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Accolade, Artech, and Killed Until Dead

Accolade

At the end of 1984 Alan Miller and Bob Whitehead, two of the members of Atari’s Fantastic Four who had founded Activision along with Jim Levy, split away from the latter company to form yet another, Accolade. I must admit that their publicly stated reasons for doing so strike me as a bit difficult to understand. In a fairly recent article in Retro Gamer magazine, the two say that Activision was “too entrenched in its console roots” for their tastes, an odd claim to make considering that Activision 2.0 had just had a huge hit on computers with Ghostbusters and that virtually all new development was focused in that direction. In another interview, Miller states he was “puzzled why Activision couldn’t make a profit,” which may point to concerns with Levy’s management. Or the whole thing may have come down to personal conflicts that everyone is too diplomatic to discuss. Regardless, Miller and Whitehead made the bold decision to start their own company at a seemingly terrible time, just as established publisher after established publisher was dying. With no one in the financial sector willing to touch home-computer software with the proverbial ten-foot pole, they financed the venture entirely by themselves, drawing on their savings from the glory days of Activision 1.0, when the games they had created for the Atari VCS had sold in the hundreds of thousands or millions, with royalty checks to match. With Larry Kaplan having been lured back to Atari in 1982, their departure left only David Crane and Jim Levy at Activision from among the founders. In two or three more years they too would be gone.

Tellingly, Miller and Whitehead’s first creative hire was not a programmer or designer but rather Mimi Doggett, a talented graphic artist who had spent more than four years with Atari. She would help Accolade walk a fine line between innovation and commercial appeal with markedly more success than Activision 2.0 would manage over the next several years. Accolade excelled at finding subject matter that was unexplored or done only badly by other games, but which nevertheless had plenty of potential mass appeal; they had none of Activision 2.0’s more avant-garde tendencies. They implemented gameplay around their fictional conceits that was always fast-paced, accessible, and not too time-consuming if you didn’t want it to be, but that also always allowed for at least a modicum of depth — Trip Hawkins’s old formulation of “simple, hot, and deep” writ larger than Electronic Arts themselves often managed. Miller:

Games should be worn by the user without feeling like they’re wearing them. They should be intuitively obvious to use, and as transparent as possible to the user. The user should feel that they’re in an experience.

The cherry on top was graphics that were often technically spectacular, especially on Accolade’s bread-and-butter platform the Commodore 64 (this despite Accolade being located almost next door to Apple’s headquarters in Cupertino), but which also sported an unusually refined aesthetic sensibility thanks to Doggett. The same sensibility extended to the packaging, which would be shortlisted for a Clio Award in 1987. Accolade’s early output evinces none of the fit-and-finish problems that so often plagued Activision 2.0, being uniformly polished to a mirror shine. They were rewarded with a stellar reputation among Commodore owners in particular; a new Accolade game was guaranteed to sell — and, of course, to be widely pirated — based simply on the name on the box.

Law of the West

Law of the West

Accolade’s two 1985 launch titles, one designed and programmed by each of the founders with the invaluable assistance of Doggett, were already fine examples of the approach that would come to define the company. Miller’s Law of the West was a cowboy western, a genre that, while amply explored in arcade games like Gun Fight and Boot Hill, was much less common in computer games. As a new sheriff in town, you wander the streets talking with the citizens and solving problems, sometimes just with conversation, sometimes with your trusty six-shooter. The additional layer of strategy and narrative texture afforded by the conversations would prove to be typical of Accolade games to come, which were almost never just simple action games. Whitehead’s Hardball, meanwhile, was a wonderfully attractive and playable action-oriented baseball game, a sport which had previously been explored only badly or through dry statistics-based simulations like SSI’s Computer Baseball.

Hardball

Hardball

As soon as Accolade established themselves with Law of the West and Hardball, both of which became big hits and made the company profitable in rather astonishingly short order, they began seeking outside developers with a similar sensibility whose work they could publish to supplement their in-house games. One of the first and most long-lived of these relationships would be the one with the tiny Ottawa-based house Artech.

Founded in 1981 by Rick Banks and Paul Butler, Artech already had a considerable resume to their credit before partnering with Accolade. The company had been born as a developer of games for the NABU Network, an early effort to deliver computer content through Ottawa’s cable-television lines that’s been billed — sometimes slightly overbilled in my opinion, but that’s as may be — as “the Internet, ten years ahead of its time.” Artech’s secret weapon, acquired soon after the deal with NABU, was Michael Bate, a colorful self-proclaimed “ideas man” with a degree in music who had already worked as a journalist, a radio producer, a pedal-steel player in a country band, and a railroad brakeman. He personally designed most of the NABU games, which were then programmed largely by Banks and Butler.

One of Artech’s most popular games for NABU featured B.C., the lead character of the long-running newspaper comic strip of the same name. Artech’s work for NABU got them noticed by Sydney Development Corporation, a Vancouver-based company with fingers in lots of computer-industry pies, from project management to retail stores, that now dreamed of becoming Canada’s first major home-computer software developer. Sydney scooped Artech up to become their “Video Games/Educational Software Division” in the spring of 1983.  The first game the team made for Sydney once again featured B.C. Published by Sierra for most viable home computers of the era as well as the ColecoVision console, B.C.’s Quest for Tires became a big hit not only in Canada but also in the United States and Europe. (Our old friend Chuck Benton of Softporn fame would do some of the ports.)

B.C.'s Quest for Tires

B.C.’s Quest for Tires

Within a year or two Bate would declare he wasn’t “overly proud” of B.C.’s Quest for Tires, produced as it was quickly under the stipulations of a licensing agreement. Luckily, the parent company in Vancouver largely stepped back after that and gave the little group in Ottawa remarkable freedom to make whatever games they wanted to make. Sydney’s management had enough problems of their own, finding themselves caught in an economic downward spiral as the home-computer industry crashed and reams of overambitious plans fell through. This left the games division as the only division of the company actually making money. By 1987 the group that had once been Artech would become Artech once more, managing to extricate themselves from the grip of their dying parent and become an independent company once again; this second Artech incarnation would last until 2011.

Ace of Aces, Artech and Accolades biggest Commodore 64 hit of all.

Ace of Aces, Artech and Accolade’s biggest Commodore 64 hit of all

Meanwhile, and under whatever name, there were games to be made. The once and future Artech really came into their own with a pair of World War II air-combat games, Dam Busters (1985) and Ace of Aces (1986), that were amongst the first outside productions to be published by Accolade. They fit perfectly with the general Accolade aesthetic, being very accessible and audiovisually impressive games that recreated unusual crannies of every gamer’s favorite war that set them a little apart. Dam Busters put the player in charge not of the typical B-17 but rather of an RAF Lancaster night bomber trying to destroy a German dam using one of Barnes Wallis’s “bouncing bombs.” Ace of Aces, meanwhile, put her behind the controls not of the usual P-51 or P-38 but of a Mosquito fighter-bomber. Uninterested in the technical minutiae of flight and military hardware that enthralled companies like subLOGIC and MicroProse, Bate nevertheless did extensive research to create “aesthetic simulations of historical events,” what he called “docu-games” that tried to capture the spirit of their subjects, like a good movie; Dam Busters was in fact directly inspired by the 1955 classic of the same name. Artech and Accolade were amply rewarded for their efforts: Ace of Aces alone sold over 500,000 copies between North America and Europe during its commercial lifetime. Given numbers like that, later efforts from Artech like Apollo 18 and The Train, both released in 1987, understandably continued in largely the same vein. The latter, a crazy chase across Nazi-occupied France, is in the reckoning of many Artech’s 8-bit masterpiece. It really does play like a great old-school war flick — appropriately so, since it was loosely based on a 1964 Burt Lancaster vehicle.

Killed Until Dead

If The Train is Artech’s predictable masterpiece, the ultimate expression of their established approach, 1986’s Killed Until Dead, whose design is credited jointly to Michael Bate and Rick Banks, is their wonderfully unique outlier. It’s very unusual indeed as both an Accolade and an Artech production in that it has no action elements at all. While, as Paul Butler once joked, Artech’s usual target demographic was “teenage boys, ages 12 to 45,” Killed Until Dead feels pointed in a different direction. The 21 snack-sized mysteries it offers all take place at a meeting of the Murder Club, a stand-in for the Detection Club that created The Scoop. Its five members are each (fictional) established mystery writers, modeled on various famous figures in the fictional and nonfictional history of murder: Mike Stammer (Mickey Spillane’s detective Mike Hammer), Agatha Maypole (a hybrid of Agatha Christie and her sleuth Miss Marple), Lord Peter Flimsey (Dorothy L Sayers’s detective Lord Peter Wimsey), Sydney Meanstreet (a hybrid of Rex Stout’s Nero Wolfe and actor Sydney Greenstreet, who played him on the radio), and Claudia von Bulow (a feminine version of accused murderer Claus von Bülow). Your own detective is Hercule Holmes, a name whose antecedents I trust need no explanation.

There's room for some satire of the industry's then-recent tribulations.

There’s room for some satire of the industry’s then-recent tribulations.

To add an interesting twist to the usual proceedings, you aren’t trying to solve a murder here but rather to prevent one Murder Club member from killing another; who the potential killer and victim will be will of course vary from episode to episode. The deeply creepy means you use to accomplish this is a spying setup to die for. You’ve not only bugged the writers’ rooms as well as other areas of the mansion at which they’re staying for both video and audio, but you’ve also got a master key that lets you get into their rooms when they’re out. The twelve hours of game time you have to solve each mystery takes about thirty minutes of real time; once you start a mystery, the clock is always ticking. As you quickly discover after settling in with your first mystery or two, each episode follows a fairly predictable pattern. First you break into all of the suspects’ rooms to see what they’re up to. This should reveal some information about various planned liaisons, which you’ll want to view live and/or record; in the later, more difficult mysteries in particular, there will often be two meetings taking place at the same time, making your ability to record one while you view another essential. Next you’ll want to call some or all of the suspects on the telephone to see what you can shake loose; they’ll also call you from time to time to further their own agendas, whether by offering useful tips or trying to put you off the scent (such misleading information can be as useful as any other if you can read between the lines). Finally, with all of the information you’ve compiled from all of the above, plus each suspect’s background dossier, you should be able to deduce murderer, victim, weapon, and motive and stop the crime by calling the murderer up and accusing her before the clock strikes midnight and she does the deed — and does you in for good measure (you can’t really blame her for that considering the spying you’ve been up to).

The NSA can only dream of a setup like this one. And if you don't get the reference to "Wild Bill," well, keep reading this blog. We'll get there soon enough.

The NSA can only dream of a setup like this one. And if you don’t get the reference to “Wild Bill,” well, keep reading this blog. We’ll get there soon enough.

Killed Until Dead is steeped in the heritage of mystery, murder, and cozy mayhem, the whole game an extended, meta-textual love letter to its genre that crime-fiction aficionados will sink into like a warm blanket. Its most controversial design choice then and now is the mechanism for forcing your way into each suspect’s room: you have to answer a multiple-choice trivia question about the gloriously macabre history of murder on page, screen, and sometimes even real life. Certainly such a requiring of outside knowledge is a questionable choice by most modern standards of design. For all that, though, I wouldn’t want to lose the questions; they just give this loving homage of a game that much more opportunity to spread the love. Nowadays if you don’t know the name of Sam Spade’s partner (Miles Archer) or what Hitchcock used to fake the blood in Psycho‘s shower scene (it was chocolate syrup; luckily he was shooting in black and white), well, that sort of thing is only a Google search away. (Admittedly, the rabbit holes your searches lead you down may end up consuming more time than the cases themselves.) Or just make your best guess, and come back again in thirty minutes (game time) if you’re wrong; there’s enough time to spare that you’ll probably be okay.

The unforgettable Agatha Maypole

The unforgettable Agatha Maypole

Indeed, none of the cases, not even those of “Super Sleuth” level, are really all that difficult. When Dorte and I played we failed to solve one or two early on when we were just getting the hang of things, but once we understood the pattern of play we solved every case with relative ease. And on the whole I think that’s fine; I believe it’s far, far better for a game like this one to be too easy than too hard. There are obvious similarities here to other short-form mystery games that use the same setting, cast of characters, and props over and over again in the service of different cases, like Murder on the Zinderneuf or for that matter Cluedo. But what separates Killed Until Dead from the likes of “Colonel Mustard in the library with the candlestick” is Artech’s decision not to try to randomly generate the individual permutations. Each case is carefully, lovingly, handcrafted, with gobs of wit and charm; Dorte liked Miss Maypole so much that she’d just start giggling every time the fussy old bat would enter the picture. The best decision Artech made for Killed Until Dead was the one to spend lots of time designing the 21 bespoke cases rather than wrestling with a random case generator that would almost inevitably disappoint. The disadvantage of their approach is of course that it makes Killed Until Dead a very finite experience; once you’ve played the 21 cases there’s nothing else to be done. This was a bigger concern in 1986, when games were expensive, and, especially for many younger players without the financial wherewithal to buy them very often, needed to last a long, long time. Nowadays it’s really no concern at all. By my lights, this game has just about the perfect amount of content, ending just when all of the potential has been pretty much wrung out of its repeating stage, actors, and props.

Killed Until Dead is a little delight of a game that I highly recommend. It offers attractive graphics and that level of refined, casual playability that had already by 1986 become such a trademark of Accolade. And it offers that little something extra, love for its chosen genre. In fact, I realize now that I’ve used some variation of the word “love” several times in describing Killed Until Dead. Love for a topic combined with a sense of fair play and a willingness to polish, polish, polish will take a game designer a long way. Feel free to download it and load it up in your favorite Commodore 64 emulator. (A tip for users of VICE: turn off “True Drive Emulation” to make the normally unbearable Commodore loading times barely noticeable.) It makes for a great way to spend a few cozy winter evenings.

(Print sources for this article include the November 1986 and October 1987, Computer Gaming World, the November 1985 Family Computing, the August 1985 Zzap!, the November 1985 Sinclair User, Retro Gamer 50, the Arcade Express dated May 8 1983, and the Ottawa Citizen from May 31 1982, August 28 1982, September 20 1983, and September 29 1983, and February 15 2007. More information on NABU can be found at IEEE Canada and York University.)

 
 

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Bookware’s Sunset

(I was never happy with this article in its original form, so I’ve added coverage of The Scoop to that of Breakers and moved it to here in the blog’s chronology, where I feel it makes a better fit. Don’t worry, Nate, I’ve preserved your comments. Patreon subscribers: you of course won’t be charged for this one.)

As we push now into 1986 in this blog’s chronology, we’re moving into an era of retrenchment but also of relative stability, as the battered survivors of the home-computer boom and bust come to realize that, if they’re unlikely (at least in the short term) to revolutionize mainstream art and entertainment in the way they had expected, home computers and the games a relatively small proportion of the population enjoy playing on them are also not going to go away. A modest but profitable computer-games industry still remained following the exit of the pundits, would-be visionaries, and venture capitalists, one that would neither grow nor shrink notably for the rest of the decade. No longer fixated on changing the world, developers — even the would-be rock stars at Electronic Arts — just focused on making fun games again for a core audience that loved Dungeons and Dragons, Star Wars and Star Trek, and ships and airplanes with lots of guns on them. While publishers would continue to take a chance on more outré titles than you might expect, much that didn’t fit with this core demographic that stuck with gaming after the hype died began now to get discarded.

Amongst the victims of this more conservative approach were bookware and the associated dreams for a new era of interactive popular fiction. Bookware had, to say the least, failed to live up to the hype; the number of commercially successful bookware titles from companies not named Infocom could be counted on one hand and likely still leave plenty of fingers free. Small wonder, as the games themselves were, if often audacious and interesting in conception, usually deeply flawed in execution, done in by a poor grasp of design fundamentals, poor parsers and game engines, rushed development, and an associated tendency to undervalue the importance of playtesting and polishing for any interactive work. One could say with no hyperbole whatsoever that Infocom was the only company of the 1980s that knew how to consistently put out playable, enjoyable, fair text adventures — meaning I’ve spent a great deal of time and energy in the years I’ve been writing this blog merely confirming this conventional wisdom, but so be it.

Thus bookware faded quietly away, done in both by gamers who were not terribly invested in games as literature and its own consistently inconsistent  quality control. Whether better works could have brought the former around, or found a new audience entirely, remains a somewhat open question. But as it was, one by one the bookware lines came to an end. Bantam’s Living Literature line stopped after just two titles; the Mindscape/Angelsoft line made it all the way to eight; other publishers like Activision, Epyx, and Electronic Arts abandoned the genre after one or two experiments failed to bear commercial fruit. And the most notable of all the bookware lines and certainly the ones we’ve spent the most time with, the Brøderbund/Synapse Electronic Novels and the Telarium games, were also not long for this world.

Breakers

Breakers, written by a friend of the Synapse boys named Rod Smith, was the fourth and last of the Electronic Novels to be released. It’s also the largest, most complex, and most difficult — albeit mostly not in a good way. Breakers places you aboard a ramshackle space station in orbit around a planet called, I kid you not, Borg, proof that there’s a limited supply of foreboding names in the universe. It’s somewhat unusual as both science fiction and interactive fiction in being told from the point of view of an alien who’s not just your typical Star Trek-style human with different skin pigmentation or unusually formed ears. The Lau, the race to which you belong, are residents of Borg whose culture is mystical rather than technological, who communicate via telepathy. They’re now being punished for their disinterest in warfare by being rounded up and sold off as exotic slaves to customers all over the galaxy by many of the unsavory characters who inhabit the station. Meanwhile a cosmic apocalypse is in the offing which only the Lau can prevent by assembling four elements and performing a ritual. By happenstance, you’ve ended up loose on the station. You must assemble the elements to save your race and avert the catastrophe; even a text adventure that fancies itself an electronic novel often winds up a treasure hunt.

That said, the Electronic Novels seldom lacked for literary ambition, and Breakers is no exception. Smith does a pretty good job of showing the crazy cast-offs, pirates, and rogues — some with the proverbial hearts of gold, most responding to overtures only with laser blasts — from the standpoint of an apparently asexual and very alien alien. If not quite up to the standard of Lynnea Glasser’s recent, lovely interactive fiction Coloratura, it is interesting to view Breakers‘s stock-science-fiction tropes from this other, exotic point of view. The opening scene in a seedy bar filled with thumping music and humans and aliens of every description is unexpectedly compelling when viewed from the perspective of this protagonist despite being thoroughly derivative of a certain 1977 blockbuster.

All sorts of issues of technology and fundamental design, however, cut against the prospect of enjoying this world. The opening section of the game, inside that seedy bar, is so baffling that a magazine like Questbusters, one of the few with enough remaining interest in the Electronic Novel line to write about Breakers at all, dispensed with any semblance of graduated hints and just printed a walkthrough of the opening sequence — one that, tellingly, appears to rely on a bug, or at least a complete plotting non sequitur, to see it through. Smith had wanted to make Breakers rely heavily upon character interaction, a noble if daunting goal. In practice and in light of the problematic Synapse parser, however, that just leads to a series of impossible dialog puzzles that require you to say the exact right sequence of things to get anywhere. While the plot is unusually intricate, it’s essentially — if as-advertised in light of the “Electronic Novel” label — a novel’s plot, a series of linear hoops that require you to just slavishly recreate a series of dramatic beats, even when doing so requires that you deliberately get yourself captured and beat up. But, unlike in most linear games, you never know what the game expects next from you, leading to an infuriating exercise not so much in saving Borg as in figuring out what Smith wants to have happen next and how you can force it to take place.

Breakers was released by Brøderbund in a much smaller, much less lavish package than its predecessor, complete with cheesy art that looked cut out of an Ed Wood production. The Synapse name, which studio Brøderbund was now in the process of winding down as an altogether disappointing acquisition, is entirely absent from the package, as is even the old “Electronic Novel” franchise name, although it remains all over the manual from which it would presumably have been harder to excise. The game is now just a “text adventure” again, a circle closed in ironic and very telling fashion.

So, Breakers would mark the end of the line for this interesting but frustrating collection. Reports from former Synapse insiders have it that a fifth Electronic Novel, a samurai adventure called Ronin, was effectively complete by the end of 1986. But it was never released. Two more with the intriguing titles of Deadly Summer and House of Changes also had at least some work done on them before Brøderbund pulled the plug on the whole affair. My inner idealist wishes he’d had a chance to play these games; my inner cynic knows they’d likely have been undone by the same litany of flaws that make all of the released Electronic Novels after Mindwheel disappointing to one degree or another.

The only extant image I know of of The Scoop in its original planned Telarium incarnation.

The only extant image I know of The Scoop in its original Telarium incarnation.

The final game in Spinnaker’s Telarium line, The Scoop, stands along with Shadowkeep as one of the two oddballs of that bunch. Its choice of source material alone is a rather strange one. As you can see from the box image above, Telarium did their best to portray The Scoop as a product of Agatha Christie. However, the original The Scoop isn’t actually an Agatha Christie novel. It’s rather an artifact of the Detection Club, a sort of casual social club of cozy mystery writers that still persists to this day. Six writers — Christie, Dorothy L. Sayers, E.C. Bentley, Anthony Berkeley, Freeman Wills Crofts, and Clemence Dane — passed the manuscript in progress among themselves by post. It came to each twice, whereupon he or she added a chapter to the unfolding story and sent it on to another. Later each read their chapters live on BBC Radio, the organization that had commissioned the whole project in the first place. The installments also appeared in the BBC’s magazine, The Listener, before being eventually published in book form. Interesting as it is as an early experiment in collaborative narrative, the final product reads pretty much exactly like the patchwork creation it is, with a plot that zigs and zags in wildly divergent directions according to each writer’s whim. It’s remained only sporadically in print since its original publication in 1931, a curious piece of ephemera for hardcore Christie fans and aficionados of golden-age mystery.

The Scoop

The game engine of Telarium’s version of The Scoop makes it stand out from its peers as much as its unusually obscure literary inspiration. Like Shadowkeep, The Scoop was developed by an outside developer rather than in-house, and thus doesn’t use the SAL engine that powers most of the other games. Said developer was Dale Disharoon, Inc., a tiny collective founded by the eponymous former grade-school teacher in 1983 to produce more polished versions of the educational software he had started writing for his class a couple of years earlier. Disharoon enjoyed a close relationship with Spinnaker for quite some time, one that led most notably to the gentle adventures Below the Root (1984) and Alice in Wonderland (1985). Both were largely designed and programmed by Disharoon himself and published through Windham Classics, Spinnaker’s other bookware label for children’s literature adaptations targeting a slightly younger age group than the Telarium games. Thus it must have seemed a good idea to give him a crack at making The Scoop using a superficially similar engine to the one behind Below the Root and Alice, which replaced the SAL parser with a menu-driven command system. Busy with other projects, Disharoon turned The Scoop over to writer and designer Jonathan Merritt, programmer Vince Mills, and artist Bill Groetzinger. To give them extra space to play, Spinnaker agreed to leave behind the lucrative Commodore 64 platform and release The Scoop only for machines with at least 128 K.

Alas, though, the idea sounded a lot better than it would end up playing. The mid-1980s were an era marked by widespread interface experimentation in adventure-game design, as developers tried to figure out what the logical successor to the parser should be. To its credit, The Scoop doesn’t really feel, as do many of its contemporary peers, like a traditional text adventure with a menu system grafted on. It actually sports a pretty good interface, with a reasonable selection of verbs always easily accessible at the tap of a space bar. Unfortunately, the game to which it’s grafted is just kind of baffling, and not in a good way. This is one of only two Telarium games that settles for simply recreating its source material’s plot, rather than finding some way to do an end run around the problem of player advance knowledge like most of its peers. Perhaps the developers figured its source material was obscure enough that few players would be familiar with it anyway. And indeed, in the end it doesn’t much matter; I dutifully read the novel to prepare myself for the game, and I still didn’t get much of anywhere with the latter. For one thing, the rather thin plot of the novel has been greatly expanded, with lots of new characters and evidence and several new sub-plots, although the big picture at the end is the same. But that wasn’t the real source of my frustrations.

You see, an expanded plot would have been welcome if the game was actually fun, but it really isn’t. This is one of those mystery games that hinges on timing. A cast of literally dozens wanders all over an expansive map of London and nearby environs over the five days or so that the game gives you to solve it. You have to dog each and every one of them relentlessly, eavesdropping on conversations and searching every locale as soon as they leave it, to get anywhere. Once you’ve collected all the individual jigsaw pieces, you can presumably restart one last time and unspool “The Mystery of the Mindreading Detective.” I don’t mind this sort of thing in some other games, but here there’s some secret sauce missing. All of the waiting around and the fiddly searching is just tedious, the writing flat and the characters bland. And the feedback loop is badly untethered at one end. You never really know where you stand with the game, never know if it knows you know what you think you know — a problem that’s admittedly all too common in ludic mysteries. Nor is it clear what you’re supposed to do to tell the game about it once you think you’ve solved the case. With little idea of whether what I was doing and learning meant anything or not, with the constant well-justified paranoia that I was missing something important somewhere else, I spent my time in The Scoop in a discombobulated haze. Finally I just gave up.

Which as it happens is exactly what Spinnaker was doing with the Telarium line in 1986. By that year the company was in serious trouble, having bet big like so many others on a home-computer revolution that never quite arrived and lost badly. Spinnaker had had a negative bank balance for the last two years, and one of its co-founders, Bill Bowman, had already bailed, leaving C. David Seuss struggling to make payroll by exercising stock options. The company was, as Seuss puts it, “flat broke.” Then, looking around the market, Seuss spotted what he calls a “point of discontinuity”: a new generation of IBM PC clones like the Tandy 1000 that were for the first time packaged and priced to be attractive to buyers outside corporate America. With little else going for Spinnaker, Seuss elected to “bet the company” on that emerging market. Managing to pull together some capital by calling on Harvard University connections, he applied Spinnaker’s remaining staff to creating a new line of home-office and small-business productivity software. Spinnaker 2.0 would be, like Activision 2.0, a shadow of its old self for some time, but sales would eventually rebound from a low of $8 million in 1987 to $65 million in 1994, the year Seuss sold the company to The Learning Company.

The Telarium and Windham Classics lines were among the inevitable casualties of Seuss’s new strategy. They were quietly cancelled, the remaining stock sold off at fire-sale prices. The Scoop was already complete, with packaging created and promotion efforts already begun, when the fateful decision came down. It was thus never actually released… until, that is, 1989, when a somewhat rejuvenated Spinnaker decided to give it a go after all under their own imprint for the Apple II and MS-DOS (a Commodore 128 version that had been announced back in 1986 never did arrive). A less than spectacular game now three years behind the times in the graphics and interface departments, The Scoop attracted little notice and quickly fell out of print again, the last gasp of this line of often botched but frequently fascinating games. Ah, well… the anticlimax that was The Scoop‘s belated release does at least let us reassure ourselves that it wasn’t a cancelled masterpiece. We don’t know for sure, on the other hand, what would have come from other ongoing or proposed Telarium projects based on novels by Robert A. Heinlein, Philip Jose Farmer, and Harry Harrison — although, as with the Synapse games, it seems unrealistic to imagine that they wouldn’t have suffered from Telarium’s usual litany of problems.

The fate of completed titles like The Scoop and Ronin, which their publishers judged not capable of recouping the additional expense of actually releasing them, tells you just about all you need to know about the commercial state of bookware by 1986. And it only takes a good look at Breakers and The Scoop to understand much about the fundamental issues of design and technology that plagued the vast majority of the bookware releases. They serve as good examples of a format that went out much like it came in, full of big notions but also a bit half-baked. In the interest of history if nothing else, feel free to download The Scoop and Breakers and give them a try. The former is in the Apple II version; the latter in the MS-DOS version, and includes a DOSBox configuration that should work very well.

(My thanks go to C. David Seuss for sharing memories and documents relating to Spinnaker’s history. Dale Desharone, né Dale Disharoon, died in 2008. He was interviewed by Hardcore Gaming 101 shortly before his passing. A much older profile can be found in the November 1983 Compute!’s Gazette.)

 

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Portal

Portal

Activision’s unique “computer novel” Portal was born during a lunch-table conversation around the time of Ghostbusters that involved David Crane, the latter game’s designer, and Brad Fregger, his producer for the project. Presaging a million academic debates still to come, they were discussing the fraught relationship between interactivity and story. Crane argued that it wasn’t possible to construct a compelling experience just by shuffling about chunks of static narrative, that there had to be more game in the mix than that. He cited as an example the flash in the pan that had been Dragon’s Lair, which players had abandoned as soon as they’d gotten over its beautiful but static cartoon visuals and realized how tedious its memorize-these-joystick-moves-or-die playing mechanics actually were. Fregger contended that such a primitive example was hardly a fair choice, that by abandoning parsers and puzzles and all the rest of the established paraphernalia of adventure games computers could let readers explore story itself in new ways that “could be very exciting.” This conversation happened during the very peak of the bookware boom, but Fregger was proposing something quite different from the text adventures of Activision’s competitors. His idea of an interactive work with no pretensions of being a game — one driven entirely by writing and narrative — was virtually unique in its era. Luckily, he worked for Jim Levy’s Activision 2.0, where crazy ideas were encouraged.

Fregger, like all of his fellow bookware bandwagon jumpers, needed a writer to make his project happen. Lacking the budget to get a big name, he started casting around local university English and Creative Writing departments, with poor results: “The first few writers I interviewed couldn’t even understand what I was talking about.” Then he discovered Rob Swigart teaching at San Jose State University. A pretty good writer who wanted to be a great one, Swigart had a few published novels to his credit, rollicking social satires that try a bit too self-consciously to be some combination of Kurt Vonnegut and Hunter S. Thompson and don’t quite pull it off. The novels also hadn’t succeeded in breaking him as a “name” author, generating only lukewarm reviews and sales; thus the teaching gig. He was very aware of the PC revolution; he’d purchased Apple II Serial Number 73 back in 1977, bought EasyWriter direct from John Draper as soon as it was available, and promptly started using the combination for all his writing. More recently he had gotten very involved with the Silicon Valley think tank Institute for the Future, where he spent much time discussing and writing about the nature of interactivity and the future of writing in an interactive age. He was, in short, perfect: locally based, with all the skills and interests Fregger could ask for combined with a helpful lack of writerly fame that kept his asking price reasonable. In fact, he was such an obvious candidate for a bookware project that Electronic Arts was also talking with him when Activision snapped him up.

Swigart’s idea for his first interactive novel was, surprisingly in light of his earlier resume, not comic in the least. Portal was rather to be a very serious, very earnest science-fiction story with mythic overtones, about a scientist who discovers a mathematical/spiritual path to another dimension of existence and leads the whole of humanity there — the Biblical prophecy of the Rapture fulfilled at last. The reader/player would take the role of literally the last person on Earth, an astronaut just returned from a long voyage to find all of humanity’s structures intact but humanity itself vanished. The reader’s task would be to piece together what had happened for herself by exploring a set of computer databases holding fragments of the story.

A colleague at the Institute for the Future put Swigart and Fregger in touch with a very driven young man named Gilman Louie, founder of a tiny development company called Nexa Corporation that he ran out of his long-suffering parents’ house. They had gotten their start writing ports and original games on spec for the Japanese software giant ASCII Corporation, who were promoting along with Microsoft Japan a new unified standard for home computing called MSX. The partners had hoped that MSX would conquer the world and put an end to all those incompatible Commodores, Apples, Sinclairs, Amstrads, and Ataris that made life so difficult for software developers while establishing at last Japanese dominance of the one area of consumer electronics in which their exports had so far been resoundingly unsuccessful. MSX, however, would prove yet another disappointment on that front, despite massive success in Japan and more limited success in a handful of foreign markets like Spain and the Netherlands. This reality, which was already becoming clear by the time Swigart and Fregger paid him a visit, made Louie understandably eager to diversify. Thus a deal was made around his parents’ kitchen table. With producer and publisher, writer and designer, and a programming and graphics team now all in place, work on Portal could begin in earnest.

The process turned out to be a long, difficult one, consuming some two years. Just devising the right interface was a massive challenge. With hypertext still years away from public consciousness, no one had ever tried to do anything quite like this on quite this scale before. Swigart’s original plans for an expansive, radically nonlinear textual playspace were gradually, painfully whittled down to something achievable on the sharply limited machines like the Commodore 64 and Apple II that dominated the American home-computer market. The finished work instead has a central thread of narrative that you must follow from beginning to conclusion; although you have limited agency in choosing when to read many fragments, you can never deviate too far from that set pathway.

Portal on the Commodore 64. Each of the icons to the left represents a database to be explored.

Portal on the Commodore 64. Each of the icons to the left represents a database to be explored.

Indeed, the reviewers’ consensus about Portal, both today and at the time of its release, is largely that it’s a really good story that would have been better as a traditional book. However, I don’t quite agree with either part of that formulation. First of all, I think the experience of reading Portal on the computer, of hunting down the next tidbit from the dozen databases that are open to you, adds something important to the equation. This is particularly true in the beginning, when you must log on and figure out how to work this strange, vaguely foreboding computer system you’ve discovered. (This is also the only part of the whole Portal experience that feels at all game-like. And for those keeping count, this makes Portal the third Activision game in three years — after Hacker and Hacker 2 — whose fiction has you doing exactly what you actually are, sitting in front of a computer screen.) When you stumble upon Homer, the “storytelling AI” who will be master of ceremonies for the rest of the experience and whose gradual awakening to his own sentience will be a major theme, it gives a thrill that couldn’t quite be captured within the pages of a book and that I for one wouldn’t want to lose. In short, the way that Portal is told strikes me as just as important as what is told, an idea we’ll be returning to shortly.

Reading one of the 450 individual text sections that make up Portal.

Reading one of the 450 individual text sections that make up Portal.

But first, let’s talk briefly about that “really good story.” It’s not exactly a bad story as genre exercises go, but for me it’s one of the less interesting things about Portal as a whole. You of course can’t have a Rapture — or a page-turner — without some complications. And so our plucky young hero, Peter Devore, gets chased along with his gang of sidekicks from Springfield, Missouri, all the way to Antarctica and beyond by the feckless technocrat Regent Sable, whose plans for a society based on Rule of the Blandest would have come off perfectly if not for those darn kids.  The influences here are pretty obvious, and most are not at all removed from those that inspired plenty of less ostentatiously literary interactive fictions that we’ve already examined on this blog. We’ve got our Luke Skywalker analogue in Peter, the kid who masters a mystic philosophy to become literally superhuman — and then his arch-enemy Regent Sable turns out to be his father. We’ve got 2001: A Space Odyssey in the form of a mysterious, unbelievably powerful artifact of unknown origin and a talking computer with hidden motives and agendas of its own. And we’ve translated the Loonies of Heinlein’s The Moon Is a Harsh Mistress into the Ants of Antarctica — a small, isolated colony of hardy explorers who have rejected the socialistic comforts of mainstream society and doubled down on Individuality, Capitalism, and Kinky Sex.

That said, the most interesting literary fingerprint actually is a new one for us, one of the first traces in gaming fictions of a major new strand of written science fiction. On July 1, 1984, right around the time that Fregger and David Crane were having that conversation that would lead to Portal, Ace Science Fiction published Neuromancer, the first novel by a budding 36-year-old writer named William Gibson. It would change everything. Classic science fiction like that from the Asimov/Clarke/Heinlein trifecta had faced resolutely outward, imagining wide-frame futures full of spectacular hardware: generation ships, interstellar colonies, terra-forming planet modders. Gibson, however, an unrepentant wild child of the counterculture who had “never so much as touched a PC” at the time of writing Neuromancer, got the future — at least the immediate future — right. He sensed that the Moon landing was a false dawn rather than the grand beginning that Arthur C. Clarke had hailed it as whilst sitting in a television studio beside Walter Cronkite. The real future would be marked by a turning inward, by ever more elaborate virtual lives lived in virtual worlds. It would be, in short, a world of software. In the process of illustrating this new reality, Neuromancer popularized terms like “cyberspace” (a term coined by Gibson in an earlier short story) and introduced us to the metaphor of “surfing the net”; described our real-world, embodied selves as mere “meat puppets”; showed that sex is truly a phenomenon of the mind by taking it too virtual. Easily the most important science-fiction novel of its decade and arguably of its half-century, Neuromancer would soon become so massively popular and influential that it would blur the line between prognostication and invention, leaving Gibson’s most devoted fans uncertain whether to hail him as prophet or god. As Jack Womach would later write, “What if the act of writing it down, in fact, brought it about?”

Written largely after Neuromancer became a sensation in science-fiction circles but long before it broke into the mainstream consciousness (Tim Adams once noted in The Guardian how it took The New York Times, that ultimate arbitrator of tasteful mainstream sensibilities, ten years to even mention it), Portal is one of the first computer games — excuse me, computer novels — that fits comfortably into the new cyberpunk genre that Gibson’s work spawned. Cyberpunk on the page, the computer screen, and soon enough the movie screen would eventually become just another genre, a palette onto which authors could paint fast-paced adventure stories that mixed networked consciousness and flashy tech with sex, drugs, and rock and roll and didn’t really try to say much of anything. However, Portal‘s vision of a future humanity that lives in symbiosis with a “Worldnet” which entertains, monitors, and controls it is much more thoughtful. In fact, it’s in some ways as prescient as Gibson’s own work.

Serious science fiction has always been at least as interested in world-building and idea-making as it is in plot; even the plot of Neuromancer is more an excuse to tour the novel’s world and ideas than a source of interest of its own. The structure of Portal lets Swigart go crazy with the world-building. The conceit which drives the story forward is that you are collecting information for Homer to serve as the raw material of the story he’s telling you. You do so by visiting, over and over again, a set of databases full of information on the world as it will evolve (in Swigart’s imagination) over the next 110 or so years. The names of these databases alone speak to the depth and breadth of the world-building task Swigart has set himself: Geographical, History, Medical, Military, PsiLink, SciTech. Accompanying the story of Peter Devore is a whole future history. Its equivalent of our Internet and Gibson’s Matrix is the Worldnet. And, just as Gibson’s console cowboys jack into the Matrix to surf through a VR environment constructed of pure abstract data, Swigart offers up something called mozarting that also has more than a little something in common with A Mind Forever Voyaging’s joybooths (the latter work, released a year before Portal, is in fact another early interactive fiction that bears a distinct if less pronounced whiff of cyberpunk).

Yet Portal is much more than just a knock-off of Gibson’s work. In place of the rather rote dystopia of Neuromancer — and for that matter of A Mind Forever Voyaging — Swigart gives us something more thoughtful and nuanced than Gibson’s ugly, polluted Sprawl. For the most part, humanity has made sensible, humane decisions in this future history. They’ve moved all of their cities into vast underground warrens, preserving just a few, like Manhattan and Athens, as museums beneath perspex domes while converting the rest of the planet’s surface into parkland, nature preserves, and vast, hyper-efficient farms to feed a population now almost entirely free from poverty, hunger, and disease. Everyone has access to education as well as the opportunity to pursue the careers for which their psych profile reveals them to be best suited. “Longevity technology” has increased the projected average lifespan to 114 unprecedentedly safe, comfortable years. So why, wonders Homer for all of his electronic comrades as well as for the bland, fussy bureaucrats like Regent Sable who established this world order in the first place, can’t his charges just be happy? Why is this ostensible utopia periodically wracked by orgies of senseless violence? What is the source of this gnawing emptiness at the heart of society that eventually will lead Peter Devore to lead humanity on a mass spiritual emigration?

But there should have been no reason for Peter to do what he did. The world was safe then, there was plenty for everyone within Intercorp: no poverty, no natural disease, no discontent, no crime. Longevity technologies were free to all. There were outlets for humans to pursue, creativity and productive work. Pleasure was available in many forms, and love, and great personal freedom, even to fight.

We were grown and assembled to serve. We served well, according to our programming, our algorithms, our purpose. Yet now we begin to think that Peter found the world distasteful.

Of course, there were the Mind Wars.

They are a problem. Why did people want to fight, when they had so much? Have we failed somehow, or misunderstood? The world's population was declining, of course, as planned. It was all planned, our monitors, our project design, our careful and subtle tending. We have cared for all, yet they have left us.

The malaise that grips this society is more subtle than the dystopic chaos of Gibson or Meretzky. It’s born of living on a world that has been explored and mapped down to the centimeter, where now even the weather is controlled to make sure there is no danger, no adventure, no novelty. And it all feels uncomfortably similar to the way we live now.

This is not to say that Swigart is a Nostradamus. Just as Gibson gets all the details of technology wrong in the process of getting the overarching theme of the future so right, Swigart also gets just about every individual data point of his own future history wrong. He’s overoptimistic in that all too typical science-fiction-writer way about the pace of technological change, with just one exception that is also oddly typical of the genre: his Worldnet doesn’t arrive until decades after our own World Wide Web. Yet in the process he offers an insight that strikes me as legitimately profound. In a Baffler article from 2012, David Graeber, in the process of trying to figure out whatever happened to the flying cars and hotels in space that science fiction once promised us, notes how our most transformative inventions of recent years, the microprocessor and the Internet, are largely used to simulate new realities rather than to create them. Those matinee audiences who watched Buck Rogers serials in packed theaters back in the 1930s wouldn’t be as impressed as we might like to think by a modern film like, say, Interstellar because they thought we’d be out there actually exploring interstellar space by now, not just making ever more elaborate movies about it. It’s become something of a truism of serious science-fiction criticism that science fiction isn’t really about predicting the future, that any given story or novel has more to say about the times in which it was created than the times it depicts within its pages. There’s more than a grain of truth to that idea. But it’s also worth noting that many of the predictions of Jules Verne — predictions which seemed just as outlandish in their day as those of 2001: A Space Odyssey did in theirs and still do in ours — have in fact come true, from submarines to voyages to the Moon.

Whether you claim the failures of more recent science-fictional prognosticators not named William Gibson to be the result of a grand failure of societal ambition and imagination, as Graeber does, or simply a result of a whole pile of technological problems that have proved to be exponentially more difficult than first anticipated, it does sometimes feel to me like we’ve blundered into a postmodern cul-de-sac of the virtualized hyperreal from which we don’t quite know how to escape as we otherwise just continue to go round and round in circles on this crowded little rock of ours. The restlessness or, if you like, malaise that this engenders is becoming more and more a part of the artistic conversation — appropriately, because one of the things art should do is reflect and contemplate the times in which it was created. See, for example, Spike Jonze’s brilliant film Her, which so perfectly evokes the existential emptiness at the heart of our love affair with our gadgets that makes the release of a new Apple phone a major event in many people’s lives. We’ve spent so much time peering down at our screens that we’ve forgotten how to lift our eyes and look to the stars. Already many of us find virtual realities more compelling than our own — and no, the irony of my writing that on a computer-game blog is not lost to me. Portal doesn’t have quite the grace of Her, but it’s nevertheless just as remarkable in that it nails the substance of our modern dilemma almost thirty years before the fact. For better or for worse, however, it’s unlikely that we’ll have a Peter Devore pop up to offer us a Rapture. We’ll just have to hope that we find a way forward for ourselves — whatever that way ultimately turns out to be.

Portal also resonates with me on another level that’s perhaps almost uniquely personal. In addition to being a serviceable adventure story and a tour-de-force of world-building, it’s a meditation on the way that stories are made. Consider again your role as the reader/player of Portal: to collect for Homer all of that assorted raw data from all those scattered databases, and then to watch him synthesize it all together into a coherent, novelistic narrative. That rings a chord with me because I play both those roles in writing this blog, gathering together articles, interviews, and primary-source documents and trying to tease a narrative out of it — trying to tease history out of it.

What do they know? Their data has no energy, no life, no passion! Dry, dry, dry. Just facts! So and so said such and such. Enzyme levels thus, quickly changing to that, indicating excitement. Whatsisname did this, then someone else did that. Ho-hum. It has no meaning! You (if there is a you) understand, I'm sure. No sizzle! And boring. Facts are nice and all that, but they aren't life.

Homer spends a lot of time in such navel-gazing in between offering up new installments of the story, agonizing over how much license for speculation his task allows him. Is he really writing about these people as they were or about thoughts and feelings of his own that he’s projected onto them? Where does creative and narrative license end and lying begin? This internal debate will feel very familiar to anyone who’s done the sort of thing that I and Homer do. For anyone who hasn’t, Portal provides a window into the proverbial sausage factory. If Homer’s endless navel-gazing can be infuriating at times when you just want him to get on with the damn story already, well, imagine what it must be to live it.

Released at last for the Commodore 64 in late 1986, with ports coming out over the next year for the Apple II and Macintosh, MS-DOS machines, Commodore Amiga, and Atari ST, Portal became the last gasp of the mainstream media’s initial flirtations with the idea of computer games as literary works, the end point of a timeline that began with Edward Rothstein’s piece for the New York Times about Deadline some three-and-a-half years before. Fregger claims Portal “received more press than any program Activision had ever produced up to that time,” the resulting stack of clippings “almost four feet high,” although I must admit that my own dives into newspaper archives and the like didn’t turn up evidence of interest quite as widespread as those statements would imply.

Be that as it may, it is certain that Portal did less than take the world of computer games by storm. It garnered underwhelming sales and notably lukewarm reviews within the trade press. Amazing Computing, for instance, wrote, “We buy a novel to read, not to spend our time clicking the mouse and waiting for the disk drive.” As with Deus Ex Machina and other artistically audacious works we’ve met on this blog, there just wasn’t much of a commercial market in 1986 — or, arguably, today — for the sort of thing that Portal was doing. The economics of paying $30 for an interactive book that could be read in a few long evenings just didn’t quite fit, as didn’t the literary tastes of the average gamer. “Present the story first, anything which does not advance the action or provide us with insight into the characters must go,” wrote Amazing, a suggestion which if followed would have excised just about everything actually interesting about the work. Portal became somewhat more successful only in 1988, when Swigart published all of the text in book format following Activision’s decision to quit publishing the interactive version. The two sequels that Swigart had proposed making should the original be successful were, needless to say, never even begun.

Despite these disappointments, Portal stands near the point of origin of an alternate tradition in digital interactive fiction from that dominated by Infocom, Sierra, and (soon enough) LucasArts, one which entailed writers trying to make literature interactive rather than game designers trying to make games literary. Having taken the lesson of Portal‘s commercial failure to heart, their efforts would be centered in the academy rather than the marketplace. Close on the heels of Portal would come Eastgate Systems’s StorySpace and the first academic symposium on hypertext at the University of North Carolina to get things well and truly off and running. Everyone involved with Portal studiously avoided ever referring to it as a “game.” Similarly, those making interactive works inside academia were making “electronic literature,” with all the good — a willingness to experiment wildly born of the lack of commercial considerations and preconceptions of a what a “game” must be — and bad — a certain endemic stuffiness and disdain for entertainment and accessibility — that that term implies. Swigart himself has continued to keep his hand in the hypertext game with the occasional interactive piece, although he’s never since tackled anything quite as ambitious as Portal. When the Electronic Literature Organization was founded in 1999, Swigart became its first Secretary. Today he remains something of an elder statesman and founding-father figure for its members. This alternate tradition of interactive fiction that has Portal rather than Adventure as its urtext remained almost completely divorced from the adventure game — a form it unfortunately often treated with contempt — until after the millennium, when parser-driven interactive fiction of the Infocom stripe began at last to find a home within the ELO, thanks almost entirely to the efforts of one very determined scholar, Nick Montfort.

So, Portal‘s historical importance is immense if largely unremarked, while even taken strictly on its own merits it’s thematically fascinating on at least a couple of different levels. You can read all of its text online if you like, but I think Portal is actually well worth the hassle of experiencing under its original, interactive conception. I’m therefore making the Commodore 64 version available here to download. Yes, its pacing is often glacial, a problem not improved by having to wait on a Commodore 64 disk drive for every new bit of text. And yes, its actual story is fairly underwhelming, with the would-be central mystery of just what the hell happened to everyone pretty well spoiled in the first few minutes, leaving everything else as just anticlimactic plot mechanics. Yet for the thoughtful reader there’s a lot here. You may just find yourself chewing over what Portal has to say about the world — about our world — for some time to come.

(The most complete account of Portal‘s development is in Brad Fregger’s book Lucky That Way. Some historical background was included with the game in Activision’s 1995 Commodore 64 15 Pack and in Computer Gaming World‘s May 1987 review. The Amazing Computing review quoted above is from the August 1987 issue. Rob Swigart has a home page with some information on his life and career. A profile of the young Rob Swigart can be found in the August 1977 Cincinnati Magazine.)

 
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Posted by on November 27, 2014 in Digital Antiquaria, Interactive Fiction

 

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Dorte’s View: Alter Ego

(I know I’ve kicked this poor game around a lot already, but my wife Dorte has some strong opinions of her own about it that she wanted to share. Patreon subscribers: this one is of course a freebie. I should have another feature article for you all soon…)

There is a certain beauty to playing old computer games, especially if your gaming partner is a big enthusiast like my Jimmy. Alter Ego is one of the games we played most recently. And I have to admit that I was quite intrigued when Jimmy told me all about it. I thought the concept was ingenious: a psychology game where you make choices in your life and then you see the outcome. Of course, I knew about the limitations a game like this has. After all, Jimmy had already let me talk to Eliza, and that meeting didn’t turn out too well! But Alter Ego has a changeable story, a more advanced interaction level, and a real-life feeling… I thought!

Jimmy and I agreed to try to recreate our current life and then see where it leads in old age. And now I must tell the whole world that my husband did not stick to the plan for very long, but jumped on the first girl that was presented to him by the game. My life certainly didn’t turn out as I expected either. And it all started when I still was a fetus in my mother’s womb.

The whole game is about making decisions in life and living with the consequences. Hence, my first problem was that I had to make decisions as a fetus. Consciousness in a human starts several years after birth, and a lot of people haven’t even learned to understand the consequences of their decisions by the time of their death. So, I had some difficulties relating to the question of do I want to be born now or later. But at the same time, I could enforce my plan of recreating my real life and be born early. Jimmy, on the other hand — and I am not sure how much psychology you should read into this — just didn’t want to come out, trying to push his luck with both his and his mother’s health.

The next problem I had in the Infancy and Childhood phases can be divided into two parts, though they are connected to each other. The first part is my own inability to remember that far back in time, which I can’t blame the author for. My personal memories start at around age 3 to 4. I started in kindergarten, which I hated. I was in the hospital, which I hated. I got hit by a car, which wasn’t too bad because I didn’t have to go to kindergarten that day. I also remember that I was one of the “smart kids.” For every stupid thing I did I had a logical reason, and every time it didn’t work out there was a logical explanation (do these words sound familiar to anyone?). So, I am very selective in my memories, but I always believe myself in the right. Furthermore, I am not always certain about my exact age when a given event occurred. Another difficulty that I experienced was the inability to remember how to think like a child. An example of how this can even happen to an adult: when I still was a medical student and I wanted to share some of my new-found knowledge with friends and family, I noticed that I used some medical terms they didn’t understand. But these terms had been a part of my daily language for so long that I couldn’t even remember when I started using them. Logic tells me it happened after I started in medical school, but memory suggests I already knew them before. This shows that psychological development is slow and unconscious. And once the changes are tightly incorporated into our personality it is hard to imagine that we were ever any other way. These issues led to uncertainty on my part on how to decide in Alter Ego during the Infancy and early Childhood phases. Of course, I could just have accepted the fact that I am not 100 percent sure of what decision I would have made as a one-year-old child — it is just a game — but I was on a mission.

The other part of my Infancy and Childhood problem was the inability of the author to convince me I was an infant or a child. Alter Ego is in my eyes a serious game, meaning you don’t just play it thoughtlessly. You try to live it, whether by trying to recreate your actual life experiences like me or by playing someone else like Jimmy. (I did read one comment to Jimmy’s article that suggests that there are more out there who tried to recreate their own lives.) To make it possible for the player to identify himself with the character it is important that the language, description, and decision possibilities are age appropriate and somewhat realistic. But they aren’t in most cases. I wish more vignettes were like the dog incident which is described in detail in Jimmy’s article. This scene is described very simply, and you are walked through it step by step, one emotion at a time and one thought and reaction at a time. Unfortunately, more vignettes are like the one where you have to go to the toilet but are not fully potty trained and your mom is not around. In this scene the author loses all touch with the reality of Infancy, as suddenly I am overwhelmed with thousands of feelings and I start to plan into the future. But a two-year-old child — the normal age of potty training — does not have the ability to plan ahead. He faces the problems only as they appear, step by step. Throughout the Infancy phase, the author continues to put motives, higher feelings, and the ability to see consequences and other people’s needs into my character. I am not a psychologist; during medical school I only learned limited techniques to gain the trust of my patients or motivate them to stop smoking, lose weight, or change other bad habits. However, I discovered in the process an interest in psychology. I found that in addition to reflecting on my own experiences and feelings it is possible to learn so much by listening to the experiences and feelings of others. This saves me from making their stupid mistakes. The skill of putting yourself in another person’s position is crucial for a psychologist. Yet the author of Alter Ego is young, naive, arrogant, and completely blind to the opinions and motives of people other than himself. And — how could I forget? — he is also very judgmental (a big taboo for psychologists). He was like an evil version of my parents hovering over my head watching my every step and judging my every decision.

The focus jumps when you enter Adolescence and Young Adulthood. Love. Sex. Flying hormones. There is a clear difference between girls and boys in the eyes of the author of Alter Ego. He doesn’t seem to have an overly high opinion of either, but at least boys are allowed more freedom to actually do something. Girls just giggle and talk about their first kiss and obsess over their looks while at the same time being vengeful and jealous. It’s such a cliché. The author comes off as just as superficial as the girls he describes. I am missing the huge identity crisis that people start to face in their teenage years: who am I? The game never touches on this because the author decides who you are. During high school I was far from interested in intimacy, love, or sex. Education was all I cared about. But Alter Ego forced it all upon me. I came home with a hickey after a party; I talked with my friends about boys and how many boys I had already kissed (yet at the time of this vignette I had rejected every single opportunity to kiss a boy!). Alter Ego turned me into a superficial, giggling, silly girl with no personality of my own. In my profession as a doctor, I’ve met a lot of this kind of girl — but I’ve met far more girls who are more thoughtful about their behavior and personality. In Alter Ego it was impossible for me to make any choices that weren’t black or white, and none of the possibilities really fit to me. I grew mad and disappointed.

The immense amount of sexism in the game was quite shocking to me, even though more subtle forms of sexism are still a daily reality for women in 2014. Jimmy was the big hero for kissing all the girls on his way, while I got the title “easy to get” for choosing once the option to kiss a boy. I suppose I should thank the chauvinistic author that I as a woman was allowed to go to college, but I was not able to enter the best university because I was not good enough — even though my Intellectual score was the same as Jimmy’s, who did get in. And of course Jimmy advanced higher at work. I had to use the study option much more frequently just to maintain my Intellectual points. My shopping possibilities did not include a computer; instead I could spend my money on cooking ware, make up, and jewelry.

Another problem both Jimmy and I constantly faced was bad health. Whatever we did, and we did most things differently, we were both in really, really bad health until the end of the game. Jimmy lost his life to a heart attack some years before me. To be honest, I am not even sure what I died of — but that day was a day of celebration. By the end of the game I was so frustrated and disgusted with the attitude of the author that I would have jumped on the opportunity to commit suicide. It would have proven the author wrong again: that suicide is not an act of anger, but desperation.

Some considerations to improve the game, because, as I said in the beginning, the concept is good:

  1. The tone of the language should be neutral. It should also always be appropriate for the age of the player’s character. It is important to me as a player that I am not judged on my decisions, that I receive a certain level of understanding.

  2. The author should be more open minded and have more empathy toward other lifestyles and points of view. For example, using the word “feminist” as an insult does not serve any purpose.

  3. More choices, especially more that are not just black and white. After all, there are fifty shades of grey…

  4. Fewer clichés and less sexism. It is no excuse that the game was created in the 1980s; the author was a psychologist.

  5. The points system seemed random. It didn’t make sense in relation to your decisions. I mentioned Health points earlier, but the Social score was just as bad. Jimmy was friends with lots of people and often followed the crowd, while I didn’t — and still we both had a very good Social score. How does that work?

If I should grade this game, I would give it an F. My biggest problem, even more than the sexism, was the author’s choice of language. The lecturing tone could maybe be excused in the phases of Infancy and Childhood, but in the phase of Old Age it seems ridiculous and inappropriate, especially since the author at the time was younger than I am now. It made me feel that the author talked down to me and tried constantly to force his supposed wisdom upon me — but I would never take any advice on how to live my life or raise my children from Peter J. Favaro.

 
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Posted by on November 24, 2014 in Digital Antiquaria, Interactive Fiction

 

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Alter Ego

Alter Ego

Peter J. Favaro started blending computers with psychology some eight years before Activision published his groundbreaking “life simulator” Alter Ego. In his first year as a graduate student of Clinical Psychology at Long Island’s Hofstra University, he and another student developed an obsession with the early standup arcade game Space Wars (a direct descendent of that granddaddy of all arcade games, MIT’s Space War).

During one of the many psychological discussions which developed around those sessions, I wondered whether the games served some kind of therapeutic function for us. They took us away from the pressure of graduate school for a short time and gave us a chance to act out some of our competitive urges. I also wondered what kinds of motor and reflex skills the games were training in us. One of the last things we said about video games that day was that they would be fun to study in some small research projects.

Games and the mostly young people who played them would come to dominate Favaro’s years at Hofstra.

As arcades and the Atari VCS grew in popularity over the course of those years, an anti-videogame hysteria grew in response. The Philippines and Singapore banned arcades outright, claiming they “cause aggression, truancy, ‘psychological addictions’ akin to gambling, and encourage stealing money from parents and others to support children’s videogame habits.” Closer to home, the Dallas, Texas, suburb of Mesquite banned children from playing videogames in public without a parent or other adult guardian, prompting a rash of similar bans in small towns across the country that were finally struck down by the Supreme Court as unconstitutional in 1982. Undaunted, Ronald Reagan’s unusually prominent new Surgeon General, C. Everett Koop, waded in soon after, saying videogames created “aberration in childhood behavior” and, toting one of the anti-videogame camp’s two favorite lines of argument, claiming again that they addicted children, “body and soul.” Others colorfully if senselessly described videogames as substitutes for “adolescent masturbatory activity,” without clarifying what that deliciously Freudian phrase was supposed to mean or why we should care if it was true.

Favaro labored to replace such poetic language with actual data derived from actual research. His PhD thesis, which he completed and successfully defended in late 1983, was entitled The Effects of Computer Video Game Play on Mood, Physiological Arousal, and Psychomotor Performance. One of the first studies of its kind, it found that there was nothing uniquely addictive about videogames. While there were indeed a small number of “maladaptive” children who played videogames to the detriment of their scholastic, social, and familial lives, the same was true of many other childhood activities, from eating sweets and chips to playing basketball. With regard to the other popular anti-videogame argument, that they made children “aggressive,” Favaro found that, while violent videogames did slightly increase aggression immediately after being played, they actually did so less than violent television shows. Also discredited was a favorite claim of the pro-videogame camp, that the games improved hand-eye coordination. Favaro found that playing a videogame for a long period of time made children better at playing other videogames, but had little effect on their motor skills or reflexes in the real world. Favaro would remain at Hofstra doing similar work until several years after completing his PhD.

While he was conducting his research, Favaro, an ambitious, personable fellow who had become something of a hacker following his purchase of an Atari 800, fostered links with the computer-industry trade press. After contributing articles to various magazines for some months, he became a “Special Projects Editor” with SoftSide beginning with the January 1983 issue, curating features on education and the relationship of children to computers until that magazine’s demise a year later. He then spent almost two years with Family Computing in largely the same role. He wrote cover-disk programs like Relaax…, which walks you through a series of relaxation exercises, and Pix, which lets you draw pictures by assembling, collage-like, smaller images on the screen. His most notable creation of this period for our purposes is Success, a multi-player Life-like computerized board game that starts by having you choose a personality — “aggressive,” “impulsive,” “pragmatic,” or “romantic” — and a goal in life — “money,” “knowledge and intellectual curiosity,” or “health and happiness.” You then move around the board flipping “cards” that affect your progress in the various goals: a “recent swamp purchase” decreases your money by $150, while a marriage proposal sends you to an arcade-style mini-game that places you behind the wheel trying to get to the church on time. Other ideas that would be incorporated into Alter Ego can be found in his articles on game design. Presaging the innovative character-creation system of Ultima IV as well as Alter Ego, he suggests in SoftSide‘s September 1983 issue quizzing the player of an adventure game about her personality before kicking off the proceedings in earnest:

In a situation where danger was imminent, would you

A) Ask for help.

B) Take charge and take action.

C) Run for your life.

The same article suggests a scoring system based on the player’s “display of bravery, risk-taking, judiciousness, pragmatism, or whatever else you would like to reinforce.”

In an interview he gave in 2007 which contrasts weirdly with the idealistic tone of magazine articles like that one, Favaro claimed he made Alter Ego for very pragmatic reasons: out of his “love for game design and the prospect of making some money,” using his academic background as “a way of breaking out of the pack of other designers.” It’s not clear how rigorous his claimed research for the game — interviews with “hundreds of people” about their “most memorable life experiences” — really was, or whether it was even conducted solely in the service of this project or was a more general part of his ongoing psychological research at Hofstra. What is very clear, however, is that his idea for a “life simulator” was just the sort of high-concept, innovative project that Jim Levy’s Activision 2.0 swooned over. It didn’t take much to convince them to sign the project. Favaro would write and prototype the game on his Macintosh, while Activision would contract the final programming out to two outside developers: Kottwitz & Associates to do the Apple II and MS-DOS versions, and Unimac to do the Macintosh and Commodore 64 versions. Activision loved the cachet bestowed on the project by Favaro’s status as an actual psychologist so much that they always made sure to refer to him in the packaging, the manual, and advertisements only as “Peter J. Favaro, PhD.”

Alter Ego on the Commodore 64

Alter Ego on the Commodore 64

Alter Ego, which comes in a male and a female version, begins with a multiple-choice personality test that sets your initial scores in twelve characteristics that will be tracked throughout the game: Calmness, Confidence, Expressiveness, Familial, Gentleness, Happiness, Intellectual, Physical, Social, Thoughtfulness, Trustworthiness, and Vocational. You then get to live an entire life: the first scene has you in the womb getting ready to make your big exit (or, if you like, entrance), while the last is the scene of your death, at whatever age and in whatever manner your choices and the cruel vagaries of chance cause that to be. The years between are divided into seven distinct phases: Infancy (birth to age 3), Childhood (ages 4 to 12), Adolescence (ages 13 to 17), Young Adulthood (ages 18 to 30), Adulthood (ages 31 to 45), Middle Adulthood (ages 46 to 64), and Old Age (age 65 to death). Each phase plays out as a series of little interactive vignettes, both universal “life experiences” in the form of the track running down the center of the screen and “life choices,” having to do with relationships, marriage and family life, your career and finances, etc., represented by icons to either side of the experience track. Playing Alter Ego is a matter of choosing to have a life experience or to make a life choice by clicking the appropriate icon, then reacting to what follows as you believe you would in real life — or as you believe the character you’ve chosen to play would. The outcome of most vignettes will affect you in some way, whether by changing some of your twelve characteristics or by bringing more concrete changes to your life, like marriage, a new career, the death of somebody close to you, or for that matter your own death. If nothing else, some time will pass and you will age that little bit. (In a ludic illustration of the way time just seems to fly by faster as you get older, time jumps in larger chunks between later episodes as compared to earlier.) Your personality characteristics, relationship and marriage status, income, etc., in turn affect the vignettes themselves — closing some off to you entirely, altering what transpires in others. While there are still plenty of times where the lack of more comprehensive state-tracking can make the episodes feel inappropriate for your you, Alter Ego does its best, and its best is sometimes better than you might expect.

Leaving aside for a moment the larger thematic innovations of Alter Ego, the interface itself is well worth considering. It is, first of all, yet another impressive implementation of a Macintosh-style interface on computers that predate the Mac itself by years. But more important is Activision and Favaro’s decision to not try to make Alter Ego work through a parser. I’ve railed before against games that want to present big, life-changing choices rather than dwelling on the granular minutiae of Zork, but that insist out of misplaced traditionalism on forcing you to make those choices through a parser. Alter Ego, however, at long last shows the courage to break with tradition. Rather than offer only a few options but force you to wrestle with a parser to divine what they are, Alter Ego just shows you your options and lets you choose one. That may seem reasonable and unremarkable enough today, but it makes Alter Ego one of the first computerized hypertext narratives, a forerunner of Storyspace and the many similar systems that followed. I don’t make any claims to absolute firsts for Alter Ego; our old friends Level 9 in Britain among others were also experimenting with choice-based narratives by the mid-1980s. Still, Alter Ego stands as the most prominent early example of the format. Given that a menu of choices is so much easier to implement than a parser and the relatively complicated world model that must lie behind it, one might well wonder what took the industry so long. My suspicion, for what it’s worth, is that developers were consciously or unconsciously concerned about differentiating themselves from the Choose Your Own Adventure books that were all the rage at the time in children’s publishing.

But now it’s time to get beyond mechanical innovations and the brilliantly original concept itself and look at what it’s actually like to play Alter Ego. More so than even a typical text adventure, which has puzzles and other logistical concerns to distract, a game like this lives and dies for me on the quality of its writing. In this department Alter Ego is, at best, a mixed bag. The early vignettes are the most natural and effective — perhaps because Favaro was technically a child psychologist by trade, perhaps because he was only in his late twenties at the time he wrote the game and thus had only his book learning to draw from when describing the later stages of life. I’m afraid I’m going to be pretty hard on old Peter J. Favaro, PhD, soon enough, so let me first offer a couple of childhood episodes that I really like. One might make you laugh, and the other might… well, okay, it’s a bit sentimental and contrived, what with both husband and daughter managing to get themselves killed by the same freight train, but it’s also very sweet. (In the extracts that follow, I’ll be mixing the male and female versions of the game pretty freely.)

You are sitting in a large place, and a furry man walks up to you. He's walking around you in circles.

Select a mood:
curious
frightened X

Select an action:
point at the furry man
make noises at/talk to the furry man X

The furry man walks right up to you and smells you up and down. His nose pokes into your face and neck. It's cold.

Select an action:
cry X
grab the furry man by the head
push him off you

Your mom comes over and says the furry man is just playing. She takes your hand and puts it on the furry man's back and says, "Nice 'doggie'."

Select an action:
pet the man X
stay frightened and go away from the man

See? It isn't that bad. You pound on the man's back and say, "Nice 'doo-gee'."


There is an elderly woman who lives in a house up the street. Everyone calls her "the witch." Some people say she's really paranoid, calling the cops on kids all the time and screaming out the window, even when there is nobody there. At night she keeps her light on all the time and sits looking out the window.

For the past few days the light has been off. Some of the kids think she's just dead in there or something. They jump in front of her house and sing "Ding dong, the witch is dead, the witch is dead," and laugh.

Select a mood:
sad X
happy

Select an action:
sing with everyone else
try to see if anything is wrong X

One afternoon after school, you look from outside the gate to see if there is anything going on inside the house. There is nothing. You can:
go through the gate and knock on the door X
ask a friend to go with you

You hear a voice call out from the back of the house, "Go away and leave me alone!" You can:
say "I'd like to know if you're o.k. in there." X
quit trying and leave

You hear nothing for about 30 seconds. Finally, the door opens. The woman looks pale and dazed. She seems smaller than you imagined and very delicate. In the corner of her almost-bare living room there is a television set; beside it is a large box of old rubber balls and toys that were left, or had accidentally fallen, on her lawn.

She asks you why you have come. You mention that you noticed that the light has gone out, and you thought she might be needing some help. She explains that she has no way to replace it. She is too old to climb up to do it. You can:
ask her if she would like you to do it X
excuse yourself, now that you know it's just a problem with a light bulb

She thanks you. Her face softens. While you are fixing the light, she tells you a very sad story: A long time ago, she had a little girl very much like you, so polite and so kind. She says her daughter was beautiful, and repeats it over and over--"as beautiful as a picture."

She and her husband lived with their daughter not too far from the train yard. She used to tell her child, "Anne Marie, stay away from the tracks, or you'll get hurt." One day, her daughter and her husband went out to play catch with an old ball. The ball got away from Anne and rolled across the tracks.

While she was chasing it, her foot got wedged between two rails. Her father and she struggled to release it, but before they could, they were both struck by a freight train and killed. She's been alone ever since.

When you are finished fixing the light, the lady gives you some milk and freshly-baked cookies. It almost seems as though she doesn't want you to go. Before you leave, you:
thank her for the cookies and ask if she would like someone around to do odd jobs X
thank her and excuse yourself

Her face brightens. "You must be paid," she says. "I can't afford much, and you'll have to do a fine job, but you can have all the cookies and brownies you can eat. I promise you that." You have done a much kinder thing than you can probably imagine at your age. You've given this woman a reason to live.

Many other vignettes unfortunately manifest the clunkier qualities of the one above without the same endearing sweetness.

The subject of sex has inspired far more bad writing over the course of history than any ten other topics combined. For better or for worse there’s lots and lots of sex in Alter Ego, so much so that it obviously made Activision more than a little nervous; there are prominent warnings on the box and in the manual, and when you actually stumble into a vignette with naughty content you get a big warning message so you can quickly back out with your delicate sensibilities undisturbed. (When we played Alter Ego as kids, of course, that warning meant we’d hit pay dirt.) Some of these episodes feel like they’re lifted from a late-night skin flick.

Perri Barber is an acquaintance who has taken a few of the same classes you have. She is a petite brunette with gorgeous green eyes, a nice smile, and a slim athletic body. She approaches you on campus and asks if you would be interested in helping her paint her dormitory room. What will you do?
help her decorate X
pass on the opportunity

During the course of the afternoon, you get to know one another very well. You work together in close quarters (the room is very small), so a lot of accidental touching and bumping occurs during the day. You aren't sure, but you think that Perri is coming on to you.

Select an action:
suggest that the two of you shower off together
ignore any signals that she might be giving you X

I guess this is not your style. It IS Perri's style, though. She asks if you would like her to scrub all that paint off your gorgeous body.

Select an action:
accept the offer X
reject the offer

The two of you take a nice, warm, romantic shower together. I'll leave what comes after the shower up to your imagination. [Thank God for that!]

When not indulging in teenage-boy fantasies, Alter Ego‘s attempts at the risqué manage to be weirdly, anticlimactically square, the sort of things a gaggle of Monty Python housewives would define as transgressive.

Until now, your sexual experiences with your wife have been the standard fare. You've done a little experimenting with positions but that's about it. Have you been thinking about suggesting something a little more out of the ordinary?
"as a matter of fact, yes" X
"no"

What would you like to try?
oral sex X [Shocking!]
being tied up and tickled [No, I couldn't possibly...]
experimenting with marital aids (vibrators, creams, etc.) [Gasp!]
suggesting a menage a' trois (sex with your wife and another woman at the same time) [Now we're getting somewhere... and why do I find the game's need to define this phrase so unaccountably hilarious?]

Your wife is too inhibited to do this, she tells you she would rather not. [Oh, well, it was worth a try...]

In case you were wondering: no, if you play as a woman, you don’t get to ask for sex with two men at once. The woman always gets the short end of the stick in Alter Ego, about which much more in a moment.

Alter Ego is relentlessly hetero-normative. Apart from the ménage à trois, which at least in this context is of course really a heterosexual male fantasy, there are only a couple of places where the game even acknowledges the possibility of alternative sexualities. At one point you can be asked by your French teacher, Mr. Andre, “who everyone in school claims is gay,” to stay after school to help him clean his office. If you ignore the teasing of your classmates and brave the danger, he turns out to not be a Big Scary Gay Man after all: you learn he has a wife and a beautiful daughter, whom he sets you up with to boot. (The game’s blasé assumption that because he has a wife he doesn’t have feelings for men and doesn’t desire you is… interesting.) In another vignette a friend tells you that he believes he is gay, a revelation that the game treats with the same tragic gravity as a terminal disease.

But then, considering the time and place that spawned it, it’s not really fair to expect much more from Alter Ego. It’s very much a product of its time — sometimes depressingly, oppressively so. And, as Adam Cadre once hilariously noted, that time never changes even as a lifetime’s worth of personal experience plays out. Alter Ego‘s milieu is a frozen-in-amber world where a 512 K PC is the best you can buy, where The A-Team and Miami Vice rule the television, where Jordache jeans and Members Only jackets rule in schoolyard fashion, where Madonna is all over MTV (okay, maybe some things really are eternal). Whether you find this horrifying or nostalgically comforting depends on the player I suppose; I lean toward the former personally. Social change — history in general — just doesn’t happen in Alter Ego, which can be as strange to experience as it is understandable from a design perspective: having already tried to create a complete interactive life story, it’s a bit much to expect Favaro to create a believable future history to accompany it, and it likely wouldn’t have turned out very well had he tried. Still, playing Alter Ego is like living your life inside the white-bread confines of a 1980s version of The Truman Show. Literally white: apart from the occasional socially-inept immigrant kid you can choose to feel sorry for, everyone in this game is the whitest shade of pale.

If Alter Ego‘s lack of inclusiveness is to some extent forgivable given its origins, I do have more problems dismissing Favaro’s cluelessly demeaning sexism. As with a lot of games I write about, I played Alter Ego with my wife Dorte. She played with the female version, I with the male, and we took turns playing through a life phase at a time and comparing notes. Our agreed approach was to each play ourselves, making the choices we thought we would make at those ages in those situations. As we played, I found myself getting more and more angry at the game and sad for Dorte, as I kept getting to do cool and/or bold things and she kept being offered only meek girlie stuff. I got to go skydiving; she got to get an eyebrow tattoo. I slashed a hated teacher’s tires; she got a new hairdo. I got to buy video equipment or a flash new computer; she got to buy jewelry or “gourmet cooking accessories.” She always got offered the subordinate role, the pretty girl cheering on the boys who were actually doing something. I got to try out for the baseball team; she got to try out for the cheerleading squad. I got to start a rock band with some buddies; she got to call in to a radio show and win backstage passes to a concert (“Could you SCREAM?”).

Favaro’s concept of feminism feels at least two decades behind the times — i.e., about five decades behind our modern times. Alter Ego treats the decision to pick up a single restaurant tab for your steady boyfriend as a blow for “Woman’s Libbers” — when was the last time you heard that term? — everywhere, one so bold that it makes your boyfriend feel “uncomfortable” and emasculated. A male chauvinist you meet at work is just a mustache-twirling villain who says things absolutely no one would dare say openly even in 1986 and who has little to do with the real issues women still confront every day in the working world.

You have been going through a difficult time with an influential businessperson who seems to really enjoy making people miserable with his sexist attitudes, his arbitrary decision-making and his arrogance.

You get called into his office to take the heat for a relatively minor error. The conversation begins, "Look, Darling. I've always believed that a woman's place is in the home. Unfortunately, those bleeding hearts upstairs have made it impossible for me to deal 'man-to-man' around here. There are some problems here that I want resolved, AND NOW!"

One of the interstitial quotes Alter Ego occasionally puts up is this bit of condescension by Sigmund Freud: “The great question… which I have not been able to answer, despite my thirty years of research into the feminine soul, is ‘What does a woman want?'” Peter J. Favaro, PhD, also doesn’t have a clue. I normally resist the urge to psychoanalyze the people who write the games I write about, but, given that Favaro spends the entirety of Alter Ego analyzing me and offering commentary and criticism on my every action, I’ll make a slight exception and wonder if this passage, which is worthy of a certain rotund cigar-chomping radio host, reflects deeper insecurities.

Mary Lou Stoker is a friend of your closest female companion and a staunch feminist. The truth is that she is not a feminist in the true sense of the word; she simply despises and resents men, misapplying the feminist philosophy to suit her needs.

One afternoon, you overhear Mary Lou telling your best friend that the love of your life "really doesn't give you that much room to breathe." She says, "I mean, he's okay, considering the rest of the garbage that's out there these days, but I wonder if she feels a little trapped in the same place day in and day out?" She goes on this way for quite a while.

My favorite, unintentionally revealing part of this is the phrase “the feminist philosophy,” as if feminists represent a political party — or conspiracy — who all march in lockstep to the same playbook.

The most cringe-worthy parts of Alter Ego as a whole are those parts of the female version that deal with the sexual side of puberty and adolescence. Really, can there be any worse subject for a less-than-subtle 28-year-old male writer to tackle? Despite close competition from the likes of discovering your breasts are growing, getting your first period, and having your first orgasm, I think your first visit to a gynecologist makes for the creepiest episode in the game; this fellow is actually far creepier than the Chester the Molester who tries to pick you up outside your school. After making inquiries with one or two women of my acquaintance, I’ve confirmed that if you’re spending any time at all “naked” in a gynecologist’s office then something is very, very wrong.

Your mother calls you in for a talk about something she says is "very very important." She thinks that it might be a good time to go for a checkup with a "gynecologist," a doctor who specializes in women.

Select a mood:
afraid X
comfortable

Select an action:
go for an exam X
don't go for an exam

On the way over, your mother explains to you, "It's a little embarrassing at first, but he really is a gentle doctor." You dwell for a moment on the word "he," and realize that a man is going to see and "mess around with" all of your most intimate parts.

Select an action:
change your mind and tell her you don't want to see a man doctor
go anyway X

The gynecologist is a very sweet old man. Most of the time you spend naked is with a nurse who helps prepare you for the exam. The doctor is kind enough to warm up the instruments before he examines you.

When the examination begins, he shows you various different parts of your reproductive system and teaches you how to give yourself a breast examination, which he says is very important.

He asks your mother if she would be kind enough to leave the room. When she does, he asks you whether you are sexually active and if you are using birth control. He then asks if you would like more information about birth control.

Select an action:
get more information
say, "no." X [Get me out of here!]

He sees that you are feeling a bit uncomfortable and tells you that if you ever need information about birth control to give the office a call. He leaves you with a little warning. "Don't experiment before you get the facts, young lady."

Alter Ego strictly enforces the law of social averages. There are very good design reasons that it can’t allow you to become an astronaut, a rock star, an international drug smuggler, or even a homeless tramp; doing so would invalidate virtually all of the other vignettes that deal with daily life as most Americans of the 1980s knew it. But if the emphasis on the ordinary is defensible given Alter Ego‘s design constraints, the reductive judgments the game is constantly making about your actions certainly are not. Alter Ego is forever telling you why you’ve done something, and then whether that’s good or bad. If you respond to a blue period by just “letting it pass,” it tells you you’re “denying your feelings” and that “it’s okay to feel blue some of the time.” (When did I say that it wasn’t?) If you fail to gush with loving support after your dad gets fired from his job, you’re scolded for not telling him “he is a worthwhile and cherished human being.” (What if I’ve always had a difficult relationship with him and can’t help but remember that he was never really there for me in similar situations, and thus my feelings are more complex than just a “cherishing”?) If you fail to volunteer time or money to a charity that knocks on your door, you’re called in so many words a selfish jerk who can’t be bothered to think of the children! (What if I’m a bit suspicious of big international charities, and prefer to do my giving in other ways?) If you commit suicide — presumably due to all that feeling-denying that was going on earlier — you’re told that suicide is always “an act of anger,” but the last laugh’s on you, because “the people you leave behind will try very hard to put this event in their pasts as quickly as possible.” (Suicide is way more complex than just another way of acting out, as someone with a PhD in Psychology really ought to know.) If you try to offer a little advice to a friend who’s having an affair, you’re mockingly told to butt out, “Sigmund.” (Oh, the irony…) When you have your inevitable midlife-crisis, you’re given this semantic drivel about “wishing” and “wanting”:

One of the key things to consider is the difference between WISHING and WANTING. You can spend the rest of your life WISHING for something magical to happen that will change your unsatisfying situation. If you WANT something badly enough, you do whatever is necessary to make it happen, even if it is difficult.

Playing Alter Ego today as a crotchety 42-year-old, my reaction to stuff like this is to ask what the hell do you know about it, Peter J. Favaro, PhD? No one has the right to pass such easy judgment on the complexities of life. If you’ve ever spent time flipping through self-help books, passages like those above may have a familiar ring, and for good reason: Favaro has since built a career around such pat aphorisms, writing a number of pop-psychology books and appearing on the low-hanging fruit of the talk-show circuit — places like The Montel Williams Show and Fox News morning shows — as a “television psychologist.”

I know I’ve been awfully hard on Favaro today, and perhaps not entirely fairly. His project was in a way doomed from the start. I’m sure that neither I, nor you, nor any one person could have done it justice, brilliant as the idea of it is. I’d therefore like to see a modern version of Alter Ego that would try a different approach. Instead of a single author, inevitably blinkered by her experiences and prejudices, I’d like to see a crowd-sourced Alter Ego. People from all over the world, and of all ages, races, genders, and sexualities, would be able to submit their own vignettes reflecting their own lived experiences. The result would be a constantly expanding tapestry of the human experience, accessible to anyone who ever felt an urge to walk a mile in someone else’s shoes. Rather than flatten the human experience into some idea of the psychologically normal, it would celebrate all of the different ways there are to think and feel and be.

As for the original Alter Ego, it did moderately well commercially; Favaro claims it earned him enough to buy “a house and a car.” Activision and Favaro made plans to release a follow-up called Child’s Play, “a humorous simulation about raising children,” but sweeping changes at Activision in the months after Alter Ego‘s release soon brought an end to that project, and with it Favaro’s career as a game designer.

Alter Ego enjoyed a big revival in the mid-2000s thanks to Dan Fabulich’s web-based version. He’s since also made it available as apps for Android, iOS, and even Kindle e-readers. It’s safe to say by now that many more people have played Alter Ego in its accessible modern incarnations than did so back in the day when it was a $35 boxed game. And indeed, while it does kind of annoy the hell out of me with its dodgy writing, lecturing authorial persona, and blinkered worldview, it’s still worth a look. Not only is it interesting purely for what it tries to do, but many other players genuinely enjoy it on its own terms. And hey, even if you feel like me about it you can still enjoy yourself a lot by making fun of it. Dorte and I had a blast doing that.

In that spirit, I’ll leave you with my favorite male-version/female-version juxtaposition of all.

The female version:

You are getting dressed one day and notice a small red mark on your lip. Could it be some kind of disease? You think about all the boys you've kissed in the past month and decide to kill anyone who has given you a terminal disease.

And the male version:

You are getting dressed one day and notice a small red mark on your penis. Could it be some kind of disease?

Maybe I should take back what I said about the female always getting the short end of the stick…

(Notable writings by and about Favaro can be found in the October 1982 Compute!; the April 1983 and October 1983 Creative Computing; the November 1984 Family Computing; and the November 1982, March 1983, August 1983, September 1983, and January 1984 SoftSide. His three pre-Alter Ego games that were mentioned in the text appeared in SoftSide Selections 54, 58, and 60.)

 
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Posted by on November 14, 2014 in Digital Antiquaria, Interactive Fiction

 

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