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Author Archives: Jimmy Maher

The Computerized Hitchhiker’s

Born in Cambridge, England, in 1952, Douglas Adams received a good public boarding-school education at Brentwood School before entering Cambridge University to read English in 1971. His dream, however, was not to become a scholar but to write and — and this is often overlooked — perform comedy like his hero, another ludicrously tall and ungainly-looking British comic named John Cleese. Thus Cambridge was attractive not so much because it was one of the two most storied universities in Britain but because it was the home of the almost equally legendary Footlights theatrical troupe, incubator of Cleese and the rest of his mates in Monty Python and, indeed, a whole generation of British comedy. Adams was eventually accepted by the Footlights, but came gradually over the course of several years to the disheartening realization that he was no John Cleese. He just wasn’t much good as a performer. His stage presence was awkward when not nonexistent, and he could never seem to suppress his big, goofy, good-natured laugh, which was literally infectious; it would suddenly ring out in the middle of a sketch, then quickly spread to his fellow players and derail the entire performance. His career in comedy, if he was to have one, would have to be made off the stage.

Adams, whose social gifts are legendary, managed to make the acquaintance of most of the members of Monty Python while still a starving student. After graduating in 1974, he did some writing for the truncated final season of Monty Python’s Flying Circus, and also had a couple of onscreen cameos that mark his swansong as a performer. Otherwise, however, his mid-1970s were largely a period of disappointment: an aborted television special that was to feature Ringo Starr (meeting whom must at least have been a huge thrill for Adams the rabid Beatles fan); various other failed or stillborn television specials and pilots; various disappointing stage revues. He was about ready to give it up, move to Hong Kong, and become, of all things, a ship broker, when BBC radio bit on his proposal for a science-fiction comedy serial called The Hitchhiker’s Guide to the Galaxy. The first of its six half-hour episodes, named by Adams “Fits” in homage to Lewis Carroll’s “The Hunting of the Snark,” premiered on March 8, 1978, with no promotion and in a truly horrid time slot: 10:30 PM on a Wednesday night.

Predictably enough, it pulled a 0.0 in audience share, which would seem to indicate that absolutely no one heard it and that it was destined for the same fate as all of Adams’s previous projects. But the rounding error in that figure was apparently a very vocal lot. Entirely due to word of mouth, ratings increased steadily with each additional episode, prompting the BBC to rerun the entire thing to yet better ratings just two weeks after “Fit the Sixth” concluded the serial. Hitchhiker’s was on its way to becoming a full-fledged phenomenon. Ironically, it happened just as Adams also sold a television script to Doctor Who (“The Pirate Planet”) and took the position of script editor for the series. Suddenly he went from knocking on doors to the heart of the BBC machine, with more work than he could handle; he lasted just a year with Doctor Who before it became clear that the smart move was to ride this Hitchhiker’s thing as far as it could take him.

And that, of course, turned out to be very far indeed. Although conceived before the film’s debut, Hitchhiker’s had the good fortune to premiere just after Star Wars made Britain, like the rest of the Western world, wild for anything science fiction. Adams soon found himself sitting at the nexus of an entire cottage industry, as Hitchhiker’s was adapted into seemingly every medium imaginable: novels (three of them in the initial rush); another six-episode radio serial; another audio version released as two double albums; a six-episode television serial; even theatrical performances. Adams was intimately involved with all of these variations and re-packagings, with the exception only of the plays.

It was, to say the least, a heady time in the life of the still very young Douglas Adams. His first Hitchhiker’s novel was published in October of 1979 and within a few weeks was the bestselling paperback in Britain. Suddenly he was a wealthy and even modestly famous man. He later colorfully described this period as “like having an orgasm with no foreplay.” It was even stranger because the role in which he would enjoy his biggest success, that of novelist, had never been anywhere on his career agenda, a fact which perhaps does a great deal to explain why he would struggle so mightily to actually, you know, write books in the years to follow. Initially a strictly British phenomenon, Hitchhiker’s spread to the United States as well within a year or two, when the books were picked up by Simon and Schuster’s Pocket imprint and PBS broadcast the television version. By 1982, when the third book debuted a bestseller, Hitchhiker’s was firmly ensconced as an institution in nerd culture on both sides of the Atlantic, a place it still occupies to this day. And it looked to have the potential of spreading well beyond the nerds: immediately after finishing the third book, Adams moved to Hollywood to begin working on the script for a Hitchhiker’s feature film to be produced by Ivan Reitman of Animal House fame.

Hitchhiker’s wasn’t the only novelty in nerd culture of the early 1980s. There was also the computer, and computer games. These two things inevitably came together quite early. In 1981, a British civil servant named Bob Chappell decided he’d like to write a text adventure based on Hitchhiker’s for his Commodore PET. He wrote to Adams’s British publisher, Pan Books, to ask permission. With little idea just what he was really on about, they said sure, as long as Pan and Adams himself were properly acknowledged. Chappell made his game, a simple treasure hunt which demanded you return five items to the “Five Artefacts Inn” to win; the parser which did the demanding was “Eddie, your faithful computer” from the novels. Chappell sold the game to software publisher Supersoft for “£500 worth of microchips and assorted programs.” However, the British software market was still in its infancy and the market for PET games — the PET being a fairly expensive machine used primarily for business — was a pretty small part of even that. Thus this original version of Hitchhiker’s made little impression, and seems never to have even been noticed by Adams himself or any of his immediate associates.

"Hitchhiker's" on the BBC Micro

“Hitchhiker’s” on the BBC Micro

"Hitchhiker's" on the Spectrum

“Hitchhiker’s” on the Spectrum

Eighteen months later, the situation had changed dramatically. Not only was Hitchhiker’s more of a phenomenon than ever, but computer use was also exploding in Britain, with Clive Sinclair the toast of the nation. Supersoft decided to give the game another belated push, in new versions for the Commodore 64, Commodore VIC-20, and Dragon 32. Meanwhile, thanks to the original having been written in easy-to-modify BASIC, clones and variations were starting to pop up on other platforms. At least two companies attempted to sell their own versions: Computer Concepts made one for the BBC Micro, while Estuary Software Products made one for the Speccy and the Apple II.

Those completely unauthorized knockoffs, infringing as they did both on the intellectual property of Supersoft and that of Adams, were easy enough to head off. But the situation with the Supersoft version, thanks to that damned letter from Pan Books, was more complicated. It was pretty obvious to everyone in Adams’s camp that a computer game based on Hitchhiker’s was a natural, what with the demographic intersections at play between computer gamers and Hitchhiker’s fans, but the decision had been made to make any such project a tie-in to the big movie version of the story, for which Reitman and Columbia Pictures had just paid £200,000 and which everyone hoped might be released as early as 1984. “A legal storm is brewing,” announced the British weekly Popular Computing with gleeful anticipation in their April 21, 1983, issue. Sonny Mehta of Pan Books, the people who had created this mess in the first place, said they were “very concerned” about the game. Peter Calver of Supersoft insisted that they had all the permission they needed in that two-year-old letter.

As these things so often do, it all blew over rather anticlimactically. Within two weeks of pronouncing their defiance, Supersoft, apparently deciding it was best not to tangle legally with several companies hundreds or thousands of times bigger than they were, settled out of court, and agreed to remove all Hitchhiker’s references from the game. The game was renamed Cosmic Capers. “Milliways, the Restaurant at the End of the Universe” became “Colonel McWimpays, the Fastest Restaurant in the Galaxy”; “Vogons” became “Verrucans”; the “Ravenous Bugblatter Beast of Traal” became the “Barbaric Binge Beast of Bongo”; the “Pan-Galactic Gargle Blaster” became the “Burgunzian Shazam Shandy”; etc., etc. It wasn’t a particularly good game with or without the Hitchhiker’s license, and sank at last without leaving much of a trace. But still the game of Whack-a-Mole continued. Fantasy Software soon released a very thinly veiled Hitchhiker’s knock-off for the Spectrum called The Backpacker’s Guide to the Universe which at least had the virtue of being an original piece of code. Once again Adams’s lawyers sprung into action, and Fantasy was forced to re-release it as simply Backpacker and take out a series of advertisements in magazines saying that “Backpacker is in no way connected with the works of Douglas Adams.”

The Backpacker's Guide to the Universe

Douglas Adams was paying much more attention as all of this went down for the very good reason that he had himself become an avid computer user in the time since Pan had sent Chappell that troublesome letter. He had been a bit of a gadget freak since his photography classes back at Brentwood, where he found himself fascinated not so much with the art of photography as with the technology — the cameras themselves. Now that he could afford it, he filled his home with cameras, guitars (Adams was something of a frustrated would-be rock star who delighted in palling around with Pink Floyd, Dire Straits, and Paul McCartney’s band), and, of course, cars (he bought his first Porsche with the advance for the first Hitchhiker’s novel and just kept going from there). Computers, when he discovered them, were a natural progression. As with Michael Crichton, another author turned computer enthusiast, his first tentative steps came in the form of a standalone word processor. He’d soon replaced it with a real computer, a DEC Rainbow. Many, many more would follow. More so than even Crichton, for whom hacking was apparently something of a passing phase, Adams would remain a noted computer enthusiast and popularizer for the rest of his life.

Which brings us to Infocom. The story of how Douglas Adams ended up working with them is still somewhat murky. What follows is my best reconstruction of events from the many and occasionally contradictory available sources.

Adams discovered Infocom very soon after he discovered computers. He ended up buying several of their games, developing a particular fascination with Mike Berlyn’s Suspended. He found them a great aid to “not writing” during days in his study; not, as Infocom would soon learn, that he needed much help in that area. One day on a press junket of some sort or another he started discussing computer games with an executive from his American publisher, Simon & Schuster. He said he was rather nonplussed as a whole with what he’d seen, with the exception of this one company, Infocom. Without saying anything more about it to Adams himself, the executive interpreted Adams’s admiration to indicate that he would likely be willing to make a computer version of Hitchhiker’s in partnership with them.

Soon after, Simon & Schuster began to reach out to Infocom with an eye to possibly acquiring them. Whether there is, to borrow from the eventual Infocom Hitchhiker’s game, any causal relationship between these two events is not clear to me; Infocom may already have been on Simon & Schuster’s agenda. What is clear, however, is that Simon & Schuster took Adams’s alleged interest to Infocom when they did reach out, adding the Hitchhiker’s franchise to Star Trek on the list of things they could do for them. It was a tempting proposition indeed. In Mike Dornbrook’s words: “We were interested in both of these things, and we actually had a fairly intense internal debate because we didn’t think we could do both at once.” Then word reached Adams through the grapevine that Simon & Schuster was “dangling him like a carrot” before Infocom. A very unhappy Adams let Simon & Schuster know in no uncertain terms that there was a big gap between an expression of admiration for someone and a proposal of marriage. Adams being the cash cow he was, Simon & Schuster had to keep him happy. They thus had no choice but to go back to Infocom and sheepishly say that, well, the Hitchhiker’s thing might not be such a done deal after all. But hey, there was still Star Trek! The dance between the two companies then continued for many more months.

But Adams was actually not hostile at all to the idea of working with Infocom. He just didn’t like the way that Simon & Schuster had handled it. In fact, there was no legal reason that Simon & Schuster need be involved at all. Yes, they were Adams’s American publisher, but the franchise itself belonged to him, as evidenced by the fact that he had been able to sell the movie rights to Columbia rather than Paramount, who shared with Simon & Schuster the parent company of Gulf and Western. Speaking of that movie: it was starting to look like it wasn’t going to happen anytime soon. Douglas Adams the scriptwriter had proven underwhelming to Reitman and his colleagues. They said his script was too long, and wasn’t structured the way a three-act commercial blockbuster needed to be. Adams was digging in his heels on the requested changes, and, worst of all, Reitman and Adams mixed like oil and water — or a commercially-oriented Hollywood producer and a quirky British humorist. About the only qualities the two men seemed to share when together in a conference room were stubbornness and arrogance. And then there was Adams’s legendary gift for procrastination. As 1983 ground on and the script failed to progress, Reitman grew more and more infatuated with another far-out comedy that had crossed his desk, a little thing called Ghostbusters which was written by Dan Aykroyd, a Hollywood pro he knew how to deal with. By that autumn he had put Hitchhiker’s on the shelf, where it would linger for many years, much to Adams’s chagrin, to proceed full speed ahead with Ghostbusters. Adams returned to Britain a frustrated man, having just experienced his first real failure since selling that first Hitchhiker’s radio serial. With no need to wait for the movie to make a computer-game version, perhaps an Infocom Hitchhiker’s could serve as something of a consolation prize. After all, apart from film computer games represented about the only medium the franchise had not yet conquered (unauthorized or semi-authorized knockoffs excepted, of course).

Ed Victor, Adams’s agent, therefore contacted Infocom’s Mike Dornbrook through a mutual acquaintance, Christopher Cerf of the Children’s Television Workshop, a fellow who was clearly very interested in interactivity and shows it by continuing to show up as a supporting player to so many of the little dramas I write about in this blog. Dornbrook and Victor hammered out an agreement over the course of several meetings, with only limited input from Adams, who in the words of Dornbrook “would often be at the meetings, but would certainly defer to Ed on any business-related decisions.” Still, a creative problem soon surfaced that, much to Dornbrook’s chagrin, threatened to derail negotiations.

Douglas wanted to work with Marc [Blank] or Mike [Berlyn]. He was dead set on them, because they had written the games that he liked. He really liked Suspended, really wanted to work with Mike Berlyn. Mike Berlyn wanted nothing to do with a collaboration. I was saying, “Oh, my God! We’ve got Douglas Adams desperately wanting to write a game with us! He wants to do Hitchhiker’s with us! There’s no question whether this will be a success!” Who wouldn’t want to work with this incredibly creative guy? But no one wanted to do it.

Just glancing at their relative sales and statures as writers, it does indeed seem incredible that Berlyn would turn down such a career-making opportunity. But these were heady times at Infocom, which prompted many of the still young men who worked there to have a somewhat, shall we say, exaggerated sense of themselves. With the lukewarm, sour-atmosphered Infidel as evidence of the work Mike Berlyn did when pushed into a project he wasn’t enthusiastic about, Dornbrook knew he needed to a) find a new partner for Adams (which was more difficult than it ought to be; Berlyn’s wasn’t the only big ego in the place); and b) sell Adams on whichever Imp he could convince (also no trivial task, given that Adams was another guy flush with commercial success and critical praise who liked things his own way).

At the time, Steve Meretzky was just finishing up Sorcerer. For a next project, Infocom had planned to partner him with science-fiction writer Joe Haldemann on an adaptation of the latter’s 1977 novel All My Sins Remembered. With Haldemann spending a year as a visiting professor at nearby MIT, it seemed the perfect window of opportunity for what would have been Infocom’s first full-on foray into bookware. But Haldemann didn’t seem as enthusiastic as his agent had been, and the project stalled after one or two phone conversations between the two. With Meretzky thus left without an obvious next project, and with the Haldemann project as evidence that he — steady, reliable fellow that he was — would be willing to work as inevitable second fiddle to a name author where the other Imps weren’t, he was the obvious choice. And of course his first game, Planetfall, had been more than a little similar to Hitchhiker’s.

Indeed, Planetfall is so similar to Hitchhiker’s in tone as well as subject matter that most still assume it to have been an homage to Adams’s work from the start. In fact, however, Meretzky had not been aware of Hitchhiker’s at all when writing the game. It was the testers who first told him that, you know, this really feels like something by this guy named Douglas Adams. This prompted him to borrow cassettes of the original series from a friend. He loved them — loved them so much that he added a little tribute in the game, in the form of a towel with “Escape Pod #42” and “Don’t Panic!” stenciled on. That was perhaps a bad move in the long run, because it left many people with the impression that Meretzky had been aping Adams from the start, when it really was just a matter of the proverbial great minds thinking alike. At any rate, as Infocom’s resident comedy-science-fiction Imp Meretzky would seem to have been the natural choice for a partner for Adams from the start. Yet it actually took all of Dornbrook’s charm to sell him on the idea; Adams was apparently entirely unaware of Planetfall, or had dismissed it as yet another cheap knock-off of his work.

Once Adams agreed to Meretzky, the contract was quickly signed. It was quite an ambitious one. Adams and Infocom agreed to do not just one Hitchhiker’s game but six. Given the technical limitations under which Infocom labored, which limited every game to no more than a novella’s worth of total text, each game would cover half of one of the then-extant three Hitchhiker’s books. The deal was signed just as 1983 turned into 1984. The first game should be out in time for Christmas 1984, with another presumably following every year.

Technophile that he was, Adams was hugely excited by the project — probably more excited, in fact, than he was about writing a fourth Hitchhiker’s book, the contract for which he signed at about the same time. He was even briefly taken with the notion of learning ZIL and actually helping to program the game; Meretzky remembers Adams proudly pulling out a simple “3D Tic Tac Toe” game he had written in BASIC to show off his burgeoning programming chops at one of their first meetings. But given Adams’s schedule for the year — which included writing the aforementioned book as well as the game, while also needing to leave time for his many and varied social and recreational pursuits — cooler heads prevailed. In Meretzky’s words: “We’d do the design together, Douglas would write the most important text passages and I’d fill in around them, and I’d do the implementation, meaning the high-level programming using Infocom’s development system.” They would do most of the collaborating electronically using Dialcom, the world’s first commercial email provider, after they spent a week together in Cambridge to get things rolling.

Adams accordingly came to Infocom’s offices in February of 1984 to spend a week hammering out the basic structure of the game with Meretzky. He arrived with no fanfare whatsoever. Stu Galley:

I happened to be walking by the front door when he came in — unescorted, with no one there to welcome him. I had to ask who he was. When he told me, I said, “You probably want to go talk to Joel [Berez] or Marc.”

Looking beyond the obvious commercial attractions, Hitchhiker’s made a pretty great setting for a game. The Achilles heel of any novel-to-game adaptation is generally the plot, specifically the question of what to do when the player deviates from it. But, as Meretzky notes, Hitchhiker’s was more like a grab bag of “characters, locations, technologies, etc., while the story line wasn’t all that important.” Or even more flexibly, as Adams put it in a contemporary interview, “a set of approaches and attitudes, with a few rough ideas about characters.” At first, Meretzky admits that he was “awed” by Adams, while Adams was uncertain about interactivity and how to use it. Meretzky sees this as the explanation for the beginning of the game, which is very linear and quite slavishly follows the opening of the book. Later, however, after the player (as Arthur Dent) and Ford Prefect escape the Earth just as it is destroyed by the Vogons, the game blossoms into its own original, wildly nonlinear design, a reflection of Adams’s growing comfort with the medium and both men’s growing comfort with one another.

Douglas Adams and Steve Meretzky, February 1984, with the first Mac Adams ever saw

Douglas Adams and Steve Meretzky, February 1984, with the first Mac Adams ever saw

It was also at Infocom that February that Adams began a love affair that would continue for the rest of his life. As part of his tour around their offices, the Imps took him to the loft above the main floor where the Micro Group kept dozens and dozens of different computers, practically a showroom of all of the significant — and most of the insignificant — microcomputers that were now being or in the recent past had been manufactured. The crown jewel of the collection was a pre-release version of the Apple Macintosh, sent by Apple so that Infocom could have their games on the new machine as quickly as possible. Adams was immediately entranced. He promptly went out to buy one for himself, to take back to Britain with him. He claimed until the end of his life, quite possibly rightly, that this machine was the first Macintosh ever to make it to British soil. By 1985, when he was profiled in MacWorld magazine and thus first began to become known as a zealot for this platform so known for zealotry, he owned three; by 1987, six. The passion never faded. Right up until his death in 2001 he could be found waxing lyrical on the Internet about his collection. By then he required an entire room just to store all his obsolete models. As for the latest models: he “just wanted to hug” them every time he turned them on, just like in the old days. Macs do strange things to some people. Having never caught the bug myself, I’ll say no more, but just get back to 1984.

As everyone at Infocom would learn all too well before the company wound up, counting on Adams to deliver anything on time — or at all, for that matter — was usually a fool’s game. It was typical of him to start a project with huge enthusiasm; thus things went pretty swimmingly over that first week in Cambridge. But once Adams returned to Britain Meretzky found it harder and harder to get any work out of him. He wasn’t the only one: Adams was supposed to be working on that fourth Hitchhiker’s book, also to be in stores in time for Christmas, and had yet to even begin. His various handlers encouraged him to get away from the distractions of a London chock full of far too many shiny objects. So he packed his Saab with books, files, and computers and checked into Huntsham Court, a tiny hotel in Devon. It didn’t help much. In ten weeks there he wrote not a page of the would-be book, although he did develop a new hobby of comparative champagne-shopping and generally enjoyed himself immensely.

In many ways the game was looking quite promising, but there were still huge gaps in the design to be filled. Infocom finally decided to get more confrontational — usually the only way to get any work at all out of Adams after his first blush of enthusiasm for any given thing had faded. In May, shortly after Adams had ensconced himself in his remarkably unproductive writer’s retreat, they sent Meretzky over to join him there for four days, under orders to finish the design at all costs. With the game needing to ship by October to join the Christmas rush and heaps of coding and testing needed before that could happen, it was either that, let Meretzky finish it alone (a bad move politically, especially considering that Infocom hoped to get five more games out of Adams after this one), or postpone it — which would likely mean cancellation in the long run, as it was unlikely that Adams would get any more interested in the future.

Douglas Adams on the beach at Exmoor National Park in May 1984, where he and Steve Meretzky finished the Hitchhiker's design

Douglas Adams on the beach at Exmoor National Park in May 1984, where he and Steve Meretzky finished the Hitchhiker’s design

Meretzky in person proved to have just the right touch; he managed to keep Adams “pretty focused” on the game despite also allowing time for some sightseeing and for enjoying the “opulent cuisine” of Huntsham Court. The two came up with the final puzzle on the last day of the visit on the beach at Exmoor National Park. Then Adams returned to not writing his book, while Meretzky jetted back to the United States for three more weeks of feverish implementing. By July the game was in the hands of the first testers in roughly complete form. In September Adams dropped by Infocom’s offices to work out answers to some final questions raised by the testing process, and that was that.

Until now we’ve been seeing Adams at his most exasperating. Certainly it’s true that he didn’t have to work that terribly hard to earn his co-authorship credit alongside Meretzky; at least 90% of the actual work that went into the game was the latter’s. Meretzky not only did all the programming but also wrote at least as much of the text as Adams. The latter mostly provided just the text for the direct path through the game, leaving Meretzky to deal with all of the side trips and the incorrect and crazy things the player might try as well as any of the boring bridging passages that Adams couldn’t be bothered about. For all the superficial similarities in their humor, the two men’s working habits could hardly have been more different. Meretzky was disciplined, organized, methodical, seemingly immune to writer’s block and artistic angst, a dream employee for any manager of creative types. Adams was… well, Adams was Adams. Suffice to say that the spaceship captain in The Restaurant at the End of the Universe who just can’t seem to will himself out of his bathtub for years at a stretch was based on Adams himself. Although he is unfailingly diplomatic when describing the experience today, Meretzky must have suffered greatly at being saddled to such a temperament. Yet it’s also true, as Meretzky freely admits, that that unique Douglas Adams sensibility was essential to making the game the off-kilter, vaguely subversive creation it became. Who else on the planet would have thought to make “no tea” and “a splitting headache” an inventory object? Who would have thought to make the game lie to you? Who would have thought to make the player’s random typo from dozens of moves ago an integral part of the story? Adams pushed Meretzky to, as Mike Dornbrook puts it, “break the rules” that he’d thought were inviolate.

If Infocom thought they’d had it bad working with Adams, they could rest assured that the book had proven to be an even more nerve-wracking project. Upon Adams’s return to London late that summer with exactly no progress to show for his ten-week writer’s retreat, a desperate Sonny Mehta of Pan Books moved into a hotel suite with him for two weeks, during which he literally stood over him and forced him to write the book. Thanks to a subsequent mad scramble by both his British and American publishers it arrived in stores slightly ahead of the game. Unsurprisingly given its gestation, So Long, and Thanks for All the Fish is both shorter than and in most people’s opinion worse than its three predecessors. But as for myself: as I wrote in my previous article, I find the book a refreshing change from its predecessors. Go figure.

Having seen Adams at his worst, if not quite his truly infuriating worst, Infocom would now get the opportunity to see him at his best, to learn why so many people adored the guy even as he continually made their lives hell by not doing what he promised to do. Shortly after Adams’s last visit to Infocom that September, Marc Blank and Mike Dornbrook flew to London to plan the game’s promotional strategy. They had over a week there, which they expected to be largely filled with waiting for a few productive meetings with Adams and his people. They didn’t know Adams that well. He loved nothing better than to play the host and entertainer, and with book and game now both complete he could do so without guilt. He and his girlfriend (later wife) Jane Belson filled “almost every waking hour” the pair spent in London, and charmed the hell out of them in the process. Dornbrook:

We’d drive past a building and he would start telling a story. Now, he knew a lot about English history — but the thing was, Jane knew a lot more! Douglas tended to know the commonly accepted story, but she would know what the latest interpretation of that was. Just driving around the city and hearing all this history, and in a very classy, intellectual way, arguing over the history — it was just amazing.

But most amazing of all were the evenings. On his own Adams was already “probably the most interesting dinner companion you could have,” one of the great raconteurs of his time. Despite his reputation as a funnyman, he wasn’t a joke-a-minute kind of guy at all. What he was was deeply interested in and knowledgeable about all sorts of topics, from the universal to the esoteric, with lots of interesting thoughts of his own but also with a willingness to truly listen to and consider those of others. And then there was his guest list. Adams had taken advantage of the fame and fortune Hitchhiker’s had brought him to make the acquaintance of a dizzying cross-section of cultural, technical, and scientific movers and shakers: names like Alan Kay, Salman Rushdie, Bill Gates, David Gilmour. Evenings in Adams’s drawing room were like evenings spent in a classic Paris salon, or, as Mike Dornbrook put it, a visit to a Hollywood movie of the 1930s: “sparkling conversation by very interesting people talking about interesting subjects,” with wine to die for.

One evening Blank and Dornbrook found themselves breaking bread with Alan Coren (editor of Punch magazine), Terry Jones (of Monty Python), and Clive Sinclair in addition to Douglas and Jane. That dinner party, still remembered by Dornbrook as one of the most amazing evenings of his life, would also make its way into the British tabloid press. Adams had just that day received from Pan Books the very first copy of So Long, and Thanks for All the Fish. The press, for whom Sinclair could still pretty much do no wrong at this stage, would later report that Uncle Clive had insisted that he be allowed to buy it for a huge donation to charity. That account wasn’t precisely wrong, but the details were perhaps a bit more grubby than it might imply.

Adams was proudly showing the book to his guests when Sinclair, who was possessed of loads of imperiousness but very little social empathy, announced that he would like to have the book, to give to his son for his birthday. Adams, rather taken aback, said that he’d be happy to get another copy to him tomorrow, but this one was quite special to him, etc. Whereupon Sinclair offered “£1000 to the charity of your choice!” On the spot and very aware, as always, of his duties as host, Adams cheekily said fine, his choice would be Greenpeace — just about the last charity in the world to which Sinclair, arch-Tory and bosom buddy of Margaret Thatcher, would happily give money. But Sinclair agreed, and poor Adams saw his precious heirloom vanish into Sir Clive’s satchel.

Later in the evening Sinclair tangled with the less accommodating Marc Blank on one of those topics guaranteed to ruffle feathers in any mixed company: evolution. When Sinclair declared that natural selection was not sufficient to explain everything, Blank told him, at first politely but then increasingly less so, that he didn’t understand what he was talking about, and that he, Blank, with a degree in biology and training as a medical doctor, was better qualified to judge. The argument raged for the rest of the evening, while Douglas and Jane fruitlessly tried to change the subject. Later, Blank and Sinclair shared a cab ride home, with poor Dornbrook sitting uncomfortably between them in the “stony silence.” The two would never meet or speak again.

It’s possible that this argument may have had far-reaching consequences for Adams himself. He may have played the tolerant host at that dinner party, but he listened to the conversation keenly. Later in his life, after he became friends with Richard Dawkins, he himself became a noted (not to say strident) advocate for evolution. His biographer M.J. Simpson speculates that his interest in the topic may date from this evening. If so, two of the defining obsessions of Adams’s later life — his advocacy for evolution and his advocacy for the Macintosh — stem from his relatively few direct interactions with Infocom. (Which is not, of course, to say that he wouldn’t have discovered his interest in either by some other medium had he never come into contact with the Imps at all.)

Steve Mereztky introduces the Infocom Hitchhiker's to a packed room inside Rockefeller Center, October 1984

Steve Meretzky introduces the Infocom Hitchhiker’s to a packed room inside Rockefeller Center

Poor Steve Meretzky, the one who had done most of the actual work on the Hitchhiker’s game, didn’t get to experience the Douglas Adams Salon. He was back in Cambridge at the time, swatting the final bugs and prepping the game for release. At least he got a pretty nice consolation prize. Late in October, Adams came over to begin a publicity junket to promote his new book and game. It kicked off with a joint press conference with Meretzky and Infocom at Rockefeller Center, done just like the big boys in entertainment did it. The usual computer-trade-press suspects were almost lost amidst all of the mainstream-media reporters from places like The Wall Street Journal, The New York Times, and even Playboy. Meretzky, barely two years removed from a career as a construction manager, got to stand at the podium in suit and “Don’t Panic!” button and trade jokes and repartee with Douglas Adams while the flash bulbs went off around them. (“I want you to know that I really enjoyed working on this game,” said Adams, “and I’m not just saying that because I’m trying to sell it. That’s only 90% of the reason.”) They were a good match physically as well as creatively; at 6’4″, Meretzky was about the only person from Infocom who could stand next to the 6’5″ Adams without looking like a dwarf. After the press conference the two jetted off to charm press and customers at the Las Vegas Comdex show and in Silicon Valley. Meretzky found it all very exciting, but found Adams’s now long-established press-conference schtick rather exhausting in time; he told the biscuit story from So Long using the exact same words at virtually every stop. He even told it during his somewhat awkward appearance on Late Night with David Letterman; Dave clearly had no real idea what Hitchhiker’s was, and a clearly nervous Adams rather flubbed the punch line. On the bright side, Infocom did at least get the most cursory of plugs on national television, when Letterman, rattling off the standard canned spiel about extant Hitchhiker’s incarnations, mentioned that it was now “even computer software.”

For Infocom, whose corporate rise had been almost as meteoric as Meretzky’s personal rise, this was truly the top of the mountain. Even as Hitchhiker’s soared to the top of the bestseller charts they were being wined and dined by Richard E. Snyder of Simon & Schuster in his private boardroom. Just a week after the Hitchhiker’s shindig in Rockefeller Center they hosted their second (and, as it would turn out, final) big press conference there, to announce their forthcoming database manager Cornerstone. Their booth at that Comdex, where they passed out thousands of free “Don’t Panic!” buttons to all and sundry, was amongst the most frequented and discussed at the show. They got their name onto National Public Radio stations around the country when they sponsored the first Stateside airing in years of the original Hitchhiker’s radio serials. They had truly arrived, and on multiple fronts at that.

Mike Berlyn clowning around on the Infocom assembly line, November 1984

Mike Berlyn clowning around on the Infocom assembly line, November 1984

The Hitchhiker’s game itself was the biggest hit Infocom had ever had, just as Dornbrook had known it would be. They literally couldn’t make them fast enough to meet demand that Christmas. As Meretzky himself recounted in an article for The New Zork Times, Infocom had to take desperate measures. They leased some more warehouse space just to have someplace to put the avalanche of feelies, boxes, manuals, and diskettes coming in for assembly. Ernie Brogmus, Infocom’s production manager, came to Meretzky to ask if he could organize some help from his white-collar colleagues inside the Wheeler Street offices. That evening Meretzky put a sign-up form on the office billboard for twenty volunteers to come to the assembly plant for a seven-hour shift that Sunday. When he arrived in the office next morning at 9:30 there were thirty-five names on it. Forty people actually showed up. Soon Infocom organized a Saturday shift as well as evening shifts: “They were turning up with husbands and wives and mothers and sisters and brothers and friends.” Thanks to such dedication and camaraderie, Infocom in November of 1984 shipped more product than in any month before or after: 62,000 games, 6000 promotional “Sampler Packs,” and 21,000 InvisiClues hint books.

Hithchhiker’s went on to sell almost 300,000 units, over 200,000 of them in its first year, to become Infocom’s all-time second biggest seller, behind only Zork I, the game that had gotten it all started. Reviews were uniformly stellar. About the only grumbling came from some of Adams’s original British fans, who complained at his decision to work with an American company and at the fact that the game was never made available for the biggest home computer in Britain, the Sinclair Spectrum. “He’s putting the boot into his own fans, the British computer industry, and for all he cares the country itself,” wrote one particularly exercised ex-fan in Popular Computing. In Adams and Infocom’s defense, Sinclair’s decision not to produce a disk drive for the Spectrum made it impractical to port Infocom games to the platform. Publishers like Level 9 serving the thriving British adventure market were also a bit stung by the rejection, but to their credit largely seem to have taken it as motivation to improve rather than grounds for sulking.

Hitchhiker’s is not only of huge commercial and historical importance to Infocom and the adventure game; it’s also of huge artistic interest, with sections that almost feel like a deconstruction of the traditional text adventure. Accordingly, and having now given you the historic and commercial context, I think we should look at the game itself in some detail. Besides, it’s a fun one to write about, full of bits just screaming out for annotation. So, we’ll make that the next item on the agenda.

(The most detailed history of Adams’s relationship with Infocom from his standpoint is found in M.J. Simpson’s biography Hitchhiker. For the perspective from within Infocom, Jason Scott’s Get Lamp materials were, as usual, key. Also very useful were the April 1985 Compute!’s Gazette, the April/May 1985 Commodore Power Play, the April 1985 Electronic Games, the October 1982 Your Computer, and issues of Popular Computing from April 21, 1983; May 12, 1983; January 17, 1985; and March 28, 1985. And of course Infocom’s own New Zork Times newsletters from around the period. Oh, and thanks to Steve Meretzky for clearing up a question or two via email.)

 
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Posted by on November 14, 2013 in Digital Antiquaria, Interactive Fiction

 

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Douglas Adams

Douglas Adams

Hardcore fans of Douglas Adams can make the worst of ambassadors for his work. They go too often for the lowest-hanging fruit — like towels, “Don’t Panic!”, or the Hitchhiker’s Guide to the Galaxy as a “trilogy” of five novels (a “joke” so thuddingly unfunny that I choose to believe it originated with some harried paperback copywriter rather than Adams himself). Or, God help us, “42.” All of these tropes had already had every last drop of novelty wrung from them thirty years ago. I can’t help but think about those awful teenagers — I should know; I used to be one — who march around repeating every line from their favorite Monty Python sketches verbatim in awful teenage faux-British accents in the belief that repetition is the soul of wit.

For me the real pleasures of Douglas Adams are subtler. He was a genuinely good crafter of sentences who cared about the way he put words onto the page, which is a quality rarer than it ought to be amongst popular writers. Even more unusually, he had a style all his own, crafting strange juxtapositions of words that shouldn’t work but somehow do. Some of the sentences in his books could have come from no one else’s pen. (Who else could have written, “The ships hung in the sky in much the same way that bricks don’t”?) His wordplay has drawn occasional comparison with Lewis Carroll:

“You’d better be prepared for the jump into hyperspace. It’s unpleasantly like being drunk.”

“What’s so unpleasant about being drunk?”

“You ask a glass of water.”

Hitchhiker’s as a whole is much more than a collection of intermittently amusing gags and goofy aliens. It’s no more really about outer space than Gulliver’s Travels is about Lilliput and Brobdingnag. At the same time, however, Adams wasn’t sending up or satirizing science fiction itself in the manner of something like, say, Spaceballs. No, he was using his far-out settings and characters to comment on the real world around him: “I am writing about precisely here and now and putting it on an extreme epic cosmic scale to make fun of it.” Most of the best bits in Hitchhiker’s have recognizable analogues in human culture. It’s our sense of recognition, even if it’s subconscious, that makes them so funny. The Vogon captain is a stand-in for Adolf Eichmann and every other officiously bureaucratic little butcher in history. Through the band Disaster Area, “the loudest noise of any kind at all in the galaxy,” Adams mocked the pomposity of arena rock four years before This is Spinal Tap. Or take the resolutely non-sporting Adams’s description of Brockian Ultra Cricket as “a curious game which involved suddenly hitting people for no readily apparent reason and then running away,” a description that could be applied to most of the team sports we humans play.

Like Jonathan Swift, Adams isn’t interested in peddling what he regards to be false comforts. There’s an unsettlingly nihilistic core to at least the first three and the fifth Hitchhiker’s books. Adams’s universe may be charmingly wacky, but it’s also meaningless and utterly uncaring, even if Adams still professed himself to be an agnostic rather than an atheist through the writing of most of the series. (That changed only in the lengthy gap between the fourth and fifth books, when he met and became hugely enamored of Richard Dawkins. He spent the remainder of his life as an outspoken atheist and anti-theist to rival Dawkins himself.) This is after all a series that begins with the destruction of the Earth and all its billions of inhabitants because a bunch of aliens randomly decide to build a “hyperspace bypass” through its orbit. He is cruel enough to offer a Nietzschean solution of finding meaning in self-actualization through the mouth of the old planet designer Slartibartfast, only to jerk it away as just as deluded as any other route to inner peace.

“Perhaps I’m old and tired,” he continued, “but I always think that the chances of finding out what really is going on are so absurdly remote that the only thing to do is to say hang the sense of it and just keep yourself occupied. Look at me: I design coastlines. I got an award for Norway.

“Where’s the sense in that? None that I’ve been able to make out. I’ve been doing fjords all my life. For a fleeting moment they become fashionable and I get a major award.

“In this replacement Earth we’re building they’ve given me Africa to do and of course I’m doing it with all fjords again because I happen to like them, and I’m old-fashioned enough to think that they give a lovely baroque feel to a continent. And they tell me it’s not equatorial enough. Equatorial!” He gave a hollow laugh. “What does it matter? Science has achieved some wonderful things, of course, but I’d far rather be happy than right any day.”

“And are you?”

“No. That’s where it all falls down, of course.”

It can all become a bit exhausting eventually, especially if you’re silly enough to try to devour the whole series in one gulp. Small wonder that Adams himself was prone to bouts of existential angst and depression throughout his life, during which times he admitted he could become embarrassingly like his terminally depressed robotic creation Marvin the Paranoid Android.

The emptiness at the heart of the other Hitchhiker’s books might explain why I like the fourth book, So Long, and Thanks for All the Fish, so much more than so many people, including on occasion Adams himself, tell me I ought to. The first time Adams tried to write a novel in the conventional way, from scratch (the first three books were all adapted from script treatments), it brings Adams’s hapless human victim-of-circumstances Arthur Dent back home to a resurrected Earth. (Don’t ask how; I’m not sure I even remember. No one reads Hitchhiker’s for the plot anyway.) There Adams lets him fall in love. More shockingly, it’s a disarmingly sweet little love story that, while funny, is funny in a completely different way from what we’ve come to expect. It shows the other side of Adams — the romantic — in passages that demand a noisily joyous soundtrack like, say, a little Raspberries. Or at least anything but Arthur’s album of bagpipe music.

That night, at home, as he was prancing round the house pretending to be tripping through cornfields in slow motion and continually exploding with sudden laughter, Arthur thought he could even bear to listen to the album of bagpipe music he had won. It was eight o’clock and he decided he would make himself, force himself, to listen to the whole record before he phoned her. Maybe he should even leave it till tomorrow. That would be the cool thing to do. Or next week sometime.

No. No games. He wanted her and didn’t care who knew it. He definitely and absolutely wanted her, adored her, longed for her, wanted to do more things than there were names for with her.

He actually caught himself saying things like “Yippee,” as he pranced ridiculously round the house. Her eyes, her hair, her voice, everything …

He stopped.

He would put on the record of bagpipe music. Then he would call her.

Would he, perhaps, call her first?

No. What he would do was this. He would put on the record of bagpipe music. He would listen to it, every last banshee wail of it. Then he would call her. That was the correct order. That was what he would do.

In moving his satirical eye to our own planet, So Long demonstrates how perceptive Adams really is about the world around him. The arguable highlight of the entire book is the biscuit story that Arthur shares with his new love Fenchurch. Unfortunately, it’s just too long to quote here. Instead I’ll share the alleged real-life origin of the story, which Adams later recounted in a speech collected posthumously in The Salmon of Doubt. (He helpfully translates “biscuit” into “cookie” here for the benefit of his American audience.)

This actually did happen to a real person, and the real person is me. I had gone to catch a train. This was April 1976, in Cambridge, U.K. I was a bit early for the train. I’d gotten the time of the train wrong. I went to get myself a newspaper to do the crossword, and a cup of coffee and a packet of cookies. I went and sat at a table. I want you to picture the scene. It’s very important that you get this very clear in your mind. Here’s the table, newspaper, cup of coffee, packet of cookies. There’s a guy sitting opposite me, perfectly ordinary-looking guy wearing a business suit, carrying a briefcase. It didn’t look like he was going to do anything weird. What he did was this: he suddenly leaned across, picked up the packet of cookies, tore it open, took one out, and ate it.
Now this, I have to say, is the sort of thing the British are very bad at dealing with. There’s nothing in our background, upbringing, or education that teaches you how to deal with someone who in broad daylight has just stolen your cookies. You know what would happen if this had been South Central Los Angeles. There would have very quickly been gunfire, helicopters coming in, CNN, you know… But in the end, I did what any red-blooded Englishman would do: I ignored it. And I stared at the newspaper, took a sip of coffee, tried to do a clue in the newspaper, couldn’t do anything, and thought, what am I going to do?

In the end I thought nothing for it, I’ll just have to go for it, and I tried very hard not to notice the fact that the packet was already mysteriously opened. I took out a cookie for myself. I thought, that settled him. But it hadn’t because a moment or two later he did it again. He took another cookie. Having not mentioned it the first time, it was somehow even harder to raise the subject the second time around. “Excuse me, I couldn’t help but notice…” I mean, it doesn’t really work.

We went through the whole packet like this. When I say the whole packet, I mean there were only about eight cookies, but it felt like a lifetime. He took one, I took one, he took one, I took one. Finally, when we got to the end, he stood up and walked away. Well, we exchanged meaningful looks, then he walked away, and I breathed a sigh of relief and sat back.

A moment or two later the train was coming in, so I tossed back the rest of my coffee, stood up, picked up the newspaper, and underneath the newspaper were my cookies. The thing I like particularly about this story is the sensation that somewhere in England there has been wandering around for the last quarter-century a perfectly ordinary guy who’s had the same exact story, only he doesn’t have the punch line.

Whether in this or the more extended (and, truth be told, funnier) version in So Long, it’s a story that communicates worlds about Britishness. There’s been some doubt cast as to whether the story really happened at all; similar stories have apparently been passed around as urban legends since long before 1976. But then the story’s veracity or lack thereof isn’t actually the point, is it?

The series’s new tone didn’t last very long. When Adams returned to Hitchhiker’s under pressure from his publisher after a long hiatus, it was to write Mostly Harmless, a misanthropic little book that delights in blowing up the Earth and tormenting poor Arthur yet again and doesn’t even have the virtue of being all that funny. Big softie that I am, I prefer to pretend that it all ended with the perfectly tidy conclusion of So Long, with the Earth still intact, Arthur happily hitchhiking the galaxy again with Fenchurch, and Marvin dying — happy(!).

Amongst other things, Mostly Harmless was written as a sort of “Up Yours!” to Adams’s traditional fans, who hadn’t responded all that well to either the shift the Hitchhiker’s series had made in So Long or his Dirk Gently books, a pair of similarly earthbound philosophical detective novels he wrote between the fourth and fifth Hitchhiker’s books. (Some will tell you, and not without justification, that the Dirk Gently books were actually the best things Adams ever wrote.) It was a problem that frustrated Adams throughout his career: he wasn’t quite coming from the same place as most of the people who read what he wrote. While his fan base was rooted in science fiction, Adams never thought of himself as a science-fiction writer, in spite of some accidentally prescient things that sneaked into Hitchhiker’s — the most notable of which was the eponymous electronic guidebook itself, which is essentially Wikipedia running on a tablet, right down to the somewhat questionable veracity of much of what it offers and its editors’ somewhat, shall we say, idiosyncratic priorities.

Here’s what the Encyclopedia Galactica has to say about alcohol. It says that alcohol is a colorless volatile liquid formed by the fermentation of sugars and also notes its intoxicating effect on certain carbon-based life forms.

The Hitchhiker’s Guide to the Galaxy also mentions alcohol. It says that the best drink in existence is the Pan Galactic Gargle Blaster.

It says that the effect of drinking a Pan Galactic Gargle Blaster is like having your brains smashed out by a slice of lemon wrapped round a large gold brick.

The Guide also tells you on which planets the best Pan Galactic Gargle Blasters are mixed, how much you can expect to pay for one and what voluntary organizations exist to help you rehabilitate afterward. The Guide even tells you how you can mix one yourself…

Cue up the recipes, etc., etc. Earth, meanwhile, is dismissed in another of those jokes we never need to hear again as “mostly harmless.” Similarly, and as described in a recent MIT Technology Review article, Wikipedia lavishes more care on its “List of Pornographic Performers by Decade” than on some entire countries.

Still, Adams himself noted that “saying I write science fiction is like saying the Pythons make historical movies.” He always thought of himself as a comedy writer who happened to play in a science-fictional setting rather than a science-fiction writer whose work happened to be funny. Being a voracious reader in general, he had read his share of science fiction before creating Hitchhiker’s, but he wasn’t particularly obsessed with the stuff. Certainly his opinions of some of the icons of the field were hardly glowing. He said he “wouldn’t employ Isaac Asimov to write junk mail.” Arthur C. Clarke fared only a little better: he was “a little dull perhaps.” The only two science-fiction authors he spoke of in consistently glowing terms were Kurt Vonnegut and Robert Sheckley. These are also two of the relatively small stable of science-fiction writers who are genuinely, consistently funny, which perhaps shows where Adams’s priorities really lay. When Adams’s agent started booking him for science-fiction conventions in the first blush of Hitchhiker’s success, he was discomfited by the places, and soon asked to stick with traditional bookstore signings. His favorite writer was someone that most of the people who attended those conventions had probably never heard of: the great British wit, satirist, and societal deconstructor par excellence P.G. Wodehouse.

When others — and there have been tons of them, including heaps and heaps writing not books but games — try to write in the “comedy science fiction” genre Adams virtually invented, they tend to get the surface trappings but miss the Wodehousian wit and wisdom that underlie them. Thus you end up with, well, a collection of intermittently amusing gags and goofy aliens. You end up, in other words, with Space Quest. Infocom, however, had the luxury of working with Adams himself on their adaptation of The Hitchhiker’s Guide to the Galaxy, which led to something rather more interesting than most of the ludic works in this genre. Having bored and possibly inflamed you with my opinions, next time I’ll come down more on the side of facts as we look at how that most storied of Infocom collaborations came to be.

(Of the three extant Douglas Adams biographies, Neil Gaiman’s Don’t Panic is the most readable and M.J. Simpson’s Hitchhiker the most factually rigorous. The official biography can’t really be recommended on either count.

In addition to the biographies, I drew information for this article and those that follow from the April 1985 Compute!’s Gazette, the April/May 1985 Commodore Power Play, the April 1985 Electronic Games, and, most valuable of all, an interview a pre-Infocom Adams gave to the October 1982 issue of Your Computer. The image that begins this article was taken from the April 1985 Electronic Games.)

 
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Posted by on November 11, 2013 in Digital Antiquaria, Interactive Fiction

 

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Cutthroats

Cutthroats

Opinions amongst the former Imps vary wildly as to just how easy or difficult it was to work with ZIL, Infocom’s in-house adventure language. Stu Galley calls it “fairly easy”; Steve Meretzky calls it “quite intuitive” and “much easier to pick up” than any other programming language he had attempted before becoming an Imp; Bob Bates calls it “not that complicated,” at least for most tasks. Brian Moriarty, on the other hand, considers it “not particularly intuitive,” something that he learned only through sheer doggedness even as an accomplished assembly-language programmer (the skill which got him a job at Infocom in the first place). Some of those with less technical backgrounds found ZIL even more daunting. In early 1984 Infocom hired a prominent pop-science writer, who shall remain nameless, to become an Imp. Several other former Imps claim that, after he had struggled some six months with ZIL, they literally found him huddled beneath his desk, victim of a complete breakdown of sorts. That, needless to say, was that for him.

ZIL very nearly drove Mike Berlyn to the same state; he still considers actually becoming proficient with the language the biggest single accomplishment of his three years with Infocom. When he first came to the company, he regarded ZIL almost as a betrayal, the antithesis of what Marc Blank had promised him that working with their technology would be:

It was presented to me as, “We have this development system. Anybody can use it, and it’s just crying out for a writer. Why don’t you have a whack at it?”

That was not the case; it was not the truth. It wasn’t anywhere near reality. What they had was a high-level object-oriented language and a series of compilers, run-time interpreters, and virtual machines that were infinitely complex, and very little of it was hidden from the Implementer.

I was a self-taught programmer. I knew BASIC and some 6502 assembler. They sat me down in front of a terminal and said, “Here’s Emacs” — an editor I’d never used. I had no idea. To open a file took like fifteen keystrokes; I developed this claw from trying to press five keys at once. There was no language manual which I could sit down and go through, no tutorials or anything. And this was for any writer off the street? “Here you go, sit down at the terminal and write yourself a game!”

Even after becoming proficient at last, an endeavor he estimates to have required about six months, Berlyn continued to hate programming in the language. That loathing may be key to understanding something that must have driven his colleagues at least a little bit crazy about Mike Berlyn: hired on the basis of his novelist’s pedigree to be Infocom’s first “real writer” of interactive fiction, he always wanted to do anything but write interactive fiction. Of the three adventure games he wrote for Infocom, the only one he could be said to have tackled voluntarily and enthusiastically was the first, Suspended, a game which was arguably the least novel-like work Infocom would ever brand “interactive fiction,” being almost more a strategy game in text or a computerized board game. He had to be cajoled into doing Infidel, with his dissatisfaction showing up in the rather sour atmosphere of the final product. By 1984 he’d gotten involved with the research-and-development side of the company, working on a cross-platform graphics system and brainstorming with Marc Blank new-and-improved versions of Infocom’s core technologies of ZIL and the Z-Machine. He had also begun to design what would become the company’s first non-adventure game and first to use graphics, a multi-player computerized board game called Fooblitzky which would appear in 1985. (In light of Suspended and Fooblitzky, perhaps Berlyn was really a frustrated board-game designer slumming it as a writer?)

When a certain bestselling author by the name of Douglas Adams came to Infocom to propose a collaboration, he asked to work with Mike Berlyn by name. Berlyn turned the proposal down flat, saying he wasn’t interested in sharing power with another designer. With the highest-profile project Infocom would ever have hanging in the balance, Mike Dornbrook was left scrambling to enlist the ever-reliable Steve Meretzky for the project and to convince Adams that he could do just as good a job as the guy who wrote Adams’s favorite Suspended. I want to emphasize here that everyone liked Mike Berlyn, what with his big booming laugh and his knack for taking the piss out of everything in a good-natured way that kept everyone grounded: Suspended became Suspenders; Cornerstone became, prophetically as it would turn out, Tombstone; Choose Your Own Adventure books became What the Fuck Do I Do Now? books. But man, could it be hard to get and keep him on any given task.

Getting Berlyn to do another adventure game for 1984, even sans-Adams, was a challenge. A compromise was eventually reached: he would design the game and write the text, but would not be forced to program it. That should give him enough time to also continue with his other projects. For the actual programming, Infocom turned to one Jerry Wolper, an MIT computer-science graduate who had been doing various jobs for the company since 1982. This sort of development partnership was something that Infocom was grudgingly coming to accept as the only viable way of using writers-turned-Imps, as opposed to programmers-turned-Imps, to create interactive fiction; the science-writer fiasco would mark the last time they would just plant an outside writer in front of a terminal and hope for the best. Partnerships were in fact responsible for three of their five games of 1984, Berlyn’s among them.

The game in question is called Cutthroats. In an odd coincidence that probably wouldn’t have happened if the matrix had come into force a few months earlier, it was not only Infocom’s second “Tale of Adventure” in a row but also has a nautical theme superficially similar to that of the preceding game, Seastalker. You play a down-on-the-luck treasure diver living on Hardscrabble Island. It’s a place of indeterminate actual location — the latitude and longitude shown on a sea chart that is one of the game’s feelies would seem to place it smack in the middle of Africa — but pretty plainly modeled on Florida’s Treasure Coast. Things are kicked off via the lengthiest in-game introduction yet seen from Infocom:

Nights on Hardscrabble Island are lonely and cold when the lighthouse barely pierces the gloom. You sit on your bed, thinking of better times and far-off places. A knock on your door stirs you, and Hevlin, a shipmate you haven't seen for years, staggers in.

"I'm in trouble," he says. "I had a few too many at The Shanty. I was looking for Red, but he wasn't around, and I started talking about ... here," he says, handing you a slim volume that you recognize as a shipwreck book written years ago by the Historical Society.

You smile. Every diver on the island has looked for those wrecks, without even an old boot to show for it. You open the door, hoping the drunken fool will leave. "I know what you're thinkin'," Hevlin scowls, "but look!" He points to the familiar map, and you see new locations marked for two of the wrecks.

"Keep it for me," he says. "Just for tonight. It'll be safe here with you. Don't let -- " He stops and broods for a moment. "I've got to go find Red!" And with that, Hevlin leaves.

You put the book in your dresser and think about following Hevlin. Then you hear a scuffle outside. You look through your window and see two men struggling. One falls to the ground in a heap. The other man bends down beside him, then turns as if startled and runs away. Another man then approaches the wounded figure. He kneels beside him for a long moment, then takes off after the other man.

It isn't long before the police arrive to tell you that Hevlin's been murdered. You don't mention the book, and hours later, as you lie awake in your bed, you wonder if the book could really be what it seems.

You soon fall in with a group of three other treasure hunters. You must assemble supplies and otherwise prepare an expedition to a heretofore undiscovered shipwreck, whilst dodging and thwarting the other ruthless treasure seekers who have already done in your old buddy Hevlin. At last you put out to sea for the actual dive, which, if a certain betrayer amongst your crew doesn’t kill you, could make you rich beyond your wildest dreams.

Cutthroats is perhaps of greatest interest as Infocom’s first experiment with formal structure outside of the radical departure that was Suspended. There are two possible wrecks which might be the target of your treasure hunt: the São Vera, a Portuguese cargo ship loaded with gold that sunk in 1698, or the Leviathan, a sort of fictional hybrid of the Titanic and Lusitania which was sunk by a U-boat in 1916. The game randomly chooses at the appropriate point which one you get.

Like some later Infocom formal experiments, the results here are mixed at best. You can exercise control over which shipwreck you receive only by saving the game shortly before the point where the game announces its decision, then restoring until you get the one you want. Luckily, the dice are thrown, so to speak, only just before the announcement instead of the very beginning of the game, making this process — what with there being only two possibilities — clumsy but not horribly annoying. More problematic is that there is still a whole lot of game to play between the point where you learn which shipwreck you’ve gotten and the beginning of the actual dive. This section plays almost exactly the same for both shipwrecks, making it a somewhat tedious exercise the second time around. It’s hard to determine what purpose Berlyn thought he was serving with this branching structure, other than to experiment just for the sake of it. There are signs that the original plan may have called for four possible shipwrecks; the feelies chart describes four shipwrecks, and the manual says you will “try to salvage a sunken treasure from one of four shipwrecks.” It’s even possible to visit the other two shipwrecks in the game, although you can’t get inside them. The number may very well have been cut in half due to space and/or time restrictions. In some ways four shipwrecks would of course have been even more problematic — you’d now need to replay a big chunk of the game not once but three times to see it all — but would perhaps have been more justifiable as an experiment in branching narrative.

Like Seastalker, Cutthroats evidences Infocom’s new emphasis on creating interactive fictions as opposed to traditional text adventures. There’s a constant forward plot momentum right from the beginning of the game, when a character knocks on your door to invite you to a meeting of would-be treasure hunters, to the climax, the dive on the shipwreck itself. Characters move about the island and, later, the boat on their own schedules, and you must keep to a timetable and be where you’re expected to be to keep the plot moving forward. It gives a feel very different from the static environs of Zork or even the deserted complex of Planetfall.

Less defensibly, especially to modern sensibilities, Cutthroats is not so forgiving in its dynamism as Seastalker. In fact, it’s similar to the mysteries that preceded it in that solving the game requires a certain amount of learning by death, of plotting out the workings of the story through replays, figuring out what you need to do to avert each new disaster only after you’ve seen it once or twice. That said, it’s a much more forgiving exercise than even The Witness on the whole; you usually only need to go back a handful of turns at the most. There’s only one really tricky element that’s likely to send you back almost to square one, a crucial piece of evidence you need to collect on Hardscrabble Island to prevent disaster once you get out to sea. Even with that, Cutthroats is a very playable, solvable game.

Still, I’m not sure I can call it all that satisfying of a game. The other characters remain the crudest sort of archetypes, as you might guess from reading the names of your fellow treasure hunters: Johnny Red, the Weasel, Pete the Rat. (Guess which one sold you out to your rivals…) A winning ending does indeed make you rich, but does nothing to bring the killer of Hevlin to justice:

Johnny slaps you on the back. "Good job, matey!" As you return to the island over the calm, dazzling blue sea, you contemplate your wealth with a touch of sadness. You think of Hevlin and hope his soul is resting a little easier now.

One would presume that Hevlin would really “rest easier” not if you became rich but if you, you know, made some effort to catch the guy that knifed him. Berlyn has apparently learned his lesson from the furor provoked by the comeuppance he delivered to the greedy treasure hunter in Infidel. Rather than challenge our expectations again, he’s back to the adventure-game norm of Greed Is Good. Your character comes across much like the protagonist of Infidel — he’s all about the gold, baby — albeit without that game’s element of subversion and self-awareness.

The best adjective I can think of to describe Cutthroats is “workmanlike.” It’s a thoroughly professional effort — Infocom wasn’t likely to produce anything else by this stage in their evolution — but it’s missing a certain spark, a certain passion. That’s a shame not least because the setting has such potential. You should be able to smell the salt air blowing through this faded community of which not much is left but the old-timers who spend their days drinking at The Shanty, but the text never gets much more evocative than the magnificent name “Hardscrabble Island” itself. Similarly, the shipwrecks are described precisely and grammatically, but little effort is made to convey the atmosphere, which I can only imagine must be mystical and kind of terrifying, of penetrating these watery graves. Much as I appreciate the audacity of Suspended and the Infidel ending, I’m left feeling rather happy that Mike Berlyn would soon step out of the way and let other, more passionate Imps have a crack at things.

As I’ve researched and written these articles I’ve been constantly surprised by how out of line the sales of many Infocom games were with the reputations they hold today. That’s especially true of Cutthroats. Widely regarded as a middling, rather forgettable game today, Cutthroats was quite a big seller in its day: over 50,000 copies in the last few months of 1984 alone, enough to make it the second most successful of Infocom’s five games of that year, behind only the juggernaut The Hitchhiker’s Guide to the Galaxy. It’s hard to know to just what to attribute the success, unless it be an alternative choice for customers who’d have preferred to get their hands on Hitchhiker’s, the hottest game in the industry that Christmas. The attention-grabbing cover art, one of the few photographs standing out in a sea of painted dragons and spaceships on store shelves, also may have played its part. (The packaging in general, with some great feelies that are integrated into the game even more than usual and a True Tales of Adventure magazine full of in-jokes for players of Infidel, is a superb first born-in-a-gray-box effort from Infocom and G/R Copy.) Lifetimes sales approached 80,000, placing it amongst the more successful of Infocom’s corpus as a whole. Mediocrity, it seems, does have its rewards.

 
 

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Masters of the Game

Jon Palace helping to feed the Christmas demand for Zork II, 1984

Jon Palace helping to feed the Christmas demand for Zork II, 1984.

I started my article on Infocom’s 1983 with an unsung hero, Dan Horn of the Micro Group. Let’s continue that tradition now that we’ve come to 1984 with another: Jon Palace.

As 1984 dawned, Palace was working as a textbook editor for McGraw-Hill Higher Education in New York City. Wanting to live pretty much anywhere else, he scoured the want ads for jobs as far away as Madison, Wisconsin, and Chicago, Illinois. Then he stumbled across an advertisement in the Boston Globe Magazine from a company he had never heard of: Infocom. Palace had no real idea what Infocom did or what an adventure game was or what exactly they might expect him to do, but he duly applied and was granted an interview. He drove up to Boston one snowy day to sit down with Marc Blank and Mike Berlyn. He knew this was a different sort of operation than the staid, corporate McGraw-Hill when Blank asked him how old he was. “You can’t ask me that in an interview!” Palace replied, shocked, “… but I’m 27.” Blank seemed to like that answer; that was about the average age at Infocom, he noted.

Technology companies in those days still had a bit of a reputation. Palace remembered (almost certainly hyperbolic) accounts he’d read of life at Apple in the early days, where the board of directors would supposedly all share a joint or two before meetings. Thus when Stu Galley started to roll a cigarette in front of him that first day he thought the worst — but no, it was just tobacco. Palace went from the interview to the home of a friend of his in Brooklyn who had a computer and some of Infocom’s games to try to figure out what this company who might be about to hire him was actually all about.

If Palace didn’t quite know what Infocom wanted from him, Infocom didn’t really know either. They felt they needed someone who could serve as a sort of professional liaison for each game, to stand at the hub of the wheel and coordinate among the Imps that wrote the games, the Micro Group that deployed them onto the target platforms, G/R Copy and internal marketing who packaged and advertised them, and the logistics folks who scheduled them for release and got them to the customers. What they were really looking for was a producer, but they didn’t know that; in these early days of the games industry that role had yet to be defined. Then Mike Berlyn piped up to say that the sorts of things they were talking about sort of seemed like the stuff his editor used to do for him back when he was writing novels instead of games. And so Infocom was suddenly advertising for what had to be the strangest “editor” job that was ever offered. And Palace, who didn’t even own a computer, just stumbled into it. Infocom hired him to start that April.

Realizing he had lots of catching up to do if he even wanted to understand most of the conversations taking place around him, Palace took to returning to the office in the evening with his wife and some Chinese food to catch up on the Infocom back catalog. Soon he bought a used Apple IIe from Mike Berlyn so they could play at home. When his parents had trouble grasping just what it was he was now doing for a living, he pulled out The Witness to show them, Infocom-style — interactively. They then spent a fun evening trying to figure out who killed Freeman Linder.

Like Stu Galley, who also initially had no big interest in this whole adventure-game thing, Palace became one of the most idealistic Infocom employees about the potential and the worth of the work they were doing. That idealism, combined with his background in writing and publishing, proved to be invaluable. One might even say that Palace became the final piece of the Infocom puzzle. He filled his producer’s role admirably, but, perhaps even more importantly, he pushed everyone to take their craft that much more seriously. Palace served as a buffer between those ever-opposed forces of Creative and Business, making sure no game was released before its time. Indeed, he gently prodded the Imps to spend that little bit of extra time and effort making their worlds believable, making sure their stories made sense, and, most of all, polishing their prose. Steve Meretzky gave Palace one of his few public acknowledgements in the Leather Goddesses of Phobos hint book, using words which speak not just to the roles he played but to the way he was valued — even beloved — by the Imps for the way he went about it: “Thanks to Jon Palace for a host of things, but especially for his help in ‘sensualizing’ the text, and for being a front-line defense against scheming marketeers.” When Jason Scott began planning interviews for his Get Lamp film almost twenty years after Infocom’s demise, the former Imps were almost unanimous in naming Palace as the greatest of all the unknown contributors to Infocom’s success. In his own low-key way he was as important to all of the great work that came out of the company between 1984 and 1988 as anyone whose name actually appeared on the boxes. He became a key reason that the Imps refused to abandon their sense of craft and artistic integrity even as the circumstances around them, as I shall soon have to recount in all too much detail, made that more and more difficult.

But we don’t have to talk about that just yet. We’re just in 1984, after all, a very successful sales year for Infocom — in fact, the biggest such they would ever enjoy, the very apex of the bell curve that is their commercial history. It was also a year of consolidation and systemization; it was the year of the gray box.

Infocom’s trademark lavish packaging had been something of a sore point with retailers for some time now. Everyone loved creations like the Starcross saucer and the Suspended mask when the games were new; many owners hung the former from the ceiling all around their stores. The problem came after the initial hype had died down, when the games became catalog items to be stocked in quantities of just one or two and shelved toward the back of the store. Here the Starcross saucer tended to roll onto the floor, if it would fit on the rack at all, while the Suspended mask ran the risk of getting squashed flat between the other games on the rack. Moreover, such oddball injection-molded packages were expensive to make, particularly after they became catalog items and the quantities being made in each batch dropped dramatically. Infocom had thus already begun to scale things back; after Suspended all of the games were released in relatively more modest, conventional boxes. But even those were all essentially one-offs. By 1984 Infocom’s games ranged from the minimalist blister packs of the Zork games to the absurd flamboyance of Starcross and Suspended, with everything else somewhere in between. Any given game may have been beautifully packaged, but together on a shelf they kind of looked like a jumbled mess. You’d be hard pressed to realize they were all products of the same company. And, as dealers never ceased to tell them, this jumble was wasting space on the shelves that could be given over to stocking more Infocom games. Something needed to be done.

Infocom therefore did something they rarely did (and arguably could have done more often): they looked at what the competition was doing. The model for packaging in the industry at this time was the folio-style package used by Electronic Arts. It was a consistent look that immediately marked a game as a product of EA. Being deliberately evocative of a record sleeve, it also conjured exactly the image that EA, that would-be purveyor of hip, sophisticated entertainment crafted by a new generation of “electronic artists,” wanted to present to the world. Retailers absolutely loved it: it was slim and compact but still attractive, as easy to shelve onto racks spine-outward by the dozen as it was to open up, unfold, and stick in a display window. Infocom, driven particularly by head of marketing Mike Dornbrook, decided they needed something like that. What they came up with in association with the ever-essential G/R Copy was a veritable masterstroke.

The Witness gray box version

The box is, not coincidentally, of about the dimensions and thickness of a typical hardcover novel. With the era of bookware in full bloom and Infocom’s games now showing up on more and more bookstore racks thanks to a distribution deal with Addison Wesley, the packaging and all of its associated rhetoric emphasizes the game’s literary qualities. Said emphasis extends right down to the contents of the disk; you type, for instance, “LOAD ‘STORY’,8” to start a game on the Commodore 64. The cover, meanwhile, prominently displays Infocom’s official new name for their works: not “adventure game,” not “text adventure,” but “interactive fiction.” It also shows where the game fits in a matrix of genres (consisting in the beginning of “Fantasy,” “Science Fiction,” “Tales of Adventure,” and “Mystery”) and difficulties (“Interactive Fiction Junior,” “Standard,” “Advanced,” and “Expert”).

The Witness gray box version

The cover of the box flips open like a book for easy in-store browsing; it isn’t shrink-wrapped. Inside the left cover is a set of testimonials from happy customers. Most are the sort of thing you would expect, but, Infocom being Infocom, one or two bizarre remarks or complete non sequiturs were usually included in every game.

A bound-in booklet — called in-house the “browsie” because it was aimed as much at potential customers browsing in the store as at those same customers after they had brought the game home — begins with something to set the fictional stage: an issue of National Detective Gazette, a Stellar Patrol brochure, “The Great Underground Empire: A History.” The second half of the browsie is given over to a conventional instruction manual that incorporates everything Infocom had learned over the previous several years about teaching people how to play their games as quickly and painlessly as possible. The “Sample Transcript and Map,” an innovation which first appeared in Seastalker, the final pre-gray-box release, is a particular stroke of genius. It shows by example how to play and how to make a map via a fictional game made up just for the occasion by Infocom. Each title got its own sample transcript which takes place in a similar environment to the one found on the disk and demonstrates that title’s general style of play.

The new scheme was welcome not least in that it let Infocom separate each game’s fictional context from technical instructions on how to work it. Previously they had blended everything together, a conceit that must have seemed clever when they first did it for Deadline but that had grown very strained by 1984. (The original version of The Witness is a typical example. Its National Detective Gazette includes an article titled “Investigative Machines of the Future!” explaining this “Computer” that in the “early part of the next millennium” will be “the most important tool of the detective’s trade.”)

The Witness gray box version

After the browsie comes the portion of the package that is sealed, containing the various physical feelies as well the game disk itself, all peeking enticingly through a clear plastic cover for the benefit of in-store browsers.

The Witness gray box version

And finally there’s the back side of the box, which has the expected flavor text for the game as well as a shot of all the feelies on display. Then comes some standard text, a sort of mission statement for Infocom interactive fiction (“It’s like waking up inside a story!”; “You’re more than a passive reader!”), along with an explanation of the difficulty levels.

Converting the entire catalog to the new format was a huge task which consumed lots of resources during the first half of 1984. While much of the material that would go into the gray boxes already existed, it had to undergo considerable reworking in virtually every case to fit into the new format. Just untangling the fictional context from the technical instructions was a time-consuming, delicate task. And much had to be written from scratch, such as a suitably clever sample transcript for every single game. The three Zork games, which had previously shipped in blister packs containing only a disk and a slim manual telling how to play, demanded the most effort of all; a browsie and set of feelies that would be evocative enough to stand alongside those in the other games had to be designed for each from scratch.

Brilliant as the new packaging was, there was some inevitable sadness at Infocom over the loss of the likes of the Starcross saucer and the Suspended mask and a certain individual personality for each title that the old “anything goes” approach to packaging had represented. Certainly compromises — sometimes painful ones — had to be made. Steve Meretzky was particularly broken up about the loss of the infotater from the Sorcerer package; it was just too big to fit into the gray-box feelie tray, and so had to be replaced with a simple booklet.

The matrix of genres and difficulties was as useful to Infocom internally as it was to their customers. A diagram showing its current state — i.e., what current and upcoming games slotted in where — could generally be found on a whiteboard in the marketing department. This allowed them, as Jon Palace puts it, to “figure out where the holes were” in the current product line and not “put too many in one place.” In deciding what games to approve for development, big emphasis would be given to keeping the matrix balanced, making sure there were games for all fictional interests and all experience levels. After the beginning of the gray-box era you wouldn’t see unbalanced stretches like the one in late 1982 and early 1983 when three of five titles were science fiction — or for that matter Seastalker and Cutthroats, two titles released back to back just as the matrix was coming into force that were both nautical “Tales of Adventure” set in contemporary times.

The genres on the matrix were always much more defensible than the difficulty levels, which often seemed like little more than wishful thinking driven by the slot marketing would like for any given game to occupy. Zork I, while not quite so objectionable as Zork II, was a huge game with some very questionable puzzles that never would have made it into a later Infocom game. Just mapping its huge geography full of willfully inconsistent room connections could require hours of patient, dogged work with graph paper, pencil, and eraser. Yet Zork I also remained Infocom’s biggest seller by a country mile, selling more copies every year it remained on the market; it sold more than 150,000 copies in 1984 alone, an absolutely huge figure for the era and enough to account for more then 20% of Infocom’s total sales for the year. Many computer dealers still seemed to regard Zork I as an essential accessory to be taken home by the customer along with printer paper and some blank disks every time they sold a new computer system. Infocom simply couldn’t drive such customers away with an “Advanced” or “Expert” label on this evergreen. So, Zork I became a “Standard”-level game. Similar concerns would soon lead to Infocom’s adaptation of The Hitchhiker’s Guide to the Galaxy, the cruelest game they had released since the days of Zork, Deadline, and Suspended but also one with a potential mass appeal like nothing they had done before, also being given the “Standard” label.

Stranger, because less explicable, were the difficulty levels bestowed on other games. Starcross, by no means a trivial challenge but one full of logical puzzles in a relatively consistent environment, was nevertheless an “Expert” game, while Infidel, the most straightforward game Infocom had yet produced outside of the deliberately easy Seastalker, became an “Advanced” game. One can only presume that, with the “Standard”-level Cutthroats about to be released and Seastalker in the “Junior” slot, Infidel fit the matrix better as an “Advanced”-level “Tale of Adventure.” Ditto for Starcross with Planetfall and the forthcoming Hitchhiker’s, both of which were already crowded into the “Standard” science-fiction slot. In the end marketing likely did themselves few favors with this sort of wishful thinking. Any new player who bought Zork I or Hitchhiker’s and was completely baffled, then looked at the box to see this was only “Standard”-level interactive fiction, “a good introductory level for adults”… well, she probably wasn’t likely to buy another. No one likes to feel stupid. If Infocom couldn’t make the difficulty levels accurate (and, as noted, there were indeed legitimate commercial concerns that made this problematic), they would have been better served to leave them off entirely.

Be that as it may, times in general were good. Infocom was the main reason for the bookware craze that was the hot new trend in entertainment software in 1984, even though, ironically, their own first book adaptation would only appear at the end of the year in the form of Hitchhiker’s. And their reputation extended far beyond the software industry. They were in Mike Berlyn’s words “intellectual rock stars”; it seemed everyone wanted a piece of them. Christopher Cerf, a big wheel with the Children’s Television Workshop, took a few of them out to meet with Jim Henson to discuss creative opportunities. George Romero of horror-movie fame asked them about movie rights to Zork. Timothy Leary wrote Berlyn a gushing letter about Suspended, saying it had “changed his life” and revealed to him the potential of computers with its portrayal of split consciousness. He later visited Infocom in person to discuss a collaboration. He envisioned a “personality” that would live in the computer, observe what you did and how you liked to do it, and adjust the experience of using the computer accordingly. None of these talks ultimately came to anything, but for this bunch of hackers and refugees from academia, who had mostly been kids or teens when Night of the Living Dead was provoking shock and outrage at the Saturday matinees and the Moody Blues were serenading Leary on the radio, it was heady stuff indeed. (Leary did eventually find a willing collaborator in Electronic Arts. Timothy Leary’s Mind Mirror — “Tune in, turn on, boot up” — became one of the strangest products that company would ever release, one that would never have seen the light of day outside of the experimental mid-1980s.)

And then, to cap off a crazy year, Simon & Schuster came calling waving tens of millions in their faces.

The story of the Simon & Schuster negotiation, only recently fully known thanks to the Get Lamp project, begins with one of the most important and controversial figures in publishing of the late twentieth century: Richard E. Snyder. Snyder started at Simon & Schuster in 1960, and had risen to vice president by the time the massive conglomerate Gulf and Western (or, as Mel Brooks dubbed them in Silent Movie, Engulf and Devour) acquired the company in 1975; his biggest claim to fame during these early years was perhaps giving Carl Bernstein and Bob Woodward the title for All the President’s Men. After years of chafing against the hidebound practices of Simon & Schuster’s original management, he at last got the chance he had been dreaming of from Gulf and Western, who made him president in 1975 and CEO in 1978. Determined to wrench the company out of the past and into the modern world of media and entertainment, Snyder unabashedly pursued celebrities and big, commercial projects whilst building a reputation as the meanest man in his field, the barbarian at the gate of the tweedy, traditional world of publishing. He took a special delight in firing people, setting aside a room for the purpose that came to be called the “executive departure lounge.” His reputation spread far and wide; he made Fortune magazine’s list of “America’s Toughest Bosses” in 1984 in an article which compared him to the Ayatollah Khomeini — only Snyder had more hostages, Fortune wrote, in the form of an entire company which supposedly quaked in fear of him. He also became known for, in the words of Washington Post columnist Jonathan Yardley, “his assiduous accumulation of executive perquisites unmatched since the heyday of William Randolph Hearst, if not Croesus.” But he got results: in fifteen years he took Simon & Schuster from a $40-million business to a $2-billion business, from a modest trade publisher to the biggest, most diversified publisher in the world.

Much of that growth was fueled by aggressive acquisitions that let Simon & Schuster capitalize on any hot trend that came down the pop-culture pipe. Thus they were only being true to form when they began nosing around Infocom, kicking the tires as it were, as early as late 1983. They were eager to point out (in Mike Dornbrook’s words) “all the wonderful things they could do” for Infocom, which included among other things the chance to make games in the Star Trek universe; Paramount Pictures was also a subsidiary of Gulf and Western, and Simon & Schuster already published the Star Trek line of novels on their Pocket Books imprint. Snyder got personally involved in the latter half of 1984. Like any good publisher, he talked often to people in the bookstore trade. Waldenbooks, the biggest chain in the United States at the time, continued to mention often how well they were doing with this company called Infocom and this thing they made called interactive fiction.

And so Snyder, who could be charming as hell when he wanted to be, decided to try to make a deal personally. He invited Marc Blank and Mike Dornbrook to visit him in his executive suite near the top of a skyscraper in Rockefeller Center. It made, to say the least, quite the contrast to Infocom’s comfortable little home on Wheeler Street back in Cambridge. Dornbrook recalls marveling at the restroom, which “used gold in ways I had never thought of using gold.” The three had lunch in Snyder’s executive dining room at a table big enough to seat thirty — Dover sole, prepared by Snyder’s personal chef and served by three liveried attendants. Snyder stroked them like a master. Dornbrook:

Marc said, “Mike, why don’t you tell Mr. Snyder a little bit about InvisiClues?”

So I described what I’d done. I mentioned the selling price and how many had sold. By that point, late 1984, we’d sold over half a million — the Zork I InvisiClues book alone had sold something like 200,000 copies.

Synder said, “You’ve sold 200,000 copies at $9.95? That’s trade-paperback prices! Do you realize you’re one of the bestselling authors on the planet?”

I said, “What?”

Snyder said, “In terms of dollars you’re at Stephen King level!”

I was totally blown away.

Shortly after, Snyder sent a Gulf and Western acquisitions negotiator and the Simon & Schuster manager he proposed to have oversee Infocom to visit them in Cambridge. They arrived in a limousine to take Blank, Stu Galley, and Al Vezza (who had replaced Joel Berez as planned as Infocom’s CEO in January of 1984) to another opulent lunch. When they got down to specifics at last and made their offer, it was extraordinary: $28 million. To put this in context, understand that Infocom’s board had recently estimated the company’s value at perhaps $10 million, $12 million at the outside.

Yet feelings were mixed on Infocom’s side. While Blank and Joel Berez were reportedly very interested, Galley had taken an immediate dislike to the would-be overseer, feeling certain within minutes that he “didn’t understand” Infocom and never would. And Vezza couldn’t help but feel that if a corporate titan like Snyder, who, say what you would about him, didn’t get where he was by being stupid, was offering that kind of money then in the big picture Infocom must be worth much more. The negotiator’s response to his hemming and hawing only reinforced the impression. In Dornbrook’s recollection, he said, “Look, if it’s just a matter of a few million dollars, I don’t care, I’ll pay you more. But are you or are you not interested in selling?” Still unable to elicit a clear answer to that question, he decided that Vezza was not. Simon & Schuster ended up starting a brief-lived interactive division of their own in lieu of Infocom. Their most high-profile releases became, yes, a few Star Trek adventures.

In light of the course Infocom’s fortunes would soon take, both the people who were there at the time and mere interested parties like you and me will inevitably continue to second-guess the decision — or, perhaps better said, non-decision — for years to come. Jon Palace notes, probably correctly, that there was a certain amount of hubris in Infocom’s rejection of Snyder’s millions, that they couldn’t help but let some of the glowing press go to their heads and really did suspect that Simon & Schuster might just be getting them too cheap at a mere three times their valuation by the company accountants. And certainly interactive-fiction fans who feel the genre died (commercially) far too young are always looking for viable counter-factuals that keep Infocom alive and thriving into the 1990s and hopefully beyond.

Still, it’s hard for me to see this deal turning out all that well for Infocom in the end. Friction almost always results when a small, creative company is bought by, as Dave Lebling describes Simon & Schuster, “a giant soulless corporation.” When the bookware craze died down, as it seems it must whether Infocom was acquired or not, Infocom would have been just an artifact of a trend, one of many that hadn’t taken off quite like Simon & Schuster hoped. You win some and you lose some in business, after all. Nor was Snyder, as famous in the business community as he was hated by Simon & Schuster’s management class for his micromanaging instinct, exactly known as a patient man. A Simon & Schuster Infocom may very well have given us fewer works than did the eventual Activision Infocom; certainly the much larger Simon & Schuster was much more likely to write off an acquisition quickly as a failed bet and move on than was Activision. Even the former Imps, most of whom would have done very well financially by the acquisition, will mostly wryly admit that they look on the Simon & Schuster negotiation wistfully not so much as the potential enabler of many more years of fruitful creativity as an opportunity to cash out on all their hard work, to walk away from Infocom in the end with something more than the salary they’d earned over the years to show for their entrepreneurial efforts. That’s not a feeling we should begrudge them; I’m sure every one of us with mortgages and car payments would look back the same way. But it’s also a long way from the more idealistic what-might-have-beens that tempt us.

And there was always an elephant in the room as the board discussed the merits of Simon & Schuster’s offer: the Business Products division and the Cornerstone database. What had started as a two-man research project in October of 1982 and been officially approved as a viable endeavor ten months later had, since Al Vezza’s arrival as CEO in January of 1984, become Infocom’s strategic priority, consuming all the money the games generated and millions more that they had to acquire through bank loans. Simon & Schuster had no interest in business software, and would have been more than happy just to take the games division for their $30 million. Problem was, Infocom needed the ongoing revenue from the games division to keep Business Products going. Somehow funneling some or all of Simon & Schuster’s millions back into a remade Infocom-as-business-developer would involve tricky, time-consuming accounting shenanigans for which Vezza just didn’t feel he had time; Cornerstone was now entering the final, expensive crunch time, with a planned release in January of 1985. And Cornerstone was the dream of Vezza and at least a few of the other old timers, the reason they had founded Infocom in the first place. If becoming a success in business software is a more prosaic dream than that of inventing a new way of sharing stories, well, hey, it takes the prosaic as well as the poetic to make a world. Who are we to judge?

But the full story of Cornerstone is a story for another article. For now let’s just note that, despite tensions and conflicts that inevitably arose from packing a bunch of game and business developers together in the same increasingly cramped office, things in the big picture were still looking pretty great to just about everyone as they celebrated Christmas 1984. They had sold about 725,000 games that year worth $10 million, up from 450,000 and $6 million the previous year. They were so successful in their field that a whole genre of bookware had sprung up to try to capture some of their success, that their company name risked becoming synonomous, Kleenex-style, with the adventure game — or okay, if you like, “interactive fiction” — itself. And they had some of the more interesting people on the planet coming to them to propose collaborations. Speaking of which: their collaboration with Douglas Adams on the Hitchhiker’s game had sold some 60,000 copies in its first six weeks or so, a pace out of the gate that none of their earlier releases had even approached. If anything had frustrated Infocom over the last couple of years, it had been their inability to field a title that would break beyond the label of just “very successful” to become a phenomenon like Zork I, which at four years old still outsold any of their other games by a factor of two and had in fact just had its biggest sales year ever. Now it looked at last like they had another Zork. With the next Hitchhiker’s game expected by next Christmas, 1985’s game sales were estimated — very conservatively, they thought — as likely to reach at least $13 million. Add to that the at least $5 million or so they expected from the first year of Cornerstone sales, and it looked likely to be one hell of a year.

Granted, a sober-minded accountant or financial analyst might have looked at things less optimistically. She might have noted that Infocom had managed to maintain their upward sales trajectory even as the home-computer industry in general suffered a disappointing year of slowing hardware and software sales, failed platform introductions, shrinking or disappearing magazines, and a mainstream media that was suddenly as cynical about home computers as they had been ecstatic about them a year before. It was of course great that Infocom was so far bucking the trends — but would it continue? She also might have wondered why this company that was so ridiculously good and successful at this one thing was so determined to branch out into this other thing. After all, every business student learned that a small company should do one thing and do it well, that trying to do too much too soon was usually a fatal mistake. And, most worrisome of all, she might have noted that Infocom’s board had, wittingly or unwittingly, effectively bet the company on this new thing by going millions into debt to finance it. There was no Plan B if Infocom didn’t become successful in business products like they were in games. Indeed, one fact must have glared out at her as soon as she peeked at the books: thanks to Business Products, Infocom had managed to lose $2.4 million in 1984 despite sales increases of some 67%.

But, Vezza and the board would have replied, that was just temporary, just the money Infocom had to spend to make even more money in an industry that dwarfed the one they currently all but dominated. Cornerstone was shaping up to be a great product. It couldn’t fail.

Could it?

(As usual for my Infocom pieces, my secret weapons for this article were Jason Scott’s Get Lamp project materials. Thanks again for sharing, Jason!)

 
 

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Shadowkeep

Shadowkeep

The story of Shadowkeep, even more so than Amazon the odd duck in the Telarium lineup, begins with Sigma Distributing, one of the first big microcomputer hardware distributors in the Seattle area. In 1981 Christopher Anson, a Sigma vice president, sought and received permission to start a new subsidiary to develop original games to serve the growing demand for software for the computers Sigma was selling. Anson’s first two acts were to name the company Ultrasoft and hire a programmer named Alan Clark away from Boeing. Clark became the technical architect of the set of tools and approaches that would define Ultrasoft during their brief existence.

Anson had decided that the best place for Ultrasoft to make a splash was in the field of illustrated adventure games, a nexus of excitement in the wake of Mystery House and The Wizard and the Princess. Like Scott Adams, Ken Williams, and Marc Blank before him, Clark realized that it would be more efficient in the long run to write an adventure-game engine and language that could give designers a bit of distance from the technical details of implementation as well as let Ultrasoft deploy their games to multiple platforms relatively painlessly. Deciding that a little corporate branding is always in order, they named their adventure programming language simply Ultra; the interpreter for each targeted platform UltraCode; their graphics system UltraVision. From the standpoint of the end user, Ultrasoft’s most obvious innovation — or, if you like, gimmick — involved this last. UltraVision could display not just static pictures but also brief animations, which could be used to, say, show the player’s avatar actually walking from room to room. Less obvious but no less significant, however, was the parser, one of the first developed outside of Infocom that allowed more than two words — although, it should be said, it was nowhere near as impressive a creation overall (more on that shortly).

Ultrasoft developed two adventures using the system, The Mask of the Sun (1982) and Serpent’s Star (1983). Both are interesting in their way, more carefully crafted, atmospheric, and thoughtful than was the norm of the time. Serpent’s Star in particular does a surprisingly good job of matching its puzzles to its theme of Buddhist philosophy. But both — and particularly Mask of the Sun — are also riddled with the sorts of unfair elements that were all too typical of their era. And both are fairly excruciating to play under any conditions. Whatever its other merits, you see, the Ultra system is slow. A quick look at the games’ technical underpinnings gives a clue as to why: the Ultra program logic doesn’t appear to be compiled at all, merely interpreted in place. The only blessing of that approach was that it enabled some frustrated adventurers to find the solutions to the more incomprehensible puzzles by code diving.

Ultrasoft first tried to market and distribute Mask of the Sun and Serpent’s Star on their own, but found it tough sledding for a tiny company with mainly regional connections in the professionalizing software industry of 1983. They soon accepted the role of developer only, licensing both games to Brøderbund for publication. After spending most of 1983 working on an ambitious new game, an adventure-game/CRPG hybrid called Shadowkeep written in a new version of their system which they dubbed Ultra II, they found a publisher for it in Spinnaker, who took the largely completed game as a future member of their planned Telarium line.

Looking to find some way to make the game fit with the bookware theme of the line as a whole, Spinnaker came up with the idea of reversing the usual process, of hiring a name writer to adapt the game into a book rather than the opposite. Luckily, they had substantial time to get the novelization done; they signed the contract with Ultrasoft in late 1983, a year before they planned to launch the Telarium line. Spinnaker approached Warner Books, who hooked them up with the reigning king of media tie-in novels, Alan Dean Foster. After making his reputation within the industry ghost-writing the Star Wars novelization for George Lucas, Foster had gone on to do The Black Hole, Clash of the Titans, The Last Starfighter, and Alien among many others. Virtually any big science-fiction or fantasy movie released seemed to arrive with an accompanying Alan Dean Foster novelization. (That’s still true today; his most recent novelization as of this writing is of Star Trek into Darkness.)

Spinnaker furnished Foster with design documents and a copy of the Shadowkeep source code and let him have at it. Those were all he had to go on; he doesn’t recall ever meeting or speaking with anyone from the design team, nor ever actually playing the game. He does, however, recall it as a very challenging project indeed. Being a party-based CRPG in the mold of Wizardry, Shadowkeep has no actual protagonist to speak of — no characters at all, really, outside of the fellow who sells you equipment and the evil demon Dal’Brad who shows up for the final showdown on the last of the dungeon levels. He was thus forced to invent the vast majority of the novel himself, whilst struggling to strike a balance between writing some recognizable analogue to the experience of the game and giving away all of its challenges. He did his usual workmanlike job, handing in a readable little genre exercise for simultaneous release with the game. Tellingly, it’s not until halfway through the book that the heroes enter the Shadowkeep — i.e., reach the beginning of the game.

Shadowkeep

Said game is… well, it’s really strange. Imagine Wizardry played with a text parser, and you’ve pretty well summed up Shadowkeep. You make a party of up to nine(!) characters. Most of the usual is here: attribute scores, classes and races to choose from, ever better equipment and spells to collect. Oddly missing, however, are character levels and any concept of experience; getting more powerful in this game is strictly a matter of finding or buying better stuff. The dungeon levels are the usual 16 X 16 grids full of traps, monsters, and assorted cartographic challenges. There are some original ideas here. For instance, the positions of the monsters that attack you and those of the members of your party are taken account of to a degree not found in Wizardry, adding some strategic depth to the experience. You likewise have more combat options than in Wizardry; in each round you can choose to forget defense and attack twice, or to just parry, or to attack once while not totally neglecting defense. And certainly the full-color graphics, which feature occasional examples of Ultrasoft’s trademark animations, are much better than Wizardry‘s wire frames.

Shadowkeep

Shadowkeep

Still, Shadowkeep mostly just makes you appreciate all the more how well Wizardry does the dungeon crawl. The game replaces Wizardry‘s hot-key interface with, yes, a text-adventure parser. You literally just type what you want to do: “OPEN DOOR,” “GET THE TORCH,” “CAST THE LUMINANCE SPELL,” “LIGHT THE TORCH AND PREPARE THE SWORD,” “PUT THE WAND OF TRAVEL IN THE CHEST.” Sounds fine, right? Well, what sounds fine in the abstract doesn’t work so well in practice. You must now type “F <RETURN>” (for “FORWARD”) instead of just “F” every time you want to walk forward a square in the dungeon. This may seem a minor thing, but consider that you’ll be entering this command thousands and thousands of times in the course of playing the game. That extra keystroke thus means thousands and thousands of extra keystrokes. And that’s the tip of the iceberg; this game is death by a hundred such small cuts. Commands by default are carried out by the leader of your party, who is not even a character you select but merely the one with the highest Leadership attribute score. Having someone else do something requires that you prepend her name to the command (“NAOMI GET THE TORCH AND GIVE IT TO REB”) — yet more tedious typing.

And the parser, that focal point of the whole interface, is at least as exasperating as the mainline Telarium parser. Like Byron Preiss Video Productions and many others at this time, Ultrasoft chose to take a profoundly misguided approach to this most critical piece of their engine. As described in an article in Softline magazine:

Ultrasoft’s parser is based on concepts in artificial intelligence. In any given message, it eliminates words that don’t make sense and attempts to make sense out of words that are relevant to the situation. This method frees the player from the verb-noun format of the typical adventure’s input.

In other words, the parser pretends to be smarter than it is by simply throwing out anything it doesn’t understand and doing what it can with the rest. This approach may “free the player from the verb-noun format,” but it also guarantees that complex (and often not so complex) inputs will be not just rejected — which combined with a proper error message is at least a form of useful feedback — but misunderstood. Far from making the parser seem smarter, this just makes it seem that much dumber and that much more infuriating. It leads to situations like that in the Byron Preiss games where any input containing the word “LOOK” anywhere within it causes the parser to dump everything else and print a room description. In Shadowkeep, typing “NAOMI CAST CURE SPELL ON REB” leads her to cast it away into the ether — that “ON REB” was a bridge too far, and thus ignored. Such a system fails to recognize that at least 95% of the time those extra words are not just stuff the player tacked on for the hell of it (who wants to type more than necessary under any circumstances?) but essential information about what she really wants to do.

To play Shadowkeep is to constantly wrestle with the interface. After playing several hours there are basic tasks I still haven’t figured out how to do — like how to cast a cure spell on someone outside of combat, or how to just get a list of the spells a certain character knows. And, like Ultrasoft’s earlier games, Shadowkeep is slow. Every step in the dungeon seems to take an eternity, and as for more complex action… forget about it. Playing is like wading through molasses with shackled feet.

The rewards for all the parsing pain are relatively slight: a handful of logic- or object-oriented puzzles on each level that can perhaps be a bit more complex than they could be under the Wizardry engine. Needless to say, they aren’t worth the rest of the trouble, making Shadowkeep something of a lowlight in the long, chequered history of adventure/CRPG hybrids. Which is a shame, because Shadowkeep‘s dungeon levels do show evidence of some careful craftsmanship and, as noted above, there are some good, original ideas on display here. Shadowkeep is a perfect example of a potentially worthy game destroyed by horrid interface choices. And I mean that literally: if the game isn’t outright unplayable (some patient souls have apparently played and even enjoyed it), it’s closer than I ever need to come to that adjective.

Ultrasoft was already in the process of fading quietly away by the time of Shadowkeep‘s late 1984 release. They never managed to port the Ultra II engine beyond the Apple II, leaving Shadowkeep without that all-critical Commodore 64 version. Spinnaker toyed with doing the port themselves, even announcing it as coming soon on various occasions, but I see no reason to believe that ever happened. (A Commodore 64 version has been a semi-mythical White Whale in collecting circles for many years now, but, despite some anecdotal claims and remembrances, no one has ever produced an actual working version to my knowledge.) The lack of a Commodore 64 version and the underwhelming nature of the game itself combined to make Shadowkeep the least successful — and, today, rarest — of all the Telarium games. Alan Dean Foster’s book, while no bestseller itself, appears to have sold far more copies on the author’s name recognition and its $3 (as opposed to $35) price tag.

Shadowkeep consists, like most of the Telarium games, of four disk sides. In this case, however, all four sides are written to during play to preserve the current state of the dungeon levels; the player is expected to copy her originals before beginning. Most of the copies floating around the Internet contain the residue of the previous players in their dungeons. Thankfully, however, reader Peter Ferrie has provided me (and thus you) with a completely pristine set just waiting for you and only you to leave your marks upon them. If whilst playing Wizardry or Bard’s Tale you thought to yourself that this game would be even better if it played a lot slower and had a parser, you’ve just found your dream CRPG. All others should consider this one a subject for historical research only.

And on that less than stellar note we’ll be moving on from Telarium for a while. My final reckoning of their first five releases is: two worthy efforts (Dragonworld and Amazon); one could-have-been-a-contender (Fahrenheit 451); and two total misfires (Rendezvous with Rama and Shadowkeep). Not a horrible track record on the whole. We’ll see if they learned any lessons in time for their last few games down the road a ways. But next it’s time to get back to the big boys in the field, and tell the rest of the story of Infocom’s very eventful 1984.

(In addition to the sources listed in my first article on bookware and Telarium, I also referenced for this article a feature on Ultrasoft in the May/June 1983 Softline. And thanks to Alan Dean Foster for taking the time to share his memories of the Shadowkeep project with me.)

 
 

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