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Hitchhiking the Galaxy Infocom-Style

The Hitchhiker's Guide to the Galaxy

Given that Hitchhiker’s is both one of the most commercially successful text adventures ever released and one that oozes with interesting things to talk about, I thought I would look at the experience in more detail than I have any Infocom game in quite some time. As we’ll see, Hitchhiker’s is not least interesting in that it manages to represent both a step forward and a step back for Infocom and the art of interactive fiction. What follows is a sort of guided tour of the game.

The Hitchhiker's Guide to the Galaxy

As with any Infocom game, the experience of Hitchhiker’s for any original player began long before she put the disk in the drive. It began with the box and its contents. The Hitchhiker’s package is one of the most storied of all from this company that became so famous for their rich packages. It’s bursting with stuff, most of it irrelevant to the actual contents of the disk but all of it fun: an advertising brochure for the titular guidebook;[1]“As seen on Tri-D!” a microscopic space fleet;[2]Easily mistaken for an empty plastic baggie. a set of “peril-sensitive sunglasses”;[3]They turn opaque when danger is at hand to avoid upsetting your delicate sensibilities. The ones in the game package are, naturally, made of black construction paper. a piece of pocket fluff; a set of destruct orders for Arthur Dent’s house and the Earth; the obligatory “Don’t Panic!” button.[4]These were manufactured in huge quantities and given away for some time at trade shows and the like as well as being inserted into game boxes.

Impressive as the packaging is, not all of it was to Douglas Adams’s taste. He hated the gibbering green planet,[5]Or whatever it’s supposed to be. which had been designed and pressed into service by Simon & Schuster’s Pocket Books imprint without any input from him when they first began to publish the books in North America. He briefly kicked up a fuss when he saw it leering at him from the Infocom box as well, but Infocom’s contacts at Simon & Schuster, whom Infocom was considering allowing to buy them at just this time and thus preferred to remain on good terms with, had asked with some urgency that it be there. By the time Adams saw the box there wasn’t really time to change it anyway. And so the planet — and I have to agree with him that it’s pretty hideous — remained.

The game proper begins just where the books and the smorgasbord of other variations of Hitchhiker’s did: with you as Arthur Dent waking up hungover in bed on what is going to be “the worst day of your life.” You immediately get a couple of clues that this is not going to be your typical Infocom game. The first command you must enter is “TURN ON LIGHT,” a typical enough action to take upon waking up in a dark bedroom, perhaps, but one that could momentarily stump a seasoned adventurer, so accustomed to living in an object-oriented world where she can only interact with what the game tells her exists around her; the game, you see, never mentions the presence of a light switch or a light. Hitchhiker’s will continue to occasionally accept or demand inputs that you, the Seasoned Adventurer, just don’t expect to work. And then when you dutifully check your starting inventory, you learn that you have “no tea” and “a splitting headache.” Such mixing of the physical and the metaphysical amongst your possessions will also remain an ongoing theme.

Especially if you’re at all familiar with any of the other Hitchhiker’s manifestations, you probably won’t have too many problems getting out of the house and lying in front of Mr. Prosser’s bulldozer to stop (for the moment) the destruction of your house to make room for a new bypass. If you do misjudge things and get yourself killed, you get an early introduction to another of the game’s throughgoing traits: the narrator, or the computerized “game master” if you will, has a voice and personality all his own. Playing Hitchhiker’s is like having a conversation — often an infuriating one — with him.

>stand
The bulldozer driver gives a quick chew of his gum and slams in the clutch. The bulldozer piles into the side of your home.

Your home collapses in a cloud of dust, and a stray flying brick hits you squarely on the back of the head. You try to think of some suitable last words, but what with the confusion of the moment and the spinning of your head, you are unable to compose anything pithy and expire in silence.

>s
You keep out of this, you're dead. An ambulance arrives.

>don't panic
You keep out of this, you're dead and should be concentrating on developing a good firm rigor mortis. You are put in the ambulance, which drives away.

>pray
For a dead person you are talking too much. As the ambulance reaches the mortuary a fleet of Vogon Constructor ships unexpectedly arrives and demolishes the Earth to make way for a new hyperspace bypass.

We are about to give you your score. Put on your peril-sensitive sunglasses now. (Hit RETURN or ENTER when ready.) >

The narrator doesn’t just tell you what’s happening. He chats with you, messes with you, has fun at your expense, occasionally lies to you. This isn’t precisely new ground for Infocom; their games going back to Zork I had occasionally broken from being the neutral voice of the simulation to offer quips and funny responses. But it’s much, much more pronounced here, an integral part of the experience instead of just the odd response to the occasional misguided or intentionally bizarre input. A similar smart-alecky narrative voice was par for the course with other versions of Hitchhiker’s and, indeed, kind of Adams’s default persona as a writer. Certainly anyone who’s ever read a Dickens novel knows that a second- or third-person voice doesn’t mean the narrator isn’t a character in the work. But seeing it here… well, that feels significant for anyone who’d like to see interactive fiction as a defensible literary form. Chalk that up as a big step forward.

So, Ford Prefect arrives just as expected to return your towel preparatory to getting off this rock before the Vogons blow it up to make way for a hyperspace bypass. If you haven’t experienced it already, here you are also introduced to another dominant trait: the game’s often arbitrary cruelty. If you simply take the towel Ford offers, he marches away, the Vogons arrive, and it’s game over. No, you have to refuse the towel to force Ford to actually notice your situation and come to the snap decision to take you with him.[6]Ford Prefect’s name, by the way, is one of the subtler jokes in Hitchhiker’s, and one that was entirely lost on American readers. The Ford Prefect, you see, was once a model of automobile in Britain. When the Betelgeusian Ford Prefect chose the name as “nicely inconspicuous,” he did so because he had, as Adams himself later clarified, “mistaken the dominant life form” on the planet.

Ford convinces Prosser to take your place in front of the bulldozer, just like in the other Hitchhiker’s manifestations. You head for the pub, where you drink beer to fortify yourselves for the matter transference beam. Then Prosser wises up and knocks down your house after all, prompting you, reenacting the role of the Arthur you remember from the book, to run screaming out of the pub. On the way you meet a hungry dog, who is key to one of the most legendarily cruel puzzles in the game. You need to feed him. As for why… well, that you won’t learn until much later. Then the Vogons show up with appropriate pomp and circumstance, and you and Ford have a bare instant to make your escape.

You wake up in darkness. The puzzle that follows can almost be read as an homage to the original Adventure, which had a maze for which close reading was similarly key. It’s early evidence of another trait of Hitchhiker’s: a tendency to evoke and occasionally subvert the adventuring heritage that preceded it. For instance, it will later hit you with a blessedly fake maze. As David Lebling recently put it, the form by 1984 was old and established enough that it could be parodied.

>z
You can hear nothing, smell nothing, taste nothing, see nothing, feel nothing, and are not even certain who you are.

>z
There's nothing you can taste, nothing you can see, nothing you can hear, nothing you can feel, nothing you can smell, you do not even know who you are.

>z
There's nothing you can taste, nothing you can see, nothing you can hear, nothing you can feel, nothing you can smell, you do not even know who you are.

>z
You can see nothing, feel nothing, hear nothing, taste nothing, and are not entirely certain who you are.

>smell
(darkness)
It does smell a bit. There's something pungent being waved under your nose. Your head begins to clear. You can make out a shadow moving in the dark.

>examine shadow
The shadow is vaguely Ford Prefect-shaped.

Vogon Hold
This is a squalid room filled with grubby mattresses, unwashed cups, and unidentifiable bits of smelly alien underwear. A door lies to port, and an airlock lies to starboard.
In the corner is a glass case with a switch and a keyboard.
It looks like the glass case contains:
an atomic vector plotter
Along one wall is a tall dispensing machine.

Ford removes the bottle of Santraginean Mineral Water which he's been waving under your nose. He tells you that you are aboard a Vogon spaceship, and gives you some peanuts.

That “tall dispensing machine” marks the most famous puzzle ever to appear in an Infocom game, or in any text adventure by anyone for that matter. A whole mythology sprung up around it. Infocom did a booming business for a while in “I got the babel fish!” tee-shirts, while it’s still mentioned from time to time today — sometimes, one suspects, by folks who actually know it only as a trope — as the ultimate in cruel puzzles. Yet I’ve always been a bit nonplussed by its reputation. Oh, getting the babel fish from dispenser to auditory canal is a difficult, convoluted game of Mouse Trap which is made yet more difficult by the facts that the dispenser has only a limited number of fish and you have only a limited number of turns in which to work before you’re hauled off to the Vogon captain’s poetry reading. Still, solving this puzzle is far from an insurmountable task. You’re given good feedback upon each failure as to exactly what happened to intercept the babel fish on its journey, while your scope of possibility is somewhat limited by the fact that this is still quite early in the game, when there aren’t yet that many objects to juggle. I feel like its reputation probably stems from this fact that it’s met so early in the game. Thus even most casual players did encounter it — and, it being the first really difficult puzzle, and one of the first for which prior knowledge of the other Hitchhiker’s manifestations was of no use, many or most of those players likely never got any further. The Imps have often noted that most people never finished most of the Infocom games they bought. What with its mass appeal to people who knew nothing of Infocom or adventure games thanks to the license as well as its extreme difficulty, one would presume that Hitchhiker’s had an even more abysmal rate of completion than the norm.

Since solving the babel-fish puzzle[7]Or not. is something of a rite of passage for all adventurers, I won’t totally spoil it here. I will note, however, that the very last step, arguably the most difficult of all, was originally even more difficult.

A small upper-half-of-the-room cleaning robot flies into the room, catches the babel fish (which is all the flying junk it can find), and exits.

The original version didn’t have that crucial parenthesis; it was wisely added at the insistence of Mike Dornbrook, who felt the player deserved just a little nudge.

The babel fish, of course, lets you understand the Vogon language, which is in turn key to getting that atomic vector plotter that is for some reason on display under glass amidst the “smelly bits of alien underwear.” Also key to that endeavor is the Vogon poetry reading to which you’re soon subjected.[8]The original Hitchhiker’s radio serial mentions Vogon poetry as the third worst in the universe. The second is that of the Azgoths of Kria, while the first is that of Paul Neil Milne Johnstone of Earth. Rather astoundingly, Johnstone is actually a real person, a bunk mate of Adams’s back at Brentwood School who would keep him awake nights “scratching this awful poetry about swans and stuff.” Now, it was kind of horrible of Adams to call him out like that (and probably kind of horrible for me to tell this story now), but it just keeps getting better. Poor Johnstone, who was apparently an earnest poet into adult life but not endowed with much humor not of the unintentional stripe, wrote a letter to Time Out magazine that’s as funny as just about anything in Hitchhiker’s:

“Unfortunate that Douglas Adams should choose to reopen a minor incident; that it remains of such consequence to him indicates a certain envy, if not paranoia. Manifest that Adams is being base-minded and mean-spirited, but it is surely unnecessary for Steve Grant [a journalist to whom Adams had told the story] to act as a servile conduit for this pettiness.”

With Johnstone’s lawyers beginning to circle, Paul Neil Milne Johnstone became Paula Nancy Millstone Jennings in the book and later adaptations.
What you’re confronted with here is a puzzle far more cruel in my eyes than the babel-fish puzzle. It’s crucial that you get the Vogon captain to extend his reading to two verses; let’s not get into why. Unfortunately, at the end of the first verse he remarks that “you didn’t seem to enjoy my poetry at all” and has you tossed out the airlock. The solution to this conundrum is a bit of lateral thinking that will likely give logical, object-focused players fits: you just have to “ENJOY POETRY.”

>enjoy poetry
You realise that, although the Vogon poetry is indeed astoundingly bad, worse things happen at sea, and in fact, at school. With an effort for which Hercules himself would have patted you on the back, you grit your teeth and enjoy the stuff.

I’m not sure how to feel about this. It’s undeniably clever, and almost worth any pain for the great line “worse things happen at sea, and in fact, at school.” But at heart it’s guess-the-verb, or at least guess-the-phrase, a rather shocking thing to find in an Infocom game of 1984. Now maybe my description of Hitchhiker’s as both progressive and regressive starts to become clearer, as does Dornbrook’s assertion that Adams pushed Meretzky to “break the rules.” A comparison with the babel-fish puzzle shows Hitchhiker’s two puzzling personalities at their extremes. For all its legendary difficulty, the babel-fish puzzle feels to me like a vintage Meretzky puzzle: intricate but logical, responsive to careful reading and experimentation. “ENJOY POETRY,” on the other hand, is all Adams. You either make the necessary intuitive leap or you don’t. If you do, it’s trivial; if you don’t, it’s impossible.

In the session I played before writing this article, something else happened in the midst of the poetry-as-torture-device. Suddenly this long piece of text appeared, apropos of nothing going on at the time:

It is of course well known that careless talk costs lives, but the full scale of the problem is not always appreciated. For instance, at the exact moment you said "look up vogon in guide" a freak wormhole opened in the fabric of the space-time continuum and carried your words far far back in time across almost infinite reaches of space to a distant galaxy where strange and warlike beings were poised on the brink of frightful interstellar battle.

The two opposing leaders were meeting for the last time. A dreadful silence fell across the conference table as the commander of the Vl'Hurgs, resplendent in his black jewelled battle shorts, gazed levelly at the G'Gugvunt leader squatting opposite him in a cloud of green, sweet-smelling steam. As a million sleek and horribly beweaponed star cruisers poised to unleash electric death at his single word of command, the Vl'Hurg challenged his vile enemy to take back what it had said about his mother.

The creature stirred in its sickly broiling vapour, and at that very moment the words "look up vogon in guide" drifted across the conference table. Unfortunately, in the Vl'hurg tongue this was the most dreadful insult imaginable, and there was nothing for it but to wage terrible war for centuries. Eventually the error was detected, but over two hundred and fifty thousand worlds, their peoples and cultures perished in the holocaust.

You have destroyed most of a small galaxy. Please pick your words with greater care.

It incorporates an invalid input I had tried earlier, an attempt to look something up in the in-game version of the Hitchhiker’s Guide using syntax the game didn’t much like.[9]It’s fairly persnickety here; you can only “CONSULT GUIDE ABOUT” things. The little story is funny, especially if you haven’t recently read the novel version of Hitchhiker’s; it’s lifted verbatim from a passing riff near the end of the book, with only your invalid input replacing the novel’s version of Arthur’s comment that “I seem to be having tremendous difficulty with my lifestyle.”[10]Indeed, it seems to go relatively unremarked just how much text in the game is lifted directly from the novel, another artifact perhaps of the sheer difficulty of getting original prose out of Adams. More interesting to me, however, is what it represents conceptually. In incorporating a spurious input into the story in this way, it represents a sort of breaking of the fourth wall — a fascinating development in light of the fact that Infocom had spent a great deal of effort building said wall in the first place. By the time of Hitchhiker’s they scrupulously distinguished between what I’ll refer to as diegetic commands (things that cause things to happen in the storyworld) and non-diegetic — or, if you like, utility — commands (things like “SAVE” or “RESTORE” or, indeed, invalid inputs that don’t affect the storyworld). For instance, time passes in the story and the turn counter advances only in the case of the former. Infocom’s goal had long ago become to separate the undesirable challenge of interacting with the parser from the desirable one of interacting with the storyworld. Now along comes Adams to muddy it all up again. The difference, of course, is that early text adventures confused the layers of interface and simulation because they didn’t entirely know what they were doing. Adams and Meretzky break the formal rules the way artists do — consciously.

That’s not the end of the fellow in the jeweled battle shorts and his buddy; you’ll be meeting them again soon. But in the meantime you’re thrown out of the Vogon airlock[11]Although hopefully not before collecting the essential atomic vector plotter and picked up at the last possible second by the Heart of Gold, thanks to the magic of Infinite Improbability Physics. You end up in Darkness again, a motif that will continue to recur. You come out of it via another of the game’s most storied bits, the first of two incidents of it flat-out lying to you:

>listen
(to darkness)
You hear the deep and distant hum of a star drive coming from far above. There is an exit to port.

>w
You can't go that way.

>n
You can't go that way.

>s
(We were lying about the exit to port.) You emerge from a small doorway...

Entry Bay Number Two
This is an entry bay for the Heart of Gold. A corridor lies aft of here.
There is a sales brochure here.

"This looks like that incredible new Infinite Improbability Drive spaceship, the Heart of Gold!" says Ford, with growing excitement.

"Announcement, announcement. This is Eddie (the shipboard computer). We have just picked up two hitchhikers at an improbability factor of 2 to the 21,914 power to 1 against."

Just as you’d expect from the novel, you soon meet the masters of the Heart of Gold, two-headed party fiend Zaphod Beeblebrox and his Earthling girlfriend Trillian, née Tricia McMillan, whom you (Arthur) once tried to pick up at a party in London only to watch her leave with Zaphod.[12]I’ve always found Zaphod a hilarious character because he was such a walking, talking anachronism even in the early 1980s. He’s just so obviously a creature of the 1970s, from his hippy-dippy diction to his easygoing, lackadaisically stoned take on existence. He’d fit right in in Dazed and Confused. But from here things suddenly diverge from the novel. Your companions all bugger off to the sauna, conveniently removing themselves from the implementation equation and leaving you to explore the Heart of Gold and, eventually, a number of other realities to obtain a collection of tools,[13]Don’t ask. a collection of fluff,[14]Really don’t ask. and, stereotypical Englishman that you are, a good cup of tea. Ford helpfully leaves his copy of the Guide with you; you can “CONSULT” it about an impressive number of things. Some of these entries are just meant for fun, although they are once again often just recycled bits from the book. At least a few, however, are essential reading.

The Heart of Gold also contains the second instance of the game lying to you, this one much more extended.

>u
Corridor, Aft End
This is one end of a short corridor that continues fore along the main deck of the Heart of Gold. Doorways lead to aft and port. In addition, a gangway leads downward.

>s
That entrance leads to the Infinite Improbability Drive chamber. It's supposed to be a terribly dangerous area of the ship. Are you sure you want to go in there?

>yes
Absolutely sure?

>yes
I can tell you don't want to really. You stride away with a spring in your step, wisely leaving the Drive Chamber safely behind you. Telegrams arrive from well-wishers in all corners of the Galaxy congratulating you on your prudence and wisdom, cheering you up immensely.

>s
What? You're joking, of course. Can I ask you to reconsider?

>no
Engine Room
You're in the Infinite Improbability Drive chamber. Nothing happens; there is nothing to see.

>l
Engine Room
I mean it! There's nothing to see here!

>l
Engine Room
Okay, okay, there are a FEW things to see here. This is the room that houses the powerful Infinite Improbability Generator that drives the Heart of Gold. An exit lies fore of here.
Sitting in the corner is a spare, portable Improbability Generator.
There is an ionic diffusion rasp here.
There is a pair of hypersonic pliers here.

(Footnote 10)

>footnote 10
I guess it isn't all that dangerous a place after all.

Those footnotes which pop up from time to time are another of the game’s blizzard of new ideas — rather pointless really, but good fun.[15]Like (hopefully) the ones I’ve included in this article in homage. Or maybe this is my bid for literary greatness via my own version of Pale Fire.

If you experiment and use the Guide wisely, you’ll eventually find a way to transport yourself into about half a dozen little vignettes, sometimes still in the person of Arthur, sometimes in that of one of your three companions currently slumming it in the sauna. I won’t belabor most of these; this article has to end at some point, after all, and if you do play for yourself you deserve to discover something for yourself. But I do want to talk just a bit about one, or rather two that are closely interrelated, because they involve a puzzle often cited as an example of Hitchhiker’s extreme, downright un-Infocom-like cruelty.

One of the vignettes features our friend of the jeweled battle shorts. It seems that he and his erstwhile enemy have worked out the source of the misunderstanding that led to all those centuries of terrible war: a creature from Earth.[16]This would seem to belie the Guide‘s description of Earth as “harmless,” and even the revised description of it as “mostly harmless.” You’re transported onto the bridge of his flagship as he and his erstwhile enemy hurtle toward your planet, not yet destroyed by the Vogons in this vignette,[17]There’s a joke, or maybe an aphorism, in there somewhere. “Between a Vl’Hurg and a Vogon,” maybe? with malice in their hearts.

War Chamber
Spread before you, astonishingly enough, is the War Chamber of a star battle cruiser. Through the domed canopy of the ship you can see a vast battle fleet flying in formation behind you through the black, glittering emptiness of space. Ahead is a star system towards which you are hurtling at a terrifying speed.
There is an ultra-plasmic vacuum awl here.

Standing near you are two creatures who are gazing at the star system with terrible hatred in their eyes. One is wearing black jewelled battle shorts, and the other is wreathed in a cloud of green, sweet-smelling steam. They are engaged in conversation.

The fleet continues to hurtle sunwards.

If you’re like, oh, about 95% of players, your journey will end abruptly when the battle fleet, which in a fatal oversight on the part of our militant alien friends turns out to be microscopic by the scale of the Earth, is swallowed by a small dog. To prevent this, you needed to have taken the unmotivated (at the time) step of feeding something to the aforementioned dog way back on Earth in the first act of the game, before the Vogons arrived. Horribly cruel, no? Well, yes and no. Another of the vignettes — they appear in random order, thus justifying Meretzky’s assertion that Hitchhiker’s ends up representing one of the “most ruthlessly nonlinear designs we [Infocom] ever did” — has you replaying the opening sequence of the game again, albeit from the perspective of Ford Prefect. You can also feed the dog there. If you fail at a vignette, meanwhile — and that’s very easy to do — you usually “die,” but that’s not as bad as you might expect. You’re merely returned to the Heart of Gold, and can have another go at it later. This mechanism saves Hitchhiker’s repeatedly, and not least in the case of this puzzle, from accusations of relying on extensive learning by death.

Still, there should be no mistake: Hitchhiker’s is punishingly difficult for even the most experienced of adventurers, the most challenging Infocom release since Suspended and the one with the most elements of, shall we say, questionable fairness since the days of Zork II and Deadline. While it is possible to repeat the vignettes until you solve each overarching challenge, it’s painfully easy to leave small things undone. Having “solved” the vignette in the sense of completing its overarching goal, you’re then locked out of experiencing it again, and thus locked out of victory for reasons that are obscure indeed.[18]Zaphod’s sequence is particularly prone to this, to the extent that I’ll offer a hint: look under the seat! One or two puzzles give no immediate feedback after you solve them, which can lead you to think you’re on the wrong track.[19]I’m thinking particularly of growing the plant here. For virtually the entire game after arriving on the Heart of Gold you labor away with no clear idea what it is you’re really supposed to be accomplishing. Sometimes vital properties of things go undescribed just for the hell of it.[20]I’m speaking particularly of the brilliantly Adamsian “thing your aunt gave you that you don’t know what it is,” of which it’s vital to know — take this as another tip — that you can put things inside it, even though that’s never noted or implied by its description. And then many of these puzzles are… well, they’re just hard, and at least as often hard in the way of “ENJOY POETRY” as in the way of the babel fish. The “Standard” difficulty label on the box, which was placed there purely due to marketing needs, is the cruelest touch of all.

So, we must ask just how Hitchhiker’s became such an aberration in the general trend of Infocom games to become ever fairer and, yes, easier. Meretzky noted that trend in his interview for Get Lamp and was not, either back in the day or at the time of his interview, entirely happy about it. He felt that wrestling with a game for weeks or months until you had that “Eureka!” moment in the bathtub or the middle of a working day was a huge part of the appeal of the original Zork — an appeal that Infocom was gradually diluting. Thus Meretzky and Adams explicitly discussed his opinion that “adventure games were becoming a little too easy,” and that Hitchhiker’s could be a corrective to that. Normally puzzles that were exceptionally difficult had their edges rounded during Infocom’s extensive testing process. But that didn’t happen for Hitchhiker’s to the extent that it normally did, for a couple of reasons. First, many of these puzzles had been written not by any ordinary Imp but by Douglas Adams; for obvious reasons, Infocom was reluctant to step on his toes. Additionally, the testers didn’t have nearly as much time with Hitchhiker’s as with an ordinary Infocom game, thanks to Adams’s procrastination and the resultant delays and Infocom’s determination to get the game out in time for Christmas. The testers did a pretty good job with the purely technical side; even the first release of Hitchhiker’s is not notably buggy. But there wasn’t time for the usual revisions to the design as a whole even had there been a strong motivation to do them from Infocom’s side. Any lack of such motivation was not down to lack of complaining from the testers: Meretzky admits that they “strongly urged that the game be made easier.”

The decision to go ahead with such a cruel design has been second-guessed by folks within Infocom in the years since, especially in light of the declining commercial fortunes of the company’s post-Hitchhiker’s era. Jon Palace presented a pretty good summary of the too-difficult camp’s arguments in his own Get Lamp interview:

Some have argued that The Hitchhiker’s Guide to the Galaxy was one of the biggest mistakes we made because it introduced a huge audience to a relatively difficult game. The difficulty of the game and its design flaws[21]Palace was no fan of the dog-feeding puzzle in particular. may have turned off the largest new audience we could have had. Perhaps we should have made that game a lot easier. It’s very funny, and it’s got some terrific puzzles. But my point is that if it was the first time people were experiencing an Infocom game, because of the names “Hitchhiker’s Guide” and “Douglas Adams,” there was only so much Douglas Adams they could get out of it without working harder than they wanted to.

Steve Meretzky, on the other hand, remains unrepetant, as do Mike Dornbrook and others. Dornbrook’s argument, which strikes me as flawed, is essentially that most people didn’t finish most Infocom games anyway — even the easier ones — so Hitchhiker’s difficulty or hypothetical lack thereof didn’t make much difference. I suppose your attitude toward these issues says much about what you want Infocom’s games to be: accessible interactive stories with a literary bent or intricate puzzle boxes. It’s Graham Nelson’s memorable description of interactive fiction as a narrative at war with a crossword writ large yet again. For my part, I think interactive fiction can be either, an opinion apparently shared by Meretzky himself, the man who went on to write both the forthrightly literary A Mind Forever Voyaging and the unabashed puzzle box that is Zork Zero. Yet I do demand that my puzzle boxes play fair, and find that Hitchhiker’s sometimes fails me here. And while I have no objection to the concept of a tougher Infocom game for the hardcore who cut their teeth on Zork,[22]See 1985’s Spellbreaker, which unlike Hitchhiker’s was explicitly billed as exactly that and does a superb job at it. I’m not sure that Hitchhiker’s should have been that game, for the obvious commercial considerations Palace has just outlined for us.

And yet, and yet… it’s hard to see how some of the more problematic aspects of Hitchhiker’s could be divorced from its more brilliant parts. As a final example of that, I want to talk about — and, yes, spoil — one last puzzle, one of the last in the game in fact. By now you’ve collected all of the various bits and pieces from the vignettes and the narrative of the game has rejoined that of the book; the Heart of Gold has landed on the legendary lost planet of Magrathea. You’ve also managed to brew yourself a nice hot cup of tea. Now you need to get inside the room of Marvin the Paranoid Android to convince him to open the ship’s hatch to let you go exploring.

>s
Corridor, Aft End
This is one end of a short corridor that continues fore along the main deck of the Heart of Gold. Doorways lead to aft and port. In addition, a gangway leads downward.

>w
The screening door is closed.

>open door
The door explains, in a haughty tone, that the room is occupied by a super-intelligent robot and that lesser beings (by which it means you) are not to be admitted. "Show me some tiny example of your intelligence," it says, "and maybe, just maybe, I might reconsider."

>consult guide about intelligence
The Guide checks through its Sub-Etha-Net database and eventually comes up with the following entry:

Thirty million generations of philosophers have debated the definition of intelligence. The most popular definition appears in the Sirius Cybernetics Corporation android manuals: "Intelligence is the ability to reconcile totally contradictory situations without going completely bonkers -- for example, having a stomach ache and not having a stomach ache at the same time, holding a hole without the doughnut, having good luck and bad luck simultaneously, or seeing a real estate agent waive his fee."

>get no tea
no tea: Taken.

>i
You have:
no tea
tea
a flowerpot
The Hitchhiker's Guide
a towel
a thing your aunt gave you which you don't know what it is
a babel fish (in your ear)
your gown (being worn)

>open door
The door is almost speechless with admiration. "Wow. Simultaneous tea and no tea. My apologies. You are clearly a heavy-duty philosopher." It opens respectfully.

I’m not quite sure how you make that intuitive leap precisely fair, but I am pretty sure I wouldn’t want to live without it. Maybe Hitchhiker’s is fine just the way it is. Soon after, you drink that glorious cup of tea, a feat which, in possibly the most trenchant and certainly the funniest piece of social commentary on the nature of Britishness in the entire game, scores you a full 100 of the game’s total of 400 points. Soon after that you step onto the surface of Magrathea, where “almost instantly the most incredible adventure starts which you’ll have to buy the next game to find out about.” That game, of course, would never materialize. The ludic version of Arthur Dent has remained frozen in amber just outside the Heart of Gold for almost thirty years now, giving Hitchhiker’s claim to one final dubious title: that of the only game in the Infocom canon that doesn’t have an ending.

Crazy and vaguely subversive as it is, Hitchhiker’s would have a massive influence on later works of interactive fiction. Contemporaneous Infocom games are filled with what feels to modern sensibilities like an awful lot of empty rooms that exist only to be mapped and trekked across. Hitchhiker’s, on the other hand, is implemented deeply rather than widely. There are just 31 rooms in the entire game, but virtually every one of them has interesting things to see and do within it. Further, these 31 rooms come not in a single contiguous and unchanging block, but a series of linked dramatic scenes. The Heart of Gold, which contains all of nine rooms, is by far the biggest contiguous area in the game. Hitchhiker’s can thus lay pretty good claim to being the first text adventure to completely abandon the old obsession with geography that defined the likes of Adventure and Zork. Certainly it’s the first Infocom game in which map-making is, even for the most cartographically challenged amongst us, utterly superfluous. This focus on fewer rooms with more to do in them feels rather shockingly modern for a game written in 1984. Ditto the dynamism of most of the scenes, with things always happening around you that demand a reaction. The only place where you can just explore at your leisure is the Heart of Gold.

Many a later game, including such 1990s classics as Curses, Jigsaw, and The Mulldoon Legacy, have used linked vignettes like those in Hitchhiker’s to send the player hopscotching through time and space. More have followed its lead in including books and other materials to be “CONSULT”ed. Even a fair number[23]Not to mention this post. have latched onto the pointless but somehow amusing inclusion of footnotes. Less positively, quite a number of games both inside the interactive-fiction genre and outside of it have tried very hard to mimic Adams’s idiosyncratic brand of humor, generally to less than stellar effect.[24]Tolkien is about the only other generally good author I can think of who has sparked as much bad writing as Adams.

Hitchhiker’s is an original, with a tone and feel unique in the annals of interactive fiction. It breaks the rules and gets away with it. I’m not sure prospective designers should try to copy it in that, but they certainly should play it, as should everyone interested in interactive fiction. It’s easily one of the dozen or so absolutely seminal works in the medium. Fortunately, it’s also the most effortless of all Infocom games to play today, as the BBC has for some years now hosted an online version of it. Yes, there’s lots of graphical gilding around the lily, but at heart it’s still the original text adventure. If you’re interested enough in interactive fiction to make it this far in this article and you still haven’t played it, by all means remedy that right away.

(In addition to the various Get Lamp interviews, Steve Meretzky’s interview in the book Game Design Theory and Practice was very valuable in writing this article.)

Footnotes

Footnotes
1 “As seen on Tri-D!”
2 Easily mistaken for an empty plastic baggie.
3 They turn opaque when danger is at hand to avoid upsetting your delicate sensibilities. The ones in the game package are, naturally, made of black construction paper.
4 These were manufactured in huge quantities and given away for some time at trade shows and the like as well as being inserted into game boxes.
5 Or whatever it’s supposed to be.
6 Ford Prefect’s name, by the way, is one of the subtler jokes in Hitchhiker’s, and one that was entirely lost on American readers. The Ford Prefect, you see, was once a model of automobile in Britain. When the Betelgeusian Ford Prefect chose the name as “nicely inconspicuous,” he did so because he had, as Adams himself later clarified, “mistaken the dominant life form” on the planet.
7 Or not.
8 The original Hitchhiker’s radio serial mentions Vogon poetry as the third worst in the universe. The second is that of the Azgoths of Kria, while the first is that of Paul Neil Milne Johnstone of Earth. Rather astoundingly, Johnstone is actually a real person, a bunk mate of Adams’s back at Brentwood School who would keep him awake nights “scratching this awful poetry about swans and stuff.” Now, it was kind of horrible of Adams to call him out like that (and probably kind of horrible for me to tell this story now), but it just keeps getting better. Poor Johnstone, who was apparently an earnest poet into adult life but not endowed with much humor not of the unintentional stripe, wrote a letter to Time Out magazine that’s as funny as just about anything in Hitchhiker’s:

“Unfortunate that Douglas Adams should choose to reopen a minor incident; that it remains of such consequence to him indicates a certain envy, if not paranoia. Manifest that Adams is being base-minded and mean-spirited, but it is surely unnecessary for Steve Grant [a journalist to whom Adams had told the story] to act as a servile conduit for this pettiness.”

With Johnstone’s lawyers beginning to circle, Paul Neil Milne Johnstone became Paula Nancy Millstone Jennings in the book and later adaptations.

9 It’s fairly persnickety here; you can only “CONSULT GUIDE ABOUT” things.
10 Indeed, it seems to go relatively unremarked just how much text in the game is lifted directly from the novel, another artifact perhaps of the sheer difficulty of getting original prose out of Adams.
11 Although hopefully not before collecting the essential atomic vector plotter
12 I’ve always found Zaphod a hilarious character because he was such a walking, talking anachronism even in the early 1980s. He’s just so obviously a creature of the 1970s, from his hippy-dippy diction to his easygoing, lackadaisically stoned take on existence. He’d fit right in in Dazed and Confused.
13 Don’t ask.
14 Really don’t ask.
15 Like (hopefully) the ones I’ve included in this article in homage. Or maybe this is my bid for literary greatness via my own version of Pale Fire.
16 This would seem to belie the Guide‘s description of Earth as “harmless,” and even the revised description of it as “mostly harmless.”
17 There’s a joke, or maybe an aphorism, in there somewhere. “Between a Vl’Hurg and a Vogon,” maybe?
18 Zaphod’s sequence is particularly prone to this, to the extent that I’ll offer a hint: look under the seat!
19 I’m thinking particularly of growing the plant here.
20 I’m speaking particularly of the brilliantly Adamsian “thing your aunt gave you that you don’t know what it is,” of which it’s vital to know — take this as another tip — that you can put things inside it, even though that’s never noted or implied by its description.
21 Palace was no fan of the dog-feeding puzzle in particular.
22 See 1985’s Spellbreaker, which unlike Hitchhiker’s was explicitly billed as exactly that and does a superb job at it.
23 Not to mention this post.
24 Tolkien is about the only other generally good author I can think of who has sparked as much bad writing as Adams.
 
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Posted by on November 19, 2013 in Digital Antiquaria, Interactive Fiction

 

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Infocom: Going It Alone

With Zork on the market and proving to be a major hit, it was time for Infocom to think about the inevitable sequel. The task of preparing it fell to Dave Lebling. At first glance, it looked straightforward enough. He needed only take the half of the original PDP-10 Zork that had not made it into the PC version, label it Zork II, and be done with it. In actuality, however, it was a little more complicated. The new game would at a minimum have to have some restructuring. For example, the goal of the PDP-10 Zork, like the PC version, was to deliver a collection of treasures to the white house outside of which the player started the game. Yet in Zork II said house would not exist. Perhaps motivated at first largely by necessity, Lebling began to tinker with the original design. Soon, inspired by the new ZIL technology Infocom had developed to let them port Zork to the PC, technology that was actually more flexible, more powerful, and simpler to work with than the MDL behind the original Zork, Lebling began to dramatically reshape the design, interspersing elements from the original with new areas, puzzles, and characters. In the end, he would use only about half of the leftover PDP-10 material, which in turn would make up about half of Zork II; the other half would be new. Lebling thus became the first implementer to consciously craft an Infocom game, for sale as a commercial product on PCs.

To the outside world, Infocom now began to establish the corporate personality that people would soon come to love almost as much as their games — a chummy, witty inclusiveness that made people who bought the games feel like they had just signed up for a “smart persons club.” Rather than one of the Zork creators or even one of the Infocom shareholders, the organizer and guider of the club was Mike Dornbrook, a recent MIT biology graduate who had come to Zork only in 1980, as the first and most important playtester of the PC version.

More than anyone else around Infocom, Dornbrook was a believer in Zork, convinced it was far more than an interesting hacking exercise, a way to get some money coming in en route to more serious products, or even “just” a really fun game. He saw Zork as something new under the sun, something that could in some small way change the world. He strongly encouraged Infocom to build a community around this nascent new art form. At his behest, the earliest version of Zork included the following message on a note in the artist’s studio:

Congratulations!
You are the privileged owner of a genuine ZORK Great Underground Empire (Part I), a self contained and self maintaining universe. As a legitimate owner, you have available to you both the Movement Assistance Planner (MAP) and Hierarchical Information for Novice Treasure Seekers (HINTS). For information about these and other services, send a stamped, self-addressed, business-size envelope to:

Infocom, Inc.
GUE I Maintenance Division
PO Box 120, Kendall Station
Cambridge, Mass. 02142

Joining the smart-persons club was at this stage still quite a complicated process. The aforementioned self-addressed envelope would be retrieved by Stu Galley, who dutifully visited the post office each day. He then sent back a sheet offering a map for purchase, as well as the ultimate personalized hint service; for a couple of dollars a pop, Infocom would personally answer queries.

The map was adapted from Lebling’s original by Dave Ardito, an artist friend of Galley’s who embellished the lines and boxes with some appropriately adventurous visual flourishes. Dornbrook, who had some experience with printing, used his MIT alumni status to print the maps in the middle of the night on a big printing press that normally produced posters and flyers for upcoming campus events. He enlisted his roommate, Steve Meretzky, to help him.

Meretzky was also an MIT alum, having graduated in 1979 with a degree in construction management. He may have gone to the most important computer-science university in the world, but Meretzky wanted no part of that world. He “despised” computers and hackers. In Get Lamp‘s Infocom feature, Dornbrook described Meretzky’s introduction to Zork. Dornbrook was testing the game, and had borrowed a TRS-80 and brought it home to their apartment, where he set it up on the kitchen table.

He [Meretzky] came in the back door and saw the computer and said, “Away!” as only Steve could. I started telling him, “Steve, you’re going to love this!” I was trying to explain to him how to start the game up, and he puts his hands over his ears and starts screaming so he can’t hear me.

But apparently he heard enough. Over the course of the next several weeks, I started noticing when I’d come home and was about to start testing again that the keyboard might have moved half an inch or my notes had moved slightly. I realized Steve was playing the game but wasn’t willing to admit it. One night he finally broke down and said, “Alright! Alright! I need a hint!” And that was the beginning of the end for Steve.

Meretzky soon signed up as a tester, and also joined Dornbrook in his other Infocom-related projects.

There’s a great interview amongst the Get Lamp extras with David Shaw, an MIT student who wrote for the campus newspaper, whose offices were just above the press Dornbrook and Meretzky were surreptitiously borrowing. Shaw was confused by the fact that the press “always seemed to be running,” even when there were no new campus events to promote: “There were always the same two or three guys down there. They were printing something out that clearly wasn’t a movie poster, but they were also being very cagey about what it was they were printing.” One day Shaw found Dornbrook and Meretzky’s apparent “discard pile” of Zork maps and realized at last what was going on.

While the maps were a team effort, hints fell entirely to Dornbrook. He hand-wrote replies on ordinary paper. After a time he found it to be quite a profitable, if occasionally tedious, endeavor. Because most of the queries were variations on the same handful of questions, crafting personal answers didn’t take as much time as one might expect. (See the Infocom section of the Gallery of Undiscovered Entities for scans of the original maps and, even better, a couple of Dornbrook’s handwritten replies to hint requests.)

Then Dornbrook was accepted into an MBA program at the University of Chicago, scheduled to begin in the fall, meaning of course that he would have to leave Boston and give up day-to-day contact with the Infocom folks. No one else felt equipped to replace Dornbrook, who had by this point become in reality if not title Infocom’s head of public relations. Dornbrook, concerned about what would happen to “his” loyal customers, tried to convince President Joel Berez to hire a replacement. Impossible, Berez replied; the company just didn’t yet have the resources to devote someone to nothing but customer relations. So Dornbrook pitched another idea. He would form a new company, the Zork Users Group, to sell hints, maps, memorabilia, and even Infocom games themselves at a slight discount to eager players who joined his new club, which he would run out of Chicago between classes. Infocom in turn would be relieved of this burden. They could simply refer hint requests to Dornbrook, and worry only about making more and better games. Berez agreed, and ZUG was officially born in October of 1981. It would peak at over 20,000 members — but more about that in future posts.

Through much of 1981, Infocom assumed that Personal Software, publisher of the first Zork, would also publish Zork II. After all, Zork was a substantial hit. And indeed, PS responded positively when Infocom first talked with them about Zork II in April. The two companies went so far as to sign a contract that June. But just a few months later PS suddenly pulled the deal. Further, they also announced that they would be dropping the first Zork as well. What happened? wondered Infocom.

What had happened, of course, was VisiCalc. Dan Fylstra, founder of PS, had nurtured Dan Bricklin and Bob Frankston’s creation from its very early days, donating an Apple II to the pair to help them develop their idea. Once released in October of 1979, VisiCalc transformed the microcomputer industry — and transformed its publisher. PS, formerly a publisher of games and hobbyist programs, was suddenly “the VisiCalc publisher,” one of the hottest up-and-coming companies in the country. As big as Zork was, it didn’t amount to much in comparison to VisiCalc. By 1981 games and hobbyist software made up less than 10 percent of PS’s revenue. Small wonder that Infocom often felt like their game was something of an afterthought for PS. Now the IBM PC was on the horizon, and PS found itself being courted even by the likes of Big Blue themselves, who needed for VisiCalc to be available on their new computer. Just as Microsoft was also doing at this time, PS began to reshape themselves, leaving behind their hacker and hobbyist roots to focus on the exploding market for VisiCalc and other business software. They began doing in-house development for the first time, rolling out a whole line of programs to capitalize on the VisiCalc name: VisiDex, VisiPlot, VisiTrend, VisiTerm, VisiFile. The following year PS would complete their Visification by renaming themselves VisiCorp, en route to disappearing up their own VisiBum in one of the more spectacular flameouts in software history.

In this new paradigm Zork was not just unnecessary but potentially dangerous. Games were anathema to the new army of pinstriped business customers suddenly buying PCs. Companies like PS, who wished to serve them and be taken seriously despite their own questionable hacker origins, thus began to give anything potentially entertaining a wide berth. The games line would have to go, victim of the same paranoia that kept Infocom’s own Al Vezza up at night.

This rejection left Infocom at a crossroads. It wasn’t, mind you, a disaster; there would doubtlessly be plenty of other publishers eager to sign them now that they had a hit game under their belt. Yet they weren’t sure that was the direction they wanted to go. While there was a certain prestige in being published by the biggest software publisher in the world, they had never really been satisfied with PS. They had always felt like a low priority. The awful Zork “barbarian” packaging PS had come up with made one wonder if anyone at PS had actually bothered to play the game, and promotion efforts had felt cursory and disinterested. Certainly PS had never shown the slightest interest in helping Infocom and Dornbrook to build a loyal customer base. If they wanted to build Infocom as a brand, as the best text adventures in the business, why should they have another company’s logo on their boxes?

But of course becoming a publisher would require Infocom to become a “real” company rather than one that did business from a P.O. Box, with more people involved and real money invested. In a choice between keeping Infocom a profitable little sideline or, well, going for it, the Infocom founders chose the latter.

Several of them secured a substantial loan to bankroll the transition. They also secured a fellow named Mort Rosenthal as marketing manager. He lasted less than a year with Infocom, getting himself fired when he overstepped his authority to offer Infocom’s games to Radio Shack at a steep discount that would get them into every single store. Before that, however, he worked wonders, and not just in marketing. A natural wheeler and dealer, he in Stu Galley’s words secured “a time-shared production plant in Randolph, an ad agency in Watertown, an order-taking service in New Jersey, a supplier of disks in California, and so on,” all in a matter of weeks. He also found them their first tiny office above Boston’s historic Faneuil Hall Marketplace. The first two salaried employees to come to work there became Berez, the company’s most prominent business mind, and Marc Blank, the architect of the Z-Machine who had already more than a year before set aside his medical internship and moved back to Boston to take a flyer on the venture.

Showing an instinct for public perception that’s surprising to find in a bunch of hackers, Infocom made one last deal with PS — to buy back PS’s remaining copies of Zork and prevent them from dumping the games onto the market at a discount, thus devaluing the Zork brand. They needed to have Zork II out in time for Christmas, and so worked frantically with the advertising agency Rosenthal had found to craft a whole new look for the series. The motif they came up with was much more appropriate and classy than the old PS barbarian. In fact, it remains the established “look” of Zork to this day.

Ironically for a company whose games were all text, Infocom’s level of visual refinement set them apart, not least in the classic logo that debuted at this time and would remain a fixture for the rest of the company’s life. But speaking of text: in Zork II‘s advertising and packaging we can already see the rhetorical voice that Infocom fans would come to know, a seemingly casual, humorous vibe that nevertheless reflected an immense amount of care — this at a time when most game publishers still seemed to consider even basic grammar of little concern. In comparison to everybody else, Infocom just seemed a little bit classier, a little bit smarter, a little bit more adult. It’s an image that would serve them well.

Next time we’ll accept the invitation above and dive into Zork II itself, which did indeed make it out just in time for Christmas.

 

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The Birth of Infocom

As the Dynamic Modeling Group put the final touches on Zork and put it to bed at last, it was beginning to feel like the end of an era at MIT. Marc Blank was about to graduate medical school and begin his residency in Pittsburgh, which would make extensive MIT hacking impossible even given his seemingly superhuman capacities. Others were finishing their own degree programs at MIT, or just running out of justifications for forestalling “real” careers with real salaries by hanging around their alma mater. In fact, a generational exodus was beginning, not just from the DMG but from MIT’s Laboratory for Computer and AI Lab in general as well. Pressures from the outside world were intruding on the hacker utopia inside MIT at last, pressures which in the next few years would change it forever. Much of the change stemmed from the invention of the microcomputer.

Most in established institutional hacking environments like MIT were initially nonplussed by what’s come to be called the PC revolution. That’s not so surprising, really. Those early microcomputers were absurdly limited machines. The homebrew hackers who bought (and often built) them were just excited to have unfettered access to something that, however minimally, met the definition of “computer.” Those privileged to find a place at an institution like MIT, however, not only had unfettered or nearly unfettered access to the systems there, but said systems were powerful enough to really do something. What charms did an Altair or even TRS-80 have to compare with sophisticated operating systems like TOPS-10 or TOPS-20 or ITS, with well-structured programming languages like LISP and MDL, with research into AI and natural-language processing, even with networked games like Maze and Trivia and, yes, Zork? The microcomputer world looked like a hopelessly uncultured and untutored one, bereft of a whole hacking tradition stretching back two decades or more. How could anyone try to build complex software using BASIC? When many institutional hackers deigned to notice the new machines at all, it was with withering contempt; Stu Galley called “We hate micros!” the unofficial motto of the DMG. They regarded the micros as little more than toys — the very same reaction as most of the general population.

By the spring of 1979, though, it was becoming increasingly clear to anyone willing to look that the little machines had their uses. WordStar, the first really usable microcomputer word processor, had been out for a year, and was moving more and more CP/M-based machines into offices and even writer’s studies. At the West Coast Computer Faire that May, Dan Bricklin demonstrated for the first time VisiCalc, the world’s first spreadsheet program, which would revolutionize accounting and business-planning practice. “How did you ever do without it?” asked the first pre-release advertisement, hyperbolically but, as it turned out, presciently; a few years later millions would be asking themselves just that question. Unlike WordStar and even Scott Adams’s Adventureland, VisiCalc was not a more limited version of an institutional computing concept implemented on microcomputer hardware. It had been conceived, designed, and implemented entirely on the Apple II, the first genuinely new idea in software to be born on the microcomputer — and a sign of a burgeoning changing of the guard.

The microcomputer brought many, many more users to computers than had ever existed before. That in turn brought more private-industry investment into the field, driven by a new reality: that you could make real money at this stuff. And that knowledge brought big changes to MIT and other institutions of “pure” hacking. Most (in)famously, the AI Lab was riven that winter and spring of 1979 by a dispute between Richard Greenblatt, pretty much the dean of the traditional hacker ethic at MIT, and a more pragmatic administrator named Russell Noftsker. Along with a small team of other hackers and hardware engineers, Greenblatt had developed a small single-user computer — a sort of boutique micro, the first of what would come to be called “workstations” — optimized for running LISP. Believing the design to have real commercial potential, Noftsker approached Greenblatt with a proposal to form a company and manufacture it. Greenblatt initially agreed, but soon proved (at least in Noftsker’s view) unwilling to sacrifice even the most minute hacker principle in the face of business realities. The two split in an ugly way, with Noftsker taking much of the AI Lab with him to implement Greenblatt’s original concept as Symbolics, Inc. Feeling disillusioned and betrayed, Greenblatt eventually left as well to form his own, less successful company, Lisp Machines.

It’s not as if no one had ever founded a company out of MIT before, nor that commerce had never mixed with the idealism of the hackers there. The founders of DEC itself, Ken Olson and Harlan Anderson, were MIT alumni who had done the basic design for what became DEC’s first machine, the PDP-1, as students there in the mid-1950s. Thereafter, MIT maintained always a cozy relationship with DEC, testing hardware and, most significantly, developing much essential software for the company’s machines — a relationship that was either, depending on how you look at it, a goldmine for the hackers in giving them perpetual access to the latest technology or a brilliant scheme by DEC for utilizing some of the best computing minds of their generation without paying them a dime. Still, what was happening at MIT in 1979 felt qualitatively different. These hackers were almost all software programmers, after all, and the microcomputer market was demonstrating that it was now possible to sell software on its own as prepackaged works, the way you might a record or a book. As a wise man once said, “Money changes everything.” Many MIT hackers were excited by the potential lucre, as evidenced by the fact that many more chose to follow Noftsker than the idealistic Greenblatt out of the university. Only a handful, such as Marvin Minsky and the ever-stubborn Richard Stallman, remained behind and continued to hew relentlessly to the old hacker ethic.

Infocom’s founders were not among the diehards. As shown by their willingness to add (gasp!) security to ITS to protect their Zork source, something that would have drawn howls of protest from Stallman on at least two different levels, their devotion to the hacker ethic of total sharing and transparency was negotiable at best. In fact, Al Vezza and the DMG had been mulling over commercial applications for the group’s creations as far back as 1976. As the 1979 spring semester wrapped up, however, it seemed clear that if this version of the DMG, about to be scattered to the proverbial winds as it was, wanted to do something commercially, the time to get started was now. And quite a lot of others at MIT were doing the same thing, weren’t they? It wouldn’t do to be left behind in an empty lab, as quite literally happened to poor old Richard Stallman. That’s how Al Vezza saw the situation, anyway, and his charges, eager to remain connected and not averse to increasing their modest university salaries, quickly agreed.

And so Infocom was officially founded on June 22, 1979, with ten stockholders. Included were three of the four hackers who had worked on Zork: Tim Anderson, Dave Lebling, and the newly minted Dr. Marc Blank (commuting from his new medical residency in Pittsburgh). There were also five other current or former DMG hackers: Mike Broos, Scott Cutler, Stu Galley, Joel Berez, Chris Reeve. And then there was Vezza himself and even Licklider, who agreed to join in the same sort of advisory role he had filled for the DMG back at MIT. Each person kicked in whatever funding he could afford, ranging from $400 to $2000, and received an appropriate percentage of the new company’s stock in return. Total startup funds amounted to $11,500. The name was necessarily nondescript, considering that no one knew quite what (if anything) the company would eventually do. The fractured, futuristic compound was much in vogue amongst technology companies of the time — Microsoft, CompuWare, EduWare — and Infocom just followed the trend in choosing the name “least objectionable to everyone.”

As should be clear from the above, Infocom did not exactly begin under auspicious circumstances. I’d call them a garage startup, except that they didn’t even have a garage. Infocom would exist for some months as more of a theoretical company in limbo than an actual business entity. It didn’t even get its first proper mailing address — a P.O. Box — until March of 1980. Needless to say, no one was quitting their day jobs as they met from time to time over the following months to talk about what ought to come next. In August, Mike Broos had already gotten bored with the endeavor and quit, leaving just nine partners. Everyone agreed that they needed something they could put together relatively quickly to sell and really get the company off the ground. More ambitious projects could then follow. But what could they do for that first project?

The hackers trolled through their old projects from MIT, looking for ideas. They kept coming back to the games. There was that Trivia game, but it wouldn’t be practical to store enough questions on a floppy disk to make it worthwhile. More intriguing was the Maze game. Stand-up arcades were booming at the time. If Infocom could build a version of Maze for arcades, they would have something unprecedented. Unfortunately, getting there would require a huge, expensive hardware- as well as software-engineering project. The Infocom partners were clever enough, but they were all software rather than hardware hackers, and money was in short supply. And then of course there was Zork… but there was no way to squeeze a 1 MB adventure game into a 32 K or 48 K microcomputer. Anyway, Vezza wasn’t really comfortable with getting into the games business on any terms, fearing it could tarnish the company’s brand even if only used to raise some early funds and bootstrap the startup. So there was also plenty of discussion of other, more business-like ideas also drawn from the DMG’s project history: a document-tracking system, an email system, a text-processing system.

Meanwhile, Blank was living in Pittsburgh and feeling rather unhappy at being cut off from his old hacking days at MIT. Luckily, he did have at least one old MIT connection there. Joel Berez had worked with the DMG before graduating in 1977. He had spent the last two years living in Pittsburgh and working for his family’s business (which experience perhaps influenced the others to elect him as Infocom’s President in November of 1979). Blank and Berez made a habit of getting together for Chinese food (always the hacker’s staple) and talking about the old times. These conversations kept coming back to Zork. Was it really impossible to even imagine getting the game onto a microcomputer? Soon the conversations turned from nostalgic to technical. As they began to discuss technical realities, other challenges beyond even that of sheer computing capacity presented themselves.

Even if they could somehow get Zork onto a microcomputer, which microcomputer should they choose? The TRS-80 was by far the best early seller, but the Apple II, the Cadillac of the trinity of 1977, was beginning to come on strong now, aided by the new II Plus model and VisiCalc. Next year, and the year after that… who knew? And all of these machines were hopelessly incompatible with one another, meaning that reaching multiple platforms must seemingly entail re-implementing Zork — and any future adventure games they might decide to create — from scratch on each. Blank and Berez cast about for some high-level language that might be relatively portable and acceptable for implementing a new Zork, but they didn’t find much. BASIC was, well, BASIC, and not even all that consistent from microcomputer to microcomputer. There was a promising new implementation of the more palatable Pascal for the Apple II on the horizon, but no word of a similar system on other platforms.

So, if they wanted to be able to sell their game to the whole microcomputer market rather than just a slice of it, they would need to come up with some sort of portable data design that could be made to work on many different microcomputers via an interpreter custom-coded for each model. Creating each interpreter would be a task in itself, of course, but at least a more modest one, and if Infocom should decide to do more games after Zork the labor savings would begin to become very significant indeed. In reaching this conclusion, they followed a line of reasoning already well-trod by Scott Adams and Automated Simulations.

But then there was still another problem: Zork currently existed only as MDL source, a language which of course had no implementation on any microcomputer. If they didn’t want to rewrite the entire game from scratch — and wasn’t the point of this whole exercise to come up with a product relatively quickly and easily? — they would have to find a way to make that code run on microcomputers.

They had, then, quite a collection of problems. We’ll talk about how they solved every one of them — and pretty brilliantly at that — next time.

 
 

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The Roots of Infocom

In November of 1980 Personal Software began running the advertisement above in computer magazines, plugging a new game available then on the TRS-80 and a few months later on the Apple II. It’s not exactly a masterpiece of marketing; its garish, amateurish artwork is defensible only in being pretty typical of the era, and the text is remarkably adept at elucidating absolutely nothing that might make Zork stand out from its text-adventure peers. A jaded adventurer might be excused for turning the page on Zork‘s “mazes [that] confound your quest” and “20 treasures” needing to be returned to the “Trophy Case.” Even Scott Adams, not exactly a champion of formal experimentation, had after all seen fit to move on at least from time to time from simplistic fantasy treasure hunts, and Zork didn’t even offer the pretty pictures of On-Line Systems’s otherwise punishing-almost-to-the-point-of-unplayability early games.

In fact, though, Zork represented a major breakthrough in the text-adventure genre — or maybe I should say a whole collection of breakthroughs, from its parser that actually displayed some inkling of English usage in lieu of simplistic pattern matching to the in-game text that for the first time felt crafted by authors who actually cared about the quality of their prose and didn’t find proper grammar and spelling a needless distraction. In one of my favorite parts of Jason Scott’s Get Lamp documentary, several interviewees muse about just how truly remarkable Zork was in the computing world of 1980-81. The consensus is that it was, for a brief window of time, the most impressive single disk you could pull out to demonstrate what your new TRS-80 or Apple II was capable of.

Zork was playing in a whole different league from any other adventure game, a fact that’s not entirely surprising given its pedigree. You’d never guess it from the advertisement above, but Zork grew out of the most storied area of the most important university in computer-science history: MIT. In fact, Zork‘s pedigree is so impressive that it’s hard to know where to begin and harder to know where to end in describing it, hard to avoid getting sucked into an unending computer-science version of “Six Degrees of Kevin Bacon.” To keep things manageable I’ll try as much as I can to restrict myself to people directly involved with Zork or Infocom, the company that developed it. So, let’s begin with Joseph Carl Robnett Licklider, a fellow who admittedly had more of a tangential than direct role in Infocom’s history but who does serve as an illustration of the kind of rarified computer-science air Infocom was breathing.

Born in 1915 in St. Louis, Licklider was a psychologist by trade, but had just the sort of restless intellect that Joseph Weizenbaum would lament the (perceived) loss of in a later generation of scholars at MIT. He received a triple BA degree in physics, mathematics, and psychology from St. Louis’s Washington University at age 22, having also flirted with chemistry and fine arts along the way. He settled down a bit to concentrate on psychology for his MA and PhD, but remained consistently interested in connecting the “soft” science of psychology with the “hard” sciences and with technology. And so, when researching the psychological component of hearing, he learned more about the physical design of the human and animal auditory nervous systems than do many medical specialists. (He once described it as “the product of a superb architect and a sloppy workman.”) During World War II, research into the effects of high altitude on bomber crews led him to get equally involved with the radio technology they used to communicate with one another and with other airplanes.

After stints at various universities, Licklider came to MIT in 1950, initially to continue his researches into acoustics and hearing. The following year, however, the military-industrial complex came calling on MIT to help create an early-warning network for the Soviet bombers they envisioned dropping down on America from over the Arctic Circle. Licklider joined the resulting affiliated institution, Lincoln Laboratory, as head of its human-engineering group, and played a role in the creation of the Semi-Automatic Ground Environment (SAGE), by far the most ambitious application of computer technology conceived up to that point and, for that matter, for many years afterward. Created by MIT’s Lincoln Lab with IBM and other partners, the heart of SAGE was a collection of IBM AN/FSQ-7 mainframes, physically the largest computers ever built (a record that they look likely to hold forever). The system compiled data from many radar stations to allow operators to track a theoretical incoming strike in real time. They could scramble and guide American aircraft to intercept the bombers, enjoying a bird’s eye view of the resulting battle. Later versions of SAGE even allowed them to temporarily take over control of friendly aircraft, guiding them to the interception point via a link to their autopilot systems. SAGE remained in operation from 1959 until 1983, cost more than the Manhattan Project that had opened this whole can of nuclear worms in the first place, and was responsible for huge advances in computer science, particularly in the areas of networking and interactive time-sharing. (On the other hand, considering that the nuclear-bomber threat SAGE had been designed to counter had been largely superseded by the ICBM threat by the time it went operational, its military usefulness is debatable at best.)

During the 1950s most people, including even many of the engineers and early programmers who worked on them, saw computers as essentially huge calculators. You fed in some numbers at one end and got some others out at the other, whether they be the correct trajectory settings for a piece of artillery to hit some target or other or the current balances of a million bank customers. As he watched early SAGE testers track simulated threats in real time, however, Licklider was inspired to a radical new vision of computing, in which human and computer would actively work together, interactively, to solve problems, generate ideas, perhaps just have fun. He took these ideas with him when he left the nascent SAGE project in 1953 to float around MIT in various roles, all the while drifting slowly away from traditional psychology and toward computer science. In 1957 he became a full-time computer scientist when he (temporarily, as it turned out) left MIT for the consulting firm Bolt Beranek and Newman, a company that would play a huge role in the development of computer networking and what we’ve come to know as the Internet. (Loyal readers of this blog may recall that BBN is also where Will Crowther was employed when he created the original version of Adventure as a footnote to writing the code run by the world’s first computerized network routers.)

Licklider, who insisted that everyone, even his undergraduate students, just call him “Lick,” was as smart as he was unpretentious. Speaking in a soft Missouri drawl that could obscure the genius of some of his ideas, he never seemed to think about personal credit or careerism, and possessed not an ounce of guile. When a more personally ambitious colleague stole one of his ideas, Lick would just shrug it off, saying, “It doesn’t matter who gets the credit; it matters that it gets done.” Everyone loved the guy. Much of his work may have been funded by the realpolitik of the military-industrial complex, but Lick was by temperament an idealist. He became convinced that computers could mold a better, more just society. In it, humans would be free to create and to explore their own potential in partnership with the computer, which would take on all the drudgery and rote work. In a surprising prefiguring of the World Wide Web, he imagined a world of “home computer consoles” connected to a larger network that would bring the world into the home — interactively, unlike the passive, corporate-controlled medium of television. He spelled out all of these ideas carefully in a 1960 paper, “Man-Computer Symbiosis,” staking his claim as one of a long line of computing utopianists that would play a big role in the development of more common-man friendly technologies like the BASIC programming language and eventually of the microcomputer itself.

In 1958, the U.S. government formed the Advanced Research Projects Agency in response to alleged Soviet scientific and technological superiority in the wake of their launch of Sputnik, the world’s first satellite, the previous year. ARPA was intended as something of a “blue-sky” endeavor, pulling together scientists and engineers to research ideas and technology that might not be immediately applicable to ongoing military programs, but that might just prove to be in the future. It became Lick’s next stop after BBN: in 1962 he took over as head of their “Information Processing Techniques Office.” He remained at ARPA for just two years, but is credited by many with shifting the agency’s thinking dramatically. Previously ARPA had focused on monolithic mainframes operating as giant batch-processing “answer machines.” From Where Wizards Stay Up Late:

The computer would be fed intelligence information from a variety of human sources, such as hearsay from cocktail parties or observations of a May Day parade, and try to develop a best-guess scenario on what the Soviets might be up to. “The idea was that you take this powerful computer and feed it all this qualitative information, such as ‘The air force chief drank two martinis,’ or ‘Khrushchev isn’t reading Pravda on Mondays,” recalled Ruina. “And the computer would play Sherlock Holmes and conclude that the Russians must be building an MX-72 missile or something like that.”

“Asinine kinds of things” like this were the thrust of much thinking about computers in those days, including plenty in prestigious universities such as MIT. Lick, however, shifted ARPA in a more manageable and achievable direction, toward networks of computers running interactive applications in partnership with humans — leave the facts and figures to the computer, and leave the conclusions and the decision-making to the humans. This shift led to the creation of the ARPANET later in the decade. And the ARPANET, as everyone knows by now, eventually turned into the Internet. (Whatever else you can say about the Cold War, it brought about some huge advances in computing.) The humanistic vision of computing that Lick championed, meanwhile, remains viable and compelling today as we continue to wait for the strong AI proponents to produce a HAL.

Lick returned to MIT in 1968, this time as the director of the legendary Project MAC. Formed in 1963 to conduct research for ARPA, MAC stood for either (depending on whom you talked to) Multiple Access Computing or Machine Aided Cognition. Those two names also define the focus of its early research: into time-shared systems that let multiple users share resources and use interactive programs on a single machine; and into artificial intelligence, under the guidance of the two most famous AI proponents of all, John McCarthy (inventor of the term itself) and Marvin Minsky. I could write a few (dozen?) more posts on the careers and ideas of these men, fascinating, problematic, and sometimes disturbing as they are. I could say the same about many other early computing luminaries at MIT with whom Lick came into close contact, such as Ivan Sutherland, inventor of the first paint program and, well, pretty much the whole field of computer-graphics research as well as the successor to his position at ARPA. Instead, I’ll just point you (yet again) to Steven Levy’s Hackers for an accessible if necessarily incomplete description of the intellectual ferment at 1960s MIT, and to Where Wizards Stay Up Late by Matthew Lyon and Katie Hafner for more on Lick’s early career as well as BBN, MIT, and our old friend Will Crowther.

Project MAC split into two in 1970, becoming the MIT AI Laboratory and the Laboratory for Computer Science (LCS). Lick stayed with the latter as a sort of grandfather figure to a new generation of young hackers that gradually replaced the old guard described in Levy’s book as the 1970s wore on. His was a shrewd mind always ready to take up their ideas, and one who, thanks to his network of connections in the government and industry, could always get funding for said ideas.

LCS consisted of a number of smaller working groups, one of which was known as the Dynamic Modeling Group. It’s oddly difficult to pin any of these groups down to a single purpose. Indeed, it’s not really possible to do so even for the AI Lab and LCS themselves; plenty of research that could be considered AI work happened at LCS, and plenty that did not comfortably fit under that umbrella took place at the AI Lab. (For instance, Richard Stallman developed the ultimate hacker text editor, EMACS, at the AI Lab — a worthy project certainly but hardly one that had much to do with artificial intelligence.) Groups and the individuals within them were given tremendous freedom to hack on any justifiable projects that interested them (with the un-justifiable of course being left for after hours), a big factor in LCS and the AI Lab’s becoming such beloved homes for hackers. Indeed, many put off graduating or ultimately didn’t bother at all, so intellectually fertile was the atmosphere inside MIT in contrast to what they might find in any “proper” career track in private industry.

The director of the Dynamic Modeling Group was a fellow named Albert (Al) Vezza; he also served as an assistant director of LCS as a whole. And here we have to be a little bit careful. If you know something about Infocom’s history already, you probably recognize Vezza as the uptight corporate heavy of the story, the guy who couldn’t see the magic in the new medium of interactive fiction that the company was pursuing, who insisted on trivializing the game division’s work as a mere source of funding for a “serious” business application, and who eventually drove the company to ruin with his misplaced priorities. Certainly there’s no apparent love lost between the other Infocom alumni and Vezza. An interview with Mike Dornbrook for an MIT student project researching Infocom’s history revealed the following picture of Vezza at MIT:

Where Licklider was charismatic and affectionately called “Lick” by his students, Vezza rarely spoke to LCS members and often made a beeline from the elevator to his office in the morning, shut the door, and never saw anyone. Some people at LCS were unhappy with his managerial style, saying that he was unfriendly and “never talked to people unless he had to, even people who worked in the Lab.”

On the other hand, Lyon and Hafner have this to say:

Vezza always made a good impression. He was sociable and impeccably articulate; he had a keen scientific mind and first-rate administrative instincts.

Whatever his failings, Vezza was much more than an unimaginative empty suit. He in fact had a long and distinguished career which he largely spent furthering some of the ideas first proposed by Lick himself; he appears in Lyon and Hafner’s book, for instance, because he was instrumental in organizing the first public demonstration of the nascent ARPANET’s capabilities. Even after the Infocom years, his was an important voice on the World Wide Web Consortium that defined many of the standards that still guide the Internet today. Certainly it’s a disservice to Vezza that his Wikipedia page consists entirely of his rather inglorious tenure at Infocom, a time he probably considers little more than a disagreeable career footnote. That footnote is of course the main thing we’re interested in, but perhaps we can settle for now on a picture of a man with more of the administrator or bureaucrat than the hacker in him and who was more of a pragmatist than an idealist — and one who had some trouble relating to his charges as a consequence.

Many of those charges had names that Infocom fans would come to know well: Dave Lebling, Marc Blank, Stu Galley, Joel Berez, Tim Anderson, etc., etc. Like Lick, many of these folks came to hacking from unexpected places. Lebling, for instance, obtained a degree in political science before getting sucked into LCS, while Blank commuted back and forth between Boston and New York, where he somehow managed to complete medical school even as he hacked like mad at MIT. One thing, however, most certainly held true of everyone: they were good. LCS didn’t suffer fools gladly — or at all.

One of the first projects of the DMG was to create a new programming language for their own projects, which they named with typical hacker cheekiness “Muddle.” Muddle soon became MDL (MIT Design Language) in response to someone (Vezza?) not so enamoured with the DMG’s humor. It was essentially an improved version of an older programming language developed at MIT by John McCarthy, one which was (and remains to this day) the favorite of AI researchers: LISP.

With MDL on hand, the DMG took on a variety of projects, individually or cooperatively. Some of these had real military applications to satisfy the folks who were ultimately funding all of these shenanigans; Lebling, for instance, spent quite some time on computerized Morse-Code recognition systems. But there were plenty of games, too, in some of which Lebling was also a participant, including the best remembered of them all, Maze. Maze ran over a network, with up to 8 Imlac PDS-1s, very simple minicomputers with primitive graphical capabilities, serving as “clients” connected to a single DEC PDP-10 “server.” Players on the PDS-1s could navigate around a shared environment and shoot at each other — the ancestor of modern games like Counterstrike. Maze became a huge hit, and a real problem for administrative types like Vezza; not only did a full 8-player game stretch the PDP-10 server to the limit, but it had a tendency to eventually crash entirely this machine that others needed for “real” work. Vezza demanded again and again that it be removed from the systems, but trying to herd the cats at DMG was pretty much a lost cause. Amongst other “fun” projects, Lebling also created a trivia game which allowed users on the ARPANET to submit new questions, leading to an eventual database of thousands.

And then, in the spring of 1977, Adventure arrived at MIT. Like computer-science departments all over the country, work there essentially came to a standstill while everyone tried to solve it; the folks at DMG finally got the “last lousy point” with the aid of a debugging tool. And with that accomplished, they began, like many other hackers in many other places, to think about how they could make a better Adventure. DMG, however, had some tools to hand that would make them almost uniquely suited to the task.

 
 

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Tex Murphy and the Coming of the DVD (A Shaggy-Dog Story)

In his expatriate memoir Notes from a Small Island, Bill Bryson describes what a false picture of the world’s geography you would end up with if you were to try to surmise it from British mass media. Britain, you would probably assume from the crazy amount of attention the United States gets in that country’s press, must lie somewhere just off the coast of North America, perhaps about where Cuba lies in reality. It would be the rest of Europe that is separated from Britain by a wide, daunting ocean.

The retro-gaming scene of today can give a similarly false picture of the geography of gaming’s past — one that is not so trivial to correct. Take the case of the fondly remembered studio Dynamix, a major name in gaming from 1984 until 2001. Do you know what Dynamix’s most profitable game of all was? It was not any of the ones that are still discussed today: not Arcticfox or Rise of the Dragon, not The Red Baron, not The Incredible Machine, not Betrayal at Krondor, definitely not Rama. No, it was a little something called Trophy Bass, which sold many more copies from the outdoor sections of Middle American Wal-Mart superstores than it did from computer and gaming stores. As of this writing, Trophy Bass has precisely zero reviews on the central fandom database MobyGames. And yet it was absolutely huge in its day — eclipsed, in fact, only by the unrivaled king of Wal-Mart software: Deer Hunter, the butt of a million hardcore-gamer jokes, whose publisher laughed all the way to the bank.

Indeed, Deer Hunter must be solidly in the running for the title of most profitable single computer game of the twentieth century, easily outdoing such hardcore contemporaries of the late 1990s as Quake, Diablo, and Starcraft in terms of the amount of money it cost to create versus the amount of money it brought in. Its only real challenger by this metric may be the unstoppable juggernaut that was Myst, another game that was made on a shoestring and then proceeded to sell and sell and sell some more, despite being widely scorned by the hardcore crowd. Then again, there is Barbie Fashion Designer to consider as well. Guess how many MobyGames reviews it has… Suffice to say that targeting the people who self-identify as “gamers” has seldom if ever been the best way to make a lot of money in games.

With that in mind, let me spin you a yarn about Access Software, which existed in or close to Salt Lake City, Utah, from 1983 until 1999, at which point it was acquired by that biggest whale of all in the software scene, Microsoft itself. Today, Access is remembered by retro-gamers mostly as the home of Tex Murphy, a trenchcoat-and-sneaker-clad detective of a noirish future who was played onscreen by Access’s chief financial officer Chris Jones in five installments spanning from 1989 to 1998. Yet it wasn’t Tex, whose commercial profile never exceeded the fair-to-middling range during his heyday, who convinced Microsoft that Access was an investment worth its time. That service was performed by Links, a long-running series of golf simulations that got slightly more attractive and sophisticated every year throughout the 1990s, and was rewarded by becoming a staple of another demographic that stayed far away from most computer games: the middle-aged corporate-executive set, the same people who could be seen out on the world’s real golf courses.

From first to last, Tex Murphy was an indulgence which Bruce Carver, the founder of Access, permitted to Chris Jones, his longest tenured and most valued employee, who had been with the company from its earliest days as a maker of Commodore 64 action games. This is not to say that Tex didn’t assemble a fan base of his own, most of them people who would never have touched a golf simulation. He really hit his stride with the third game of the series, 1994’s Under a Killing Moon, which earned its label of “interactive movie” by using live-action video clips of real actors rather than crudely digitized still photographs to carry its narrative water. This was also the point where a fellow named Aaron Conners came aboard as scriptwriter and Jones’s design partner, engendering a quantum leap forward on those fronts as well. Technologically innovative and yet thoroughly lovable in an enthusiastic community-theater sort of way, Under a Killing Moon became the most commercially successful Tex Murphy game ever, selling almost 500,000 copies. Such numbers may have paled beside those put up by Links, but they were sufficient to permit the series to continue to exist as a sideline to Access’s mainline in simulated golf.

Unfortunately, that equation got upended by 1996’s The Pandora Directive. The fourth Tex Murphy game and second full-fledged interactive movie pushed harder and farther along all the trails blazed by its immediate predecessor: its play time was longer, its plot more convoluted, and its formal storytelling ambitions more pronounced, with a welter of different endings on offer depending on how you chose to play the dubiously great detective. All that notwithstanding, once cast adrift in a changing marketplace where interactive movies were now a dime a dozen and already encountering the first worrying signs of a gamer backlash, it sold only about a third as many copies as Under a Killing Moon, not even enough to pay for its own production cost.

By all rights, that should have been that for Tex Murphy. Bruce Carver may have been an indulgent man, but he would have had to be a terrible businessman indeed to let his CFO’s passion project go on actively losing his company money. As it happened, though, Tex got thrown a lifeline from a most unexpected source. To understand the circumstances that led to his rescue, we need to take a quick look back at the history of, of all things, the storage media that were used to deliver software to consumers during the first quarter-century of the personal-computer era.



By the mid-1990s, the computer industry had already passed through two fairly earthshaking transitions in storage media: the linear medium of cassette tapes had been replaced by random-access floppy disks, which had in turn been largely superseded by CD-ROMs that could hold over 400 times as much information as what had come before. It’s interesting to note that the first and third links in this chain first came to prominence not in association with computers but as music-delivery technologies. While the application of cassette tapes to the very first personal computers of the late 1970s was a happy accident, the inventors of the CD took to heart from the start a brilliant insight of the early computing researcher and theorist Claude Shannon: that all data is ultimately just data; the difference exists only in the way you interpret it. Thus when the CD made its debut in 1983, Philips and Sony, the Dutch and Japanese electronics giants behind the new format, envisioned music delivery as only the first of a whole range of applications. For, being a digital storage medium, all a CD contained at bottom was a string of ones and zeroes, which could presumably be applied to whatever purpose you liked: computer code and data, video, you name it.

In the end, though, the proud parents’ hopes and schemes for the format were realized only partially. After an agonizingly long gestation period, CD-ROM drives for computers finally broke through to become a ubiquitous reality circa 1993. Yet the territory of home video remained resolutely unconquered by the little silver discs. In 1993, people were still buying and renting movies on VHS videotapes (and, in much smaller numbers, on laser discs, an almost equally aged storage medium despite its futuristic appearance). The principal problem holding the CD back was that of capacity. The 650 MB or so that could be stuffed onto a CD were enough to provide 75 to 80 minutes of high-fidelity music, more than enough for a symphony or even most double record albums. When it came to video, however, the numbers didn’t look so good. It just wasn’t possible to put enough decent-quality video onto a CD to compete with VHS. Not that people didn’t try: a number of initiatives sought to make up the difference through hyper-aggressive compression algorithms, but none of them were very satisfying and none of them went much of anywhere in the developed West.[1]Despite the many compromises inherent to the concept, video CDs did become quite popular in the still-developing regions of Asia and Africa, where they often took the form of bootleg discs sold at street markets and the like. On computers as well, video-centric games like Under a Killing Moon and The Pandora Directive were soon bumping into the limits of the CD; the latter shipped on no fewer than six discs, and yet the quality of its video snippets was far below what you would expect from an ordinary television broadcast.

It didn’t take a genius to see what was needed: a new optical storage medium much like the CD in form and spirit, but much more cavernous. It was so obvious, in fact, that by the end of 1994 two separate successor standards were in development, one from the old CD consortium of Philips and Sony, the other from Toshiba, each with more than half a dozen other major names in home electronics signed on as supporters. The stage seemed to be set for a repeat of the VHS-versus-Betamax format war of the early years of videotape. VHS had finally won that conflict to become the universal standard, but it hadn’t been quick, easy, or cheap. As with most wars, everyone involved would probably have been better off if it could have been avoided.

No one was more worried about the prospect of a Second Video Format War than the big players of the computer industry. They assumed that, just as they had adopted CD technology to their own use-case scenarios, they would do the same with this successor technology. Two dueling formats, however, would be a nightmare for them. They wanted — no, needed — a single standard; the alternative was too chaotic to contemplate. Apple, Compaq, Fujitsu, Hewlett Packard, IBM, Microsoft, and Sun therefore came together in April of 1995 to create a working group whose marching orders were to put pressure on the feuding parties in the adjacent home-electronics industry to join forces and come up with a single standard.

In a telling testament to the computer industry’s growing clout in this burgeoning new Internet Age, the pressure campaign was successful in relatively short order. On December 12, 1995, the basic specifications of the DVD were formally agreed upon by everyone concerned. The format inherited parts of both research projects to wind up with an optical disc capable of holding more than 8.5 GB of data, which could constitute up to four hours of crisp video and audio, compressed using the nearly lossless MPEG-2 standard — or, alternatively, the data on the disc could be used for whatever other purpose you had in mind, just as with a CD. The DVD would be slightly thicker than a CD, but would otherwise have the same form factor, such that it would even be possible to read CDs in DVD drives. Like the technology itself, the acronym was a classic product of corporate compromise. It wasn’t really an acronym at all: the parties couldn’t agree whether “DVD” stood for “Digital Video Disc” or “Digital Versatile Disc,” so they decided that a DVD would just be a DVD, full stop.

The standard’s progress from prototypes to products was almost derailed by the Hollywood film studios, who wanted a delivery medium that was, unlike VHS, secure against piracy. A variety of copy-protection mechanisms had to be implemented to placate the studios, including a system of regional locks whereby DVDs could only be played in that part of the world where they had been purchased. At last, on November 1, 1996, the very first DVD players from Matsushita and Toshiba, the honor guard for the hundreds of millions that would follow, went on sale in Tokyo’s legendary Akihabara electronics district. Americans had to wait until the following February for the first units from Panasonic and Pioneer to arrive. Within four months, 30,000 of them had been sold. From there, the numbers swelled exponentially. By the end of 1997, 340,000 standalone DVD players had already been sold in the United States alone, along with a million or more movies on disc to watch with them. It was just the beginning of what would soon be credibly labeled “the most successful consumer-electronics entertainment product of all time.”

On computers, however, the DVD’s forward march was more halting. Singapore’s Creative Labs, which had made its name and its fortune fueling the multimedia-computing revolution with sound cards and CD-ROM drives, introduced its first DVD-ROM upgrade kit in April of 1997, but it was rendered nearly unusable by a lack of driver support in Microsoft Windows. Oddly, considering how hard it had worked to ensure that the DVD standard was a standard, the computer industry seemed caught flat-footed by the actual presence of the technology it had shepherded out in the wild. It seemed not to have adequately considered the complications involved in combining DVDs with personal computers — especially when it came to using DVDs for their most obvious purpose of all, as repositories for high-quality video.

The embarrassing fact was that even most of the high-end microprocessors of the day didn’t have enough horsepower to be able to decompress the MPEG-2 video fast enough as it streamed off the disc. The only viable solution to this problem was the one used by standalone DVD players: another layer of hardware in addition to the interface between the computer and the DVD drive itself, a set of specialized circuits that could decompress the data coming off the DVD fast enough to get it to the screen in real time.

Enter Intel, the maker of most of those CPUs that weren’t quite up to the job of handling DVD video on their own. Although it hadn’t been part of the computer industry’s initial push to force a DVD standard, Intel had grown very bullish indeed on the format since then. During his keynote address at the January 1997 edition of Comdex, the industry’s biggest annual trade show, Intel’s CEO Andy Grove played snippets of Space Jam from a DVD drive connected to a computer. He and his associates envisioned a DVD player as the key component of a multimedia set-top box for the living room, sort of like a games console but also something more — an idea which never seemed to die, despite the failures of many previous entrants into this space, from Commodore to 3DO. As a first step toward this fondly imagined future, Intel set out to make a new line of upgrade kits for existing computers, to consist of a DVD drive and a new video card containing the hardware needed to get MPEG-2 video efficiently to the screen.

Strange though it may sound, these initiatives became Tex Murphy’s momentary savior.

It is a longstanding truism in computing that hardware is useless without software. Translated into the language of consumer electronics, this means that, if you want people to buy your shiny new gadget, you need to make sure they can also acquire compelling things to do with it. This was the reason that it was so important to win Hollywood’s acceptance of the DVD standard — important enough to delay the first DVD players’ release and to redesign the whole specification, just to ensure that exciting, sought-after movies arrived on store shelves alongside those first DVD players. Intel found itself in a similar bind when it considered its foray into interactive DVDs: there was currently no software out there to make use of them. What, any potential customer would ask very reasonably, am I supposed to actually do with this thing?

This was anything but a new problem for the computing and gaming industries. Luckily, it wasn’t an insoluble one either, as long as you had sufficient foresight and money. Two decades previously, Atari had solved it by having its own people make a range of fun games for the Atari VCS console before the latter ever went to market; then, when it did, Atari packed one of the best of those games — the soon-to-be-iconic Combat — right into the box with the console. A decade and a half later, third-party “pack-in” games became standard in the multimedia upgrade kits of companies like Creative, for the same reason Combat had shipped with the Atari VCS: to give people something to do with their new toy right away. When accelerator cards for 3D graphics became available a few years later, the purveyors of same paid game publishers a lot of money to make special versions of hit titles that were optimized for their particular cards. Activision, for example, programmed at least half a dozen separate versions of MechWarrior 2 for the different would-be graphics-accelerator “standards” that were floating around at the time. Such pack-ins could be of enormous importance to everyone concerned: the profits that Activision raked in from MechWarrior 2 helped to set one of gaming’s most venerable brand names back on the road to ubiquity after an ugly bankruptcy at the beginning of the decade.

Now, Intel wanted to prime the pump of interactive DVD with a showcase pack-in title that would demonstrate to everybody what the technology was capable of, and that would give customers something to do while everyone waited for a real software ecosystem to develop around the product. Somebody inside the mega-corporation was evidently a fan of Tex Murphy, thought that Chris Jones and Aaron Conners and their colleagues at Access Software were the perfect people to put interactive DVD through its paces. By no means was it an untenable deduction; no more credible stabs at interactive movies on CD existed than Under a Killing Moon and The Pandora Directive. What might Access be able to do with DVD-quality video?



Thus one day a lifeline for Tex Murphy fell out of the clear blue sky, when Intel came to Access with an offer that would have been difficult for anyone to refuse. Intel would pay all of the production costs of a third Tex Murphy interactive movie. The only requirements were that the finished game had to run from DVD and had to be given to Intel to include as a pack-in with any and all of its interactive-DVD products. Access, for its part, would be allowed to sell the game on its own in a conventional retail box, keeping whatever revenues it generated thereby; if it chose, it could also make a version that ran from CD and sell that as well. Intel wasn’t even all that worried one way or the other about how much the game would cost to make, given that, whatever the final budget wound up being, it was guaranteed to be chump change for the biggest maker of computer chips on the planet. There was just one sticking point: Intel needed the game within one year. Time, in other words, was more important than money.

Being in no position to look a gift horse like this one in the mouth, Jones and Conners accepted all these terms without a second thought. Only after they had signed the contract did they sit down to consider just what it was they had agreed to. The last two Tex Murphy games had each taken twice as long to make as the amount of time Intel was giving them to make this one. They had sketched out only a rough outline of a plot for a possible next game in the series. Their chances of turning this into a finished script and then turning that script into a finished game they could be proud of within a single year seemed nonexistent.

At this point, Chris Jones came with a suggestion. Why not remake Mean Streets, the very first game in the series from 1989? They could dust off the old design document, flesh it out here and there, and present it as the origin story of the current incarnation of Tex Murphy, Private Investigator. Aaron Conners, who had never even played Mean Streets, said it sounded fine to him.

He was less sanguine when he did try the game, an awkward melange of flight simulator and point-and-click adventure which made it abundantly clear why Jones had felt the need to find a proper writer to join him for Under a Killing Moon. The first no-brainer decision was to throw the flight simulator right out. And then, says Conners:

I went to [Chris] and I said, “We can’t redo this game. This is terrible. You’ve got more jokes from third grade in here than I’ve ever seen in a game.”

I took the basic thread of the story and rewrote everything around that. I rewrote the script from top to bottom. And so, when people say Tex Murphy: Overseer was just a redo of Mean Streets, I want to throttle them, because I worked harder on that than I did on Pandora.

Adrian Carr, who had directed the live-action video in The Pandora Directive, returned to do the same for Tex Murphy: Overseer. (The new name reflected Access’s belated realization that borrowing the title of one of Martin Scorsese’s most beloved films was a recipe for consumer confusion if not legal peril…) The casts of both of the previous games had been a blend of Salt Lake City locals with a handful of moderately recognizable film actors — people like Margot Kidder, Barry Corbin, Kevin McCarthy, Tanya Roberts; even James Earl Jones, the voice of Darth Vader, had agreed to join Under a Killing Moon as the narrator. Overseer continued this tradition, leaning perhaps a little harder than before on the Hollywood crowd at the expense of the locals. (It was, after all, being made on Intel’s dime.) The big coup this time was the highly respected veteran of stage and screen Michael York, who even as the game was in production was making a splash with a whole new generation of moviegoers thanks to his role in the hit James Bond spoof Austin Powers. Here he played the villain, albeit an unusually complex and tortured one, whose final monologue might just be the best thing Aaron Conners ever wrote.

Everyone involved with Overseer speaks of it as a more regimented project than the ones before, a case of making a plan and sticking to it. With so little time to work with, there was hardly any other way to approach it. The filming in particular took on the rhythm of a conventional Hollywood shoot, with the actors cycling through like clockwork to do their scenes one after another over the course of about a month. (The only actor present throughout the shoot was the star of the production, the unlikely amateur Chris Jones.) In all facets of the project, the Access folks kept the faith and worked like dogs. And they got it done, delivering Tex Murphy: Overseer right on schedule in the first weeks of 1998.

The game’s fiction stays on familiar territory. The setup is pure film noir: Tex is visited in his office by a femme fatale named Sylvia Linsky, who will, as those of us who played the other games know, eventually become his wife and then his ex-wife. Right now, though, she explains that she is suspicious about her father’s recent untimely death; he is supposed to have thrown himself off the Golden Gate Bridge in a fit of despair, despite having never displayed any signs of depression or suicidal tendencies before. Tex’s investigation leads him down the standard rabbit hole of a world-spanning and potentially world-ending conspiracy, involving secret brain implants that can be used to control the minds of millions of people. All of this may be par for the course for a Tex Murphy game, but this is by no means a bad execution of the standard formula. As usual, comedy and drama sit side by side in a way that would be awkward in most storytelling situations, but something in the Tex Murphy special sauce allows it to work far better here than it has any right to. And then, as I already mentioned, there’s some real pathos and gravitas to the villain’s arc, qualities which are elevated that much further by the performance of Michael York, one of those Shakespearean-trained British actors who would sound pretty great reading the phone book aloud.

It is true that Overseer lacks the divergent paths and multiple endings of The Pandora Directive. That said, I must also say that I’m a bit of a curmudgeon about such formal experiments in otherwise traditional adventure games anyway, rarely finding them worth the additional disc space and development time they entail. I’m perfectly happy with one satisfying story line, which is plenty hard enough to offer up. Overseer manages that feat, and that’s good enough for me.

In lieu of a branching plot, there is one really interesting wrinkle in the game’s approach to its narrative. It’s explicitly framed as a story which the present-day Tex, a more jaded figure than his earlier incarnation, is telling to his current love interest Chelsee over the course of an evening out. If you screw up or get Tex killed — which are usually one and the same, come to think of it — you see a little clip of his present-day self telling Chelsee, “No, that’s not really how it happened!” In his review for Computer Gaming World magazine, Charles Ardai took exception to the approach, complaining that the existence of Tex in this later time means that “the outcome is not in doubt. Tex must prevail, or he wouldn’t be sitting here talking to Chelsee.” That’s true as far as it goes, but I must say that it doesn’t go all that far with me. Has anybody ever played any Tex Murphy game under the misapprehension that the hero might not win out in the end? Not since Infocom’s Infidel created a backlash in 1983 had anyone dared to make an adventure game with a non-telegraphed tragic ending. Personally, far from being dissatisfied with it, I only wish that Overseer leaned into its storytelling conceit a little more. It could, for example, automatically send you back to the juncture in the story where you messed up after you reach one of the bad endings, rather than dumping you back to the menu to manually load the saved state you hopefully remembered to create. This game is ultimately all about its story, so why not make it as effortless as possible for us to play with the stuff of the story?

The gameplay itself is tried and true for this series. Once again, you spend most of your time either interrogating suspects via a menu of conversation topics or exploring locations and solving puzzles from a free-roaming first-person perspective — no Myst-style fixed movement nodes here! Whether you’re alternately crouching and standing on tiptoes in order to search every hidden corner of a room for clues or dodging hit men or killer robots in a surprisingly dynamic possibility space, the stuff you do when you aren’t watching canned video clips is what elevates the Tex Murphy series above almost all of its interactive-movie peers. For these are interactive movies that truly work as games — as rich, generous adventure games, with challenging but meticulously fair puzzles and even a modicum of emergent qualities when the action starts to heat up.

Although Overseer doesn’t reinvent any of its predecessors’ wheels, the evolution of computer technology has made the presentation everywhere that much sharper and crisper in comparison to what came before, especially in the video snippets — only appropriately, given that they were the whole point of the endeavor from Intel’s point of view. Indeed, I find I want to say that Overseer is actually better than its rather middling reputation within modern Tex Murphy fandom. It’s a little shorter than Under a Killing Moon or especially The Pandora Directive, but it’s not all that short in the abstract; there are still a good five to eight hours of fun to be had here.

The worst thing I can say about Overseer is that it’s just a little bit less Tex Murphy than its predecessors in senses other than length. The more conventionally professional performances and even presentation can be a double-edged sword, detracting just slightly from that giddy community-theater quality that made the earlier games so ridiculously charming. There aren’t many games or game series about which I would make such a statement — camp is most emphatically not my thing in general — but Tex Murphy has always been special in that regard, simply because there’s so darn much amateurish “we’re making an (interactive) movie!” joy to be found there, because the whole thing is so darn open-hearted and guileless. With Overseer, though, there is just a hint of ennui threatening somewhere out there on the horizon.

Still, and for all that this isn’t the place I’d recommend that anyone start with Tex Murphy — you should definitely play the classic 1990s trilogy in release order, beginning with Under a Killing Moon — Overseer remains from first to last an entertaining, well-crafted, and thoroughly enjoyable adventure game, just like its companion pieces. I’m happy to give it a place alongside them in my personal Hall of Fame. If more 1990s interactive movies had been like these ones, the world may or may not have been a better place, but adventure-game fans would for sure have had a lot more fun in it.


Michael York plays the tortured, tragic villain, the wheelchair-bound billionaire J. Saint Gideon. Aaron Conner counts York saying to him out of the blue one day that the role of Gideon was a little bit “Shakespearean” as one of the great thrills of his life.

The journeyman Australian stuntman and martial artist Richard Norton played Big Jim Slade, a more hands-on sort of heavy than Gideon. Norton was a great find, portraying Slade with a humorous panache that Conner hadn’t really written into his script. Many of his best lines were ad-libbed on the spot.

The name of Delores Lightbody, the former fiancée of Sylvia Linsky’s deceased father, is a piece of third-grade humor from Mean Streets that somehow survived into Overseer. The tired fat-shaming tropes on display here are among the few aspects of the Tex Murphy series that have aged decidedly poorly. Ah, well… to her credit, actress Micaela Nelligan attacks the role with relish. “Incredible!” said Rick Barba, who wrote the strategy guide for the game. “I found myself attracted to this big woman!” (I’m sure you’re a downright Adonis yourself, right, Rick?)

Out and about in the world. The interface is notably less clunky than in the previous two games. Now you can access your inventory on the fly just by moving the cursor to the side of the screen, instead of having to freeze the view in place and enter a separate object-manipulation mode.

There are also occasional set-piece mini-games.

In marked contrast to his hard-boiled detective heroes, Tex never fails to look painfully awkward whenever the possibility of a seduction arises. Far from being a weakness, this is a big source of the series’s goofy Mormon lovability.



When the folks from Access delivered Tex Murphy: Overseer, a game of which they felt justifiably proud, they were brought up short by an ironic turn of events that would have amused Tex himself at his most cynical. To put it bluntly, Intel didn’t want the game anymore. While Access had been beavering away at it, Intel had belatedly begun to ask itself some hard questions about where — or rather whether — its vision for interactive DVD actually fit. In reality, standard DVD was already far more interactive than the linear medium of VHS. A new era of movie watching was dawning, in which viewers could jump to favorite scenes instantaneously, could listen to directors’ commentaries and alternative soundtracks while they watched, could enjoy additional interviews and “making of” featurettes included on the same disc as the movie, could switch up languages and subtitles on the fly. Some companies were even experimenting with making the direction of the movie itself interactive, the cinematic equivalent of those old Choose Your Own Adventure books. All of this was possible using the standard DVD specification running on any everyday DVD player. Did people want to pay for additional hardware in order to run a full-fledged video-based adventure game like Overseer? Intel had a dawning suspicion that they did not. Certainly there could be no denying now that CD-based games of this style were in marked commercial decline, having been trampled by the latest crazes for 3D action and real-time strategy, not to mention the Deer Hunters and Trophy Basses of the world.

And then, for the final irony, Intel’s custom DVD technology was fast becoming irrelevant even for the purpose of watching ordinary movies on your computer. It was a case of the corporation’s right hand not being fully aware of what its left was up to: Intel’s latest Pentium II CPUs had sufficient grunt to be able to handle MPEG decoding unaided, without requiring any other specialized circuitry in an add-on video card or a set-top multimedia box.

So, Intel decided to drop its most ambitious plans for DVD and focus on the chips that had gotten it this far. With the facility that is the luxury of a giant corporation, it wrote off its multi-million-dollar investment in Tex Murphy: Overseer as just another idea that had seemed good at the time but hadn’t panned out. Access, Intel said, could do whatever it liked with the game.

At first blush, this might have sounded like unbelievably good news to Chris Jones and Aaron Conners. Thanks to Intel, they had a new Tex Murphy game which had literally cost their own company nothing to make, which they could now go out and sell without sharing any of the revenue with anyone else. When you thought about it a little harder, though, the waters were quickly muddied. Access, a company more interested in golf simulations than adventure games for the very understandable reason that the former made it lots and lots of money while the latter did not, must now try to sell Overseer all by itself in a marketplace that was growing ever more prejudiced against this kind of game. There was ample cause to wonder whether the company’s marketers would really give it their all.

Alas, such concerns were amply justified when Access shipped Tex Murphy: Overseer in March of 1998, with both the DVD version and a version on five CDs filled with grainier video in the same box. Overseer was, as far as I’ve been able to determine, the first ever computer game to be made available from its day of release on DVD. (A number of older games of the multiple-CD stripe had been or soon would be repackaged for DVD, including Wing Commander IV, Riven, and Zork: Grand Inquisitor.) But that claim to fame wasn’t enough to overcome desultory promotion and, most of all, the overwhelming sense in gaming culture that games like this one had become painfully passé. Overseer sold considerably worse than The Pandora Directive. Although the money it did bring in was almost pure profit thanks to the largess of Intel, that happy accident did nothing to undermine the business case against making another game of this type, at least in the absence of another patsy to pay for it.

In a fit of optimism, when their heads were dancing with images of Tex Murphy reaching a whole new audience on Intel’s hardware and with Intel’s marketing machine behind him, Jones and Conners had decided to end Overseer on a cliffhanger. Having just finished telling the story of his first case to Chelsee, Tex flies away into the neon night in the back of an air taxi with her at his side — and then the driver turns and appears to shoot both of them at point-blank range. Needless to say, Jones and Conners would not have ended the game that way had they known that they weren’t going to be able to return to Tex Murphy for a long, long time — not until something called Kickstarter came along to offer an alternative way of funding games.

For the time being, the last nail seemed to have been hammered into Tex Murphy’s coffin in April of 1999, when Microsoft acquired Access in a deal whose details have remained secret. This latest mega-corp to come around flashing its money was, admits Aaron Conners, “oblivious to Tex Murphy. They bought us for Links.” Chris Jones was told by his new masters every time he broached the possibility of a revival that there was no place anymore for Tex: “It’s not really an Xbox product, and it’s way too big for casual gaming. Adventure games have died off. We don’t see where you fit.” And that was that.



But while Tex Murphy shambled off into an unwanted early retirement — or perhaps a worse fate, given the ending to Overseer —  the new technology to which he owed his final star turn was going from strength to strength. By the end of 1998, there were 1 million DVD players in American homes, and the format was beginning to make inroads in Europe as well. The American DVD market alone would be worth $4 billion in 2000, $8 billion in 2002, $12 billion in 2004, $16 billion in 2007. VHS would follow the opposite trajectory; the very last Hollywood film to be released on videotape was David Cronenberg’s A History of Violence in 2006.

Gaming platforms lagged behind, but not by that much. The latest generation of games, which tended to rely on 3D graphics that were rendered on the fly rather than lots of pre-rendered video, were ironically less demanding of storage space than those that had come before, making the need for an alternative to the CD seem somewhat less urgent for a while. Still, this “while” was fairly brief-lived; as 3D graphics grew in resolution and polygon count, and were supplemented by more and more ambitious soundscapes, the size of games in terms of raw data soon began to increase once again. In 2000, Sony’s decision to use a DVD instead of a CD drive in the PlayStation 2, the successor model to the most popular games console in the history of the world to that point, marked a watershed for games on DVD. Within a couple of years, the format ruled the games roost too.

The impact the shift from CD to DVD had on the nature of games was more subtle than that of the shift from floppy disk to CD; there was a difference of kind about going from 1.5 MB to 650 MB of storage space that was not present to the same degree when going from 650 MB to 8.5 GB. DVDs just helped games to become a little bit more: more aesthetically pleasing, more complex, more approachable. (No, these last two qualities are not in conflict with one another; in many cases, they go hand in hand.) It was, we might say as we strain nobly to bring this back around to Tex Murphy, the difference between Mean Streets and Under a Killing Moon versus the difference between The Pandora Directive and Tex Murphy: Overseer. The difference, that is to say, between a revolution and an evolution. Yet revolutions are often overrated, what with all the chaos and consternation they cause. Evolution can be just fine if it keeps us moving forward. And this the DVD most certainly did for gaming in general, if not for poor old Tex.



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Sources: The books Tex Murphy: Overseer: The Official Strategy Guide by Rick Barba, DVD and the Study of Film: The Attainable Text by Mark Parker and Deborah Parker, and DVD Demystified (second edition) by Jim Taylor. Computer Gaming World of November 1995, August 1996, January 1997, February 1997, June 1997, October 1997, and January 1998; Retro Gamer 160.

Online sources include the archive of interviews at the old Unofficial Tex Murphy Web Site and a documentary film on the Tex Murphy series that was put together as part of the Kickstarter campaign for 2014’s Tesla Effect: A Tex Murphy Adventure.

Tex Murphy: Overseer is available for digital purchase on GOG.com. Fortunately, this is the DVD version. Unfortunately, it’s temperamental on modern versions of Windows. PC Gaming Wiki offers some solutions and workarounds for common problems.

Footnotes

Footnotes
1 Despite the many compromises inherent to the concept, video CDs did become quite popular in the still-developing regions of Asia and Africa, where they often took the form of bootleg discs sold at street markets and the like.
 
 

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