RSS

Search results for ‘infocom’

The Next Generation in Graphics, Part 2: Three Dimensions in Hardware

Most of the academic papers about 3D graphics that John Carmack so assiduously studied during the 1990s stemmed from, of all times and places, the Salt Lake City, Utah, of the 1970s. This state of affairs was a credit to one man by the name of Dave Evans.

Born in Salt Lake City in 1924, Evans was a physicist by training and an electrical engineer by inclination, who found his way to the highest rungs of computing research by way of the aviation industry. By the early 1960s, he was at the University of California, Berkeley, where he did important work in the field of time-sharing, taking the first step toward the democratization of computing by making it possible for multiple people to use one of the ultra-expensive big computers of the day at the same time, each of them accessing it through a separate dumb terminal. During this same period, Evans befriended one Ivan Sutherland, who deserves perhaps more than any other person the title of Father of Computer Graphics as we know them today.

For, in the course of earning his PhD at MIT, Sutherland developed a landmark software application known as Sketchpad, the first interactive computer-based drawing program of any stripe. Sketchpad did not do 3D graphics. It did, however, record its user’s drawings as points and lines on a two-dimensional plane. The potential for adding a third dimension to its Flatland-esque world — a Z coordinate to go along with X and Y — was lost on no one, least of all Sutherland himself. His 1963 thesis on Sketchpad rocketed him into the academic stratosphere.

Sketchpad in action.

In 1964, at the ripe old age of 26, Sutherland succeeded J.C.R. Licklider as head of the computer division of the Defense Department’s Advanced Research Projects Agency (ARPA), the most remarkable technology incubator in computing history. Alas, he proved ill-suited to the role of administrator: he was too young, too introverted — just too nerdy, as a later generation would have put it. But during the unhappy year he spent there before getting back to the pure research that was his real passion, he put the University of Utah on the computing map, largely as a favor to his friend Dave Evans.

Evans may have left Salt Lake City more than a decade ago, but he remained a devout Mormon, who found the counterculture values of the Berkeley of the 1960s rather uncongenial. So, he had decided to take his old alma mater up on an offer to come home and build a computer-science department there. Sutherland now awarded said department a small ARPA contract, one fairly insignificant in itself. What was significant was that it brought the University of Utah into the ARPA club of elite research institutions that were otherwise clustered on the coasts. An early place on the ARPANET, the predecessor to the modern Internet, was not the least of the perks which would come its way as a result.

Evans looked for a niche for his university amidst the august company it was suddenly joining. The territory of time-sharing was pretty much staked; extensive research in that field was already going full steam ahead at places like MIT and Berkeley. Ditto networking and artificial intelligence and the nuts and bolts of hardware design. Computer graphics, though… that was something else. There were smart minds here and there working on them — count Ivan Sutherland as Exhibit Number One — but no real research hubs dedicated to them. So, it was settled: computer graphics would become the University of Utah’s specialty. In what can only be described as a fantastic coup, in 1968 Evans convinced Sutherland himself to abandon the East Coast prestige of Harvard, where he had gone after leaving his post as the head of ARPA, in favor of the Mormon badlands of Utah.

Things just snowballed from there. Evans and Sutherland assembled around them an incredible constellation of bright young sparks, who over the course of the next decade defined the terms and mapped the geography of the field of 3D graphics as we still know it today, writing papers that remain as relevant today as they were half a century ago — or perchance more so, given the rise of 3D games. For example, the two most commonly used algorithms for calculating the vagaries of light and shade in 3D games stem directly from the University of Utah: Gouraud shading was invented by a Utah student named Henri Gouraud in 1971, while Phong shading was invented by another named Bui Tuong Phong in 1973.

But of course, lots of other students passed through the university without leaving so indelible a mark. One of these was Jim Clark, who would still be semi-anonymous today if he hadn’t gone on to become an entrepreneur who co-founded two of the most important tech companies of the late twentieth century.



When you’ve written as many capsule biographies as I have, you come to realize that the idea of the truly self-made person is for the most part a myth. Certainly almost all of the famous names in computing history were, long before any of their other qualities entered into the equation, lucky: lucky in their time and place of birth, in their familial circumstances, perhaps in (sad as it is to say) their race and gender, definitely in the opportunities that were offered to them. This isn’t to disparage their accomplishments; they did, after all, still need to have the vision to grasp the brass ring of opportunity and the talent to make the most of it. Suffice to say, then, that luck is a prerequisite but the farthest thing from a guarantee.

Every once in a while, however, I come across someone who really did almost literally make something out of nothing. One of these folks is Jim Clark. If today as a soon-to-be octogenarian he indulges as enthusiastically as any of his Old White Guy peers in the clichéd trappings of obscene wealth, from the mansions, yachts, cars, and wine to the Victoria’s Secret model he has taken for a fourth wife, he can at least credibly claim to have pulled himself up to his current station in life entirely by his own bootstraps.

Clark was born in 1944, in a place that made Salt Lake City seem like a cosmopolitan metropolis by comparison: the small Texas Panhandle town of Plainview. He grew up dirt poor, the son of a single mother living well below the poverty line. Nobody expected much of anything from him, and he obliged their lack of expectations. “I thought the whole world was shit and I was living in the middle of it,” he recalls.

An indifferent student at best, he was expelled from high school his junior year for telling a teacher to go to hell. At loose ends, he opted for the classic gambit of running away to sea: he joined the Navy at age seventeen. It was only when the Navy gave him a standardized math test, and he scored the highest in his group of recruits on it, that it began to dawn on him that he might actually be good at something. Encouraged by a few instructors to pursue his aptitude, he enrolled in correspondence courses to fill his free time when out plying the world’s oceans as a crewman on a destroyer.

Ten years later, in 1971, the high-school dropout, now six years out of the Navy and married with children, found himself working on a physics PhD at Louisiana State University. Clark:

I noticed in Physics Today an article that observed that physicists getting PhDs from places like Harvard, MIT, Yale, and so on didn’t like the jobs they were getting. And I thought, well, what am I doing — I’m getting a PhD in physics from Louisiana State University! And I kept thinking, well, I’m married, and I’ve got these obligations. By this time, I had a second child, so I was real eager to get a good job, and I just got discouraged about physics. And a friend of mine pointed to the University of Utah as having a computer-graphics specialty. I didn’t know much about it, but I was good with geometry and physics, which involves a lot of geometry.

So, Clark applied for a spot at the University of Utah and was accepted.

But, as I already implied, he didn’t become a star there. His 1974 thesis was entitled “3D Design of Free-Form B-Spline Surfaces”; it was a solid piece of work addressing a practical problem, but not anything to really get the juices flowing. Afterward, he spent half a decade bouncing around from campus to campus as an adjunct professor: the Universities of California at Santa Cruz and Berkeley, the New York Institute of Technology, Stanford. He was fairly miserable throughout. As an academic of no special note, he was hired primarily as an instructor rather than a researcher, and he wasn’t at all cut out for the job, being too impatient, too irascible. Proving the old adage that the child is the father of the man, he was fired from at least one post for insubordination, just like that angry teenager who had once told off his high-school teacher. Meanwhile he went through not one but two wives. “I was in this kind of downbeat funk,” he says. “Dark, dark, dark.”

It was now early 1979. At Stanford, Clark was working right next door to Xerox’s famed Palo Alto Research Center (PARC), which was inventing much of the modern paradigm of computing, from mice and menus to laser printers and local-area networking. Some of the colleagues Clark had known at the University of Utah were happily ensconced over there. But he was still on the outside looking in. It was infuriating — and yet he was about to find a way to make his mark at last.

Hardware engineering at the time was in the throes of a revolution and its backlash, over a technology that went by the mild-mannered name of “Very Large Scale Integration” (VLSI). The integrated circuit, which packed multiple transistors onto a single microchip, had been invented at Texas Instruments at the end of the 1950s, and had become a staple of computer design already during the following decade. Yet those early implementations often put only a relative handful of transistors on a chip, meaning that they still required lots of chips to accomplish anything useful. A turning point came in 1971 with the Intel 4004, the world’s first microprocessor — i.e., the first time that anyone put the entire brain of a computer on a single chip. Barely remarked at the time, that leap would result in the first kit computers being made available for home users in 1975, followed by the Trinity of 1977, the first three plug-em-in-and-go personal computers suitable for the home. Even then, though, there were many in the academic establishment who scoffed at the idea of VLSI, which required a new, in some ways uglier approach to designing circuitry. In a vivid illustration that being a visionary in some areas doesn’t preclude one from being a reactionary in others, many of the folks at PARC were among the scoffers. Look how far we’ve come doing things one way, they said. Why change?

A PARC researcher named Lynn Conway was enraged by such hidebound thinking. A rare female hardware engineer, she had made scant progress to date getting her point of view through to the old boy’s club that surrounded her at PARC. So, broadening her line of attack, she wrote a paper about the basic techniques of modern chip design, and sent it out to a dozen or so universities along with a tempting offer: if any students or faculty wished to draw up schematics for a chip of their own and send them to her, she would arrange to have the chip fabricated in real silicon and sent back to its proud parent. The point of it all was just to get people to see the potential of VLSI, not to push forward the state of the art. And indeed, just as she had expected, almost all of the designs she received were trivially simple by the standards of even the microchip industry of 1979: digital time keepers, adding machines, and the like. But one was unexpectedly, even crazily complex. Alone among the submissions, it bore a precautionary notice of copyright, from one James Clark. He called his creation the Geometry Engine.

The Geometry Engine was the first and, it seems likely, only microchip that Jim Clark ever personally attempted to design in his life. It was created in response to a fundamental problem that had been vexing 3D modelers since the very beginning: that 3D graphics required shocking quantities of mathematical calculations to bring to life, scaling almost exponentially with the complexity of the scene to be depicted. And worse, the type of math they required was not the type that the researchers’ computers were especially good at.

Wait a moment, some of you might be saying. Isn’t math the very thing that computers do? It’s right there in the name: they compute things. Well, yes, but not all types of math are created equal. Modern computers are also digital devices, meaning they are naturally equipped to deal only with discrete things. Like the game of DOOM, theirs is a universe of stair steps rather than smooth slopes. They like integer numbers, not decimals. Even in the 1960s and 1970s, they could approximate the latter through a storage format known as floating point, but they dealt with these floating-point numbers at least an order of magnitude slower than they did whole numbers, as well as requiring a lot more memory to store them. For this reason, programmers avoided them whenever possible.

And it actually was possible to do so a surprisingly large amount of the time. Most of what computers were commonly used for could be accomplished using only whole numbers — for example, by using Euclidean division that yields a quotient and a remainder in place of decimal division. Even financial software could be built using integers only to count the total number of cents rather than floating-point values to represent dollars and cents. 3D-graphics software, however, was one place where you just couldn’t get around them. Creating a reasonably accurate mathematical representation of an analog 3D space forced you to use floating-point numbers. And this in turn made 3D graphics slow.

Jim Clark certainly wasn’t the first person to think about designing a specialized piece of hardware to lift some of the burden from general-purpose computer designs, an add-on optimized for doing the sorts of mathematical operations that 3D graphics required and nothing else. Various gadgets along these lines had been built already, starting a decade or more before his Geometry Engine. Clark was the first, however, to think of packing it all onto a single chip — or at worst a small collection of them — that could live on a microcomputer’s motherboard or on a card mounted in a slot, that could be mass-produced and sold in the thousands or millions. His description of his “slave processor” sounded disarmingly modest (not, it must be said, a quality for which Clark is typically noted): “It is a four-component vector, floating-point processor for accomplishing three basic operations in computer graphics: matrix transformations, clipping, and mapping to output-device coordinates [i.e., going from an analog world space to pixels in a digital raster].” Yet it was a truly revolutionary idea, the genesis of the graphical processing units (GPUs) of today, which are in some ways more technically complex than the CPUs they serve. The Geometry Engine still needed to use floating-point numbers — it was, after all, still a digital device — but the old engineering doctrine that specialization yields efficiency came into play: it was optimized to do only floating-point calculations, and only a tiny subset of all the ones possible at that, just as quickly as it could.

The Geometry Engine changed Clark’s life. At last, he had something exciting and uniquely his. “All of these people started coming up and wanting to be part of my project,” he remembers. Always an awkward fit in academia, he turned his thinking in a different direction, adopting the mindset of an entrepreneur. “He reinvented his relationship to the world in a way that is considered normal only in California,” writes journalist Michael Lewis in a book about Clark. “No one who had been in his life to that point would be in it ten years later. His wife, his friends, his colleagues, even his casual acquaintances — they’d all be new.” Clark himself wouldn’t hesitate to blast his former profession in later years with all the fury of a professor scorned.

I love the metric of business. It’s money. It’s real simple. You either make money or you don’t. The metric of the university is politics. Does that person like you? Do all these people like you enough to say, “Yeah, he’s worthy?”

But by whatever metric, success didn’t come easy. The Geometry Engine and all it entailed proved a harder sell with the movers and shakers in commercial computing than it had with his colleagues at Stanford. It wasn’t until 1982 that he was able to scrape together the funding to found a company called Silicon Graphics, Incorporated (SGI), and even then he was forced to give 85 percent of his company’s shares to others in order to make it a reality. Then it took another two years after that to actually ship the first hardware.

The market segment SGI was targeting is one that no longer really exists. The machines it made were technically microcomputers, being built around microprocessors, but they were not intended for the homes of ordinary consumers, nor even for the cubicles of ordinary office workers. These were much higher-end, more expensive machines than those, even if they could fit under a desk like one of them. They were called workstation computers. The typical customer spent tens or hundreds of thousands of dollars on them in the service of some highly demanding task or another.

In the case of the SGI machines, of course, that task was almost always related to graphics, usually 3D graphics. Their expense wasn’t bound up with their CPUs; in the beginning, these were fairly plebeian chips from the Motorola 68000 series, the same line used in such consumer-grade personal computers as the Apple Macintosh and the Commodore Amiga. No, the justification of their high price tags rather lay with their custom GPUs, which even in 1984 already went far beyond the likes of Clark’s old Geometry Engine. An SGI GPU was a sort of black box for 3D graphics: feed it all of the data that constituted a scene on one side, and watch a glorious visual representation emerge at the other, thanks to an array of specialized circuitry designed for that purpose and no other.

Now that it had finally gotten off the ground, SGI became very successful very quickly. Its machines were widely used in staple 3D applications like computer-aided industrial design (CAD) and flight simulation, whilst also opening up new vistas in video and film production. They drove the shift in Hollywood from special effects made using miniature models and stop-motion techniques dating back to the era of King Kong to the extensive use of computer-generated imagery (CGI) that we see even in the purportedly live-action films of today. (Steven Spielberg and George Lucas were among SGI’s first and best customers.) “When a moviegoer rubbed his eyes and said, ‘What’ll they think of next?’,” writes Michael Lewis, “it was usually because SGI had upgraded its machines.”

The company peaked in the early 1990s, when its graphics workstations were the key to CGI-driven blockbusters like Terminator 2 and Jurassic Park. Never mind the names that flashed by in the opening credits; everyone could agree that the computer-generated dinosaurs were the real stars of Jurassic Park. SGI was bringing in over $3 billion in annual revenue and had close to 15,000 employees by 1993, the year that movie was released. That same year, President Bill Clinton and Vice President Al Gore came out personally to SGI’s offices in Silicon Valley to celebrate this American success story.

SGI’s hardware subsystem for graphics, the beating heart of its business model, was known in 1993 as the RealityEngine2. This latest GPU was, wrote Byte magazine in a contemporary article, “richly parallel,” meaning that it could do many calculations simultaneously, in contrast to a traditional CPU, which could only execute one instruction at a time. (Such parallelism is the reason that modern GPUs are so often used for some math-intensive non-graphical applications, such as crypto-currency mining and machine learning.) To support this black box and deliver to its well-heeled customers a complete turnkey solution for all their graphics needs, SGI had also spearheaded an open-source software library for 3D applications, known as the Open Graphics Library, or OpenGL. Even the CPUs in its latest machines were SGI’s own; it had purchased a maker of same called MIPS Technologies in 1990.

But all of this success did not imply a harmonious corporation. Jim Clark was convinced that he had been hard done by back in 1982, when he was forced to give up 85 percent of his brainchild in order to secure the funding he needed, then screwed over again when he was compelled by his board to give up the CEO post to a former Hewlett Packard executive named Ed McCracken in 1984. The two men had been at vicious loggerheads for years; Clark, who could be downright mean when the mood struck him, reduced McCracken to public tears on at least one occasion. At one memorable corporate retreat intended to repair the toxic atmosphere in the board room, recalls Clark, “the psychologist determined that everyone else on the executive committee was passive aggressive. I was just aggressive.”

Clark claims that the most substantive bone of contention was McCracken’s blasé indifference to the so-called low-end market, meaning all of those non-workstation-class personal computers that were proliferating in the millions during the 1980s and early 1990s. If SGI’s machines were advancing by leaps and bounds, these consumer-grade computers were hopscotching on a rocket. “You could see a time when the PC would be able to do the sort of graphics that [our] machines did,” says Clark. But McCracken, for one, couldn’t see it, was content to live fat and happy off of the high prices and high profit margins of SGI’s current machines.

He did authorize some experiments at the lower end, but his heart was never in it. In 1990, SGI deigned to put a limited subset of the RealityEngine smorgasbord onto an add-on card for Intel-based personal computers. Calling it IrisVision, it hopefully talked up its price of “under $5000,” which really was absurdly low by the company’s usual standards. What with its complete lack of software support and its way-too-high price for this marketplace, IrisVision went nowhere, whereupon McCracken took the failure as a vindication of his position. “This is a low-margin business, and we’re a high-margin company, so we’re going to stop doing that,” he said.

Despite McCracken’s indifference, Clark eventually managed to broker a deal with Nintendo to make a MIPS microprocessor and an SGI GPU the heart of the latter’s Nintendo 64 videogame console. But he quit after yet another shouting match with McCracken in 1994, two years before it hit the street.

He had been right all along about the inevitable course of the industry, however undiplomatically he may have stated his case over the years. Personal computers did indeed start to swallow the workstation market almost at the exact point in time that Clark bailed. The profits from the Nintendo deal were rich, but they were largely erased by another of McCracken’s pet projects, an ill-advised acquisition of the struggling supercomputer maker Cray. Meanwhile, with McCracken so obviously more interested in selling a handful of supercomputers for millions of dollars each than millions upon millions of consoles for a few hundred dollars each, a group of frustrated SGI employees left the company to help Nintendo make the GameCube, the followup to the Nintendo 64, on their own. It was all downhill for SGI after that, bottoming out in a 2009 bankruptcy and liquidation.

As for Clark, he would go on to a second entrepreneurial act as remarkable as his first, abandoning 3D graphics to make a World Wide Web browser with Marc Andreessen. We will say farewell to him here, but you can read the story of his second company Netscape’s meteoric rise and fall elsewhere on this site.



Now, though, I’d like to return to the scene of SGI’s glory days, introducing in the process three new starring players. Gary Tarolli and Scott Sellers were talented young engineers who were recruited to SGI in the 1980s; Ross Smith was a marketing and business-development type who initially worked for MIPS Technologies, then ended up at SGI when it acquired that company in 1990. The three became fast friends. Being of a younger generation, they didn’t share the contempt for everyday personal computers that dominated among their company’s upper management. Whereas the latter laughed at the primitiveness of games like Wolfenstein 3D and Ultima Underworld, if they bothered to notice them at all, our trio saw a brewing revolution in gaming, and thought about how much it could be helped along by hardware-accelerated 3D graphics.

Convinced that there was a huge opportunity here, they begged their managers to get into the gaming space. But, still smarting from the recent failure of IrisVision, McCracken and his cronies rejected their pleas out of hand. (One of the small mysteries in this story is why their efforts never came to the attention of Jim Clark, why an alliance was never formed. The likely answer is that Clark had, by his own admission, largely removed himself from the day-to-day running of SGI by this time, being more commonly seen on his boat than in his office.) At last, Tarolli, Sellers, Smith, and some like-minded colleagues ran another offer up the flagpole. You aren’t doing anything with IrisVision, they said. Let us form a spinoff company of our own to try to sell it. And much to their own astonishment, this time management agreed.

They decided to call their new company Pellucid — not the best name in the world, sounding as it did rather like a medicine of some sort, but then they were still green at all this. The technology they had to peddle was a couple of years old, but it still blew just about anything else in the MS-DOS/Windows space out of the water, being able to display 16 million colors at a resolution of 1024 X 768, with 3D acceleration built-in. (Contrast this with the SVGA card found in the typical home computer of the time, which could do 256 colors at 640 X 480, with no 3D affordances). Pellucid rebranded the old IrisVision the ProGraphics 1024. Thanks to the relentless march of chip-fabrication technology, they found that they could now manufacture it cheaply enough to be able to sell it for as little as $1000 — still pricey, to be sure, but a price that some hardcore gamers, as well as others with a strong interest in having the best graphics possible, might just be willing to pay.

The problem, the folks at Pellucid soon came to realize, was a well-nigh intractable deadlock between the chicken and the egg. Without software written to take advantage of its more advanced capabilities, the ProGraphics 1024 was just another SVGA graphics card, selling for a ridiculously high price. So, consumers waited for said software to arrive. Meanwhile software developers, seeing the as-yet non-existent installed base, saw no reason to begin supporting the card. Breaking this logjam must require a concentrated public-relations and developer-outreach effort, the likes of which the shoestring spinoff couldn’t possibly afford.

They thought they had done an end-run around the problem in May of 1993, when they agreed, with the blessing of SGI, to sell Pellucid kit and caboodle to a major up-and-comer in consumer computing known as Media Vision, which currently sold “multimedia upgrade kits” consisting of CD-ROM drives and sound cards. But Media Vision’s ambitions knew no bounds: they intended to branch out into many other kinds of hardware and software. With proven people like Stan Cornyn, a legendary hit-maker from the music industry, on their management rolls and with millions and millions of dollars on hand to fund their efforts, Media Vision looked poised to dominate.

It seemed the perfect landing place for Pellucid; Media Vision had all the enthusiasm for the consumer market that SGI had lacked. The new parent company’s management said, correctly, that the ProGraphics 1024 was too old by now and too expensive to ever become a volume product, but that 3D acceleration’s time would come as soon as the current wave of excitement over CD-ROM and multimedia began to ebb and people started looking for the next big thing. When that happened, Media Vision would be there with a newer, more reasonably priced 3D card, thanks to the people who had once called themselves Pellucid. It sounded pretty good, even if in the here and now it did seem to entail more waiting around than anything else.

The ProGraphics 1024 board in Media Vision livery.

There was just one stumbling block: “Media Vision was run by crooks,” as Scott Sellers puts it. In April of 1994, a scandal erupted in the business pages of the nation’s newspapers. It turned out that Media Vision had been an experiment in “fake it until you make it” on a gigantic scale. Its founders had engaged in just about every form of malfeasance imaginable, creating a financial house of cards whose honest revenues were a minuscule fraction of what everyone had assumed them to be. By mid-summer, the company had blown away like so much dust in the wind, still providing income only for the lawyers who were left to pick over the corpse. (At least two people would eventually be sent to prison for their roles in the conspiracy.) The former Pellucid folks were left as high and dry as everyone else who had gotten into bed with Media Vision. All of their efforts to date had led to the sale of no more than 2000 graphics cards.

That same summer of 1994, a prominent Silicon Valley figure named Gordon Campbell was looking for interesting projects in which to invest. Campbell had earned his reputation as one of the Valley’s wise men through a company called Chips and Technologies (C&T), which he had co-founded in 1984. One of those hidden movers in the computer industry, C&T had largely invented the concept of the chipset: chips or small collections of them that could be integrated directly into a computer’s motherboard to perform functions that used to be placed on add-on cards. C&T had first made a name for itself by reducing IBM’s bulky nineteen-chip EGA graphics card to just four chips that were cheaper to make and consumed less power. Campbell’s firm thrived alongside the cost-conscious PC clone industry, which by the beginning of the 1990s was rendering IBM itself, the very company whose products it had once so unabashedly copied, all but irrelevant. Onboard video, onboard sound, disk controllers, basic firmware… you name it, C&T had a cheap, good-enough-for-the-average-consumer chipset to handle it.

But now Campbell had left C&T “in pursuit of new opportunities,” as they say in Valley speak. Looking for a marketing person for one of the startups in which he had invested a stake, he interviewed a young man named Ross Smith who had SGI on his résumé — always a plus. But the interview didn’t go well. Campbell:

It was the worst interview I think I’ve ever had. And so finally, I just turned to him and I said, “Okay, your heart’s not in this interview. What do you really want to do?”

And he kind of looks surprised and says, well, there are these two other guys, and we want to start a 3D-graphics company. And the next thing I know, we had set up a meeting. And we had, over a lot of beers, a discussion which led these guys to all come and work at my office. And that set up the start of 3Dfx.

It seemed to all of them that, after all of the delays and blind alleys, it truly was now or never to make a mark. For hardware-accelerated 3D graphics were already beginning to trickle down into the consumer space. In standup arcades, games like Daytona USA and Virtua Fighter were using rudimentary GPUs. Ditto the Sega Saturn and the Sony PlayStation, the latest in home-videogame consoles, both which were on the verge of release in Japan, with American debuts expected in 1995. Meanwhile the software-only, 2.5D graphics of DOOM were taking the world of hardcore computer gamers by storm. The men behind 3Dfx felt that the next move must surely seem obvious to many other people besides themselves. The only reason the masses of computer-game players and developers weren’t clamoring for 3D graphics cards already was that they didn’t yet realize what such gadgets could do for them.

Still, they were all wary of getting back into the add-on board market, where they had been burned so badly before. Selling products directly to consumers required retail access and marketing muscle that they still lacked. Instead, following in the footsteps of C&T, they decided to sell a 3D chipset only to other companies, who could then build it into add-on boards for personal computers, standup-arcade machines, whatever they wished.

At the same time, though, they wanted their technology to be known, in exactly the way that the anonymous chipsets made by C&T were not. In the pursuit of this aspiration, Gordon Campbell found inspiration from another company that had become a household name despite selling very little directly to consumers. Intel had launched the “Intel Inside” campaign in 1990, just as the era of the PC clone was giving way to a more amorphous commodity architecture. The company introduced a requirement that the makers of computers which used its CPUs include the Intel Inside logo on their packaging and on the cases of the computers themselves, even as it made the same logo the centerpiece of a standalone advertising campaign in print and on television. The effort paid off; Intel became almost as identified with the Second Home Computer Revolution in the minds of consumers as was Microsoft, whose own logo showed up on their screens every time they booted into Windows. People took to calling the emerging duopoly the “Wintel” juggernaut, a name which has stuck around to this day.

So, it was decided: a requirement to display a similarly snazzy 3Dfx logo would be written into that company’s contracts as well. The 3Dfx name itself was a vast improvement over Pellucid. As time went on, 3Dfx would continue to display a near-genius for catchy branding: “Voodoo” for the chipset itself, “GLide” for the software library that controlled it. All of this reflected a business savvy the likes of which hadn’t been seen from Pellucid, that was a credit both to Campbell’s steady hand and the accumulating experience of the other three partners.

But none of it would have mattered without the right product. Campbell told his trio of protégés in no uncertain terms that they were never going to make a dent in computer gaming with a $1000 video card; they needed to get the price down to a third of that at the most, which meant the chipset itself could cost the manufacturers who used it in their products not much more than $100 a pop. That was a tall order, especially considering that gamers’ expectations of graphical fidelity weren’t diminishing. On the contrary: the old Pellucid card hadn’t even been able to do 3D texture mapping, a failing that gamers would never accept post-DOOM.

It was left to Gary Tarolli and Scott Sellers to figure out what absolutely had to be in there, such as the aforementioned texture mapping, and what they could get away with tossing overboard. Driven by the remorseless logic of chip-fabrication costs, they wound up going much farther with the tossing than they ever could have imagined when they started out. There could be no talk of 24-bit color or unusually high resolutions: 16-bit color (offering a little over 65,000 onscreen shades) at a resolution of 640 X 480 would be the limit.[1]A resolution of 800 X 600 was technically possible using the Voodoo chipset, but using this resolution meant that the programmer could not use a vital affordance known as Z-buffering. For this reason, it was almost never seen in the wild. Likewise, they threw out the capability of handling any polygons except for the simplest of them all, the humble triangle. For, they realized, you could make almost any solid you liked by combining triangular surfaces together. With enough triangles in your world — and their chipset would let you have up to 1 million of them — you needn’t lament the absence of the other polygons all that much.

Sellers had another epiphany soon after. Intel’s latest CPU, to which gamers were quickly migrating, was the Pentium. It had a built-in floating-point co-processor which was… not too shabby, actually. It should therefore be possible to take the first phase of the 3D-graphics pipeline — the modeling phase — out of the GPU entirely and just let the CPU handle it. And so another crucial decision was made: they would concern themselves only with the rendering or rasterization phase, which was a much greater challenge to tackle in software alone, even with a Pentium. Another huge piece of the puzzle was thus neatly excised — or rather outsourced back to the place where it was already being done in current games. This would have been heresy at SGI, whose ethic had always been to do it all in the GPU. But then, they were no longer at SGI, were they?

Undoubtedly their bravest decision of all was to throw out any and all 2D-graphics capabilities — i.e., the neat rasters of pixels used to display Windows desktops and word processors and all of those earlier, less exciting games. Makers of Voodoo boards would have to include a cable to connect the existing, everyday graphics cards inside their customers’ machines to their new 3D ones. When you ran non-3D applications, the Voodoo card would simply pass the video signal on to the monitor unchanged. But when you fired up a 3D game, it would take over from the other board. A relay inside made a distinctly audible click when this happened. Far from a bug, gamers would soon come to consider the noise a feature.”Because you knew it was time to have fun,” as Ross Smith puts it.

It was a radical plan, to be sure. These new cards would be useful only for games, would have no other purpose whatsoever; there would be no justifying this hardware purchase to the parents or the spouse with talk of productivity or educational applications. Nevertheless, the cost savings seemed worth it. After all, almost everyone who initially went out to buy the new cards would already have a perfectly good 2D video card in their computer. Why make them pay extra to duplicate those functions?

The final design used just two custom chips. One of them, internally known as the T-Rex (Jurassic Park was still in the air), was dedicated exclusively to the texture mapping that had been so conspicuously missing from the Pellucid board. Another, called the FBI (“Frame Buffer Interface”), did everything else required in the rendering phase. Add to this pair a few less exciting off-the-shelf chips and four megabytes worth of RAM chips, put it on a board with the appropriate connectors, and you had yourself a 3Dfx Voodoo GPU.

Needless to say, getting this far took some time. Tarolli, Sellers, and Smith spent the last half of 1994 camped out in Campbell’s office, deciding what they wanted to do and how they wanted to do it and securing the funding they needed to make it happen. Then they spent all of 1995 in offices of their own, hiring about a dozen people to help them, praying all the time that no other killer product would emerge to make all of their efforts moot. While they worked, the Sega Saturn and Sony PlayStation did indeed arrive on American shores, becoming the first gaming devices equpped with 3D GPUs to reach American homes in quantity. The 3Dfx crew were not overly impressed by either console — and yet they found the public’s warm reception of the PlayStation in particular oddly encouraging. “That showed, at a very rudimentary level, what could be done with 3D graphics with very crude texture mapping,” says Scott Sellers. “And it was pretty abysmal quality. But the consumers were just eating it up.”

They got their first finished chipsets back from their Taiwanese fabricator at the end of January 1996, then spent Super Bowl weekend soldering them into place and testing them. There were a few teething problems, but in the end everything came together as expected. They had their 3D chipset, at the beginning of a year destined to be dominated by the likes of Duke Nukem 3D and Quake. It seemed the perfect product for a time when gamers couldn’t get enough 3D mayhem. “If it had been a couple of years earlier,” says Gary Tarolli, “it would have been too early. If it had been a couple of years later, it would have been too late.” As it was, they were ready to go at the Goldilocks moment. Now they just had to sell their chipset to gamers — which meant they first had to sell it to game developers and board makers.



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 The Dream Machine by M. Mitchell Waldrop Dealers of Lightning: Xerox PARC and the Dawn of the Computer Age by Michael A. Hiltzik, and The New New Thing: A Silicon Valley Story by Michael Lewis; Byte of May 1992 and November 1993; InfoWorld of April 22 1991 and May 31 1993; Next Generation of October 1997; ACM’s Computer Graphics journal of July 1982; Wired of January 1994 and October 1994. Online sources include the Computer History Museum’s “oral histories” with Jim Clark, Forest Baskett, and the founders of 3Dfx; Wayne Carlson’s “Critical History of Computer Graphics and Animation”; “Fall of Voodoo” by Ernie Smith at Tedium; Fabian Sanglard’s reconstruction of the workings of the Voodoo 1 chips; “Famous Graphics Chips: 3Dfx’s Voodoo” by Dr. Jon Peddie at the IEEE Computer Society’s site; an internal technical description of the Voodoo technology archived at bitsavers.org.)

Footnotes

Footnotes
1 A resolution of 800 X 600 was technically possible using the Voodoo chipset, but using this resolution meant that the programmer could not use a vital affordance known as Z-buffering. For this reason, it was almost never seen in the wild.
 

Tags: ,

Spycraft: The Great Game, Part 2

Warning: this article spoils the ending of Spycraft: The Great Game!

On January 6, 1994, Activision announced in a press release that it was “teaming up with William Colby, the former head of the Central Intelligence Agency, to develop and publish espionage-thriller videogames.” Soon after, Colby brought his good friend Oleg Kalugin into the mix as well. With the name-brand, front-of-the-box talent for Spycraft: The Great Game — and, if all went swimmingly, its sequels — thus secured, it was time to think about who should do the real work of making it.

Even as late as 1994, Activision’s resurrection from its near-death experience of 1991 was still very much a work in progress. The company was chronically understaffed in relation to its management’s ambitions. To make matters worse, much of the crew that had made Return to Zork, including that project’s mastermind William Volk, had just left. (On balance, this may not have been such a bad thing; that game is so unfair and obtuse as to come off almost as a satire of player-hostile adventure-game design.)

Luckily, Activision’s base in Los Angeles left it well situated, geographically speaking, to become a hotbed of interactive movie-making. Bobby Kotick hired Alan Gershenfeld, a former film critic and logistical enabler for Hollywood, to spearhead his efforts in that direction. Realizing that he still needed help with the interactive part of interactive movies, Gershenfeld in turn took the unusual step of reaching out to Bob Bates, co-founder of the Virginia-based rival studio and publisher Legend Entertainment, to see if he would be interested in designing Spycraft for Activision.

He was very interested. One reason for this was that Legend lived perpetually hand to mouth in a sea of bigger fish, and couldn’t afford to look askance at paying work of almost any description. But another, better one was that he was a child of the Washington Beltway with a father who had been employed by the National Security Agency. Bates had read his first spy novel before starting high school. Ever since, his literary consumption had included plenty of Frederick Forsyth, Robert Ludlum, and John Le Carré. It was thus with no small excitement that he agreed to spend 600 hours creating a script and design document for an espionage game, which Legend’s programmers and artists might also end up playing a role in bringing to fruition if all went well.

At this time, writers of espionage fiction and techno-thrillers were still trying to figure out what the recent ending of the Cold War meant for their trade. Authors like those Bates had grown up reading were trying out international terrorist gangs, mafiosi, and drug runners as replacements for that handy all-purpose baddie the Soviet Union. Activision faced the same problem with Spycraft. One alternative — the most logical one in a way, given the time spans of its two star advisors’ intelligence careers — was to look to the past, to make the game a work of historical fiction. But the reality was that there was little appetite for re-fighting the Cold War in the popular culture of the mid-1990s; that would have to wait until a little later, until the passage of time had given those bygone days of backyard fallout shelters and duck-and-cover drills a glow of nostalgia to match that of radioactivity. In the meanwhile, Activision wanted something fresh, something with the sort of ripped-from-the-headlines relevance that Ken Williams liked to talk about.

Bates settled on a story line involving Boris Yeltsin’s Russia, that unstable fledgling democracy whose inheritance from the Soviet Union encompassed serious organized-crime and corruption problems along with the ongoing potential to initiate thermonuclear Armageddon any time it chose to do so. He prepared a 25,000-word walkthrough of a plot whose broad strokes would survive into the finished game. Changing the names of all of the real-world leaders involved in order to keep the lawyers at bay, it hinged around a race for the Russian presidency involving a moderate, Yeltsin-like incumbent and two right-wing opposition candidates. When one of the latter is assassinated, it redounds greatly to the benefit of his counterpart; the two right-wingers had otherwise looked likely to split the vote between themselves and hand the presidency back to the incumbent. So, there are reasons for suspicion from the get-go, and the surviving opposition candidate’s established ties with the Russian Mafia only gives more reasons. That said, it would presumably be a matter for Russia’s internal security police alone — if only the assassination hadn’t been carried out with an experimental CIA weapon, a new type of sniper rifle that can fire a deadly accurate and brutally lethal package of flechettes over long distances. It seems that there is a mole in the agency, possibly one with an agenda to incriminate the United States in the killing.

On the one hand, one can see in this story line some of the concerns that William Colby and Oleg Kalugin were expressing in the press at the time. On the other, they were hardly alone in identifying the instability of internal political Russia as a threat to the whole world, what with that country’s enormous nuclear arsenal. Bates himself says that he quickly realized that Activision was content to use Colby and Kalugin essentially as a commercial license, much like it would a hit movie or book. In the more than six months that he worked on Spycraft, he met Colby in person only one time, at his palatial Georgetown residence. (“It was clear that he was wealthy. He was very old-school. Circumspect, as you might imagine.”) Kalugin he never met at all. Fortunately, Legend’s niche in recent years had become the adaptation of commercial properties into games, and thus Bates had become very familiar with playing in other people’s universes, as it were. The milieu inhabited by Colby and Kalugin, as described by the two men in their memoirs, became in an odd sort of way just another of these pocket universes.

In other ways, however, Bates proved less suited to the game Activision was imagining. He was as traditionalist as adventure-game designers came, having originally founded Legend with the explicit goal of making it the heir to Infocom’s storied legacy. Activision’s leadership kept complaining that his design was not exciting enough, not “explosive” enough, too “tame.” To spice it up, they brought in an outside consultant named James Adams, a British immigrant to the United States who had written seven nonfiction books on the worlds of espionage and covert warfare along with three fictional thrillers. In the early fall of 1994, Bates, Adams, and some of Activision’s executives had a conversation which is seared on Bates’s memory like nothing else involving Spycraft.

They were saying it wasn’t intense or exciting enough. We were just kicking around ideas, and as a joke I said, “Well, we could always do a torture scene.”

And they said, “Yes! Yes!”

And I said, “No! No! I’m kidding. We’re not going to do that.”

And they said, “Yes, we really want to do that.”

And I said, “No. I am not putting the player in a position where they have to commit an act of torture. I just won’t do that.” At that point, the most violent thing I’d ever put into a game was having a boar charge onto a spear in Arthur

Shortly after this discussion, Bates accepted Activision’s polite thanks for his contributions along with his paycheck for 600 hours of his time, and bowed out to devote himself entirely to Legend’s own games once again. Neither he nor his company had any involvement with Spycraft after that. His name doesn’t even appear in the finished game’s credits.

James Adams now took over full responsibility for the convoluted script, wrestling it into shape for production to begin in earnest by the beginning of 1995. The final product was released on Leap Day, 1996. It isn’t the game Bates would have made, but neither is it the uniformly thoughtless, exploitive one he might have feared its becoming when he walked away. What appears for long stretches to be a rah-rah depiction of the CIA — exactly what you might expect from a game made in partnership with one of the agency’s former directors — betrays from time to time an understanding of the moral bankruptcy of the spy business that is more John Le Carré than Ian Fleming. In the end, it sends you away with a distinctly queasy feeling about the things you’ve done and the logic you’ve used to justify them. All due credit goes to James Adams for delivering a game that’s more subtle than the one Activision — and probably Colby and Kalugin as well — thought they were getting.

But let’s table that topic for the moment, while I first go over the ways in which Spycraft also succeeds in being an unusually fun interactive procedural, the digital equivalent of a page-turning airport read.

Being a product of its era, Spycraft relies heavily on canned video clips of real actors. It’s distinguished, however, by the unusual quality of same, thanks to what must have been a substantial budget and to the presence of movie-making veterans like Alan Gershenfeld on Activision’s payroll. It was Gershenfeld who hired Ken Berris, an experienced director of music videos and commercials, to run the video shoots; he may not have been Steven Spielberg, but he was a heck of a lot more qualified than most people who fancied themselves interactive-movie auteurs. Most of those other games were shot like the movies of the 1930s, with the actors speaking their lines on a static sound stage before a fixed camera. Berris, by contrast, has seen Citizen Kane; he mostly shoots on location rather than in front of green screens that are waiting to be filled in with computer graphics later, and his environments are alive, with a camera that moves through them. Spycraft‘s bravura opening sequence begins with a single long take shown from your point of view as you sign in at CIA headquarters and walk deeper into the building. I will go so far as to say that this painstakingly choreographed and shot high-wire act, involving several dozen extras moving through a space along with the camera and hitting their marks just so, might be the most technically impressive live-action video sequence I’ve ever seen in a game. It wouldn’t appear at all out of place in a prestige television show or a feature film. Suffice to say that it’s light years beyond the hammy amateurism of something like The 7th Guest, a sign of how far the industry had come in only a few years, just before the collapse of the adventure market put an end to the era of big-budget live-action interactive movies for better or for worse.


There are no stars among the journeyman cast of supporting players, but there are at least a few faces and voices that might ring a bell somewhere at the back of your memory, thanks to their regular appearances in commercials, television shows, and films. Although some of the actors are better than others, by the usual B-movie standards of the 1990s games industry the performances as a whole are first rate. Both William Colby and Oleg Kalugin also appear in the game, playing themselves. Colby becomes an advisor of sorts to you, popping up from time to time to offer insights on your investigations; Kalugin has only one short and rather pointless cameo, dropping into the office for a brief aside when you’re meeting with another agent of Russia’s state-security apparatus. Both men acquit themselves unexpectedly well in their roles, undemanding though they may be. I can only conclude that all those years of pretending to be other people while engaged in the espionage trade must have been good training for acting in front of a camera.

You play a rookie CIA agent who is identified only as “Thorn.” You never actually appear onscreen; everything is shown from your first-person perspective. Thus you can imagine yourself to be of any gender, race, or appearance that you like. Spycraft still shows traces of the fairly conventional adventure-game structure it would doubtless have had if Bob Bates had continued as its lead designer: you have an inventory that you need to dig into from time to time, and will occasionally find yourself searching rooms and the like, using an interface not out of keeping with that found in Legend’s own contemporaneous graphic adventures, albeit built from still photographs rather than hand-drawn pixel art.

A lock pick should do the trick here…

But those parts of the game take up a relatively small part of your time. Mostly, Thorn lives in digital rather than meat space, reading and responding to a steady stream of emails, poking around in countless public and private databases, and using a variety of computerized tools that have come along to transform the nature of spying since the Cold War heyday of Colby and Kalugin. These tools — read, “mini-games” — take the place of the typical adventure game’s set-piece puzzles. In the course of playing Spycraft, you’ll have to ferret out license-plate numbers and the like from grainy satellite images; trace the locations of gunmen by analyzing bullet trajectories (this requires the use of the aptly named “Kennedy Assassination Tool”); identify faces captured by surveillance cameras; listen to phone taps; decode secret messages hidden in Usenet post headers; doctor photographs; trace suspects’ travels using airline-reservation systems and Department of Treasury banknote databases; even run a live exfiltration operation over a digital link-up.

The tactical exfiltration mini-game is the most ambitious of them all, reminding me of a similar one in Sid Meier’s Covert Action, another espionage game whose design approach is otherwise the exact opposite of Spycraft‘s. It’s good enough that I kind of wish it was used more than once.

These mini-games serve their purpose well. If most of them are too simplistic to be very compelling in the long term, well, they don’t need to be; most of them only turn up once. Their purpose is to trip you up just long enough to give you a thrill of triumph when you figure them out and are rocketed onward to the next plot twist. Spycraft is meant to be an impressionistic thrill ride, what Rick Banks of Artech Digital Productions liked to call an “aesthetic simulation” back in the 1980s. If you find yourself complaining that you’re almost entirely on rails, you’re playing the wrong game; the whole point of Spycraft is the subjective experience of living out a spy movie, not presenting you with “interesting decisions” of the sort favored by more purist game designers like Sid Meier.

In Spycraft, you roam a simulated version of cyberspace using a Web-browser interface, complete with “Home,” “Back,” and “Forward” buttons — a rather remarkable inclusion, considering how new the very notion of browsing the Web still was when this game was released in February of 1996. The game even included a real online component: some of the sites you could access through the games received live updates if your computer was connected to the real Internet. Thankfully, nothing critical to completing the game was communicated in this way, for these sites are all, needless to say, long gone today.

As is par for the course with spy stories, the plot just keeps getting more and more tangled, perchance too much so for its own good. Just in case the murder of a Russian presidential candidate with a weapon stolen from the CIA isn’t enough for you, other threads eventually emerge, involving a gang of terrorists who are attempting to secure a live nuclear bomb and a plan to assassinate the president of the United States when he comes to Russia to sign a nuclear-arms-control agreement. You’re introduced to at least 50 different names, many of them with multiple aliases — again, this is a spy story — in the handful of hours it will take you to play the game. The fact that you spend most of your time at such a remove from them — shuffling through their personnel files and listening to them over phone taps rather than meeting them face to face — only makes it that much harder to keep them all straight, much less feel any real emotional investment in them. There are agents, double agents, triple agents, and, I’m tempted to say, quadruple agents around every corner.

I must confess that I really have no idea how well it all hangs together in the end. Just thinking about it makes my head hurt. I suppose it doesn’t really matter all that much; as I said, there’s only one path through the game, with minimal deviations allowed. Should you ever feel stuck, forward progress is just a matter of rummaging around until you find that email you haven’t read yet, that phone number you haven’t yet dialed, or that mini-game you haven’t yet completed successfully. Spycraft never demands that you understand its skein of conspiracies and conspirators, only that you jump through the series of hoops it sets before you in order to help your alter ego Thorn understand it. And that’s enough to deliver the impressionistic thrill ride it wants to give you.

The plot is as improbable as it is gnarly, making plenty of concessions to the need to entertain; it strains credibility to say the least that a rookie agent would be assigned to lead three separate critical investigations at the same time. And yet the game does demonstrate that it knows a thing or two about the state of the world. Indeed, it can come across as almost eerily prescient today, and not only for its recognition that a hollowed-out Russia with an aggressively revanchist leader could become every bit as great a threat to the democratic West as the Soviet Union once was. It also recognizes what an incredible tool for mass surveillance and oppression the Internet and other forms of networked digital technology were already becoming in 1996, seventeen years before the stunning revelations by Edward Snowden about the activities of the United States’s own National Security Agency. And then there is the torture so unwittingly proposed by Bob Bates, which did indeed make it into the game, some seven years before the first rumors began to emerge that the real CIA was engaging in what it called “enhanced interrogation techniques” in the name of winning the War on Terror.

Let’s take a moment now to look more closely at how Spycraft deals with this fraught subject in particular. Doing so should begin to show how this game is more morally conflicted than its gung-ho surface presentation might lead you to expect.

Let me first make one thing very clear: you don’t have to engage in torture to win Spycraft. This is one of the few places where you do have a measure of agency in choosing your path. The possibility of employing torture as a means to your ends is introduced about a third of the way into the game, after your colleagues have captured one Ying Chungwang, a former operative for North Korea, now a mercenary on the open market who has killed several CIA agents at the behest of various employers. She’s the Bonnie to another rogue operative’s Clyde. Your superiors suggest that you might be able to turn her by convincing her that her lover has also been captured and has betrayed her; this you can do by making a fake photograph of him looking relaxed and cooperative in custody. But there may also be another way to turn her, a special gadget hidden in the basement of the American embassy in Moscow, involving straps, electrodes, and high-voltage wiring. Most of your superiors strongly advise against using it: “There’s something called the Geneva Convention, Thorn, and we’d like to abide by it. Simply put, what you’re considering is illegal. Let’s not get dirty on this one.” Still, one does have to wonder why they keep it around if they’re so opposed to it…

Coincidentally or not, the photo-doctoring mini-game is easily the most frustrating of them all, an exercise in trial and error that’s made all the worse by the fact that you aren’t quite sure what you’re trying to create in the first place. You might therefore feel an extra temptation to just say screw it and head on down to the torture chamber. If you do, another, more chilling sort of mini-game ensues, in which you must pump enough electric current through your victim to get her to talk, without turning the dial so high that you kill her. “It burns!” she screams as you twist the knob. If you torture like Goldilocks — not too little, not too much — she breaks down eventually and tells you everything you want to know. And that’s that. Nobody ever mentions what happened in that basement again.

What are we to make of this? We might wish that the game would deliver Thorn some sort of comeuppance for this horrid deed. Maybe Ying could give you bad intelligence just to stop the pain, or you could get automatically hauled away to prison as soon as you leave the basement, as does happen if you kill her by using too much juice. But if there’s one thing we can learn from the lives of Colby and Kalugin, it’s that such an easy, cause-and-effect moral universe isn’t the one inhabited by spies. Yes, torture does often yield bad intelligence; in the 1970s, Colby claimed this was a reason the CIA was not in the habit of using it, a utilitarian argument which has been repeated again and again in the decades since to skeptics who aren’t convinced that the agency’s code of ethics alone would be enough to cause it to resist the temptation. Yet torture is not unique in being fallible; other interrogation techniques have weaknesses of their own, and can yield equally bad intelligence. The decision to torture or not to torture shouldn’t be based on its efficacy or lack thereof. Doing so just leads us back to the end-justifies-the-means utilitarianism that permitted the CIA and the KGB to commit so many outrages, with the full complicity of upstanding patriots like Colby and Kalugin who were fully convinced that everything they did was for the greater good. In the end, the decision not to torture must be a matter of moral principle if we are ever to trust the people making it.

Then again, if you had hold of an uncooperative member of a terrorist cell that was about to detonate an atomic bomb in a major population center, what would you do? This is where the slippery slope begins. The torture scene in Spycraft is deeply disturbing, but I don’t think that James Adams put it there strictly for the sake of sensationalism. Ditto the lack of consequences that follow. In the real world, virtue must often be its own reward, and the wages of sin are often a successful career. I think I’m glad that Spycraft recognizes this and fails to engage in any tit-for-tat vision of temporal justice — disturbed, yes, but oddly proud of the game at the same time. I’m not sure that I would have had the guts to put torture in there myself, but I’m convinced by some of the game’s other undercurrents that it was put there for purposes other than shock value. (Forgive the truly dreadful pun…)

Let’s turn the clock back to the very beginning of the game for an example. The first thing you see when you click the “New Game” button is the CIA’s official Boy Scout-esque values statement: “We conduct ourselves according to the highest standards of integrity, morality, and honor, and to the spirit and letter of our law and constitution.” Meanwhile a gruffer, more cynical voice is telling you how it really is: “Some things the president shouldn’t know. For a politician, ignorance can be the key to survival, so the facts might be… flexible. The best thing you can do is to treat your people right… and watch every move they make.” It’s a brilliant juxtaposition, culminating in the irony that is the agency’s hilariously overwrought Biblical motto: “And ye shall know the truth, and the truth shall make you free.” And then we’re walking into CIA headquarters, an antiseptic place filled with well-scrubbed, earnest-looking people, and that note of moral ambiguity is forgotten for the nonce as we “build the team” for a new “op.”


But as you play on, the curtain keeps wafting aside from time to time to reveal another glimpse of an underlying truth that you — or Thorn, at least — may not have signed on for. One who has seen this truth and not been set free is a spy known as Birdsong, a mole in the Russian defense establishment who first started leaking secrets to the CIA because he was alarmed by some of his more reactionary colleagues and genuinely thought it was the right thing to do. He gets chewed up and spit out by both sides. “I can tell the truth from lies no more,” he says in existential despair. “Everything is blurry. This has been hell. Everyone has betrayed me and I have betrayed everyone.” Many an initially well-meaning spy in the real world has wound up saying the same.

And then — and most of all — there’s the shocking, unsatisfying, but rather amazingly brave ending of the game. By this point, the plot has gone through more twists and turns than a Klein bottle, and the CIA has decided it would prefer for the surviving Russian opposition candidate to win the election after all, because only he now looks likely to sign the arms-control treaty that the American president whom the CIA serves so desperately desires. Unfortunately, one Yuri, a dedicated and incorruptible Russian FSB agent who has been helping you throughout your investigations, is still determined to bring the candidate down for his entanglements with the Russian Mafia. In the very last interactive scene of the game, you can choose to let Yuri take the candidate into custody and uphold the rule of law in a country not much known for it, which will also result in the arms-control agreement failing to go through and you getting drummed out of the CIA. Or you can shoot your friend Yuri in cold blood, allowing the candidate to become the new president of Russia and escape any sort of reckoning for his crimes — but also getting the arms-control agreement passed, and getting yourself a commendation.

As adventure-game endings go, it’s the biggest slap in the face to the player since Infocom’s Infidel, upending her moral universe at a stroke. It becomes obvious now, if we still doubted it, that James Adams appreciates very well the perils of trying to achieve worthy goals by unworthy means. Likewise, he appreciates the dangers that are presented to a free society by a secretive institution like the CIA — an arrogant institution, which too often throughout its history has been convinced that it is above the moral reckoning of tedious ground dwellers. Perhaps he even sees how a man like William Colby could become a reflection of the agency he served, could be morally and spiritually warped by it until it had cost him his family and his faith. “Uniquely in the American bureaucracy,” wrote Colby in his memoir, “the CIA understood the necessity to combine political, psychological, and paramilitary tools to carry out a strategic concept of pressure on an enemy or to strengthen an incumbent.” When you begin to believe that only you and “your” people are “uniquely” capable of understanding anything, you’ve started down a dangerous road indeed, one that before long will allow you to do almost anything in the name of some ineffable greater good, using euphemisms like “pressure” in place of “assassinate,” “strengthen an incumbent” in place of “interfere in a sovereign foreign country’s elections” — or, for that matter, “enhanced interrogation techniques” in place of “torture.”

Spycraft is a fascinating, self-contradictory piece of work, slick but subversive, escapist but politically aware, simultaneously carried away by the fantasy of being a high-tech spy with gadgets and secrets to burn and painfully aware of the yawning ethical abyss that lies at the end of that path. Like the trade it depicts, the game sucks you in, then it repulses you. Nevertheless, you should by all means play it. And as you do so, be on the lookout for the other points of friction where it seems to be at odds with its own box copy.

Spycraft wasn’t a commercial success. It arrived too late for that, at the beginning of the year that rather broke the back of interactive movies and adventure games in general. Thus the Spycraft II that is boldly promised during the end credits never appeared. Luckily, Activision was in a position to absorb the failure of their conflicted spy game. For the company was already changing with the times, riding high on the success of Mechwarrior 2, a 3D action game in which you drive a giant robot into combat. “How about a big mech with an order to fry?” ran its tagline; this was the very definition of pure escapism. Mainstream gaming, it turned out, was not destined to be such a ripped-from-the-headlines affair after all.



I do wonder sometimes whether Colby and Kalugin ever knew what a bleak note their one and only game ended on. Somehow I suspect not. It was, after all, just another business deal to them, another way of cashing in on the careers they had put behind them. Their respective memoirs tell us that both were very, very smart men, but neither comes across as overly introspective. I’m not sure they would even recognize what a telling commentary Spycraft‘s moral bleakness is on their own lives.

It was just two months after the game’s release that William Colby disappeared from his vacation home. When his body turned up on May 6, 1996, those few people who had both bought the game and been following the manhunt were confronted with an eyebrow-raising coincidence. For it just so happens that the CIA’s flechette gun isn’t the only experimental weapon you encounter in the course of the game. Later on, an even more devious one turns up, a sort of death ray that can kill its victims without leaving a mark on them — that causes them to die from what appears to be a massive coronary arrest. The coroner who examined Colby’s body insisted that he must have had a “cardiovascular incident,” despite having no previous history of heart disease. Hmm…

The case of Colby’s demise has never been officially reopened, but one more theory has been added to those of death by misadventure and death by murder since 1996. His son Carl Colby, who made a documentary film about his father in 2011, believes that he took his own life purposefully. “I think he’d had enough of this life,” he reveals at the end of his film. “He called me two weeks before he died, asking for my absolution for his not doing enough for my sister Catherine when she was so ill. When his body was found, he was carrying a picture of my sister.” In a strange way, it does seem consistent with this analytical, distant man, for whom brutal necessities were a stock in trade, to calmly eat his dinner, get into his canoe, paddle out from shore, and drown himself.

Oleg Kalugin, on the other hand, lived on. Russia’s new President Vladimir Putin, a former KGB agent himself, opened a legal case against Kalugin shortly after he took office, charging him with “disclosing sources and methods” in his 1994 memoir that he had sworn an oath to keep secret. Kalugin was already living in the United States at that time, and has not dared to return to his homeland since. From 2002, when a Russian court pronounced him guilty as charged, he has lived under the shadow of a lengthy prison sentence, or worse, should the Russian secret police ever succeed in taking him into custody. In light of the fate that has befallen so many other prominent critics of Russia’s current regime, one has to assume that he continues to watch his back carefully even today, at age 88. You can attempt to leave the great game, but the great game never leaves you.

(Sources: the book Game Plan by Alan Gershenfeld, Mark Loparco, and Cecilia Barajas; the documentary film The Man Nobody Knew: In Search of My Father, CIA Spymaster William Colby; Sierra On-Line’s newsletter InterAction of Summer 1993; Questbusters of February 1994; Electronic Entertainment of December 1995; Mac Addict of September 1996; Next Generation of February 1996; Computer Gaming World of July 1996; New York Times of January 6 1994 and June 27 2002. And thanks as always to Bob Bates for taking the time to talk to me about his long career in games.

Spycraft: The Great Game is available as a digital purchase at GOG.com.)

 
 

Tags: , ,

Spycraft: The Great Game, Part 1 (or, Parallel Spies)

Police recover William Colby’s body on the coast of Maryland, May 6, 1996.

The last people known to have seen William Colby alive are a cottage caretaker and his sister. They bumped into the former head of the CIA early on the evening of April 27, 1996, watering the willow trees around his vacation home on Neale Sound in Maryland, about 60 miles south of Washington, D.C. The trio chatted together for a few minutes about the fine weather and about the repairs Colby had spent the day doing to his sailboat, which was moored in the marina on Cobb Island, just across the sound. Then the caretaker and his sister went on their way. Everything seemed perfectly normal to them.

The next morning, a local handyman, his wife, and their two children out on the water in their motorboat spotted a bright green canoe washed up against a spit of land that extended from the Maryland shore. The canoe appeared to be abandoned. Moving in to investigate, they found that it was full of sand. This was odd, thought the handyman; he had sailed past this same place the day before without seeing the canoe, and yet so much sand could hardly have collected in it naturally over the course of a single night. It was almost as if someone had deliberately tried to sink the canoe. Oh, well; finders keepers. It really was a nice little boat. He and his family spent several hours shoveling out the sand, then towed the canoe away with them.

In the meantime, Colby’s next-door neighbor was surprised not to see him out and about. The farthest thing from a layabout, the wiry 76-year-old was usually up early, puttering about with something or other around his cottage or out on the sound. Yet now he was nowhere to be seen outside and didn’t answer his door, even though his car was still in the driveway and the neighbor thought she could hear a radio playing inside the little house. Peeking around back, she saw that Colby’s green canoe was gone. At first, she thought the mystery was solved. But as the day wore on and he failed to return, she grew more and more concerned. At 7:00 that evening, she called the police.

When they arrived, the police found that both doors to the cottage were unlocked. The radio was indeed turned on, as was Colby’s computer. Even weirder, a half-eaten meal lay in the sink, surrounded by unwashed dishes and half a glass of white wine. It wasn’t at all like the man not to clean up after himself. And his wallet and keys were also lying there on the table. Why on earth would he go out paddling without them?

Inquiries among the locals soon turned up Colby’s canoe and the story of its discovery. Clearly something was very wrong here. The police ordered a search. Two helicopters, twelve divers, and 100 volunteers in boats pulling drag-lines behind them scoured the area, while CIA agents also arrived to assist the investigation into the disappearance of one of their own; their presence was nothing to be alarmed at, they assured everyone, just standard procedure. Despite the extent of the search effort, it wasn’t until the morning of May 6, nine days after he was last seen, that William Colby’s body was found washed up on the shore, just 130 feet from where the handyman had found his canoe, but on the other side of the same spit of land. It seemed that Colby must have gone canoeing on the lake, then fallen overboard and drowned. He was 76 years old, after all.

But the handyman who had found the canoe, who knew these waters and their currents as well as anyone, didn’t buy this. He was sure that the body could not have gotten so separated from the canoe as to wind up on the opposite side of the spit. And why had it taken it so long to wash up on shore? Someone must have gone out and planted it there later on, he thought. Knowing Colby’s background, and having seen enough spy movies to know what happened to inconvenient witnesses in cases like this one, he and his family left town and went into hiding.

The coroner noticed other oddities. Normally a body that has been in the water a week or more is an ugly, bloated sight. But Colby’s was bizarrely well-preserved, almost as if it had barely spent any time in the water at all. And how could the divers and boaters have missed it for so long, so close to shore as it was?

Nonetheless, the coroner concluded that Colby had probably suffered a “cardiovascular incident” while out in his canoe, fallen into the water, and drowned. This despite the fact that he had had no known heart problems, and was in general in a physical shape that would have made him the envy of many a man 30 years younger than he was. Nor could the coroner explain why he had chosen to go canoeing long after dark, something he was most definitely not wont to do. (It had been dusk already when the caretaker and his sister said goodbye to him, and he had presumably sat down to his dinner after that.) Why had he gone out in such a rush, leaving his dinner half-eaten and his wine half-drunk, leaving his radio and computer still turned on, leaving his keys and wallet lying there on the table? It just didn’t add up in the eyes of the locals and those who had known Colby best.

But that was that. Case closed. The people who lived around the sound couldn’t help but think about the CIA agents lurking around the police station and the morgue, and wonder at everyone’s sudden eagerness to put a bow on the case and be done with it…


Unusually for a septuagenarian retired agent of the security state, William Colby had also been a game developer, after a fashion at least. In fact, at the time of his death a major game from a major publisher that bore his name very prominently right on the front of the box had just reached store shelves. This article and the next will partly be the story of the making of that game. But they will also be the story of William Colby himself, and of another character who was surprisingly similar to him in many ways despite being his sworn enemy for 55 years — an enemy turned friend who consulted along with him on the game and appeared onscreen in it alongside him. Then, too, they will be an inquiry into some of the important questions the game raises but cannot possibly begin to answer.


Sierra’s Police Quest: Open Season, created with the help of controversial former Los Angeles police chief Daryl Gates, was one of the few finished products to emerge from a brief-lived vision of games as up-to-the-minute, ripped-from-the-headlines affairs. Spycraft: The Great Game was another.

Activision’s Spycraft: The Great Game is the product of a very specific era of computer gaming, when “multimedia” and “interactive movies” were among the buzzwords of the zeitgeist. Most of us who are interested in gaming history today are well aware of the set of technical and aesthetic approaches these terms imply: namely, games built from snippets of captured digitized footage of real actors, with interactivity woven as best the creators can manage between these dauntingly large chunks of static content.

There was a certain ideology that sometimes sprang up in connection with this inclusion of real people in games, a belief that it would allow games to become relevant to the broader culture in a way they never had before, tackling stories, ideas, and controversies that ordinary folks were talking about around their kitchen tables. At the margins, gaming could almost become another form of journalism. Ken Williams, the founder and president of Sierra On-Line, was the most prominent public advocate for this point of view, as exemplified by his decision to make a game with Daryl F. Gates, the chief of police for Los Angeles during the riots that convulsed that city in the spring of 1992. Williams, writing during the summer of 1993, just as the Gates game was being released:

I want to find the top cop, lawyer, airline pilot, fireman, race-car driver, politician, military hero, schoolteacher, white-water rafter, mountain climber, etc., and have them work with us on a simulation of their world. Chief Gates gives us the cop game. We are working with Emerson Fittipaldi to simulate racing, and expect to announce soon that Vincent Bugliosi, the lawyer who locked up Charles Manson, will be working with us to do a courtroom simulation. My goal is that products in the Reality Role-Playing series will be viewed as serious simulations of real-world events, not games. If we do our jobs right, this will be the closest most of us will ever get to seeing the world through these people’s eyes.

It sounded good in theory, but would never get all that far in practice, for a whole host of reasons: a lack of intellectual bandwidth and sufficient diversity of background in the games industry to examine complex social questions in an appropriately multi-faceted way (the jingoistic Gates game is a prime case in point here); a lack of good ideas for turning such abstract themes into rewarding forms of interactivity, especially when forced to work with the canned video snippets that publishers like Sierra deemed an essential part of the overall vision; the expense of the games themselves, the expense of the computers needed to run them, and the technical challenges involved in getting them running, which in combination created a huge barrier to entry for newcomers from outside the traditional gamer demographics; and, last but not least, the fact that those existing gamers who did meet all the prerequisites were generally perfectly happy with more blatantly escapist entertainments, thank you very much. Tellingly, none of the game ideas Ken Williams mentions above ever got made. And I must admit that this failure does not strike me as any great loss for world culture.

That said, Williams, being the head of one of the two biggest American game publishers, had a lot of influence on the smaller ones when he prognosticated on the future of the industry. Among the latter group was Activision, a toppled giant which had been rescued from the dustbin of bankruptcy in 1991 by a young wheeler-dealer named Bobby Kotick. His version of the company got fully back onto its feet the same year that Williams wrote the words above, thanks largely to Return to Zork, a cutting-edge multimedia evocation of the Infocom text adventures of yore, released at the perfect time to capitalize on a generation of gamers’ nostalgia for those bygone days of text and parsers (whilst not actually asking them to read much or to type out their commands, of course).

With that success under their belts, Kotick and his cronies thought about what to do next. Adventure games were hot — Myst, the bestselling adventure of all time, was released at the end of 1993 — and Ken Williams’s ideas about famous-expert-driven “Reality Role-Playing” were in the air. What might they do with that? And whom could they get to help them do it?

They hit upon espionage, a theme that, in contrast to many of those outlined by Williams, seemed to promise a nice balance of ripped-from-the-headlines relevance with interesting gameplay potential. Then, when they went looking for the requisite famous experts, they hit the mother lode with William Colby, the head of the CIA from September of 1973 to January of 1976, and Oleg Kalugin, who had become the youngest general in the history of the First Central Directorate of the Soviet Committee for State Security, better known as the KGB, in 1974.

I’ll return to Spycraft itself in due course. But right now, I’d like to examine the lives of these two men, which parallel one another in some perhaps enlightening ways. Rest assured that in doing so I’m only following the lead of Activision’s marketers; they certainly wanted the public to focus first and foremost on the involvement of Colby and Kalugin in their game.


William Colby (center), looking every inch the dashing war hero in Norway just after the end of World War II.

William Colby was born in St. Paul, Minnesota on January 4, 1920. He was the only child of Elbridge Colby, a former soldier and current university professor who would soon rejoin the army as an officer and spend the next 40 years in the service. His family was deeply Catholic — his father thanks to a spiritual awakening and conversion while a student at university, his mother thanks to long family tradition. The son too absorbed the ethos of a stern but loving God and the necessity of serving Him in ways both heavenly and worldly.

The little family bounced around from place to place, as military families generally do. They wound up in China for three years starting in 1929, where young Bill learned a smattering of Chinese and was exposed for the first time to the often compromised ethics of real-world politics, in this case in the form of the United States’s support for the brutal dictatorship of Chiang Kei-shek. Colby’s biographer Randall Bennett Woods pronounces his time in China “one of the formative influences of his life.” It was, one might say, a sort of preparation for the many ugly but necessary alliances — necessary as Colby would see them, anyway — of the Cold War.

At the age of seventeen, Colby applied to West Point, but was rejected because of poor eyesight. He settled instead for Princeton, a university whose faculty included Albert Einstein among many other prominent thinkers. Colby spent the summer of 1939 holidaying in France, returning home just after the fateful declarations of war in early September, never imagining that the idyllic environs in which he had bicycled and picnicked and practiced his French on the local girls would be occupied by the Nazis well before another year had passed. Back at Princeton, he made the subject of his senior thesis the ways in which France’s weakness had allowed the Nazi threat on its doorstep to grow unchecked. This too was a lesson that would dominate his worldview throughout the decades to come. After graduating, Colby received his officer’s commission in the United States Army, under the looming shadow of a world war that seemed bound to engulf his own country sooner or later.

When war did come on December 7, 1941, he was working as an artillery instructor at Fort Sill in Oklahoma. To his immense frustration, the Army thought he was doing such a good job in that role that it was inclined to leave him there. “I was afraid the war would be over before I got a chance to fight,” he writes in his memoir. He therefore leaped at the opportunity when he saw an advertisement on a bulletin board for volunteers to become parachutists with the 82nd Airborne. He tried to pass the entrance physical by memorizing the eye chart. The doctor wasn’t fooled, but let him in anyway: “I guess your eyesight is good enough for you to see the ground.”

Unfortunately, he broke his ankle in a training jump, and was forced to watch, crestfallen, as his unit shipped out to Europe without him. Then opportunity came calling again, in a chance to join the new Office of Strategic Services (OSS), the forerunner of the CIA. Just as the CIA would later on, the OSS had two primary missions: foreign intelligence gathering and active but covert interference. Colby was to be dropped behind enemy lines, whence he would radio back reports of enemy troop movements and organize resistance among the local population. It would be, needless to say, an astonishingly dangerous undertaking. But that was the way Colby wanted it.

William Colby finally left for Britain in December of 1943, aboard the British luxury liner Queen Elizabeth, now refitted to serve as a troop transport. It was in a London bookstore that he first encountered another formative influence, the book Seven Pillars of Wisdom by T.E. Lawrence — the legendary Lawrence of Arabia, who had convinced the peoples of the Middle East to rise up against their Turkish overlords during the last world war. Lawrence’s book was, Colby would later say, an invaluable example of “an outsider operat[ing] within the political framework of a foreign people.” It promptly joined the Catholic Bible as one of the two texts Colby carried with him everywhere he went.

As it happened, he had plenty of time for reading: the weeks and then months passed in Britain, and still there came no orders to go into action. There was some talk of using Colby and his fellow American commandos to sow chaos during the run-up to D-Day, but this role was given to British units in the end. Instead Colby watched from the sideline, seething, as the liberation of France began. Then, out of the blue, action orders came at last. On the night of August 14, 1944, Colby and two exiled French soldiers jumped out of a B-24 bomber flying over central France.

The drop was botched; the men landed fifteen miles away from the intended target, finding themselves smack dab in the middle of a French village instead of out in the woods. Luckily, there were no Germans about, and the villagers had no desire to betray them. There followed a hectic, doubtless nerve-wracking month, during which Colby and his friends made contact with the local resistance forces and sent back to the advancing Allied armies valuable information about German troop movements and dispositions. Once friendly armies reached their position, the commandos made their way back to the recently liberated Paris, thence to London. It had been a highly successful mission, with more than enough danger and derring-do to suffice for one lifetime in the eyes of most people. But for Colby it all felt a bit anticlimactic; he had never even discharged his weapon at the enemy. Knowing that his spoken German wasn’t good enough to carry out another such mission behind the rapidly advancing Western European front, Colby requested a transfer to China.

He got another offer instead. Being an accomplished skier, he was asked to lead 35 commandos into the subarctic region of occupied Norway, to interdict the German supply lines there. Naturally, he agreed.

The parachute drop that took place on the night of March 24, 1945, turned into another botched job. Only fifteen of the 35 commandos actually arrived; the other planes strayed far off course in the dark and foggy night, accidentally dropping their passengers over neutral Sweden, or giving up and not dropping them at all. But Colby was among the lucky (?) fifteen who made it to their intended destination. Living off the frigid land, he and his men set about dynamiting railroad tracks and tunnels. This time, he got to do plenty of shooting, as his actions frequently brought him face to face with the Wehrmacht.

On the morning of May 7, word came through on the radio that Adolf Hitler was dead and his government had capitulated; the war in Europe was over. Colby now set about accepting the surrender of the same German occupiers he had recently been harassing. While the operation he had led was perhaps of doubtful necessity in the big picture of a war that Germany had already been well along the path of losing, no one could deny that he had demonstrated enormous bravery and capability. He was awarded the Silver Star.

Gung ho as ever, Colby proposed to his superiors upon returning to London that he lead a similar operation into Francisco Franco’s Spain, to precipitate the downfall of that last bastion of fascism in Europe. Having been refused this request, he returned to the United States, still seeming a bit disappointed that it had all ended so quickly. Here he asked for and was granted a discharge from the Army, asked for and was granted the hand in marriage of his university sweetheart Barbara Heinzen, and asked for and was granted a scholarship to law school. He wrote on his application that he hoped to become a lawyer in the cause of organized labor. (Far from the fire-breathing right-wing extremist some of his later critics would characterize him to be, Colby would vote Democrat throughout his life, maintaining a center-left orientation when it came to domestic politics at least.)


Oleg Kalugin at age seventeen, a true believer in Joseph Stalin and the Soviet Communist Party.

While the war hero William Colby was seemingly settling into a more staid time of life, another boy was growing up in the heart of the nation that Colby and most other Americans would soon come to regard as their latest great enemy. Born on September 6, 1934, in Leningrad (the once and future Saint Petersburg), Oleg Kalugin was, like Colby, an only child of a couple with an ethic of service, the son of a secret-police agent and a former factory worker, both of whose loyalty to communism was unimpeachable; the boy’s grandmother caused much shouting and hand-wringing in the family when she spirited him away to have him baptized in a furtive Orthodox ceremony in a dark basement. That piece of deviancy notwithstanding, Little Oleg was raised to see Joseph Stalin as his god on earth, the one and only savior of his people.

On June 22, 1941, he was “hunting maybugs with a pretty girl,” as he writes, when he saw a formation of airplanes roar overhead and drop a load of bombs not far away. The war had come to his country, six months before it would reach that of William Colby. With the German armies nearing Leningrad, he and his mother fled to the Siberian city of Omsk while his father stayed behind to fight. They returned to a devastated hometown in the spring of 1944. Oleg’s father had survived the terrible siege, but the boy had lost all of his grandparents — including that gentle soul who had caused him to be baptized — along with four uncles to either starvation or enemy bullets.

Kalugin remained a true believer after the Great Patriotic War was over, joining the Young Communist League as soon as he was eligible at the age of fourteen. At seventeen, he decided to join the KGB; it “seemed like the logical place for a person with my academic abilities, language skills, and fervent desire to fight class enemies, capitalist parasites, and social injustice.” Surprisingly, his father, who had seen rather too much of what Soviet-style class struggle really meant over the last couple of decades, tried to dissuade him. But the boy’s mind was made up. He entered Leningrad’s Institute of Foreign Languages, a shallow front for the training of future foreign agents, in 1952.

When Stalin died in March of the following year, the young zealot wrote in his diary that “Stalin isn’t dead. He cannot die. His physical death is just a formality, one that needn’t deprive people of their faith in the future. The fact that Stalin is still alive will be proven by our country’s every new success, both domestically and internationally.” He was therefore shocked when Stalin’s successor, Nikita Khrushchev, delivered a speech that roundly condemned the country’s erstwhile savior as a megalomaniac and a mass-murderer who had cynically corrupted the ideology of Marx and Lenin to serve his own selfish ends. It was Kalugin’s initiation into the reality that the state he so earnestly served was less than incorruptible and infallible.

Nevertheless, he kept the faith, moving to Moscow for advanced training in 1956. In 1958, he was selected on the basis of his aptitude for English to go to the United States as a graduate student. “Just lay the foundation for future work,” his superiors told him. “Buy yourself good maps. Improve your English. Find out about their way of life. Communicate with people and make as many friends as possible.” Kalugin’s joyous reaction to this assignment reflects the ambivalence with which young Soviets like him viewed the United States. It was, they fervently believed, the epicenter of the imperialism, capitalism, racism, and classism they hated, and must ultimately be destroyed for that reason. Yet it was also the land of jazz and rock and roll, of fast cars and beautiful women, with a standard of living so different from anything they had ever known that it might as well have been Shangri-La. “I daydreamed constantly about America,” Kalugin admits. “The skyscrapers of New York and Chicago, the cowboys of the West…” He couldn’t believe he was being sent there, and on a sort of paid vacation at that, with few concrete instructions other than to experience as much of the American way of life as he could. Even his sadness about leaving behind the nice Russian girl he had recently married couldn’t overwhelm his giddy excitement.


William Colby in Rome circa 1955, with his son Carl and daughter Catherine.

As Oleg Kalugin prepared to leave for the United States, William Colby was about to return to that same country, where he hadn’t been living for seven years. He had become a lawyer as planned and joined the National Labor Relations Board to forward the cause of organized labor, but his tenure there had proved brief. In 1950, he was convinced to join the new CIA, the counterweight to the KGB on the world stage. He loved his new “band of brothers,” filled as he found it to be with “adventuresome spirits who believed fervently that the communist threat had to be met aggressively, innovatively, and courageously.”

In April of 1951, he took his family with him on his first foreign assignment, under the cover identity of a mid-level diplomatic liaison in Stockholm, Sweden. His real purpose was to build and run an intelligence operation there. (All embassies were nests of espionage in those days, as they still are today.) “The perfect operator in such operations is the traditional gray man, so inconspicuous that he can never catch the waiter’s eye in a restaurant,” Colby wrote. He was — or could become — just such a man, belying his dashing commando past. Small wonder that he proved very adept at his job. The type of spying that William Colby did was, like all real-world espionage, more John Le Carré than Ian Fleming, an incrementalist milieu inhabited by just such quiet gray men as him. Dead-letter drops, secret codes, envelopes stuffed with cash, and the subtle art of recruitment without actually using that word — the vast majority of his intelligence contacts would have blanched at the label of “spy,” having all manner of other ways of defining what they did to themselves and others — were now his daily stock in trade.

In the summer of 1953, Colby and his family left Stockholm for Rome. Still riven by discontent and poverty that the Marshall Plan had never quite been able to quell, with a large and popular communist party that promised the people that it alone could make things better, Italy was considered by both the United States and the Soviet Union to be the European country most in danger of changing sides in the Cold War through the ballot box, making this assignment an unusually crucial one. Once again, Colby performed magnificently. Through means fair and occasionally slightly foul, he propped up Italy’s Christian Democratic Party, the one most friendly to American interests. His wife and five young children would remember these years as their happiest time together, with the Colosseum visible outside their snug little apartment’s windows, with the trapping of their Catholic faith all around them. The sons became altar boys, learning to say Mass in flawless Latin, and Barbara amazed guests with her voluble Italian, which was even better than her husband’s.

She and her children would gladly have stayed in Rome forever, but after five years there her husband was growing restless. The communist threat in Italy had largely dissipated by now, thanks to an improving economy that made free markets seem more of a promise than a threat, and Colby was itching to continue the shadowy struggle elsewhere. In 1958, he was recalled to the States to begin preparing for a new, more exotic assignment: to the tortured Southeast Asian country of Vietnam, which had recently won its independence from France, only to become a battleground between the Western-friendly government of Ngo Dinh Diem and a communist insurgency led by Ho Chi Minh.


Oleg Kalugin (center) at Columbia University, 1958.

While Colby was hitting the books at CIA headquarters in Langley, Virginia, in preparation for his latest assignment, Kalugin was doing the same as a philology student on a Fulbright scholarship to New York City’s Columbia University. (Fully half of the eighteen exchange students who traveled with him were also spies-in-training.) A natural charmer, he had no trouble ingratiating himself with the native residents of the Big Apple as he had been ordered to do.

He went home when his one-year scholarship expired, but returned to New York City one year after that, to work as a journalist for Radio Moscow. Now, however, his superiors expected a bit more from him. Despite the wife and young daughter he had left behind, he seduced a string of women who he believed could become valuable informants — so much so that American counter-espionage agents, who were highly suspicious of him, labeled him a “womanizer” and chalked it up as his most obvious weakness, should they ever be in need of one to exploit. (For his part, Kalugin writes that “I always told my officers, male and female, ‘Don’t be afraid of sex.’ If they found themselves in a situation where making love with a foreigner could help our work, I advised them to hop into bed.”)

Kalugin’s unlikely career as Radio Moscow’s foreign correspondent in New York City lasted almost four years in all. He covered — with a pro-Soviet spin, naturally — the election of President John F. Kennedy, the trauma of the Bay of Pigs Invasion and the Cuban Missile Crisis, and the assassination of Kennedy by a man with Soviet ties. He was finally called home in early 1964, his superiors having decided he was now attracting too much scrutiny from the Americans. He found returning to the dingy streets of Moscow from the Technicolor excitement of New York City to be rather dispiriting. “Worshiping communism from afar was one thing. Living in it was another thing altogether,” he writes wryly, echoing sentiments shared by many an idealistic Western defector for the cause. Shortly after his return, the reform-minded Nikita Khrushchev was ousted in favor of Leonid Brezhnev, a man who looked as tired as the rest of the Soviet Union was beginning to feel. It was hard to remain committed to the communist cause in such an environment as this, but Kalugin continued to do his best.


William Colby, looking rather incongruous in his typical shoe salesman’s outfit in a Vietnamese jungle.

William Colby might have been feeling similar sentiments somewhere behind that chiseled granite façade of his. For he was up to his eyebrows in the quagmire that was Vietnam, the place where all of the world’s idealism seemed to go to die.

When he had arrived in the capital of Saigon in 1959, with his family in tow as usual, he had wanted to treat this job just as he had his previous foreign postings, to work quietly behind the scenes to support another basically friendly foreign government with a communist problem. But Southeast Asia was not Europe, as he learned to his regret — even if the Diem family were Catholic and talked among themselves in French. There were systems of hierarchy and patronage inside the leader’s palace that baffled Colby at every turn. Diem himself was aloof, isolated from the people he ruled, while Ho Chi Minh, who already controlled the northern half of the country completely and had designs on the rest of it, had enormous populist appeal. The type of espionage Colby had practiced in Sweden and Italy — all mimeographed documents and furtive meetings in the backs of anonymous cafés — would have been useless against such a guerilla insurgency even if it had been possible. Which it was not: the peasants fighting for and against the communists were mostly illiterate.

Colby’s thinking gradually evolved, to encompass the creation of a counter-insurgency force that could play the same game as the communists. His mission in the country became less an exercise in pure espionage and overt and covert influencing than one in paramilitary operations. He and his family left Vietnam for Langley in the summer of 1962, but the country was still to fill a huge portion of Colby’s time; he was leaving to become the head of all of the CIA’s Far Eastern operations, and there was no hotter spot in that hot spot of the world than Vietnam. Before departing, the entire Colby family had dinner with President Diem in his palace, whose continental cuisine, delicate furnishings, and manicured gardens almost could lead one to believe one was on the French Riviera rather than in a jungle in Southeast Asia. “We sat there with the president,” remembers Barbara. “There was really not much political talk. Yet there was a feeling that things were not going well in that country.”

Sixteen months later — in fact, just twenty days before President Kennedy was assassinated — Diem was murdered by the perpetrators of a military coup that had gone off with the tacit support of the Americans, who had grown tired of his ineffectual government and felt a change was needed. Colby was not involved in that decision, which came down directly from the Kennedy White House to its ambassador in the country. But, good soldier that he was, he accepted it after it had become a fait accompli. He even agreed to travel to Vietnam in the immediate aftermath, to meet with the Vietnamese generals who had perpetrated the coup and assure them that they had powerful friends in Washington. Did he realize in his Catholic heart of hearts that his nation had forever lost the moral high ground in Vietnam on the day of Diem’s murder? We cannot say.

The situation escalated quickly under the new President Lyndon Johnson, as more and more American troops were sent to fight a civil war on behalf of the South Vietnamese, a war which the latter didn’t seem overly inclined to fight for themselves. Colby hardly saw his family now, spending months at a stretch in the country. Lawrence of Arabia’s prescription for winning over a native population through ethical persuasion and cultural sensitivity was proving unexpectedly difficult to carry out in Vietnam, most of whose people seemed just to want the Americans to go away. It appeared that a stronger prescription was needed.

Determined to put down the Viet Cong — communist partisans in the south of the country who swarmed over the countryside, killing American soldiers and poisoning their relations with the locals — Colby introduced a “Phoenix Program” to eliminate them. It became without a doubt the biggest of all the moral stains on his career. The program’s rules of engagement were not pretty to begin with, allowing for the extra-judicial execution of anyone believed to be in the Viet Cong leadership in any case where arresting him was too “hard.” But it got entirely out of control in practice, as described by James S. Olsen and Randy W. Roberts in their history of the war: “The South Vietnamese implemented the program aggressively, but it was soon laced with corruption and political infighting. Some South Vietnamese politicians identified political enemies as Viet Cong and sent Phoenix hit men after them. The pressure to identify Viet Cong led to a quota system that incorrectly labeled many innocent people the enemy.” Despite these self-evident problems, the Americans kept the program going for years, saying that its benefits were worth the collateral damage. Olsen and Roberts estimate that at least 20,000 people lost their lives as a direct result of Colby’s Phoenix Program. A large proportion of them — possibly even a majority — were not really communist sympathizers at all.

In July of 1971, Colby was hauled before the House Committee on Government Operations by two prominent Phoenix critics, Ogden Reid and Pete McCloskey (both Republicans.) It is difficult to absolve him of guilt for the program’s worst abuses on the basis of his circuitous, lawyerly answers to their straightforward questions.

Reid: Can you state categorically that Phoenix has never perpetrated the premeditated killing of a civilian in a noncombat situation?

Colby: No, I could not say that, but I do not think it happens often. Individual members of it, subordinate people in it, may have done it. But as a program, it is not designed to do that.

McCloskey: Did Phoenix personnel resort to torture?

Colby: There were incidents, and they were treated as an unjustifiable offense. If you want to get bad intelligence, you use bad interrogation methods. If you want to get good intelligence, you had better use good interrogation methods.


Oleg Kalugin (right) receives from Bulgarian security minister Dimitri Stoyanov the Order of the Red Star, thanks largely to his handling of John Walker. The bespectacled man standing between and behind the two is Yuri Andropov, then the head of the KGB, who would later become the fifth supreme leader of the Soviet Union.

During the second half of the 1960s, Oleg Kalugin spent far more time in the United States than did William Colby. He returned to the nation that had begun to feel like more of a home than his own in July of 1965. This time, however, he went to Washington, D.C., instead of New York City. His new cover was that of a press officer for the Soviet Foreign Ministry; his real job was that of a deputy director in the KGB’s Washington operation. He was to be a spy in the enemy’s city of secrets. “By all means, don’t treat it as a desk job,” he was told.

Kalugin took the advice to heart. He had long since developed a nose for those who could be persuaded to share their country’s deepest secrets with him, long since recognized that the willingness to do so usually stemmed from weakness rather than strength. Like a lion on the hunt, he had learned to spot the weakest prey — the nursers of grudges and harborers of regrets; the sexually, socially, or professionally frustrated — and isolate them from the pack of their peers for one-on-one persuasion. At one point, he came upon a secret CIA document that purported to explain the psychology of those who chose to spy for that yin to his own service’s yang. He found it to be so “uncannily accurate” a description of the people he himself recruited that he squirreled it away in his private files, and quoted from it in his memoir decades later.

Acts of betrayal, whether in the form of espionage or defection, are almost in every case committed by morally or psychologically unsteady people. Normal, psychologically stable people — connected with their country by close ethnic, national, cultural, social, and family ties — cannot take such a step. This simple principle is confirmed by our experience of Soviet defectors. All of them were single. In every case, they had a serious vice or weakness: alcoholism, deep depression, psychopathy of various types. These factors were in most cases decisive in making traitors out of them. It would only be a slight exaggeration to say that no [CIA] operative can consider himself an expert in Soviet affairs if he hasn’t had the horrible experience of holding a Soviet friend’s head over the sink as he poured out the contents of his stomach after a five-day drinking bout.

What follows from that is that our efforts must mostly be directed against weak, unsteady members of Soviet communities. Among normal people, we should pay special attention to the middle-aged. People that age are starting their descent from their psychological peak. They are no longer children, and they suddenly feel the acute realization that their life is passing, that their ambitions and youthful dreams have not come true in full or even in part. At this age comes the breaking point of a man’s career, when he faces the gloomy prospect of pending retirement and old age. The “stormy forties” are of great interest to an [intelligence] operative.

It’s great to be good, but it’s even better to be lucky. John Walker, the spy who made Kalugin’s career, shows the truth in this dictum. He was that rarest of all agents in the espionage trade: a walk-in. A Navy officer based in Norfolk, Virginia, he drove into Washington one day in late 1967 with a folder full of top-secret code ciphers on the seat of his car next to him, looked up the address of the Soviet embassy in the directory attached to a pay phone, strode through the front door, plunked his folder down on the front desk, and said matter-of-factly, “I want to see the security officer, or someone connected with intelligence. I’m a naval officer. I’d like to make some money, and I’ll give you some genuine stuff in return.” Walker was hastily handed a down payment, ushered out of the embassy, and told never under any circumstances to darken its doors again. He would be contacted in other ways if his information checked out.

Kalugin was fortunate enough to be ordered to vet the man. The picture he filled in was sordid, but it passed muster. Thirty years old when his career as a spy began, Walker had originally joined the Navy to escape being jailed for four burglaries he committed as a teenager. A born reprobate, he had once tried to convince his wife to become a prostitute in order to pay off the gambling debts he had racked up. Yet he could also be garrulous and charming, and had managed to thoroughly conceal his real self from his Navy superiors. A fitness report written in 1972, after he had already been selling his country’s secrets for almost five years, calls him “intensely loyal, taking great pride in himself and the naval service, fiercely supporting its principles and traditions. He possesses a fine sense of personal honor and integrity, coupled with a great sense of humor.” Although he was only a warrant officer in rank, he sat on the communications desk at Norfolk, handling radio traffic with submarines deployed all over the world. It was hard to imagine a more perfect posting for a spy. And this spy required no counseling, needed no one to pretend to be his friend, to talk him down from crises of conscience, or to justify himself to himself. Suffering from no delusions as to who and what he was, all he required was cold, hard cash. A loathsome human being, he was a spy handler’s dream.

Kalugin was Walker’s primary handler for two years, during which he raked in a wealth of almost unbelievably valuable information without ever meeting the man face to face. Walker was the sort of asset who turns up “once in a lifetime,” in the words of Kalugin himself. He became the most important of all the spies on the Kremlin’s payroll, even recruiting several of his family members and colleagues to join his ring. “K Mart has better security than the Navy,” he laughed. He would continue his work long after Kalugin’s time in Washington was through. Throughout the 1970s and into the 1980s, Navy personnel wondered at how the Soviets always seemed to know where their ships and submarines were and where their latest exercises were planned to take place. Not until 1985 was Walker finally arrested. In a bit of poetic justice, the person who turned him in to the FBI was his wife, whom he had been physically and sexually abusing for almost 30 years.

The luster which this monster shed on Kalugin led to the awarding of the prestigious Order of the Red Star, and then, in 1974, his promotion to the rank of KGB general while still just shy of his 40th birthday, making him the youngest such in the post-World War II history of the service. By that time, he was back in Moscow again, having been recalled in January of 1970, once again because it was becoming common knowledge among the Americans that his primary work in their country was that of a spy. He was too hot now to be given any more long-term foreign postings. Instead he worked out of KGB headquarters in Moscow, dealing with strategic questions and occasionally jetting off to far-flung trouble spots to be the service’s eyes and ears on the ground. “I can honestly say that I loved my work,” he writes in his memoir. “My job was always challenging, placing me at the heart of the Cold War competition between the Soviet Union and the United States.” As ideology faded, the struggle against imperialism had become more of an intellectual fascination — an intriguing game of chess — than a grand moral crusade.


William Colby testifies before Congress, 1975.

William Colby too was now back in his home country on a more permanent basis, having been promoted to executive director of the CIA — the third highest position on the agency’s totem pole — in July of 1971. Yet he was suffering through what must surely have been the most personally stressful period of his life since he had dodged Nazis as a young man behind enemy lines.

In April of 1973, his 23-year-old daughter Catherine died of anorexia. Her mental illness was complicated, as they always are, but many in the family believed it to have been aggravated by being the daughter of the architect of the Phoenix Program, a man who was in the eyes of much of her hippie generation Evil Incarnate. His marriage was now, in the opinion of his biographer Randall Bennett Woods, no more than a “shell.” Barbara blamed him not only for what he had done in Vietnam but for failing to be there with his family when his daughter needed him most, for forever skipping out on them with convenient excuses about duty and service on his lips.

Barely a month after Catherine’s death, Colby got a call from Alexander Haig, chief of staff in Richard Nixon’s White House: “The president wants you to take over as director of the CIA.” It ought to have been the apex of his professional life, but somehow it didn’t seem that way under current conditions. At the time, the slow-burning Watergate scandal was roiling the CIA almost more than the White House. Because all five of the men who had been arrested attempting to break into the Democratic National Committee’s headquarters the previous year had connections to the CIA, much of the press was convinced it had all been an agency plot. Meanwhile accusations about the Phoenix Program and other CIA activities, in Vietnam and elsewhere, were also flying thick and fast. The CIA seemed to many in Congress to be an agency out of control, ripe only for dismantling. And of course Colby was still processing the loss of his daughter amidst it all. It was a thankless promotion if ever there was one. Nevertheless, he accepted it.

Colby would later claim that he knew nothing of the CIA’s many truly dirty secrets before stepping into the top job. These were the ones that other insiders referred to as the “family jewels”: its many bungled attempts to assassinate Fidel Castro, before and after he became the leader of Cuba, as well as various other sovereign foreign leaders; the coups it had instigated against lawfully elected foreign governments; its experiments with mind control and psychedelic drugs on unwilling and unwitting human subjects; its unlawful wiretapping and surveillance of scores of Americans; its longstanding practice of opening mail passing between the United States and less-than-friendly nations. That Colby could have risen so high in the agency without knowing these secrets and many more seems dubious on the face of it, but it is just possible; the CIA was very compartmentalized, and Colby had the reputation of being a bit of a legal stickler, just the type who might raise awkward objections to such delicate necessities. “Colby never became a member of the CIA’s inner club of mandarins,” claims the agency’s historian Harold Ford. But whether he knew about the family jewels or not beforehand, he was stuck with them now.

Perhaps in the hope that he could make the agency’s persecutors go away if he threw them just a little red meat, Colby came clean about some of the dodgy surveillance programs. But that only whet the public’s appetite for more revelations. For as the Watergate scandal gradually engulfed the White House and finally brought down the president, as it became clear that the United States had invested more than $120 billion and almost 60,000 young American lives into South Vietnam only to see it go communist anyway, the public’s attitude toward institutions like the CIA was not positive; a 1975 poll placed the CIA’s approval rating at 14 percent. President Gerald Ford, the disgraced Nixon’s un-elected replacement, was weak and unable to protect the agency. Indeed, a commission chaired by none other than Vice President Nelson Rockefeller laid bare many of the family jewels, holding back only the most egregious incidents of meddling in foreign governments. But even those began to come out in time. Both major political parties had their sights set on future elections, and thus had a strong motivation to blame a rogue CIA for any and all abuses by previous administrations. (Attorney General Robert F. Kennedy, for example, had personally ordered and supervised some of the attempts on Fidel Castro’s life during the early 1960s.)

It was a no-win situation for William Colby. He was called up to testify in Congress again and again, to answer questions in the mold of “When did you stop beating your wife?”, as he put it to colleagues afterward. Everybody seemed to hate him: right-wing hardliners because they thought he was giving away the store (“It is an act of insanity and national humiliation,” said Secretary of State Henry Kissinger, “to have a law prohibiting the president from ordering assassinations”), left-wingers and centrists because they were sure he was hiding everything he could get away with and confessing only to that which was doomed to come out anyway — which was probably true. Colby was preternaturally cool and unflappable at every single hearing, which somehow only made everyone dislike him that much more. Some of his few remaining friends wanted to say that his relative transparency was a product of Catholic guilt — over the Phoenix Program, over the death of his daughter, perchance over all of the CIA’s many sins — but it was hard to square that notion with the rigidly composed, lawyerly presence that spoke in clipped, minimalist phrases before the television cameras. He seemed more like a cold fish than a repentant soul.

On November 1, 1975 — exactly six months after Saigon had fallen, marking the humiliating final defeat of South Vietnam at the hands of the communists — William Colby was called into the White House by President Ford and fired. “There goes 25 years just like that,” he told Barbara when he came home in a rare display of bitterness. His replacement was George Herbert Walker Bush, an up-and-coming Republican politician who knew nothing about intelligence work. President Ford said such an outsider was the only viable choice, given the high crimes and misdemeanors with which all of the rank and file of the CIA were tarred. And who knows? Maybe he was right. Colby stayed on for three more months while his green replacement got up to speed, then left public service forever.


An Oleg Kalugin campaign poster from 1990, after he reinvented himself as a politician. “Let’s vote for Oleg Kalugin!” reads the caption.

Oleg Kalugin was about to suffer his own fall from grace. According to his account, his rising star flamed out when he ventured out on a limb to support a defector from the United States, one of his own first contacts as a spy handler, who was now accused of stealing secrets for the West. The alleged double agent was sent to a Siberian prison despite Kalugin’s advocacy. Suspected now of being a CIA mole himself, Kalugin was reassigned in January of 1980 to a dead-end job as deputy director of the KGB’s Leningrad branch, where he would be sure not to see too much valuable intelligence. You live by the sword, you die by the sword; duplicity begets suspicions of duplicity, such that spies always end up eating their own if they stay in the business long enough.

Again according to Kalugin himself, it was in Leningrad that his nagging doubts about the ethics and efficacy of the Soviet system — the same ones that had been whispering at the back of his mind since the early 1960s — rose to a roar which he could no longer ignore. “It was all an elaborately choreographed farce, and in my seven years in Leningrad I came to see that we had created not only the most extensive totalitarian state apparatus in history but also the most arcane,” he writes. “Indeed, the mind boggled that in the course of seven decades our communist leaders had managed to construct this absurd, stupendous, arcane ziggurat, this terrifyingly centralized machine, this religion that sought to control all aspects of life in our vast country.” We might justifiably wonder that it took him so long to realize this, and note with some cynicism that his decision to reject the system he had served all his life came only after that system had already rejected him. He even confesses that, when Leonid Brezhnev died in 1982 and was replaced by Yuri Andropov, a former head of the KGB who had always thought highly of Kalugin, he wasn’t above dreaming of a return to the heart of the action in the intelligence service. But it wasn’t to be. Andropov soon died, to be replaced by another tired old man named Konstantin Chernenko who died even more quickly, and then Mikhail Gorbachev came along to accidentally dismantle the Soviet Union in the name of saving it.

In January of 1987, Kalugin was given an even more dead-end job, as a security officer in the Academy of Sciences in Moscow. From here, he watched the extraordinary events of 1989, as country after country in the Soviet sphere rejected its communist government, until finally the Berlin Wall fell, taking the Iron Curtain down with it. Just like that, the Cold War was over, with the Soviet Union the undeniable loser. Kalugin must surely have regarded this development with mixed feelings, given what a loyal partisan he had once been for the losing side. Nevertheless, on February 26, 1990, he retired from the KGB. After picking up his severance check, he walked a few blocks to the Institute of History and Archives, where a group of democracy activists had set up shop. “I want to help the democratic movement,” he told them, in a matter-of-fact tone uncannily similar to that of John Walker in a Soviet embassy 22 years earlier. “I am sure that my knowledge and experience will be useful. You can use me in any capacity.”

And so Oleg Kalugin reinvented himself as an advocate for Russian democracy. A staunch supporter of Boris Yeltsin and his post-Soviet vision for Russia, he became an outspoken opponent of the KGB, which still harbored in its ranks many who wished to return the country to its old ways. He was elected to the Supreme Soviet in September of 1990, in the first wave of free and fair elections ever held in Russia. When some of his old KGB colleagues attempted a coup in August of 1991, he was out there manning the barricades for democracy. The coup was put down — just.


William Colby in his later years, enjoying his sailboat, one of his few sources of uncalculated joy.

William Colby too had to reinvent himself after the agency he served declared that it no longer needed him. He wrote a circumspect, slightly anodyne memoir about his career; its title of Honorable Men alone was enough to tell the world that it wasn’t the tell-all book from an angry spy spurned that it might have been hoping for. He consulted for the government on various issues for larger sums than he had ever earned as a regular federal employee, appeared from time to time as an expert commentator on television, and wrote occasional opinion pieces for the national press, most commonly about the ongoing dangers posed by nuclear weapons and the need for arms-control agreements with the Soviet Union.

In 1982, at the age of 62, this stiff-backed avatar of moral rectitude fell in love with a pretty, vivacious 37-year-old, a former American ambassador to Grenada named Sally Shelton. It struck those who knew him as almost a cliché of a mid-life crisis, of the sort that the intelligence services had been exploiting for decades — but then, clichés are clichés for a reason, aren’t they? “I thought Bill Colby had all the charisma of a shoe clerk,” said one family friend. “Sally is a very outgoing woman, even flamboyant. She found him a sex object, and with her he was.” The following year, Colby asked his wife Barbara for a divorce. She was taken aback, even if their marriage hadn’t been a particularly warm one in many years. “People like us don’t get a divorce!” she exclaimed — meaning, of course, upstanding Catholic couples of the Greatest Generation who were fast approaching their 40th wedding anniversary. But there it was. Whatever else was going on behind that granite façade, it seemed that Colby felt he still had some living to do.

None of Colby’s family attended the marriage ceremony, or had much to do with him thereafter. He lost not only his family but his faith: Sally Shelton had no truck with Catholicism, and he only went to church after he married her for weddings and funerals. Was the gain worth the loss? Only Colby knew the answer.


Old frenemies: Oleg Kalugin and William Colby flank Ken Berris, who directed the Spycraft video sequences.

Oleg Kalugin met William Colby for the first time in May of 1991, when both were attending the same seminar in Berlin — appropriately enough, on the subject of international terrorism, the threat destined to steal the attention of the CIA and the Russian FSB (the successor to the KGB) as the Cold War faded into history. The two men had dinner together, then agreed to be jointly interviewed on German television, a living symbol of bygones becoming bygones. “What do you think of Mr. Colby as a leading former figure in U.S. intelligence?” Kalugin was asked.

“Had I had a choice in my earlier life, I would have gladly worked under Mr. Colby,” he answered. The two became friends, meeting up whenever their paths happened to cross in the world.

And why shouldn’t they be friends? They had led similar lives in so many ways. Both were ambitious men who had justified their ambition as a call to service, then devoted their lives to it, swallowing any moral pangs they might have felt in the process, until the people they served had rejected them. In many ways, they had more in common with one another than with the wives and children they had barely seen for long stretches of their lives.

And how are we to judge these two odd, distant men, both so adept at the art of concealment as to seem hopelessly impenetrable? “I am not emotional,” Colby said to a reporter during his turbulent, controversy-plagued tenure as director of the CIA. “I admit it. Oh, don’t watch me like that. You’re looking for something underneath which isn’t there. It’s all here on the surface, believe me.”

Our first instinct might be to scoff at such a claim; surely everyone has an inner life, a tender core they dare reveal only to those they love best. But maybe we should take Colby at his word; maybe doing so helps to explain some things. As Colby and Kalugin spouted their high-minded ideals about duty and country, they forgot those closest to them, the ones who needed them most of all, apparently believing that they possessed some undefined special qualities of character or a special calling that exempted them from all that. Journalist Neil Sheehan once said of Colby that “he would have been perfect as a soldier of Christ in the Jesuit order.” There is something noble but also something horrible about such devotion to an abstract cause. One has to wonder whether it is a crutch, a compensation for some piece of a personality that is missing.

Certainly there was an ultimate venality, an amorality to these two men’s line of work, as captured in the subtitle of the computer game they came together to make: “The Great Game.” Was it all really just a game to them? It would seem so, at least at the end. How else could Kalugin blithely state that he would have “gladly” worked with Colby, forgetting the vast gulf of ideology that lay between them? Tragically, the ante in their great game was all too often human lives. Looking back on all they did, giving all due credit to their courage and capability, it seems clear to me that the world would have been better off without their meddling. The institutions they served were full of people like them, people who thought they knew best, who thought they were that much cleverer than the rest of the world and had a right to steer its course from the shadows. Alas, they weren’t clever enough to see how foolish and destructive their arrogance was.

“My father lived in a world of secrets,” says William’s eldest son Carl Colby. “Always watching, listening, his eye on the door. He was tougher, smarter, smoother, and could be crueler than anybody I ever knew. I’m not sure he ever loved anyone, and I never heard him say anything heartfelt.” Was William Colby made that way by the organization he served, or did he join the organization because he already was that way? It’s impossible to say. Yet we must be sure to keep these things in mind when we turn in earnest to the game on which Colby and Kalugin allowed their names to be stamped, and find out what it has to say about the ethical wages of being a spy.

(Sources: the books Legacy of Ashes: The History of the CIA by Tim Weiner, The Sword and the Shield: The Mitrokhin Archive and the Secret History of the KGB by Christopher Andrew and Vasili Mitrokhin, Lost Crusader: The Secret Wars of CIA Director William Colby by John Prados, Spymaster: My Thirty-Two Years in Intelligence and Espionage against the West by Oleg Kalugin, Where the Domino Fell: America and Vietnam, 1945-2010, sixth edition by James S. Olson and Randy Roberts, Shadow Warrior: William Egan Colby and the CIA by Randall B. Woods, Honorable Men: My Life in the CIA by William Colby and Peter Forbath, and Lost Victory: A Firsthand Account of America’s Sixteen-Year Involvement in Vietnam by William Colby and James McCargar; the documentary film The Man Nobody Knew: In Search of My Father, CIA Spymaster William Colby; Sierra On-Line’s newsletter InterAction of Summer 1993; Questbusters of February 1994. Online sources include “Who Murdered the CIA Chief?” by Zalin Grant at Pythia Press.)

 

Tags: , ,

Doing Windows, Part 11: The Internet Tidal Wave

On August 6, 1991, when Microsoft was still in the earliest planning stages of creating the operating system that would become known as Windows 95, an obscure British researcher named Tim Berners-Lee, working out of the Conseil Européen pour la Recherche Nucléaire (CERN) in Switzerland, put the world’s first publicly accessible website online. For years to come, these two projects would continue to evolve separately, blissfully unconcerned by if not unaware of one another’s existence. And indeed, it is difficult to imagine two computing projects with more opposite personalities. Mirroring its co-founder and CEO Bill Gates, Microsoft was intensely pragmatic and maniacally competitive. Tim Berners-Lee, on the other hand, was a classic academic, a theorist and idealist rather than a businessman. The computers on which he and his ilk built the early Web ran esoteric operating systems like NeXTSTEP and Unix, or at their most plebeian MacOS, not Microsoft’s mass-market workhorse Windows. Microsoft gave you tools for getting everyday things done, while the World Wide Web spent the first couple of years of its existence as little more than an airy proof of concept, to be evangelized by wide-eyed adherents who often appeared to have read one too many William Gibson novels. Forbes magazine was soon to anoint Bill Gates the world’s richest person, his reward for capturing almost half of the international software market; the nascent Web was nowhere to be found in the likes of Forbes.

Those critics who claim that Microsoft was never a visionary company — that it instead thrived by letting others innovate, then swooping in and taking taking over the markets thus opened — love to point to its history with the World Wide Web as Exhibit Number One. Despite having a role which presumably demanded that he stay familiar with all leading-edge developments in computing, Bill Gates by his own admission never even heard of the Web until April of 1993, twenty months after that first site went up. And he didn’t actually surf the Web for himself until another six months after that — perhaps not coincidentally, shortly after a Windows version of NCSA Mosaic, the user-friendly graphical browser that made the Web a welcoming place even for those whose souls didn’t burn with a passion for information theory, had finally been released.

Gates focused instead on a different model of online communication, one arguably more in keeping with his instincts than was the free and open Web. For almost a decade and a half by 1993, various companies had been offering proprietary dial-up services aimed at owners of home computers. These came complete with early incarnations of many of the staples of modern online life: email, chat lines, discussion forums, online shopping, online banking, online gaming, even online dating. They were different from the Web in that they were walled gardens that provided no access to anything that lay beyond the big mainframes that hosted them. Yet within their walls lived bustling communities whose citizens paid their landlords by the minute for the privilege of participation.

The 500-pound gorilla of this market had always been CompuServe, which had been in the business since the days when a state-of-the-art home computer had 16 K of memory and used cassette tapes for storage. Of late, however, an upstart service called America Online (AOL) had been making waves. Under Steve Case, its wunderkind CEO, AOL aimed its pitch straight at the heart of Middle America rather than the tech-savvy elite. Over the course of 1993 alone, it went from 300,000 to 500,000 subscribers. But that was only the beginning if one listened to Case. For a second Home Computer Revolution, destined to be infinitely more successful and long-lasting than the first, was now in full swing, powered along by the ease of use of Windows 3 and by the latest consumer-grade hardware, which made computing faster and more aesthetically attractive than it had ever been before. AOL’s quick and easy custom software fit in perfectly with these trends. Surely this model of the online future — of curated content offered up by a firm whose stated ambition was to be the latest big player in mass media as a whole; of a subscription model that functioned much like the cable television which the large majority of Americans were already paying for — was more likely to take hold than the anarchic jungle that was the World Wide Web. It was, at any rate, a model that Bill Gates could understand very well, and naturally gravitated toward. Never one to leave cash on the table, he started asking himself how Microsoft could get a piece of this action as well.

Steve Case celebrates outside the New York Stock Exchange on March 19, 1992, the day America Online went public.

Gates proceeded in his standard fashion: in May of 1993, he tried to buy AOL outright. But Steve Case, who nursed dreams of becoming a media mogul on the scale of Walt Disney or Jack Warner, turned him down flat. At this juncture, Russ Siegelman, a 33-year-old physicist-by-education whom Gates had made his point man for online strategy, suggested a second classically Microsoft solution to the dilemma: they could build their own online service that copied AOL in most respects, then bury their rival with money and sheer ubiquity. They could, Siegelman suggested, make their own network an integral part of the eventual Windows 95, make signing up for it just another step in the installation process. How could AOL possibly compete with that? It was the first step down a fraught road that would lead to widespread outrage inside the computer industry and one of the most high-stakes anti-trust investigations in the history of American business — but for all that, the broad strategy would prove very, very effective once it reached its final form. It had a ways still to go at this stage, though, targeting as it did AOL instead of the Web.

Gates put Siegelman in charge of building Microsoft’s online service, which was code-named Project Marvel. “We were not thinking about the Internet at all,” admits one of the project’s managers. “Our competition was CompuServe and America Online. That’s what we were focused on, a proprietary online service.” At the time, there were exactly two computers in Microsoft’s sprawling Redmond, Washington, campus that were connected to the Internet. “Most college kids knew much more than we did because they were exposed to it,” says the Marvel manager. “If I had wanted to connect to the Internet, it would have been easier for me to get into my car and drive over to the University of Washington than to try and get on the Internet at Microsoft.”

It came down to the old “not built here” syndrome that dogs so many large institutions, as well as the fact that the Web and the Internet on which it lived were free, and Bill Gates tended to hold that which was free in contempt. Anyone who attempted to help him over his mental block — and there were more than a few of them at Microsoft — was greeted with an all-purpose rejoinder: “How are we going to make money off of free?” The biggest revolution in computing since the arrival of the first pre-assembled personal computers back in 1977 was taking place all around him, and Gates seemed constitutionally incapable of seeing it for what it was.

In the meantime, others were beginning to address the vexing question of how you made money out of free. On April 4, 1994, Marc Andreessen, the impetus behind the NCSA Mosaic browser, joined forces with Jim Clark, a veteran Silicon Valley entrepreneur, to found Netscape Communications for the purpose of making a commercial version of the Mosaic browser. A team of programmers, working without consulting the Mosaic source code so as to avoid legal problems, soon did just that, and uploaded Netscape Navigator to the Web on October 13, 1994. Distributed under the shareware model, with a $39 licensing fee requested but not demanded after a 90-day trial period was up, the new browser was installed on more than 10 million computers within nine months.

AOL’s growth had continued apace despite the concurrent explosion of the open Web; by the time of Netscape Navigator’s release, the service had 1.25 million subscribers. Yet Steve Case, no one’s idea of a hardcore techie, was ironically faster to see the potential — or threat — of the Web than was Bill Gates. He adopted a strategy in response that would make him for a time at least a superhero of the business press and the investor set. Instead of fighting the Web, AOL would embrace it — would offer its own Web browser to go along with its proprietary content, thereby adding a gate to its garden wall and tempting subscribers with the best of both worlds. As always for AOL, the whole package would be pitched toward neophytes, with a friendly interface and lots of safeguards — “training wheels,” as the tech cognoscenti dismissively dubbed them — to keep the unwashed masses safe when they did venture out into the untamed wilds of the Web.

But Case needed a browser of his own in order to execute his strategy, and he needed it in a hurry. He needed, in short, to buy a browser rather than build one. He saw three possibilities. One was to bring Netscape and its Navigator into the AOL fold. Another was a small company called Spyglass, a spinoff of the National Center for Supercomputing (NCSA) which was attempting to commercialize the original NCSA Mosaic browser. And the last was a startup called Booklink Technologies, which was making a browser from scratch.

Netscape was undoubtedly the superstar of the bunch, but that didn’t help AOL’s cause any; Marc Andreessen and Jim Clark weren’t about to sell out to anyone. Spyglass, on the other hand, struck Case as an unimaginative Johnny-come-lately that was trying to shut the barn door long after the horse called Netscape had busted out. That left only Booklink. In November of 1994, AOL paid $30 million for the company. The business press scoffed, deeming it a well-nigh flabbergasting over-payment. But Case would get the last laugh.

While AOL was thus rushing urgently to “embrace and extend” the Web, to choose an ominous phrase normally associated with Microsoft, the latter was dawdling along more lackadaisically toward a reckoning with the Internet. During that same busy fall of 1994, IBM released OS/2 3.0, which was marketed as OS/2 Warp in the hope of lending it some much-needed excitement. By either name, it was the latest iteration of an operating system that IBM had originally developed in partnership with Microsoft, an operating system that had once been regarded by both companies as nothing less than the future of mainstream computing. But since the pair’s final falling out in 1991, OS/2 had become an irrelevancy in the face of the Windows juggernaut, winning a measure of affection only in some hacker circles and a few other specialized niches. Despite its snazzy new name and despite being an impressive piece of software from a purely technical perspective, OS/2 Warp wasn’t widely expected to change those fortunes before its release, and this lack of expectations proved well-founded afterward. Yet it was a landmark in another way, being the first operating system to include a Web browser as an integral component, in this case a program called Web Explorer, created by IBM itself because no one else seemed much interested in making a browser for the unpopular OS/2.

This appears to have gotten some gears turning in Bill Gates’s head. Microsoft already planned to include more networking tools than ever before in Windows 95. They had, for example, finally decided to bow to customer demand and build right into the operating system TCP/IP, the networking protocol that allowed a computer to join the Internet; Windows 3 required the installation of a third-party add-on for the same purpose. (“I don’t know what it is, and I don’t want to know what it is,” said Steve Ballmer, Gates’s right-hand man, to his programmers on the subject of TCP/IP. “[But] my customers are screaming about it. Make the pain go away.”) Maybe a Microsoft-branded Web browser for Windows 95 would be a good idea as well, if they could acquire one without breaking the bank.

Just days after AOL bought Booklink for $30 million, Microsoft agreed to give $2 million to Spyglass. In return, Spyglass would give Microsoft a copy of the Mosaic source code, which it could then use as the basis for its own browser. But, lest you be tempted to see this transaction as evidence that Gates’s opinions about the online future had already undergone a sea change by this date, know that the very day this deal went down was also the one on which he chose to publicly announce Microsoft’s own proprietary AOL competitor, to be known as simply the Microsoft Network, or MSN. At most, Gates saw the open Web at this stage as an adjunct to MSN, just as it would soon become to AOL. MSN would come bundled into Windows 95, he told the assembled press, so that anyone who wished to could become a subscriber at the click of a mouse.

The announcement caused alarm bells to ring at AOL. “The Windows operating system is what the dial tone is to the phone industry,” said Steve Case. He thus became neither the first nor the last of Gates’s rival to hint at the need for government intervention: “There needs to be a level playing field on which companies compete.” Some pundits projected that Microsoft might sign up 20 million subscribers to MSN before 1995 was out. Others — the ones whom time would prove to have been more prescient — shook their heads and wondered how Microsoft could still be so clueless about the revolutionary nature of the World Wide Web.

AOL leveraged the Booklink browser to begin offering its subscribers Web access very early in 1995, whereupon its previously robust rate of growth turned downright torrid. By November of 1995, it would have 4 million subscribers. The personable and photogenic Steve Case became a celebrity in his own right, to the point of starring in a splashy advertising campaign for The Gap’s line of khakis; the man and the pants represented respectively the personification and the uniform of the trend in corporate America toward “business casual.” Meanwhile Case’s company became an indelible part of the 1990s zeitgeist. “You’ve got mail!,” the words AOL’s software spoke every time a new email arrived — something that was still very much a novel experience for many subscribers — was featured as a sample in a Prince song, and eventually became the name of a hugely popular romantic comedy starring Tom Hanks and Meg Ryan. CompuServe and AOL’s other old rivals in the proprietary space tried to compete by setting up Internet gateways of their own, but were never able to negotiate the transition from one era of online life to another with the same aplomb as AOL, and gradually faded into irrelevancy.

Thankfully for Microsoft’s shareholders, Bill Gates’s eyes were opened before his company suffered the same fate. At the eleventh hour, with what were supposed to be the final touches being put onto Windows 95, he made a sharp swerve in strategy. He grasped at last that the open Web was the here, the now, and the future, the first major development in mainstream consumer computing in years that hadn’t been more or less dictated by Microsoft — but be that as it may, the Web wasn’t going anywhere. On May 26, 1995, he wrote a memo to every Microsoft employee that exuded an all-hands-on-deck sense of urgency. Gates, the longstanding Internet agnostic, had well and truly gotten the Internet religion.

I want to make clear that our focus on the Internet is critical to every part of our business. The Internet is the most important single development to come along since the IBM PC was introduced in 1981. It is even more important than the arrival of [the] graphical user interface (GUI). The PC analogy is apt for many reasons. The PC wasn’t perfect. Aspects of the PC were arbitrary or even poor. However, a phenomena [sic] grew up around the IBM PC that made it a key element of everything that would happen for the next fifteen years. Companies that tried to fight the PC standard often had good reasons for doing so, but they failed because the phenomena overcame any weakness that [the] resistors identified.

Over the last year, a number of people [at Microsoft] have championed embracing TCP/IP, hyperlinking, HTML, and building clients, tools, and servers that compete on the Internet. However, we still have a lot to do. I want every product plan to try and go overboard on Internet features.

Everything changed that day. Instead of walling its campus off from the Internet, Microsoft put the Web at every employee’s fingertips. Gates himself sent his people lists of hot new websites to explore and learn from. The team tasked with building the Microsoft browser, who had heretofore labored in under-staffed obscurity, suddenly had all the resources of the company at their beck and call. The fact was, Gates was scared; his fear oozes palpably from the aggressive language of the memo above. (Other people talked of “joining” the Internet; Gates wanted to “compete” on it.)

But just what was he so afraid of? A pair of data points provides us with some clues. Three days before he wrote his memo, a new programming language and run-time environment had taken the industry by storm. And the day after he did so, a Microsoft executive named Ben Slivka sent out a memo of his own with Gate’s blessing, bearing the odd title of “The Web Is the Next Platform.” To understand what Slivka was driving at, and why Bill Gates took it as such an imminent existential threat to his company’s core business model, we need to back up a few years and look at the origins of the aforementioned programming language.


Bill Joy, an old-school hacker who had made fundamental contributions to the Unix operating system, was regarded as something between a guru and an elder statesman by 1990s techies, who liked to call him “the other Bill.” In early 1991, he shared an eye-opening piece of his mind at a formal dinner for select insiders. Microsoft was then on the ascendant, he acknowledged, but they were “cruising for a bruising.” Sticking with the automotive theme, he compared their products to the American-made cars that had dominated until the 1970s — until the Japanese had come along peddling cars of their own that were more efficient, more reliable, and just plain better than the domestic competition. He said that the same fate would probably befall Microsoft within five to seven years, when a wind of change of one sort or another came along to upend the company and its bloated, ugly products. Just four years later, people would be pointing to a piece of technology from his own company Sun Microsystems as the prophesied agent of Microsoft’s undoing.

Sun had been founded in 1982 to leverage the skills of Joy along with those of a German hardware engineer named Andy Bechtolsheim, who had recently built an elegant desktop computer inspired by the legendary Alto machines of Xerox’s Palo Alto Research Center. Over the remainder of the 1980s, Sun made a good living as the premier maker of Unix-based workstations: computers that were a bit too expensive to be marketed to even the most well-heeled consumers, but were among the most powerful of their day that could be fit onto or under a single desktop. Sun possessed a healthy antipathy for Microsoft, for all of the usual reasons cited by the hacker contingent: they considered Microsoft’s software derivative and boring, considered the Intel hardware on which it ran equally clunky and kludgy (Sun first employed Motorola chips, then processors of their own design), and loathed Microsoft’s intensely adversarial and proprietorial approach to everything it touched. For some time, however, Sun’s objections remained merely philosophical; occupying opposite ends of the market as they did, the two companies seldom crossed one another’s paths. But by the end of the decade, the latest Intel hardware had advanced enough to be comparable with that being peddled by Sun. And by the time that Bill Joy made his prediction, Sun knew that something called Windows NT was in the works, knew that Microsoft would be coming in earnest for the high-end-computing space very soon.

About six months after Joy played the oracle, Sun’s management agreed to allow one of their star programmers, a fellow named James Gosling, to form a small independent group in order to explore an idea that had little obviously to do with the company’s main business. “When someone as smart as James wants to pursue an area, we’ll do our best to provide an environment,” said Chief Technology Officer Eric Schmidt.

James Gosling

The specific “area” — or, perhaps better said, problem — that Gosling wanted to address was one that still exists to a large extent today: the inscrutability and lack of interoperability of so many of the gadgets that power our daily lives. The problem would be neatly crystalized almost five years later by one of the milquetoast jokes Jay Leno made at the Windows 95 launch, about how the VCR in even Bill Gates’s living room was still blinking “12:00” because he had never figured out how to set the thing’s clock. What if everything in your house could be made to talk together, wondered Gosling, so that setting one clock would set all of them — so that you didn’t have to have a separate remote control for your television and your VCR, each with about 80 buttons on it that you didn’t understand what they did and never, ever pressed. “What does it take to watch a videotape?” he mused. “You go plunk, plunk, plunk on all of these things in certain magic sequences before you can actually watch your videotape! Why is it so hard? Wouldn’t it be nice if you could just slide the tape into the VCR, [and] the system sort of figures it out: ‘Oh, gee, I guess he wants to watch it, so I ought to power up the television set.'”

But when Gosling and his colleagues started to ponder how best to realize their semi-autonomous home of the future, they tripped over a major stumbling block. While it was true that more and more gadgets were becoming “smart,” in the sense of incorporating programmable microprocessors, the details of their digital designs varied enormously. Each program to link each individual model of, say, VCR into the home network would have to be written, tested, and debugged from scratch. Unless, that is, the program could be made to run in a virtual machine.

A virtual machine is an imaginary computer which a real computer can be programmed to simulate. It permits a “write once, run everywhere” approach to software: once a given real computer has an interpreter for a given virtual machine, it can run any and all programs that have been or will be written for that virtual machine, albeit at some cost in performance.

Like almost every other part of the programming language that would eventually become known as Java, the idea of a virtual machine was far from new in the abstract. (“In some sense, I would like to think that there was nothing invented in Java,” says Gosling.) For example, a decade before Gosling went to work on his virtual machine, the Apple Pascal compiler was already targeting one that ran on the lowly Apple II, even as the games publisher Infocom was distributing its text adventures across dozens of otherwise incompatible platforms thanks to its Z-Machine.

Unfortunately, Gosling’s new implementation of this old concept proved unable to solve by itself the original problem for which it had been invented. Even Wi-Fi didn’t exist at this stage, much less the likes of Bluetooth. Just how were all of these smart gadgets supposed to actually talk to one another, to say nothing of pulling down the regular software updates which Gosling envisioned as another benefit of his project? (Building a floppy-disk drive into every toaster was an obvious nonstarter.) After reluctantly giving up on their home of the future, the team pivoted for a while toward “interactive television,” a would-be on-demand streaming system much like our modern Netflix. But Sun had no real record in the consumer space, and cable-television providers and other possible investors were skeptical.

While Gosling was trying to figure out just what this programming language and associated runtime environment he had created might be good for, the World Wide Web was taking off. In July of 1994, a Sun programmer named Patrick Naughton did something that would later give Bill Gates nightmares: he wrote a fairly bare-bones Web browser in Java, more for the challenge than anything else. A couple of months later there came the eureka moment: Naughton and another programmer named Jonathan Payne made it possible to run other Java programs, or “applets” as they would soon be known, right inside their browser. They stuck one of the team’s old graphical demos on a server and clicked the appropriate link, whereupon they were greeted with a screen full of dancing Coca-Cola cans. Payne found it “breathtaking”: “It wasn’t just playing an animation. It was physics calculations going on inside a webpage!”

In order to appreciate his awe, we need to understand what a static place the early Web was. HTML, the “language” in which pages were constructed, was an abbreviation for “Hypertext Markup Language.” In form and function, it was more akin to a typesetting specification than a Turing-complete programming language like C or Pascal or Java; the only form of interactivity it allowed for was the links that took the reader from static page to static page, while its only visual pizazz came in the form of static in-line images (themselves a relatively recent addition to the HTML specification, thanks to NCSA Mosaic). Java stood to change all that at a stroke. If you could embed programs running actual code into your page layouts, you could in theory turn your pages into anything you wanted them to be: games, word processors, spreadsheets, animated cartoons, stock-market tickers, you name it. The Web could almost literally come alive.

The potential was so clearly extraordinary that Java went overnight from a moribund project on the verge of the chopping block to Sun’s top priority. Even Bill Joy, now living in blissful semi-retirement in Colorado, came back to Silicon Valley for a while to lend his prodigious intellect to the process of turning Java into a polished tool for general-purpose programming. There was still enough of the old-school hacker ethic left at Sun that management bowed to the developers’ demand that the language be made available for free to individual programmers and small businesses; Sun would make its money on licensing deals with bigger partners, who would pay for the Java logo on their products and the right to distribute the virtual machine. The potential of Java certainly wasn’t lost on Netscape’s Marc Andreessen, who had long been leading the charge to make the Web more visually exciting. He quickly agreed to pay Sun $750,000 for the opportunity to build Java into the Netscape Navigator browser. In fact, it was Andreessen who served as master of ceremonies at Java’s official coming-out party at a SunWorld conference on May 23, 1995 — i.e., three days before Bill Gates wrote his urgent Internet memo.

What was it that so spooked him about Java? On the one hand, it represented a possible if as-yet unrealized challenge to Microsoft’s own business model of selling boxed software on floppy disks or CDs. If people could gain access to a good word processor just by pointing their browsers to a given site, they would presumably have little motivation to invest in Microsoft Office, the company’s biggest cash cow after Windows. But the danger Java posed to Microsoft might be even more extreme. The most maximalist predictions, which were being trumpeted all over the techie press in the weeks after the big debut, had it that even Windows could soon become irrelevant courtesy of Java. This is what Microsoft’s own Ben Slivka meant when he said that “the Web is the next platform.” The browser itself would become the operating system from the perspective of the user, being supported behind the scenes only by the minimal amount of firmware needed to make it go. Once that happened, a new generation of cheap Internet devices would be poised to replace personal computers as the world now knew them. With all software and all of each person’s data being stored in the cloud, as we would put it today, even local hard drives might become passé. And then, with Netscape Navigator and Java having taken over the role of Windows, Microsoft might very well join IBM, the very company it had so recently displaced from the heights of power, in the crowded field of computing’s has-beens.

In retrospect, such predictions seem massively overblown. Officially labeled beta software, Java was in reality more like an alpha release at best at the time it was being celebrated as the Paris to Microsoft’s Achilles, being painfully crash-prone and slow. And even when it did reach a reasonably mature form, the reality of it would prove considerably less than the hype. One crippling weakness that would continue to plague it was the inability of a Java applet to communicate with the webpage that spawned it; applets ran in Web browsers, but weren’t really of them, being self-contained programs siloed off in a sandbox from the environment that spawned them. Meanwhile the prospects of applications like online word processing, or even online gaming in Java, were sharply limited by the fact that at least 95 percent of Web users were accessing the Internet on dial-up connections, over which even the likes of a single high-resolution photograph could take minutes to load. A word processor like the one included with Microsoft Office would require hours of downloading every time you wanted to use it, assuming it was even possible to create such a complex piece of software in the fragile young language. Java never would manage to entirely overcome these issues, and would in the end enjoy its greatest success in other incarnations than that of the browser-embedded applet.

Still, cooler-headed reasoning like this was not overly commonplace in the months after the SunWorld presentation. By the end of 1995, Sun’s stock price had more than doubled on the strength of Java alone, a product yet to see a 1.0 release. The excitement over Java probably contributed as well to Netscape’s record-breaking initial public offering in August. A cavalcade of companies rushed to follow in the footsteps of Netscape and sign Java distribution deals, most of them on markedly more expensive terms. Even Microsoft bowed to the prevailing winds on December 7 and announced a Java deal of its own. (BusinessWeek magazine described it as a “capitulation.”) That all of this was happening alongside the even more intense hype surrounding the release of Windows 95, an operating system far more expansive than any that had come out of Microsoft to date but one that was nevertheless of a very traditionalist stripe at bottom, speaks to the confusion of these go-go times when digital technology seemed to be going anywhere and everywhere at once.

Whatever fear and loathing he may have felt toward Java, Bill Gates had clearly made his peace with the fact that the Web was computing’s necessary present and future. The Microsoft Network duly debuted as an icon on the default Windows 95 desktop, but it was now pitched primarily as a gateway to the open Web, with just a handful of proprietary features; MSN was, in other words, little more than yet another Internet service provider, of the sort that were popping up all over the country like dandelions after a summer shower. Instead of the 20 million subscribers that some had predicted (and that Steve Case had so feared), it attracted only about 500,000 customers by the end of the year. This left it no more than one-eighth as large as AOL, which had by now completed its own deft pivot from proprietary online service of the 1980s type to the very face of the World Wide Web in the eyes of countless computing neophytes.

Yet if Microsoft’s first tentative steps onto the Web had proved underwhelming, people should have known from the history of the company — and not least from the long, checkered history of Windows itself — that Bill Gates’s standard response to failure and rejection was simply to try again, harder and better. The real war for online supremacy was just getting started.

(Sources: the books Overdrive: Bill Gates and the Race to Control Cyberspace by James Wallace, The Silicon Boys by David A. Kaplan, Architects of the Web by Robert H. Reid, Competing on Internet Time: Lessons from Netscape and Its Battle with Microsoft by Michael Cusumano and David B. Yoffie, dot.con: The Greatest Story Ever Sold by John Cassidy, Stealing Time: Steve Case, Jerry Levin, and the Collapse of AOL Time Warner by Alec Klein, Fools Rush In: Steve Case, Jerry Levin, and the Unmaking of AOL Time Warner by Nina Munk, and There Must be a Pony in Here Somewhere: The AOL Time Warner Debacle by Kara Swisher.)

 
 

Tags: , , , ,

Titanic Visions, Part 3: An Adventure Out of Time

It’s disarmingly easy to underestimate Titanic: Adventure Out of Time, by far the best-selling game in history about the doomed luxury liner. At first glance, after all, it looks like just another of the lifeless multimedia Myst clones that were cluttering up store shelves in such quantities in the mid-1990s. Meanwhile the studio behind it was known as CyberFlix, a name which positively reeks of the era when equally misbegotten “interactive movies” were all the rage. And indeed, CyberFlix really was founded by folks convinced that the future of games would be a collision between Hollywood and Silicon Valley.

But the prime mover behind the operation, a 30-something Tennessean named Bill Appleton, wasn’t just another of the clueless bandwagon jumpers who were using off-the-shelf middleware packages like Macromedia Director to cobble together dodgy games where the video clips took center stage and the interactivity was an afterthought. On the contrary, Appleton knew how to make innovative technology of his own, and had a lengthy resumé to prove it. His early software oeuvre was the ironic polar opposite of interactive movies, those ultimate end-user products that seemed designed to convince the human being behind the monitor that she couldn’t possibly create anything like this. In the beginning, Appleton was all about empowering people to make stuff for themselves.

A youthful overachiever from Oak Ridge, Tennessee, Appleton studied painting and philosophy at university before settling on economics. He was weeks away from earning his master’s degree in that field from Vanderbilt University in the spring of 1984, when he saw an Apple Macintosh for the first time. Like any number of other curious minds who hadn’t heretofore taken much interest in computers, he allowed all of his plans for his life to be utterly derailed by the encounter. He dropped out of university, moved back into his parents’ basement, and rededicated his life to making the Mac do amazing things.

He created an adventure game called Enchanted Scepters, which combined vestiges of the text adventures that were popular on other platforms at the time with simple pictures, sounds, and mouse-driven interactions. In this sense, it was similar to such other early Mac graphic adventures as ICOM Simulations’s Deja Vu, although considerably less refined. The real stroke of genius came when Appleton, a year after releasing the game itself through a small publisher called Silicon Beach Software, packaged up all of the tools he had used to make it and released them as well, under the name of World Builder. The do-it-yourself toolkit spawned a small but dedicated amateur community of adventure makers and players that persisted well into the 1990s. Appleton also adapted World Builder into another product called Course Builder, aimed at educators who wanted to create interactive experiences for the classroom.

With its ethos of empowering a fairly non-technical end user to create original multimedia content, Course Builder especially was veering into the territory soon to be staked out by HyperCard, Apple’s own revolutionary hypertext-authoring system. It’s thus no surprise that, when that software did debut in 1987, Appleton first greeted it as a threat. He quickly decided, however, to adopt the old adage of can’t beat ’em, join ’em — or rather enhance ’em. He moved to Silicon Valley, took control of a team of programmers hired by Silicon Beach Software, and made SuperCard, a system that could run existing HyperCard “stacks” as-is, but that added a whole slew of additional native features to the environment. It attracted some interest in the Macintosh world, but proved unable to compete with HyperCard’s huge existing user base, the result of being bundled with every single new Mac. So, Appleton turned back to games. Hooking up with a Chicago-based developer and publisher called Reactor, he made a beat-em-up game in the tradition of Karateka called Creepy Castle, then embarked on an action-packed 3D extravaganza called Screaming Metal, only for Reactor to go out of business midway through development.

It was thus a thoroughly frustrated Bill Appleton who returned to Tennessee in 1992. His eight years in software had resulted in a pair of cults in the form of the World Builder and SuperCard communities, but he hadn’t ever managed to hit the commercial bullseye he was aiming for. He was a man of significant ambition, and the status of cult hero just wasn’t good enough for him. “I’ve built a lot [of programs] for Silicon Valley,” he said, then went on to air his grievances using the precious diction of a sniffy artiste: “This isn’t about money or power or technology. It’s about art. I’m an artist, and I’ve got to be able to control my work.” Like Bob Dylan and The Band retreating to that famous pink house in Woodstock, he decided he could do so as easily right there in Tennessee as anywhere else.

Appleton recruited a few other bright sparks, none of them your prototypical computer nerds. There were Scott Scheinbaum, a musician and composer who had spent the last fifteen years playing in various local rock bands and working in record stores to make ends meet; Jamie Wicks, an accomplished young visual artist, described by a friend from school as “the quiet guy who sits next to you in class and draws pictures of monsters”; Andrew Nelson, a journalist by education who had grown tired of writing puff pieces for glossy lifestyle magazines; and Eric Quist, an attorney and childhood friend of Appleton. “Bill inoculated [sic] us with his vision of becoming multimedia superstars and taking over the world,” says Scheinbaum. The five of them hatched their plans for world domination in Appleton’s basement before officially founding CyberFlix in May of 1993, with Appleton as the majority stakeholder and decider-in-chief. The division of labor on their games broke down obviously enough: Appleton would be the programmer, Scheinbaum the composer and sound-effects man, Wicks the pixel artist and 3D modeller, Nelson the designer and writer, and Quist the business guy. In fact, by this time they had their first game just about ready to go.

Lunicus

It went by the name of Lunicus. More of a tech demo than a carefully designed game, it began as a graphic adventure that took place on the titular Moonbase Lunicus, only to turn into a frantic corridor shooter, a slightly more sophisticated Castle Wolfenstein that came complete with a pounding rock-and-roll soundtrack. But everyone seemed to agree that its most impressive feature was the sheer speed with which it unspooled from the CD-ROM, thanks to some proprietary software technology developed by Appleton. Called a “mindblower” by no less a pundit than Steven Levy (author of the seminal book Hackers), the game sold 50,000 copies on the Macintosh, then was picked up by Paramount Interactive and ported to Microsoft Windows, where it did rather less well in the face of much stiffer competition. A follow-up called Jump Raven that was still faster did even better in a Mac marketplace that was starving for just this style of flashy action game, selling by some reports almost 100,000 copies.

Jump Raven

CyberFlix was riding high, basking in the glowing press they were receiving inside the small and fairly insular milieu of Mac gaming. Being so thoroughly immersed in that world could distort the founders’ perspective. Jump Raven “was the fastest thing on the Mac,” says one early CyberFlix employee. “And that was back when the Mac was going to take over everything.”

CyberFlix moved into a snazzy loft in the center of Knoxville, Tennessee, and set about burnishing their hipster credibility by throwing parties for the downtown set, with live bands and open bars. Knoxville wasn’t quite the country-bumpkin town that East and West Coast media sometimes like to stereotype it as; its three largest employers were the University of Tennessee, the Tennessee Valley Authority, and the Oak Ridge National Laboratory. Many people in local government and business were eager to see CyberFlix as the progenitors of a new line for the city in multimedia. In a major publicity coup, Newsweek magazine was enticed to come down and write a two-page feature on the company, in which the wide-eyed reporter said that Appleton had become “something of a legend” during his time in Silicon Valley — this was something of a stretch — and called the house in whose basement the founding quintet had gotten together a literal log cabin. Others, however, were less credulous. One consultant who was hired to help the company work out a proper business plan remembers that Appleton “absolutely would not listen. He would sit and seem to listen, and then he was off to something else. It was exasperating.”

One of the things he was off to was CyberFlix’s next big game, a Western homage or send-up — the distinction is never clear, and therein lies many of the game’s problems — called Dust: A Tale of the Wired West. It was to be an unadulterated adventure game, whose action elements were limited to a few anodyne mini-games. CyberFlix used mostly employees and friends to play its characters — and therein lies another of the problems. Like many games of its technological ilk and era, Dust lacks the courage of its convictions, resulting in a fatal case of split personality. It seems that CyberFlix first intended to tell a fairly serious story. But as the amateurish acting and the limitations of their tools presented themselves, it drifted further and further into camp as a sort of defense mechanism, albeit without excising the would-be “dramatic” beats that had already been laid down. The result was, as Arinn Dembo noted in a scathing review for Computer Gaming World magazine, a comedy with dramatic relief, an approach that doesn’t work nearly as well as the opposite. Dembo’s concluding paragraphs are so well-stated, and apply so well not just to this game but to many other adventure games, that I’d like to quote them here.

The confusion in the design of this game brings up a general point, which is this: if you want to use dramatic elements in any narrative, you have to earn them. That means taking your subject seriously, even if it is “just a computer game.” Someone has to go to the trouble of fashioning characters deeper than your average mud puddle (and that includes giving them names that aren’t farcical), and writing dialog for them that sounds like something a real person might say.

If, on the other hand, your intention is to satirize the form and make fun of its tropes and limitations, you lay your cards on the table from the start; you don’t try to tap into drama that you don’t deserve. It’s either Blazing Saddles or The Unforgiven — you can’t mix the two. Computer-game writers need to learn that comedy is not a fallback position, something you do when you don’t believe you’re competent to sustain the drama. Satire and farce can be done well, and I’m not against them, but I’m against using them as a screen for poor storytelling.

All of this was made even more problematic by the way that even the jokes usually failed to land. The name of Dust, for example, was intended as a strained “ironic play” on the name of Myst. But this literally no one cottoned onto, until a peeved-sounding CyberFlix employee revealed it in an interview.

Dust: A Tale of the Wired West

The same CyberFlix representative said that, of 90 publications that reviewed Dust, 88 of them recommended it. If so, I managed to stumble on both of the exceptions, and, unfortunately for CyberFlix, they were both biggies: the aforementioned Computer Gaming World, the journal of record among the hardcore set, and Entertainment Weekly, a major taste-maker among the mainstream-entertainment set which the company wanted desperately to reach. Released in late 1995, Dust sold only 30,000 copies between its Macintosh and Windows incarnations. In the aftermath of its failure, CyberFlix was forced to take on more plebeian contract work, such as porting software from Windows to Mac and implementing pre-written design briefs for educational products. Other folks at the company turned to simpler, less expensive sorts of original games. For many both inside and outside of Cyberflix were now beginning to wonder whether interactive movies were really destined to be the future of mainstream entertainment after all. But CyberFlix had one more big game of the old style still in them — the one that would write them into gaming history as something more than just another flash in the pan from the 1990s multimedia boom.



It must be conceded that Titanic: Adventure Out of Time did not have a very auspicious gestation. Its mastermind Andrew Nelson admits that he was prompted to make it by a logic far more plebeian than any of the grand philosophical meditations about fate and hubris that the great ship’s sinking has so often inspired. Back when CyberFlix was just getting off the ground, he’d had an interesting conversation with his sister-in-law: she “was intrigued with these new CD-ROM games, but she had heard they take forever and she didn’t have that much time.”  Soon after, he read a magazine article about the Titanic, which noted that the ship had sunk two and a half hours after hitting the iceberg. That seemed like just about the right amount of time for an interactive movie that could appeal to busy adults like his sister-in-law. He decided to take the idea up with Bill Appleton and his other colleagues.

Initially, he didn’t have any more luck than Steve Meretzky had enjoyed at Infocom or Legend with his own Titanic concept. Appleton was particularly unenthusiastic. But Nelson kept hammering away at him, and finally, after Appleton’s own brainchild of Dust had proved a bust, he got his way. The company would go all-in on one last big adventure game.

The project may have been born out of practical commercial reasoning, but that didn’t keep it from taking on a more idealistic personality now. Nelson and many of those around him became full-bore Titanic fanatics. “We read all the books, listened to tapes of survivors, looked at 750 different pictures,” says Scott Scheinbaum. They laid out their virtual ship from the builder’s blueprints that had been used for the original — the very same documents, in fact, that James Cameron and friends were using to build their Titanic replica out of real steel down in Mexico at the very same time, although no one at CyberFlix was aware of this. Computer games which are labelled as “historical” tend to be strategic war games, exercises in moving abstract units around abstract fields of battle. CyberFlix was attempting a different kind of historical re-creation — a living, immersive view of history that dropped you right into the past as an individual on the scene.

In that spirit, Nelson and his colleagues set out to present as accurate a reproduction of the ship as the resources at their disposal would allow; again, they took their own endeavor as seriously as James Cameron was taking his. They tried to make every detail of every room as authentic as possible, knowing all the while that, while a movie director’s cameras had the luxury of gliding quickly over the surface of things, their players would be able to move around of their own free will in the spaces CyberFlix created and linger over what they saw to their heart’s content. This only made it that much more important to get things right.

A journalist named J.C. Herz came to visit CyberFlix in Knoxville for part of a book she was writing about videogame culture. She found an office with a “24-hour Kinko’s Copies atmosphere — full of equipment and overworked twentysomethings, simultaneously frenetic and oddly mellow.” She was especially taken by a “photo researcher” named Billy, who in his country boy’s baseball cap looked and talked like Bo Duke from The Dukes of Hazzard. “I do the carpeting for the Titanic,” he told her by way of introduction.

We have a room where you start out in the game, and I’ve outfitted the desk with postcards that you can actually flip over and read, and magazines like Brave New World, and I’ve designed the covers for ’em, so you can pick those up and look at ’em. There’s a lot of detail in there that we don’t even expect people to actually look at. It’s like, if you were just tryin’ to half-ass it and get through it, you might make a lamp, but you might not make the electric cord that goes behind the desk. We’re tryin’ to get all the detail in there. There’s a lot of games that you look at today, and a lot of people don’t take the time and energy to go in and really work with their maps to make ’em look real, so they end up coming out lookin’ plastic or fake. I made it so that when you click on [a] scrapbook, it opens up, and then all the pages are just full of imagery, you know, ephemera, things like that. So I go out and I find all the stuff to go in the scrapbook and put it in there. That’s the fun job. I could spend a day or I could spend a month on that book.

I worked 36 hours in two days last week. But they try to make it as accommodating as possible. We’ve got showers, you know. And they stock the refrigerators with Cokes. Everybody gives you Cokes. They want you gettin’ wired so you stay there all the time. And they got some couches. So, I mean, you can stay here forever.

Another of the employees she met was named Alex, a rough-looking character with a Mohawk haircut, earrings, and tattoos to complement his “lengthy criminal record,” who had recently discovered a latent talent for computer art. He demonstrated that not quite everyone working on the Titanic game shared Billy’s passion for it. Long force of habit kept him talking about the people who ran CyberFlix as The Man, even though they let him get away with just about anything.

Whatever it takes to keep us here. Whatever we want. You can come in looking like a wreck, reeking of booze, whatever, and they’re never gonna fire you for it because they need you.

Luckily enough, they’ve been thoughtful not to force any kind of real schedule on us. Just get in when you can and do your shit. So, I just go to work doing whatever I have to do, build sets and do props, little things here and there where it needs to fit in, do movies and help. While I’ve got big jobs off running on the SGI [graphics workstation], I just jump around and do little different things, 2D work or whatever. As long as it takes is as long as you’ve got to spend, and if you’re here friggin’ eighteen hours a day, so be it.

And it’s kind of very strange for me because until I came up here to do this I was always working construction, my whole life, and I felt sorry for all the poor bastards trapped in air-conditioned prisons all day, and I thought it was so much fun to be roaming around on the job site, getting sun and running and hollering and screaming. And that’s all well and good, but you ain’t never gonna make shit. You’re gonna die poor or you’re gonna die pissing away your social-security check in some stinking little bar, and that’s no good. So, I just decided to take the step and at least do this for a few years to say that I could do it, and make some money out of it. If something went horribly wrong here tomorrow and I got kicked out or fired or I had to leave, I would just throw some things in the truck, get out, and go someplace else and do it. Because this industry is just replicating itself at such a disgusting rate, and everybody’s got something to do. And sure, not everything is quality, but it doesn’t matter. It’s like, you got money? All right, pay me, I’ll do it. Give it up. And then you just do it and move on again.

Of course, a game consists of more than just its graphical presentation, regardless of whether the latter is created lovingly or for reasons of filthy lucre. What, then, was CyberFlix’s Titanic game actually all about, beyond the obvious?

Andrew Nelson named his game Titanic: Adventure Out of Time because it really does involve time travel — which, as readers of the previous article in this series will recognize, is rather an ongoing theme in ludic Titanic fictions. It opens not in 1912 in the North Atlantic but in 1942. You play a former agent in His Majesty’s Secret Service who has fallen on hard times. You’ve been drinking your life away in your dingy flat, still haunted by the mission that destroyed your promising career — an espionage mission which took place aboard the Titanic. (Shades of Graham Nelson’s Jigsaw, although the similarities would appear to be completely coincidental.) Then a German bomb falls on your head, but instead of killing you it opens up a rift in space-time, sending you back to April 14, 1912, to try again.

You arrive in your cabin aboard the Titanic at 9:30 on that fateful evening, two hours before the collision with the iceberg. After an introductory spiel from the ship’s steward, you’re free to start exploring. Indeed, the meticulously re-created ship lies at the heart of this game’s appeal. You can roam freely through First Class, Second Class, and steerage; up to the promenade decks and into the bridge and wireless room; to the ship’s gym, complete with state-of-the-art exercise equipment like the “electric camel”; to the gentlemen’s smoking lounge and the Café Parisien; to the squash court and the Turkish sauna, with its alarmingly named “electric bath”; even down into the boiler rooms and the cargo holds. All of these and more are presented as node-based spaces pre-rendered in first-person 3D — in the superficial style of Myst, in other words. But do remember the opening to this article, when I warned you not to underestimate this game. CyberFlix’s technology was better than the vast majority of Myst clones that were flooding the market at this time, and their ambitions for this project at least were higher.

There are in fact only a handful Myst-style set-piece puzzles here, none of them terribly difficult. Instead of fiddling endlessly with esoteric mechanics in a deserted environment, you spend your time here — when not just taking in the views like a virtual tourist, that is — actually talking to a diverse cast of characters whom you meet scattered all over the ship, who in the aggregate are a pretty good representation of the many nationalities, professions, and social classes that were aboard the real Titanic. Having apparently learned a lesson from Dust, CyberFlix splashed out for mostly professional actors this time. The accents are pretty good, and the voice acting in general is, if not always inspired, serviceable enough by the standard of most productions of this nature and vintage.

Prior to the Titanic‘s tragic rendezvous with the iceberg, Adventure Out of Time runs on plot rather than clock time. That’s to say that time aboard the ship, which you can keep track of via your handy pocket watch, advances in increments of anywhere from five to fifteen minutes only when you complete certain milestones. If you choose to do nothing but wander around taking in the scenery, in other words, you have literally forever in which to do so — which isn’t a bad thing, given how big a part of the game’s appeal this virtual tourism really is. In another testimony to just that reality, CyberFlix included a “tour mode” separate from the game proper, which lets you explore the ship whilst listening to historical commentary. One has to assume that, just as most of the people who bought Myst never got off the first island, most of the people who casually plucked this game off a shop shelf were content just to poke around the Titanic for a while and call it a day.

But let’s assume that you’re one of the minority who chose to go deeper. As noted above, progressing through the milestones doesn’t entail solving logic puzzles so much as it does social ones. You scurry all over the ship, from the top of the crow’s nest to the bowels of the engine rooms, talking to everyone you can find, running fetch quests and conducting third-party diplomacy. It goes without saying that a real person on the real ship could never possibly have covered this much ground in a bare two hours, but it doesn’t really matter. Thankfully, in most situations you can jump from place to place by clicking on a map of the ship given to you by the steward at the beginning of the game. You soon learn that there’s a bewildering amount of stuff going on aboard this version of the Titanic well before it hits the iceberg. British and German and Russian and Serbian spies and double agents are all aboard, intriguing their little hearts out in the name of great-power politics.There’s a jewelry-smuggling ring, a servant girl who’s blackmailing the steel kingpin who got her pregnant, even a former flame of your own begging you to help her out with this and that for old times’ sake. And then there’s a rather mediocre painting being passed around, which the epilogue will reveal is from the hand of an obscure Austrian artist named Adolf Hitler…

Finding out about everything that’s going on aboard will likely require multiple playthroughs. For every time you do something to add minutes to the clock, you run the risk of losing the chance to see things that were taking place during the time window that’s just passed. It’s occasionally possible to get all of the intricate plot machinery fouled up and end up with someone talking to you familiarly about things you know nothing about, but this is relatively unusual. Very few other adventure games have attempted to offer their players such a freewheeling story space as this one, and even fewer have succeeded this well. There are no complete dead ends here that I know of; every player’s story can eventually be brought to a resolution of some kind if she just keeps poking at things long enough.

These two hours before disaster strikes are charged with the dreadful foreknowledge of what’s coming — with the knowledge that, if the law of averages holds true, two out of every three of the people you talk to won’t live to see the dawn. I played this game last winter, when we were in the process of moving house and my wife was already working and staying in another town. Sitting all alone in an empty living room on a cold, dark Scandinavian evening, surrounded by the souvenirs of our life together packed up in moving boxes, now strikes me as the perfect environment in which to appreciate it. Others have similar memories. Andrew Nelson:

People use the word “haunting” a lot to describe this game. And I know the feeling, because late at night while I was checking out if the dialog was working and I was strolling down those hallways — and how they were lit by our designers, and the amazing score that Scott Scheinbaum did, it had a very otherworldly feeling to it. Sometimes even I would get chills walking through it and encountering some of these passengers.

It’s debatable to what extent these feelings are the product of real aesthetic intent and to what extent they’re mere artifacts of the technology used to create the game, not to mention the knowledge we possess that’s external to its world. Yet we shouldn’t be too eager to look askance at any game that manages for whatever reason to evoke feelings in its player that go beyond the primary emotional colors, as this one does. And then, too, some things plainly are done, cleverly and deliberately, to heighten the sense of encroaching doom. For example, little establishing cut scenes play from time to time, showing the ship sailing inexorably onward toward its date with a cruel destiny.

After said destiny comes to a head and the iceberg is struck, everything begins to feel more immediate and urgent, as it should. At this point, plot time goes away in favor of something close to if not quite the same as clock time: the clock ticks a handful of seconds every time you make a move as you attempt to wrap up your espionage mission and get certain vital objects safely off the ship along with your own person. One might say that this is the real stress test for the game as a fiction. Can it muster the gravitas to depict a tragedy as immense as this one in an honest, unflinching way?

Alas, the short answer is no, not really. Some of this can be blamed on technological constraints; a Myst-style engine is better suited to contemplative exploration than the mass chaos the game is now attempting to project. Yet there’s no denying that the writing also fails the test in the breach. One or two of the characters behave just about believably. The most unnervingly realistic reaction comes from a snobby old First Class busybody who has refused to get into the first lifeboat offered to her because it’s “full of people I don’t know,” and because, like so many passengers, she didn’t truly believe the ship would sink. Now she clutches her pearls alone there on the deck and begs forlornly for assurance that surely there will be more lifeboats, won’t there? But the majority of characters fall victim to the old Dust syndrome. Unable or unwilling to stare down tragedy without blinking, the game falls back on jarringly inappropriate comedy. In terms of its fiction, the actual sinking is by far the weakest part of the game; we can feel thankful that this climax takes up a fairly small portion of the full playing time. Still, it does have one practical saving grace: it gives you one last chance to wrap up any loose ends you failed to get to earlier — one last chance, as it turns out, to change history, hopefully for the better.

For in the epilogue the game returns you to 1942 and presents your actions aboard the Titanic as having determined the course of world history over the last 30 years; think of it as the ultimate riposte to Graham Nelson’s claim that the disaster was not any “turning point” in history. The history for which you’re responsible can be much the same as the timeline we know or even worse. There’s an element of black comedy to many of these scenarios, as when you avert both the First World War and the rise of Adolf Hitler (who has vanquished the monster called Envy that was lurking in the depths of his soul by becoming a successful painter selling vacantly pleasant landscapes to middle-class housewives), only to see the entire world get steamrolled by the Soviet Union. It makes me think of dodging the iceberg in Dateline Titanic: “Oh, no! You hit another one!” But in the ideal case, where you’ve chased down every single plot thread and wrapped them all up neatly, history turns out markedly better, with neither a First World War, a Second World War, nor (presumably, in that there is no Soviet Union) a Cold War.

Adventure Out of Time is an impressive piece of work in many respects, standing out not least because it’s so much more ambitious and, well, just better than CyberFlix’s track record before it would ever tempt one to suspect. It’s possible to finish it with a very different story to tell about your time aboard the Titanic than someone else who has accomplished the same feat. And that is a very rare quality in adventure games.

That said, I can’t quite say that I love this game unabashedly. Its failings in the writing department — its inability to make me really care about any of the characters aboard or to build upon the vague sense of dread it has so masterfully engendered when the time comes for sharper emotions — keep it from joining my own top rank of games. Nevertheless, its rich grounding in real history and the formal ambition it displays mark it as the labor of love it so clearly was. It remains well worth playing as an example of a path seldom taken in adventure games, a welcome example of a game that’s much, much more than it first appears to be.

Its commercial trajectory, on the other hand, is a case study in how those things sometimes don’t matter a whit. Sometimes, all you need to do to have a hit is to get the timing right.


Aboard the Titanic. The eeriness of wandering the doomed ship, which is almost deserted thanks to the limitations of the technology used to re-create it, is what most players seem to remember best about the game.

Penny Pringle, your intelligence contact aboard the ship. Stills of real people in costume were spliced over the computer-generated graphics. Their lips and facial expressions were then painstakingly hand-animated to match their dialog.

One of the relatively few mechanical puzzles involves a decoding machine. More shades of Graham Nelson’s Jigsaw, whose Enigma machine is one of text adventuring’s all-time classic puzzles.

Fans of James Cameron’s movie will recognize the Renault Type CB Coupé de Ville automobile in which Jack and Rose make love for the first and only time. It’s used for less carnal purposes here, as a handy source of illumination in a dark cargo hold. There really was such a vehicle aboard the Titanic, a car that a wealthy American coal and iron heir named William Carter had purchased and was taking home with him after a family vacation in Europe. Unlike their new car, Carter and his family survived the sinking. He filed a claim with the White Star Line and was reimbursed $5000.

Another amusing parallel with the movie is this pair of characters, named Jack and… Shailagh. (Okay, the parallel isn’t perfect.) They’re brother and sister rather than star-struck lovers, but Jack is as noble as Leonardo DiCaprio’s character, and like him sacrifices himself in the end to save the one he loves.

It all starts to go a bit sideways when the ship starts to actually sink, a tragedy which the game seems constitutionally incapable of facing, instead giving us awkward attempts at comedy.

We always knew how this game was going to end, didn’t we?


The Titanic was already having one of its recurring moments in media when Adventure Out of Time was released in late 1996, under CyberFlix’s own imprint because the old-media mavens that had been serving as their publishers until this point were all bailing out of games in the wake of disappointing sales. One of the biggest literary novels of the year, shortlisted for the Booker Prize, was Beryl Bainbridge’s Every Man For Himself, about a young American who sails aboard the ship and interacts with many historical figures before and on the night of the disaster. The following April, a full-blown song-and-dance musical about the ship opened on Broadway, a dubious proposition on the face of it that would nonetheless run for 804 performances.

Tailwinds like these, along with the eternal recognizability of the Titanic name itself, were enough to lift Adventure Out of Time to sales of 100,000 copies in its first year on the market, despite reviews from the hardcore gaming press that were unenthusiastic at best about a product that was widely dismissed as just another tired Myst clone. “If the ocean were as shallow as Titanic‘s gameplay,” wrote Computer Gaming World in a valiant but confused attempt at clever wordplay, “the real ship would never have sunk.” But such reviews really didn’t matter at all by this point; even during this first year, the people who bought Adventure Out of Time generally weren’t the ones who read the likes of Computer Gaming World. Be that as it may, 100,000 copies sold would no doubt have been the limit of the game’s success, had not James Cameron’s movie dropped on December 19, 1997, just as Adventure Out of Time was getting decidedly long in the tooth by the standards of the novelty-obsessed games industry.

The tide had begun to turn for Cameron’s over-time, over-budget film some weeks before that date, when critics traveled to Tokyo to catch some early screenings. They came back raving about what they proclaimed to be that rarest of beasts, a showy blockbuster that could also make its audience think and feel something that went beyond the adrenal emotions. One critic stated that “Titanic plumbs personal and philosophical story depths not usually found in event-scale movies.” “It is a masterwork of big-canvas storytelling,” said another, “broad enough to entrance and entertain yet precise and delicate enough to educate and illuminate.”

The movie earned $29 million in the United States on its opening weekend, then $35 million the next weekend. Just twelve days after its debut, it was already halfway to earning back its much-mocked $200 million budget from domestic receipts alone. Four weeks after that, that milestone was already $100 million in its rear-view mirror, with Hollywood Reporter declaring that it had “shattered all previous models of film performance at the nation’s theaters.” On February 24, 1998 —  just nine weeks after its release — it officially became the most successful film in history. One week later, its worldwide gross surpassed $1 billion. It was nominated for fourteen Academy Awards and won eleven of them, including those for Best Director and Best Picture.

Titanic was simply inescapable during 1998. When you turned on the radio, there it was, in the form of Celine Dion’s gloriously overwrought theme song; when you turned on the television, someone was bound to be talking about the film and/or the disaster that inspired it; when you went to work, your colleagues were discussing it around the water cooler; when you came home, you found that your teenage daughter had bought yet another poster of Leonardo DiCaprio to watch over her from her bedroom wall. Not everybody loved the film, mind you; some contrary souls dared to point out that the dialog was a bit trite and the love story more than a little contrived. But absolutely everyone had to reckon with it — not least among them its two young stars and its director, condemned to spend the rest of their careers answering as best they could the question of what you did next after you had already made the biggest movie in the history of the world.

All of this redounded to the immense benefit of some modest little CD-ROMs sitting on the shelves of software stores all over the country, due shortly to be sent back to the distributors that had sent them out. Now, thanks to the film, they suddenly started to sell again — to sell faster than they ever had before, so fast that store owners were soon clamoring for more of them from those selfsame distributors, causing a mad scramble at CyberFlix to crank up the presses once again. Adventure Out of Time enjoyed a whole new commercial life, an order of magnitude larger than its first one. Now companies were knocking at CyberFlix’s door to release the game to European and Asian markets; it was localized into seven different languages in a matter of weeks. By the end of 1998, worldwide sales had surpassed 1 million units. Well after the heyday of interactive movies and adventure games in general, it became the very last of its breed to hit that magical milestone.

But, surprisingly in an industry where one profitable game tends to beget another one just like it, CyberFlix never even tried to make anything else like Adventure Out of Time. After the game’s initial release and modest initial success, Andrew Nelson had wanted to continue to plow the same ground, with a game set aboard another glamorous and doomed means of conveyance: the airship Hindenburg. (Adventure Out of Time itself includes a hint about what was gestating in Nelson’s mind, via a Hindenburg ticket stub you can stumble across in your desk drawer in 1942.) “We’ve got this historical-fiction genre nailed,” said Nelson. “We have this new audience of people who never played a computer game.” But Bill Appleton, looking back on a 1996 which hadn’t yielded any huge adventure hits like in earlier years, wasn’t so sure. Nelson finally gave up trying to convince him and left the company in April of 1997, eight months before Cameron’s film changed everything. CyberFlix released only one major game after Adventure Out of Time, a pirate caper called Redjack: Revenge of the Brethren that returned to the model of Lunicus and Jump Raven, combining multimedia-heavy adventure-style gameplay with 3D action. It sank without a trace even as Adventure Out of Time was soaring to new heights; by some accounts, it sold as few as 10,000 copies in all.

That was enough to convince Bill Appleton, an unsentimental realist about the games market, that his company simply wasn’t made for these times. He was able to face what most others in his position would have closed their eyes to: that the success of Adventure Out of Time was sui generis, a fluke driven by a fortuitous happenstance, a stroke of blind luck that would never, ever come again, no matter how great an adventure game they made next time out. For it did nothing to change the fact that the multimedia boom, which had always been more wishful thinking than reality, was over, and the styles of game it had favored were in precipitous decline. So, he set about dismantling his company even as millions were still pouring into it from Adventure Out of Time. Better to pocket that money and go out a winner than to piss a fortune away on some grandiose new production that was as doomed to fail as the Titanic had been doomed to strike that iceberg. It was a brutal decision, but, from a pure business standpoint at least, it’s hard to argue that it was the wrong one.

Still, there are lingering questions about the way Appleton went about it, especially the bonuses of close to $2 million which he awarded to himself over the course of 1998 even as he was busily shedding staff. On November 30 of that year, he announced to the last of his employees that CyberFlix was done as anything but a holding company to collect the last of the revenues from Adventure Out of Time. Then he decamped for Silicon Valley to “build enterprise software for small companies,” never even saying goodbye to the four other dreamers who had once gathered in his cellar. Of them, only visual artist Jamie Wicks stayed in the games industry, going on to work on the hugely popular EA Sports lineup.

Neither Billy nor Alex, those two unlikely game developers interviewed by J.C. Herz when they were making Adventure Out of Time, ever worked in the industry again either. Likewise, Knoxville’s dream of becoming a new locus of artsy high tech died with CyberFlix. A 1999 history of the company’s rise and fall, written by one Jack Neely for the alternative urban newspaper Metro Pulse, describes the old offices standing “empty and silent,” bringing to mind those haunted corridors of the Titanic in Adventure Out of Time.

“This weekend I was in a mall in Atlanta,” said one former CyberFlix employee whom Neely interviewed for his article, “going through [a] store, and they had a copy of [Adventure Out of Time] on the cheap rack. It’s still around. But it’s kind of sad to see it there.” Already by then, the best game by far to come out of Cyberflix had met the inevitable fate of all Titanic productions, just another unmoored piece of ephemera in the ever-growing debris field of pop culture that surrounds the most famous sunken ship in the world.

(Sources: the books Titanic and the Making of James Cameron by Paula Parisi and Joystick Nation by J.C. Herz; InfoWorld of September 14 1987; Compute! of March 1989; Computer Play of April 1989; MacWorld of May 1989, June 1989, April 1992, June 1992, January 1994, and February 1995; Computer Gaming World of August 1993, April 1994, December 1995, and March 1997; MacUser of October 1993 and January 1996; Next Generation of November 1996; Knoxville News Sentinel of November 20 2006; Dragon of February 1987; JOM volume 50 number 1; Knoxville Metro Pulse 942; Newsweek of August 28 1994; Entertainment Weekly of September 22 1995. Online source include an Adventure Out of Time retrospective at PC Gamer, a Game Developer interview with Andrew Nelson, and Stay Forever‘s interview with Andrew Nelson.

Titanic: Adventure Out of Time is available for digital purchase at GOG.com.)

 
 

Tags: , ,