RSS

Search results for ‘infocom’

Putting the “J” in the RPG, Part 1: Dorakue!


Fair warning: this article includes some plot spoilers of Final Fantasy I through VI.

The videogame industry has always run on hype, but the amount of it that surrounded Final Fantasy VII in 1997 was unparalleled in its time. This new game for the Sony PlayStation console was simply inescapable. The American marketing teams of Sony and Square Corporation, the game’s Japanese developer and publisher, had been given $30 million with which to elevate Final Fantasy VII to the same status as the Super Marios of the world. They plastered Cloud, Aerith, Tifa, Sephiroth, and the game’s other soon-to-be-iconic characters onto urban billboards, onto the sides of buses, and into the pages of glossy magazines like Rolling Stone, Playboy, and Spin. Commercials for the game aired round the clock on MTV, during NFL games and Saturday Night Live, even on giant cinema screens in lieu of more traditional coming-attractions trailers. “They said it couldn’t be done in a major motion picture,” the stentorian announcer intoned. “They were right!” Even if you didn’t care a whit about videogames, you couldn’t avoid knowing that something pretty big was going down in that space.

And if you did care… oh, boy. The staffs of the videogame magazines, hardly known for their sober-mindedness in normal times, worked themselves up to positively orgasmic heights under Square’s not-so-gentle prodding. GameFan told its readers that Final Fantasy VII would be “unquestionably the greatest entertainment product ever created.”

The game is ridiculously beautiful. Analyze five minutes of gameplay in Final Fantasy VII and witness more artistic prowess than most entire games have. The level of detail is absolutely astounding. These graphics are impossible to describe; no words are great enough. Both map and battle graphics are rendered to a level of detail completely unprecedented in the videogame world. Before Final Fantasy VII, I couldn’t have imagined a game looking like this for many years, and that’s no exaggeration. One look at a cut scene or call spell should handily convince you. Final Fantasy VII looks so consistently great that you’ll quickly become numb to the power. Only upon playing another game will you once again realize just how fantastic it is.

But graphics weren’t all that the game had going for it. In fact, they weren’t even the aspect that would come to most indelibly define it for most of its players. No… that thing was, for the very first time in a mainstream console-based videogame with serious aspirations of becoming the toppermost of the poppermost, the story.

I don’t have any room to go into the details, but rest assured that Final Fantasy VII possesses the deepest, most involved story line ever in an RPG. There’s few games that have literally caused my jaw to drop at plot revelations, and I’m most pleased to say that Final Fantasy VII doles out these shocking, unguessable twists with regularity. You are constantly motivated to solve the latest mystery.

So, the hype rolled downhill, from Square at the top to the mass media, then on to the hardcore gamer magazines to ordinary owners of PlayStations. You would have to have been an iconoclastic PlayStation owner indeed not to be shivering with anticipation as the weeks counted down toward the game’s September 7 release. (Owners of other consoles could eat their hearts out; Final Fantasy VII was a PlayStation exclusive.)

Just last year, a member of an Internet gaming forum still fondly recalled how

the lead-up for the US launch of this game was absolutely insane, and, speaking personally, it is the most excited about a game I think I had ever been in my life, and nothing has come close since then. I was only fifteen at the time, and this game totally overtook all my thoughts and imagination. I had never even played a Final Fantasy game before, and I didn’t even like RPGs, yet I would spend hours reading and rereading all the articles from all the gaming magazines I had, inspecting all the screenshots and being absolutely blown away at the visual fidelity I was witnessing. I spent multiple days/hours with my Sony Discman listening to music and drawing the same artwork that was in all the mags. It was literally a genre- and generation-defining game.

Those who preferred to do their gaming on personal computers rather than consoles might be excused for scoffing at all these breathless commentators who seemed to presume that Final Fantasy VII was doing something that had never been done before. If you spent your days playing Quake, Final Fantasy VII‘s battle graphics probably weren’t going to impress you overmuch; if you knew, say, Toonstruck, even the cut scenes might strike you as pretty crude. And then, too, computer-based adventure games and RPGs had been delivering well-developed long-form interactive narratives for many years by 1997, most recently with a decidedly cinematic bent more often than not, with voice actors in place of Final Fantasy VII‘s endless text boxes. Wasn’t Final Fantasy VII just a case of console gamers belatedly catching on to something computer gamers had known all along, and being forced to do so in a technically inferior fashion at that?

Well, yes and no. It’s abundantly true that much of what struck so many as so revelatory about Final Fantasy VII really wasn’t anywhere near as novel as they thought it was. At the same time, though, the aesthetic and design philosophies which it applied to the abstract idea of the RPG truly were dramatically different from the set of approaches favored by Western studios. They were so different, in fact, that the RPG genre in general would be forever bifurcated in gamers’ minds going forward, as the notion of the “JRPG” — the Japanese RPG — entered the gaming lexicon. In time, the label would be applied to games that didn’t actually come from Japan at all, but that evinced the set of styles and approaches so irrevocably cemented in the Western consciousness under the label of “Japanese” by Final Fantasy VII.

We might draw a parallel with what happened in music in the 1960s. The Beatles, the Rolling Stones, and all the other Limey bands who mounted the so-called “British Invasion” of their former Colonies in 1964 had all spent their adolescence steeped in American rock and roll. They took those influences, applied their own British twist to them, then sold them back to American teenagers, who screamed and fainted in the concert halls like Final Fantasy VII fans later would in the pages of the gaming magazines, convinced that the rapture they were feeling was brought on by something genuinely new under the sun — which in the aggregate it was, of course. It took the Japanese to teach Americans how thrilling and accessible — even how emotionally moving — the gaming genre they had invented could truly be.



The roots of the JRPG can be traced back not just to the United States but to a very specific place and time there: to the American Midwest in the early 1970s, where and when Gary Gygax and Dave Arneson, a pair of stolid grognards who would have been utterly nonplussed by the emotional histrionics of a Final Fantasy VII, created a “single-unit wargame” called Dungeons & Dragons. I wrote quite some years ago on this site that their game’s “impact on the culture at large has been, for better or for worse, greater than that of any single novel, film, or piece of music to appear during its lifetime.” I almost want to dismiss those words now as the naïve hyperbole of a younger self. But the thing is, I can’t; I have no choice but to stand by them. Dungeons & Dragons really was that earthshaking, not only in the obvious ways — it’s hard to imagine the post-millennial craze for fantasy in mass media, from the Lord of the Rings films to Game of Thrones, ever taking hold without it — but also in subtler yet ultimately more important ones, in the way it changed the role we play in our entertainments from that of passive spectators to active co-creators, making interactivity the watchword of an entire age of media.

The early popularity of Dungeons & Dragons coincided with the rise of accessible computing, and this proved a potent combination. Fans of the game with access to PLATO, a groundbreaking online community rooted in American universities, moved it as best they could onto computers, yielding the world’s first recognizable CRPGs. Then a couple of PLATO users named Robert Woodhead and Andrew Greenberg made a game of this type for the Apple II personal computer in 1981, calling it Wizardry. Meanwhile Richard Garriott was making Ultima, a different take on the same broad concept of “Dungeons & Dragons on a personal computer.”

By the time Final Fantasy VII stormed the gates of the American market so triumphantly in 1997, the cultures of gaming in the United States and Japan had diverged so markedly that one could almost believe they had never had much of anything to do with one another. Yet in these earliest days of digital gaming — long before the likes of the Nintendo Entertainment System, when Japanese games meant only coin-op arcade hits like Space Invaders, Pac-Man, and Donkey Kong in the minds of most Americans — there was in fact considerable cross-pollination. For Japan was the second place in the world after North America where reasonably usable, pre-assembled, consumer-grade personal computers could be readily purchased; the Japanese Sharp MZ80K and Hitachi MB-6880 trailed the American Trinity of 1977 — the Radio Shack TRS-80, Apple II, and Commodore PET — by less than a year. If these two formative cultures of computing didn’t talk to one another, whom else could they talk to?

Thus pioneering American games publishers like Sierra On-Line and Brøderbund forged links with counterparts in Japan. A Japanese company known as Starcraft became the world’s first gaming localizer, specializing in porting American games to Japanese computers and translating their text into Japanese for the domestic market. As late as the summer of 1985, Roe R. Adams III could write in Computer Gaming World that Sierra’s sprawling twelve-disk-side adventure game Time Zone, long since written off at home as a misbegotten white elephant, “is still high on the charts after three years” in Japan. Brøderbund’s platformer Lode Runner was even bigger, having swum like a salmon upstream in Japan, being ported from home computers to coin-op arcade machines rather than the usual reverse. It had even spawned the world’s first e-sports league, whose matches were shown on Japanese television.

At that time, the first Wizardry game and the second and third Ultima had only recently been translated and released in Japan. And yet if Adams was to be believed,[1]Adams was not an entirely disinterested observer. He was already working with Robert Woodhead on Wizardry IV, and had in fact accompanied him to Japan in this capacity. both games already

have huge followings. The computer magazines cover Lord British [Richard Garriott’s nom de plume] like our National Inquirer would cover a television star. When Robert Woodhead of Wizardry fame was recently in Japan, he was practically mobbed by autograph seekers. Just introducing himself in a computer store would start a near-stampede as people would run outside to shout that he was inside.

Robert Woodhead with Japanese Wizardry fans.

The Wizardry and Ultima pump had been primed in Japan by a game called The Black Onyx, created the year before in their image for the Japanese market by an American named Henk Rogers.[2]A man with an international perspective if ever there was one, Rogers would later go on to fame and fortune as the man who brought Tetris out of the Soviet Union. But his game was quickly eclipsed by the real deals that came directly out of the United States.

Wizardry in particular became a smashing success in Japan, even as a rather lackadaisical attitude toward formal and audiovisual innovation on the part of its masterminds was already condemning it to also-ran status against Ultima and its ilk in the United States. It undoubtedly helped that Wizardry was published in Japan by ASCII Corporation, that country’s nearest equivalent to Microsoft, with heaps of marketing clout and distributional muscle to bring to bear on any challenge. So, while the Wizardry series that American gamers knew petered out in somewhat anticlimactic fashion in the early 1990s after seven games,[3]It would be briefly revived for one final game, the appropriately named Wizardry 8, in 2001. it spawned close to a dozen Japanese-exclusive titles later in that decade alone, plus many more after the millennium, such that the franchise remains to this day far better known by everyday gamers in Japan than it is in the United States. Robert Woodhead himself spent two years in Japan in the early 1990s working on what would have been a Wizardry MMORPG, if it hadn’t proved to be just too big a mouthful for the hardware and telecommunications infrastructure at his disposal.

Box art helps to demonstrate Wizardry‘s uncanny legacy in Japan. Here we see the original 1981 American release of the first game.

And here we have a Japan-only Wizardry from a decade later, self-consciously echoing a foreboding, austere aesthetic that had become more iconic in Japan than it had ever been in its home country. (American Wizardry boxes from the period look nothing like this, being illustrated in a more conventional, colorful epic-fantasy style.)

Much of the story of such cultural exchanges inevitably becomes a tale of translation. In its original incarnation, the first Wizardry game had had the merest wisp of a plot. In this as in all other respects it was a classic hack-and-slash dungeon crawler: work your way down through ten dungeon levels and kill the evil wizard, finito. What background context there was tended to be tongue-in-cheek, more Piers Anthony than J.R.R. Tolkien; the most desirable sword in the game was called the “Blade of Cuisinart,” for Pete’s sake. Wizardry‘s Japanese translators, however, took it all in with wide-eyed earnestness, missing the winking and nodding entirely. They saw a rather grim, austere milieu a million miles away from the game that Americans knew — a place where a Cuisinart wasn’t a stainless-steel food processor but a portentous ancient warrior clan.

When the Japanese started to make their own Wizardry games, they continued in this direction, to almost hilarious effect if one knew the source material behind their efforts; it rather smacks of the post-apocalyptic monks in A Canticle for Liebowitz making a theology for themselves out of the ephemeral advertising copy of their pre-apocalyptic forebears. A franchise that had in its first several American releases aspired to be about nothing more than killing monsters for loot — and many of them aggressively silly monsters at that — gave birth to audio CDs full of po-faced stories and lore, anime films and manga books, a sprawling line of toys and miniature figures, even a complete tabletop RPG system. But, lest we Westerners begin to feel too smug about all this, know that the same process would eventually come to work in reverse in the JRPG field, with nuanced Japanese writing being flattened out and flat-out misunderstood by clueless American translators.

The history of Wizardry in Japan is fascinating by dint of its sheer unlikeliness, but the game’s importance on the global stage actually stems more from the Japanese games it influenced than from the ones that bore the Wizardry name right there on the box. For Wizardry, along with the early Ultima games, happened to catch the attention of Koichi Nakamura and Yuji Horii, a software-development duo who had already made several games together for a Japanese publisher called Enix. “Horii-san was really into Ultima, and I was really into Wizardry,” remembers Nakamura. This made sense. Nakamura was the programmer of the pair, naturally attracted to Wizardry‘s emphasis on tactics and systems. Horii, on the other hand, was the storytelling type, who wrote for manga magazines in addition to games, and was thus drawn to Ultima‘s quirkier, more sprawling world and its spirit of open-ended exploration. The pair decided to make their own RPG for the Japanese market, combining what they each saw as the best parts of Wizardry and Ultima.

Yuji Horii in the 1980s. Little known outside his home country, he is a celebrity inside its borders. In his book on Japanese videogame culture, Chris Kohler calls him a Steven Spielberg-like figure there, in terms both of name recognition and the style of entertainment he represents.

This was interesting, but not revolutionary in itself; you’ll remember that Henk Rogers had already done essentially the same thing in Japan with The Black Onyx before Wizardry and Ultima ever officially arrived there. Nevertheless, the choices Nakamura and Horii made as they set about their task give them a better claim to the title of revolutionaries on this front than Rogers enjoys. They decided that making a game that combined the best of Wizardry and Ultima really did mean just that: it did not mean, that is to say, throwing together every feature of each which they could pack in and calling it a day, as many a Western developer might have. They decided to make a game that was simpler than either of its inspirations, much less the two of them together.

Their reasons for doing so were artistic, commercial, and technical. In the realm of the first, Horii in particular just didn’t like overly complicated games; he was the kind of player who would prefer never to have to glance at a manual, whose ideal game intuitively communicated to you everything you needed to know in order to play it. In the realm of the second, the pair was sure that the average Japanese person, like the average person in most countries, felt the same as Horii; even in the United States, Ultima and Wizardry were niche products, and Nakamura and Horii had mass-market ambitions. And in the realm of the third, they were sharply limited in how much they could put into their RPG anyway, because they intended it for the Nintendo Famicom console, where their entire game — code, data, graphics, and sound — would have to fit onto a 64 K cartridge in lieu of floppy disks and would have to be steerable using an eight-button controller in lieu of a keyboard. Luckily, Nakamura and Horii already had experience with just this sort of simplification. Their most recent output had been inspired by the adventure games of American companies like Sierra and Infocom, but had replaced those games’ text parsers with controller-friendly multiple-choice menus.

In deciding to put American RPGs through the same wringer, they established one of the core attributes of the JRPG sub-genre: generally speaking, these games were and would remain simpler than their Western counterparts, which sometimes seemed to positively revel in their complexity as a badge of honor. Another attribute emerged fully-formed from the writerly heart of Yuji Horii. He crafted an unusually rich, largely linear plot for the game. Rather than being a disadvantage, he thought linearity would make this new style of console game “more accessible to consumers”: “We really focused on ensuring people would be able to experience the fun of the story.”

He called upon his friends at the manga magazines to help him illustrate his tale with large, colorful figures in that distinctly Japanese style that has become so immediately recognizable all over the world. At this stage, it was perhaps more prevalent on the box than in the game itself, the Famicom’s graphical fidelity being what it was. Nonetheless, another precedent that has held true in JRPGs right down to the present day was set by the overall visual aesthetic of this, the canonical first example of the breed. Ditto its audio aesthetic, which took the form of a memorable, melodic, eminently hummable chip-tune soundtrack. “From the very beginning, we wanted to create a warm, inviting world,” says Horii.

Dragon Quest. Ultima veterans will almost expect to meet Lord British on his throne somewhere. With its overhead view and its large over-world full of towns to be visited, Dragon Quest owed even more to Ultima than it did to Wizardry — unsurprisingly so, given that the former was the American RPG which its chief creative architect Yuji Horii preferred.

Dragon Quest was released on May 27, 1986. Console gamers — not only those in Japan, but anywhere on the globe — had never seen anything like it. Playing this game to the end was a long-form endeavor that could stretch out over weeks or months; you wrote down an alphanumeric code it provided to you on exit, then entered this code when you returned to the game in order to jump back to wherever you had left off.

That said, the fact that the entire game state could be packed into a handful of numbers and letters does serve to illustrate just how simple Dragon Quest really was at bottom. By the standards of only a few years later, much less today, it was pretty boring. Fighting random monsters wasn’t so much a distraction from the rest of the game as the only thing available to do; the grinding was the game. In 2012, critic Nick Simberg wondered at “how willing we were to sit down on the couch and fight the same ten enemies over and over for hours, just building up gold and experience points”; he compared Dragon Quest to “a child’s first crayon drawing, stuck with a magnet to the fridge.”

And yet, as the saying goes, you have to start somewhere. Japanese gamers were amazed and entranced, buying 1 million copies of Dragon Quest in its first six months, over 2 million copies in all. And so a new sub-genre was born, inspired by American games but indelibly Japanese in a way The Black Onyx had not been. Many or most of the people who played and enjoyed Dragon Quest had never even heard of its original wellspring Dungeons & Dragons.

We all know what happens when a game becomes a hit on the scale of Dragon Quest. There were sequels — two within two years of the first game, then three more in the eight years after them, as the demands of higher production values slowed down Enix’s pace a bit. Wizardry was big in Japan, but it was nothing compared to Dragon Quest, which sold 2.4 million copies in its second incarnation, followed by an extraordinary 3.8 million copies in its third. Middle managers and schoolmasters alike learned to dread the release of a new entry in the franchise, as about half the population of Japan under a certain age would invariably call in sick that day. When Enix started bringing out the latest games on non-business days, a widespread urban legend said this had been done in accordance with a decree from the Japanese Diet, which demanded that “henceforth Dragon Quest games are to be released on Sunday or national holidays only”; the urban legend wasn’t true, but the fact that so many people in Japan could so easily believe it says something in itself. Just as the early American game Adventure lent its name to an entire genre that followed it, the Japanese portmanteau word for “Dragon Quest” — Dorakue — became synonymous with the RPG in general there, such that when you told someone you were “playing dorakue” you might really be playing one of the series’s countless imitators.

Giving any remotely complete overview of these dorakue games would require dozens of articles, along with someone to write them who knows far more about them than I do. But one name is inescapable in the field. I refer, of course, to Final Fantasy.


Hironobu Sakaguchi in 1991.

Legend has it that Hironobu Sakaguchi, the father of Final Fantasy, chose that name because he thought that the first entry in the eventual franchise would be the last videogame he ever made. A former professional musician with numerous and diverse interests, Sakaguchi had been working for the Japanese software developer and publisher Square for a few years already by 1987, designing and programming Famicom action games that he himself found rather banal and that weren’t even selling all that well. He felt ready to do something else with his life, was poised to go back to university to try to figure out what that thing ought to be. But before he did so, he wanted to try something completely different at Square.

Another, less dramatic but probably more accurate version of the origin story has it that Sakaguchi simply liked the way the words “final’ and “fantasy” sounded together. At any rate, he convinced his managers to give him half a dozen assistants and six months to make a dorakue game.[4]In another unexpected link between East and West, one of his most important assistants became Nasir Gebelli, an Iranian who had fled his country’s revolution for the United States in 1979 and become a game-programming rock star on the Apple II. After the heyday of the lone-wolf bedroom auteur began to fade there, Doug Carlston, the head of Brøderbund, brokered a job for him with his friends in Japan. There he maximized the Famicom’s potential in the same way he had that of the Apple II, despite not speaking a word of Japanese when he arrived. (“We’d go to a restaurant and no matter what he’d order — spaghetti or eggs — they’d always bring out steak,” Sakaguchi laughs.) Gebelli would program the first three Final Fantasy games almost all by himself.

 

Final Fantasy I.

The very first Final Fantasy may not have looked all that different from Dragon Quest at first glance — it was still a Famicom game, after all, with all the audiovisual limitations that implies — but it had a story line that was more thematically thorny and logistically twisted than anything Yuji Horii might have come up with. As it began, you found yourself in the midst of a quest to save a princess from an evil knight, which certainly sounded typical enough to anyone who had ever played a dorakue game before. In this case, however, you completed that task within an hour, only to learn that it was just a prologue to the real plot. In his book-length history and study of the aesthetics of Japanese videogames, Chris Kohler detects an implicit message here: “Final Fantasy is about much more than saving the princess. Compared to the adventure that is about to take place, saving a princess is merely child’s play.” In fact, only after the prologue was complete did the opening credits finally roll, thus displaying another consistent quality of Final Fantasy: its love of unabashedly cinematic drama.

Still, for all that it was more narratively ambitious than what had come before, the first Final Fantasy can, like the first Dragon Quest, seem a stunted creation today. Technical limitations meant that you still spent 95 percent of your time just grinding for experience. “Final Fantasy may have helped build the genre, but it didn’t necessarily know exactly how to make it fun,” acknowledges Aidan Moher in his book about JRPGs. And yet when it came to dorakue games in the late 1980s, it seemed that Sakaguchi’s countrymen were happy to reward even the potential for eventual fun. They made Final Fantasy the solid commercial success that had heretofore hovered so frustratingly out of reach of its creator; it sold 400,000 copies. Assured that he would never have to work on a mindless action game again, Sakaguchi agreed to stay on at Square to build upon its template.

Final Fantasy II, which was released exactly one year after the first game in December of 1988 and promptly doubled its sales, added more essential pieces to what would become the franchise’s template. Although labelled and marketed as a sequel, its setting, characters, and plot had no relation to what had come before. Going forward, it would remain a consistent point of pride with Sakaguchi to come up with each new Final Fantasy from whole cloth, even when fans begged him for a reunion with their favorite places and people. In a world afflicted with the sequelitis that ours is, he can only be commended for sticking to his guns.

In another sense, though, Final Fantasy II was notable for abandoning a blank slate rather than embracing it. For the first time, its players were given a pre-made party full of pre-made personalities to guide rather than being allowed to roll their own. Although they could rename the characters if they were absolutely determined to do so — this ability would be retained as a sort of vestigial feature as late as Final Fantasy VII — they were otherwise set in stone, the better to serve the needs of the set-piece story Sakaguchi wanted to tell. This approach, which many players of Western RPGs did and still do regard as a betrayal of one of the core promises of the genre, would become commonplace in JRPGs. Few contrasts illustrate so perfectly the growing divide between these two visions of the RPG: the one open-ended and player-driven, sometimes to a fault; the other tightly scripted and story-driven, again sometimes to a fault. In a Western RPG, you write a story for yourself; in a JRPG, you live a story that someone else has already written for you.

Consider, for example, the two lineage’s handling of mortality. If one of your characters dies in battle in a Western RPG, it might be difficult and expensive, or in some cases impossible, to restore her to life; in this case, you either revert to an earlier saved state or you just accept her death as another part of the story you’re writing and move on to the next chapter with an appropriately heavy heart. In a JRPG, on the other hand, death in battle is never final; it’s almost always easy to bring a character who gets beat down to zero hit points back to life. What are truly fatal, however, are pre-scripted deaths, the ones the writers have deemed necessary for storytelling purposes. Final Fantasy II already contained the first of these; years later, Final Fantasy VII would be host to the most famous of them all, a death so shocking that you just have to call it that scene and everyone who has ever played the game will immediately know what you’re talking about. To steal a phrase from Graham Nelson, the narrative always trumps the crossword in JRPGs; they happily override their gameplay mechanics whenever the story they wish to tell demands it, creating an artistic and systemic discontinuity that’s enough to make Aristotle roll over in his grave. Yet a huge global audience of players are not bothered at all by it — not if the story is good enough.

But we’ve gotten somewhat ahead of ourselves; the evolution of the 1980s JRPG toward the modern-day template came in fits and starts rather than a linear progression. Final Fantasy III, which was released in 1990, actually returned to a player-generated party, and yet the market failed to punish it for its conservatism. Far from it: it sold 1.4 million copies.

Final Fantasy IV, on the other hand, chose to double down on the innovations Final Fantasy II had deployed, and sold in about the same numbers as Final Fantasy III. Released in July of 1991, it provided you with not just a single pre-made party but an array of characters who moved in and out of your control as the needs of the plot dictated, thereby setting yet another longstanding precedent for the series going forward. Ditto the nature of the plot, which leaned into shades of gray as never before. Chris Kohler:

The story deals with mature themes and complex characters. In Final Fantasy II, the squeaky-clean main characters were attacked by purely evil dark knights; here, our main character is a dark knight struggling with his position, paid to kill innocents, trying to reconcile loyalty to his kingdom with his sense of right and wrong. He is involved in a sexual relationship. His final mission for the king turns out to be a mass murder: the “phantom monsters” are really just a town of peaceful humans whose magic the corrupt king has deemed dangerous. (Note the heavy political overtones.)

Among Western RPGs, only the more recent Ultima games had dared to deviate so markedly from the absolute-good-versus-absolute-evil tales of everyday heroic fantasy. (In fact, the plot of Final Fantasy IV bears a lot of similarities to that of Ultima V…)

Ever since Final Fantasy IV, the series has been filled with an inordinate number of moody young James Deans and long-suffering Natalie Woods who love them.

Final Fantasy IV was also notable for introducing an “active-time battle system,” a hybrid between the turn-based systems the series had previously employed and real-time combat, designed to provide some of the excitement of the latter without completely sacrificing the tactical affordances of the former. (In a nutshell, if you spend too long deciding what to do when it’s your turn, the enemies will jump in and take another turn of their own while you dilly-dally.) It too would remain a staple of the franchise for many installments to come.

Final Fantasy V, which was released in December of 1992, was like Final Fantasy III something of a placeholder or even a retrenchment, dialing back on several of the fourth game’s innovations. It sold almost 2.5 million copies.

Both the fourth and fifth games had been made for the Super Famicom, Nintendo’s 16-bit successor to its first console, and sported correspondingly improved production values. But most JRPG fans agree that it was with the sixth game — the last for the Super Famicom — that all the pieces finally came together into a truly friction-less whole. Indeed, a substantial and vocal minority will tell you that Final Fantasy VI rather than its immediate successor is the best Final Fantasy ever, balanced perfectly between where the series had been and where it was going.

Final Fantasy VI abandoned conventional epic-fantasy settings for a steampunk milieu out of Jules Verne. As we’ll see in a later article, Final Fantasy VII‘s setting would deviate even more from the norm. This creative restlessness is one of the series’s best traits, standing it in good stead in comparison to the glut of nearly indistinguishably Tolkienesque Western RPGs of the 1980s and 1990s.

From its ominous opening-credits sequence on, Final Fantasy VI strained for a gravitas that no previous JRPG had approached, and arguably succeeded in achieving it at least intermittently. It played out on a scale that had never been seen before; by the end of the game, more than a dozen separate characters had moved in and out of your party. Chris Kohler identifies the game’s main theme as “love in all its forms — romantic love, parental love, sibling love, and platonic love. Sakaguchi asks the player, what is love and where can we find it?”

Before that scene in Final Fantasy VII, Hironobu Sakaguchi served up a shocker of equal magnitude in Final Fantasy VI. Halfway through the game, the bad guys win despite your best efforts and the world effectively ends, leaving your party wandering through a post-apocalyptic World of Ruin like the characters in a Harlan Ellison story. The effect this had on some players’ emotions could verge on traumatizing — heady stuff for a videogame on a console still best known worldwide as the cuddly home of Super Mario. For many of its young players, Final Fantasy VI was their first close encounter on their own recognizance — i.e., outside of compulsory school assignments — with the sort of literature that attempts to move beyond tropes to truly, thoughtfully engage with the human condition.

It’s easy for an old, reasonably well-read guy like me to mock Final Fantasy VI‘s highfalutin aspirations, given that they’re stuffed into a game that still resolves at the granular level into bobble-headed figures fighting cartoon monsters. And it’s equally easy to scoff at the heavy-handed emotional manipulation that has always been part and parcel of the JRPG; subtle the sub-genre most definitely is not. Nonetheless, meaningful literature is where you find it, and the empathy it engenders can only be welcomed in a world in desperate need of it. Whatever else you can say about Final Fantasy and most of its JRPG cousins, the messages these games convey are generally noble ones, about friendship, loyalty, and the necessity of trying to do the right thing in hard situations, even when it isn’t so easy to even figure out what the right thing is. While these messages are accompanied by plenty of violence in the abstract, it is indeed abstracted — highly stylized and, what with the bifurcation between game and story that is so prevalent in the sub-genre, often oddly divorced from the games’ core themes.

Released in April of 1994, Final Fantasy VI sold 2.6 million copies in Japan. By this point the domestic popularity of the Final Fantasy franchise as a whole was rivaled only by that of Super Mario and Dragon Quest; two of the three biggest gaming franchises in Japan, that is to say, were dorakue games. In the Western world, however, the picture was quite different.

In the United States, the first-generation Nintendo Famicom was known as the Nintendo Entertainment System, the juggernaut of a console that rescued videogames in the eyes of the wider culture from the status of a brief-lived fad to that of a long-lived entertainment staple, on par with movies in terms of economics if not cachet. Yet JRPGs weren’t a part of that initial success story. The first example of the breed didn’t even reach American shores until 1989. It was, appropriately enough, the original Dragon Quest, the game that had started it all in Japan; it was renamed Dragon Warrior for the American market, due to a conflict with an old American tabletop RPG by the name of Dragonquest whose trademarks had been acquired by the notoriously litigious TSR of Dungeons & Dragons fame. Enix did make some efforts to modernize the game, such as replacing the password-based saving system with a battery that let you save your state to the cartridge itself. (This same method had been adopted by Final Fantasy and most other post-Dragon Quest JRPGs on the Japanese market as well.) But American console gamers had no real frame of reference for Dragon Warrior, and even the marketing geniuses of Nintendo, which published the game itself in North America, struggled to provide them one. With cartridges piling up in Stateside warehouses, they were reduced to giving away hundreds of thousands of copies of Dragon Warrior to the subscribers of Nintendo Power magazine. For some of these, the game came as a revelation seven years before Final Fantasy VII; for most, it was an inscrutable curiosity that was quickly tossed aside.

Final Fantasy I, on the other hand, received a more encouraging reception in the United States when it reached there in 1990: it sold 700,000 copies, 300,000 more than it had managed in Japan. Nevertheless, with the 8-bit Nintendo console reaching the end of its lifespan, Square didn’t bother to export the next two games in the series. It did export Final Fantasy IV for the Super Famicom — or rather the Super Nintendo Entertainment System, as it was known in the West. The results were disappointing in light of the previous game’s reception, so much so that Square didn’t export Final Fantasy V.[5]Square did release a few spinoff games under the Final Fantasy label in the United States and Europe as another way of testing the Western market: Final Fantasy Legend and Final Fantasy Adventure for the Nintendo Game Boy handheld console, and Final Fantasy: Mystic Quest for the Super Nintendo. Although none of them were huge sellers, the Game Boy titles in particular have their fans even today. This habit of skipping over parts of the series led to a confusing state of affairs whereby the American Final Fantasy II was the Japanese Final Fantasy IV and the American Final Fantasy III was the Japanese Final Fantasy VI. The latter game shifted barely one-fourth as many copies in the three-times larger American marketplace as it had in Japan — not disastrous numbers, but still less than the first Final Fantasy had managed.

The heart of the problem was translation, in both the literal sense of the words on the screen and a broader cultural sense. Believing with some justification that the early American consoles from Atari and others had been undone by a glut of substandard product, Nintendo had long made a science out of the polishing of gameplay, demanding that every prospective release survive an unrelenting testing gauntlet before it was granted the “Nintendo Seal of Quality” and approved for sale. But the company had no experience or expertise in polishing text to a similar degree. In most cases, this didn’t matter; most Nintendo games contained very little text anyway. But RPGs were the exception. The increasingly intricate story lines which JRPGs were embracing by the early 1990s demanded good translations by native speakers. What many of them actually got was something very different, leaving even those American gamers who wanted to fall in love baffled by the Japanese-English-dictionary-derived word salads they saw before them. And then, too, many of the games’ cultural concerns and references were distinctly Japanese, such that even a perfect translation might have left Americans confused. It was, one might say, the Blade of Cuisinart problem in reverse.

To be sure, there were Americans who found all of the barriers to entry into these deeply foreign worlds to be more bracing than intimidating, who took on the challenge of meeting the games on their own terms, often emerging with a lifelong passion for all things Japanese. At this stage, though, they were the distinct minority. In Japan and the United States alike, the conventional wisdom through the mid-1990s was that JRPGs didn’t and couldn’t sell well overseas; this was regarded as a fact of life as fundamental as the vagaries of climate. (Thanks to this belief, none of the mainline Final Fantasy games to date had been released in Europe at all.) It would take Final Fantasy VII and a dramatic, controversial switch of platforms on the part of Square to change that. But once those things happened… look out. The JRPG would conquer the world yet.


Where to Get It: Remastered and newly translated versions of the Japanese Final Fantasy I, II, III, IV, V, and VI are available on Steam. The Dragon Quest series has been converted to iOS and Android apps, just a search away on the Apple and Google stores.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: the books Pure Invention: How Japan Made the Modern World by Matt Alt, Power-Up: How Japanese Video Games Gave the World an Extra Life by Chris Kohler, Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West by Aidan Moher, and Atari to Zelda: Japan’s Videogames in Global Contexts by Mia Consalvo. GameFan of September 1997; Retro Gamer 69, 108, and 170; Computer Gaming World of September 1985 and December 1992.

Online sources include Polygon‘s authoritative Final Fantasy 7: An Oral History”; “The Long Life of the Original Wizardry by guest poster Alex on The CRPG Addict blog; Wizardry: Japanese Franchise Outlook” by Sam Derboo at Hardcore Gaming 101, plus an interview Robert Woodhead, conducted by Jared Petty at the same site; Wizardry‘s Wild Ride from West to East” at VentureBeat; “The Secret History of AnimEigo” at that company’s homepage; Robert Woodhead’s slides from a presentation at the 2022 KansasFest Apple II convention; a post on tabletop Wizardry at the Japanese Tabletop RPG blog; and Dragon Warrior: Aging Disgracefully” by Nick Simberg at (the now-defunct) DamnLag.

Footnotes

Footnotes
1 Adams was not an entirely disinterested observer. He was already working with Robert Woodhead on Wizardry IV, and had in fact accompanied him to Japan in this capacity.
2 A man with an international perspective if ever there was one, Rogers would later go on to fame and fortune as the man who brought Tetris out of the Soviet Union.
3 It would be briefly revived for one final game, the appropriately named Wizardry 8, in 2001.
4 In another unexpected link between East and West, one of his most important assistants became Nasir Gebelli, an Iranian who had fled his country’s revolution for the United States in 1979 and become a game-programming rock star on the Apple II. After the heyday of the lone-wolf bedroom auteur began to fade there, Doug Carlston, the head of Brøderbund, brokered a job for him with his friends in Japan. There he maximized the Famicom’s potential in the same way he had that of the Apple II, despite not speaking a word of Japanese when he arrived. (“We’d go to a restaurant and no matter what he’d order — spaghetti or eggs — they’d always bring out steak,” Sakaguchi laughs.) Gebelli would program the first three Final Fantasy games almost all by himself.
5 Square did release a few spinoff games under the Final Fantasy label in the United States and Europe as another way of testing the Western market: Final Fantasy Legend and Final Fantasy Adventure for the Nintendo Game Boy handheld console, and Final Fantasy: Mystic Quest for the Super Nintendo. Although none of them were huge sellers, the Game Boy titles in particular have their fans even today.
 
65 Comments

Posted by on November 17, 2023 in Digital Antiquaria, Interactive Fiction

 

Tags: , , , ,

A Digital Pornutopia, Part 1: The Seedy-ROM Revolution

Fair warning: although there’s no nudity in the pictures below, the text of this article does contain frank descriptions of the human anatomy and sexual acts.

If I’m showing people what a CD-ROM can do, and I try to show them the Kennedy assassination, their eyes glaze over. But if I show them an adult title, they perk right up.

— John Williams of Sierra On-Line, 1995

As long as humans have had technology, they’ve been using it for titillation. A quarter of a million years ago, they were carving female figurines with exaggerated breasts, buttocks, and vulvae out of stone. Well before they started using fired clay to make pottery for the storage of food, they were using the same material to make better versions of these “Venus figurines,” some of them so explicit that the archaeology textbooks of the late nineteenth and early twentieth centuries didn’t dare to reproduce or even describe them. And then as soon as humans had pigments and dyes to hand, they used them to paint dirty pictures on the walls of their caves.

Immediately after the world’s first known system of writing came to be in Mesopotamia, the people of that region began using it for naughty stories. (In one of them, a new wife tells her husband to place his hand in her “goodly place,” promising to compensate him in kind thereafter: “Let me caress you. My precious caress is more savory than honey.”) The ancient Greeks covered their household and decorative items with sexual imagery. And the Romans too were enthusiastic and uninhibited pornographers, as evidenced by the famous erotic wall frescoes inside Pompeii’s brothel.

Things changed somewhat in Europe with the rise of Christianity, a religion which, unlike the pagan belief systems that preceded it, framed the questions surrounding sex — whether you did it, with whom you did it, how you did it, even how and how much you thought about doing it — as issues of intense spiritual significance. “To be carnally minded is death,” wrote Saint Paul.

Yet the vicarious desires of the flesh couldn’t be quelled even by the prospect of an afterlife of eternal torment. Porn simply went underground, where it has remained to a large extent to this day. The Decameron of Boccaccio and The Canterbury Tales by Geoffrey Chaucer, two of the most celebrated examples of Medieval literature, preserve some of the bawdy tales of promiscuous priests and nubile nuns that the largely illiterate peasantry told one another when they gathered in taverns out of earshot of their social betters.

The Gutenberg Bible of the fifteenth century was followed closely by less rarefied printed books, with titles like The Errant Prostitute. In the seventeenth century, the renowned English diarist Samuel Pepys wrote ashamedly of how he had found a copy of a book called The Girls’ School in a second-hand store, and spent so much time perusing its pages whilst, er, indulging himself that he finally felt compelled to burn “that idle, roguish book.” The book generally considered the first true English novel, Samuel Richardson’s Pamela, appeared in 1740; John Cleland’s Fanny Hill: Memoirs of a Woman of Pleasure, the first English erotic novel, was published just eight years later. It spawned a lively market for written erotica, the consumption of which, followed perhaps by a visit to a brothel or two, became the Victorian Age’s version of sex education for gentlemen.

And then along came photography. Some of the first photographs ever taken were of nude women and cavorting couples; traveling circuses sold them from under the table to furtive men while their wives and children were off buying sweetmeats. Improved photographic techniques, combined with cheap “pulp” paper and cheaper printing technologies led to the first mass-market “skin” magazine in 1931: The Nudist, a publication of the American Sunbathing Association, who knew perfectly well that most of their audience wasn’t buying the magazine for tips on how best to soak up the rays. Throughout modern times, pornographers have often couched titillation under just such a veneer of “educational value.” And another, even more enduring truth of modern porn was also on display in The Nudist‘s pages: the camera lens focused most lovingly on the women. The producers and consumers of visual pornography have always been mostly men, although the reasons why this has been the case are matters for debate among psychologists, anthropologists, and sociologists. (The opposite is largely the case for textual erotica in the post-photographic age, for whatever that’s worth.)

By the time The Nudist made the scene, still images of nakedness already had serious competition. Back in 1896, Thomas Edison had released a movie called The Kiss to widespread outrage. “They get ready to kiss, begin to kiss, and kiss and kiss and kiss in a way that brings down the house every time,” ran the description in Edison’s catalog, rather overselling the thrill of an 18-second movie that ends with little more than a chaste series of henpecks. But never fear, matters quickly escalated from there. The first known full-fledged porn film appeared in 1908. A synopsis of the action shows that, when it comes to porn as so many other things, those wise words from the Book of Ecclesiastes (“The thing that hath been, it is that which shall be; and that which is done is that which shall be done; and there is no new thing under the sun”) ring true: “A woman was seen pleasuring herself with a dildo, then another man and woman joined her for a threesome, involving lots of oral sex before intercourse.” By the 1920s, a full-fledged “blue” film industry was thriving in Hollywood alongside the more respectable one, using many of the same sets and in some cases even the same performers. The arrival of the Hays Code in 1933 put a damper on some of the fun, but the blue movies never went away, just slunk further underground. During the Second World War, the American military turned a blind eye to the “stag films” that infiltrated its ranks at every level; those who made them said it was their patriotic duty to help the boys in uniform through all those lonely nights in the barracks.

The sexual revolution of the 1960s brought big changes to movies, both above- and below-ground. Suddenly things that hadn’t been seen in respectable fare since 1933 — bare female breasts and sex scenes prominent among them — became commonplace in even the most conservative Middle American movie houses. At the same time, the arrival of cheap Super 8 cameras and projectors combined with the general loosening of social mores to yield what some connoisseurs still call the “golden age” of porn. To distinguish themselves from a less prudish mainstream-film industry, the purveyors of porn pushed boundaries of their own, into every imaginable combination of people and occasionally animals, with ever tighter shots of the actual equipment in action, as it were.

By 1970, there were more than 750 porn-only movie theaters in the United States alone. In 1973, a pornographic comedy called Deep Throat, a timeless tale of a woman born with her clitoris on the wrong end of her torso, became an international sensation, shown even by many “legitimate” theaters. Made for $25,000, it eventually grossed $100 million, enough to make it far and away the most successful film of all time when measured in terms of return on investment.

At the time, Deep Throat was widely heralded as the future of porn, but the era of mainstream “porno chic” which it ushered in proved short-lived. Instead of yielding more blockbusters in the style of respectable Hollywood, the porn industry that came after was distinguished by the sheer quantity of material it rolled out for every taste and kink. This explosion was enabled by the arrival of videotape in 1975; shooting direct to video was cheaper by almost an order of magnitude than even Super 8 film. But even more importantly, videotape players for the home gave the porn hounds and would-be porn hounds of the world a way to consume movies in privacy, thereby giving the porn industry access to millions upon millions of upstanding pillars of their communities who would never have frequented sticky-seated cinemas. Every porno kingpin in the world redoubled his production efforts in response, even as they all rushed en masse to move their libraries of “classics” onto videotape as well. The gold rush that followed made Deep Throat look like the flash in the pan it was. In 1978 and 1979, three quarters of all home movies sold in the United States were porn. That percentage inevitably dropped as the technology went more mainstream in the 1980s, but the raw numbers remained huge. Even in the late 1990s, Americans were still renting $4.2 billion worth of porn on videotape each year.

Advances in voice communication as well were co-opted by porn. The party lines of the 1960s and the pay-per-call services that sprang up in the 1980s were quickly taken over by it: respectively, by people wanting to talk dirty to one another and by people willing to pay a professional to talk dirty to them.

Just why is porn so perpetually on the technological cutting edge, both driving and being driven by each new invention that comes around? Perhaps it’s down to its fundamentally aspirational nature. While voyeurism for the sake of it certainly has a place on the list of human fetishes, for most of its consumers porn is a substitute — by definition a less than ideal one — for something they’re not getting, whether just in that precise moment or in their current life in general. So, they’re always looking for ways to get closer to the real thing, as Walter Kendrick, the author of a book-length history of porn, told The New York Times back in 1994.

Pornography is always unsatisfied. It’s always a substitute for the contact between two bodies, so there’s a drive behind it that doesn’t exist in other genres. Pornographers have been the most inventive and resourceful users of whatever medium comes along because they and their audience have always wanted innovations. Pornographers are excluded from the mainstream channels, so they look around for something new, and the audience has a desire to try any innovation that gives them greater realism or immediacy.

If you look at the history of pornography and new technologies, the track record has been pretty good. Usually everyone has come out ahead. The pornography people have gotten what they want, which is a more vivid way to portray sex. And the technology has benefited from their experimentation. The need for innovation in pornography is so great that it usually gets to a medium first and finds out what can be done and what can’t.

If early computers are not as strong an example of this phenomenon as photography, film, and videotape, that perhaps speaks more to the nature and limitations of that particular technology than it does to any lack of abstract interest in using computers for getting off. Yet sex definitely wasn’t absent from the picture even here. I’ve written elsewhere on this site of how the men who worked at Bell Labs in the 1960s contrived ways to put naked women on their monitor screens using grids of alphanumeric characters in lieu of a proper bitmap, of how Scott Adams sold games of Strip Dice alongside his iconic early adventure games, and of how Sierra On-Line once made a mint with the naughty text adventure Softporn, about a loser who wishes he was a swinger trying to navigate the dating scene of the late disco era.

Softporn may have had a name that no big publisher like Sierra would have dared use much after its 1981 release date, but in other ways it became the template for the mainstream games industry’s handling of sex. The rule was that a little bit of sexiness was okay if it was presented in the context of comedy. Infocom’s Leather Goddesses of Phobos went this way to significant success in 1986, helping to convince Sierra to revisit the basic premise of Softporn in the graphical adventure Leisure Suit Larry in the Land of the Lounge Lizards the following year. Larry starred in a whole series of games after his first one proved a huge hit, becoming the poster child for risqué computer gaming. His success in turn brought more games of a similar style from other publishers, from Accolade’s Les Manley (yes, really) series to Legend’s Spellcasting series. The players of such games walked a fine line between being vicariously titillated alongside their protagonists and laughing at them for being the losers they were.

Still, even the Church Lady would have blanched at calling such games porn; they were in fact no more explicit than the typical PG-13-rated frat-boy movie. To find pictures of actual naked women on computers, you would have to download them — slowly! — from a BBS, or buy a still less respectable game like Artwox’s Strip Poker via mail order.[1]A few years ago, I went to a retro-gaming exhibition here in Denmark with a friend of mine. We got to talking with a woman who worked at the museum hosting it, who told us of her own memories from those times. It seems her brother had managed to acquire a copy of Strip Poker for his Commodore Amiga. Being a lover of card games, she tried to play it, but all the stupid pictures kept getting in the way. “I just wanted to play poker!” she lamented. I suspect this story may have something to tell us about the differences between the genders, but I have no idea what it is. Few distributors or retailers would risk handling such titles, what with the mainstream culture’s general impression that any and all forms of digital entertainment were inherently kids’ stuff.

But by 1993 or so, that impression was at last beginning to change. The arrival of mouse-driven user interfaces, decent graphics and sound, and CD-ROM had made “multimedia” one of the buzzwords of the zeitgeist. Part and parcel of the multimedia boom was a new generation of “interactive movies,” which featured real human actors playing their roles according to your instructions. Computer games, went the conventional wisdom, were growing up to become sophisticated adult entertainment — potentially in all senses of the word “adult.” Just like the makers of conventional movies during the 1960s, the makers of these interactive movies were eager to push the boundaries, to explore previously taboo subjects and see how much they could get away with. They had to be careful; 1993 was also the year of an overheated Senate hearing on videogame content, partially prompted by an early interactive movie for the Sega Genesis console called Night Trap. But be that as it may, many of the people behind interactive movies believed strongly in the principle that they should be allowed to show anything that a non-porn traditional film might, as long as, like such a film, they played with an open hand, disclosing the nature of the content to possible buyers upfront.

The pioneer of the risqué — but not pornographic — interactive movie was a game called Voyeur, released in 1993 for the Philips CD-i, a multimedia set-top box for the living room — don’t call it a games console! — that was marketed primarily to adults. The following year, Voyeur made it to ordinary computers as well.

Masterminded by David Riordan, whose earlier attempt at an interactive movie It Came from the Desert has aged much better, Voyeur casts you as a private dick surveilling a potential candidate for the American presidency, a fellow who makes Gary Hart and Bill Clinton look like choirboys. Everything from infidelity to incest, from sado-masochism to an eventual murder is going on in his house. But, like so many productions of this ilk, the game is caught between the urge to titillate and the fear of going too far and getting itself blacklisted. The end result is a weird mixture of the provocative and the prudish, as inimitably described by Charles Ardai, the most entertaining reviewer ever to write for Computer Gaming World magazine.

For those connoisseurs of striptease who prefer the tease to the strip, Voyeur should be a source of endless delight. Women are forever unfastening their bra straps in this game, or opening their towels while conveniently facing away from the camera, or walking around in unbuttoned vests that don’t quite reveal what you think they’re going to, or leaning toward each other for lesbian kisses that somehow never get completed. Men have it worse in some ways: they get led around in bondage collars, handcuffed to bedposts, and violently groped by their sisters. No one actually manages to have sex, though; all they do is go around interrupting each other. No wonder that after several hours of this someone ends up murdered.

Voyeur.

Coming a year after a panties-less Sharon Stone had shocked movie-goers in that scene in Basic Instinct, in a time when even network television shows like NYPD Blue were beginning to flirt with nudity, Voyeur was pretty tame stuff, notable only for existing on a computer. There was very little actual game to Voyeur, even by comparison to most interactive movies; as the player, your choices were limited to deciding which window to peep into at any given time. Yet it attracted a storm of press coverage and sold very well by the standards of the time — enough to prompt a belated 1996 sequel that was if anything even more problematic as a game and that didn’t sell anywhere near as well.

In fact, only one other game of this stripe can be called an outright commercial success. That game was Sierra’s 1995 release Phantasmagoria, designed against type by Roberta Williams, best known as the creator of the family-friendly King’s Quest series. Having written about it at some length in another article, I won’t repeat myself here. Suffice to say that Phantasmagoria became Sierra’s best-selling game to date, despite or because of content that was not quite as transgressive as the game’s advertising made it appear. In his memoir, Sierra’s co-founder (and Roberta’s husband) Ken Williams speaks of the curious dance — two steps forward, one step back — that interactive movies like this one were constantly engaged in.

There was a scene in Phantasmagoria which was shot with Victoria Morsell, the heroine of the story, topless. Roberta wrote the scene and helped direct it. If it were a horror film no one would have thought anything about it, other than giving the film an “R” rating. But this was a videogame, and the market hadn’t fully realized yet that interactive stories weren’t always just for kids. When it came time to release the game, we edited [it] to only show some side-boob. Even with only a hint of nudity, Phantasmagoria was not a game we felt was appropriate for children. [We] voluntarily self-rated the product with a large “M” for Mature.

But Ken Williams must have believed the market was evolving quickly, because just a year after the first Phantasmagoria Sierra released a sequel in name only — it had nothing to do with the characters or story of the first — called Phantasmagoria: A Puzzle of Flesh, which proudly strutted all of the stuff that its predecessor had only hinted at. Designed by Lorelei Shannon rather than Roberta Williams, A Puzzle of Flesh was as sexually explicit as any mainstream game would get during the 1990s, an interactive exploitation flick steeped in sado-masochism, bondage, and the bare boobies that had been so conspicuously lacking from Roberta’s game. Like too many Sierra adventure games, its writing and design both left something to be desired. And yet it was an important experiment in its way, demonstrating to everyone who might have been contemplating making a game like it that there really were boundaries which they would be well advised not to cross. In contrast to many organs of game journalism, Computer Gaming World did deign to give A Puzzle of Flesh a review, but said review oozes disgust: “Playing this game, if one can grace this morally reprehensible product with such happy terms as ‘play’ and ‘game,’ is extremely unpleasant; to do so ‘for fun’ requires a fascination with hardcore schlock or a hardened attitude toward horror and exploitive erotica. You have been duly warned.”

Phantasmagoria: A Puzzle of Flesh.

It speaks to one of the peculiarities of American culture that the magazine could work itself into such a lather of moral outrage over this game whilst praising the booby-less ultra-violence of HyperBlade (“The 3D Battlesport of the Future!”) in the very same issue. (“Fractured skull. Severed bronchial artery. Shattered tibia. This will eventually come as music to your ears. Want to cut an opponent’s head off and throw it in the goal? Pretty brazen, but that’s okay too.”) But such were the conditions on the ground, and publishers had to learn to live with them. Sierra never made another full-fledged interactive movie after A Puzzle of Flesh. The genre as a whole slowly died as the limitations of games made from spliced-together pieces of canned video became clear to even the most casual players. The dream of a games industry that regularly delivered R-rated content in terms of sex as well as violence blew away like so much chaff on the breeze alongside the rest of the interactive-movie fad. Mind you, games would continue to be full of big-breasted, scantily-clad women to feed the male gaze, but gamers wouldn’t get to see them in action in the bedroom.

Yet this isn’t to say that there was no sex whatsoever to be had on CD-ROM. Far from it. Even as the above-ground industry’s fad for interactive movies was swelling up and then petering out, there was plenty of explicit sex available for consumption on “seedy ROM,” the name a wag writing for The New York Times coined for the underground genre. A cottage industry sprang up around the technology of CD-ROM when it was still in its infancy — an industry which it would be disarmingly easy for a historian like me, trolling through my old issues of Computer Gaming World and the like, to never realize ever existed. This has always been the way with porn; despite its eternal popularity, it lives in the shadows, segregated from other forms of media whose consumers are less ashamed of their habit. It is forced to exist in its own parallel universe of distribution and sales — and yet people who are determined to see it always find a way to meet it where it lives. This was as true of porn during the multimedia-computing boom as it has been in every other technological era and context.

The pioneer of the seedy-ROM field, coming already in 1990 — fully three years before Voyeur, at a time when the standards around CD-ROM had barely been set and most people had not yet even heard of it — was a product of a tiny company called Reactor, Incorporated. It called itself Virtual Valerie. Implemented using Apple’s HyperCard authoring system, it plays a bit like The Manhole with sex; you can explore your girlfriend Valerie’s apartment, discovering a surprising number of secret paths and Easter eggs therein, or you can spend your time exploring Valerie herself. Relying on hand-drawn pixel graphics rather than digitized photographs or video, it’s whimsical in personality — almost innocent by contrast with what would come later — but it nevertheless demonstrated that there was an eager market for this sort of thing. “A left-handed mouse designed for use by right-handed people will be a hot seller,” wrote Anne Gregor only partly jokingly in CD-ROM Today, one of the few glossy magazines that dared to cover this space at all.

Virtual Valerie.

Virtual Valerie was the canary in the coal mine. In her wake, dozens of companies plunged into making and selling porn on CD-ROM, smelling an opportunity akin to the porn-on-videotape boom of the recent past. They sold disks full of murky images downloaded from Usenet, where a lively trade in porn went on alongside lively discussions. They sold old porn movies on CDs, the better for gentlemen to view on the computer in the home office, away from the prying eyes of the wife and kids. (The Voyager Company’s version of the Beatles film A Hard Day’s Night was promoted in 1993 as the very first full-length movie on CD-ROM, but it actually wasn’t this at all: it was rather the first non-pornographic movie on CD-ROM.) And then there were the more ambitious, genuinely interactive efforts that followed in the footsteps of Virtual Valerie. “Virtual girlfriends” became a veritable sub-genre unto itself for a while. Girlfriend Teri, for example, claimed a vocabulary of 3000 words. Journalist Nancie S. Martin called her perfect for men who preferred “a woman you can talk to, who, unlike most real women, has no opinions of her own. While she can’t discuss Proust, she can say, ‘It’s so big!’ on demand.”

It was proof of a longstanding axiom in media: no matter how daunting the obstacles to distribution, porn will out. When American CD-duplication houses refused their business, the purveyors of seedy ROMs found alternatives in Canada. When no existing software distributor or retailer was willing to touch their products, when the big computer and gaming magazines too rejected them or allowed them only small advertisements sequestered in their back pages, they advertised in the skin magazines and urban newspapers instead, and sealed the deal through mail order and through porn-rental shops that stocked their CDs alongside the usual videotapes. Those who joined this latest porn gold rush were a variegated lot, ranging from the likes of Playboy and Penthouse, whose libraries of photographs stretched back decades, to hardcore pornography pimpers like Vivid Media with catalogs of their own that were equally ripe for re-purposing, to fresh faces who were excited about the overall potential of multimedia, and saw porn as a way to make money from it or to nudge it along as a consumer-facing technology, or both.

One of these newcomers to porn was New Machine Publishing, founded by one Larry Miller and two other 25-year-old men in 1992. “At first, we thought we’d do a CD-ROM on the rain forest,” Miller told The Los Angeles Times three years later. “It was gonna be interactive, have bird calls, native music, all that stuff. Then we discovered we were not thinking in real-world terms. No one would have bought it.” Instead they acquired a bunch of footage from a local porno-production company and stuck it on a CD alongside a frame story not that far away in spirit from Voyeur: you were a guest at a hotel where all the rooms were wired for video and sound, and you were in the catbird seat in the control room. The difference, of course, was that their “interactive porn movie,” which they called Nightwatch, didn’t shirk from the money shots. They took 500 Nightwatch discs to a Macworld show in San Francisco and sold every single one of them, at $70 a pop. Attendees “would cruise by,” remembered Miller. “Then they would get to the end of the aisle and do a U-turn.”

It turned out that porn was immune to the infelicities of this early era of digital video that caused customers to turn away from more upstanding multimedia productions. While few could convince themselves to overlook the fact that Voyager’s A Hard Day’s Night played in a resolution more suited to a postage stamp than a computer monitor, they were happy to peer at Nightwatch‘s even blearier clips, jittering before them enigmatically at all of five frames per second. New Machine plowed their Nightwatch profits into The Interactive Adventures of Seymore Butts (yes, really), which did for Leisure Suit Larry what their previous seedy ROM had done for Voyeur. Everyone knew the drill of this sort of scenario by now: another loser protagonist out on the town trying to score. Except that Seymore would get lucky in a way that Larry or Les and their players could hardly have begun to imagine.

Seymore Butts, ladies man, on the prowl.

Indeed, New Machine was now able to pay for their own film shoots. Robert A. Jones of The Los Angeles Times was permitted to visit the set one day, and returned to bear witness to the ultimate hollowness of mechanistic sex without emotion or context: “Watching it unfold, it’s hard to believe anything of redeeming value could be salvaged from this scene of bored sordidness.” There has always been money to be made in some people’s compulsion to keep watching porn long after the novelty is gone. Why should seedy ROMs be any different?

But, you might be asking, how much money are we talking about here? Alas, that’s a tough question to answer with any degree of certainty. Because porn lives underground, both abhorring the light of mainstream attention and being likewise abhorred, it has always been notoriously difficult to figure out how much money people are actually making from the stuff. Porn on CD-ROM is no exception. That said, the sheer quantity of it that was out there by the middle of the 1990s indicates that real money was being made by at least some of its providers. To be sure, no one was selling discs in the quantities of Voyeur or Phantasmagoria. But then again, they didn’t have to, thanks to vastly cheaper production budgets and the ability to charge a premium price. This latter has always been one of the advantages of peddling smut: most people just want to take their porn and disappear back into blessed anonymity, not haggle and bargain hunt.

We do have some data points. The founders of New Machine Publishing alluded vaguely to selling “tens of thousands” of copies of Seymore Butts, more than many a more wholesome point-and-click adventure game of the era. The first Penthouse Virtual Photo Shoot disc — “Be the photographer!” — reportedly sold 30,000 copies in its first three months. (In another testament to its popularity, no fewer than five additional volumes, featuring different sets of girls for the camera’s roving eye to capture, were later released.) Vivid Entertainment’s interactive division reported having four 10,000-plus sellers on CD-ROM already in the spring of 1994, barely six months after its founding. Fay Sharp, who acted as a distributor and liaison between seedy-ROM makers and mom-and-pop porn shops all over the country, claimed that $260 million worth of porn on disc was sold in that same year. Pixis Interactive claimed multiple titles with sales of 50,000 to 100,000 units a couple of years after that. For all that such numbers may still have been a drop in the bucket compared to porn on videotape, they could mean serious money for the people involved, with the tantalizing prospect of a lot more where that had come from in the future, once multimedia personal computers had become as ubiquitous in American homes as videocassette players. In short, and despite the fact that seedy ROMs would never blow up quite as spectacularly as many of the folks involved in them expected — we’ll get to the reasons for that shortly — all signs are that some people in this market did very well for themselves for a while, thanks to sales that in many cases seem to have dwarfed the numbers racked up by, say, The Voyager Company’s lineup of high-brow explorations of history and science.

Perhaps the best testimony to the real if brief-lived success of porn on CD-ROM is a brouhaha that erupted at COMDEX, the buttoned-down computer industry’s biggest trade show, taking place in November of each year in Las Vegas. In 1993, The New York Times reported with considerable surprise that porn had become one of the highlights of the show in the opinion of businessmen who were ostensibly there to investigate decidedly unsexy server racks and backup systems and the like.

“CD-ROM brings unimaginable quantities of knowledge to those for whom information is their most valuable asset,” said Bill Kelly, president of PC Compo Net of La Habra, California, who sells such knowledge bases as L.A. Strippers: Bikes & Babes & Rock ‘n’ Roll. PC Compo Net was among a half dozen companies selling CD-ROM titles that depict graphic sex with video, sound, and still images. The displays caused traffic jams in the aisles as the predominantly male computer crowd stopped to gawk. Many customers waved fists of cash. One harried booth clerk noted that CD-ROM is ideal for circumventing Japanese laws restricting pornographic films and magazines, because the mirror-like disks give no clue as to their contents and can easily be slipped through customs in an audio-CD case.

Some COMDEX exhibitors complained about their X-rated neighbors on moral grounds; others said they were pleased by the crowds. One Japanese computer dealer, who asked that his name not be used, said it appears that pornography may be the long-awaited “killer” application that will spur the sale of CD-ROM drives. “People who develop CD-ROM software should be overjoyed that we’re here, because we’re helping sell CD-ROM drives,” said Lawrence Miller, one of three partners in New Machine Publishing of Santa Monica, California, which makes games with explicit sexual content.

Concerned about their show’s image, the COMDEX organizers moved the seedy-ROM exhibits into a dank corner of the basement the following year — an apt metaphor for pornography’s place in polite society, yes, but one the exhibitors themselves considered less than gracious, given that they were by now contributing about half a million dollars to the show’s bottom line. In return, COMDEX couldn’t even be bothered to keep the power on for them all the time down there in the cellar. Its organizers were deaf to their complaints: “COMDEX is a place where people show creative new products for the benefit of the industry. This is not appropriate.”

So, Fay Sharp, a rare woman in porn in a role other than that of performer, set up her own show in 1995 just a few blocks away from that year’s COMDEX. Called AdultDex, its admission charge was just $20 if you could show a COMDEX ticket. “COMDEX is the classroom and AdultDex is recess,” said William Margold of the Free Speech Coalition, one of the new show’s sponsors. About 7500 people came by that first year, while the bigger show’s organizers huffed and hawed and threatened this unwelcome parasite. In the end, though, there was nothing they could do about it.

AdultDex became a regular event thereafter, drawing upwards of 20,000 attendees some years. The scene there was much the same as that in the countless Vegas strip clubs that catered to the same clientele of business road warriors enjoying a taste of freedom from the strictures of family life. (“COMDEX attendees don’t gamble, but they line up in those gentlemen’s clubs,” said the chairwoman of the tourism and convention department at the University of Nevada. “I’ve been on flights coming into Las Vegas sitting next to hookers who fly in just for that week.”) Journalist Samantha Cole describes AdultDex as “men in polo shirts and cheap brown suits standing too close to tanned women in bikinis and leather, or leaning their five-o’clock shadows on their breasts. One thing that’s never changed through decades of Las Vegas porn conferences: in this gin-scented setting, men and women do seem like separate species.”

In 1997, the police raided AdultDex — at the instigation, many suspected, of the COMDEX organizers — and handed out citations for “lewd and dissolute conduct” and “performing a live sex act.” But, as always, the porn show must go on. “We were on CNN, the local TV; we have even had an editorial in the newspaper that was favorable,” said Fay Sharp to Billboard magazine. “It’s giving us the kind of publicity we could never buy. It’s showing [that] adult interactivity is very much in the mainstream.” AdultDex wouldn’t pass into history until 2003, when it expired, like any good parasite, alongside its host, COMDEX itself.

The scene at AdultDex.

Yet even as Fay Sharp was saying those words in 1997, the nature of the products being peddled at AdultDex was changing markedly. The fact was that the seedy-ROM boom was already past its peak, already starting onto the down slope toward what all those dirty discs have become today: the kitschy detritus of a quaint past, media artifacts which manifestly failed to reach the world-changing heights once predicted for them. Pixis Interactive reported that year that its latest sales figures looked suddenly “ghastly.” The smart folks in the cottage industry were now plotting exit strategies from CD-ROM, which in some cases involved going legit — or at least more legit — in one way or another. The boys behind New Machine, for example, reinvested their Seymore Butts profits into casino games on CD-ROM, then took that concept online. At the turn of the millennium, their virtualvegas.com was one of the most popular online-gaming sites on the Internet.

Meanwhile those digital impresarios who intended to stay in porn were trying to figure out how to execute a dramatic shift in terms of delivery medium. For, just as video had once killed the radio star, the World Wide Web was now all too clearly killing the multimedia CD-ROM, regardless of whether it concerned itself with kinky sex or with the fate of the rain forests. Seedy ROMs wouldn’t disappear because of any shortage of horny boys and men — perish the thought! They would disappear because anything they could do, the Web could do better — cheaper and easier and, best of all, even more anonymously. The fact was that the Web was about to change humanity’s relationship to sex in general to an extent that few of even the most enthusiastic proponents of sex on CD-ROM would have ventured to predict. And, almost equally interestingly, sex was about to change the Web — change not only the sites people surfed to and what they did there, but make the whole place safe for commerce and its filthy lucre in a way that a million wide-eyed idealists like its original inventor Tim Berners-Lee could never have managed.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: the books How Sex Changed the Internet and the Internet Changed Sex by Samantha Cole, Obscene Profits: The Entrepreneurs of Pornography in the Cyber Age by Frederick S. Lane III, The Players Ball: A Genius, a Con Man, and the Secret History of the Internet’s Rise by David Kushner, The Erotic Engine by Patchen Barss, The Pornography Wars: The Past, Present, and Future of America’s Obscene Obsession by Kelsy Burke, and Not All Fairy Tales Have Happy Endings by Ken Williams; The New York Times of November 21 1993, January 9 1994, and October 4 1995; CD-ROM Today of June/July 1994; Electronic Entertainment of August 1994 and August 1995; Wired of July 1995; Computer Gaming World of March 1995, July 1996, and March 1997; Wired of July 1995 and February 1997; The Los Angeles Times of March 19 1995; The San Francisco Chronicle of November 19 1997; frieze of March/April 1996; The Las Vegas Sun of November 19 1996; American Heritage of September/October 2000. Online sources include “Inside AdultDex” by Adi Robertson at The Verge, “COMDEX Trade Show Leaves Vegas” by Chris Jones at Casino City Times, and “History of Sex in Cinema” at filmsite.

Footnotes

Footnotes
1 A few years ago, I went to a retro-gaming exhibition here in Denmark with a friend of mine. We got to talking with a woman who worked at the museum hosting it, who told us of her own memories from those times. It seems her brother had managed to acquire a copy of Strip Poker for his Commodore Amiga. Being a lover of card games, she tried to play it, but all the stupid pictures kept getting in the way. “I just wanted to play poker!” she lamented. I suspect this story may have something to tell us about the differences between the genders, but I have no idea what it is.
 
 

Tags:

The Last Express

A moving train at night is an incredible place to hear stories. Like a campfire.

— Jordan Mechner’s journal, February 24, 1992

I was in Germany once, standing in a train station at night. A train was coming into the station, moonlight glinting off its steel sides. For some reason this image was very vivid to me, and I remember thinking, well, that’s modern European history at a glance.

— Tomi Pierce, 1997

In the years after he completed Prince of Persia and saw it become one of the biggest international videogame hits of the early 1990s, Jordan Mechner did something that one can wish more game designers would find the time to do: he unplugged for a while, leaving games and the sometimes blinkered culture that surrounded them behind as he went off to see the world. From a base in Paris, he traveled extensively throughout Europe. Young, good-looking, rich, talented, and linguistically precocious — his French and Spanish were soon almost as good as his English — he lived “a life right out of Henry James,” as one of his friends told him, whilst lightly supervising his publisher Brøderbund Software’s progress on the Prince of Persia sequel out of his apartment in the Sixth Arrondissement. He was, as he puts it today, “in a rare and fortunate position that few creative artists ever get to experience. At age 28, I was being offered a dazzling array of opportunities to write my own ticket.” Uncertain whether he wanted to keep making games or return to his early dream of becoming a filmmaker, he went to Cuba for several weeks in the summer of 1992, to shoot a twenty-minute wordless documentary about the life of a society 90 miles and 30 years removed from that of the contemporary United States. “I really should make a short film or two before I go after my first big-time feature job,” he wrote in his journal with the blasé optimism of fortunate youth, not pausing to reflect on the reality that most aspiring filmmakers cannot afford to turn their student demo reels over to a first-class Parisian studio for editing and post-production.

It took an older friend named Tomi Pierce to talk some sense into him. A longtime trusted agent of the Brøderbund management team, she had been instrumental in shepherding Prince of Persia to completion, by alternately coddling and cajoling its moody young auteur through milestone after milestone. She did the latter on a long-distance call from California to France that took place just after his adventure in Cuba. Recharging the batteries was all well and good, she said, but enough was enough. She pointed out how insane it was for a young man who had become a veritable name brand unto himself in one entertainment industry to wish to start over from scratch in another. As she later remembered it, she told him that his life “was a pretentious and pathetic wreck,” and urged him to get hands-on with another game sooner rather than later. Being by no means uncreative herself, she even gave him the stub of a story to start with: “It’s a World War II spy story, and here’s the first sentence: ‘I was taking the night train to Berlin.'”

Those words of hers sparked a four-and-a-half-year odyssey that burned Jordan Mechner’s Prince of Persia fortune right to the ground, ending for the nonce his prospect of living the rest of his life as a globe-trotting dilettante. And he thanked her for it.


Tomi Pierce and Jordan Mechner.

Mechner and Pierce were soon talking daily about their game over the transatlantic wire. They decided to move the time period from the Second to the First World War — or rather to just before the First World War, to the summer of 1914, when, almost unremarked by the general public, the dominoes of disaster were falling one by one in Europe. Nothing would ever be the same after that fateful summer; as Barbara Tuchman once wrote, “the Great War of 1914 to 1918 lies like a band of scorched earth, dividing that time from ours.”

But a train would still be the centerpiece of the game. And they knew which train it would have to be: the legendary Orient Express, which left Paris to begin the three-day journey to Constantinople for the last time in a long time on the evening of July 24, 1914. While it was underway, the Austro-Hungarian ultimatum to Serbia expired, and Europe started the final plunge down the slippery slope to war. Mechner:

Not only did that train cross the very countries that were about to go to war, but at the time, in 1914, it was the very symbol of the unity and financial interdependence of the European countries, kind of like the European Economic Community today. On that train you had a cross-section of all the different segments of European society — all the different countries, all the different political and ideological factions that were about to find themselves at odds.

Needless to say, Mechner and Pierce were not envisioning another cinematic platformer like Prince of Persia. They rather wanted to make a full-fledged adventure game, with a complex story line that did not have to take its cues from the silent movies of yesteryear, as had been the case with Mechner’s previous masterstroke. This was despite — or rather in some ways because of — the fact that Mechner was no fan of adventure games as they were currently implemented, with their fixed plots gated by mostly arbitrary puzzles. He was sure he could do better.

But doing so would require a leap into unknown waters, require him to act as the head of a creative team rather than remaining the lone-wolf coder he had always been before. For better or for worse, those days had ended with the 1980s; Prince of Persia, which shipped on the Apple II three months before that decade expired, had been the last of its breed.

In December of 1992, Mechner visited Brøderbund’s offices near Silicon Valley to iron out some final details concerning Prince of Persia 2, whose release date was fast approaching. He took the opportunity to pitch “the train game” to Doug Carlston, the company’s co-founder (and the future husband of Tomi Pierce).

I’m really excited about this train game. I’ve played all the other adventure games out there, and I think here’s a chance to make something that will blow them all away — not just in terms of story, although that’s a big part of it, but also in the graphic look, sound, music, interface, the way it all fits together — the whole package. I’m talking about a game that will really be a work of art. The first adventure game to have a story and graphics that can stand on their own merits, not just by adventure-game standards.

And I’m thinking beyond just this one game. The train game will take maybe two years to develop, and if it’s the hit I think it will be, there’ll be a major opportunity to follow it up with other games with the same interface, the same special “look and feel.” I want this to be a whole line of games. I’ve been working on this for weeks, and I’m so convinced it’s worth it that I’d be ready to go out and do it on my own as an independent project if I need to.

Look, I’ve spent the last two years traveling and making movies and learning a lot, but basically goofing off. I wouldn’t mind really throwing myself into something for a change. I’d like to risk something. So, emotionally, I’m up for it. I’ve already started looking for an apartment in the city. I want to do this game.

I don’t even like adventure games. But I’m going to do this one. This will be the first adventure game since Scott Adams that I’ll actually like.

Carlston was encouraging, but only cautiously so. He told Mechner that, while Brøderbund would be happy to publish his train game when it was ready, they weren’t prepared to make it in-house or to shoulder all of its development costs. In short, Mechner would indeed have to arrange to make it himself independently, under a standard out-of-house development contract. If he had proposed doing a Prince of Persia 3, the verdict might have been different, but Brøderbund just couldn’t go all-in on such an unproven commodity as this. By way of compensation, Carlston was willing to let Mechner borrow Tomi Pierce for as long as he needed her.

Mechner took Carlston’s words to heart; he would make his train game himself, partially financing it out of his own Prince of Persia royalties, then count on Brøderbund to sell it. He went back to Paris only long enough to arrange a more permanent return to the United States. On January 7, 1993, he moved into his new San Francisco apartment. Five days later, he opened a bank account in the name of Smoking Car Productions, his very own games studio. It was full steam ahead on The Last Express, as the “train game” would eventually come to be called.

The deeper Mechner and Pierce dived into the details of the real time and place in which they’d chosen to set the game, the more they wanted and needed to know. The project became more than just a better take on the adventure genre: it became an exercise in living history. “Authenticity” became its watchword. “And thereby [we] added two years to the project,” says Jordan Mechner wryly.

There are any number of ways that computer games can engage with real history, plenty of which have already been featured on this site over the years. Tactical wargames can let the armchair generals among us refight the battles of the past at a granular level, finding out what might have happened if General Lee had not ordered a frontal assault on the last day of the Battle of Gettysburg or if Admiral Nagumo had not elected to withdraw from the Battle of Midway after losing all four of his aircraft carriers. Meanwhile grand-strategy games can let us explore more abstract questions about economic and political systems, as well as, inevitably, their consequences on the battlefield. But these forms of engagement are more intellectual than empathetic. Another, perhaps ultimately more valuable service games can do us is to drop us right into history in the way of a great historical novel, to let us walk a mile in the shoes of people who are not generals or statesmen, to see what they see and feel what they feel and decide what they do next when faced with dilemmas that may have no easy answers; this last is an aid to immersion and understanding that no static novel can offer us, no matter how vividly written. Such is what Mechner and Pierce now proposed to do: to let their players truly live through a constrained but meaningful piece of history.

Before they could engage with the bigger issues of the day, they would need to get the nitty-gritty details right, from the angles at which the corridors inside each coach on the Orient Express bent to the way the toilets flushed in the washrooms. Finding these things out was not easy. Although the Orient Express had run between Paris and Istanbul (né Constantinople) from 1883 until 1977, the 1914-vintage carriages were, as far as anyone knew, long gone, excepting only two restaurant cars that were preserved by museums, one in Paris and one in Budapest. Of the interior of the sleeper cars there remained only three photographs. Compagnie Internationale des Wagons-Lits, the operator of the Orient Express, told our heroes that all of their blueprints and other archives from that era had been destroyed.

Imagine their thrill, then, when they got a call one day from a Parisian club of railroad old timers, in response to an advertisement they had placed in a French railway magazine. “The train companies think these archives have been destroyed,” they were told. “We’ve got ’em.”

They agreed to meet at the Gare de l’Est station in Paris, the departure point of the Orient Express throughout its history. (In fact, a train by that name was still running from the station at the time, but it only went as far as Budapest, making rather a misnomer of its appellation.) Tomi Pierce:

Through a door marked NO ADMITTANCE, we plunged into a rabbit warren of offices under the station. In a grimy room at the end of a long corridor, two very old men were sitting at a table. Around them were stacks of boxes.

They had no idea what a computer game was, but as soon as they realized we were seriously interested in their train, they began to talk furiously. For hours, they bombarded us with information, from the exact date when electricity was introduced on the Express to the social structure among train employees of the time. They joked about the frosted glass in the washrooms — not thick enough to completely conceal the occupants. They sorted through the boxes, pulling out irreplaceable original materials. Passenger lists, menus from July 1914, detailed floor plans, conductor’s rule books — a thousand features of the train were documented. As the old men talked, the Orient Express seemed to rise in ghostly form. “Use it all,” they said a little sadly. “No one else ever will.”

We felt a responsibility to do the right thing. If you listen to these old trainmen — well, they love trains and their history. I thought about their apartments at home, filled to the brim with old train archives they had saved themselves. And when they die, that knowledge is probably gone forever. So, you feel an obligation to them to get it right.

At the end of that interview, they asked if we would like to see their train set. Directly under the central platform was a room the size of a basketball court, filled with the largest train set I had ever seen. Every period of train history was represented. All the train-car and engine types, wide- and narrow-gauge rails, signals and tracks were hand-built. The model-train network had been under continuous construction by the employees at the Gar de l’Est for the last 40 years. Our guide shrugged. “It’s just to amuse ourselves,” he said. “It is… for our pleasure.”

Pierce resolved then and there to turn The Last Express into an exercise in “electronic archaeology”: to “recreate that train and the drama of its time using every high-tech trick we knew.” Mechner:

I mean, you can legitimately ask, “Who cares? What does it matter which way the sleeping car faced?” But there’s something about a piece of history on the verge of being forgotten. Whatever else you can say about this game, it’s authentic.

Word of these crazy Americans who wanted to recreate the Orient Express on a computer screen spread among the trainspotters of Europe. One day they received an unsolicited note from an Italian gentleman: “There is a 1914 Orient Express sleeping car in Athens. It is in dilapidated condition and is not in working order.”

It turned out to be just sitting there right where he said it was, shunted to the side of a railway depot on the outskirts of the city. Unlike the restaurant cars in Paris and Budapest, both of which were maintained as museum pieces with rigorously enforced rules of access, this car was open season. From Jordan Mechner’s journal:

Two days in that sauna of a busted-down Wagon-Lits car, baked by the sun for the past 50 years, or however long it’s been sitting there. Kicking aside debris, sending up clouds of dust, covering the windows with sheets to try to cut down the contrast, sweating, snarling at each other, and generally getting to know that car more intimately than we ever could have if it had been in good condition with an official keeping an eye on us, like the one in Budapest.

They documented every inch of the carriage in pedantic detail. “The colors in the painted ceilings, the mechanism of opening the bed bunks, the tooled leather of the walls, the pattern in the carpet,” wrote Pierce later. “We studied it all.” With the cockiness of youth, Mechner wrote in his journal that “I think we can now safely say that we know more about the 1914 Orient Express than any one person living.” Now they just had to move all that knowledge into the computer.


Inside the sleeper car in Athens.

A mock-up of the scene in a 3D modeler.

And the final image with textures applied.

Extracts from the “Making Of” video included on The Last Express CDs.


Shortly after returning from Athens in August of 1993, Mechner made a pivotal decision. As a Brøderbund insider, he’d been watching with considerable interest the progress of an adventure game called Myst, which Brøderbund planned to  publish on the Apple Macintosh the following month. Although his design goals for The Last Express were in many ways far more ambitious than those of Myst, he loved the sense of immersion fostered by its first-person, pre-rendered 3D environments. It seemed the way to go with his game as well. But, as he admitted in his journal, “I know almost nothing about this.” To remedy that, he flew out to Spokane, Washington, to spend several days with the Miller brothers of Cyan, Incorporated, the masterminds of Myst. He even wondered whether it might be possible to hire one or both of them for his own company. In a year or two, the huge success of Myst would retroactively make this musing sound hilariously presumptuous. At the time, though, it must have seemed perfectly reasonable. After all, he was an established auteur with one of the biggest franchises in gaming on his résumé, while the Miller brothers were just a pair of refugees from children’s software trying to make a go of it with the big boys.

In lieu of the Miller brothers, Mechner wound up hiring his own team of 3D modellers and programmers to bring the Orient Express to life. The watchword remained authenticity, down to the literal last screw. The textures in the carriages were pulled directly from photographs of the cars in Paris, Budapest, and most of all Athens: “green velvet upholstered benches, stamped-leather wall panels, flowered ceilings and brass rails. The train that appears onscreen in The Last Express hasn’t been seen in 80 years,” wrote Tomi Pierce.

Indeed, the game has almost a unique claim to historical authenticity. The wargames that the grognards love may wish to think of themselves as infallible “simulations” of events in time, but their what-if scenarios hinge on their designers’ own all-too-fallible interpretations of the events they purport to simulate. The recreated interior of the Orient Express, however, is dependent on no one’s interpretation. It’s simply a copy of the real thing, implemented as meticulously as the technology of the 1990s would allow by people with no allegiance to anything but the truth of their cameras and measuring tapes.

But of course, there had to be more to the game than its environment. The recreated Orient Express was to be the stage for a work of historical fiction, a complicated caper taking place on the train’s last voyage before the Belle Époque ran out, Europe descended into four and a half years of war, and a new twentieth century full of unprecedented wonders and horrors got going for real.

Historians are divided into two broad camps when it comes to the origins of the First World War: the powder-keg school, who see the Europe of the time as just waiting for a spark to start an inevitable conflagration, and the bad-luck school, who see a thoroughly evitable war that came at the end of a long string of random unfortunate events. It’s probably for the best that The Last Express doesn’t take a firm position either way. Rather than whys, it’s interested in how it was to be in Europe just before the Old was swept away forever by the New. Aboard its version of the Orient Express are German industrialists, Russian aristocrats and anarchists, Serbian separatists, Austrian and British spies, French engineers and bohemians and socialists, a Persian harem, even an enigmatic, fabulously wealthy North African “prince.” Unlike the train itself, which is scrupulously realistic, the cast of characters aboard it reflects a sort of hyper-realism; all are, whatever the other details of their individual personalities, archetypes of the social currents swirling around Europe at the time. The only group missing — albeit necessarily so, given the opulent setting — are the unwashed masses who would soon be expected to fight and die in the name of their betters.

There’s something about a train, a circumscribed space rushing inexorably through a landscape from which its occupants are isolated, that’s irresistible to lovers of romantic intrigue. It’s a locked-room mystery, only somehow even better, combining claustrophobia with exotica; small wonder that trains figure so prominently in the classic-thriller canon, from Agatha Christie to Alfred Hitchcock to Patricia Highsmith.

In this iteration on the template, you play Robert Cath, a debonair American doctor who boards the Orient Express in rather… unusual fashion just as it’s pulling out of Paris. He’s responding to a summons from an old friend, a fellow American named Tyler Whitney, whom he now finds dead in their shared compartment, apparently the victim of cold-blooded murder. Cath dares not draw attention to himself because he is sought by the police for some antics he may or may not have gotten up to recently with some Irish terrorists/freedom fighters, so he disposes of the body and assumes his friend’s identity, as you do in such situations. Soon he finds that Tyler, a heedless idealist of the sort that tends to cause an awful lot of trouble in the world, was up to his eyebrows in a complicated conspiracy to sell arms to Serbia’s Black Hand, the terrorist group responsible for the recent assassination of the Austrian Archduke Franz Ferdinand, an act destined to go down in history as the spark that ignited a world war. And then there’s the strange Russian artifact known as the Firebird that’s been stolen out of his friend’s luggage…

But I won’t spoil the story for you. Trust me, it’s worth experiencing for yourself.


A Digression on Being and Time

Let’s pause here for a moment to consider adventure games’ fraught relationship with time. In fact, let’s go way back, to before Myst, before point and click, before even graphics and sound, to a time when all adventure games were text adventures. The earliest of these were treasure hunts: thin quest narratives in which you roamed a static world that changed only when you did something to make it change. Your only goal was to explore and solve puzzles in order to collect treasures, for which you earned points by depositing them back in some safe place. Sure, the introduction to the game might attempt to provide some more noble justification, but that was more or less the gist of it. Once you had all the treasures, you also had all the points and you were done.

But within a year or two, people began to chafe at the limitations of worlds frozen in amber, itched to create real interactive stories where characters and things moved and changed around you independent of your own actions. Scott Adams, the very first man to put a text adventure on a mass-market microcomputer, gave it a shot already in 1979 with an unusual effort called The Count; Roberta Williams, who with her husband Ken was the first to add illustrations to the text adventure, made some more gestures in that direction the following year with Mystery House. But the folks who really moved the needle, here as in so many aspects of the craft of adventure, were the ones at Infocom. In 1982, Infocom’s Marc Blank gave us Deadline, a full-on interactive mystery, taking place in a mansion whose inhabitants moved about and acted on their own accord, challenging you as the detective to figure out what they were up to if you wanted to survive the day, crack the case, and bring the guilty party to justice. Instead of exploring a landscape, it asked you to explore a dynamic possibility space.

Yet there was a big drawback to this approach: the game could and usually did run away from you. If you didn’t happen to be in the right place at the right time to answer the telephone or to intercept the postman, you were just out of luck; the crime was doomed to go unsolved. The only way to beat Deadline was to play it over and over again, gradually putting together where you needed to be when and what you needed to do there. Only then could you make your winning run, where everything just kind of worked out for you in the way it always seems to for Hercule Poirot on the very first try.

In the abstract, it’s as valid an approach to game design as any other. Yet if we’re wedded to the idea of an adventure game as an interactive fiction — as a lived story — rather than a mere meta-puzzle, it can feel deeply artificial and unsatisfying. In a game like Deadline, relatively small and quick-playing and implemented entirely in text, it’s perhaps more agreeable than in one of those later multimedia extravaganzas that force you to watch the same interminable cut scenes again and again. Still, even Infocom learned pretty quickly that their customers didn’t much care for it. Each of the two dynamic mysteries they released after Deadline sold worse than its immediate predecessor, causing them to give up on the approach.

For the fourth Infocom title with the genre label of “Mystery,” 1986’s rather obscure Ballyhoo, author Jeff O’Neill tried something different.  Ballyhoo is the first adventure I know of to fully embrace plot rather than clock time. That is to say that events unfold in the rundown circus that is its setting not in response to passing turns but in response to your progress through the plot. As I wrote in my review of Ballyhoo years ago, it “flips the process on its head: makes the story respond to the player rather than always asking the player to respond to the story. Put another way, here the story chases the player rather than the player chasing the story.” As you solve puzzles and make progress, the world rejiggers itself to accommodate the next phase of the story it wants you to live through. Of course, this is not playing fair by the objective rules of simulation. No matter: O’Neill grasped that the player’s subjective experience of an interactive story is what really matters in the end. The approach was adopted by a great number of later adventure games, many of them far less obscure than Ballyhoo — perhaps most famously of all by Jane Jensen’s plot-heavy Gabriel Knight graphic adventures of the 1990s.

Yet plot time can produce pitfalls of its own. Anyone who has ever played a Gabriel Knight game is familiar with the frustration of trying to end the day: of running hither and yon through the world, clicking on everything and talking to everyone for the umpteenth time, looking for that hidden trigger that will satisfy the conditions for grinding the plot gears forward to another evening, so that Gabriel can go home and go to bed and wake up to another morning and the next phase of the story line. This sort of plot stasis can be almost as infuriating as a plot that has run away without you; when you’re caught up in it, it can pull you out of the fiction every bit as much. And then, too, the very notion of plot time philosophically bothers many a player and designer, who see it as a sort of betrayal of the very premise of an adventure game as a living world, one that ought to be allowed to go about its business without any such thumbs on its scales.

Count Jordan Mechner and Tomi Pierce among this group. While they couldn’t make their game run in literal real time — it would have been impossible to implement that much content, and quite probably deadly boring for the people who experienced it — they did want it to run in an accelerated version of same, such that the three-day trip to Constantinople would take about five hours of playing time. The other passengers and crew on the Orient Express would move about and pursue their own agendas during those hours, even as the train itself chugged relentlessly onward. All of this would happen no matter what Robert Cath chose to do with himself. Lead programmer Mark Moran:

We created a language where every character has a script. They all have their motivations to drive the story forward. At 8:00 PM, August Schmidt goes to dinner, and has dinner until 8:30. He’s hoping he might run into you at dinner, but if he doesn’t he might see you from 8:30 to 9:00, when he’s in the salon smoking. At 9:30, he’ll grow frustrated and come to your compartment and knock. He’s got a long list of instructions. We created this language where we could write the instructions for every single character.

There would be no patently manufactured drama in The Last Express; if, say, a group of police officers boarded the train to look for a suspected American terrorist, they wouldn’t wait until Cath found the perfect hiding spot before bursting into his cabin. Instead they’d burst in when they burst in, let the chips fall where they may.

And yet it remained an incontrovertible fact that adventure gamers hated sudden deaths and especially walking-dead situations, as it’s called when you’re left wandering around in a game which you can no longer win, often without even knowing that that’s the case. They hated these things so much that LucasArts had built an immensely successful adventure empire out of promising players that they would never, ever put them in that position, no matter what they did or didn’t do. Clearly a simple reversion to clock time alone wouldn’t do for The Last Express. Out of this dilemma sprang the game’s biggest formal innovation: it would have no conventional save command at all. Instead it would let you rewind time itself to some earlier point whenever you wished, as if you were rewinding a videotape of your actions, and pick up again from there. Meanwhile the forward progress of the plot, chugging constantly onward like the train itself, would ensure that any conceivable walking-dead situation couldn’t drag on for very long. Once you died or blundered into some other bad ending, the game would automatically rewind the story to the last point where victory was possible and let you try again. In this way, The Last Express would preserve the integrity — or, if you like, the authenticity — of its storyworld, without driving its players crazy.

Smoking Car would also eliminate the artificial set-piece puzzles that were the typical adventure game’s bread and butter, offering up strictly situational challenges instead that were inseparable from the story: hiding Tyler’s body in your cabin, hiding from the police, figuring out just why that beautiful and famous Austrian concert violinist seems to want to kill you. Needless to say, alternative solutions would abound. Jordan Mechner:

A traditional rule of dramatic construction is that, if you put a gun on the wall, it must go off. In a game, if someone mentions their birth date in a conversation, you’re supposed to write that down, because it might be a combination to a safe. The Last Express deliberately breaks that rule. We just didn’t want to do that. The Last Express is gentler than most adventure games, because the things you have to do to win are not that hard to figure out. It’s what fills the spaces in between that makes life on the train interesting. (Or real life, for that matter.) Anyone who plays The Last Express is going to get drawn in listening to a particular conversation, or reading an article in the newspaper, and miss other events that are happening at the same time. And it’s all okay. You aren’t punished, you don’t miss a crucial clue or get dumped into another story branch. You just have a different experience.

Does the finished game live up to this billing? Not entirely, I must say. The fact is that there are dead ends in The Last Express — how could there not be with such an approach? — and the auto-rewind function, useful though it is, can still leave you replaying substantial chunks of the game, hoping to find a way to progress past the stumbling block this time around. In short, and in direct contradiction to Mechner’s statement above, there are “vital clues” which you can and probably will be “punished” for missing.

In the end, then, I have mixed feelings on this idea of clock time with rewind. I fear that Smoking Car may have violated one of Sid Meier’s principles of game design: that it’s the player who should be the one having the fun, not the programmer or designer. Yes, it’s neat to think about 30 different characters moving about the train pursuing their own agendas, and it was surely exciting to implement and finally see in action. But how much does it really add to the ordinary player’s experience? Ironically given its formal ambitions in other respects, The Last Express has just one story to tell at the end of the day; there’s only one “winning” ending to contrast with the eleven losing ones where Robert Cath doesn’t complete the trip to Constantinople for one reason or another. Would a cleverly designed plot-time structure have been so bad after all? It would definitely have been easier to implement, shaving some time and some dollars out of an extended and expensive development cycle.

But, lest I sound too harsh, let me also say that experiments like this one are necessary to tell us where the limits of fun and frustration lie. If The Last Express proved a road not taken by later adventure designers for a reason, that makes it only all the more valuable a case study to have had to hand.


Like Myst and countless other adventure games of its era, The Last Express blended its computer-generated environments with real human actors. But it did so as it did all things: with a twist. In September of 1994, Smoking Car Productions began a three-week film shoot, just like about a million other game projects seemed to be doing at the time. Yet instead of crudely and incongruously overlaying undoctored digitized images of the actors onto their 3D-modeled scenery, they used only their outlines, coloring them in by hand like comic-book art. It was, one might say, the logical next step for Jordan Mechner, who had filmed his little brother running around a New York park back in the 1980s, then laboriously hand-traced his outline frame by frame on his Apple II in order to give his Prince of Persia a more lifelike sense of movement than just about any other figure ever seen on an 8-bit computer. In this new context, though, it was labor intensive on a whole different scale, adding an incalculable number of months and dollars to the project. Never mind: it had to be done, for there was no appetite for compromise at Smoking Car Productions.

Here we see how August Schmidt and Robert Cath went from film to game.

Jordan Mechner with two of the actors at the film shoot. “They were garish costumes, purple and orange, just the gaudiest things,” remembers Mark Moran. “A jacket would be purple on one side and orange on the other so that the computer would be able to tell where one flap met [another]. Every single line was a big piece of felt. They looked almost like cartoons when they were on set. It was very hot because you’re caked in theatrical makeup and you’re wearing these wigs that accentuate the colors in your hair, so the computer can find those and highlight a curl or a parting…”

This applied equally to the sound design. A team of voice actors, mostly not the same as the onscreen ones, was hired to voice dialog in English, French, Russian, German, Arabic, Turkish, and Serbo-Croatian. All had to be native speakers for the sake of authenticity. “Casting American actors who can do a fake German or French accent just wasn’t acceptable to us,” says Mechner. Luckily for the player, Robert Cath was written as a rare American polyglot, much like Jordan Mechner himself. Those languages he could understand — the first four of those listed above — were subtitled in the game. The others were left a mystery to the player, as they were to Robert — but if you the player could happen to understand one or more of those other languages, you would realize that these dialogs too made perfect sense.

Originally projected to take two years and $1 million to make, The Last Express ended up taking four years and $5 million. (If we add to the timeline Mechner and Pierce’s earliest design discussions, we end up at almost exactly the length of the First World War itself…) Tomi Pierce:

In October 1994, we were 15 people; by December we were 28; by July 1995, 50 leather-jacketed nerds, spread over four offices, were working 70-hour weeks. Smoking Car had become a bustling thought factory. The 3D department created thousands of train interiors. The art department created and processed 40,000 frames of animation. The programmers built animation tools as well as the game structure. We worked on sound and film editing. Additional dialog recordings in French, Russian, Serbo-Croatian, and German created a rich sonic tapestry. A Czech film-music composer wrote and scored a beautiful soundtrack for the game. By 1996, we were running 24 hours a day; people were sharing computers in shifts. We became a major patron of delivery pizza; everyone was either losing or gaining quite a bit of weight.

We missed our first, second, and third product deadlines. Since our cash advances were tied to achieving these milestones, we stretched payables and everyone went on half salary; the tension and stress increased.

Now a year behind schedule, we finally assembled a fully playable version of the game. This is called beta: the point when, like Frankenstein’s monster, all the parts of the body have been hooked up, and it begins to breathe and open its eyes. Play testing began at Brøderbund. Its testers played the game over and over for months, attempting to break it by finding flaws in the design. Every time it crashed, our programmers fixed the weak point… and the process began again. In three months, more than 5000 bugs were logged. All of them got fixed.

February 1997: we were done.

The calm was deafening. One night we all sat down and played the game together for the first time. It seemed to have a life of its own. We were thrilled and humbled to see the strange, living drama we had made — this odd new marriage of story and technology. It may seem counterintuitive, but computer software is in many ways a handicraft business.

Most people who have worked on a large-scale creative project are familiar with the vaguely unnerving, anti-climatic quiet that follows such a project’s completion, that feeling of “Now what?” that marks the time between production and reception. If all goes well, that period of yawning calm is a short one, soon to be replaced by slaps on the back and bonus checks as the sales reports roll in, the belated rewards for a long, hard job well done.

But that wasn’t what happened this time. Brøderbund sent The Last Express out the door with a $1 million marketing budget, and Tomi Pierce even managed to secure a four-page feature on its making in, of all places, Newsweek magazine — hardly an obvious outlet, but emblematic of everyone’s hopes that this interactive story could generate interest well beyond the usual gaming circles. (I’ve quoted liberally from her article here.) And then… crickets. The Last Express flopped like a pancake on a cold linoleum floor.



To my mind, the saddest document in the Jordan Mechner archive at the Strong Museum of Play is an email from him to Brøderbund’s marketing department, dated July 7, 1997. In it, he pleads with Brøderbund not to give up on his baby, not to lower the price and consign all remaining copies to the bargain bins, that graveyard of game developers’ hopes and dreams. Instead he asks them to gird their loins and pour another $1 million into a second marketing campaign. One of the section titles is, “Why we still think Last Express can sell 1 million units.”

Last Express does not appeal primarily to adventure gamers. Its target market is adults, 18 to 44, both men and women, college-educated professionals pre-disposed to purchasing sophisticated, intelligent entertainment. An informal survey of the reviewer and user response to the game shows that we are scoring high with the non-adventure-gamer audience — in particular, with the adult female audience that the entire industry is trying to figure out how to reach. Diana Griffiths and other reviewers have singled out The Last Express as one of the rare games that appeals to intelligent adult women.

People rave about the game for a variety of reasons — the story and characters, the lack of “gaminess,” the sense of “being there” — but they all seem to agree on one thing: Last Express is different. Like Myst, it will probably have limited or partial success within its genre (adventure games), but will ultimately succeed with a much wider audience of non-gamers and non-adventure gamers (i.e., gamers who do not usually play adventure games).

One doesn’t have to read too much between the lines of this missive to recognize that even Mechner doesn’t really believe his arguments will find traction at Brøderbund. He had always had a good relationship with his publisher’s management staff, but they hadn’t gotten where they were by beating dead horses. They were especially unlikely to do so now, given what they had waiting in the barn for release that Christmas season: Riven, the long-anticipated sequel to Myst, the closest thing to a guaranteed million-plus-seller that a softening adventure market could still produce. It made no sense to divide their Christmas marketing energies between two different adventure games and risk fatally confusing the public. So, by the time Riven appeared in stores, The Last Express was already long gone from them, written off as one of the costs of doing business in an unpredictable creative industry. It deserved a better fate.

Mind you, I don’t want to overstate the case for it. Even when setting aside my reservations about clock time with rewind, The Last Express falls short of perfection. Indeed, I think most players would agree that one part of it at least is downright bad. There are about half a dozen places where Robert Cath can get into fisticuffs or knife fights, implemented via a little action-oriented mini-game. I appreciate the sentiment that lies behind them — that of dropping the player right into the action — but that doesn’t change the fact that these places where The Last Express suddenly wants to be Prince of Persia are awful. The controls are sluggish and feedback is nonexistent. They devolve into pushing the mouse about randomly and clicking madly, until you stumble upon the rote combination of moves that will let you continue. It’s hard to imagine anything more off-putting to the audience of non-hardcore adults that Mechner believed the game to be capable of reaching.

Then, too, we’re still stuck in the old Myst interface paradigm of the first-person slideshow game. It’s seldom clear where you can and can’t look or how many degrees you’ll turn when you rotate, making it weirdly easy to get confused and lost inside the train, despite it being about the most linear space one could possibly choose to set a game.

That said, it would take a much stricter critic than I to say that these weaknesses outweigh all of The Last Express‘s strengths. It’s thus unsurprising that so many extrinsic reasons have been floated for the abject commercial failure of The Last Express, by both the principals involved in making it and by the game’s fans. Some of these are dubious: the claim that Smoking Car’s inability to finish the game in time for the 1996 holiday season was the culprit is belied by the existence of other games, such as that very same year’s mega-hit Diablo, which likewise missed the silly shopping season and did more than fine in the end. And some of them are flat-out wrong: Brøderbund’s acquisition by the edutainment giant The Learning Company had nothing to do with it, given that said acquisition occurred fully a year and a half after the game’s release and subsequent washout.

Sooner or later, most arguments tend to fall back on blaming gamers themselves for not being “ready” for The Last Express in some way, as Jordan Mechner is already beginning to do in the email above. In 2021, for example, Mark Moran said that the unusual setting didn’t “resonate” with American gamers. I must admit that I’m not entirely unsympathetic to such sentiments; I have nothing against dragons and spaceships in themselves, but I’ve often wished — and often on record right here — that more games would dare to look beyond the nerdy ghetto and embrace some more of life’s rich pageant. Nevertheless, in the world of games, fantasy and science fiction have always outsold realism, and this seems unlikely to change anytime soon.

And really, there’s not much more to be said on the subject beyond that; audience blaming is always a counterproductive pursuit in the long term, for the critic every bit as much as it is for the artist. The Last Express simply didn’t tickle the fancy of existing gamers. And meanwhile, for all that some of the readers of Newsweek may have found the article about the game to be interesting, very few of them found it interesting enough to venture into the unfamiliar space of a software store to pick it up. One does suspect that, if they had, they would have found the game fairly incomprehensible: The Last Express actually expects quite a lot from its player; by no means it is a “casual” game. Its combination of subject matter and gameplay approach meant it was always destined for niche status at best.

After its rejection by the marketplace, Jordan Mechner quietly closed down Smoking Car Productions, retrenched and regrouped, and jumped back on the horse he’d rode in on. His next game was 2003’s Prince of Persia: The Sands of Time, a massive worldwide smash that recouped all the money he’d blown on The Last Express and then some, making him once again a very wealthy man. He elected not to squander his second fortune on any more esoteric passion projects. And who can blame him? The Last Express is the sort of crazy creative gamble that most commercial artists dare to take only once in their lives.

Still, you didn’t have to look too hard at The Sands of Time to see that his train game was still exerting an influence over him: the new game’s central innovation, which a new generation of critics were soon elbowing one another out of the way to praise and analyze, wasn’t really as big an innovation as most of them believed it to be, being a rewind mechanic similar to the one found in The Last Express. Transplanted into a platforming action-adventure, it actually felt far more natural. This, folks, is how game design inches forward.

Alas, Tomi Pierce, who gave as much of herself to The Last Express as the man whose name featured so prominently on the box, never got to play an equally pivotal role on any other game. She died in 2010 of ALS. “A bright light has gone out but continues to sparkle in our memories,” wrote Mechner in memoriam. “We miss her terribly.”

On a happier note, The Last Express lives on today as a cult classic; it’s even been ported to mobile platforms. Some years ago now, I quoted Infocom’s Jon Palace in praise of Steve Meretzky’s A Mind Forever Voyaging (a game that, come to think of it, occupies a similar place in his career as The Last Express does in Jordan Mechner’s). Palace’s words have just come back to me unbidden as I write this conclusion: “For me it was, like, ‘Great! Look, we can really elicit an emotional response!’ — an emotional response which isn’t trite. That for me was the best.”

There is nothing trite about the thoughts and feelings The Last Express will stir up in you if you meet it with an open mind. More than just a labor of love, it’s a true work of interactive art as well as an evocative work of history, a long-vanished world brought to life just as it was the instant before it passed away.


Where to Get It: The Last Express is available for digital purchase at GOG.com for Windows computers, at The Apple Store for iOS devices, and at Google Play for Android devices.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: the books Game Design Theory and Practice by Richard Rouse III, The Making of Prince of Persia by Jordan Mechner, The Last Express: The Official Strategy Guide by Rick Barba, The End of Books — Or Books without End?: Reading Interactive Narratives by J. Yellowlees Douglas, and The Guns of August and The Proud Tower: A Portrait of the World before the War, 1890-1914 by Barbara Tuchman. Computer Gaming World of January 1997 and July 1997; Retro Gamer 112, 118, and 216; Edge of February 2011; Newsweek Special Issue for 1997; Next Generation of January 1997; PC Zone of June 1997. The Jordan Mechner archive at The Strong Museum of Play was invaluable, as was the wealth of material to be found on Mechner’s personal website.

 
 

Tags: , ,

From Mechs to Mopar

The future is boring.
— Zack Norman


Prologue: Scenes from an Italian Restaurant

One day in the fall of 1995, two Activision game designers by the names of Sean Vesce and Zack Norman went out to lunch together at their favorite Italian joint. Both had just come off of MechWarrior 2: 31st Century Combat, an action-packed “simulation” of giant rock-em, sock-em robots that took place in the universe of the popular tabletop game BattleTech. They had done their jobs well: slick and explosive, MechWarrior 2 had become the game of the hour upon its release the previous August, the perfect alternative for players who had been entranced by the Pandora’s Box of 3D mayhem that had been cracked open by DOOM but who were growing a little bored with the recent onslaught of me-too DOOM clones.

There was only one cloud on the horizon: Activision knew already that they wouldn’t be allowed to make a MechWarrior 3. Their rights to BattleTech were soon to expire and were not going to be renewed, what with FASA, the company which owned the tabletop game, having decided to start a studio of its own, FASA Interactive, to produce digital incarnations of its tabletop properties. Activision’s owner Bobby Kotick, who was quickly making a name for himself as one of the savviest and most unsentimental minds in gaming, had accordingly issued orders to his people to milk MechWarrior 2 and its engine, which had required a great deal of time and expense to create, for all they were worth while the opportunity was still there. This would result in two expansion packs for the core game before the curtain fell on the license. Meanwhile Vesce and Norman were tasked with coming up with an idea for another “vehicular combat game” that could be developed relatively quickly and cheaply, to take advantage of the engine one last time before it became hopelessly out of date. They had gone to lunch together today to discuss the subject.

Or Vesce had, at any rate. Norman was still basking in the bonus he had earned from MechWarrior 2, the biggest check he had ever seen with his name on it. A diehard Mopar fanboy, he had just about decided to buy himself a vintage muscle car with his windfall. He had thus brought an Auto Trader magazine along with him to the restaurant, and kept flipping through the pages distractedly while Vesce threw out game ideas, none of which quite seemed right. (“What about a helicopter sim?”) But Norman suddenly stopped turning the pages when he came across a 1970 Plymouth Barracuda. “Is that the car?” asked Vesce, a little disinterestedly.

Then he saw the look on Norman’s face — the look of a man who had finally seen something that had been staring him in the face for most of the last hour. It was, after all, a vehicular combat game they had been tasked with making. “No,” said Norman. “That’s the game!” And so Interstate ’76, one of the freshest and cleverest mass-market computer games of the late 1990s, was born.


Part 1: I, Robot

The road to that memorable lunch stretches all the way back to 1980, when the excitement around Dungeons & Dragons was inspiring many tabletop gamers to start companies in the role-playing space which it had opened up. Among their number was a pair of Chicago boys named Jordan Weisman and L. Ross Babcock. They formed FASA that year; the acronym was an elaborate high-school joke that owed a debt to the Marx Brothers, standing for “Freedonian Aeronautics and Space Administration.” They scrounged together $300 in seed capital, just enough to run off a bunch of copies of an adventure module they had created for Traveller, the most popular of the early science-fiction RPGs. Then they took their adventure to that year’s Gen Con to sell it, sleeping in their van in the parking lot for lack of the funds to pay for a hotel room.

From those humble beginnings, FASA scraped and clawed their way within two years to landing a stunner of a deal: to make a tabletop RPG based on Star Trek. It shipped in 1983, whereupon critics lauded the system for its simplicity and approachability, and for the way it captured the idealistic essence of Star Trek at its best, with its ethos of violence as a last rather than a first resort. (A comparison might be mooted with Call of Cthulhu, another tabletop RPG that turned the Dungeons & Dragons power-gaming approach on its head in the service of a very different mission statement.) “To make Star Trek: The RPG a Klingon shoot would be in violation of everything the series represented,” said Guy W. McLimore Jr., one of the game’s trio of core designers. “Man-to-man-combat and starship-combat systems were important, and had to be done right, but these were to take a backseat to the essential human adventure of space exploration.”

FASA supported their Star Trek RPG lavishly, with rules supplements, source books, and adventure modules galore during the seven years they were allowed to hang onto the license. Many a grizzled tabletop veteran will still tell you today that FASA’s Star Trek was as good as gaming on the Final Frontier ever got. When you did engage in spaceship combat, for example, the game did an uncanny job of putting you in the shoes of your character standing on the bridge, rather than relegating you to pushing cardboard counters around on a paper map in the style of Star Fleet Battles.

Still, if you were more interested in shooting things than wrestling with ethical dilemmas, FASA had you covered there as well. The same year as the Star Trek RPG, they published Combots. Inspired by Japanese anime productions that enjoyed no more than a tiny following in the United States as yet, it was a board game of, as the name would imply, combat between giant robots, co-designed by Jordan Weisman himself and one Bill Fawcett.

They refined and added to the concept the following year with a miniatures-based strategy game called Battledroids. A year after that, Battledroids became BattleTech in response to legal threats from Lucasfilm of Star Wars fame, who felt the term “droid” rightfully belonged to them alone. (“I politely wrote back,” says Weisman, “to point out that Isaac Asimov had been using the word ‘android’ since something like 1956. They wrote back to point out that they had a lot more lawyers than we did.”)

By now, the wave of Japanese giant robots had fully broken Stateside; the Saturday morning cartoon lineup showcased Transformers prominently, and that show’s associated line of action figures was flying off store shelves even faster than their Star Wars brethren. BattleTech was the right game at the right time, perfect for people who were too old to play with action figures that were intended as mere toys but still young enough at heart to appreciate duels between gargantuan armor-plated “mechs” bristling with laser cannons, missile launchers, and just about every other imaginable form of futuristic destruction.

From the beginning, BattleTech incorporated some RPG elements. It came complete with a detailed setting whose history was laid out in a timeline that spanned over a millennium of humanity’s future. Likewise, players were encouraged to keep and slowly improve the same mech over the course of many battles. At the same time, though, the game required no referee and was quick to pick up and play, keeping the focus squarely on the combat. In 1986, FASA released a supplement called MechWarrior that moved the system further into RPG territory, for those who so desired, adding the missing referee back into the equation. It placed players in the roles of individual mech pilots, a new breed of knights in shining armor who had much in common with their Medieval ancestors, being fixated on chivalry, noblesse oblige, and blood feuds. BattleTech and MechWarrior spawned a cottage industry, one which by the late 1980s rivaled the Star Trek RPG in terms of its contributions to FASA’s bottom line as well the sheer quantity of supplements that were available for it, full of background information, scenarios, and most of all cool new mechs and mech kit, things its fans could never seem to get enough of.

FASA had had the opportunity to study up close and personal the way that a huge property like Star Trek sprawled across the ecosystem of media: television, movies, books, comics, toys, tabletop and digital games. They saw no reason that BattleTech shouldn’t follow its example. Thus they commissioned a BattleTech comic, and hired the tabletop-gaming veteran Michael Stackpole to write a series of BattleTech novels. If the latter read like a blow-by-blow description of someone’s gaming session, so much so that you could almost hear the dice rolling in the background… well, that was perhaps a feature rather than a bug in the eyes of the target audience.

Only three of his hastily loosed missiles made their target, but those hit with a vengeance. One exploded into one of the Rifleman’s autocannon ejection ports, fusing the ejection mechanism. The other missiles both slammed into the radar wing whirling like a propeller above the ‘Mech’s hunched shoulders. The first explosion froze the mechanism in place. The second blast left the wing hanging by thick electrical cables…

Then, too, FASA didn’t neglect the digital space. From 1987, Jordan Weisman devoted most of his energy to the creation of “BattleTech Centers,” which played host to virtual-reality cockpits where players could take on the role of mech pilots far more directly and viscerally than any mere tabletop game would allow. A radically ambitious idea that wasn’t at all easy to bring to fruition, the first BattleTech Center didn’t open until 1990, in Chicago’s North Pier Mall. But it was very successful once it did, selling 300,000 tickets for time in one of its sixteen cockpits over its first two years. After a cash injection from the Walt Disney family, this proof of concept would lead to at least 25 more BattleTech Centers in the United States and Japan by the turn of the millennium.

And then there was also digital BattleTech for the home. FASA signed a deal with Activision in 1987, giving them the right to make BattleTech games for personal computers for the next ten years. The first fruit of that deal appeared in late 1988 under the name of BattleTech: The Crescent Hawk’s Inception. It was published under the Infocom imprint, but that storied text-adventure specialist, a somewhat reluctant member of the Activision family since 1986, had little to do with it; the real developer was Westwood Associates. In its review, Computer Gaming World magazine called The Crescent Hawk’s Inception a cross between Ultima and the BattleTech board game, and this strikes me as a fair description. You wandered the world, following the bread-crumb trail of the story line, building up your finances and your skills, recruiting companions, and improving your collection of mechs, the better to fight battles which were quite faithful to the tabletop game, right down to being turn-based from an overhead perspective. It wasn’t a bad game, but it wasn’t an amazing one either, feeling more workmanlike than truly inspired. All indications are that it sold fairly modestly.

One year later, Activision returned with another BattleTech game. Developed by Dynamix, MechWarrior borrowed the name of FASA’s RPG expansion to the core tabletop game, yet was actually less of a CRPG than its predecessor had been. You still wandered from place to place chasing the plot and searching out battles, but the latter were now placed front and center, and had more in common with the still-in-the-works BattleTech Centers than the tabletop game, taking place in real time from a first-person perspective. MechWarrior sold much better than The Crescent Hawk’s Inception, proving that many others agreed with Computer Gaming World‘s Johnny L. Wilson when he said that this was the kind of BattleTech computer game “I was looking for.”

It was followed another year later by another Westwood game, a direct sequel to The Crescent Hawk’s Inception entitled The Crescent Hawk’s Revenge. In spite of its sequel status, it dispensed with the CRPG aspects entirely, in favor of a simple branching mission tree. These were shown once again from an overhead perspective, but played out in real time rather than in turns. These qualities make the game stand out as an interesting progenitor to the full-fledged real-time-strategy genre, which Westwood themselves would invent less than two years later with Dune II. In the meantime, Computer Gaming World declared it “the game every BattleTech devotee has been waiting for.”

Unfortunately for everyone, Activision imploded just weeks after publishing The Crescent Hawk’s Revenge in late 1990, brought down by an untimely patent-infringement lawsuit and a long string of bad decisions on the part of CEO Bruce Davis. The company was rescued from the brink of oblivion by the opportunistic young wheeler and dealer Bobby Kotick, who had been itching for a computer-game publisher of his very own for several years already. He declared Chapter 11 bankruptcy, moved the whole operation from Silicon Valley to Los Angeles, cut its staff from 150 to eight, and kept it alive by digging deep into his capacious bag of tricks to wheedle just a little more patience out of its many creditors, a few months at a time.

It is one of the little-known ironies of modern gaming that Bobby Kotick’s Activision — the same Activision that brought in revenues of almost $9 billion in 2021 — owes its ongoing existence to the intellectual property of Infocom, a company which in its best year as an independent entity brought in $10 million in revenue. Casting about for a product he could release quickly to bring in some much-needed cash, Kotick hit upon Infocom’s 1980s text-adventure catalog. He published all 35 of the games in question in two shovelware collections, The Lost Treasures of Infocom I and II, the first of which alone sold at least 100,000 copies at $60 a pop and a profit margin to die for. He followed that triage operation up by going all-in on Return to Zork, a state-of-the-art graphic adventure that capitalized equally on the excitement over multimedia CD-ROM and older gamers’ nostalgia for the bygone days of a purely textual Great Underground Empire.

But if the Lost Treasures stopped the bleeding in 1992 and Return to Zork took the patient off life support in 1993, it was MechWarrior 2 in the summer of 1995 that announced Kotick’s Activision to be fully restored to rude health, once again a marquee publisher of top-shelf gamer’s games that didn’t need to shirk comparisons with anyone else’s.

That said, actually making MechWarrior 2 had been a rather tortured process. Knowing full well that the first MechWarrior had been the old Activision’s last real hit, Kotick would have preferred to have had the sequel well before 1995. However, Dynamix, the studio that had made the first game, had been bought by Activision’s competitor Sierra in 1990. Kotick thus decided to do the sequel in-house, initiating the project already by the end of 1992. It was ill-managed and under-funded by the still cash-strapped company. Artist Scott Goffman later summed up the problems as:

  1. Over-eager PR people hyping a game that was not even close to being done. This led to forced promises of release dates that were IMPOSSIBLE to make.
  2. Lack of a design. There was no clear direction for the first year and a half on the game, and no solid style.
  3. Featuritis. A disease that often afflicts game developers, causing them to want to keep adding more and more features to a game, rather than debugging and shipping what they already have.
  4. Morale. As they fell further and further behind schedule, the programmers and artists felt less and less inclined to produce. This led to departures.

By early 1994, the entire original team had left, forcing Activision to all but start over from scratch. The project now had such a bad odor about it that, when producer Josh Resnick was asked to take it over, his first instinct was to run the other way as fast as he could: “I actually thought this was a demotion and went so far as to ask if I had done something wrong.”

To his credit, though, it all started to come together after he bit the bullet and took control. He brought Sean Vesce and Zack Norman aboard to tighten up the design, combining elements of the last two licensed BattleTech computer games to arrive at a finished whole that was superbly suited to the post-DOOM market: the first-person action of MechWarrior 1 and the no-nonsense, straightforward mission tree of The Crescent Hawk’s Revenge. (Or rather missions trees in this case: MechWarrior 2 had two campaigns, each from the point of view of a different clan.) And everything was suitably updated to take advantage of the latest processors, graphics cards, and sound cards, of course.

It had now been almost five years since the last boxed BattleTech game for personal computers. In the interim, FASA, having lost their Star Trek license in 1989, had made the franchise their number-one priority. It was more popular than ever, encompassing more than 100 individual tabletop-gaming products, plus novels and comics, a line of toys, and even a televised cartoon series. Meanwhile a downloadable multi-player BattleTech computer game, developed by the online-gaming pioneer Kesmai, was doing very good business on the GEnie subscription service. So, there was a certain degree of pent-up demand among the FASA faithful for a new BattleTech computer game that you didn’t have to pay to play by the minute, even as there was also a fresh audience of rambunctious young men who had come to computer gaming through the likes of DOOM, who might not know BattleTech from Battle Isle, but who thought the idea of giant battling robots was hella cool in its own right.

MechWarrior 2 disappointed the expectations of neither its creators nor its consumers; it exploded out of the gate like a mech in its death throes, generating sales that made everything Bobby Kotick’s Activision had done before seem quaint. The party continued in 1996, when Activision released a free add-on that made online multiplayer games a possibility, thus destroying the Kesmai BattleTech‘s market at a stroke. When the first hardware-accelerated 3D graphics cards began to appear in the summer of 1996, MechWarrior 2 was there once again. With his customary savvy, Kotick went to the makers of these disparate, mutually incompatible cards one by one, offering them a special version of one of the most popular games of the era, optimized to look spectacular with their particular card, ripe for packing right into the box along with it. All they had to do was pay Activision to make it for them. And pay they did; MechWarrior 2 became the king of the 3D-card pack-in games, a strange species that would exist for only a sharply limited period of time, until the switch from MS-DOS to Windows 95 as computer gaming’s standard platform made the need for all these custom builds for incompatible hardware a thing of the past. But it was very, very good for Activision while it lasted.

And then there was that other game that was to be made using the MechWarrior 2 engine. I must confess that it’s with that game that my heart really lies, and so it’s there that we’ll turn now.


Part 2: Feel Like Funkin’ It Up

When Sean Vesce and Zack Norman stood up from what had proved to be an inordinately long lunch, they had a pretty good idea of what they wanted Interstate ’76 to be. It was to be “a game with soul,” as Vesce puts it — soul in more ways than one. They wanted to make a tribute to the television shows of the 1970s, in which irreverent two-fisted heroes with names like Rockford and Ponch had scoured the nation’s highways and byways of ne’er-do-wells, sharing top billing in the minds of the audience with the vehicles they drove. Children of the 1980s that the two friends were, those shows had been one of the entertainment staples of their youth, to be enjoyed along with a cold soda and a sandwich as afternoon reruns after a long day at school. “We wanted to make a game that could capture a mood in a way that goes beyond just lighting things on fire and blowing them up,” says Norman, in a not-so-oblique reference to the game he worked on just before Interstate ’76. The new game’s soul was to be found as much as anywhere in the soundtrack, which was to draw from the 1970s heyday of blaxploitation flicks in the theaters as well as television.

In short, Vesce and Norman wanted to steer clear of all the usual gaming clichés, even as they embraced a whole pile of older ones, like tires that inexplicably squealed on dirt roads. They were adamant that, although it would feature battling automobiles, this was not to be yet another post-apocalyptic exercise; surely games had milked The Road Warrior enough by now. No, in their dystopian wasteland the bad guys would be OPEC and their mobster cronies, who were starving the nation of the gasoline it needed to keep its Mopar Hemis humming. It was to be, in other words, an exaggerated version of what was really going on in 1976, when the last of the muscle cars were being strangled by federal fuel-economy standards and the mad scientist’s tangle of emissions dampeners that was now required under each and every American hood. Only in this timeline vintage American muscle might just be able to win out rather than shuffle quietly off to extinction.

All of this may not have been a recipe for high art, but it was as foreign a notion for the increasingly risk-averse, perpetually lily-white executives of the games industry as an avant-garde character study would be to Jerry Bruckheimer. Vesce and Norman had a damnably hard time selling it to the suits; Vesce admits that “the first pitch meeting was disastrous.” But slowly they made headway. After all, they noted, it wasn’t as if the young males who constituted the heart of the gaming demographic wouldn’t get where they were coming from; plenty of them had grown up with the same afternoon television as Vesce and Norman. And by reusing the MechWarrior 2 engine, keeping the scope modest, and avoiding such misbegotten indulgences as live-action cut scenes, they could get by with a relatively small development team, a compressed development cycle, and a reasonable development budget. Thanks to MechWarrior 2‘s success, Activision finally had a little bit of cash on hand to take a flier on something a little bit different, without the fate of the whole company hanging on the outcome. First the Director of Creative Affairs saw the light. Then, one by one, his colleagues in business suits fell into line. The game got the green light.

Making Interstate ’76 proved a happy experience for everyone involved. And in the end, they delivered exactly the game they had promised, more or less on time and on budget. It was released by Activision in the spring of 1997, garnering very favorable reviews and solid if not stupendous sales, despite graphics that were the state of the art of two years ago.

The only reason to play the game today is its story mode — or, the “T.R.I.P.” (“Total Recreational Interactive Production”), as it prefers to call it. This T.R.I.P. takes us to the desolated landscapes of West Texas and New Mexico (whose lack of such complications as trees makes them much easier for the engine to render). Your avatar is a white soul brother by the name of Groove Champion, with a rather glorious handlebar pornstache and a preference for huge collars and unbuttoned shirt fronts. His sister Jade — “Jade was always a better racer than me, man,” he confesses — has just been violently killed. Groove has inherited her car, a 1970 Plymouth Barracuda like the one Zack Norman stumbled across in that Auto Trader on that memorable day in an Italian restaurant. (Well, it’s actually called a “Picard Piranha” in the game; all of the cars were rebranded for legal reasons, but all are based on real-world models that the aficionado will readily recognize.) Groove is no natural-born killer, and it takes quite some cajoling from Jade’s best friend, a spiffy dude named Taurus, to convince him to hit the road to find her killer and avenge her death.

Groove Champion, proving that real men drink Slurpees.

Taurus is the funkiest cat ever to appear in a game. Vesce calls him “the embodiment of the attitude and soul we were trying to inject into the game. He was Shaft, Super Fly and Samuel L. Jackson all rolled into one. Plus, he was a poet.” Indeed, one of your options in your car is to “ask Taurus for a poem.” The verses he intones over the CB radio when you do so are… not too bad, actually.

Looking out the window of your room onto a wet rainy day
Main street under a slate grey afternoon sky
The light on your face is soft and dim under the lace curtain
And the streets are empty
In the distance, there is a flash and a rumble
Clouds sail the sky like giant wooden ships
On a blackened evergreen sea
Capped with foam

(All of the poems are the work of Zack Norman.)

Taurus, who takes his Slurpees red.

Soon after meeting Taurus, you meet the story’s third and final good guy, a seemingly slow-witted country bumpkin of a mechanic named Skeeter who, in one of the game’s best running gags, turns out to have a savant-like insight on the things that really matter. Add in Antonio Malochio, the oily Mafia don and OPEC stooge who eventually emerges as Jade’s murderer, and the cast of characters is complete. Interstate ’76 is a masterclass in tight, effective videogame storytelling, giving you exactly what you need to motivate you through its seventeen missions — or “scenes,” as it prefers to call them — and nothing that you don’t. (In this sense as in many others, it’s the polar opposite of Realms of the Haunting, the hilariously piebald everything-but-the-kitchen-sink “epic” I wrote about in my last article.)

From the moment you start the game, everything you see and hear draws you into its world; nothing jars with anything else. The soundtrack is credible 1970s funk, where the booty-shaking bass lines do the heavy lifting. It was a side gig for Arion Salazar, the bassist for Third Eye Blind, whose first hit single was climbing the music charts at the same time Interstate ’76 was on the games charts. As its pedigree would suggest, the music was recorded in a real studio on real instruments by a solid band of real pros.

A Gallery of Fine Motorized Transport


0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19

If you can name all of the vehicles above, your gearhead credentials are impeccable.



In order to keep everything seamless, Vesce and Norman originally wanted to have the cut scenes run in the game engine itself, presaging the approach that Half-Life would employ to such revolutionary effect more than a year later. When this proved impractical, they deliberately made the cut scenes look like they were coming out of the same engine. Somehow the characters here, lacking though they may be such purportedly essential details as eyes and lips, have more character than the vast majority of photo-realistic gaming specimens, proof that good aesthetics and high resolutions are not one and the same. By keeping its visuals all of a piece, the game makes the standard loop of “play a level, watch a cut scene,” which was already becoming tedious in many contexts by 1997, feel much more organic, like it really is all one story you’re living through.

Everything else is fashioned in the same spirit. Everything is diegetic. You upgrade your car between missions by talking it over with Skeeter; your in-mission map had been scrawled on an empty bag of fast-food takeout; even the options menu appears as the check from a roadside restaurant.

Having given praise where it is richly due, I must acknowledge that the gameplay itself is rather less revelatory than that which surrounds it. Unsurprisingly given the origins of the gameplay engine, the cars themselves behave more like BattleTech mechs than real automobiles, even when making allowances for the machine guns and flame throwers that are bolted onto their chassis. Vehicles bounce off of one another and the terrain like Matchbox cars; collisions that ought to leave your Barracuda nothing put a pile of twisted wreckage result in no more more than an artfully crinkled fender. Likewise, the engine doesn’t entirely transcend MechWarrior 2‘s aspirations toward being a real simulation; the controls are a bit fiddly, more Wing Commander than WipEout, and this does clash somewhat with the easygoing immersion of the story line. The worst frustration is your inability to save within missions, some of which are fairly extended exercises. It isn’t much fun to play the first ten minutes of a mission over and over in order to get to the part that’s giving you trouble.

Asked in 1999 about what he would like to have done differently in Interstate ’76, Vesce expressed regrets with which I wholeheartedly agree.

If  I could turn back time and do it again, the first thing I would do is make the game more action-oriented, with easier controls, clearer mission objectives, and greater and more frequent rewards. I would greatly simplify the game’s shell, most importantly the vehicle repair screen that players accessed between missions. I talked to a lot of people who were completely baffled the first time they went through. It was far too complex and difficult to use without the manual. I would split some of the missions into multiple missions (especially the first one), and offer a way to save at any point in the game.

Like a number of games I’ve written about recently, Interstate ’76 could have benefited from being released in the era of digital distribution, when the marketplace would have allowed it to be its best self: a four to six hour romp, to be undertaken more for the joy of the thing than the challenge. As it is, the nature of the engine and bygone expectations about value for money and what boxed games “ought” to be gum up the works from time to time even if you play on “Wimp” level, as I was more than happy to do. We probably could have done entirely without the then-obligatory skirmish and multiplayer modes, which pretty clearly weren’t where the developers’ hearts were.

Yet the way that the game recognizes and even leans into its limitations does soften the blow. It makes an inside joke out of the fact that you can’t ever get out of your car, because the engine wasn’t designed for that sort of thing. Jade, Skeeter tells us, made one fatal mistake: “She got out of the car. Don’t ever get out of the car.” Needless to say, he doesn’t need to worry that Groove will do the same.

Interstate ’76 is a breath of fresh air for any 1990s gamer — or 21st-century digital antiquarian — who’s grown tired of the typical strictures of game fictions, of the endless procession of dragons and spaceships and fighter jets and zombies and, yes, even giant robots. In an article written in 1999, Ernest Adams noted that, two years after the release of Interstate ’76, “Taurus may be the only black character with a central role in any computer game today.” That of course speaks to a colossal failure on the part of the industry as a whole, but at least we have this welcome exception to point to.

If you’ll bear with me, I’d like to close this review with two personal anecdotes that might begin to explain why this game hits me right in my sweet spot.

Anecdote #1: I spent the early 1990s working in a record store, back when such places still existed. This was the heyday of grunge, and in the name of pleasing the customers I was forced to listen to way too much flannel-clad whinging, backed by pummeling rhythm sections who thought swinging was something you did on a playground. At the end of a long day of this, it was always a joy for me and my soul sister Lorrie to put on some Althea and Donna or some Spoonie Gee and the Sequence and groove for a while as we closed the store. Coming across this game whilst writing these histories brought the same sweet sense of vive la différence!

Anecdote #2: My second car was a 1965 Ford Mustang, which wound up costing me every bit as much money and trouble as my father told me it would when I bought it. Weirdo that I was, I graduated after selling it to weird foreign cars: a Volkswagen Beetle and camper van, a Datsun 280Z, a Volkswagen GTI. But I had friends who stayed wedded to American muscle, and I was always able to appreciate the basso profondo of a finely tuned V8. I stopped messing around with cars when I moved to Europe in 2009; today I confine my mechanical endeavors to keeping our lawn tractor in good working order. Yet a throaty exhaust note heard through an open window, or just the smell of gasoline in a dimly lit garage, can still take me back to those days of barked shins and grease under the fingernails as surely as a madeleine transported Proust. Add this game to that list as well. I realize now that I lived through the tail end of a period that can never return; we absolutely must wean ourselves off of our addiction to fossil fuels if we’re to continue to make a go of civilization on this long-suffering planet of ours. And that’s okay; change is the essence of existence, as Heraclitus knew more than 2500 years ago, when he wrote that one can never step into the same river twice. Still, there’s no harm in reminiscing sometimes, is there?

All that is just me, though. A more impersonal argument for Interstate ’76 might point to it as a case study in how the best games aren’t really about technology at all. A low-budget affair based on an aging and imperfectly repurposed engine, it was nevertheless all kinds of awesome. For it had that one magic ingredient that most of its wealthier, more attractive peers lacked: it had soul, baby.

Hot rubber eternally pressing against a blackened pavement
A wheel is forever
A car is infinity times four


Postscript: Yesterday, When I Was Young

MechWarrior 2 and Interstate ’76 both proved to be peaks that were impossible to scale a second time, each in its own way.

Activision was indeed forced to give the digital rights to BattleTech to FASA’s new computer-games division, but the latter never managed to thrust its own games into the central spotlight that MechWarrior 2 had enjoyed. FASA itself closed up shop in 2001. “The adventure-gaming world has changed much, and it is time for the founders of FASA to move on,” wrote the old friends Jordan Weisman and L. Ross Babcock in a farewell letter to their fans. BattleTech, however, lives on, under the auspices of WizKids, a new company set up by Weisman. MechWarrior games and other BattleTech games with different titles have continued to appear on computers, but none has ever become quite the sensation that MechWarrior 2 was back in those heady days of the mid-1990s.

Interstate ’76 got one rushed-seeming expansion pack that added support for 3D hardware acceleration — a feature oddly missing from the base game, given its engine’s history — and 20 missions that weren’t tied together by any story line, an approach which the core gameplay arguably wasn’t strong enough to support. Then, in 1999, it got a full-fledged sequel, Interstate ’82, which tried to do for the synth-pop decade what its predecessor had for the decade of funk. But it just didn’t come together somehow, despite Zack Norman once again taking the design reins and despite a much prettier, faster engine. While Interstate ’76 lives on as a cult classic today, Interstate ’82 is all but forgotten. Chalk it up as yet more evidence that advanced technology does not automatically lead to a great game.

If you were to ask my advice, I would suggest that you enjoy Interstate ’76, the only computer game I’ve written about today that transcends the time and circumstances of its creation, and consign the rest to history. But remember: whatever you do, don’t get out of the car.


Where to Get Them: Due doubtless to the complications of licensing, all of the BattleTech and MechWarrior computer games described in this article are out of print. Interstate ’76, however, is available as a digital purchase at GOG.com. Unfortunately, it can be a frustrating game to get working properly on modern Windows, and the version that’s for sale does less than you might expect to help you. In many cases, it seems to degrade rather than fail outright, often in pernicious ways: missions are glitched so as to become impossible to complete, etc. There are solutions out there — I’d suggest starting on the GOG.com forums and the PC Gaming Wiki — but all require some technical expertise. Further, different solutions seem to work (and not work) on different computers, making it impossible for me to point you to a single foolproof set of instructions here. I wish it were otherwise, believe me — this game deserves to be played — but I thought it best to warn you right here. It breaks my heart to say this, but if you aren’t ready to roll up your sleeves, this may be one to just watch on YouTube.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book Designers & Dragons: The 80s by Sheldon Appelcline. Next Generation of November 1996 and November 1998; Computer Gaming World of January 1989, December 1989, November 1990, February 1991, June 1992, July 1995, August 1996, June 1997, July 1997, July 1998, and January 1999; Space Gamer of July/August 1983; Dragon of March 1988. Online sources include Online Gaming Review‘s interview with Internet ’76 producer Scott Krager, an “overview” and “history” of MechWarrior 2 at Local Ditch Gaming, early MechWarrior 2 programmer Eric Peterson’s beginning of a history of his work on the game, Polygon‘s interview with Jordan Weisman and L. Ross Babcock, and the Interstate ’76 wiki. Also Sarna.net’s surveys of The Crescent Hawk’s Inception, MechWarrior 1, the first would be MechWarrior 2, the finished MechWarrior 2, the MechWarrior 2 soundtrack, and the Mercenaries expansion for MechWarrior 2.

 
 

Tags: , , , ,

Going Rogue

When a beleaguered Netscape announced in January of 1998 that it would release the source code to its browser for everyone to tinker with and improve upon, the news shook the worlds of technology and business to their foundations. This open-source “revolution,” as even many in the mainstream press took to calling it, had sprung up seemingly out of nowhere to challenge the conventional wisdom and perhaps the very livelihood of traditional tech giants like Microsoft. For the next several years, you couldn’t open a trade journal or a newspaper’s business section without seeing some mention of the open-source movement and its leading exemplar, the robust and yet totally free — in all senses of the word — operating system Linux. Linux and other software like it was, an eye-opening number of people said, destined to destroy Microsoft’s vaunted Windows monopoly any day now.

The movement’s Little Red Book came in the form of Eric S. Raymond’s 1997 essay “The Cathedral and the Bazaar.” Originally presented as a comparison of a top-down versus a bottom-up methodology in the context of open-source projects, the central metaphor quickly got blurred in the minds of the public into a broader comparison of closed source versus open source, with Raymond’s tacit acquiescence. In this telling, the cathedral was Microsoft’s software-development model, in which a closeted priesthood bestowed programs upon a grateful populace on its own terms and on its own schedule. The bazaar was the hacker way, in which the people came together in a spirit of delightfully chaotic egalitarianism to make software for themselves, sharing their source code in the name of the greater good. “No closed-source developer can match the pool of talent the Linux community can bring to bear on a problem,” wrote Raymond. “The closed-source world cannot win an evolutionary arms race with open-source communities that can put orders of magnitude more skilled time into a problem.” Thanks to Linux and the other open-source tools it enabled, he predicted elsewhere, Microsoft’s eagerly anticipated Windows 2000, the latest incarnation of its server-grade NT operating system, would “be either cancelled or dead on arrival. Either way, it will turn into a horrendous train wreck, the worst strategic disaster in Microsoft’s history.”

Alas, Raymond proved a less effective prophet than pundit. Not only was it not a failure upon its eventual release, but Windows 2000 evolved in 2001 into the consumer-grade Windows XP, by many standards the most successful single version of Windows in history.

Like that of all revolutions that have passed their heyday of strident ideology, the most extreme rhetoric of the late 1990s open-source movement can seem overheated if not downright silly today, the blinkered product of a tiny strata of metaphorical inside cats who have concluded, rather conveniently for themselves, that the most important social-justice campaign of their age is one that can be waged from behind their keyboards and monitors, just the place where they happen to feel most comfortable. As for the ideas they introduced into the public discourse: they were real, valid, and in many ways incredibly valuable, but in the end they would be woven into the fabric of existing corporate-software production practices rather than burning down the old ways wholesale.

For rigid ideology seldom makes a good fit with the real world; pragmatically mixed national economies, for example, succeed vastly better than dogmatically capitalist or communist ones. Similarly, instead of continuing to sort itself into two opposing camps at eternal loggerheads, the modern software ecosystem has learned to take the best from both sides to wind up with a sort of mixed economy of its own. The cleverest actors have learned to combine the cathedral and the bazaar in ways that maximize the strengths of each: Google builds its proprietary Web browser Chrome atop an open-source engine known as Chromium; Apple constructed the OS X desktop on the solid foundation of an open-source operating system known as Darwin; Android mobile phones and tablets have Linux at their core. Even Microsoft now embeds an optional “Linux subsystem” into Windows, as the cats lie down with the dogs.

The reasons for open source’s failure to more comprehensively conquer the world aren’t that hard to divine; they’re actually front and center in some of the movement’s founding principles. The editors of the grandiosely titled 1999 anthology Open Sources: Voices from the Revolution — one of those books whose very name clues you into the window of time in which it was published — wrote that “most open-source projects began with frustration: looking for a tool to do a job and finding none, or finding one that was broken or poorly maintained. Eric Raymond began fetchmail this way; Larry Wall began Perl this way; Linus Torvalds began Linux this way.” The latter two of these projects at least have remained among the most essential of the workhorses that make the Internet function, strong arguments for the superiority of the open-source model for developing some types of software.

But it appears that the same is not true for all types of software. A model in which programmers create only the programs that they most want to have threatens to yield a universe of software which is interesting and attractive only to programmers. Even Eric Raymond had to acknowledge that the production of software with mass appeal is only partially a “technical problem.”

It’s [also] a problem in ergonomic design and interface psychology, and hackers have historically been poor at it. That is, while hackers can be very good at designing interfaces for other hackers, they tend to be poor at modeling the thought processes of the other 95 percent of the population well enough to write interfaces that J. Random End-User and his Aunt Tillie will pay to buy. Computers are tools for human beings. Ultimately, therefore, the challenges of designing hardware and software must come back to designing for human beings — all human beings.

Open source has never entirely made this leap. It’s for this reason that its biggest success stories have come in the realm of back-end software rather than user-facing applications. Witness the long, frustrating history of “Linux on the desktop,” which, in an echo of the old hacker joke about strong artificial intelligence, has been perpetually just a few years away from world domination ever since the late 1990s. There is no theoretical bar to visual designers and experts in ergonomic psychology joining open-source projects, and in some times and places this has even happened. And yet the broad field of open source is still dominated by programmers writing software for themselves and for one another.

Game development joins graphical user interfaces as another notable area where the bazaar model doesn’t quite seem to do the trick. The open-source methodology excels at solving purely technical problems, but the making of a great game is a technical problem only in part — usually, not even the most important part. Consider the case of one of the most critically lauded games of the late 1990s, Valve’s Half-Life. It was a triumph of design and aesthetics, not of technology; its engine was borrowed from id Software’s two-and-a-half-year-old Quake, a technological showstopper in its day which has aged far less gracefully. It would seem that the best way — or perhaps the only way – to create a great game from whole cloth is through a priesthood with a strong and distinctive design and aesthetic vision.

Those open-source games which have become relatively popular have tended to build upon previous game designers’ visions in much the same way that Chrome is built on Chromium: think FreeCiv or Open Transport Tycoon Deluxe, worthy projects that are nevertheless more interested in making workmanlike technical improvements to their inspirations than bold fundamental leaps in design. The open-source movement has had the most pronounced impact on gaming in the form of tools, both for making games and for playing them. I could never have embarked with you on this journey through history that we’ve been on for over a decade now without the likes of DOSBox, ScummVM, UAE, VICE, and many, many other open-source emulators and utilities of all descriptions. I am deeply grateful to the many talented programmers who have given their time to them in order to keep our digital past accessible. Still, they do remain purely technical projects, not creative ones in the sense of the games which they enable to run on modern hardware.

The one ghetto of gaming where open-source projects have been able to forge a strong design and aesthetic sensibility all their own — a sensibility with no obvious antecedents in commercial, closed-source games — turns out upon examination to be not quite the anomaly it might first appear. The “roguelike” sub-genre of the CRPG dates all the way back to 1980, well before the modern open-source movement came to be. But, like that movement, it was a product of an institutional-computing hacker culture that had been around since the 1950s, in which proprietary software was regarded as not so much immoral as simply unheard of. It stands today as a fine example of open source at its best — and equally of what it does less well. Call it the exception that proves the rule.



In Hackers: Heroes of the Computer Revolution, his classic chronicle of the first few decades of institutional hackerdom, Steven Levy writes about the appeal that Adventure, a game that would lend its name to an entire genre, held for the first people to play it on the big multi-user DEC computers of the late 1970s.

In a sense, Adventure was a metaphor for computer programming itself — the deep recesses you explored in the Adventure world were akin to the basic, most obscure levels of the machine that you’d be traveling in when you hacked assembly code. You could get dizzy trying to remember where you were in both activities. Indeed, Adventure proved as addicting as programming…

Rogue, a game which would lend its name to a sub-genre that had even more appeal to the programming mindset, was itself a direct outgrowth of Adventure, with a couple of key elements added to the mix.

Michael Toy and Glenn Wichman were undergraduates at the University of California, Santa Cruz when they first encountered Adventure. Like so many others, they were absolutely entranced. The only drawback was that, once they finally beat the game for the first time, there wasn’t much more to be done; the puzzles were always the same, meaning that beating it again became a rote exercise. And there weren’t yet any other games like it. So, the pair started to talk about creating a game of their own, one that would play a little bit differently. What if, rather than building their game around a collection of pre-crafted set-piece puzzles, they made one that would offer up a new world to the player every single time through the magic of random procedural generation? That way, you could keep playing it forever, even after beating it once or twice or a dozen times. Even Toy and Wichman themselves would be able to have fun with it, given that they too would never know what sort of world they would be entering next.

But what exactly might such a game look like in practice? It wasn’t at all clear; the problem of describing a procedurally generated world in English prose like that used by Adventure was effectively insoluble in the context of the time. Then Toy stumbled upon a new programming library for the Unix operating system (the predecessor to and inspiration of Linux). The brainchild of a University of California, Berkeley student named Ken Arnold, “curses” let you arrange text however you wanted on a terminal screen, letting you change the contents of any one of the 1920 cells that made up a typical 80-character by 24-line display any time you wanted to; this made it possible to reserve different regions of the display for different sorts of information. Earlier games which hadn’t had access to curses, such as Adventure, had had to content themselves with teletype-like interactions: a continuous scrolling stream of text which, once fired at the screen, could only be forgotten. But curses changed all that at a stroke. You could use it to put up menus, maps, charts, and just about anything else you could write or draw using the ASCII character set, updating them all independently of one another.

It gave Toy and Wichman a viable path forward with their fondly imagined infinitely replayable game. For, while textual descriptions of a procedurally generated world were a nonstarter, showing a symbolic, visual representation of one using curses was another matter.

Avid players of tabletop Dungeons & Dragons, Toy and Wichman tried to recreate on the computer the dungeon-delving expeditions they enjoyed with their friends, exploring a network of rooms and tunnels filled with monsters to fight, traps and other hindrances to defuse, and treasures to collect. Whereas the main dish of Adventure had been set-piece puzzles, with only a side dish of dynamic logistical challenges — an expiring light source, an inventory limit, a pesky wandering thief with a sharp sword — the nature of their game meant that it would have to be all logistics. In making this switch, they half-accidentally invented not just the first roguelike but one of the first CRPGs, full stop. We cannot give them complete credit for that genre, mind you: other proto-CRPGs were being created at the same time on the PLATO system at the University of Illinois and on the earliest home microcomputers as well, as other Dungeons & Dragons fanatics also tried to bring the tabletop experience to the computer. Still, by all indications Toy and Wichman made the leap without knowing what anyone else was up to.

It was Wichman who came up with the name of Rogue:

I think the name just came to me. Names needed to be short because you invoked a program by typing its name in a command line. I liked the idea of a rogue. We were coming from a Dungeons & Dragons background, but we were creating a single-player game. You weren’t going down into the dungeon with a party. The idea was that this is a person going off on his or her own. It captured the theme very succinctly.

To depict their world, Toy and Wichman invented the iconography (textography?) that has remained the standard for roguelikes to this day. The walls of rooms were made from horizontal and vertical dashes (“-” and “|”), the tunnels between them from hash marks (“#”), doors from plus signs (“+”), treasure from dollar signs (“$”), monsters of varius types from any and all letters and symbols that weren’t already being used for something else. The focus of it all was your titular rogue, depicted as a forlorn little at-sign (“@”) adrift in this sea of promise and danger. The textual austerity of it all could become weirdly atmospheric. “You’d see a letter ‘T’ on the screen and it would startle you, because you knew it was a troll,” says Wichman.

Rogue

The goal of the game was to find a MacGuffin called the Amulet of Yendor, hidden 25 dungeon levels or so deep, and return it to the surface. Doing so would require fighting ever more dangerous monsters, building up your character as you did so in classic RPG fashion, both through the experience points you gained from killing them and the equipment you collected. From the first, Rogue was intended to be hard — hard enough to challenge the very people who had made it. This is another quality that has remained a core value of the sub-genre which Rogue invented.

You didn’t know what the stuff you found actually did. Would that yellow potion restore your health, or would it kill you instantly? The safest way to know for sure was to use an “identification” scroll on your new finds, but such things were rare and precious, and ironically had to be themselves identified first. In a pinch, you might just have to try on that new ring or armor and see what happened, praying as you did so that it wasn’t cursed.

Food was the most essential resource of all; while you could eat the corpses of many monsters, some of them would make you sick and some of them would get their posthumous revenge by outright killing you. (Roguelikes are a bit like the old saw about the Australian Outback: everything in them seems to be able to kill you.) The only way to have a chance of winning was to play the game over and over again, slowly ferreting out its secrets and devising optimal strategies in the course of dying again and again and again. Even once you got really good, the difference between success and failure could still come down to sheer dumb luck, as “CRPG Addict” Chet Bolingbroke noted in his articles about the game: “Sometimes you might find a two-handed sword +1 on the first level; other times, you’ll find three poison potions and a cursed dagger.” Rogue‘s own co-creator Glenn Wichman admits that he has never legitimately won it.

Rogue, in other words, flagrantly violated almost all of the modern rules of progressive game design: it was unfair in countless ways and about as unwelcoming to newcomers as a game can be. It was a comedian telling jokes at the poor player’s expense, its later levels stocked with rust monsters that instantly destroyed her hard-won magical armor (until she learned to take it off before fighting them) and rattlesnakes that poisoned her (until she learned that the only practical way to combat them was to chuck whatever junk was to hand at them from a distance). And death was an irrevocable state. Although you could save a game of Rogue and come back to it later, this was intended only for the purpose of resuming an interrupted session: the save file was deleted as soon as you restored it. There were no second chances in Rogue; a single ill-considered move, or a single errant key press, or just a simple stroke of random bad luck, could and usually did erase hours of careful, steady progress.

And yet people found it strangely compelling. This was doubtless partially down to the times; there weren’t a lot of games available to play, which meant that the amount of time and energy required to get good at this one could seem more like an advantage than a disadvantage. But there was also more to it than that, as is indicated by the survival of the roguelike sub-genre right down to the present day, with all of its legendary difficulty intact. Rogue seemed to scratch a different itch than most games, a rash from which hackers seemed particularly prone to suffer. Very few successfully retrieved the Amulet of Yendor, but that only made the prospect of doing so that much more tempting. In the hyper-competitive culture of hackerdom, beating Rogue became a badge of honor almost on a par with writing some super-useful, super-elegant program that made everyone else jealous.

All of this didn’t happen instantly. Like most games on the big institutional computers, Rogue was a work in progress for years after the first version of it went up at UC Santa Cruz, probably in 1980. In 1982, Michael Toy got kicked out of the university for spending too much time tinkering with Rogue and not enough keeping up with his classwork. He took a job in UC Berkeley’s computer lab instead, splintering the partnership that had taken Rogue this far. Wichman now dropped off the scene, to be replaced at Berkeley by, of all people, Ken Arnold, the very hacker whose curses library had inspired the initial creation of Rogue. Toy and Arnold continued to expand and refine the game until they left Berkeley in 1984.

It was during this period that Rogue got really popular, spreading far and wide with the Unix operating system on which it ran, by now the overwhelming hacker favorite. Rogue became an almost equivalent touchstone of hacker culture, being played obsessively everywhere from Bell Labs to the Nevada Test Site. The game’s creators were thrilled when they learned that both Ken Thompson and Dennis Ritchie — living gods among hackers, the creators of Unix itself — were major fans of the game; Ritchie jokingly called it the biggest single waster of CPU cycles in computing history. When Toy attempted to commercialize Rogue in 1984 by releasing an MS-DOS port through the publisher Epyx, he felt justified in advertising it as “the most popular game running on Unix” and “the most popular game on college campuses.”

By the time Rogue hit microcomputers, its partial inspiration Adventure had spawned its own thriving corner of the home-computer-games market, where companies like Infocom sold hundreds of thousands of slickly packaged parser-driven text adventures. But home users proved markedly less receptive to Rogue after its belated arrival. Even after Wichman came back on the scene to help Toy make prettier, semi-graphical versions of the game for the Apple Macintosh, Atari ST, and Commodore Amiga, Rogue didn’t sell all that many copies. Wichman could only conclude that the audience that had made it such a hit on the big computers “wasn’t the audience that was looking for games in software stores.” It was a fair assessment: roguelikes would remain staples of hacker culture, but would never make inroads into the flashier commercial-games market.

Epyx’s Rogue was one of the last artifacts of that company’s original, cerebral “Automated Simulations” identity, appearing the same year that Summer Games and Impossible Mission cemented its new image as a purveyor of slick, audiovisually polished, action-oriented titles. Small wonder that Rogue seemed to get lost in the marketing shuffle.

The Amiga Rogue was a graphical affair, but that didn’t do much for its sales.

In this as in so many other respects, Rogue laid down the template for all of the roguelikes to come as thoroughly as Adventure did for its progeny. But there was one important exception, albeit one external to the game itself: Toy, Wichman, and Arnold didn’t release their source code to the public, clinging to the role of the high priests of a cathedral rather than embracing the bazaar model of software development. “In retrospect, it would have been better to share,” admits Arnold. Yet it isn’t that surprising that they didn’t. Open source had yet to become an ideological movement, even among the hardcore hacker contingent to which Rogue‘s fathers belonged. And they did, after all, have hopes of commercializing the game, even if those hopes ultimately failed to come to complete fruition.

As it was, the lack of source code meant that those who dreamed of building a better Rogue had no choice but to start from scratch. Among the first to do so was a group of boys who hung out together in the computer lab at Lincoln-Sudbury High School in Sudbury, Massachusetts, at the dawn of the 1980s. The school’s single modest DEC PDP-11 minicomputer wasn’t wired to the Internet, but the gang nevertheless encountered Rogue early in its history: in the summer of 1981, when their mentor, a young teacher named Brian Harvey, finagled an invitation for them to go out to Berkeley for a few weeks, to see what life was like in the big leagues of institutional computing. One of the kids who went was named Jay Fenlason. He fell in love with Rogue at first sight, managing to play it for about eight hours by his own estimate during the visit. He returned to Massachusetts determined to make a game just like it. He corralled his buddies into an unlikely game-development team, and over the course of the next year they made Hack, working strictly from their memories of the game they had seen at Berkeley.

That initial version of Hack has been lost, leaving behind only scattered anecdotes. However, all indications are that it wasn’t any remarkable advance over Rogue in itself. What made it important — indeed, what changed everything for the nascent roguelike sub-genre — was the decision Fenlason and his friends made to give away not just their executable but their source code as well.

To celebrate their graduation in 1982, the computer-lab gang packaged up the source code to all of the programs they had written, Hack among them, and sent it to an organization called USENIX, a computing-research nonprofit that maintained a file archive for its members. The source bore a simple notice at the top, saying that anyone who wished to was free to make improvements to the software and distribute them, as long as due credit was given to the original creators as well and as long as they shared the updated source. Having done that, the youngsters who had made Hack went their separate ways, having no idea what the game they had loosed upon the world would someday grow into.

At first, their lack of expectations seemed more than justified; while Rogue went everywhere in hackerdom, Hack went nowhere. Then, in early 1984, a thirty-something Dutch mathematician and programmer named Andries Brouwer, who worked at the Amsterdam research center Mathematisch Centrum, chanced to troll through USENIX’s file archive, looking for interesting software. Just as Don Woods had rescued Will Crowther’s incomplete game of Adventure from oblivion back in 1977, Brouwer now stumbled across Hack and did it the same service. He tightened up the code and the gameplay, and then started adding new features, which he tested on his colleagues at Mathematisch Centrum, most of whom became certifiable Hack addicts. Beginning on December 17, 1984, he uploaded each new version to the Internet as well.

Brouwer added the concept of character classes to the game, introducing six of them; no rogue was to be found among them, but they did include the likes of a tourist and an archeologist, evidence of a quirky sense of humor that would continue to mark the game forevermore. He added shops in the dungeon for buying and selling equipment, and made the dungeon deeper; it now went down 40 levels, the last ten a special region called Hell that demanded magical protection from fire and a teleport spell to even enter. No longer did you find the Amulet of Yendor just lying around somewhere down there in the depths; now you had to defeat a Wizard of Yendor to get your mitts on it. To these big enhancements he added a wealth of smaller details that were likewise destined to remain indelible parts of the game, such as a dog or cat companion to accompany you on your expedition and the ability to write messages on the floor for various purposes.

For years, players of Rogue had been sharing their tips and travails on the Usenet group net.games.rogue. It was here that Brouwer now announced his new roguelike. The community there pounced upon Hack, which, if not clearly better than Rogue, did have the virtue of being subtly different from a game which most of them had already played to death. The volume of Hack-related traffic grew so extreme that, just one month after Brouwer had uploaded his game for the first time, the group net.games.hack came into being to accommodate it. “Please stop posting articles about Hack to net.games.rogue and use this new group instead,” wrote a Usenet administrator pointedly.

Brouwer kept his fire hose of additions and improvements spurting until July of 1985, when he pronounced himself satisfied with the game and moved on to other things. But, thanks to the fact that he had honored the wishes of Jay Fenlason and company and publicly released his source code, Hack could continue to morph and grow after his departure in a way that Rogue had not been able to after Michael Toy and Ken Arnold left Berkeley. Ports and modified versions were soon popping up everywhere. It was exciting in a way, but it became a bit too much like the babble of a bazaar. Three hackers, by the names of Mike Stephenson, Izchak Miller, and Janet Walz, decided that a little bureaucracy wouldn’t be amiss. They decided to create a sort of curated version of the game, incorporating changes from anyone who wished to contribute to the project, as long as they were well-coded, worthwhile, and not game-breaking. Because their home base was net.games.hack, they named their version of the game NetHack. Its first official release came in July of 1987; its most recent one as of this writing came out in February of 2023. I suspect that there will be many, many more before NetHack‘s full history can be written.

NetHack is an answer for every player of traditional adventure games who has ever asked why she can’t just bash a door open instead of searching hither and yon for the key.

The semi-anonymous wizards behind the NetHack curtain are known simply as the DevTeam. For 36 years, this rotating cast of characters has maintained and added to the game, making it one of if not the most systemically complex ever created, even as it retains in its canonical version an entirely textual display focused around a little wandering at-sign. Experienced players delight in ferreting out the emergent possibilities provided by the sheer depth of NetHack‘s systems. “The DevTeam thinks of everything,” goes a saying among players.

To wit: use a pair of gloves to pick up a dead cockatrice, a creature which turns any living thing it touches to stone, then bash your enemies with it to turn them to stone. (This technique is known among the NetHack cognoscenti as “wielding the rubber chicken.”) Of course, you’ll need to use a pick axe afterward to separate the statues of your enemies that are left behind from the loot they were carrying…

Or combine a Wand of Polymorph with a Ring of Polymorph Control to eliminate the middleman, as it were, turning yourself into a cockatrice. You can lay eggs in this form, which you can pick up and carry around once you revert to your natural form, throwing them at your enemies like grenades while you gleefully sing “Rainy Day Women #12 and 35.”

The possibilities are endless. NetHack even keeps track of the phases of the moon in the real world and uses them to influence your luck; this leads to devotees clearing their calendars once per month in order to maximize their chances when the moon is full.

NetHack has become an institution of old-school hacker culture, and with it an icon of the open-source movement. None other than Eric Raymond was the first to create an optional graphical skin for the game (a move that prompted considerable controversy). And well before he wrote The Cathedral and the Bazaar, he wrote the first manual for NetHack. Small wonder that it joined Rogue and Adventure as one of the very few games memorialized in 1996’s New Hacker’s Dictionary — edited by, you guessed it, Eric S. Raymond. DevTeam founding member Mike Stephenson has no doubts about NetHack‘s importance, not only as a standalone game but as a model for software development: “We predated open source [as a movement], but I do think we helped to promote the idea of making software available for public use without cost. I think the other thing that really contributed to the concept of open source is that NetHack has, and still does, accept bug reports and feature ideas from anyone.”

NetHack became the standard bearer of the roguelike sub-genre almost from the moment of its first release, and has never had its status in this regard seriously challenged. That said, hundreds of other roguelikes were made after it, and some even before it. The most important among them are arguably Moria and Angband. The former arrived at a complete form already in 1983, when it became the first game of this type to offer an above-ground town to serve as a base for your dungeon expeditions; this gave it a significantly different feel, more like, to put things in the terms of Dungeons & Dragons, an ongoing campaign than a single adventure module. Moria directly inspired 1990’s Angband, a much more complex implementation of the same approach, which, like NetHack, is still in active development today. Some players prefer NetHack‘s relentlessly escalating challenge, others Angband‘s somewhat more relaxed pacing and more free-form structure — but make no mistake, Angband too will kill you in a heartbeat if you let your guard down. And in it as well, dead is dead, permanently.

This roguelike “family tree” shows how the most historically and currently popular games in the sub-genre relate to one another.

This brings us back around to a statement I made at the outset: that roguelikes are the exception that proves the rule of open-source game development — and just possibly of open-source software development in general. The cast of thousands who contribute to them do so in order to make exactly the games that they want to play, which in the abstract is the best of all possible reasons to make a game. The experience they end up with is, unsurprisingly, much like high-wire programming at its most advanced, presenting players with an immense, multi-faceted system to be explored and mastered. And there is absolutely nothing wrong with this.

Still, it does seem to me that roguelikes tend to bring out some of the worst as well as the best of the hacker ethic, what with their insistence that they’re only for the “hardcore” and their lack of empathy for the newcomer. Few things in this world are less attractive than a nerd beating his chest. Robert Koeneke, the creator of Moria, admits that while he was working on it, “if anyone managed to win, I immediately found out how, and ‘enhanced’ the game to make it harder.” Likewise, for every cool interaction to be discovered in NetHack, there’s a cheap, heartless death in store, like stumbling down a staircase whilst carrying a cockatrice and turning yourself to stone, or missing a stirrup whilst trying to mount a horse and breaking your neck, or incinerating yourself by firing off your Wand of Lightning too close to a wall, or getting killed by your own pet dog when you attempt to use your Ring of Conflict to get that nearby band of orcs fighting one another. NetHack is the sort of game that likes to give you a fake Amulet of Yendor, than laugh at you when you scurry all the way back to the surface with it and think you’re about to win.

As with so much in life, one’s relationship to roguelikes comes down to questions of priorities. As someone who likes to play a variety of games, I’ve never done more than dabble in these ones. For the time required to get even minimally competent at them is more than I’m willing to invest in any single game — or that I can invest, if I want to keep doing what I do on this site.

Meanwhile the amount of time and effort required to get good at a game like NetHack is staggering, even if you’re far smarter and more diligent than I am. It took Chet Bolingbroke 262 hours of trying to win at NetHack for the first time — and that was playing in a fashion that many purists would consider illegitimate, by looking up spoilers on the game’s many interconnected components rather than learning strictly through experience, not to mention playing an old version that is much less complex than the current ones. Was it worth the time investment? He has his doubts. “Permadeath just sucks,” he concludes. Even Eric Raymond feels today that NetHack may have gone too far: “There was a natural tendency for the devs to see the game from the point of view of someone who played it constantly and obsessively. Thus, over time, their notion of not making it ‘too easy’ gradually ratcheted up the difficulty level to the point where you really couldn’t enjoy it casually anymore.” NetHack displays, in other words, open-source software’s usual Achilles heel, its developers’ inability to put themselves in the shoes of people who aren’t just like them.

Then again, it isn’t as if this represents some deep moral failing; there’s nothing wrong with being niche. Many or most lovers of NetHack and other roguelikes have never won them and quite probably never will, finding satisfaction merely in the trying, in hoping to get a little further than last time and walk away with some entertaining stories to share. Far be it from me to begrudge them their pleasures. Although I doubt that I will ever become a big fan of roguelikes, I do derive a quiet sort of satisfaction from knowing that things so implacably committed to being their own idiosyncratic selves exist in this world.

And if roguelikes will never go mainstream, that doesn’t mean they haven’t influenced the mainstream. Next time, we’ll learn how one of the most popular of all the slick commercial games of the late 1990s grew out of this odd little corner of hackerdom…



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


(Sources: I highly recommend David L. Craddock’s book Dungeon H@acks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games, a treasure trove of information that I have only touched upon here. The CRPG Addict blog is full of stories about what it’s like to actually play Rogue, Hack, 1987-vintage NetHack, 1989-vintage NetHackMoria, and Angband among other roguelikes, along with some more historical notes. I’m immensely indebted to David for all of his original research and to Chet for spending the hundreds of hours on these games that I couldn’t spare.

Other print sources include the books Hackers: Heroes of the Computer Revolution by Steven Levy, The Cathedral and the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary by Eric S. Raymond, and Open Sources: Voices from the Revolution edited by Chris DiBona, Sam Ockman, and Mark Stone; Byte of March 1984 and February 1987; Acorn User of February 1997; Computer Power User of March 2008. Other online sources include Glenn Wichman’s “Brief History of Rogue,” “The Best Game Ever” by Wagner James Au at Salon, “Playing the Open Source Game” by Shawn Hargreaves, “Freeing an Old Game” by Ben Asselstine at Free Software Magazine, and a retrospective on NetHack by Dave “Fargo” Kosak of GameSpy.

Much more information about all of the games mentioned in this article, and roguelikes in general, can be found at RogueBasin, as can download links for all of them.)

 

Tags: , , ,