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The Top of its Game

When Mike Berlyn joined Infocom in the summer of 1982, he became one of the first trickles in a stream of new employees to join Joel Berez and Marc Blank inside the company’s spacious new offices in Cambridge, Massachusetts. Some of those who took up residence on Wheeler Street were from the original founding core. The vast majority, however, were true newcomers whose contributions would be enormous even if their names would often never become so well known as those of the original gang from MIT. Let’s try to remedy that just a bit now for at least one of these folks; we’ll make space for others in later articles.

The bedrock technologies upon which was built virtually everything Infocom later did were of course the Z-Machine virtual machine and the ZIL adventure-specific programming language designed by the founders — with by far the biggest contribution coming from Marc Blank — as the first substantive project of the new company back in 1979 and 1980. Yet Infocom struggled in those earliest years to actually get the Z-Machine onto the smorgasbord of incompatible microcomputers that was the PC market of the early 1980s. While they had a wealth of computer-science talent on tap to design such technology in the abstract, no one among the founders had any particular love for or, truth be told, unusual skill for hacking on micros. Stu Galley’s old slogan of “We hate micros!” still largely held sway. The one member of the original Zork team who did have a fondness for the little machines was Bruce Daniels, who decided to join Apple rather than Infocom; the company had to pay him as a contractor to implement the Z-Machine on the Apple II from his new home in California. As long as they remained staffed exclusively by refugees from the world of institutional computing, Infocom would be unable to fully take advantage of the Z-Machine. Enter one Dan Horn.

In 1982 Horn was working for Scott Adams’s Adventure International near Orlando, Florida, but also doing testing for many other companies, among them Infocom. An outgoing personality who wasn’t shy about sharing his ideas, he developed a good working relationship with Blank, which led to a full-fledged job offer, to come to Boston and set up a new division within Infocom dedicated just to porting and maintaining the Z-Machine on as many microcomputers as could support it. This would allow the founders to wash their hands of the whole business and just concentrate on the games themselves.

Horn’s “Micro Group” soon came to occupy a substantial portion of the offices, and were responsible for Infocom’s soon-to-be legendary ability to get their games onto more platforms more quickly than anyone else. At their peak, they supported more than twenty different incompatible systems, including a few soon-to-be orphans for which Infocom’s games were virtually the only commercial software available. A loft above the offices housed at least one example of every machine available for purchase at that time, along with a selection of prototypes sent directly from manufacturers who, in light of the popularity of the Infocom games and their reputation as masters of the quick port, sent them in the hopes that Infocom could have their full line available as soon as the machines hit the market. Their hopes were generally well-founded. In order to get their games onto the Apple Macintosh in time for its release, Horn’s team dumped entirely the prototype’s buggy pre-release operating system, replacing it with a window manager of their own. On release day a dozen or so Infocom games were the only ones available. A similar scenario was later repeated on machines like the Atari ST and the Commodore Amiga. Other, more celebrated employees may have written the games, but Horn’s group brought them to the world. As Horn said in his interview for Get Lamp, you can’t sell a lot of games for a $100,000-plus DEC minicomputer.

Speaking of which: in December of 1982 Infocom made a landmark purchase that signaled they had truly arrived as a company: their own DECSystem-20, the latest iteration of the PDP-10 architecture that had spawned Zork and still ran ZIL. Before this point Infocom had begged, borrowed, or leased time on various systems belonging to MIT or DEC itself. Now they had a machine of their own, one that would soon take a featured spot as the mysterious heart of the Infocom magic in articles written by the microcomputer journalists who visited the offices and reported what they found in the magazines of the day. “The electric bill for just the mighty DEC 2060 computer that blinks and hums away in the basement runs to $1500 a month,” wrote one awed visitor, conjuring images of one of Star Trek‘s mysterious planet-controlling computers run amok. In reality, the machine was far from exotic. It was in fact thoroughly typical gear in businesses and universities all over the country, an established everyday workhorse chosen precisely because the core of the company had been working with machines of this design for years. It was just that it normally existed in an entirely different world of computing, one of which hobbyists hacking at home on their Apple IIs or Commodore 64s had little knowledge.

What with the arrival of the DEC system and the establishment of the Micro Group, as 1983 began Infocom was poised to enter its classic era, that short, happy time when the business model and the technology were in place and in full flower and the company was churning along merrily, kicking out another bestselling title every few months. Infocom had gone a long way toward crafting the public image for which they’re still remembered already in 1982 with the aid of a wonderful partner, their advertising firm of G/R Copy. In 1983 they cemented their image as classy purveyors of games which eschewed childish graphics for the deeper, richer, more adult pleasures of text via the two best-crafted and (not coincidentally) best-remembered advertisements they would ever release.

Infocom advertisement Infocom advertisement

Yet that sense of focus, that absolute surety about who they were and what they were doing which they projected to the outside world was not always reflective of what was going on inside the company. Infocom finally came to the brave decision to double down on text only after a lot of serious internal debate. To understand why, we have to remember that already by 1982 few pure text adventures were still being sold in North America, and of them only those of Infocom were doing at all well commercially. The movement that On-Line Systems had begun with Mystery House and The Wizard and the Princess now dominated the industry. Even Scott Adams felt compelled to add pictures to his minimalist back-catalog, creating the SAGA line. Were Infocom’s games destined to ultimately suffer for their lack of pictures, or were they qualitatively different enough from the competition to survive on their own terms? That was the question Infocom’s management wrestled with.

Infocom was uncertain enough of the answer that they approached Penguin Software, riding high at the time in the wake of their hit Transylvania, to discuss the idea of a partnership, in which Penguin’s Antonio Antiochia (author of Transylvania) would make illustrations for the Infocom line. Antiochia was eager, but Mark Pelczarski, head of Penguin, was somewhat ambivalent. As he told me recently, he actually admired the extant Infocom approach greatly, and shuddered at the idea of Infocom trading their games’ sophistication for the lure of pictures. On the other hand, he was very aware of what the arrangement could do for his own company, and excited by the idea of working closely with the Infocom core, for whom he had immense personal and professional respect. And so the discussions proceeded amidst conflicted feelings on both sides. Within Infocom, the technical architects and game designers, following the example of Marc Blank, tended to line up against graphics, while the company’s emerging business and marketing sides believed them necessary to stay competitive.

In the end, the former opinion won the day, and negotiations with Penguin quietly petered out as G/R Copy set to work on the famous anti-graphics advertising campaign that did so much to define Infocom as they are still remembered today. If nothing else, Blank had compelling technical arguments on his side. Not only would pictures necessarily drain precious computing resources away from Infocom’s best-in-the-industry parsers, world models, and writing, but their entire ZIL- and Z-Machine-based development system was fundamentally unsuited to making games with pictures. The DEC terminals on which the games were actually written could display only text, which would leave as the only option somehow shoehorning pictures in at the interpreter level. This would play havoc with Infocom’s ability to get their games quickly onto such a variety of machines: while all of the target machines could easily accept input from the keyboard and display text in response, their graphics capabilities ranged from impressive to nonexistent, with each machine having its own set of strengths, weaknesses, and quirks. As Infocom soon realized from the discussions with Penguin, getting pictures onto even a small subset of platforms would be an immensely time-consuming, technically ugly exercise, if it could be done at all without ripping out the heart of what made Infocom Infocom, and would play to absolutely none of the company’s technical strengths. And even though everyone liked the folks at Penguin, Infocom as a company always preferred to do things in-house rather than depend on outside partners.

With the final decision made at last to buck the conventional market wisdom, Infocom’s audacious advertising in support of the choice proved so masterful that it not only sustained their own success but also gave rhetorical cover for a modest but noteworthy resurgence of all-text games from others. During the next few years, companies as large and commercially mainstream as Brøderbund and Electronic Arts would release pure-text adventures of their own, a development that would have been exceedingly unlikely without the example of Infocom to say that, yes, games without pictures can still sell (for the time being, anyway).

For the first couple of years following the split with Personal Software, Infocom relied heavily upon G/R Copy to craft not only their advertising but most of the face they showed to the outside world, including their packaging and even the names of their games. (The list of Infocom games that found their final name only when complete and in the final stages of package design and testing is surprisingly long.) In the summer of 1983, however, Infocom began to become less dependent on G/R, thanks to the return of a prodigal son, Mike Dornbrook. As you may remember, Dornbrook had left the Boston area two years before for an MBA program at the University of Chicago, taking his Zork Users Group with him. Since then he had invented InvisiClues and, working closely with friends inside Infocom proper, turned ZUG into a formidable operation. Now Infocom took Dornbrook back on in-house as “Product Manager,” a position that amounted to head of marketing and head of public relations. He brought with him the ZUG operation kit and kaboodle, including the maps and the InvisiClues and the trinkets that they sold as well as The New Zork Times newsletter and, most precious of all, a mailing list of some 20,000 members who formed the rapidly expanding heart of the Infocom fanbase. These were the people who bought every game, who evangelized to their friends, who thought of themselves as members of the Infocom “smart persons club.”

The New Zork Times continued without a pause, now as the official quarterly publication of Infocom itself, the most essential link between company and fans. Its pages were filled with some of the puff pieces and thinly veiled advertisements you might expect from a publication of this stripe, but always executed with wit and charm thanks to Dornbrook’s careful hand. There were also quizzes, jokes, and contests. But most precious to the fans was the picture the newsletter gave of life inside the company, a microcosmic world of clever, wacky people who all genuinely liked one another having a great time every day making great games and getting paid to do it. Fans devoured stories about the latest office shenanigans instigated by Dornbrook and Steve Meretzky, the two biggest jokesters in an office that seemed full of them; about the personal histories behind the various games; about the Infocom softball team’s epic duels with their arch-rivals (both on the field and in adventure gaming) at nearby Spinnaker Software.

The New Zork Times‘s picture of life inside Infocom was, at least during 1983 and 1984, quite accurate. The Wheeler Street offices were a genuinely happy place, a great place to be young, technically skilled and/or creative, and gainfully employed. As Graham Nelson wrote, the people who worked there “mostly look back on the heyday as a happy, one-time thing, like a summer romance.” Everyone worked hard, and often for long hours, but there was always something amusing going on: epic tournaments of Uno or Diplomacy; parties to celebrate this or that real or contrived occasion (management provided a party budget of $400 per week); running gags and practical jokes of all stripes; an in-house newsletter (InfoDope) that served as a sort of unexpurgated companion to the official New Zork Times; softball; crab races(!). It’s an overused metaphor, but calling Infocom a family is probably not overstating the case.

Infocom’s game-making operation was broadly divided into four divisions: the Micro Division that got the Z-Machine interpreters working and got the games deployed onto all those machines; quality control, consisting of a core of in-house testers who were also responsible for a larger network of outside volunteers who ensured that, beginning in 1983, Infocom’s new games were released in a much more polished state than those of earlier years, and that the older games were patched up to meet the new standards; Dornbrook’s marketing and PR people; and at the center of it all the so-called Imps (short for “Implementors,” of course) who actually created the games on the big DEC machine. This group, despite constituting a relatively small percentage of the people employed by Infocom, were the ones who got all the attention, who got their names on the boxes and in The New Zork Times and whom everyone from the press wanted to meet. There was some resentment of their status by others in the company, but not as much as you might expect, perhaps because there proved to be just enough mobility among the groups to give hope to an ambitious tester or interpreter coder that she could reach center stage and become an Imp; people from both groups did eventually author their own games. Inter-divisional resentment was also relieved via measures like the weekly Friday parties that brought the whole company together for a few hours to chitchat and discuss business and generally see how the other halves were living.

By the end of 1983, these groups added up to some thirty people, up from all of four full-timers at the time Mike Berlyn joined just eighteen months before. Annual sales increased at a similar rate, from about 100,000 games in 1982 to 450,000 in 1983. Infocom doubled the size of their catalog in 1983, releasing five new games. Every single one was a solid hit. Infocom was a dominant player, very likely the most respected and envied in the games industry of 1983 — even despite the splashy launch of Electronic Arts — and a veritable commercial juggernaut. How veritable, you ask? Well, below you see the bestseller charts of the biggest software distributor of the time, SoftSel, for the week of December 12, 1983.

SoftSel bestseller list for December 12, 1983

As you can see, every single one of the ten games Infocom has available is nestled securely inside the top 40, including six within the top 20, three within the top 10, and Zork I at number one. The whole thing rather reminds one of those Billboard charts from 1964 which seem to consist of pretty much all Beatles songs. The top four Infocom titles on the chart all date from earlier years, demonstrating the oft-remarked unusual staying power of Infocom’s catalog titles. Indeed, the continuing success of Zork I baffled even Infocom. It had increased its sales astronomically for every year on the market, approaching 100,000 all by itself in 1983, and sales would jump by more than 50% yet again in 1984.

All of this commercial success brought with it lots and lots of press attention. A big part of this came from the usual suspects inside the computer and gaming trade press, who positively clamored for permission to visit Wheeler Street and interview the inhabitants. But more surprising and (one suspects) more gratifying was the attention from some very unusual suspects. Beginning with a piece by Edward Rothstein for the New York Times Book Review, 1983 was the year that the mainstream media discovered Infocom. The quirky company made a great story for journalists looking for an angle from which to explore the home-computer explosion and the accompanying growth in entertainment software, which seemed to be displacing the old console-based videogames. Lengthy profiles followed in Time, The Washington Post, The Boston Globe Magazine, Discover. Marc Blank, unfailingly eloquent and charming, became Infocom’s go-to spokesman, sort of their equivalent to Electronic Arts’s Bill Budge. That almost became a full-time job in itself. “Sometimes it seems that all I do is interviews anymore,” he was soon good-naturedly sighing when asked about his role at the company. Like Budge, Blank even made it onto network television, demonstrating The Witness, Infocom’s mystery of 1983, for Diane Sawyer and Bill Kurtis on The CBS Morning News.

Marc Blank on The CBS Morning News

Most of these ambassadors from the mainstream tended to shy away from Infocom’s most popular game, Zork, in favor of the mysteries, the branch of genre literature most acceptable to an older, middlebrow audience who still generally saw fantasy and science fiction as disreputable stuff for the kids but weren’t averse to a bit of Agatha Christie. Likewise, the connection to Dungeons and Dragons, and even games in general, was deemphasized in favor of the games’ literary antecedents. For a lot of people inside and outside of Infocom, including the editors of SoftSide magazine who had started talking about the potential of “compunovels” back when Scott Adams was the only adventuring game in town, this kind of serious attention to the literary potential of the form must have represented quite a moment of triumph, even if not everyone was sold on the literary qualities of the extant games. (“By literary standards, Infocom’s stories are crude. The characters are two-dimensional, plots are forever clunking to a halt, and the writing tends to be sophomoric,” wrote Philip Elmer-De Witt in Time.) These writers also mostly avoided calling them “adventure games” in favor of “participatory novels,” “computer novels,” or, still considerably before Infocom would officially rebrand their games with the name, “interactive fiction.” It was truly press coverage to die for, which played perfectly into Infocom’s own advertising rhetoric of games for adult tastes and sensibilities. Some of these writers went much farther than Infocom ever officially would in laying claim to the games as a whole nascent new field of literature.

In the midst of all this heady success, there remained in the background the secret project that was really going to open the financial floodgates: the InfoBase, soon to be renamed Cornerstone.

As I’ve noted in earlier articles, Infocom had not been founded as a games company; Zork had merely been seen as a relatively quick first product to get them established and get some money flowing in. Even the early success of Zork I and II didn’t do a lot to change that. On January 12, 1982, Mort Rosenthal, Infocom’s brief-lived but extremely productive manager of marketing, presented to the board two possible strategic directions going forward: to continue to concentrate on games and “consumer software,” or to make a serious push into the business market while remaining a mere “presence” in the consumer market. The board, which included the chief architect of Infocom’s current success in games, Marc Blank, was hardly riven by internal conflict at this stage; they unanimously chose the latter course, tempted by a virgin microcomputer business market that had just been legitimized by the new IBM PC. Now the only question to answer was just what kind of a business product they wanted to create.

Meanwhile two old colleagues from the MIT Laboratory for Computer Science, Brian Berkowitz and Richard Ilson, were experimenting with database software. The leading microcomputer database of the time, Ashton-Tate’s dBase II, was powerful but notoriously difficult to use; one had to effectively learn a new, fiddly programming language to get anything useful out of it. Berkowitz and Ilson envisioned a database for ordinary people, simple and menu-driven, that could be quickly set up and used by shopkeepers, medical receptionists, even people looking to catalog a book or stamp collection at home. They felt they had identified a real market need, and when their ideas came to the attention of Infocom’s Al Vezza, Joel Berez, and Marc Blank, all of whom had worked with the pair and had great respect for their capabilities, Infocom agreed. In return, Infocom could offer Berkowitz and Ilson access to their virtual-machine technology developed for their games, which should let them bring their database easily and cheaply onto not just the new IBM PC but a plethora of other, minor platforms where the competition would be nonexistent. It all sounded perfect. In October of 1982, Berkowitz and Ilson were officially hired as the first two employees of Infocom’s new Business Products Division, to work on the so-called “InfoBase.”

Berkowitz and Ilson were both very talented programmers, but things didn’t proceed quite as neatly as the original plan might have implied. They found that it was hardly practical to expect to just sit down and write a database in ZIL and then run it on the Z-Machine, as both had been rather ruthlessly pruned of any functionality not directly useful to writing adventure games. At best these technologies could serve as building blocks and samples on the road to rolling their own, much more complex virtual machine and its associated development tools. Still, by August of 1983 the two had enough to show that the project was deemed viable in the view of Infocom’s five-man board of directors. They decided it was time to expand it from little more than a two-man research project to a full-fledged development effort.

Infocom was doing wonderfully financially, but to fund a major business-software effort like this one would nevertheless require much more money than they were bringing in. They would need loans and/or venture capital. Until now, Al Vezza, the man who had had the original idea of founding Infocom, had remained in his job at MIT, leaving the day-to-day running of the company to Joel Berez. Now it was decided that Vezza would come on full-time beginning that January, as soon as he could wrap up his duties at MIT. Further, under the belief that the older Vezza possessed a gravitas that would sway potential investors, he would replace Berez as CEO on that date.

It was here that the first signs of the internal stresses that would eventually splinter the company began to show. In the beginning it had more to do with personalities than strategic concerns. Many at Infocom, among them Mike Berlyn, Steve Meretzky, Mike Dornbrook, and Dan Horn, disliked the stodgy, academic, rather humorless Vezza intensely. They were not thrilled by the idea of him replacing the popular, easygoing Berez, who had put his future on the line and guided the company to its current success while Vezza hedged his bets and remained at MIT. Vezza, meanwhile, seemed to regard Infocom’s games and (some suspected) its game programmers as distasteful necessities to be dispensed with as soon as he could get a real software business started. Caught somewhere in the middle were Berez himself and Marc Blank, who maybe weren’t quite so excited as they had been eighteen months before about business software in light of Infocom’s current success in games but weren’t quite willing to directly challenge the older, imposing Vezza over the issue. After all, why couldn’t Infocom do both, and keep everyone happy? With Vezza so disinterested in games, Berez would effectively remain in day-to-day control of that part of the company anyway, just like it had always been.

And make no mistake, the business market looked tempting indeed. Shortly after Infocom themselves had moved into the building on Wheeler Street, a tiny startup called Lotus Software that was run by Mitch Kapor, an old acquaintance who had negotiated Infocom’s first contract to sell Zork through Personal Software, moved into another space inside the same building. On January 26, 1983, they released Lotus 1-2-3, a spreadsheet program designed to go head to head with the application that had largely built the business-software industry, VisiCalc. 1-2-3 outclassed VisiCalc so thoroughly that it all but destroyed it in the marketplace within months. Lotus made an incredible $53 million in 1983, and would triple those earnings the following year. Compared to success like that, the $6 million Infocom earned in 1983 seemed downright paltry. With an example of what a major business-software success story could be literally right next door, it’s little surprise that few at Infocom were willing to outright say no to Vezza’s schemes.

With dreams of Infocom as the next Lotus in his eyes, that December Vezza secured a $2 million loan from the Bank of Boston on very favorable terms, in return for stock options and a position on the board for Ray Stata, founder of Analog Devices. Should anyone have been counting, the board was now tilted four to two in favor of business over games, with Vezza, Stata, Chris Reeve, and the rather disinterested J.C.R. Licklider (who rarely bothered to show up at board meetings but gave his proxy to Reeve) on one side, and only Berez and Blank on the other, in spite of the fact that the vast majority of the company was still busy making games. With this first big injection of business-software capital and Vezza about to take the reins full-time, that would change in the new year.

If there were already grumbles about Vezza and the business-software initiative by the end of 1983, it should be understood that they were mild at this point. Infocom was staffed by a lot of young, talented people who had succeeded wildly at everything they had attempted thus far. Their little thirty-person business had a handsome bottom line, and they were being feted not just as commercial successes but as pioneers of a whole new form of interactive literature. Sure, they had worked hard, but it had also all come kind of easily to them. Having succeeded at everything else, why shouldn’t they succeed at business software? In spite of the money they spent on the database project during the year, they still finished 1983 with more than half-a-million in clear profits. All they could imagine ahead was more success, in an ever-expanding consumer market and, soon, a lucrative business market as well. They would have been shocked if you had told them that 1983 would be the last year Infocom would actually turn a profit, or that it would go down as the single happiest, most unblemished year in the company’s history. But for now let’s leave them to enjoy themselves at that pinnacle as we turn to the rest of the games of 1983 that helped to put them there.

(In addition to the links scattered through the article above, be sure to have a look at Down From the Top of its Game for more on the Infocom story from a business perspective.)

 
 

Suspended

Mike Berlyn

Mike Berlyn

As earlier posts have hopefully made clear, conventions played a pivotal role for many years in the PC industry. In the early years that meant places like the West Coast Computer Faire and the AppleFests, where hackers and hobbyists would gather to talk about their machines and trade tips along with manufacturers, publishers, and developers; indeed, in this early period the groups could be all but indistinguishable. But 1982 is generally remembered by old-timers as the last year when the likes of Applefest could attract the movers and shakers. Afterward, as the moneyed interests entered en masse and the community of computer users (or even Apple users) grew too large to retain that clubby feeling, such gatherings faded in importance in comparison with the glitzier Consumer Electronics Show and its rivals, where you needed a press badge just to get in. Whatever form the shows took, they were as important for what took place behind the scenes, in back rooms, bars, and hotels, as what was shown on their floors. In gathering people from all over the industry together in one location, they provided essential opportunities for negotiations, deal making, maybe even a bit of intrigue.

Thus it was at the Boston Applefest in May of 1982 that Marc Blank of Infocom had a long talk with Mike Berlyn of Sentient Software, to whom he had been introduced by a mutual acquaintance. As it turned out, each was looking for something the other could offer him. It didn’t take long to make a deal.

Berlyn was by a wide margin the more frustrated of the pair. As you may recall, he had embraced the idea of adventure games as a new form of literary expression very early, and put it into practice as well as his resources allowed in two games he released through Sentient, Oo-Topos and Cyborg. Yet despite an absolutely rapturous review of the latter in the influential Softalk, the two games made nary a dent commercially. Berlyn, a demanding personality who throughout his career would change business relationships almost as often as he churned out games, felt muzzled by partners he felt weren’t as committed as he was and the accompanying lack of promotion and investment. Still, he also realized that in a real sense his best just wasn’t good enough. Both games were written in BASIC, with the two-word parser, simplistic world model, and all the other limitations that implied. Berlyn was a clever self-taught Apple II hacker, but lacked the experience or technical vision to create something more advanced — like, say, Infocom’s state-of-the-art ZIL system.

Blank, meanwhile, had ZIL but wasn’t sure he could take full advantage of it. Since starting to work on the landmark Deadline the previous year, he had started to see Infocom’s games in much the same light as Berlyn — as dynamic, playable stories. Blank, who was rather insecure about his own writerly chops (albeit largely unnecessarily), now viewed Deadline almost as a tech demo, a chance to get tools worked out and to demonstrate some shadow of what might be possible in the hands of a real writer. Berlyn, it must be admitted, was not exactly Norman Mailer or even Arthur C. Clarke. He had just three straight-to-the-dimestore-paperback-rack science fiction novels to his credit, none of which had sold all that well. Still, that was enough to qualify him for the title of “published author,” and was also three more novels than anyone else currently writing adventure games had published. Signing Berlyn would mark a big step toward Blank’s crystallizing vision of Infocom as publishers of interactive fiction rather than mere text adventures, even if it would still be a couple of years before the company would stumble upon that term to describe what they were really about.

The first plan had Berlyn working on a game for Infocom under contract from his home in Colorado. However, what with the complexities of the ZIL system and the state of telecommunications in 1982, that quickly proved impractical. So, within weeks of the Applefest meeting, Berlyn and his wife packed up and moved to Boston, where he became one of the first full-time employees to be hired by Infocom, as well as the first Implementor to be drawn from outside the immediate orbit of MIT’s Laboratory for Computer Science. What Infocom got for a first project was perhaps not quite what they had expected. Berlyn, Infocom’s supposed literary star, always combined a headstrong creativity with a certain flair for the perverse. He now started in earnest on Suspended, arguably the least literary parser-driven game Infocom would ever release, more a strategy game implemented in text than an interactive fiction.

The premise of Suspended reflects a longstanding obsession of Berlyn with disembodied consciousness; this had already been at the heart of his novel The Integrated Man and his earlier adventure Cyborg. In Suspended, you take the role of, yes, another disembodied consciousness, whose body has been placed in “cryogenic suspension” while her mind takes a 500-year shift as the emergency backup to an automated system which makes life possible on a planet of the future, controlling the weather, food production, and the transportation network. Normally your mind sleeps alongside your body, but you’re to be woken in the case of an emergency which the automated systems are not equipped to handle. As you’ve probably guessed, just such an emergency occurs as the game begins.

With no body of your own, you have six robots to whom you can issue orders and through whose senses you can experience the game’s available geography, which is restricted to a planetary control complex located far underground. Each robot is somewhat, um, specialized in its capabilities. Iris is the only one who can see. Auda can hear. Sensa can detect “vibrational activity, photon emission sources, and ionic discharges.” Poet seems to have no clear purpose, other than to spout bits of poetry that must be deciphered like a code to figure out what is really going on with him. (“All life’s a stage, so just consider me a player,” he says when asked to go somewhere; “It hops and skips and leaves a bit, and can’t decide if it should quit,” when asked to describe his surroundings inside a power station.) The most obviously practical robots are Whiz, who can interface with various computer systems, and Waldo, a general-purpose repair robot.

Over the course of the game a series of escalating crises strike the planet, to which you must respond by making use of all of your robots. There are fairly conventional object-based puzzles to solve, but even once you figure out how to do everything you still face a daunting challenge in scheduling and logistics to juggle all of your robots efficiently and minimize the casualties on the surface. If you succeed in saving the planet at all — no easy task in itself; it will likely take dozens of plays just to get that far — you next can concentrate on doing it without leaving half the population dead. (It’s rather deflating when you “win” for the first time, only to be told that the survivors want to burn you in effigy.) Winning “a home in the country and an unlimited bank account” will likely take at least a few dozen more attempts.

Played today, Suspended feels oddly like a genre of cooperative board games that have become fairly common in recent years. In games like Pandemic, Red November, and Flash Point, players struggle together to maintain a system against a series of shocks, whether they come in the form of waves of global disease, leaks and explosions aboard a very unseaworthy submarine, or a hungry house fire. Further cementing the board-game connection in my mind are the uniquely practical feelies that came with Suspended: a map of the complex in the form of a game board, with a set of counters representing each of the robots. As you get deeper into the game and begin playing to win you’ll soon have multiple robots moving simultaneously about the complex doing various things. Thus the board quickly becomes an essential tool for keeping track of the whole situation, along with some careful notes.

In one sense, Suspended feels visionary, or at least wholly unique in the Infocom canon. The standard text-adventure paradigm of play has been thrown overboard almost entirely. Gone, for example, is the need to map, along with the connection to a single in-game protagonist and any semblance of conventional storytelling. Further emphasizing the strategy-game feeling, Suspended is explicitly designed to be replayable. It has an “advanced” difficulty level you can attempt if you finally manage a good score on the standard, or you can choose the custom starting option, where you can choose the starting location of each robot and control when the various disasters are triggered. The manual suggests that you and friends could use this to “challenge each other” with new scenarios.

Unfortunately, the flexibility Suspended has can rather make us expect more from it than it can deliver. It would be nice if, like those board games I mentioned, Suspended could truly become a different experience every time it’s played by parceling out fortune and misfortune from a randomized deck of virtual cards. But alas, the same events will always occur even in custom mode; the only question is when, and even that is predetermined by the person entering the new parameters. Suspended upends the traditional Infocom approach enough that you wish it could have gone even further, dispensing with fixed puzzles and events entirely in favor of something completely dynamic and replayable. Maybe there’s a project in there somewhere for some modern author…

Visionary as it can feel, Suspended can also paradoxically feel like a bit of a throwback even in the context of its day. When we think of games in text today, we generally leap immediately to Adventure, Infocom, and all of their peers and antecedents. However, it’s important to remember that through the 1970s lots and lots of other sorts of games were implemented in text, simply because that was the only possibility. This included card games, strategy games, simulations, even action games. By the time of Suspended, the two text-only members of the trinity of 1977 (the TRS-80 and the Commodore PET) were fading away, and games other than adventures were expected to have graphics. One is almost tempted to look at Suspended as a text game that really wants to be in pictures, to imagine how cool it might be if the map board was included in the game itself as a graphical playing field. But then you realize that the very premise of having only one robot who can actually, you know, see is dependent on the proverbial magic of text, and a new appreciation for Berlyn’s creativity asserts itself. At any rate, it’s perhaps worth remembering again in light of Suspended‘s unusual mode of play that Infocom were not at this stage calling themselves makers of interactive fiction or even adventure games. They were just making games in text which were (they claimed) smarter and more sophisticated than those of anybody working in graphics.

Being such a departure from anything Infocom had done before (or, for that matter, would do later), Suspended pushed and stretched the ZIL system in unexpected new directions, turning development into quite a challenge. To make things harder, Berlyn, while he knew his way pretty well around an Apple II, had none of the grounding in programming and theory of the Infocom founders. Just getting him up to speed on ZIL took some time, and getting this extremely ambitious first project going took more. Yes, some of what was needed had been done already: Dave Lebling had first put together a system for passing orders to other characters for his own robot in Zork II, and Blank had made great strides toward a more dynamic model of adventuring in Deadline. Still, Blank had to work quite extensively with Berlyn to give him the tools he needed. A game of Suspended can have many, many balls in the air, with six robots all moving about following orders, disasters and events happening (or being averted) on the surface, and the player hopping about amidst all the chaos, taking in the scene through this robot’s senses, then issuing orders to that one. Further, the parser had to be substantially reworked to support it all; it’s now possible to issue orders to multiple robots at once, or even to tell two or more robots to work on something together, such as moving something neither one is strong enough to budge on its own. Taken just as a functioning virtual world, Suspended is damn impressive — amongst the most technically impressive worlds that Infocom would ever create.

It’s also damn difficult to penetrate. With its tersely sterile robotic diction, its ironclad adherence to the sensory limitations of each robot, and the time pressures of its cavalcade of disasters, there isn’t an ounce of compromise or compassion in the game. We can only take comfort in knowing that even in its cruelty it’s eminently fair, as uninterested in playing guess the verb or foisting illogical puzzles on us as it is in coddling us. There’s none of the sense here of a design that got away from its designer that plagues, say, the work of Scott Adams or the early work of Roberta Williams. Suspended is hard because it wants to be hard, and it’s hard in exactly the way it wants to be. Which isn’t to say that most players, myself included, are exactly disappointed that Infocom never ventured further down the trail it blazed. I suspect that Suspended is the Infocom game farthest away from the ideal of interactive fiction as it’s perceived and (in Infocom’s case) remembered today.

Suspended Suspended

 

 

 

 

 

 

 

 

Suspended was released in March of 1983 in a huge and elaborate box (better to house that big laminated game board) that featured a recessed three-dimensional face mask for a lid. Surprisingly in light of the game’s difficulty and unabashedly experimental mode of play, it was yet another solid hit, selling some 55,000 copies in 1983 alone and eventually flirting with sales of 100,000 over its commercial lifetime. It really did seem that, at least for now, people were willing to follow Infocom wherever they led them. And Suspended was only the first release of 1983, the happiest, most financially successful year in the company’s history. I’ll have much more to tell about that year and the games it produced in the next posts.

(I’m thrilled to be able to say that since my last post on Infocom Activision has rereleased many of their games, including Suspended, for iPhone and iPad. If you don’t have an iDevice, you can certainly find the story file elsewhere on the Internet, but as usual I won’t be hosting it here. Just in case it’s helpful to anyone, here’s a very rough module for the VASSAL board-gaming engine with the Suspended map and counters. Load the save to position the robots as they are at the start of the standard game. If someone more familiar with VASSAL wants to clean it up and upload it to the official module repository, by all means feel free.

I should also note here that Marc Blank’s attitude toward the eternal game vs. story question that always hangs about Infocom and interactive fiction in general seems to have changed over the years. In an interview for Jason Scott’s Get Lamp documentary, he states that he always viewed Infocom’s works as fundamentally games rather than fiction or literature. In contemporary interviews, however, he often expresses the belief that Infocom was creating works that were different from — or, if you like, transcended — games. I believe his current thinking may be somewhat colored by the pain and frustration of Infocom’s later years, and his inability to really move the genre forward in a way that felt right to him.)

 

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Free Fall, Part 2: Murder on the Zinderneuf

Murder on the Zinderneuf

Mystery stories have been a staple of adventure gaming since 1978’s Mystery Mansion. That’s little surprise; no other form of traditional static literature so obviously sees itself as a form of game between reader and writer, and thus is so obviously amenable to adaptation into other ludic forms. Said adaptations existed well before the computer age, in such forms as the Baffle Books of the 1920s, the Dennis Wheatley Crime Dossiers of the 1930s, and the perennial board game Cluedo (Clue in North America) of 1949.

The early computerized mystery games had the superficial trappings of classic mystery literature but little of the substance. Games like Mystery Mansion and Mystery House were essentially standard Adventure-style treasure hunts, full of mazes and static puzzles, that happened to play out on the stage set of a mystery story. It really wasn’t possible to implement much else with, say, On-Line’s primitive Hi-Res Adventure engine.

That, of course, is why Infocom’s Deadline came as such a revelation. Unlike virtually everyone else making adventure games as of 1982, Infocom had the tools to do a mystery right, to capture the spirit and substance of classic mystery stories in addition to the window dressing. With such a proof of concept to examine (and one which proved to be a major hit at that), combined with a recent uptick in interest in the mystery genre within ludic culture in general following the republication of the old Dennis Wheatley dossiers and an elaborate new board game called Sherlock Holmes: Consulting Detective, other developers started diving into mysteries with similar earnestness. Some of them worked in the text-adventure form, but others branched out into other paradigms. For instance, Spinnaker’s two child-oriented Snooper Troops games and CBS Software’s two adult-oriented Mystery Master games replaced parsers and a single complex story with a more casual form of crime solving. Each contains a series of shorter cases to solve by traveling around a graphical city map, ferreting out clues at each location using a menu-driven interface. A top rating is achieved by solving the crime quickly, using a minimum of clues.

And then there was the game that would become known mostly as that other Free Fall game after the huge success of Archon: Murder on the Zinderneuf. It’s that most interesting anomaly that pops up more than you might expect, an adventure game designed by someone who didn’t much like adventure games.

Jon Freeman laid out his objections to traditional adventure games in an article in the December 1980 issue of Byte, contrasting the form and its limitations with those of the CRPG form he was then working with in crafting Automated Simulations’s DunjonQuest games. An adventure game, he says, is so static that it’s hardly a game at all. It’s “really a puzzle that, once solved, is without further interest.” The former part of this claim became increasingly less true as more dynamic, responsive game worlds like that of Deadline were developed, but the latter part… well, it’s hard to deny that point. The real question is to what extent this bothers you. One remedy to this fundamental failing is perhaps to create longer, deeper works that take as long to play once as it might take you to exhaust the interest of another type of game over many, many plays. Another, of course, is to simply say so what, to note that no one ever criticizes other forms of art, like books, for not being infinitely re-readable (not that Shakespeare doesn’t come close). But still, a re-playable adventure (or for that matter re-readable book) would, all else being held equal, be superior to a non-re-playable version of the same game. Freeman, who still lists Cluedo amongst his favorite games of all time, recycled that game’s concept on the computer, but fleshed out the suspects, the setting, the randomly generated stories behind the murders themselves, to make something more in line with the expectations of adventure gamers.

The mystery may change, but the setting and the actors, the raw materials of these little computer-generated dramas, must inevitably remain the same. Luckily, they’re pretty inspired. The game takes place in 1936, the heyday of the rigid airship, surely one of the most romantic and just plain cool methods of travel ever invented. On a trans-Atlantic voyage aboard the fictional German airship Zinderneuf, a murder has been committed. Which of the sixteen passengers was killed, and which did the killing, and why… these are the elements that are generated anew each time. As a whole genre of pulp-action tabletop RPGs have taught us, the 1930s are a wonderful period for fans of intrigue and derring-do, and Zinderneuf uses that well. Freeman and Reiche work in a lot of the era’s touchstones: old Hollywood, action serials, the Berlin Olympics, the Spanish Civil War, the mob, Amelia Earhart, spiritualism, adventurous archaeologists (Raiders of the Lost Ark was still huge while they worked on the game), and of course Communists and Nazis. It’s an effervescent, pulpy version of history. (That said, our libertarian friend Freeman just can’t restrain himself from taking a political shot at Franklin Delano Roosevelt that strikes a weird sourpuss note amongst all the fun: “Roosevelt was still offering his own version of ‘bread and circuses’ as he ‘guided’ the United States through an unprecedented four terms of depression and war.”) The Zinderneuf itself, meanwhile, proves perfect for a Murder on the Orient Express-style whodunnit. Playing as one of eight detectives drawn from literature or television — including homages to Mike Hammer, Miss Marple, Columbo, and the inevitable Sherlock Holmes among others — you have twelve hours to solve the case before the Zinderneuf touches down in New York and the suspects all scatter to the winds.

Murder on the Zinderneuf

Those twelve hours translate to just 36 minutes of game time — yes, this is a real-time game. The idea here was to replace a 40-hour adventure game with a half-hour game that “can be replayed 100 times.” Also replaced are the text and parser, with a top-down graphical display and an entirely joystick-driven interface.

Murder on the Zinderneuf

Each game begins by telling you who has been murdered from among the cast of characters, each of whom receives a capsule bio in the manual. And then, as Holmes would say (and the manual happily quotes), the game is afoot. You collect evidence in two ways. First, you can search the cabins of the victim and any of the other passengers to see what connections you can discover.

Murder on the Zinderneuf

In the case above, I now know that the murderer of Oswald Stonemann is most likely someone with black hair; the victim is always assumed to have been killed in his cabin. This immediately narrows the suspect list down to five. A logical next step may be to search the cabins of those five suspects, to see what further connections I can turn up. Eventually, however, I will want to start questioning suspects. I can choose the approach I take to each. Various approaches are more or less favorable to different combinations of detective and suspect, something that must be deduced with play. If I choose wisely, perhaps I get a clue.

Murder on the Zinderneuf

Murder on the Zinderneuf

When I believe I have determined opportunity and motive (the game is oddly uninterested in the actual means of murder), I can accuse someone. A false accusation, or one based on insufficient evidence, doesn’t end the game, but does greatly affect your “detective rating” at the end, and prevents you from using that suspect as a source of information for the rest of the game. If you haven’t accused anyone by the time twelve hours (i.e., 36 minutes) have passed, you get one last chance to make an accusation, at some cost to your detective rating, before the game reveals the murderer for you.

There’s much that’s very impressive here. The randomly-generated cases go far beyond the likes of Colonel Mustard in the drawing room with the pistol. Most of the cases don’t even involve that most reliable standby of the mystery writer, love triangles. One time I discovered that Phillip Wollcraft, the archaeologist, had killed the young Natalia Berenski because he was in thrall to certain nameless be-tentacled somethings and needed a handy virgin to sacrifice. (Yes, even the H.P. Lovecraft mythos makes an appearance in this giddy pastiche of a setting, marking what may just be its first appearance in a computer game.) Another time I discovered that the beautiful pilot and all-around adventuress Stephie Hart-Winston had killed the Reverend Jeremiah Folmuth after learning he had in turn killed her beloved brother in a hit-and-run car accident years before. Other cases involve espionage (a natural given the time period), blackmail, even vampires. Most manage to tie the crime back to the period and setting and the specific persona of the characters involved with impressive grace.

But for all that, and despite its superficially easy joystick-driven interface and bright and friendly onscreen graphics that actually look much nicer (at least on the Atari) than those of Archon, Zinderneuf doesn’t quite work for me. Part of the problem derives from all of that rich background information existing only in the manual, not on the screen. The first half-dozen times you play you’re frantically flipping through the pages trying to figure out just who is who as the clock steadily ticks down, an awkward experience a million miles away from Trip Hawkins’s ethos for a new, more casual sort of consumer software. By the time you get over that hump, some of the seams in the narrative generator are already starting to show. You learn what combinations of clues generally lead where, and start to see the same motives repeat themselves. For all the game’s narrative flexibility, there are just eight master stories into which all of the other elements must be slotted. The shock of Wollcraft doing the deed diminishes considerably after you see the same story repeat itself again, with only the name of his victim changed. All of these limitations are of course easily understandable in light of the 48 K of memory the game has at its disposal. Still, things started feeling very shopworn for me long before Freeman’s ideal of a hundred plays.

I also found other elements of the design problematic. When you get down to it, there just isn’t that much to really do, and what there is is often more frustrating than it needs to be. Searching a cabin requires wandering about it trying to cover every square inch until the game beeps to inform you that you discovered a clue — or did not. And talking to suspects can be just as off-putting. Most will only answer a question or two before wandering off again; you then aren’t allowed to speak to them again without speaking to someone else first. Thus the game quickly devolves into a lot of sifting through denials and non-committals, struggling to figure out the right approach to use, while only being able to field one or two questions to your star witness (or suspect) at a time. The memory limitations so strangle the dialog that it’s impossible to pick up clues, as you might in a real conversation, about whether or why your current interrogation approach is failing, or which one might better suit. Murder on the Zinderneuf is fascinating and groundbreaking as a concept, but ultimately a game should be fun in addition to any other virtues it might possess, and here I’m just not sure how well it succeeds. Reading the manual with its cast of exaggerated characters was for me almost more entertaining than actually playing.

Zinderneuf‘s ideal of a narrative that is new every time is neat, and certainly interesting for someone like me to write about as the road almost entirely not taken in adventure games. But are there perhaps good reasons for it to be the road not taken? Maybe for someone primarily interested in games as experiential fictions a 40-hour story, crafted by a person, is more satisfying than 100 30-minute stories generated by the computer. At risk of making Freeman a straw man for my argument, it’s tempting to think again about the flaws that he believed he saw in existing adventures. I believe that designers who see games as rules systems to be carefully crafted and tweaked are often put off by adventure games, which are ultimately all about the fictional context, the lived experience of playing the protagonist in a story. Perhaps having the system itself generate the story could be seen, consciously or unconsciously, as a way to fix this perceived imbalance, to return the art of game design (as opposed to fiction-authoring) to the center of the equation. Yes, Murder on the Zinderneuf‘s narrative generator is clever, but it’s not as clever as, say, Marc Blank, the author of Deadline — and arguably not clever enough to sustain a genre whose appeal is so deeply rooted in its fiction. Zinderneuf is more interesting as a system than as a playable story, in a genre whose appeal is so rooted in story. That, anyway, is how this story lover sees it. Which isn’t to discount Zinderneuf‘s verve in trying something so new. We need our flawed experiments just as much as we do our masterpieces, for they push boundaries and give grist for future designers’ mill. (In that spirit, check out Christopher Huang’s An Act of Murder sometime, which does in text much of what Zinderneuf does in graphics, with results I find more satisfying.)

For several years after 1983, their landmark year of Archon and Murder on the Zinderneuf, Free Fall remained a prominent presence in the growing games industry. In 1984 they released Adept, a sequel to Archon that didn’t quite attract the same love or sales, but was nonetheless a solid success. Soon after they were given an early prototype of the Amiga, thanks to an arrangement Trip Hawkins, a great booster of that machine, worked out with Commodore. Their superb port of Archon became one of the first games available for the Amiga, and they followed it shortly after with a port of Adept of similar quality. Many players still consider these the definitive versions of both games.

Freeman also became a prominent voice in the emerging field of game-design theory, which was separating itself at last by the mid-1980s from the very different art of game programming. He, a defiant non-programmer who had written three books and numerous articles about the art of board-game design before founding Free Fall, was ideally suited to push that process along. Like the last designer I profiled, Dan Bunten, Freeman was given a soapbox of sorts via a column (“The Name of the Game”) in Computer Gaming World. Its ostensible purpose was to tackle tough, controversial subjects head-on. Yet there’s a thin line between delivering hard-hitting, unvarnished reality as one sees it and, well, just kind of sounding like a jerk, and I’m not sure Freeman always stays on the right side of it. His hilarious rant about the Commodore 64 proves that, whatever else he may be, he is no Nostradamus: “software developers will jump off the bandwagon even faster than they got on”; buyers “will think all computers are horrible and throw the whole idea out the window along with their 64.” The Commodore 64 has always evoked special rage from Atari 8-bit loyalists like Freeman. The Atari machines were the 64’s most obvious competitor as fellow low-cost home computers with excellent graphics and sound after weaker sisters like Texas Instruments left the market. They were also arguably the ones the 64 most damaged commercially. “There but for the 64 could have gone the Atari 8-bits,” Atari fans think when they see the 64’s huge success, and not without some justification. But Freeman’s, shall we say, strongly held opinions extended beyond the platform wars. Arcade clones are not just uncreative but morally bankrupt, “illegitimate,” “nasty little pieces of trash.” Programmers doing ports are people “who can’t come up with original subjects for games.” More generally, phrases like “colossal stupidity” and “I almost certainly know more — probably a lot more — about this than you do” creep in a bit too often.

Following the Amiga Archon ports, Free Fall worked for several years on a project that marked a return to Freeman’s roots with Automated Simulations and Temple of Apshai: Swords of Twilight, an ambitious RPG for the Amiga that finally appeared in 1989. It had the unique feature of allowing up to three players to inhabit its world at the same time, each with her own controller, adventuring cooperatively. Despite being released once again by EA, the game seemed to suffer from a dearth of distribution or promotion, and came and went largely without a trace, and without ever being ported beyond the Amiga, a relative minority platform in North America. Another five years elapsed before Free Fall released Archon Ultra, this time on the SSI label. That game was poorly received as adding little to the original, and once again sank quickly into obscurity. And, a few casual card games and the like aside, that’s largely been that from Free Fall. They are still officially a going concern, but seem to exist today largely to license their intellectual property (i.e., Archon) to interested developers. If their output after 1986 or so seems meager given the extraordinary productivity and energy of their first few years, know that my impression — and I must emphasize that this is only an impression, with little data to back it up — is that life has thrown its share of difficulties at Freeman and Westfall since their heydays as stars of Hawkins’s stable of software artists, difficulties that go beyond just some games that performed disappointingly in the marketplace.

If you’d like to try Murder on the Zinderneuf for yourself, I’ve prepared the usual care package for you, with an Atari 8-bit disk image and the (essential) manual. Next time we’ll say goodbye to EA’s Software Artists for a while and catch up with some Implementors again.

(A good interview with Freeman and Westfall can be found online at Halcyon Days, and one with Freeman alone at Now Gamer. Contemporary articles about Free Fall are in the January 1983 Softline, the November 1984 A.N.A.L.O.G., the February 1985 Family Computing, the July/August 1987 Info, and the November 1984 Compute!’s Gazette (Freeman must have been gritting his teeth through that interview, given his opinion of the Commodore 64). Freeman’s Computer Gaming World column ran from the May/June 1983 issue through the April/May 1985 issue.)

 
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Posted by on February 26, 2013 in Digital Antiquaria, Interactive Fiction

 

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Free Fall, Part 1: Archon

Jon Freeman and Anne Westfall

Jon Freeman and Anne Westfall

In the late 1970s Anne Westfall, a mother, housewife, and divorcee in her early thirties, started attending Santa Rosa Junior College. With her children “old enough to take care of themselves,” she was looking for a new direction in her life. She sampled a bit of everything on the college’s menu, but fell in love with computer programming via a course in BASIC. More programming courses followed. She became so good at it so quickly that when some members of the faculty were contacted by a local civil-engineering company that was looking to hire programmers for a new software division they hooked her up with a job. Just like that she had a career; she spent the next two years writing programs for surveyors and subdivision planners on the TRS-80.

At the West Coast Computer Faire of March 1980, fate placed her company’s booth next to that of Automated Simulations of Temple of Apshai and DunjonQuest fame. She got to talking with Automated’s co-founder and primary game designer, Jon Freeman, and a spark both creative and romantic was kindled. Before meeting Freeman computer games had never even occurred to her as an interest, much less a career. She vaguely knew of some housed on some large computer systems to which she had access, and had played Space Invaders a few times at a pizza parlor, but that was about it. Yet Freeman apparently made one hell of an advocate. Not only did she and he become an item, but just five months after meeting her he convinced her to quit her secure job to come program games for Automated Simulations. Soon after they were married.

The marriage has survived to this day, but the new job proved more problematic. Westfall was forced to work as a so-called “maintenance programmer,” tweaking and maintaining the DunjonQuest engine. She also found herself at the epicenter of a power struggle of sorts between Freeman and his founding partner, Jim Connelley. From the time of their first game, Starfleet Orion back in 1978, the two men had fallen into an equitable division of roles. Freeman, who had spent years studying and writing about tabletop-game design but did not program, designed the games; Connelley, a professional programmer for years before Automated’s founding, implemented them. Even as the company grew in the wake of Temple of Apshai‘s success and other designers and programmers came aboard, the basic division of labor remained: Freeman in charge of the creative, Connelley in charge of the technical. From the start Connelley had focused on developing a reusable engine for the DunjonQuest line, written in BASIC for maximum portability and maintainability and capable of running on virtually any computer with at least 16 K of memory. But now, inspired by Westfall’s talent, by newer machines like the Atari 400 and 800, and by newer iterations of the CRPG concept like Ultima and Wizardry, Freeman was getting antsy. Automated’s games were being left behind, he said. He pushed to abandon BASIC and rewrite everything from scratch in assembly language, and to stop targeting a one-size-fits-all lowest-common-denominator machine. Connelley flatly refused, preferring to continue churning out more scenarios using the same old engine. Finally, at the end of 1981, it all devolved into litigation, which ended with Freeman and Westfall, along with other partisans from their camp, walking away. (For what it’s worth, Freeman’s camp ultimately proved to be in the right. Plummeting sales of Automated’s increasingly archaic-looking games forced a major change in direction within a year of the split, including the adoption of the much catchier name Epyx and a new focus on flashy games for next-generation platforms like the Commodore 64. But that’s a story for another time…)

Freeman and Westfall decided to form their own little development group, the cleverly titled Free Fall Associates, to develop games and publish them through others. They would stay small to avoid a repeat of the power struggles at Automated, and write exactly the games they wanted for the platform they wanted: the Atari 800, the most audiovisually advanced 8-bit computer on the market. They would work as partners, as Freeman had in the beginning with Connelley — only now Westfall could assume the programmer’s role. Seeing a divide between slow-paced, ugly, off-putting strategy games and flashier but vapid action fare, they decided to try to make games that slotted in between: fast-paced and aesthetically pleasing but with an element of depth.

Tax Dodge

They took pride in making sure their first game was nothing like those Freeman had designed for Automated Simulations. Tax Dodge was a maze game that took advantage of the Atari’s graphics and sound — but don’t call it a Pac-Man clone or even variant lest Freeman, who railed against the unoriginal arcade clones that still littered the bestseller charts, get very huffy with you. The maze now spanned many screens, smoothly scrolling with the player, an effect that would have been very difficult to manage on the more limited hardware of, say, the Apple II. This gave a quality of exploration, of discovery as the player charted the maze. Rather than ghosts, the player must avoid five sinister IRS agents; rather than gobble pills, she collects cash. Finding an accountant in the maze yields a precious tax shelter. It was a theme near and dear to the heart of Freeman, whose capsule biographies in his games never failed to mention his belief in libertarianism and anarcho-capitalism. Indeed, Freeman was among if not the first designer to sneak political statements into his games. (You may remember his 1980 game Rescue at Rigel, which set players on a hostage-rescue mission against a thinly disguised Ayatollah Khomeini, from an earlier article on this site.)

Tax Dodge made little commercial impression, for which Freeman later blamed the fact that the Atari’s demographics skewed much younger than those of the Apple II and TRS-80, the machines on which Automated had largely concentrated their efforts. Most potential players, he argued, missed the satire that was so much of the fun. Still, it also couldn’t have helped that the game was distributed by a tiny publisher called Island Graphics, who lacked the wherewithal to get the game the sort of prominent advertising and feature reviews that were becoming increasingly important as the software industry steadily professionalized. Maybe this freelance-developer thing wasn’t going to be that easy after all. But then Trip Hawkins and Electronic Arts came calling.

Given that Freeman was one of the few prominent designers not bound by contract to another publisher at the moment, Free Fall was an obvious target for Hawkins in his quest for “software artists.” But they were also a good fit in other ways. If you were reminded of Hawkins’s mantra of “simple, hot, and deep” software when I mentioned Free Fall’s determination to bridge the gap between strategy and action, congratulations, you’ve been paying good attention to my recent articles. Clearly these people were all on the same page. Freeman and Westfall were so excited by Hawkins’s vision that they pitched him two radically different ideas for games. One was for a vaguely chess-like strategy game which would erupt into player-against-player action when two pieces met one another on the board; the other was for an infinitely replayable whodunnit mystery. Hawkins was in turn so impressed that he asked for them both for EA’s stable of launch titles, leaving Free Fall with barely six months to make two ambitious games from scratch.

Freeman and Westfall realized they would need some help. They hired a programmer with whom they had worked at Automated Simulations, Robert Leyland, to implement the mystery, freeing Westfall to just work on the strategy game. And they brought in another person they knew from their Automated days, Paul Reiche III, to work with Freeman on the design of both games.

Reiche was just 22, but had already had quite a career in both tabletop and computer games. While still teenagers, he and some friends had written and self-published a series of supplements for Dungeons and Dragons and other tabletop RPGs. Soon after, TSR themselves came calling, to sweep him off to their Wisconsin headquarters to work for them, doing design, writing, illustrating, whatever was needed. He was undoubtedly talented, but it couldn’t have hurt that, being still a teenager at the time of his hiring, he was willing to work cheap. Regardless, it was a dream job for a young D&D nut; he got to share a byline with Gary Gygax himself on the first Gamma World adventure module while just 20 years old.

Reiche first met Freeman at a D&D convention in 1980, where Freeman was demonstrating the DunjonQuest line in an effort to attract the tabletop RPG crowd to this new computerized variant. The two hit it off, and Reiche soon agreed to design a DunjonQuest scenario for Automated, The Keys of Acheron. Then, around the time of Free Fall’s founding, Reiche got himself fired from TSR, according to his telling for raising a stink about the buying of a Porsche as company car for an executive; maybe working cheap was starting to seem less appetizing. He was back in California, studying geology at Berkeley, when Freeman offered him the chance to get back into game design, this time exclusively on the computerized side. He jumped at the chance. Amongst other advantages, it made good sense from a financial perspective. The tabletop RPG industry was already nearing its historical high-water mark by late 1982, but computer games were just getting started.

I’m going to talk in more detail about Archon, the strategy game, today; next time I’ll talk about Murder on the Zinderneuf, the mystery.

Like so much else, much of the fascination amongst gamers with more, shall we say, colorful variants of chess can be traced back to Star Wars — in this case, to the holographic game played between Chewbacca and R2-D2 aboard the Millennium Falcon. That scene, combined with the explosion in popularity of D&D and by extension fantasy of all stripes, led to a minor craze for new variants of chess. Sometimes that meant nothing more than standard chess sets which replaced pawns with goblins and bishops with dragons to give it all a bit of a different flavor. But other people were more ambitious. The movement reached a sort of absurd fruition when Gary Gygax published the rules for Dragonchess in Dragon magazine’s one-hundredth issue in 1985. It featured a three-level board filled with monsters drawn from D&D‘s Monster Manual, with all of the fiddly rules and exceptions you might expect from the man whose signature game (Advanced Dungeons and Dragons) filled three hardbound rulebooks and hundreds of closely typed pages.

At SCA events and similarly minded gatherings, meanwhile, living chess tournaments became more common. These replaced inanimate chess pieces with real people decked out in appropriate costumes, standing on a board that filled an auditorium floor. When two pieces met in one of these games they battled it out there on the board for the crowd’s delight. Sometimes these battles were purely for show, but in other cases players were assigned roles based on their understood talent at fencing, from pawn to queen and king. In these cases the battles were for real — or as real as fake swords allow. The inevitable result, of course, was a very different sort of game, as suddenly a lucky or dogged pawn, or a tired knight, could alter the balance and ruin the most refined of traditional chess strategies. Freeman participated in such a game as a pawn, experiencing the new spontaneity firsthand. (He acquitted himself well, managing to kill a fellow pawn and then fight a knight to a draw — i.e., a mutual kill.) The experience got him thinking about doing something similar on the computer. It seemed like just the sort of mix of strategy and action Free Fall was after.

Which is not to say that Freeman and Reiche simply recreated the living-chess experience on the computer. If anything Archon‘s relationship to chess is rather overblown, for Archon is both simpler and more complicated. Movement falls into the former category. Every piece has a maximum number of squares it can move in a turn, and either moves on the ground (meaning it can move only horizontally or vertically and cannot jump pieces) or in the air (meaning it can also move diagonally, and can jump pieces). There is nothing like the complications of, say, the knight in traditional chess. On the other hand, there are more pieces to deal with in Archon, and more places to put them. The board is now 9 X 9 rather than 8 X 8, with the requisite additional two units per side. The larger size was chosen because it fit most neatly on the screen, provided the optimum balance between visibility and strategic possibility, and allowed for three power points to be neatly spaced across the middle of the board. Controlling these three spaces, plus the additional power point located at each edge of the board, wins the game instantly. Alternately, if less strategically, one can win by simply killing all of the opposing player’s units.

The Archon game board. Note the three power points running down the center. Two more are hidden under the wizard and sorceress on the center-left and center-right squares.

The Archon game board. Note the three power points running down the center. Two more are hidden under the wizard and sorceress on the center-left and center-right squares.

The two opposing forces are no longer mirror images of each other. The game is subtitled The Light and the Dark; the Light side (presumably good) has different units with different combat abilities from the Dark side (presumably evil). Some units use a melee attack; others shoot missiles or fireballs; still others, like the banshee, have an area attack that spreads outward from their person; each side has one unit (the wizard or the sorceress) who can cast a handful of spells once each per game.

The board at the dark extreme of the luminosity cycle. Note the contrast with the picture above, which shows the cycle at its mid-point.

The board at the dark extreme of the luminosity cycle. Note the contrast with the picture above, which shows the cycle at its mid-point.

Of the squares on the board, 25 are always light, 25 always dark. However, the remaining 31, including the three central power points, constantly cycle from light to dark and back. This fact is critical to strategy, because light units gain a big advantage when fighting on light squares, and vice versa. Thus the wise player plans her attacks and retreats, her feints and thrusts, around the ever-changing board. Accidentally leaving a powerful piece exposed on the wrong color of square can lead to the worst sort of self-recrimination when your opponent pounces to take out your golem with her goblin. And yes, just as in the live chess match that inspired Freeman, double kills are possible.

A phoenix (Light) and dragon (Dark) battle. Because this fight is taking placing on a light square, the phoenix has a huge advantage; note the difference in the life bars at the edge of the screen.

A phoenix (Light) and basilisk (Dark) battle. Because this fight is taking placing on a light square, the phoenix has a huge advantage; note the difference in the life bars at the edge of the screen.

Still other elements of Archon would never have been possible on the tabletop. For instance, the health of each unit is tracked even outside of the combat screen. It takes a few turns to fully recover from a hard fight, meaning a stubborn opponent can kill your wizard just by throwing enough cannon fodder — i.e., goblins — at it turn after turn. The game clearly wants to be played more quickly, more urgently, even (dare I say it?) less strategically than a classic chess match. You find yourself tossing your units into the fray, not pausing to study every option and plan your next several turns in advance. What with the fast pace and the role that reflexes play, playing Archon with another human feels like really going at it, with little of the cool cerebral feel of chess. I have to believe this is intentional, and certainly it’s a more than valid design choice. Indeed, it’s the prime source of Archon‘s appeal in contrast to a game like chess.

That said, there’s one flaw in the strategic game that bothers me enough to really impact my appreciation for the game as a whole. When playing a relatively close game, it’s all too easy to find yourself in an ugly stalemate, in which each player has just a few units left and neither has any incentive to risk any of them by moving them off of favorably colored squares. At this point both sides are just stuck, until someone loses patience at last and attacks the enemy on one of her favorable squares in the face of long odds indeed, all but guaranteeing sacrificing that piece — and, eventually, losing the game — for the sake of just ending the damn thing already. I’m not sure I have any brilliant suggestion of how this could have been fixed — maybe begin to cycle more squares from light to dark as the number of pieces on the board is reduced, thus forcing more dynamism into the game?; maybe add conditions for a chess-style draw? — but I do know that it needed to have been for me to raise my judgment of Archon from “just” a fun and creative effort to the timeless classic many would have me label it. (Then again, it’s possible I’m just missing something strategically obvious. If you have a solution to this dilemma, by all means tell me about it.)

As you might imagine given the time constraints, Westfall, Freeman, and Reiche worked like dogs on Archon even as Freeman and Reiche also labored over Murder on the Zinderneuf. Free Fall had no offices; everything was done out of Freeman and Westfall’s home in Portola Valley, California. Westfall:

We had a tough schedule at first. For six months we didn’t even read a book or go to the movies, and that’s disaster in our house. We basically worked all the time. At meals we were always discussing the games. How to do this, and what to do about that. We worked from the time we got up until all hours of the night. Then we’d get up the next day, grab a cup of coffee, and go back to work.

Archon had been envisioned from the beginning as a two-player game. However, just a month before they had to turn over the game, EA begged them to add a single-player option, thus saddling Free Fall with the task of coding a complete AI, in addition to everything else that still had to be done, in one month. With so little time and eager to preserve the game’s fast-paced character, they focused on making an AI that was “fast and decent” rather than “slow and perfect.” As Ozark Softscape did for M.U.L.E., they also made it possible for the AI to play itself, a godsend for shop display windows. And then they added one additional groundbreaking feature that has been little remarked since the game’s release. Freeman:

There’s a built-in, self-adjusting difficulty factor in Archon so that if the computer keeps beating up on you, it will get easier and easier. But most people don’t know that because it goes in little tiny increments. By the time it really starts kicking in, players think, “Oh, I’m just getting better.” Well, they are, partly; but partly it’s because the computer is not being as good. But nobody knows that’s there. It’s not something we advertise, but we were aware of the problem.

Just like chess: how do two unequal players play chess? Well, not very well. And there’s not really a great deal you can do about it. If you start taking pieces away, you change the game so radically that you’re not playing chess anymore. Archon is the same way. So we said, we want to do a game in which we can do that without screwing it up.

This very likely marks the first example of adaptive AI in the commercial game industry, a radical step in the direction of friendlier, more accessible gameplay — and in the direction of Trip Hawkins’s vision of consumer software — that deserves to be celebrated more than it has been. It also kind of leaves you wondering whether any victory over the computer was truly earned, a dilemma familiar to many modern gamers. Ah, well… groundbreaking as Archon‘s adaptive AI is, the game is still best experienced with two players, where it all becomes moot anyway.

Released in a striking monochrome sleeve that beautifully presented the theme of Light and Dark, Archon struck a major chord with the public. It became the second-best-selling of those seven EA launch titles, behind only Pinball Construction Set. I strongly encourage you to play it, but I’m not going to provide a download here. Free Fall, you see, is still around as at least a semi-going concern and still licensing variants and remakes, and I don’t want to step on any toes. I’m sure you can find the original game on your own if you’re so inclined. The Atari 8-bit incarnation was the first developed and is thus the best reflection of the original vision for the game, although the Commodore 64 port does look nicer. If you do snag one of these versions from somewhere else, maybe think about buying the latest licensed incarnation as well, if for nothing else than to show your appreciation to Freeman and Westfall.

The other Free Fall game amongst those early titles, Murder on the Zinderneuf, didn’t attract anywhere near as much attention as Archon. Yet in its own way it’s every bit as interesting — perhaps even more so if, like me, you like a strong dose of story in your games. We’ll talk about that game, and wrap up the story of Free Fall, next time.

(I’ll include the main sources I used for researching Free Fall in the concluding article.)

 
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Posted by on February 20, 2013 in Digital Antiquaria, Interactive Fiction

 

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Dan Bunten and M.U.L.E.

Dan Bunten

Dan Bunten

As Electronic Arts got off the ground, Trip Hawkins hired three veterans from his time at Apple — Dave Evans, Pat Marriott, and Joe Ybarra — to become the first people with the job title of “producer” at EA. Their new careers began with a mock draft: Hawkins had them draw lots to determine the order in which they would get to pick the developers they would be working with. Naturally, the three experienced developers all went in the first round, and in the order of their status within established gaming circles. Evans picked first, and chose Bill Budge, the first and arguably still the greatest of the Apple II’s superstar game developers, with name recognition within that community that could be matched by very few others. Marriott chose next, and picked Free Fall Associates, whose Jon Freeman had been responsible for the landmark CRPG hit Temple of Apshai and the Dunjonquest line of sequels and spinoffs that had followed it from Automated Simulations. That left Ybarra with Dan Bunten and his new team Ozark Softscape.

Unlike the others, Bunten had no hits on his resume; his biggest game to date had sold all of 6000 copies. He had previously published through Strategic Simulations, Incorporated, which was the antithesis of Hawkins’s vision of casual consumer software, having been founded by a grognard named Joel Billings to release a series of almost aggressively off-putting computer wargames in the hardcore tabletop tradition. Still, Hawkins had fallen in love with one of Bunten’s SSI games, a business simulation called Cartels and Cutthroats. He had first tried to buy it outright from Billings. When his overtures were rejected, he turned to Bunten himself to ask if he would like to make a game kind of like it for EA. Thus the presence of this B-lister on EA’s rolls, complete with generous royalty and advance. To make things even worse, Ozark was located, as the name would imply, deep inside flyover country: Little Rock, Arkansas. Ybarra certainly didn’t relish the many trips he would have to make there. Little did he realize that the relationship would turn into one of the most rewarding of his career, or that the first game he would develop with Ozark, M.U.L.E., would become the most beloved of all the early titles inside the company, or that it would go on to be remembered as one of the greatest of the all-time classic greats.

Dan Bunten was an idealist from an early age. At university he protested the Vietnam War, and also started a bicycle shop, not to make money but to help save the world. According to his friend Jim Simmons, Bunten’s logic was simple: “If more people rode bikes, the world would be a better place.” When he watched Westerns, Bunten was an “Indian sympathizer”: “It just seems like such a neat, romantic culture, in tune with the earth.” A staunch anti-materialist, he drove a dented and battered old Volkswagen for years after he could afford better. “I felt like I sold out when I bought a 25-inch color TV,” he said. That 1960s idealism, almost quaint as it now can sound, became the defining side of Bunten the game designer. He campaigned relentlessly for videogames that brought people together rather than isolating them. As his most famous quote, delivered at an early Game Developers Conference, went, “No one on their death bed ever said, ‘I wish I had spent more time alone with my computer!'” M.U.L.E. positively oozes that idealistic sentiment. As such, it’s an easy game to fall in love with. Certainly your humble blogger here must confess to being a rabid fanboy.

The seeds of M.U.L.E. were planted back in 1978 when Bunten bought his first Apple II. Educated as an industrial engineer, he at that time was 29, married and with daughter, and seemingly already settled into running a consulting firm doing city planning under a National Science Foundation grant in Little Rock. The eldest of six children, Bunten and his siblings had played lots of board games growing up: “When I was a kid the only times my family spent together that weren’t totally dysfunctional were when we were playing games.” In fact, some of his fondest childhood memories had taken place around a Monopoly board. Dan and his brother Bill had also delved into the world of wargames; when the former was twelve and the latter ten they had designed a complete naval wargame of their own, drawing the map directly onto the basement floor. During a gig working at the National Science Foundation, he had spent some of his time tinkering on their Varian minicomputer with an elaborate football simulation he imagined might eventually become the heart of a Master’s thesis in systems simulation. Now he started working on a game for the Apple II. Right from the beginning his approach to game design was different from that of just about everyone else.

Bunten loved more than anything the social potential of gaming. Setting a precedent that would endure for the rest of his career, he determined to bring some of that magic to the computer. Working in BASIC with only 16 K, he wrote a simple four-player auction game called Wheeler Dealers. He designed a simple hardware gadget to let all four players bid at once. (The details of how this worked, as well as the game software, unfortunately appear to be lost to history.) Then he found a tiny Canadian mom-and-pop publisher called Speakeasy Software to sell the game and the gadget for $54. (Speakeasy’s founder Brian Beninger: “Dan called out of the blue one day and spoke to Toni [Brian’s wife]. She had never experienced an accent from the southern United States and had trouble understanding him…”) Legend has it that Wheeler Dealers was the first computer game ever sold in a box, a move necessitated by the inclusion of the hardware gadget. However, such a claim is difficult to substantiate, as other games, such as Temple of Apshai and Microsoft Adventure, were also beginning to appear in boxes in the same time frame. What is certain is that Bunten and Speakeasy took a bath on the project, managing to sell just 50 to 150 (sources vary) of the 500 they had optimistically produced. In retrospect that’s unsurprising given the game’s price and the limited reach of its tiny publisher, not to mention the necessity of gathering four people to play it, but it did set another, unfortunate precedent: Wheeler Dealers would not be the last Bunten game to commercially disappoint.

Computer Quarterback, in its 1981 incarnation

Computer Quarterback, in its 1981 incarnation

Still, Bunten had caught the design bug. For his next project, he dusted off the FORTRAN source to his old football simulation. As would befit a Master’s thesis project, that game was the “most thoroughly mathematically modeled” that he would ever do, the deepest he would ever delve into pure simulation. It was, in other words, a great fit for the hardcore grognards at SSI, who released Computer Quarterback as one of their first titles in an all-text version in 1980, followed by a graphical update that took advantage of the Apple II’s hi-res mode in 1981. Typically for SSI, the manual determinedly touts Bunten’s professional credentials in an attempt to justify him as a designer of “adult games.” There is even affixed his seal as a “State of Arkansas Registered Professional Engineer”:

By affixing my seal hereto, I certify that this product was developed in accord with all currently accepted techniques in the fields of operations research, systems simulation, and engineering design, and I further accept full responsibility for the professional work represented here.

It all seems a bit dreary, and an especially odd sentiment from a fellow who would become known for championing easy accessibility to everyday people in his designs. Yet simulation of the real world was in fact a deep, abiding fascination of Bunten, albeit one that would be more obscured by his other design tendencies in his later, mature games. In the meantime, SSI’s audience of the hardcore was big enough to make Computer Quarterback Bunten’s bestselling game prior to his signing with EA, the one that convinced him to quit his day job in city planning and dive into game development full time. Indeed, the aforementioned figure of 6000 sold at the time of EA’s founding would continue to increase afterward; SSI would continue to sell updated versions well into the late 1980s.

Cartels and Cutthroats Cartels and Cutthroats

Bunten’s next game was the one that caught Hawkins’s eye, Cartels and Cutthroats. Like Hawkins of the “Strategy and Applied Game Theory” degree, Bunten was fascinated by economic simulations. For help with the modeling of Cartels, an oddly abstracted simulation of the business world — you are told in the beginning only that your company produces either “luxury,” “mixed,” or “necessity goods” — he turned to his little brother Bill, who had recently finished his MBA. Apparently few other gamers of the time shared Hawkins’s and Bunten’s interest in economic simulation; Cartels did not even manage the sales that Computer Quarterback had. Bunten later wryly noted that “evidently folks interested in playing with the stock market or business, do it in real-life instead.” That may to some extent be true, but in my opinion the game’s abstractions do it no favors; it’s hard to get excited about your role as producer of a “luxury good.” Cartels today reads as a step on the road to M.U.L.E.. The later game would continue the economics focus while grounding itself in a much more specific context that the player can really get her hands around.

If these early SSI games can seem slightly anomalous to Bunten’s mature work in their unabashed focus on simulation, one thing did stay consistent: they were conceived primarily as multi-player affairs. SSI had to cajole him into putting together a rudimentary opponent AI and single-player mode for Computer Quarterback as a condition of acceptance for publication. Bunten named the computer’s team “The Robots,” which perhaps shows about how seriously he took them. Cartels and Cutthroats offers a number of ways for up to six people to play together, the most verisimilitudinous of which employs a printer to let each player grab her stock reports off the “teletype.” Here computer players, while once more optionally present, still don’t get no respect: now they are called “dummies.”

Cytron Masters

Bunten’s final game for SSI was a marked departure. Released on SSI’s short-lived Rapid Fire line of action-oriented titles, Cytron Masters plays like a prototype of the real-time strategy games that would become popular a decade later. Two players — the two-player mode was again the main focus; the computer opponent’s AI was predictably atrocious — face off on a battlefield of the future in real time, spawning and issuing orders to six types of units. Each player can have up to fifty units onscreen at once, all moving about semi-autonomously. Bunten’s first game to use large amounts of assembly-language code as opposed to BASIC, it was by far his most challenging programming project yet. Cytron had to juggle animations and sound effects while also running the simple AI routines for up to a hundred on-screen units and accepting input from two players, all without becoming so slow as to lose its status as an “action-strategy” game. This presented a huge challenge on the minimalist, aging hardware of the Apple II. As Bunten wrote in a Computer Gaming World article about the experience, “the Apple can’t do two things without a lot of effort (you have to time your clicks of the speaker with your graphic draw routine so that they take turns). It was a tough program to write [emphasis original].”

By this time the Atari 800 was almost three years old, and Bunten had had one “collecting dust” for a pretty good portion of that time. He had remained committed to the Apple II as both the machine with the healthiest software market and the one he knew how to make “sing.” But now he decided to have a go at porting Cytron Masters to the 800. The experience proved to be something of a revelation. At first Bunten expected to just duplicate the game on the Atari. But when he showed the first version to Atari users, they scoffed. “It’s a neat game, but where’s the color? And what are those little noises?” they asked in response to the explosions.

Needless to say, I decided that if the program was to do well as an Atari version, it would have to use a few of the features of that machine. But, during the conversion, I discovered that all the sophisticated hardware features of the Atari are useful! Cytron Masters uses the separate sound processor and four voices to make truly impressive sound effects (at least compared to the Apple); it uses the display list and display-list interrupts to change colors on the fly, and have character graphics, four-color text as well as hi-res graphics on one screen; it uses player/missile graphics for additional colors and fast animation; and most useful of all, it uses vertical-blank interrupts to allow two programs to (apparently) run at once!

Bunten became the latest of a long line of programmers to fall for the elegance of Jay Miner’s Atari 8-bit design, an elegance which the often developer-hostile antics of Atari itself could obscure but never quite negate. He would never develop another game on the Apple II, and the company he was already in the process of forming, Ozark Softscape, would be an Atari shop. (M.U.L.E. never even got a port to the Apple II.)

Cytron Masters was another relative commercial disappointment for Bunten and SSI. “Rather than appealing to both action gamers and strategy gamers,” he later said, “it seemed to fall in the crack between them.” But then, just as Bunten was finishing up the Atari port, Trip Hawkins came calling asking for that sequel to Cartels and Cutthroats and promising that EA could find him the commercial success that had largely eluded his SSI games.

By this point Bunten was already in the process of taking what seemed to him the next logical step in his new career, going from a lone-wolf developer and programmer to the head of a design studio. In a sense, Ozark Softscape was just a formalizing of roles that already existed. Of the three employees that now joined him in the new company, his little brother Bill had already helped a great deal with the design of Cartels and Cutthroats while also serving as a business adviser; Jim Rushing, a friend of Bill’s from graduate school, had offered testing and occasional programming input since the same time; and Alan Watson, formerly a salesman at a local stereo shop, had helped him with the technical intricacies of Cytron Masters and contributed his talents for Atari graphics programming to the port. Now the three came to Ozark largely in the roles they had already carved out. Bill Bunten, the only one to keep his day job (as a director of parks for the city of Little Rock) and the only non-programmer, would handle the administrative vagaries of running a business. Rushing would program, as would Watson in addition to serving as in-house artist. All three would offer considerable design input as well, but they all would ultimately defer to Dan, the reason they were all here. As Rushing later said, “We all knew Dan was a genius.” They were just happy to be along for the ride.

With their EA advance they rented a big house across the street from the University of Arkansas to serve as office, studio, and clubhouse. Each took a bedroom as an office, and they filled the living room and den with couches, beanbag chairs, and of course more computers, making of them ideal spaces for brainstorming and playing. They filled the huge refrigerator in the kitchen with beer, which helped to lure in a crowd of outsiders to play and offer feedback virtually every evening. These were drawn mostly from the biggest local computer club, the Apple Addicts, of which Dan had been the first president back in the days of Wheeler Dealers. He may have defected to the Atari camp since, but no one seemed to mind; at least one or two were inspired by what they saw in the house to buy Ataris of their own. When they grew tired of creating and playing, the house’s regular inhabitants as well as the visitors could exit the back door to walk around an idyllic fourteen-acre lake, to sit under the trees talking or skip rocks across the water. The house and its environs made a wonderful space for creation as well as an ideal laboratory for Dan’s ideas about games as social endeavors to bring people together. It was here that Dan and his colleagues took M.U.L.E. from the germ of a concept to a shipping game in less than nine months.

Said germ was to create a game similar to the rather dryly presented, text-based Cartels and Cutthroats, only more presentable and more accessible, in line with Trip Hawkins’s credo of “simple, hot, and deep” consumer software. They would be writing for the Atari 8-bit line, which in addition to excellent sound and graphics offered them one entirely unique affordance: these machines offered four joystick ports rather than the two (or none) found on other brands. Dan thus saw a way to offer in practical form at last the vision that had caused him to get involved with game design in the first place back in the days of Wheeler Dealers. Four people could gather around the living room, each with her own controller, and really play together, in real time; no need for taking turns in front of the computer or any of the other machinations that had marked his earlier games. This would allow him to create something much breezier than Cartels and Cutthroats — a game to replace the old board-game standbys on family game nights, a game for parties and social occasions. With the opportunity to do those Wheeler Dealers real-time auctions right at last, Dan dusted the old idea off and made it the centerpiece of the new design.

Given their intention to create a family board game for the next generation, Dan and his colleagues started to look at the classic designs for other ideas with which to surround the auctions. The obvious place to look for inspiration for a game with an economic theme was the game that is still pretty much the board game as far as the masses are concerned: Monopoly. Monopoly gets a lot of grief amongst hardcore gamers these days for a multitude of very real flaws, from an over-reliance on luck in the early stages to the way it often goes on forever after it becomes totally obvious who is going to win to the way it can leave bankrupted players sitting around with nothing to do for an hour or more while everyone else finishes. Yet there’s something compelling about it as well, something more than sheer cultural inertia behind its evergreen appeal. The team now tried to tease out what those qualities were. Bill Bunten said, half facetiously, that his favorite thing about Monopoly was the iconic metal tokens representing each player — the battleship, the car, the top hat, the shoe, etc. Everyone laughed, but the input became an important part of the new game’s charm: every player in it gets to pick the avatar she “most resembles.”

M.U.L.E.

Looking more deeply for the source of Monopoly‘s appeal, the team realized that it was socially- rather than rules-driven. Unlike most board games, which reward the analytical thinker able to maximize the interactions of a rules set, Monopoly — at least if you’re playing it right — rewards the softer arts of negotiation and diplomacy. The personalities of the players and the relationships among them have as much effect on the way play proceeds as do the rolls of the dice. In the Bunten family, Mom would always let you out of paying rent if you couldn’t afford it; Bill would force you to mortgage a property if you came up a dollar short on your rent. Alliances and partnerships would form and shift as a result. The team decided that they wanted that human element in their game. It had never been seen in a computer game before, for the very simple reason that it was beyond the scope of possibility for an AI opponent living in 48 K of memory. But in their game, conceived primarily as a multi-player experience, it should be possible.

And yet more elements were drawn from Monopoly. Play would center around a “board” of properties which would be gradually acquired by the players, through a land grant that began each turn or through auctions or trades. They also built in equivalents to Monopoly‘s Chance and Community Chest cards to keep play from getting too comfortable and predictable. In keeping with Dan’s roots in simulation, however, the game would attempt to model real economic principles, making its theme more than just the window-dressing it largely was in Monopoly. Producing the same good in two adjacent plots would let the player take advantage of economies of scale to produce more; having three plots in total producing the same good would also result in more production, thanks to the learning curve theory of production. In general, the computer allowed for a deeper, more fine-grained game model than was possible in dice and cardboard. For instance, normalized probability curves could be used in place of a six-sided die, and the huge sums of money the players would eventually accumulate could be tracked down to the dollar. It all would result in something more than just a computerized board game. It would be a real, functioning economy, a modest little virtual world where the rules of supply and demand played out transparently, effortlessly from the players’ perspective, just as they do in the real world.

But what should be the fictional premise behind the world? For obvious commercial reasons — Star Wars and Star Trek were huge in the early 1980s — they decided early on to give the game a science-fiction theme. Dan and Bill had both read Time Enough for Love by Robert Heinlein. Dating from the early stages of Heinlein’s dirty-old-man phase, there’s not much to recommend the book if you aren’t a fan of lots and lots of incestuous sex written in that uniquely clunky way of aging science-fiction writers who look around to realize that something called the Sexual Revolution has happened while they were hanging out at science-fiction conventions. Still, the brothers were inspired by one section of the book, “The Tale of the Adopted Daughter,” about a colony that settles on a distant planet. Provided with only the most meager materials for subsistence, they must struggle to survive and build a functioning economy and society by the time the colony ship returns years later to deliver more colonists and, more importantly, haul away the goods they produced to make a profit for everyone back in the more civilized parts of the galaxy. Sounds like a beautiful setup for a game, doesn’t it? To add a realistic wrinkle, the team decided that each of the four players would not only be working for herself, but must balance self-interest with the need to make the colony as a whole successful by the time the ship returned. Thus entered the balancing act people working in real economies must come to terms with, between self-interest and the needs of the society around them. A player who gets too cutthroat in her attempts to wring every bit of profit out of the others can bring the whole economy crashing down around her ears. (Perhaps some banking executives of recent years should have played more M.U.L.E. as youngsters.)

Among the most valuable tools that Heinlein’s colonists bring with them is a herd of genetically modified mules that are not only possessed of unusual strength and endurance but also so intelligent that they can engage in simple speech. The fact that the mules are nevertheless bought and sold like livestock makes this just one more squicky aspect of a very squicky book; it feels uncomfortably like slavery. Obviously that wouldn’t quite do for the game. Then one day Alan Watson’s son came in with a toy model of an AT-AT Walker from The Empire Strikes Back. It only took the removal of the guns and the addition of a listlessly shambling gait to go from Imperial killing machine to cute mascot. A hasty backronym was created: mules were now M.U.L.E.s, Multi-Use Labor Elements programmable to perform any of several different roles. They provided the pivot around which the whole experience would revolve.

He [a M.U.L.E.] was born — if you can call it that — in an underground lab in the Pacific Northwest. A major defense contractor had gone out of its way to get the job and they were stoked.

Stoked, this is, until the detailing robots went on strike. Costs ran over. Senators screamed. And when the dust had cleared, the job was finished by a restaurant supply firm, a maker of preschool furniture, and the manufacturers of a popular electric toaster.

It shows.

The game itself was quickly renamed from the underwhelming Planet Pioneers to M.U.L.E., albeit not without some conflict with EA, who pushed for the name Moguls from Mars. Thankfully, M.U.L.E. won the day in the end.

AT-AT Walkers M.U.L.E.

Combined with the Monopoly-inspired player avatars, the M.U.L.E.s anchored the game in a concrete reality, offering it an escape from the abstraction that had limited the appeal of Cartels and Cutthroats. Now the player could be embodied in the economic simulation. She didn’t just assign one of her plots to produce, say, smithore (the colony’s main cash crop, which requires food and energy to produce) from some textual display. No, she had to walk into the village at the center of the colony, buy a M.U.L.E., outfit it for the right sort of work, then lead it back to her plot. And now auctions could be implemented as a unique combination of footrace and game of chicken involving all of the players’ avatars. All of this is done entirely with the joystick, forming a GUI interface of sorts perfectly in line with Trip Hawkins’s vision of a new generation of friendly consumer software. The new “visual, tactile relationship” (producer Joe Ybarra’s words) between player and game also allowed some modest action elements to keep players on their toes: they had only a limited amount of time to try to accomplish everything they needed to — buying M.U.L.E.s, reequipping and rearranging them to suit current production needs, etc. — during their turn. Running out of time or misplacing a M.U.L.E. (thus causing it to run off) could be disastrous; conversely, working quickly and efficiently, and thus finishing early, gave time to earn some extra money by gambling in the pub, or, in an homage to Gregory Yob’s classic, go hunting for the “mountain wampus.” The latter was just one of many elements of whimsy the team found room to include, one more drop in M.U.L.E.‘s bucket of charm.

A land auction in progress.

A land auction in progress.

About to buy a M.U.L.E. in the village.

About to buy a M.U.L.E. in the village.

Leading a M.U.L.E. from the village at the center of the game board for placement in an empty plot (denoted by the house symbol) at far left.

Leading a M.U.L.E. from the village at the center of the game board for placement in an empty plot (denoted by the house symbol) at far left.

Hunt the "Wampus"

Hunt the “Wampus”

With the core ideas and mechanics now in place, Dan Bunten and his colleagues had the makings of one hell of a game on their hands. But as any good game designer, whether she works in cardboard or silicon, will tell you, even the most genius of designs must be relentlessly tested, endlessly tweaked. Ozark Softscape and EA devoted literally months to this task, gradually refining the design. Land had originally all been sold through auctions, but this soon became obviously problematic: once a player got fairly well ahead, she would be able to buy up every plot that became available, putting her economy in a different league from everyone else’s and making the outcome a foregone conclusion as early as halfway through the game. They solved this by automatically granting one plot of land to each player on every turn, only supplementing those grants with the occasional plot that came up for auction. They also added several other little tweaks designed to keep anyone from completely running away with the game. For instance, a bad random event can never happen to the player in last place, while a good can never happen to the player in first. In case of ties in auctions or land grants — two or more players arriving somewhere or pressing their buttons at the same time — priority always goes to the player furthest behind.

And then of course the economy itself — the exact relationship between supply and demand, the prices of the different commodities and the ways they fluctuated — required a multitude of adjustments to find the perfect balance.

The game was designed to always have four players, with the seats of any absent humans being filled by computer opponents. This required the development of AI. While obviously not the main point of M.U.L.E., the team to their credit did a pretty good job with that; the computer often makes smarter moves than you might expect. Single-player M.U.L.E. is a pale shadow of multi-player M.U.L.E., but it’s hardly a disaster. (As Dan later wrote, “Single-player M.U.L.E. is considerably better than single-player Monopoly!”) It’s even possible to let four computer opponents play while you sit back and watch, something that stores looking to feature the game in their sales windows must have greatly appreciated.

Ozark relied for all of the exhaustive and exhausting testing required to get everything right not only on the endless stream of eager players who visited their house each night but also on others back at EA. Both Hawkins and Ybarra made considerable contributions to the design. Hawkins pushed always to make M.U.L.E. as realistic an economic simulation as its premise and the need for accessibility — not to mention the limited capabilities of the Atari 800 — would allow. Later he wrote the manual himself; like the game, it’s a model of concise, friendly accessibility, designed to get the player playing with an absolute minimum of tedious reading. As for Ybarra… well, here’s his level of dedication to a project of which he had started out so skeptical:

Right about the mid-point of the product, when we were starting to get [the] first playable [builds], that was when I started my several-hundred hour journey of testing this game. I can remember many nights I would come home from work and fire up the Atari 800 and sit down with my, at the time, two-year-old daughter on my lap holding the joystick that didn’t work, while I was holding the joystick that did work, testing this game. And I’d probably get eight or ten games in at night, and I would do that for two or three or four months actually, trying to work out all the kinks in the product.

By the way, at that time in the history of EA, we had no testers. In fact we had no assistance—we didn’t have anything! So producers had to do everything. I tested my own products; I built my own masters; I did all the disk-duplication work; I did all the copy-protection; I did the whole nine yards! If it was associated with getting the product manufactured, the producers did all the work. I remember a lot of nights there staying up until one or two o’clock in the morning playing M.U.L.E. and thinking, “Wow, this game is good!” It was a lot of fun. And then thinking to myself, “Gee, I wish the AI would do this.” So I took notes and took them along to Dan, and said “If you do these kinds of things at this point in the game, this is what happens.” He would take parts of those notes, and a couple of days later I’d get a new build and be back in that main chair back with my daughter on my lap, once again testing this thing and checking to see if it worked. More often than not, it did. That was a really special time.

As the game neared completion just in time for EA’s own launch as a publisher, the EA PR folks went to work. Hewing always to the “software artists” dictum, they cast Ozark Softscape as a group of hip back-country savants, sort of the gaming equivalent of the Allman Brothers Band. Their portrait on the inner sleeve of M.U.L.E. even bears a certain passing resemblance to the Allmans’ iconic At Fillmore East cover.

The Allman Brothers Band At Fillmore East

Seated from left: Bill Bunten, Jim Rushing, Alan Watson, Dan Bunten

Seated from left: Bill Bunten, Jim Rushing, Alan Watson, Dan Bunten

Like all of this software-artists stuff, it was a bit contrived. The girl Bill Bunten is apparently ogling like a real rock star on the prowl is actually his sister, hastily recruited to add an element of additional interest to the picture.

Heartbreakingly, the image-making and advertising didn’t get the job done. Despite all the love lavished on M.U.L.E. by Ozark Softscape and EA and despite deservedly stellar reviews, it was a commercial disappointment. M.U.L.E. sold only about 30,000 copies over its lifetime. By way of comparison, consider that Pinball Construction Set, another launch title, shifted over 300,000 units. Some of the disappointment may be down to M.U.L.E.‘s debuting on a relative minority platform, the Atari 8-bit line. Although it was later ported to the juggernaut Commodore 64, it was kludgier away from the Atari and its four joystick ports. Even the latest iteration of the Atari 8-bit line, the 1200XL, couldn’t play M.U.L.E. properly, thanks to Atari’s decision to reduce the four joystick ports to two in the name of cost reduction. Out of all the disappointments engendered by that very disappointing machine, this was perhaps the most painful. Thus M.U.L.E., the Atari 8-bit’s finest gaming hour, plays properly only on a subset of the line.

But likely even more significant was a fact that was slowly becoming clear, to Dan Bunten’s immense frustration: multi-player games just didn’t sell that well. It really did seem that most of the people buying computer games preferred to spend their time alone with them. Reluctantly recognizing this, even he would soon be forced by commercial concerns to switch to the single-player model, at least for a couple of games.

Yet we can take comfort in the fact that M.U.L.E.‘s reputation has grown to far exceed its commercial performance. Indeed, it’s better remembered and better loved today than all but a handful of the contemporaries that trounced it so thoroughly in the marketplace back in the day. And deservedly so, because playing M.U.L.E. with a group of friends is a sublime experience that stands up as well today as it did thirty years ago. The world is a better place because it has M.U.L.E. in it, and every time I think about it I feel just a little bit happier than I was before. Just a few notes of its theme music (written by a Little Rock buddy of the Buntens, Roy Glover) puts a smile on my face. If the reasons for that aren’t clear from all the words that have preceded these, that may be down to my failings as a writer. But it may just also be down to the way that it transcends labels and descriptions. If ever a game was more than the sum of its parts, it’s this one. I could tell you at this point how such gaming luminaries as Sid Meier, Will Wright, and Warren Spector speak about M.U.L.E. with stars in their eyes, but instead I’ll just ask you to please go play it.

There are modern re-creations on offer, but purists like me still prefer the original. In that spirit, here’s the manual and Atari disk image, which you can load into an emulator if, like most of us, you don’t have an old Atari 800 lying around. Pick up some old-time digital joysticks as well and then hook a laptop up to your television to really do the experience right. That’s the way that M.U.L.E. should be played — gathered around the living room with good friends and the snacks and beverages of your choice. At some point during the evening remember to look around and remind yourself in best beer-commercial fashion that gaming doesn’t get any better than this. And maybe drink a toast to the late, great Dan Bunten while you’re at it.

Update, August 1, 2023: The Dan Bunten of this article began to live as the woman Dani Bunten Berry in 1992; she died in 1998. I knew less about transgenderism at the time that I wrote this article than I do now, and would certainly have written it differently today. Which doesn’t, of course, mean that my handling of it would satisfy everybody. These are complicated issues, balancing fidelity to history against the rights of individuals to determine their own gender identities, potentially even retroactively. As such, reasonable people of good faith can and do disagree about them. For a fairly long-winded a description of my current opinions and editorial policy on these matters, thought through in a way they sadly weren’t at the time I wrote this article, see a comment I wrote elsewhere on this site in 2018.

(Sources: Dan wrote a column for Computer Gaming World from the July/August 1982 issue through the September/October 1985 issue. Those are a gold mine for anyone interested in understanding his design process. Particularly wonderful is his detailed history of M.U.L.E.‘s development in the April/May 1984 issue. Other interesting articles and interviews were in the June 1984 Compute!’s Gazette, the November 1984 Electronic Games, and the January 1985 Antic. Online, you’ll find a ton of historical information on World of M.U.L.E. Salon also published a good article about him ten years ago. Finally, see the site of the (apparently stalled) remake Alpha Colony for some nice — albeit somewhat buried — historical tidbits. And sorry this article runs so long. M.U.L.E. is… special. I really wanted to do it justice.)

 
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Posted by on February 12, 2013 in Digital Antiquaria, Interactive Fiction

 

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