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Suspect

Suspect

(Warning: this article includes some spoilers.)

And finally there was Suspect. Dribbled out into Hitchhiker’s huge wake just as 1984 expired, David Lebling’s first exercise in ludic mystery and Infocom’s fifth title of 1984 still carries with it a certain inevitable air of the anticlimactic. But we always try to give every Infocom game its due around here, and Suspect will be no exception.

If you’ve played Deadline or The Witness, or even just read about them, you have a pretty good idea of what to expect from Suspect. Once again this is a game that you must not so much explore as dissect; must not work your way through linearly from introduction to climax but rather assault from every angle. You can expect to finish it successfully only after dozens of restarts, each of them a little fact-finding mission all its own. Then, when you’ve seen all the pieces, you can fit them together and plan your final mission, at the end of which you will hopefully walk away with a guilty verdict (on someone other than yourself, that is). That’s the ideal, anyway; more likely the first few times you try you’ll find you still don’t quite have enough evidence, and thus it’s back to restarting and looking for more.

Suspect completes a neat trilogy of mystery roles. In Deadline you played the detective investigating a murder; in The Witness a witness to a murder; and in Suspect, yes, the prime suspect in a murder. You play a newspaper reporter who’s invited by Veronica Ashcroft, a Maryland blue blood and old friend from university, to her annual Halloween bash. Soon after your arrival Veronica is found murdered in her office — offices are dangerous places in Infocom mysteries; that’s where the crime in all three of them takes place — with the lariat that goes with your cowboy costume wrapped around her neck. You have to find the real murderer before the detective that comes to investigate and his associate, your old friend Sergeant Duffy, arrest you for the crime.

While Suspect, like The Witness, hews very firmly to the sturdy template laid out by Deadline, it does reflect Infocom’s ever-growing sophistication. There are far more characters to interact with than in the earlier games, and far more to see and do. Indeed, the world of Suspect is in many ways the most complex Infocom had yet created. Every character in the game is constantly moving about the rather expansive grounds of Veronica’s estate, and they mostly react believably to events around them, whether said events are set off by you or someone else. Granted, it is kind of odd that no one seems to care all that much when they learn that Veronica’s just been murdered, to the extent that they just continue enjoying Veronica’s own party despite her unfortunate absence. Then again, exactly this sort of behavior is par for the course in many an Agatha Christie novel, so I suppose we can take it as in the spirit of the genre.

Dave Lebling is generally a deft, elegant writer. He doesn’t entirely let us down here, but he is somewhat hampered by the need to describe so many comings and goings. It can all begin to have something of a mechanistic feel, as if all these characters were models moving about the house on tracks.

>s
Long Hall South
This is almost the southern end of the long north-south hall. A large doorway opens into the southern end of the ballroom. Another door on the west is to a small closet.
Ostmann is off to the east.
Alicia heads off to the east.
Smythe heads off to the north.

>s
Long Hall Begins
Here the front hall and a long north-south hall fronting the ballroom intersect. Another hall starts south of here and goes east.
The Werewolf is to the west, heading toward the east.
Linda is to the west, heading toward the east.
Smythe is to the north, heading toward the south.

In his defense, Suspect is hardly alone among Infocom’s mysteries in having this wind-up-toy feel about it. The very depth of the simulation tends to cut against their literary sensibilities.

Still, Suspect also has room for whimsy. Lebling gifts us with more Easter eggs and in-jokes than any game this side of Sorcerer. Shout-outs for hardcore fans are everywhere. One of the party-goers is dressed as a “short, cuddly-looking robot”; another is a grue; moving a rug aside gets you “Under the rug you see a wooden trap door… No, sorry! That’s another story.” Indeed, the more superficial elements are some of the most entertaining. The game is a little time capsule of yuppie life in the early 1980s, from the BMW 320i in the garage to “Karma Chameleon” playing in the ballroom.

The charm extends to the feelies, the main exhibit of which is a little Miss Manners-style guidebook called Murder and Modern Manners. The humor therein bites a bit more sharply than was the norm for Infocom, with at least one paragraph that qualifies as genuine satire, on the subject of “Prison Projects”:

Poetry can be a wonderfully sensitive medium for expressing your remorse and anguish. The study of law will help you improve your oratory skills, a clear benefit when you make vehement pleas to the prison parole board. Writing books can also be quite rewarding: the first eight editions of this book were all highly successful and sold particularly well among guilt-ridden liberals. But perhaps the wisest choice is painting. Prisoners are perceived as having great depths of repressed artistic genius. There are literally thousands of deep-pocketed dilettantes who are willing to pay a fortune for prison art. Especially if the work is being done by prisoners with a background of violent crime.

Infocom and G/R Copy were able to enlist a name artist with a long history in high and commercial art, Alan E. Cober, to illustrate the box and the booklet in his distinctively spare, modern style. The economic woes that would beset the company very soon after Suspect would make such prestigious collaborators a thing of the past.

Alan E. Cober's illustration for Suspect

The actual mystery at the heart of it all is intriguing, if also damnably difficult to crack. Suspect is in fact the second very tough Infocom game in a row, following seven very solvable titles between Suspended and Hitchhiker’s. (Hitchhiker’s and Suspect together are almost enough to make me revise my premise that Infocom games trended generally easier as the company grew older.) When you put together the clues which are laced very subtly through the text and the storyworld to divine who’s responsible and how he, she, or they committed the crime, it’s a wonderful moment. Unfortunately, that’s just the first step. Actually proving what you know to the detective’s satisfaction is something else, a task made even more difficult by a lack of feedback; you never really know how close you actually are or which bits and pieces you’ve presented to the detective are actually important. It’s particularly difficult to figure out that you need to monitor one absolutely vital thing, the changes in the weather, and hard to know how to ply the detective with that information afterward. In spite of it all, I almost managed to solve the murder in my recent playthrough, aided no doubt by vague memories from years ago. I just neglected to do one key thing and therefore was short one key clue. I “EXAMINE”d Veronica’s party mask, but never “SEARCH”ed it. If this strikes you as rather a cheap move on the game’s part, I can’t say I disagree.

The final solution to the case doesn’t hang together quite as tightly as I’d like it to, a problem Suspect oddly shares with both of the mysteries that preceded it. I kept trying to find a good reason for Alicia to help Michael murder his wife; as the game itself says if you attempt to arrest her alone, she didn’t have any motive. I naturally suspected an affair between Michael and Alicia, but could find no evidence of this beyond seeing them dancing together briefly in the ballroom. Just as happened with both Deadline and The Witness, I was rather shocked when I secured a conviction. I thought there must still be more to discover.

Suspect would turn out to mark the end of the line for Infocom’s original, hardcore take on the interactive mystery novel. While they would continue to dabble in mystery, the later games would play more like conventional adventure games. It’s hard to say why a form that caused such excitement back when Deadline first appeared should peter out so relatively quietly. Certainly it’s clear that a significant number of Infocom fans, both then and now, dislike the form of play of the early mysteries intensely, even if enough enjoyed the format — or just let brand loyalty overcome their misgivings — to generate for Suspect fairly typical sales numbers for its period, just shy of 50,000 copies. But there was also perhaps something else: a feeling that, having invented the format with Deadline, Infocom didn’t quite know how to advance it. For all its additional polish, there’s nothing really new that Suspect brings to the table. It would be unfair to say it feels stale precisely, but it shares enough with its predecessors that it can feel a bit anonymous in their company. Suspect is certainly the least loved and least remembered of the three today. Of course, Infocom might have tried to shake up the approach with a hypothetical next game instead of abandoning it; just having the victim not be a blue blood and not die in her office would make a good start. But being as they never did, we’re left with a trilogy of games almost unique in adventuring history, and one which even comes with an overarching thematic progression. The only other role left for the player to enact was that of victim — and I’m not sure how Infocom could have managed that. Maybe by putting the whole format out of its misery, as they did.

An inevitable footnote to any discussion of Suspect must be the gala that Infocom held to promote it at the January 1985 CES. It was by far the largest party the company ever gave, yet another marker of the high-water point this period represents. They invited some 5000 people to the Hartland Mansion in Las Vegas, formerly one of Elvis Presley’s homes, for what must be the largest game of How to Host a Murder ever played. Customized letter openers, previously mailed to invitees, served for tickets as well as party favors; these are today one of the most cherished of all pieces of Infocom memorabilia. One of these also became the murder weapon, in a crime staged by an acting troupe in front of the crowds gathered in the mansion’s ballroom around a huge indoor pool. The next day’s Las Vegas Sun bore the headline “Murder Rocks CES!,” with the important detail that it was all just pretend hidden below the fold. It seemed like great publicity — until it prompted authorities to investigate, whereupon they determined that the house had not been zoned for hosting a public event of such a magnitude. Infocom was forced to return to Las Vegas to testify in court, but thankfully the owners of the house bore the brunt of the pain. Not as sexy as murder, perhaps, but such is life in the real world.

(As usual at this time of year, The Digital Antiquarian will be taking a little hiatus while my wife and I travel back to the good old U.S.A. for Thanksgiving with my friends and family. Will be back at it in two to three weeks, at which time we’ll shift back over to Britain to look at 1984 there. I’ll see you guys then.)

 
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Posted by on November 22, 2013 in Digital Antiquaria, Interactive Fiction

 

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Hitchhiking the Galaxy Infocom-Style

The Hitchhiker's Guide to the Galaxy

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

The Hitchhiker's Guide to the Galaxy

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

>w
You can't go that way.

>n
You can't go that way.

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

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

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

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

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

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

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

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

>yes
Absolutely sure?

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

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

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

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

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

(Footnote 10)

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

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

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

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

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

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

The fleet continues to hurtle sunwards.

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

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

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

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

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

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

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

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

>w
The screening door is closed.

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

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

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

>get no tea
no tea: Taken.

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

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

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

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

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

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

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

Footnotes

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

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

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

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

 

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The Computerized Hitchhiker’s

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

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

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

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

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

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

"Hitchhiker's" on the BBC Micro

“Hitchhiker’s” on the BBC Micro

"Hitchhiker's" on the Spectrum

“Hitchhiker’s” on the Spectrum

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

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

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

The Backpacker's Guide to the Universe

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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Cutthroats

Cutthroats

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 
 

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Masters of the Game

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

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

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

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

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

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

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

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

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

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

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

The Witness gray box version

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

The Witness gray box version

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

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

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

The Witness gray box version

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

The Witness gray box version

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

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

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

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

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

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

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

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

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

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

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

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

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

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

I said, “What?”

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

I was totally blown away.

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

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

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

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

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

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

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

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

Could it?

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

 
 

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