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Playing Ultima II, Part 1

I thought we’d take a trip together into Ultima II today. I’m not going to overdo the exercise, as that wouldn’t be much fun for you or me; there’s a lot of sameness and even a fair amount of outright tedium involved in winning the game. I will, however, try to hit most of the highlights and give you a fair picture of what sort of experience the game has on offer. As always, feel free to jump in and play for yourself if you like. Ultima II is available for sale at Good Old Games in combination with Ultima I and III. As we’ll see, it has plenty of issues, but there are certainly worse ways to spend six bucks.

When we first create our character and start Ultima II proper, we might wonder just what Richard Garriott spent eighteen months working on. Aside from some animation that has been added to the water, everything looks just as it did in the last game. All of the graphics tiles appear to be exactly the same as those used last time around. As soon as we start to interact with the game, however, we have reason to bless Garriott’s move to assembly-language programming; everything is much, much snappier.

The map over which we wander is also different: this time we’re adventuring on Earth rather than Garriott’s old Dungeons and Dragons world of Sosaria. Moving over such familiar continents brings out the really weird scaling of the Ultima maps in a way that the previous game never did. Here London is exactly nine steps away from the southern tip of Italy, Africa eighteen steps from north to south. Ultima I presumably represented similarly immense distances with each tile, but because it was a fantasy creation I never really thought about it that way. I suppose there’s nothing absolutely prohibiting each step of our journey over the world map from representing days of travel. Yet Ultima II just doesn’t feel like it’s playing out over such an immense time scale; if it is, then the process of winning the game must involve decades (or more) of game time. And even that doesn’t explain why it’s possible to construct a bridge between North America and Europe by lining up a handful of ships. It makes a constant reminder that this is a highly constructed, highly artificial computer landscape we’re wandering through. That fine, I suppose… weird at first, but fine.

Speaking of weird: Ultima II may just have the most nonsensical fictional context I’ve ever seen in a CRPG — and that, my friends is really saying something. Let me do my best to explain it. The screenshot below shows us passing one of the “time doors” that blink in and out of existence at various places on the landscape; charting them is the whole point of the ornate cloth map that was such a priority for Garriott. Through them we can journey to primordial history, when the Earth still contained just the single über-continent Pangea; to “B.C.,” a time “just before the dawn of civilization as history records it” where we begin the game; to 1990; or to the “Aftermath” of 2111, when the Earth is a post-apocalyptic wasteland. It’s also possible to go to the “Time of Legends,” a “time before time, peopled by creatures of myth and lore.” Along with the time doors themselves, Legends is the most obvious direct lift from Time Bandits in the game. The same place existed with the same name in the movie, and, there as here, was the scene of the final showdown between good and evil.

It seems that after we defeated the evil Mondain to win Ultima I, his protege Minax, “enchantress of evil,” took up his cause, albeit using a subtler approach:

For Minax is not content to spread evil among the good, causing misery and pain. She prefers to sow seeds of evil in the good and thus set the good against the good, leaving no person untouched. Destruction abounds — and those horrors known only to the once good, guilt and horror and self-hatred, taint the Earth.

The climax was the holocaust of 2111, Minax’s greatest triumph to date, in which ancient civilizations born of love of beauty and wisdom and thought turned upon one another and, in their vicious anger and hate, destroyed almost all of the very Earth that had nurtured them.

What makes no sense about all this is that Ultima I, you’ll remember, took place on Sosaria. Now we’re suddenly fighting the legacy of Mondain on Earth for reasons that, despite furious ret-coning by fans in later years, go completely unexplained in the game itself. Garriott said later that he chose to set Ultima II on Earth because “time travel needs context.” In other words, we need a familiar historical frame of reference on which to hang everything to get the contrast between, say, prehistoric times and contemporary society. Hopscotching through the timeline of a fictional world whose history means nothing to us just isn’t all that interesting. All of that makes perfect sense — except that the version of history depicted in the game has little to do with our Earth’s. Why are orcs wandering about contemporary Earth attacking people? Assuming Garriott didn’t have big plans for world domination in his immediate future, why does Lord British apparently rule the world of 1990 from his castle? Why can we buy phasers and power armor from merchants in prehistoric times? It feels like two (or more) games that smashed together, with everything that made sense about either spinning off into oblivion. Put less charitably, it all just seems really, really dumb, especially considering that Garriott could have had his time doors without at least the most obvious of the anachronisms just by setting his game on Sosaria. Better yet, he could have just made his time doors the moon gates of later Ultimas; there is absolutely no concept here of actions in one time affecting the others. Garriott gains nothing from time travel but a sop to his Time Bandits fixation and a whole lot of stupid.

Anyway, we make our way to “Towne Linda,” located on the southern tip of Italy in B.C. When we enter we see one of the most obvious demonstrations of the work Garriott has been doing on his game engine since Ultima I: towns are now portrayed using the same tile graphics as the wilderness areas, filling many screens. Every city and village is now a unique creation, with its own geography and personality and its own selection of shops and services. There aren’t a lot of towns, just a few per time period (another thing that seems weird in the context of wandering a map of the Earth), but they do much to highlight the primacy of exploration over combat that has always made the Ultima experience unique. In the same spirit, it’s now possible to talk with anyone and everyone in the towns. In fact, it’s necessary to do so to pick up vital clues and information.

As Garriott has noted many times, walking around in the early Ultima can be a bit like wandering through the psyche of the young Richard, meeting the people, places, and interests that filled his time. Towne Linda, for instance, is named after his little sister, with whom he was very close. In a way this is kind of a fascinating concept — the videogame as intellectual landscape. As I’ve said before, one can picture an Annotated Ultima of a (fictional?) future where videogames are accepted as a form of literature. In it some hyper-dedicated scholar has laboriously run down all of the references and shout-outs in the same way that some have written books about Ulysses‘s allusions that are longer than Ulysses. And anyway, who can fault a guy for adoring his little sister? The problem comes when Garriott decides to get witty on us.

Now, Garriott is many things, with adjectival superlatives like “brilliant” very possibly among them. However, he’s not really a funny guy, and when he tries to be one here the results can be painful. Perhaps most grating, just because we have to see them over and over, are the generic phrases spouted by those for whom Garriott hasn’t written anything specific to say: like the guards who say, “Pay your taxes!” (why would a guard say that?), or the wizards with their immortal “Hex-E-Poo-Hex-On-You!” But even those with something unique to say are equally tedious, a jumble of obvious pop-culture references that isn’t exactly Gilmore Girls in its sophistication along with plenty of pointless non sequiturs. It feels like a teenage boy trying to ape Monty Python, which is just about the surest route to the profoundly unfunny I know of. Pity poor Richard; most of us left the humor of our teenage years in the past, but Garriott made the mistake of gifting his to the world. Reading some of the worst of this stuff brings on a sort of contact embarrassment for the guy.

Time Bandits: you have a lot to answer for. I’m sure Garriott imagined Ultima II as a manic, eccentric thrill ride like the movie, but, as he definitively demonstrates here, that tone is harder than it looks to pull off. At worst, it comes off like one of those amateur IF Competition entries in which the (usually young) author, realizing he’s written a game that makes no sense, tries to compensate by making it into an extended meta-comedy about the absurdities of text adventures — an exercise that fools exactly no one.

Like in Ultima I, saving the world from the forces of Evil in Ultima II requires that we not get too hung up on being Good. If we try to buy all of our equipment, food, and hit points (Ultima II persists with the bizarre mechanic of its two predecessors of making hit points a purchasable commodity), we find ourselves in a Sisyphus-like cycle of being able to earn just enough from killing monsters to keep ourselves in food and hit points, but not enough to buy better equipment or for doing any of a number of necessary things, like giving bribes to certain townspeople. To get ahead we need to, at a minimum, steal our food. Further, getting into a number of special areas requires keys that we can acquire only by attacking and killing town guards in cold blood.

Getting from continent to continent requires a ship. In the screenshot at above right we’ve used some of our ill-gotten keys to steal one from the village of Port Boniface. Once we deal with this sea monster that apparently lives in the harbor, we’ll be home free. Since towns reset themselves every time you leave and bloody murder has no other consequences, you eventually start feeling sort of like the CRPG Addict did when he played:

As far as I can tell (and I admit I didn’t keep a careful log), the only recurring characters are Lord British, Iolo, and Gwenno. The latter two are encased in a grassy area in…I don’t know. One of the towns. Remembering how I killed Gwenno for her key in Ultima I and having by now fully internalized my role as a serial killer, I landed a bi-plane in the grassy area and hacked them both to death.

For my part, I found that — gameplay tip here! — I could earn gold fastest by attacking this one townsperson who is always right at the entrance of the town of Le Jester in prehistoric Africa. I must have killed him and run out of town before the guards could get to me 500 times. Yes, Ultima II makes serial killers of us all.

Next time we’ll penetrate all the way into Minax’s lair in the Time of Legends. The assortment of monsters that greet us when we step through a time door to go there is a pretty good sign that we’re in the right place…

 
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Posted by on October 15, 2012 in Digital Antiquaria, Interactive Fiction

 

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The Wizardry and Ultima Sequels

By far the two biggest CRPGs of 1981 — bigger in fact than any that had come before by an order of magnitude or two — were Wizardry and Ultima. So, it was natural enough that the two biggest CRPGs of 1982 were a pair of sequels to those games. Some things never change.

Wizardry: Knight of Diamonds appeared in March of 1982, barely six months after its predecessor. It was more what we would today call an expansion than a full-fledged sequel, requiring that the player transfer in her characters — of 13th level or above — from the previous game. Still, in 1982 as today, putting out a solid expansion with new content for a bestselling game was a perfectly justifiable move, whether viewed as a fan wanting more to do or just in the cold light of economics. After all, Wizardry I was selling like crazy and causing a minor sensation in the computer press, and customers were clamoring for more.

Given the short time Robert Woodhead and Andrew Greenberg had to prepare Knight of Diamonds, major improvements to the game system could hardly be expected. Yet they did a very good job of leveraging the engine and the construction tools they had built for the first game, offering six more dungeon levels for high-level characters who had presumably already vanquished the evil wizard Werdna in Wizardry I. If it lacked the shock of the new that had accompanied that game, Knight is in many ways a better, tighter design. The player’s quest this time is to assemble the magical paraphernalia of a legendary knight in order to rescue the kingdom of Llylgamyn from something or other — the usual CRPG drill. The six pieces are each housed on a separate level of the dungeon. This gives a welcome motivation to thoroughly explore each level which is largely absent from Wizardry I, whose dungeon levels 5 through 9 literally contain nothing of interest other than monsters to fight to build up the party’s strength. Woodhead and Greenberg also slightly tweaked the game balance by making it impossible for a side that surprises another to use magic spells during that first, free attack round they get as a result. This has the welcome result of excising a scenario Wizardry I players had come to know all too well: getting surprised by a group of high-level magic users who proceed to take out the entire party with area-effect spells before anyone can do anything in response. It’s still possible to get into similar trouble in Knight of Diamonds when encountering monsters with non-magical special attacks, but the occurrence becomes blessedly much less common. Other oddities that almost smack of being bugs in the original, such as the strange ineffectiveness of some spells against all but the lowest level enemies, are also fixed, and of course there are also plenty of new, high-level monsters to learn about and develop counter-strategies against. For anyone who enjoyed the first game, Knight of Diamonds delivers plenty of the same sort of fun, with even more strategic depth and an even better sense of design.

Woodhead and Greenberg, then, did the safe, conservative thing with their sequel, leveraging their existing tools to give the gaming public more of what they had loved before, and very quickly and with minimal drama at that. It was a commercially astute move, one of the last that the pair and Sir-Tech would make for a franchise that they would soon mismanage to the brink of oblivion. The story of Ultima II, by contrast, is much longer and messier, spanning eighteen months rather than six and involving major technical changes, business failures, and some minor crises in the life of the young Richard Garriott. The game that finally emerged is also longer, messier, and much more problematic than Knight of Diamonds, but in its gonzo way more inspiring.

After finishing Ultima I, one thing was absolutely clear to Garriott: he had ridden BASIC as far as it would take him. As impressive as his game was technically, it was also painfully slow to play, even with the addition of a handful of assembly-language routines provided by a friend from his old job at Computerland, Ken Arnold. BASIC was also inherently less memory-efficient, an important factor to consider as Garriott’s design ideas got ever more grandiose. He therefore decided that, rather than get started immediately on Ultima II, he would learn assembly language first. He called his publisher, California Pacific, to see if they could help him out. They put him in touch with their star action-game programmer, Tom Luhrs, currently riding high on his game Apple-oids, an Asteroids clone that replaced asteroids with apples. In Garriott’s own words, Luhrs “held his hand” through an intense, self-imposed assembly-language boot camp that lasted about a month during his summer break from university. Without further ado, Garriott then started coding on the project that would become Ultima II.

He returned to Austin in the fall of 1981 to begin his junior year at the University of Texas, even as his studies there increasingly took a back seat to computer games and his deep involvement with his SCA friends. One particular course that semester would serve as a catalyst which made him choose once and for all between committing wholeheartedly to a career in games or getting a degree.

The story of Garriott’s class in 6809 assembly-language programming is one that he’s told many times over the years to various interviewers, who have nevertheless tended to report it slightly differently. The outline is clear enough. The Motorola 6809 was the successor to the older 6800. Like its predecessor, the 6809 never became a tremendously common choice of microcomputer manufacturers, perhaps due to its relatively high price. It did, however, find a home in Radio Shack’s Color Computer line. More important to our purposes is to recall the relationship of the earlier Motorola 6800 to the MOS 6502. Chuck Peddle had worked on the 6800 at Motorola, then left to join MOS, where he designed the 6502 as the cost-reduced version of the 6800 that Motorola had not been interested in building; the 6502 used a subset of the 6800’s instruction set. When Garriott started in his assembly-language class, he therefore found he could do all of the assignments by simply writing 6502 code, an instruction set with which he was by now very familiar. Problem was, students were graded not just on whether their programs worked, but also on whether they were properly written, taking maximum advantage of the more efficient instruction set of the 6809. Suddenly Garriott found himself failing the class, even though his programs all worked perfectly well.

That’s the story that’s always told, anyway, a story that conveniently casts the professor teaching the course as a sort of rigid, establishment ogre shaking his finger in the face of the original, freethinking Garriott and his practical hacker ethic. One version of the story, however, found in the book Dungeons and Dreamers, paints a less than flattering picture of Garriott as well:

He refused to learn what the new processor could do. Why should he? He completed his assignments, but he refused to include the latest features of the new processor in his work. He professor wasn’t amused and knocked points off Richard’s grade for each successive sign of intractability. With each dropped point, Richard’s motivation waned until he finally hit bottom: an F in the class, and a determination to get out. He just couldn’t take the demands of the professor seriously.

What seems pretty clear, at least from this version, is that young Richard by this stage could already be a difficult person to deal with, arrogant and uninterested in compromise. There’s no reason we should really blame him for that today. Barely 20 years old, he was already featuring in glossy magazines under his nom de plume Lord British, selling many thousands of games and making a lot of money. (Although, as we’ll see shortly, exactly how much is another of those details that are still somewhat in question.) How many young men wouldn’t become a bit arrogant under those circumstances, uninterested in sitting through boring classes offering knowledge they didn’t feel they needed? Suffice to say that it’s worth remembering that there was a prickly side to Garriott as we continue his story in this post and later ones.

With the decision made to drop not only the class but also university entirely, Richard was faced with the daunting prospect of telling his family about it. Said family was, in his own words, “painfully overeducated.” With an astronaut father, he had been raised in a culture of extreme achievement, in which graduate degrees were not so much an achievement as a baseline expectation; both of his parents and, eventually, all three of his siblings would have one or more. Now Richard had to tell his father, a man very skeptical of this whole games thing anyway, that he was going to drop out well short of his undergraduate degree to pursue them full time. “We were pretty sure he was going to kill Richard,” remembered his brother Robert. The conversation first ended in an uneasy compromise, in which Richard would come back to Houston to devote most of his time to his game, but would take part-time classes at the University of Houston. This he did, albeit in somewhat desultory fashion, for about a year, until his father finally accepted that the games industry offered more opportunity than university for Richard at this moment. “When this ends,” said his father, “you’ll go back to school and get a real job.” That day, of course, would never come.

In the midst of the crisis of the 6809 class, another was also unfolding in Garriott’s life. California Pacific, the publisher who had discovered Akalabeth and whose head Al Remmers had named Ultima, hit the financial skids. At first blush it’s hard to understand how CP could be in trouble; Akalabeth and Ultima had both been big hits. They had other bestsellers in their stable as well, such as the aforementioned Apple-oids, in an era when profit margins were absolutely astronomical in comparison to anything that would come later. Garriott has claimed from time to time that Remmers and the others at CP all had huge drug habits, that they literally smoked up all of their profits (and then some) and ran their company out of business. While this is suitably dramatic, it should be remembered that Garriott was in Texas while CP was based in California, and that they rarely met personally. I asked around a bit, but could find no smoking gun, no one who remembered drugs to be any more of a factor at CP than at many of the other California publishers, where they sometimes hovered around the edges of corporate social lives but rarely (the sad story of Bob Davis aside) took center stage. It seems at least as likely that CP, like so many other companies in this era run by ex-hobbyists and hackers, simply lacked anything in the way of practical business sense. To Richard, raised in the straitlaced bosom of the Johnson Space Center, a joint or two on the weekend might not have been readily distinguishable from hardcore drug addiction.

Regardless of the cause, CP went under in late 1981 owing Garriott a substantial amount of money. When we ask how substantial, however, the picture immediately becomes unclear again. In places Garriott has claimed that he literally received nothing from CP for Ultima, that they paid him only for Akalabeth. Yet Dungeons and Dreamers claims that by the time he enrolled in that 6809 course he had made “hundreds of thousands of dollars,” a figure that seems difficult to attribute to Akalabeth alone. In an interview with Warren Spector, he stated that he was making “many times more” than his astronaut father by that time, and that Ultima had been “five to ten times” as lucrative as Akalabeth. Further complicating all of this are the chronological errors that are rife in accounts of Garriott’s early career, which I’ve written about before. Some accounts, for instance, have Garriott quitting university in the aftermath of Ultima II, which is clearly incorrect, and perhaps reflects a conflation of his stay at the University of Texas with that at the University of Houston. So all we can confidently say is that CP went out of business owing Garriott something, and that he is still rather angry about it to this day, referring to CP as “dumb” and “bozos” in that Warren Spector interview. (All of which seems rather harsh language to employ against the folks that discovered him, named the franchise that made him famous, and largely created the whole legend of his alter ego Lord British, but so be it.) He briefly brought in his older brother Robert, who was pursuing an MBA at MIT, to try to collect from the failed company, but found that the old adage about blood and turnips definitely applied in this case.

Garriott may have suddenly been without a publisher, but he was also one of the most well-known personalities in adventure gaming. Other companies immediately started calling. Richard, as we already noted, was feeling his oats a bit by this time. He proved to be a very demanding signee, wanting a very high royalty rate. But the real sticking point was his demand that his game be packaged with an elaborate cloth map. That odd demand — remember, this was still before Infocom revolutionized computer-game packaging with Deadline — was yet another legacy of that busy fall of 1981, when he’d first seen a new movie called Time Bandits.

A production of George Harrison’s Handmade Films which involved many alumni of Monty Python, Time Bandits is the slightly manic story of a group of rogue dwarfs who go hopscotching through space and time with the aid of a map which charts gates or rips in the fabric of space-time that blink regularly in and out of existence. Garriott was of the perfect age and personality to fall for Monty Python’s brand of zany irreverence. What really fascinated him about the movie, though, and to an almost bizarre degree, was that map. He and his friends saw the movie again and again at the $1.00 matinee, trying to sketch as much of the map as they could from the brief glimpses of it they got during the movie. Richard, you see, thought that this mechanic would be perfect for his new game; he wanted to know how the map really worked. Eventually he came to the disillusioning realization that there was no logic to it, that it was a pretty prop and nothing more. Still, he wanted to put time gates in his game, and he wanted to include an ornate cloth map to chart them. As publishers soon learned to their chagrin, this was as un-negotiable as his royalty demands; Richard was willing to give up games and return to university for a “real” career if he couldn’t find someone willing to meet them. Luckily, in the end he did — and none other than On-Line Systems. Richard may have been difficult, but Ken Williams knew a software star when he saw one. By the time Ultima II was previewed in the March 1982 issue of Softline, the basics of its insanely ambitious design were all in place, including time travel to five different eras and space travel to all of the planets of the solar system. Also in place was the deal with On-Line.

Without the distractions of a full-time university course-load, Garriott could now work full-time on his new game. Yet progress proved slower than expected. He had jumped in at the deep end in attempting to code something as ambitious as this as literally his first assembly-language project, ever. Ken tried to be as patient and encouraging as possible, keeping his in-house programming staff available as a sort of technical-support hotline for Richard. When Richard truly looked to be foundering about mid-year, he invited him to stay in Oakhurst for a time in one of the flats he had bought up around town, to work in On-Line’s offices and enjoy the feedback and comaraderie of the group. It seems to be here that the relationship really began to deteriorate.

On-Line wasn’t exactly Animal House, but they did like to party and have their fun on occasion. Richard, who for all his early success and fame had nevertheless lived a very sheltered life, didn’t fit in at all. “I’m not sure they liked me,” he later said. I recently asked John Williams about Garriott’s time in Oakhurst. He stated that everyone did their best to welcome Richard. For his part, however, Richard showed no interest in attending parties or in any of the outdoor activities that just about everyone at On-Line enjoyed. Still, John stated:

On a personal level, I really liked Richard and I think most at Sierra did. He was scary smart, knew what he wanted and did what needed to be done to make it happen, and in general was just an impressive person. He was quite young then – but you could tell he was going places. I had no idea how far he would go then. Certainly I never would have guessed outer space – but if he had said he planned to go, I’d have believed him.

Perhaps the strains on Richard’s relationship with Ken arose from that very “impressiveness.” As John told me, “There are very few people as smart and driven as Ken — and Richard was one of them.” Both were accustomed to being the center of their social universes; after all, it’s not every kid who can convince his friends to spend hours in a movie theater watching the same film over and over, trying to copy an esoteric map onto paper from the most occasional onscreen glimpses. Ken could be gruff and even confrontational, particularly so with people he thought were really good but whom he also thought needed that extra push to reach their full potential. He may have thought Richard needed just this sort of pressure to finish a game On-Line had originally projected to release in April. Yet Richard, with two hit games under his belt and a big contract from Ken himself proving his worth, was unwilling to be treated as a junior partner in anything. Serious tension was the inevitable result.

At the end of it all Richard may have been heartily glad to return to the familiarity of suburban Houston, but his sojourn in California does seem to have accomplished Ken’s purpose of getting him onto some sort of track to just finish his game already. Ultima II finally appeared, complete with the cloth map and deluxe packaging Garriott had demanded, just in time for Christmas, and just as On-Line Systems changed their name to Sierra Online. (The original packaging uses the latter name, but the actual program still refers to the former.) For the game’s big debut on the all-important trade-show circuit, Garriott dutifully appeared in Sierra’s booth at that December’s San Francisco AppleFest as Lord British, dressed in his full SCA regalia.

The game he was promoting had taken a full eighteen months to create, an unprecedentedly long time even in comparison to previous monster efforts like Sierra’s own Time Zone. Like that game, Ultima II proved to be a deeply flawed design, whose internal messiness echoed much of the stress and confusion that had marked its maker’s life over the months of development. At the same time, however, it may have been a necessary step on the way to the later, more celebrated Ultimas. We’ll talk about both aspects next time.

 
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Posted by on October 11, 2012 in Digital Antiquaria, Interactive Fiction

 

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Time Zone: Aftermath

Time Zone met a fairly cool reception upon its release. It wasn’t panned in the magazines; bad reviews were all but nonexistent in this era. Still, it received surprisingly little coverage for such a major release from such a major publisher. When it was discussed, the main preoccupation was its immense size, with little attention given to its other qualities. Most likely those assigned to write about it were as intimidated by it as everyone else, and didn’t know quite where else to begin.

Feedback from the everyday gaming public in the only form that ultimately matters to a publisher, sales, was also very disappointing. As they had for the other Hi-Res Adventures, On-Line had announced plans to port the game to the Atari 400 and 800 — where, thanks to the small disk capacity of those machines, it was projected to occupy an astounding 20 disk sides. In the wake of very poor sales, however, they quietly shelved those plans, judging it not worth the effort. Within a few months all active promotion had ceased, as On-Line wrote the game off as a failed, not-to-be-repeated experiment and moved on. Luckily they still had plenty of more successful software, enough so that the Time Zone project, while it certainly didn’t help the bottom line, didn’t by itself endanger the house that Ken and Roberta had built.

It’s temping to see in Time Zone‘s failure the adventuring public standing up for their rights at last, rejecting the absurdities of the genre to the strains of “We’re Not Gonna Take It” (hopefully the Who’s version rather than Twisted Sister’s). Alas, this probably wasn’t the case. Cruelty and unfairness were still largely what was expected of an adventure game at this stage. Of the games I’ve looked at so far for this blog, only (bizarrely enough) Softporn is not at least a little bit sadistic, and that hadn’t prevented many of them from becoming hits. Time Zone‘s sins were not so much unique as compounded by its size, affirmatively answering the question of whether a game could be simply too big.

The other question Time Zone answered was whether an adventure game could cost too much, and therein lies the more obvious reason for its failure. Prices had escalated rapidly since the days of 1978, when individual programmers had sold games in Ziploc baggies for $5 or $10. Publishers watched in delight as they raised their prices — to $20, $35, finally to $50 with the arrival of Wizardry — and people just kept on buying, even as the United States and the world plunged deeper into the worst recession prior to the recent one. Looked at from today’s perspective, the games business circa 1982 looks like the proverbial license to print money, as publishers could sell games created in a few months by one or two programmers for prices that were, when considered with inflation, equal to or greater than those of modern AAA titles developed by teams of hundreds. Yet there was a limit, and Wizardry and Time Zone by their respective success and failure pretty definitively found it. From then on publishers would not dare to venture much beyond $50 for even their most lavish productions. As the public’s expectations went up, resulting in games that needed bigger development teams and ever more time to make, profit margins correspondingly shrank. No wonder so many game-makers from those halcyon days can’t help but look back on the early 1980s with a certain wistfulness.

There were of course some people who bought Time Zone, and even some who claimed to enjoy it. It managed to place 20th in Softalk magazine’s readers’ poll for the best software of 1982, beating out the likes of Infocom’s Deadline. And Electronic Games magazine gave it a year-end “Certificate of Merit.”

The most prominent fan of all was Roe R. Adams III, the prolific adventure-game reviewer and columnist for several magazines who according to legend became the first in the world to solve the game, just one week after its release, and according to Steven Levy’s Hackers then “declared Roberta’s creation one of the greatest gaming feats in history.” Adams was active on a telecommunications service known as The Source, an important early online community that was the first of its kind barring only PLATO, and as such is probably worthy of a post or three in its own right. After watching his other, less adept adventuring friends flounder in the game, he convinced the powers that were on The Source to set up an area called the Vault of Ages, dedicated to plumbing the mysteries of Time Zone collaboratively. Users were greeted with the following upon going there:

Welcome to the Vault of Ages. Here we are coordinating the greatest group effort in adventure solving — the complete mapping of On-Line’s Time Zone.

I am the curator of the vault. You are the 85th intrepid time traveler to seek the knowledge of the vault. Herein we are gathering, verifying, and correlating information about each time zone. Feel free to visit here anytime, but remember that for the vault to fill, we need your contributions of information. Anytime you have new information about mapping, puzzle solutions, traps overcome, items found, s-mail this info to me. After verification, your contributed jigsaw puzzle piece will be added to the vault file, and your name will be entered upon the rolls as a master solver. Now step this way and I will introduce you to the Master Catalog.

Eventually with more than 1800 members, the Vault of Ages is a fascinating example of early crowd-sourcing, an ancestor of everything from Wikipedia to a thousand Lost message boards, and as such of perhaps more ultimate significance than Time Zone itself.

Within On-Line, Time Zone was notable in retrospect for being the first project of Jeff Stephenson. The great unsung hero of On-Line’s (soon to be Sierra’s) glory years, Stephenson would largely take over from Ken Williams as the company’s hacker-in-chief as the latter found business concerns monopolizing his time. Stephenson became the technical architect behind the next two generations of Sierra adventure games, designing the AGI and SCI engines and development tools that allowed Sierra’s games, like Infocom’s, to run on any platform for which the company wrote an interpreter. We’ll be getting much more familiar with Stephenson and his work in the years to come.

Still, most within On-Line were happy to forget about Time Zone as quickly as possible. That’s not all that surprising, given the chaotic development process, the unsatisfying final result, and the commercial failure of the project. Yet it went beyond even that. There was something ill-starred about Time Zone that seemed to affect many involved with it. Most of the youngsters who worked on the game left for university or other greener pastures upon its completion, happy not to have anything more to do with the games industry. Terry Pierce, the 18-year-old artist who had drawn all of those 1400 pictures virtually singlehandedly, burned out more dramatically. He was the best friend of Ken’s little brother John, who was only slightly older but already filling numerous high-profile roles at On-Line, including putting together the packaging for Time Zone. John describes a “kind of psychotic episode,” in which Terry was found “walking down the snowy highway at night in below freezing weather with no shoes or shirt on.” He also was gone shortly after that incident, severing all contact with his erstwhile best friend and everyone else at On-Line for over 20 years.

But the saddest tale of all was that of Bob Davis. Davis, you’ll remember, was the personable fellow who had gone from clerking at a liquor store to designing his own game to heading the Time Zone project in six months. He had a history of alcoholism and drug abuse, but had managed to get himself basically clean and sober by the time he started working for On-Line. But around the time that Time Zone was wrapping up, Davis, making more money than he ever had in his life, started to indulge in a big way again. He quit his job shortly after, deciding he could write games on his own and sell them to publishers. Davis was a bright guy when sober, but he hadn’t a prayer of authoring a game from scratch when bereft of tools like Ken’s ADL adventure-scripting language. He fumbled with learning assembly language for the Atari VCS, one of the most notoriously difficult programming platforms ever devised. But mostly he shot up drugs.

Soon the royalty checks started to get smaller as his game Ulysses and the Golden Fleece went from new hit to catalog status, and soon after the money was gone along with his wife. Davis began calling On-Line’s offices on an almost daily basis, asking for a job he obviously was no longer capable of doing — or, even better, just a straight handout. Knowing where the money would go if he just gave it to him, one kind-hearted old colleague offered to pay his mortgage directly; Davis angrily slammed down the phone in response. He started trying to pass bad checks all over town, becoming a pariah in this small community where everybody knew everybody. In a story that rings familiar to all too many of us, he “flamed out in a way that burned every bridge along the way,” in John William’s words, and by the end of the year was in jail in Fresno. I don’t know what happened to him after that, although I can say that he never rejoined the games industry to build on his unlikely early success. John believes he called On-Line just once after his release from jail, to an understandably “chilly reception.” But Bob Davis, first through all those increasingly desperate phone calls and then through the bad memories of his fall from grace, haunted On-Line for years afterward, casting a pall over everyone’s memories of Time Zone itself.

And that sad note is where we’ll have to leave it with Time Zone. As we’ll soon have several occasions to learn again, individuals and companies could fall as fast as they rose in the early PC industry.

 

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Time Zone: Tackling the Monster

As a kid, I absolutely loved time-travel stories. I devoured Quantum Leap and Poul Anderson’s Time Patrol, and later in adulthood was very enamored with Connie Willis’s more sophisticated takes on the tropes. As cool science-fictional concepts go, time travel is pretty hard to top. By comparison every other genre of story is limited, bound to whatever milieu the author has chosen or invented. But time travel lets you go hopscotching through the universe — or a multiplicity of them — within the bounds of a single volume.

It also makes a pretty damn appealing premise for an adventure game, maybe even more so than for traditional fiction, what with setting being the literary element adventures do best. And indeed, time travel forms its own lively adventure sub-genre which just happens to include some of my very favorites. Time Zone does not make that list, but it is the first major text adventure to really explore the genre. Considering what a natural fit it is for an adventure game, I’m only surprised that a game like Time Zone took this long to appear. (And yes, I know I’m opening myself up to long lists of obscure or amateur titles that did time travel before Time Zone. By all means, post ’em if you got ’em. But as a professional adventure with a full-fledged time-hopping premise, I’d say Time Zone is probably worthy of recognition as the first text adventure to really go all in for time-travel fiction of the sort I knew as a kid.)

Time-travel stories may be written out of fascination with the intrinsic coolness of time travel itself, but they do often need some sort of framing premise and conflict to motivate their heroes. Time Zone goes with a B-movie riff on 2001: A Space Odyssey. It is the “dawn of man,” echoes the Time Zone manual, and mankind is being observed with interest by an advanced alien race, the Neburites. Here, however, the aliens are evil, and get pissed off as the centuries go by and mankind’s essential badassitude asserts itself:

The year is 4081. The Earth is a fast-paced, highly technological society. The advancement of Earth in the last 2000 years is an amazement to Earth historians and a constant source of pride to Earth scientists. The Neburites, though, feel quite the opposite.

In the 2000 years since our last glimpse of the extraterrestrials they have advanced little, and their jealousy for the Earth’s advancement has grown to a mad fervor. The evil Neburite ruler Ramadu fears that the Earth will very soon become the superior race in the galaxy. This must not happen. His plan is to strike now, before the Earth is advanced enough to defend itself against an attack. So Ramadu has built an awesome ray gun, and aimed it directly at the distant Earth.

It seems that unless something is done, if Ramadu is not stopped and his weapons destroyed, Earth will never see the year 4082.

Stopping him is, of course, a job for you, an everyday Earthling living in 1982, given to you along with a time machine by “a terrestrial guardian or keeper.”

It’s never explained just why you were chosen rather than someone from, you know, the year 4081 who might consider the Earth’s pending destruction a more urgent problem, nor why this mission needs to involve all this time travel at all. You must visit dozens of times and places to collect the equipment you’ll need to confront Ramadu on his home planet in 4081 — exotic stuff like a hammer, a knife, a rope, and a damn rock(!). It would be a lot easier and faster to pop into your house — the time machine just appeared in your back yard, after all — or at worst down the street to the local hardware store to collect these trinkets and be on your way directly to Ramadu.

To some extent these absurdities are part and parcel of adventure gaming even today. (If you somehow lose the walking stick that is key to many puzzles in my own game The King of Shreds and Patches, why can’t you just go to a shop and buy another one?) Even today games often drag and contort their stories, not without split seams and shrieks of pain, into shape to accommodate their technical affordances. As a collection of smaller adventures bound together with bailing wire and duct tape, Time Zone has no notion of global state other than through the objects the player is carrying with her, which she obtained by solving various zones, just as Wizardry has no way of controlling for winning other than by looking to see whether the party is carrying the ribbon they could only obtain by taking out Werdna. The necessary suspension of disbelief just seems somehow more extreme in Time Zone, as, for example, when I park my time machine on a city street in the middle of downtown London without anyone seeming to notice or care.

But, yeah, you can say I’m just anachronistically poking holes in a game running on very limited technology — except that Infocom released a game at the same time that showed a reasonably consistent, believable premise and setting was very possible even with 1982 technology. (More on that in a future post.)

It’s not really surprising given the simplistic story and world model, but it is interesting to note the lack of many traditional time-travel tropes and concerns in Time Zone, the questions and paradoxes that do almost as much as the multiplicity of settings time travel offers to make it such a fun premise for a story (or a game). For instance, there’s no thought at all given to what happens if you change history. I suppose thought is not really needed, first of all because many zones have nothing interesting really going on anyway. For those that do, alteration of history is prevented by what Carl Muckenhoupt (whose own posts on Time Zone I highly recommend as companions to this one) calls “the poverty of the game engine.” The parser understands very little beyond what you have to do to solve the game, meaning that if you try to do something to mess with history — like, say, kill Christopher Columbus — you’re not going to be able to communicate your idea anyway.

The one place where Time Zone does nod toward traditional time-travel concerns is in not letting you carry objects back in time to a point before they were invented; if you try it, the anachronistic objects are destroyed. This of course provides Roberta Williams with a way of gating her puzzle design, preventing the player from using an obviously applicable item from solving this or that puzzle. It can also be very annoying, not only because it’s all too easy to be careless and lose track of what you’re carrying where, but also because it’s not always clear to the player — or, I strongly suspect given the countless historical gaffes in the game, to Roberta either — just when an item was invented, and thus just where the (time)line of demarcation really lies. In the small blessings department, the game does at least tell you when objects are destroyed this way. Given the era and the designer, one could easily imagine it keeping mum and letting you go quite a long way before figuring out you’ve made your game unwinnable.

But I should outline the general structure of the game before we go any further. From your home base that is literally your contemporary home, you can travel to each of the seven continents in any of five times — 50 BC, 1000 AD, 1400 AD, 1700 AD, 2082 AD — to collect what you need for the climax on Neburon in 4082 AD. (The manual says 4081, but it seems to have been written back when the game was still expected to ship in 1981 — thus the neat 2100-year gap.) Oh, and you can also visit 400 million BC, but only in one location. It’s explained as being thus limited because this was before the continents as we know them came into being. The same is also claimed to be true, bizarrely, of 10,000 BC (obviously there were no geologists around On-Line). Not all of the zones need to be visited; some serve only as red herrings. In what is, depending on your point of view, either a ripoff or the funniest joke in the game (or both), Antarctica in every single time consists of just a single location. You can only get out of your time machine, say, “Gee, it’s too cold here,” and climb back inside.

Some of the zones contain historical characters drawn straight from grade-school history books, giving the game (like so much of Roberta Williams’s work) a feel of children’s literature.

If you’ve been paying attention, you’ll note that Time Zone is not exactly rigorous about putting these characters precisely when they belong. It’s kind of tough to know to what extent Roberta messes with chronology just to be able to fit in all the cool stuff she wants to given just five time periods in which to put it all — Columbus certainly seems like a must-have, even if he is displaced by 92 years — and to what extent it’s all down to sloppy or nonexistent research. In her interview with Computer Gaming World to promote Time Zone, Roberta mentions an error she made, placing a rhea bird in Australia rather than South America. She explains the error away more disingenuously (or is this supposed to be funny?) in the manual:

To make a more interesting and challenging adventure, we have made some minor changes. For example, at one point in the game (I won’t say where) we have placed a rhea egg where you will never find a rhea bird. Anyone knowledgeable in ornithology knows that a rhea bird belong in South America (which is not where it is). This type of thing happens from time to time in Time Zone.

Worrying so much over such a minor point leaves one thinking that Time Zone‘s history must be rigorous indeed. Um, no. In addition to thinking that Pangaea still existed in 10,000 BC, the game also thinks that man invented fire in 10,000 BC. (In fact, it lets you be the one who invents fire, creating all sorts of timeline repercussions — if the game was more interested in such things, that is).

And it places brontosauruses (from the Jurassic period) and tyrannosauruses (from the Cretaceous) together in 400 million BC, hundreds of millennia too early for either. And then there’s Napoleon ruling in 1700 AD.

It’s hard for me to attribute this to the need to have cool stuff, because Louis XIV’s France was a pretty interesting historical moment in its own right. And your mission in this zone is to collect a comb and some perfume, which fits better with the Sun King’s effete court than with the more martial Napoleon. So, I must reluctantly conclude that Roberta doesn’t know her Louis XIV from her Napoleon. She also thinks that Saint Petersburg is in Asia, and that Peter the Great was the husband of Catherine the Great. “History books aren’t a lot of fun,” she asserts in the manual. Which kind of begs one to wonder why someone who doesn’t like history books is writing a game about history.

Time Zone has always had a reputation as a fearsomely unfair and difficult game. That’s true enough, but it’s not universally true when you look at in a granular way. Many — probably most — of the puzzles break down into a few repeated archetypes, such as trading one fairly obvious item for another item.

There’s even a limited but surprising amount of kindness (or “user friendliness,” as the manual says over and over; presumably that term had just come into vogue). In addition to the game’s being kind enough to tell you when you lose an item in the timestream, the inventory limit, while present, is a very generous 16 items or so. And there are technically no mazes, if we restrict the term to rooms that are not laid out so that going north after going south gets you back where you started.

There are, however, large, tedious-to-map grids of empty rooms in virtually every zone you visit, and the game never tells you which exits from a location are available, forcing you to rely on trial and error. (Thank God the Hi-Res engine doesn’t support diagonal exits.) Indeed, Time Zone may have the shabbiest ratio of rooms to things to actually do in them in adventure-game history. By my count there are 57 items in the game, about the same as each of the first two Zork games — but spread over more than 1300 rooms. If anything the ratio feels even worse than that, as you wander through endless “pastures,” “meadows,” “fields,” and “city streets.” Actually playing Time Zone feels not like a grand journey through history, but rather a long slog through a whole bunch of nothing. No wonder poor Terry Pierce was reduced to tears at having to draw this monotony.

To relieve the boredom, entering some of these otherwise meaningless locations leads to instant death. The only way to solve many of these “puzzles” is to learn from the deaths and not enter that location again.

Some of the pictures are pretty nice, up to the standard of the earlier Hi-Res Adventures. Others show the strain of drawing 1400 pictures in eight months; they look pretty bad.

Something that’s often overlooked about the Hi-Res Adventures today is that they are not simply text adventures with illustrations, after the style of, say, the Magnetic Scrolls games of the later 1980s. Right from Mystery House there was an element of interactivity to their graphics: drop an item in an area and you would see it there; open a door and you would see it open onscreen; etc. That’s quite impressive. However, occasionally, just occasionally, Roberta decides to put essential information into the picture rather than bothering to describe it in text. Because this happens relatively seldom, and because there’s so much else in those pictures that isn’t implemented in the game, these occasions are devilishly easy to miss entirely.

In the picture below, that little green thing at the bottom right that looks like an air vent is an essential oxygen mask — apparently for a person with a very weirdly shaped head, but that’s another issue — that’s going to get destroyed if we go back in time with it in the time machine with us.

Nothing in the picture below is implemented except one of the drawers, which contains a knife that you need.

Only the cabinet is implemented below, which… you know the drill.

And the tusks of the elephant skeleton are implemented as separate objects that can be pried out and taken, something I’d never suspect in a million years.

All of this is frustrating in the extreme, but none of it is really that different from the other Hi-Res Adventures. What makes Time Zone so untenable, and leads to its reputation for difficulty and cruelty, is the combinatorial-explosion factor. There’s a pretty fixed order in which you need to work your way through the zones, using items found in one to solve puzzles in the next. Yet the game gives no clue whatsoever what that order must be, leaving you hopelessly at sea about where to go next or what to work on. (And then of course if you miss something like one of the above…) By late in the game you’ll have a full inventory plus a whole collection of extra objects piled outside your time machine, and won’t even know what to take with you from zone to zone.

Throw in all of the other annoyances — the pointless sudden deaths; the huge empty maps; the items and entire zones that serve only as red herrings; the uncertainty about what you can and can’t interact with; the obstinate parser; and just a few howlingly bad puzzles to top it all off — and the result is just excruciating. Theoretically this game could be solved, but really, why would you want to? Anyone willing to put this amount of methodical, tedious work in for so little positive feedback might be better off doing something that benefits mankind, or at least earns her a paycheck.

Or maybe it can’t be solved. It wouldn’t be a Roberta Williams game without a couple of really terrible puzzles. One of those is found in Asia (should be Europe, but why quibble?) in 1700 AD, where you have to wait outside Catherine the Great’s castle for five turns for no apparent reason for her to emerge with hubby Peter the Great and drop a hat pin.

This is made especially annoying by the fact that the game doesn’t even have a WAIT verb; you have to fiddle around with endless LOOKs and the like to get the turns to pass. (If you construed from the lack of WAIT that there would be no puzzle mechanics involving time, the joke’s on you.)

The other crowning jewel is the mountainside in the Asia of 1000 AD where you must type a totally unmotivated OPEN SESAME.

Puzzles aside, Time Zone just feels a bit amateurish and sloppy most of the time. Like a piece of fiction from a beginning writer, one senses that no one is in control of its tone or message, which veer about wildly. Nowhere is this more painful than in its depictions of the non-white natives of the zones, which come off as hilariously racist — but, I’m sure, unintentionally so.

There are also weird occasions when the “children’s book” tone suddenly gives way to thoughtless violence.

So, no, Time Zone is not a very good game. The climax on Neburon, which takes two disk sides by itself, is actually the strongest part, full of sudden deaths and empty rooms but also possessed of a forward narrative drive and sense of tension that was still rare in this era, as you penetrate deeper and deeper into the alien base. If released on its own, it would have stood up as possibly the best of the Hi-Res line. As it is, though, it comes at the end of such an exhausting slog that it’s hard to really appreciate. By the time you see the victory screen — which, incidentally, makes no sense; why are the people in your home town of 1982 celebrating a victory you won in 4082? — you’re just glad it’s over, just like the team who made it were when they finally got it out the door.

Sometimes, as The Prisoner taught us, the best way to win is not to play. Time Zone is perhaps doubly disappointing because the premise has so much potential. But neither the technology nor the designer were really equipped to realize such an ambitious idea, and certainly not in the time allowed. Still, Time Zone is of undeniable historical significance, so I have the Apple II disk images and the manual for those of you who’d like to dive in.

Next time: a bit about the aftermath of Time Zone before we move on to something else.

 

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Time Zone

In January of 1981, as On-Line Systems were settling into their first office in Coarsegold, California, Roberta Williams already had three Hi-Res Adventures to her credit: Mystery House, The Wizard and the Princess, and the introductory adventure Mission: Asteroid. For her next game, she wanted to do something bold and big. Really big. She envisioned the ultimate treasure hunt, through time as well as space, in which the player would have to visit every continent at five different meticulously recreated historical moments, en route to a climax set on an alien planet in the far future that would by itself be larger than most standalone adventures.

When not working with Ken to get On-Line properly off the ground as a real business over the next six months, Roberta developed her idea, deciding exactly when and where should be included and sketching out maps and a puzzle structure as well as a simple framing story to justify it all. She had been so fascinated when first playing the original Adventure that she had “never wanted it to end.” Now, she seemed determined to get as close as possible to that ideal of infinite adventure. Time Zone just kept growing; by the time Roberta set the complete design document before Ken that summer, it had grown from an estimated five or six to twelve disk sides. This at a time when the biggest epics like Ultima and Wizardry were just spilling onto a second side for the first time.

Ken and Roberta had worked closely together on her first three games, with Roberta doing the writing and design and drawing the graphics and Ken coding it all on the computer. Now, however, Ken was busy running the full-fledged company that On-Line systems had become. Anyway, Time Zone was far too ambitious a project for just two people to tackle. So Ken assembled a team of about ten people for Time Zone, who would spend months working full-time or part-time on the game. The formation of what Ken dubbed “the Time Zone task force” marks a significant moment in the history of game development.

Previously games had been created by one or at most two or three people, each a jack-of-all-trades doing the art, design, and programming as needed. This was after all an era when much game design revolved around exploiting some technical quirk or capability of the hosting hardware, leaving precious little space between the abstracts of design and the details of implementation. Roberta Williams, who as a non-programmer as well as a female was very much the odd woman out in early 1980s game development, felt the need in a contemporary interview for Computer Gaming World to defend her contribution as a pure designer: “Sometimes I feel that people don’t think that I’m as much a part of the creative process as I claim, due to the fact that I don’t program. The designing of the game is the most important and creative part of the project (and also the most fun).” In explicitly separating programmers from artists from designers for the Time Zone project, Ken and Roberta began the march toward the modern model of big-studio development, in which the jack-of-all-trades mastermind has been superseded by teams of hundreds of specialists weaving ever more granular fragments of the whole tapestry. It seems safe to say that Time Zone‘s team was the largest ever assembled to that point to create a computer game — fittingly, as Time Zone was the closest game development got in 1981 to a modern AAA title.

Time Zone was of course to be a Hi-Res Adventure, meaning its appeal would be rooted in the pictures that would illustrate each of its locations. Arguably the most important person on the team after Roberta herself therefore became Terry Pierce, an 18-year old hired straight out of the local high school to draw 1400 pictures for the game in pencil on graph paper. Two others then laboriously traced the pictures on Apple’s Graphics Tablet, filled them in with color, and stored them on disk in a highly compressed format, all accomplished with the tools Ken had originally developed for The Wizard and the Princess. The other side of the operation was the “logistics team,” a few scripters who translated Roberta’s descriptions of geography and puzzles into Ken’s ADL (Adventure Design Language). They created each of Roberta’s “time zones” as a small, self-contained adventure game in its own right. In ostensible charge of the whole was Bob Davis, the personable fellow Ken had hired out of a local liquor store. Yes, in a career trajectory that could only have happened in 1981 and possibly only in the Oakhurst area, Davis had gone from liquor-store clerk to designer of his own game (Ulysses and the Golden Fleece, Hi-Res Adventure #4) to manager of the most ambitious game-development effort in computer history, all in a matter of months. In between finishing up his own game, he now tinkered with ADL for Time Zone and loosely supervised the other coders and artists.

As you might imagine, the whole project started to go off the rails pretty quickly. Davis was well liked by everyone — he was a guy with “a huge heart and a ton of enthusiasm” in John Williams’s words — but lacked the experience or temperament to be a project manager. And while he was adept enough with simple ADL scripting, he lacked the technical acumen needed to even come up with a plan for pulling together all of these little games his coders were creating into the monstrous whole that would be Time Zone. Meanwhile Ken, the one guy at On-Line with the technical know-how and organizational smarts to really manage the project, was kept so busy by other concerns that he could spare little attention. Still, he expected Davis and his team to deliver a completed Time Zone before Christmas — an impossible deadline even without all of the partying and other distractions that accompanied life at On-Line.

Then a savior of sorts walked through the door, in the form of one Jeff Stephenson. At 30 years old, Stephenson already had considerable experience in the computer industry, as well as the sort of rigorous understanding of the technology and the organizational skills that most of the self-taught hackers and kids around On-Line lacked. His last employer had been none other than Software Arts, developers of the most important microcomputer application in the world, VisiCalc. Upon moving from Cambridge, Massachusetts, to the mountains of northern California, Stephenson decided to drop in on On-Line, the closest technology company, to see if they needed a programmer. From Hackers:

He put on cord jeans and a sport shirt for the interview; his wife suggested he dress up more. “This is the mountains,” Jeff reminded her, and drove down Deadwood Mountain to On-Line Systems. When he arrived, Ken told him, “I don’t know if you’re going to fit in here — you look kind of conservative.” He hired Jeff anyway, for $18,000 a year — $11,000 less than he’d been making at Software Arts.

Stephenson’s first assignment was to join Davis as co-head of the Time Zone project, to cut through the chaos and get the project back on track. His “conservatism” turned out to be exactly what Time Zone needed. He set everyone firmly and clearly about their appointed tasks, like would have been expected within the more businesslike confines of Software Arts. He himself made modifications to Ken’s Hi-Res Adventure engine to let them tie all of the regions in the game together, at least loosely, letting the player move her avatar from mini-adventure to mini-adventure via the time machine and to carry items with her. And he convinced another On-Line programmer, an action-game maestro named Warren Schwader, to dramatically speed up the rendering of the graphics as the player moved through this huge world. That made a game that would be, as we’ll see in my next post, very painful to play at least a modicum less painful.

By this point the focus for everyone had long ago shifted from Roberta’s original starry-eyed dream of an adventure game for (literally!) the ages to just getting the damn thing done in some reasonably acceptable form. Roberta would later say in the CGW interview, “Once we got into it and saw how big of a job it was, we were almost sorry we started it in the first place.” It’s probably safe to say that most of her team would have happily removed the “almost” from that statement. What with the time constraints, they created essentially a skeleton of Roberta’s vision, with the historical vignettes given little more atmosphere or detail than were needed to support the simple overarching puzzle structure.

Still, all those pictures remained to be drawn, bringing an unbelievable burden of work down on Terry Pierce’s thin shoulders. Almost as burdensome as the quantity of work was the sheer tedium of the subject matter: hundreds and hundreds of uninteresting “fields,” “forests,” and “city streets” to accompany the few locations with something to actually do or look at in each region. In what seems a case of bizarrely misplaced priorities today, the Hi-Res Adventure brand demanded that every single one of Time Zone‘s more than 1300 locations be given its own unique picture, even if the location itself consisted of only “You are in a forest.” Ken and Roberta knew perfectly well where their bread was buttered. Hi-Res Adventures didn’t sell so well because of deathless prose or intricate world-modeling; they advanced little beyond the Scott Adams games in these areas. No, they sold so well because of all those colorful pictures that made them some of the most visually arresting software you could run on an Apple II. And so Pierce worked furiously to crank the pictures out; John Williams remembers the poor kid “almost in tears” from the stress, but still frantically sketching away.

Even with such heroic efforts, there was no way Time Zone was going to be ready for Christmas. The project slipped into 1982, finally shipping (with a big sigh of relief from all concerned) about the beginning of March. Taking into account the sheer quantity of locations, On-Line decided the game was worth a premium price: in fact, a rather staggering list price of $99.95, about twice what anyone had dared to charge for even the most ambitious of computer games before. (Indeed, when accounting for inflation Time Zone is still quite possibly the most expensive videogame ever released.) For an advertisement, they created a mock movie poster, making the most explicit link yet between games and movies. It’s an interesting moment in this fraught relationship, a step on the way to the “interactive movies” On-Line and others would be touting a decade down the road.

Roberta also compared Time Zone to an “epic movie in the tradition of Cecile B. DeMille” in her CGW interview.

The introduction to the manual touts the size and scope of the project proudly, reminding one of the similar introduction to Wizardry‘s manual: “Time Zone has been over a year in the making”; “Roberta Williams spent over six months writing and designing the game before the first line of code for the game was actually written”; “it was the biggest project that On-Line Systems has ever embarked upon”; “it required a complete restructuring of our adventure programming procedures”; “Time Zone is by far the largest and most complex game ever written for any microcomputer.” An article in Softline stated, “This game took more than fourteen months to complete and it has been estimated that it will take people a year to solve due to its extreme complexity.” Predictably enough, an adventure fanatic named Roe Adams III finished it in just about a week, and promptly called On-Line to tell them about it. (I suspect Adams must have hacked — not because the amount of actual content in Time Zone really amounts to all that much but because of its handful of completely absurd puzzles. But I suppose a sufficiently methodical and patient man who went without sleep theoretically could solve the game in a week…)

None of the promotion helped very much. Time Zone became a notorious, high-profile flop, the first such that On-Line had ever released — and a fate it richly deserved. As John Williams wrote to me to open our discussion about the game, “It frankly wasn’t that good.” Indeed, Time Zone is something of a nadir in the annals of adventure-game design, the logical culmination of several ugly trends that I’ve been harping on about for quite some time now in this blog. It plays like a caricature of an old-school text adventure, with all of the annoyances of the form and too few of the delights, and with its rushed development peeking through from every crack and seam. More on that next time.

(Thanks for much in this post goes again to John Williams, whose memories are always invaluable to me.)

 

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