went well, ports could follow.

All of this first wave of Cinemaware games as well as the ones that would follow will get their greater or lesser due around here in articles to come. Today, though, I want to concentrate on the most historically important if certainly not the best of Cinemaware’s works, Defender of the Crown.

Our noble Saxon hero on the job

Our noble Saxon hero on the job.

Defender of the Crown, then, takes place in a version of medieval England that owes far more to cinema than it does to history. As in romantic depictions of Merry Olde England dating back at least to Walter Scott’s Ivanhoe, the stolid English Saxons are the heroes here, the effete French Normans — despite being the historical victors in the struggle for control of England — the villains. Thus you play a brave Saxon lord struggling against his Norman oppressors. Defender of the Crown really doesn’t make a whole lot of sense as history, fiction, or legend. A number of its characters are drawn from Ivanhoe, which might lead one to conclude that it’s meant to be a sequel to that book, taking place after Richard I’s death has thrown his kingdom into turmoil once again. But if that’s the case then why is Reginald Front-de-Boeuf, who was killed in Ivanhoe, running around alive and well again? Should you win Defender of the Crown, you’ll be creating what amounts to an alternate history in which the Saxons throw off the Norman yoke and regain control of England. Suffice to say that the only history that Defender of the Crown is really interested in is the history of Hollywood. What it wants to evoke is not the England of myth or reality, but the England of the movies so lovingly described in its manual. It has no idea where it stands in relation to Ivanhoe or much of anything else beyond the confines of a Hollywood sound stage, nor does it care. Given that, why should we? So, let’s agree to just go with it.

The core of Defender of the Crown: Risk in Merry Olde England

The core of Defender of the Crown: Risk played in Merry Olde England

Defender of the Crown is essentially Risk played on a map of England. The other players in the game include three of the hated Normans and two other Saxon lords, who generally try to avoid attacking their ethnic fellows unless space starts getting really tight. Your goal is of course to wipe the Normans from the map and make of England a Saxon kingdom again. Woven into the simple Risk-like strategy game are a handful of action-oriented minigames that can be triggered by your own actions or those of the other lords: a grand jousting tournament, a midnight raid on an enemy castle, a full-on siege complete with a catapult that you use to knock down a beleaguered castle’s walls. In keeping with Jacob’s vision of Cinemaware games as engaging but light entertainments, a full game usually takes well under an hour to play, and there is no provision for saving or restoring.

From the beginning, it was Jacob’s intention to really pull out all the stops for Defender of the Crown in particular amongst his launch titles, to make of it an audiovisual showcase the likes of which had never been seen before. Shortly after signing Sculptured Software to do the programming, he therefore signed Jim Sachs to work with them, giving him a title familiar to Hollywood but new to the world of games: Art Director.

A Jim Sachs self-portrait

A Jim Sachs self-portrait, one of his early Amiga pictures that won him the job of Art Director for Defender of the Crown.

A self-taught artist from childhood and a programmer since he’d purchased a Commodore 64 just a few years before, Sachs had made quite a name for himself in quite a short time in Commodore circles. He’d written and released a game of his own for the Commodore 64, Saucer Attack, that mixed spectacular graphics with questionable gameplay (an accusation soon to be leveled against Defender of the Crown as well). He’d then spent a year working on another game, to be called Time Crystal, that never got beyond a jawdropping demo that made the rounds of Commodore 64 BBSs for years. He’d been able to use this demo and Saucer Attack to convince Commodore to give him developer’s status for the Amiga, allowing him access to pre-release hardware. Sach’s lovely early pictures were amongst the first to be widely distributed amongst Amiga users, making him the most well-known of the Amiga’s early hacker artists prior to Eric Graham flooring everyone with his Juggler animation in mid-1986. Indeed, Sachs was quite possibly the best Amiga painter in the world when Jacob signed him up to do Defender of the Crown — Andy Warhol included. He would become the most important single individual to work on the game. If it was unusual for an artist to become the key figure behind a game, that itself was an illustration of what made Cinemaware — and particularly Defender of the Crown — so different from what had come before. As he himself was always quick to point out, Sachs by no means personally drew every single one of the many lush scenes that make up the game. At least seven others contributed art, an absolutely huge number by the standards of the time, and another sign of what made Defender of the Crown so different from everything that had come before. It is fair to say, however, that Sachs’s virtual brush swept over every single one of the game’s scenes, tweaking a shadow here, harmonizing differing styles there. His title of Art Director was very well-earned.

This knight, first distributed by Jim Sachs as a picture file, would find his way into Defender of the Crown almost unaltered.

This knight, first distributed by Jim Sachs as a standalone picture, would find his way into Defender of the Crown almost unaltered.

By June of 1986 Sachs and company had provided Sculptured Software with a big pile of mouth-watering art, but Sculptured had yet to demonstrate to Jacob even the smallest piece of a game incorporating any of it. Growing concerned, Jacob flew out to Salt Lake City to check on their progress. What he found was a disaster: “Those guys were like nowhere. Literally nowhere.” Their other game for Cinemaware, SDI, was relatively speaking further along, but also far behind schedule. It seemed that this new generation of 68000-based computers had proved to be more than Sculptured had bargained for.

Desperate to meet his deadline with Mindscape, Jacob took the first steps toward his eventual abandonment of his original concept of Cinemaware as little more than a creative director and broker between developer and publisher. He hired his first actual employee beyond himself and Phyllis, a fellow named John Cutter who had just been laid off following Activision’s acquisition of his previous employer Gamestar, a specialist in sports games. Cutter, more technical and more analytical than Jacob, would become his right-hand man and organizer-in-chief for Cinemaware’s many projects to come. His first task was to remove Sculptured Software entirely from Defender of the CrownS.D.I. they were allowed to keep, but from now on they’d work on it under close supervision from Cutter. Realizing he needed someone who knew the Amiga intimately to have a prayer of completing Defender of the Crown by October 15, Jacob called up none other than R.J. Mical, developer of Intuition and GraphiCraft, and made him an offer: $26,000 if he could take Sachs’s pile of art and Jacob and Beeck’s design, plus a bunch of music Jacob had commissioned from a composer named Jim Cuomo, and turn it all into a finished game within three months. Mical simply said — according to Jacob — “I’m your man.”

Defender of the Crown

He got it done, even if it did nearly kill him. Mical insists to this day that Jacob wasn’t straight with him about the project, that the amount of work it ended up demanding of him was far greater than what he had been led to expect when he agreed to do the job. He was left so unhappy by his rushed final product that he purged his own name from the in-game credits. Sachs also is left with what he calls a “bitter taste,” feeling Jacob ended up demanding far, far more work from him than was really fair for the money he was paid. Many extra graphical flourishes and entire additional scenes that Mical simply didn’t have time or space to incorporate into the finished product were left on the cutting-room floor. Countless 20-hour days put in by Sachs and his artists thus went to infuriating waste in the name of meeting an arbitrary deadline. Sachs claims that five man-weeks work worth of graphics were thrown out for the jousting scenes alone. Neither Sachs nor Mical would ever work with Cinemaware again.

Jousting, otherwise known as occasionally knocking the other guy off his horse but mostly getting unhorsed yourself for no discernible reason

Jousting, otherwise known as occasionally knocking the other guy off his horse for no discernible reason but mostly getting unhorsed yourself.

Many gameplay elements were also cut, while even much of what did make it in has an unfinished feel about it. Defender of the Crown manages the neat trick of being both too hard and too easy. What happens on the screen in the various action minigames feels peculiarly disconnected from what you actually do with the mouse. I’m not sure anyone has ever entirely figured out how the jousting or swordfighting games are even supposed to work; random mouse twiddling and praying would seem to be the only viable tactics. And yet the Risk-style strategic game is almost absurdly easy. Most players win it — and thus Defender of the Crown as a whole — on their second if not their first try, and then never lose again.

Given this, it would be very easy to dismiss Defender of the Crown entirely. And indeed, plenty of critics have done just that, whilst often tossing the rest of Cinemaware’s considerable catalog into the trash can of history alongside it. But, as the length of this article would imply, I’m not quite willing to do that. I recognize that Defender of the Crown isn’t really up to much as a piece of game design, yet even today that doesn’t seem to matter quite as much as it ought to. Simplistic and kind of broken as it is, it’s still a more entertaining experience today than it ought to be — certainly enough so to be worth a play or two. And back in 1986… well, I united England under the Saxon banner a ridiculous number of times as a kid, long after doing so became rote. In thinking about Defender of the Crown‘s appeal, I’ve come to see it as representing an important shift not just in the way that games are made but also in the way that we experience them. To explain what I mean I need to get a bit theoretical with you, just for a moment.

Whilst indulging in a bit of theory in an earlier article, I broke down a game into three component parts: its system of rules and mechanics, its “surface” or user interface, and its fictional context. I want to set aside the middle entry in that trio and just think about rules and context today. As I also wrote in that earlier article, the rise in earnest of what I call “experiential games” from the 1950s onward is marked by an increased interest in the latter in comparison to the former, as games became coherent fictional experiences to be lived rather than mere abstract systems to be manipulated in pursuit of a favorable outcome. I see Defender of the Crown and the other Cinemaware games as the logical endpoint of that tendency. In designing the game, Bob Jacob and Kellyn Beeck started not with a mechanical concept — grand strategy, text adventure, arcade action, etc. — but with a fictional context: a recreation of those swashbuckling Hollywood epics of yore. That the mechanical system they came up with to underlie that fiction — a simplified game of Risk peppered by equally simplistic action games — is loaded with imperfections is too bad but also almost ancillary to Defender of the Crown the experience. The mechanics do the job just well enough to make themselves irrelevant. No one comes to Defender of the Crown to play a great strategy game. They come to immerse themselves in the Merry Olde England of bygone Hollywood.

For many years now there have been voices stridently opposed to the emphasis a game like Defender of the Crown places on its its fictional context, with the accompanying emphasis on foreground aesthetics necessary to bring that context to life. Chris Crawford, for instance, dismisses not just this game but Cinemaware as a whole in one paragraph in On Game Design as “lots of pretty pictures and animated sequences” coupled to “weak” gameplay. Gameplay is king, we’re told, and graphics and music and all the rest don’t — or shouldn’t — matter a whit. Crawford all but critically ranks games based entirely on what he calls their “process intensity”: their ratio of dynamic, interactive code — i.e., gameplay —  to static art, sound, music, even text. If one accepts this point of view in whole or in part, as many of the more prominent voices in game design and criticism tend to do, it does indeed become very easy to dismiss the entire oeuvre of Cinemaware as a fundamentally flawed concept and, worse, a dangerous one, a harbinger of further design degradations to come.

Speaking here as someone with an unusual tolerance for ugly graphics — how else could I have written for years now about all those ugly 8-bit games? — I find that point of view needlessly reductive and rather unfair. Leaving aside that beauty for its own sake, whether found in a game or in an art museum, is hardly worthy of our scorn, the reality is that very few modern games are strictly about their mechanics. Many have joined Defender of the Crown as embodied fictional experiences. This is the main reason that many people play them today. If beautiful graphics help us to feel embodied in a ludic world, bully for them. I’d argue that the rich graphics in Defender of the Crown carry much the same water as the rich prose in, say, Mindwheel or Trinity. Personally — and I understand that mileages vary here — I’m more interested in becoming someone else or experiencing — there’s that word again! — something new to me for a while than I am in puzzles, strategy, or reflex responses in the abstract. I’d venture to guess that most gamers are similar. In some sense modern games have transcended games — i.e., a system of rules and mechanics — as we used to know them. Commercial and kind of crass as it sometimes is, we can see Defender of the Crown straining toward becoming an embodied, interactive, moving, beautiful, fictional experience rather than being just the really bad take on Risk it unquestionably also is.

A fetching lass. Those partial to redheads or brunettes have other options.

A fetching lass gives you the old come-hither stare. Those partial to redheads or brunettes also have options.

A good illustration of Defender of the Crown‘s appeal as an experiential fiction as well as perhaps a bit of that aforementioned crassness is provided by the game’s much-discussed romantic angle. No Hollywood epic being complete without a love interest for the dashing hero, you’ll likely at some point during your personal epic get the opportunity to rescue a Saxon damsel in distress from the clutches of a dastardly Norman. We all know what’s bound to happen next: “During the weeks that follow, gratitude turns to love. Then, late one night…”

Consummating the affair. Those shadows around waist-level are... unfortunate. I don't actually think they're supposed to look like what they look like...

Consummating the affair. Those shadows around waist-level are… unfortunate. I don’t think they’re actually supposed to look like what they look like, although they do give a new perspective to the name of “Geoffrey Longsword.”

After the affair is consummated, your new gal accompanies you through the rest of the game. It’s important to note here that she has no effect one way or the other on your actual success in reconquering England, and that rescuing her is actually one of the more difficult things to do in Defender of the Crown, as it requires that you engage with the pretty terrible swordfighting game; I can only pull it off if I pick as my character Geoffrey Longsword, appropriately enough the hero with “Strong” swordfighting skills. Yet your game — your story — somehow feels incomplete if you don’t manage it. What good is a hero without a damsel to walk off into the sunset with him? There are several different versions of the virgin (sorry!) that show up, just to add a bit of replay value for the lovelorn.

As I’ve written earlier, 1986 was something of a banner year for sex in videogames. The love scene in Defender of the Crown, being much more, um, graphic than the others, attracted particular attention. Many a youngster over the years to come would have his dreams delightfully haunted by those damsels. Shortly after the game’s release, Amazing Computing published an unconfirmed report from an “insider” that the love scene was originally intended to be interactive, requiring “certain mouse actions to coax the fair woman, who reacted accordingly. After consulting with game designers and project management, the programmer supposedly destroyed all copies of the source code to that scene.” Take that with what grains of salt you will. At any rate, a sultry love interest would soon become a staple of Cinemaware games, for the very good reason that the customers loved them. And anyway, Jacob himself, as he later admitted in a revelation bordering on Too Much Information, “always liked chesty women.” It was all horribly sexist, of course, something Amazing Computing pointed out by declaring Defender of the Crown the “most anti-woman game of the year.” On the other hand, it really wasn’t any more sexist than its cinematic inspirations, so I suppose it’s fair enough when taken in the spirit of homage.

Defender of the Crown

Cinemaware wasn’t shy about highlighting one of Defender of the Crown‘s core appeals. Did someone mention sexism?

The buzz about Defender of the Crown started inside Amiga circles even before the game was done. An early build was demonstrated publicly for the first time at the Los Angeles Commodore Show in September of 1986; it attracted a huge, rapt crowd. Released right on schedule that November through Mindscape, Defender of the Crown caused a sensation. Amiga owners treated it as something like a prophecy fulfilled; this was the game they’d all known the Amiga was capable of, the one they’d been waiting for, tangible proof of their chosen platform’s superiority over all others. And it became an object of lust — literally, when the gorgeously rendered Saxon maidens showed up — for those who weren’t lucky enough to own Commodore’s wunderkind.  You could spend lots of time talking about all of the Amiga’s revolutionary capabilities — or you could just pop Defender of the Crown in the drive, sit back, and watch the jaws drop. The game sold 20,000 copies before the end of 1986 alone, astounding numbers considering that the total pool of Amiga owners at that point probably didn’t number much more than 100,000. I feel pretty confident in saying that just about every one of those 80,000 or so Amiga owners who didn’t buy the game right away probably had a pirated copy soon enough. It would go on to sell 250,000 copies, the “gift that kept on giving” for Jacob and Cinemaware for years to come. While later Cinemaware games would be almost as beautiful and usually much better designed — not to mention having the virtue of actually being finished — no other would come close to matching Defender of the Crown‘s sales numbers or its public impact.

Laying seige to a castle. The Greek fire lying to the left of the catapault can't be used. It was cut from the game but not the graphics, only to be added back in in later ports.

Laying siege to a castle. The Greek fire lying to the left of the catapult can’t be used. It was cut from the game but not the graphics, only to be added back in in later ports.

Cinemaware ported Defender of the Crown to a plethora of other platforms over the next couple of years. Ironically, virtually all of the ports were much better game games than the Amiga version, fixing the minigames to make them comprehensible and reasonably entertaining and tightening up the design to make it at least somewhat more difficult to sleepwalk to victory. In a sense, it was Atari ST users who got the last laugh. That, anyway, is the version that some aficionados name as the best overall: the graphics and sound aren’t quite as good, but the game behind them has been reworked with considerable aplomb. Even so, it remained and remains the Amiga version that most people find most alluring. Without those beautiful graphics, there just doesn’t seem to be all that much point to Defender of the Crown. Does this make it a gorgeous atmospheric experience that transcends its game mechanics or just a broken, shallow game gussied up with lots of pretty pictures? Perhaps it’s both, or neither. Artistic truth is always in the eye of the beholder. But one thing is clear: we’ll be having these sorts of discussions a lot as we look at games to come. That’s the real legacy of Defender of the Crown — for better or for worse.

Defender of the Crown

(Sources: On the Edge by Brian Bagnall; Computer Gaming World of January/February 1985, March 1987 and August/September 1987; Amazing Computing #1.9, February 1987, April 1987, and July 1987; Commodore Magazine of October 1987 and November 1988; AmigaWorld of November/December 1986. Jim Sachs has been interviewed in more recent years by Kamil Niescioruk and The Personal Computer Museum. Matt Barton and Tristan Donovan have each interviewed Bob Jacob for Gamasutra.

Defender of the Crown is available for purchase for Windows and Mac from GOG.com, in the Apple Store for iOS, and on Google Play for Android for those of you wanting to visit Merry Olde England for yourselves. All emulate the historically definitive if somewhat broken Amiga version, featuring the original Amiga graphics and sound.)

 
 

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ICBM

Michael Davis has created an original game based on my recent series of articles on Trinity. To say too much more about it would be to spoil it, so I’ll just tell you that it’s well worth a play — if perhaps not quite in the way you might expect. My thanks to Michael!

 

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