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Doing Windows, Part 12: David and Goliath

Microsoft, intent on its mission to destroy Netscape, rolled out across the industry with all the subtlety and attendant goodwill of Germany invading Poland…

— Merrill R. Chapman

No one reacted more excitedly to the talk of Java as the dawn of a whole new way of computing than did the folks at Netscape. Marc Andreessen, whose head had swollen exactly as much as the average 24-year-old’s would upon being repeatedly called a great engineer, businessman, and social visionary all rolled into one, was soon proclaiming Netscape Navigator to be far more than just a Web browser: it was general-purpose computing’s next standard platform, possibly the last one it would ever need. Java, he said, generously sharing the credit for this development, was “as revolutionary as the Web itself.” As for Microsoft Windows, it was merely “a poorly debugged set of device drivers.” Many even inside Netscape wondered whether he was wise to poke the bear from Redmond so, but he was every inch a young man feeling his oats.

Just two weeks before the release of Windows 95, the United States Justice Department had ended a lengthy antitrust investigation of Microsoft’s business practices with a decision not to bring any charges. Bill Gates and his colleagues took this to mean it was open season on Netscape.

Thus, just a few weeks after the bravura Windows 95 launch, a war that would dominate the business and computing press for the next three years began. The opening salvo from Microsoft came in a weirdly innocuous package: something called the “Windows Plus Pack,” which consisted mostly of slightly frivolous odds and ends that hadn’t made it into the main Windows 95 distribution — desktop themes, screensavers, sound effects, etc. But it also included the very first release of Microsoft’s own Internet Explorer browser, the fruit of the deal with Spyglass. After you put the Plus! CD into the drive and let the package install itself, it was as hard to get rid of Internet Explorer as it was a virus. For unlike all other applications, there appeared no handy “uninstall” option for Internet Explorer. Once it had its hooks in your computer, it wasn’t letting go for anything. And its preeminent mission in life there seemed to be to run roughshod over Netscape Navigator. It inserted itself in place of its arch-enemy in your file associations and everywhere else, so that it kept turning up like a bad penny every time you clicked a link. If you insisted on bringing up Netscape Navigator in its stead, you were greeted with the pointed “suggestion” that Internet Explorer was the better, more stable option.

Microsoft’s biggest problem at this juncture was that that assertion didn’t hold water; Internet Explorer 1.0 was only a modest improvement over the old NCSA Mosaic browser on whose code it was based. Meanwhile Netscape was pushing aggressively forward with its vision of the browser as a platform, a home for active content of all descriptions. Netscape Navigator 2.0, whose first beta release appeared almost simultaneously with Internet Explorer 1.0, doubled down on that vision by including an email and Usenet client. More importantly, it supported not only Java but a second programming language for creating active content on the Web — a language that would prove much more important to the evolution of the Web in the long run.

Even at this early stage — still four months before Sun would deign to grant Java its own 1.0 release — some of the issues with using it on the Web were becoming clear: namely, the weight of the virtual machine that had to be loaded and started before a Java applet could run, and said applet’s inability to communicate easily with the webpage that had spawned it. Netscape therefore decided to create something that lay between the static simplicity of vanilla HTML and the dynamic complexity of Java. The language called JavaScript would share much of its big brother’s syntax, but it would be interpreted rather than compiled, and would live in the same environment as the HTML that made up a webpage rather than in a sandbox of its own. In fact, it would be able to manipulate that HTML directly and effortlessly, changing the page’s appearance on the fly in response to the user’s actions. The idea was that programmers would use JavaScript for very simple forms of active content — like, say, a popup photo gallery or a scrolling stock ticker — and use Java for full-fledged in-browser software applications — i.e., your word processors and the like.

In contrast to Java, a compiled language walled off inside its own virtual machine, JavaScript is embedded directly into the HTML that makes up a webpage, using the handy “<script>” tag.

​There’s really no way to say this kindly: JavaScript was (and is) a pretty horrible programming language by any objective standard. Unlike Java, which was the product of years of thought, discussion, and experimentation, JavaScript was the very definition of “quick and dirty” in a computer-science context. Even its principal architect Brendan Eich doesn’t speak of it like an especially proud parent; he calls it “Java’s dumb little brother” and “a rush job.” Which it most certainly was: he designed and implemented JavaScript from scratch in a matter of bare weeks.

What he ended up with would revolutionize the Web not because it was good, but because it was good enough, filling a craving that turned out to be much more pressing and much more satisfiable in the here and now than the likes of in-browser word processing. The lightweight JavaScript could be used to bring the Web alive, to make it a responsive and interactive place, more quickly and organically than the heavyweight Java. Once JavaScript had reached a critical mass in that role, it just kept on rolling with all the relentlessness of a Microsoft operating system. Today an astonishing 98 percent of all webpages contain at least a little bit of JavaScript in addition to HTML, and a cottage industry has sprung up to modify and extend the language — and attempt to fix the many infelicities that haunt the sleep of computer-science professors all over the world. JavaScript has become, in other words, the modern world’s nearest equivalent to what BASIC was in the 1980s, a language whose ease of use, accessibility, and populist appeal make up for what it lacks in elegance. These days we even do online word processing in JavaScript. If you had told Brendan Eich that that would someday be the case back in 1995, he would have laughed as loud and long at you as anyone.

Although no one could know it at the time, JavaScript also represents the last major building block to the modern Web for which Marc Andreessen can take a substantial share of the credit, following on from the “image” tag for displaying inline graphics, the secure sockets layer (SSL) for online encryption (an essential for any form of e-commerce), and to a lesser extent the Java language. Microsoft, by contrast, was still very much playing catch-up.

Nevertheless, on December 7, 1995 — the symbolism of this anniversary of the United States’s entry into World War II was lost on no one — Bill Gates gave a major address to the Microsoft faithful and assembled press, in which he made it clear that Microsoft was in the browser war to win it. In addition to announcing that his company too would bite the bullet and license Java for Internet Explorer, he said that the latter browser would no longer be a Windows 95 exclusive, but would soon be made available for Windows 3 and even MacOS as well. And everywhere it appeared, it would continue to sport the very un-Microsoft price tag of free, proof that this old dog was learning some decidedly new tricks for achieving market penetration in this new era of online software distribution. “When we say the browser’s free, we’re saying something different from other people,” said Gates, in a barbed allusion to Netscape’s shareware distribution model. “We’re not saying, ‘You can use it for 90 days,’ or, ‘You can use it and then maybe next year we’ll charge you a bunch of money.'” Netscape, whose whole business revolved around its browser, couldn’t afford to give Navigator away, a fact of which Gates was only too well aware. (Some pundits couldn’t resist contrasting this stance with Gates’s famous 1976 “Open Letter To Hobbyists,” in which he had asked, “Who can afford to do professional work for nothing?” Obviously Microsoft now could…)

Netscape’s stock price dropped by $28.75 that day. For Microsoft’s research budget alone was five times the size of Netscape’s total annual revenues, while the bigger company now had more than 800 people — twice Netscape’s total headcount — working on Internet Explorer alone. Marc Andreessen could offer only vague Silicon Valley aphorisms when queried about these disparities: “In a fight between a bear and an alligator, what determines the victor is the terrain” — and Microsoft, he claimed, had now moved “onto our terrain.” The less abstractly philosophical Larry Ellison, head of the database giant Oracle and a man who had had more than his share of run-ins with Bill Gates in the past, joked darkly about the “four stages” of Microsoft stealing someone else’s innovation. Stage 1: to “ridicule” it. Stage 2: to admit that, “yeah, there are a few interesting ideas here.” Stage 3: to make its own version. Stage 4: to make the world forget that the non-Microsoft version had ever existed.

Yet for the time being the Netscape tail continued to wag the Microsoft dog. A more interactive and participatory vision of the Web, enabled by the magic of JavaScript, was spreading like wildfire by the middle of 1996. You still needed Netscape Navigator to experience this first taste of what would eventually be labelled Web 2.0, a World Wide Web that blurred the lines between readers and writers, between content consumers and content creators. For if you visited one of these cutting-edge sites with Internet Explorer, it simply wouldn’t work. Despite all of Microsoft’s efforts, Netscape in June of 1996 could still boast of a browser market share of 85 percent. Marc Andreessen’s Sun Tzu-lite philosophy appeared to have some merit to it after all; his company was by all indications still winning the browser war handily. Even in its 2.0 incarnation, which had been released at about the same time as Gates’s Pearl Harbor speech, Internet Explorer remained something of a joke among Windows users, the annoying mother-in-law you could never seem to get rid of once she showed up.

But then, grizzled veterans like Larry Ellison had seen this movie before; they knew that it was far too early to count Microsoft out. That August, both Netscape and Microsoft released 3.0 versions of their browsers. Netscape’s was a solid evolution of what had come before, but contained no game changers like JavaScript. Microsoft’s, however, was a dramatic leap forward. In addition to Java support, it introduced JScript, a lightweight scripting language that just so happened to have the same syntax as JavaScript. At a stroke, all of those sites which hadn’t worked with earlier versions of Internet Explorer now displayed perfectly well in either browser.

With his browser itself more or less on a par with Netscape’s, Bill Gates decided it was time to roll out his not-so-secret weapon. In October of 1996, Microsoft began shipping Windows 95’s “Service Pack 2,” the second substantial revision of the operating system since its launch. Along with a host of other improvements, it included Internet Explorer. From now on, the browser would ship with every single copy of Windows 95 and be installed automatically as part of the operating system, whether the user wanted it or not. New Windows users would have to make an active choice and then an active effort to go to Netscape’s site — using Internet Explorer, naturally! — and download the “alternative” browser. Microsoft was counting on the majority of these users not knowing anything about the browser war and/or just not wanting to be bothered.

Microsoft employed a variety of carrots and sticks to pressure other companies throughout the computing ecosystem to give or at the bare minimum to recommend Internet Explorer to their customers in lieu of Netscape Navigator. It wasn’t above making the favorable Windows licensing deals it signed with big consumer-computer manufacturers like Compaq dependent on precisely this. But the most surprising pact by far was the one Microsoft made with America Online (AOL).

Relations between the face of the everyday computing desktop and the face of the Internet in the eyes of millions of ordinary Americans had been anything but cordial in recent years. Bill Gates had reportedly told Steve Case, his opposite number at AOL, that he would “bury” him with his own Microsoft Network (MSN). Meanwhile Case had complained long and loud about Microsoft’s bullying tactics to the press, to the point of mooting a comparison between Gates and Adolf Hitler on at least one occasion. Now, though, Gates was willing to eat crow and embrace AOL, even at the expense of his own MSN, if he could stick it to Netscape in the process.

For its part, AOL had come as far as it could with its Booklink browser. The Web was evolving too rapidly for the little development team it had inherited with that acquisition to keep up. Case grudgingly accepted that he needed to offer his customers one of the Big Two browsers. All of his natural inclinations bent toward Netscape. And indeed, he signed a deal with Netscape to make Navigator the browser that shipped with AOL’s turnkey software suite — or so Netscape believed. It turned out that Netscape’s lawyers had overlooked one crucial detail: they had never stipulated exclusivity in the contract. This oversight wasn’t lost on the interested bystander Microsoft, which swooped in immediately to take advantage of it. AOL soon announced another deal, to provide its customers with Internet Explorer as well. Even worse for Netscape, this deal promised Microsoft not only availability but priority: Internet Explorer would be AOL’s recommended, default browser, Netscape Navigator merely an alternative for iconoclastic techies (of which there were, needless to say, very few in AOL’s subscriber base).

What did AOL get in return for getting into bed with Adolf Hitler and “jilting Netscape at the altar,” as the company’s own lead negotiator would later put it? An offer that was impossible for a man with Steve Case’s ambitions to refuse, as it happened. Microsoft would put an AOL icon on the desktop of every new Windows 95 installation, where the hundreds of thousands of Americans who were buying a computer every month in order to check out this Internet thing would see it sitting there front and center, and know, thanks to AOL’s nonstop advertising blitz, that the wonders of the Web were just one click on it away. It was a stunning concession on Microsoft’s part, not least because it came at the direct cost of MSN, the very online network Bill Gates had originally conceived as his method of “burying” AOL. Now, though, no price was too high to pay in his quest to destroy Netscape.

Which raises the question of why he was so obsessed, given that Microsoft was making literally no money from Internet Explorer. The answer is rooted in all that rhetoric that was flying around at the time about the browser as a computing platform — about the Web effectively turning into a giant computer in its own right, floating up there somewhere in the heavens, ready to give a little piece of itself to anyone with a minimalist machine running Netscape Navigator. Such a new world order would have no need for a Microsoft Windows — perish the thought! But if, on the other hand, Microsoft could wrest the title of leading browser developer out of the hands of Netscape, it could control the future evolution of this dangerously unruly beast known as the World Wide Web, and ensure that it didn’t encroach on its other businesses.

That the predictions which prompted Microsoft’s downright unhinged frenzy to destroy Netscape were themselves wildly overblown is ironic but not material. As tech journalist Merrill R. Chapman has put it, “The prediction that anyone was going to use Navigator or any other browser anytime soon to write documents, lay out publications, build budgets, store files, and design presentations was a fantasy. The people who made these breathless predictions apparently never tried to perform any of these tasks in a browser.” And yet in an odd sort of way this reality check didn’t matter. Perception can create its own reality, and Bill Gates’s perception of Netscape Navigator as an existential threat to the software empire he had spent the last two decades building was enough to make the browser war feel like a truly existential clash for both parties, even if the only one whose existence actually was threatened — urgently threatened! — was Netscape. Jim Clark, Marc Andreessen’s partner in founding Netscape, makes the eyebrow-raising claim that he “knew we were dead” in the long run well before the end of 1996, when the Department of Justice declined to respond to an urgent plea on Netscape’s part to take another look at Microsoft’s business practices.

Perhaps the most surprising aspect of the conflict is just how long Netscape’s long run proved to be. It was in most respects David versus Goliath: Netscape in 1996 had $300 million in annual revenues to Microsoft’s nearly $9 billion. But whatever the disparities of size, Netscape had built up a considerable reservoir of goodwill as the vehicle through which so many millions had experienced the Web for the first time. Microsoft found this soft power oddly tough to overcome, even with a browser of its own that was largely identical in functional terms. A remarkable number of people continued to make the active choice to use Netscape Navigator instead of the passive one to use Internet Explorer. By October of 1997, one year after Microsoft brought out the big gun and bundled Internet Explorer right into Windows 95, its browser’s market share had risen as high as 39 percent — but it was Netscape that still led the way at 51 percent.

Yet Netscape wasn’t using those advantages it did possess all that effectively. It was not a happy or harmonious company: there were escalating personality clashes between Jim Clark and Marc Andreessen, and also between Andreessen and his programmers, who thought their leader had become a glory hound, too busy playing the role of the young dot.com millionaire to pay attention to the vital details of software development. Perchance as a result, Netscape’s drive to improve its browser in paradigm-shifting ways seemed to slowly dissipate after the landmark Navigator 2.0 release.

Netscape, so recently the darling of the dot.com age, was now finding it hard to make a valid case for itself merely as a viable business. The company’s most successful quarter in financial terms was the third of 1996 — just before Internet Explorer became an official part of Windows 95 — when it brought in $100 million in revenue. Receipts fell precipitously after that point, all the way down to just $18.5 million in the last quarter of 1997. By so aggressively promoting Internet Explorer as entirely and perpetually free, Bill Gates had, whether intentionally or inadvertently, instilled in the general public an impression that all browsers were or ought to be free, due to some unstated reason inherent in their nature. (This impression has never been overturned, as has been testified over the years by the failure of otherwise worthy commercial browsers like Opera to capture much market share.) Thus even the vast majority of those who did choose Netscape’s browser no longer seemed to feel any ethical compulsion to pay for it. Netscape was left in a position all too familiar to Web firms of the past and present alike: that of having immense name recognition and soft power, but no equally impressive revenue stream to accompany them. It tried frantically to pivot into back-end server architecture and corporate intranet solutions, but its efforts there were, as its bottom line will attest, not especially successful. It launched a Web portal and search engine known as Netcenter, but struggled to gain traction against Yahoo!, the leader in that space. Both Jim Clark and Marc Andreessen sold off large quantities of their personal stock, never a good sign in Silicon Valley.

Netscape Navigator was renamed Netscape Communicator for its 4.0 release in June of 1997. As the name would imply, Communicator was far more than just a browser, or even just a browser with an integrated email client and Usenet reader, as Navigator had been since version 2.0. Now it also sported an integrated editor for making your own websites from scratch, a real-time chat system, a conference caller, an appointment calendar, and a client for “pushing” usually unwanted content to your screen. It was all much, much too much, weighted down with features most people would never touch, big and bloated and slow and disturbingly crash-prone; small wonder that even many Netscape loyalists chose to stay with Navigator 3 after the release of Communicator. Microsoft had not heretofore been known for making particularly svelte software, but Internet Explorer, which did nothing but browse the Web, was a lean ballerina by comparison with the lumbering Sumo wrestler that was Netscape Communicator. The original Netscape Navigator had sprung from the hacker culture of institutional computing, but the company had apparently now forgotten one of that culture’s key dictums in its desire to make its browser a platform unto itself: the best programs are those that do only one thing, but do that one thing very, very well, leaving all of the other things to other programs.

Netscape Communicator. I’m told that there’s an actual Web browser buried somewhere in this pile. Probably a kitchen sink too, if you look hard enough.

Luckily for Netscape, Internet Explorer 4.0, which arrived three months after Communicator, violated the same dictum in an even more inept way. It introduced what Microsoft called the “Active Desktop,” which let it bury its hooks deeper than ever into Windows itself. The Active Desktop was — or tried to be —  Bill Gates’s nightmare of a Web that was impossible to separate from one’s local computer come to life, but with Microsoft’s own logo on it. Ironically, it blurred the distinction between the local computer and the Internet more thoroughly than anything the likes of Sun or Netscape had produced to date; local files and applications became virtually indistinguishable from those that lived on the Internet in the new version of the Windows desktop it installed in place of the old. The end result served mainly to illustrate how half-baked all of the prognostications about a new era of computing exclusively in the cloud really were. The Active Desktop was slow and clumsy and confusing, and absolutely everyone who was exposed to it seemed to hate it and rush to find a way to turn it off. Fortunately for Microsoft, it was possible to do so without removing the Internet Explorer 4 browser itself.

The dreaded Active Desktop. Surprisingly, it was partially defended on philosophical grounds by Tim Berners-Lee, not normally a fan of Microsoft. “It was ridiculous for a person to have two separate interfaces, one for local information (the desktop for their own computer) and one for remote information (a browser to reach other computers),” he writes. “Why did we need an entire desktop for our own computer, but only get little windows through which to view the rest of the planet? Why, for that matter, should we have folders on our desktop but not on the Web? The Web was supposed to be the universe of all accessible information, which included, especially, information that happened to be stored locally. I argued that the entire topic of where information was physically stored should be made invisible to the user.” For better or for worse, though, the public didn’t agree. And even he had to allow that “this did not have to imply that the operating system and browser should be the same program.”

The Active Desktop damaged Internet Explorer’s reputation, but arguably not as badly as Netscape’s had been damaged by the bloated Communicator. For once you turned off all that nonsense, Internet Explorer 4 proved to be pretty good at doing the rest of its job. But there was no similar method for trimming the fat from Netscape Communicator.

While Microsoft and Netscape, those two for-profit corporations, had been vying with one another for supremacy on the Web, another, quieter party had been looking on with great concern. Before the Web had become the hottest topic of the business pages, it had been an idea in the head of the mild-mannered British computer scientist Tim Berners-Lee. He had built the Web on the open Internet, using a new set of open standards; his inclination had never been to control his creation personally. It was to be a meeting place, a library, a forum, perhaps a marketplace if you liked — but always a public commons. When Berners-Lee formed the non-profit World Wide Web Consortium (W3C) in October of 1994 in the hope of guiding an orderly evolution of the Web that kept it independent of the moneyed interests rushing to join the party, it struck many as a quaint endeavor at best. Key technologies like Java and JavaScript appeared and exploded in popularity without giving the W3C a chance to say anything about them. (Tellingly, the word “JavaScript” never even appears in Berners-Lee’s 1999 book about his history with and vision for the Web, despite the scripting language’s almost incalculable importance to making it the dynamic and diverse place it had become by that point.)

From the days when he had been a mere University of Illinois student making a browser on the side, Marc Andreessen had blazed his own trail without giving much thought to formal standards. When the things he unilaterally introduced proved useful, others rushed to copy them, and they became de-facto standards. This was as true of JavaScript as it was of anything else. As we’ve seen, it began as a Netscape-exclusive feature, but was so obviously transformative to what the Web could do and be that Microsoft had no choice but to copy it, to incorporate its own implementation of it into Internet Explorer.

But JavaScript was just about the last completely new feature to be rolled out and widely adopted in this ad-hoc fashion. As the Web reached a critical mass, with Netscape Navigator and Internet Explorer both powering users’ experiences of it in substantial numbers, site designers had a compelling reason not to use any technology that only worked on the one or the other; they wanted to reach as many people as possible, after all. This brought an uneasy sort of equilibrium to the Web.

Nevertheless, the first instinct of both Netscape and Microsoft remained to control rather than to share the Web. Both companies’ histories amply demonstrated that open standards meant little to them; they preferred to be the standard. What would happen if and when one company won the browser war, as Microsoft seemed slowly to be doing by 1997, what with the trend lines all going in its favor and Netscape in veritable financial free fall? Once 90 percent or more of the people browsing the Web were doing so with Internet Explorer, Microsoft would be free to give its instinct for dominance free rein. With an army of lawyers at its beck and call, it would be able to graft onto the Web proprietary, patented technologies that no upstart competitor would be able to reverse-engineer and copy, and pragmatic website designers would no longer have any reason not to use them, if they could make their sites better. And once many or most websites depended on these features that were available only in Internet Explorer, that would be that for the open Web. Despite its late start, Microsoft would have managed to embrace, extend, and in a very real sense destroy Tim Berners-Lee’s original vision of a World Wide Web. The public commons would have become a Microsoft-branded theme park.

These worries were being bandied about with ever-increasing urgency in January of 1998, when Netscape made what may just have been the most audacious move of the entire dot.com boom. Like most such moves, it was born of sheer desperation, but that shouldn’t blind us to its importance and even bravery. First of all, Netscape made its browser free as in beer, finally giving up on even asking people to pay for the thing. Admittedly, though, this in itself was little more than an acceptance of the reality on the ground, as it were. It was the other part of the move that really shocked the tech world: Netscape also made its browser free as in freedom — it opened up its source code to all and sundry. “This was radical in its day,” remembers Mitchell Baker, one of the prime drivers of the initiative at Netscape. “Open source is mainstream now; it was not then. Open source was deep, deep, deep in the technical community. It never surfaced in a product. [This] was a very radical move.”

Netscape spun off a not-for-profit organization, led by Baker and called Mozilla, after a cartoon dinosaur that had been the company’s office mascot almost from day one. Coming well before the Linux operating system began conquering large swaths of corporate America, this was to be open source’s first trial by fire in the real world. Mozilla was to concentrate on the core code required for rendering webpages — the engine room of a browser, if you will. Then others — not least among them the for-profit arm of Netscape — would build the superstructures of finished applications around that sturdy core.

Alas, Netscape the for-profit company was already beyond saving. If anything, this move only hastened the end; Netscape had chosen to give away the one product it had that some tiny number of people were still willing to pay for. Some pundits talked it up as a dying warrior’s last defiant attempt to pass the sword to others, to continue the fight against Microsoft and Internet Explorer: “From the depths of Hell, I spit at thee!” Or, as Tim Berners-Lee put it more soberly: “Microsoft was bigger than Netscape, but Netscape was hoping the Web community was bigger than Microsoft.” And there may very well be something to these points of view. But regardless of the motivations behind it, the decision to open up Netscape’s browser proved both a landmark in the history of open-source software and a potent weapon in the fight to keep the Web itself open and free. Mozilla has had its ups and downs over the years since, but it remains with us to this day, still providing an alternative to the corporate-dominated browsers almost a quarter-century on, having outlived the more conventional corporation that spawned it by a factor of six.

Mozilla’s story is an important one, but we’ll have to leave the details of it for another day. For now, we return to the other players in today’s drama.

While Microsoft and Netscape were battling one another, AOL was soaring into the stratosphere, the happy beneficiary of Microsoft’s decision to give it an icon on the Windows 95 desktop in the name of vanquishing Netscape. In 1997, in a move fraught with symbolic significance, AOL bought CompuServe, its last remaining competitor from the pre-Web era of closed, proprietary online services. By the time Netscape open-sourced its browser, AOL had 12 million subscribers and annual profits — profits, mind you, not revenues — of over $500 million, thanks not only to subscription fees but to the new frontier of online advertising, where revenues and profits were almost one and the same. At not quite 40 years old, Steve Case had become a billionaire.

“AOL is the Internet blue chip,” wrote the respected stock analyst Henry Blodget. And indeed, for all of its association with new and shiny technology, there was something comfortingly stolid — even old-fashioned — about the company. Unlike so many of his dot.com compatriots, Steve Case had found a way to combine name recognition and a desirable product with a way of getting his customers to actually pay for said product. He liked to compare AOL with a cable-television provider; this was a comparison that even the most hidebound investors could easily understand. Real, honest-to-God checks rolled into AOL’s headquarters every month from real, honest-to-God people who signed up for real, honest-to-God paid subscriptions. So what if the tech intelligentsia laughed and mocked, called AOL “the cockroach of cyberspace,” and took an “@AOL.com” suffix on someone’s email address as a sign that they were too stupid to be worth talking to? Case and his shareholders knew that money from the unwashed masses spent just as well as money from the tech elites.

Microsoft could finally declare victory in the browser war in the summer of 1998, when the two browsers’ trend lines crossed one another. At long last, Internet Explorer’s popularity equaled and then rapidly eclipsed that of Netscape Navigator/Communicator. It hadn’t been clean or pretty, but Microsoft had bludgeoned its way to the market share it craved.

A few months later, AOL acquired Netscape through a stock swap that involved no cash, but was worth a cool $9.8 billion on paper — an almost comical sum in relation to the amount of actual revenue the purchased company had brought in during its lifetime. Jim Clark and Marc Andreessen walked away very, very rich men. Just as Netscape’s big IPO had been the first of its breed, the herald of the dot.com boom, Netscape now became the first exemplar of the boom’s unique style of accounting, which allowed people to get rich without ever having run a profitable business.

Even at the time, it was hard to figure out just what it was about Netscape that AOL thought was worth so much money. The deal is probably best understood as a product of Steve Case’s fear of a Microsoft-dominated Web; despite that AOL icon on the Windows desktop, he still didn’t trust Bill Gates any farther than he could throw him. In the end, however, AOL got almost nothing for its billions. Netscape Communicator was renamed AOL Communicator and offered to the service’s subscribers, but even most of them, technically unsophisticated though they tended to be, could see that Internet Explorer was the cleaner and faster and just plain better choice at this juncture. (The open-source coders working with Mozilla belatedly realized the same; they would wind up spending years writing a brand-new browser engine from scratch after deciding that Netscape’s just wasn’t up to snuff.)

Most of Netscape’s remaining engineers walked soon after the deal was made. They tended to describe the company’s meteoric rise and fall in the terms of a Shakespearean tragedy. “At least the old timers among us came to Netscape to change the world,” lamented one. “Getting killed by the Evil Empire, being gobbled up by a big corporation — it’s incredibly sad.” If that’s painting with rather too broad a brush — one should always run away screaming when a Silicon Valley denizen starts talking about “changing the world” — it can’t be denied that Netscape at no time enjoyed a level playing field in its war against Microsoft.

But times do change, as Microsoft was about to learn to its cost. In May of 1998, the Department of Justice filed suit against Microsoft for illegally exploiting its Windows monopoly in order to crush Netscape. The suit came too late to save the latter, but it was all over the news even as the first copies of Windows 98, the hotly anticipated successor to Windows 95, were reaching store shelves. Bill Gates had gotten his wish; Internet Explorer and Windows were now indissolubly bound together. Soon he would have cause to wish that he had not striven for that outcome quite so vigorously.

(Sources: the books Overdrive: Bill Gates and the Race to Control Cyberspace by James Wallace, The Silicon Boys by David A. Kaplan, Architects of the Web by Robert H. Reid, Competing on Internet Time: Lessons from Netscape and Its Battle with Microsoft by Michael Cusumano and David B. Yoffie, dot.con: The Greatest Story Ever Sold by John Cassidy, Stealing Time: Steve Case, Jerry Levin, and the Collapse of AOL Time Warner by Alec Klein, Fools Rush In: Steve Case, Jerry Levin, and the Unmaking of AOL Time Warner by Nina Munk, There Must be a Pony in Here Somewhere: The AOL Time Warner Debacle by Kara Swisher, In Search of Stupidity: Over Twenty Years of High-Tech Marketing Disasters by Merrill R. Chapman, Coders at Work: Reflections on the Craft of Programming by Peter Seibel, and Weaving the Web by Tim Berners-Lee. Online sources include “1995: The Birth of JavaScript” at Web Development History, the New York Times timeline of AOL’s history, and Mitchell Baker’s talk about the history of Mozilla, which is available on Wikipedia.)

 
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Posted by on December 23, 2022 in Digital Antiquaria, Interactive Fiction

 

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The Rise of POMG, Part 1: It Takes a Village…

No one on their deathbed ever said, “I wish I had spent more time alone with my computer!”

— Dani Bunten Berry

If you ever want to feel old, just talk to the younger generation.

A few years ago now, I met the kids of a good friend of mine for the very first time: four boys between the ages of four and twelve, all more or less crazy about videogames. As someone who spends a lot of his time and earns a lot of his income writing about games, I arrived at their house with high expectations attached.

Alas, I’m afraid I proved a bit of a disappointment to them. The distance between the musty old games that I knew and the shiny modern ones that they played was just too far to bridge; shared frames of reference were tough to come up with. This was more or less what I had anticipated, given how painfully limited I already knew my knowledge of modern gaming to be. But one thing did genuinely surprise me: it was tough for these youngsters to wrap their heads around the very notion of a game that you played to completion by yourself and then put on the shelf, much as you might a book. The games they knew, from Roblox to Fortnite, were all social affairs that you played online with friends or strangers, that ended only when you got sick of them or your peer group moved on to something else. Games that you played alone, without at the very least leader boards and achievements on-hand to measure yourself against others, were utterly alien to them. It was quite a reality check for me.

So, I immediately started to wonder how we had gotten to this point — a point not necessarily better or worse than the sort of gaming that I knew growing up and am still most comfortable with, just very different. This series of articles should serve as the beginning of an answer to that complicated question. Their primary focus is not so much how computer games went multiplayer, nor even how they first went online; those things are in some ways the easy, obvious parts of the equation. It’s rather how games did those things persistently — i.e., permanently, so that each session became part of a larger meta-game, if you will, embedded in a virtual community. Or perhaps the virtual community is embedded in the game. It all depends on how you look at it, and which precise game you happen to be talking about. Whichever way, it has left folks like me, whose natural tendency is still to read games like books with distinct beginnings, middles, and ends, anachronistic iconoclasts in the eyes of the youthful mainstream.

Which, I hasten to add, is perfectly okay; I’ve always found the ditch more fun than the middle of the road anyway. Still, sometimes it’s good to know how the other 90 percent lives, especially if you claim to be a gaming historian…



“Persistent online multiplayer gaming” (POMG, shall we say?) is a mouthful to be sure, but it will have to do for lack of a better descriptor of the phenomenon that has created such a divide between myself and my friend’s children.  It’s actually older than you might expect, having first come to be in the 1970s on PLATO, a non-profit computer network run out of the University of Illinois but encompassing several other American educational institutions as well. Much has been written about this pioneering network, which uncannily presaged in so many of its particulars what the Internet would become for the world writ large two decades later. (I recommend Brian Dear’s The Friendly Orange Glow for a book-length treatment.) It should suffice for our purposes today to say that PLATO became host to, among other online communities of interest, an extraordinarily vibrant gaming culture. Thanks to the fact that PLATO games lived on a multi-user network rather than standalone single-user personal computers, they could do stuff that most gamers who were not lucky enough to be affiliated with a PLATO-connected university would have to wait many more years to experience.

The first recognizable single-player CRPGs were born on PLATO in the mid-1970s, inspired by the revolutionary new tabletop game known as Dungeons & Dragons. They were followed by the first multiplayer ones in amazingly short order. Already in 1975’s Moria,[1]The PLATO Moria was a completely different game from the 1983 single-player roguelike that bore the same name. players met up with their peers online to chat, brag, and sell or trade loot to one another. When they were ready to venture forth to kill monsters, they could do so in groups of up to ten, pooling their resources and sharing the rewards. A slightly later PLATO game called Oubliette implemented the same basic concept in an even more sophisticated way. The degree of persistence of these games was limited by a lack of storage capacity — the only data that was saved between sessions were the statistics and inventory of each player’s character, with the rest of the environment being generated randomly each time out — but they were miles ahead of anything available for the early personal computers that were beginning to appear at the same time. Indeed, Wizardry, the game that cemented the CRPG’s status as a staple genre on personal computers in 1981, was in many ways simply a scaled-down version of Oubliette, with the multiplayer party replaced by a party of characters that were all controlled by the same player.

Chester Bolingbroke, better known online as The CRPG Addict, plays Moria. Note the “Group Members” field at bottom right. Chester is alone here, but he could be adventuring with up to nine others.

A more comprehensive sort of persistence arrived with the first Multi-User Dungeon (MUD), developed by Roy Trubshaw and Richard Bartle, two students at the University of Essex in Britain, and first deployed there in a nascent form in late 1978 or 1979. A MUD borrowed the text-only interface and presentation of Will Crowther and Don Woods’s seminal game of Adventure, but the world it presented was a shared, fully persistent one between its periodic resets to a virgin state, chockablock with other real humans to interact with and perhaps fight. “The Land,” as Bartle dubbed his game’s environs, expanded to more than 600 rooms by the early 1980s, even as its ideas and a good portion of its code were used to set up other, similar environments at many more universities.

In the meanwhile, the first commercial online services were starting up in the United States. By 1984, you could, for the price of a substantial hourly fee, dial into the big mainframes of services like CompuServe using your home computer. Once logged in there, you could socialize, shop, bank, make travel reservations, read newspapers, and do much else that most people wouldn’t begin to do online until more than a decade later — including gaming. For example, CompuServe offered MegaWars, a persistent grand-strategy game of galactic conquest whose campaigns took groups of up to 100 players four to six weeks to complete. (Woe betide the ones who couldn’t log in for some reason of an evening in the midst of that marathon!) You could also find various MUDs, as well as Island of Kesmai, a multiplayer CRPG boasting most of the same features as PLATO’s Oubliette in a genuinely persistent world rather than a perpetually regenerated one. CompuServe’s competitor GEnie had Air Warrior, a multiplayer flight simulator with bitmapped 3D graphics and sound effects to rival any of the contemporaneous single-player simulators on personal computers. For the price of $11 per hour, you could participate in grand Air Warrior campaigns that lasted three weeks each and involved hundreds of other subscribers, organizing and flying bombing raids and defending against the enemy’s attacks on their own lines. In 1991, America Online put up Neverwinter Nights,[2]Not the same game as the 2002 Bioware CRPG of the same name. which did for the “Gold Box” line of licensed Dungeons & Dragons CRPGs what MUD had done for Adventure and Air Warrior had done for flight simulators, transporting the single-player game into a persistent multiplayer space.

All of this stuff was more or less incredible in the context of the times. At the same time, though, we mustn’t forget that it was strictly the purview of a privileged elite, made up of those with login credentials for institutional-computing networks or money in their pockets to pay fairly exorbitant hourly fees to feed their gaming habits. So, I’d like to back up now and tell a different story of POMG — one with more of a populist thrust, focusing on what was actually attainable by the majority of people out there, the ones who neither had access to a university’s mainframe nor could afford to spend hundreds of dollars per month on a hobby. Rest assured that the two narratives will meet before all is said and done.



POMG came to everyday digital gaming in the reverse order of the words that make up the acronym: first games were multiplayer, then they went online, and then these online games became persistent. Let’s try to unpack how that happened.

From the very start, many digital games were multiplayer, optionally if not unavoidably so. Spacewar!, the program generally considered the first fully developed graphical videogame, was exclusively multiplayer from its inception in the early 1960s. Ditto Pong, the game that launched Atari a decade later, and with it a slow-building popular craze for electronic games, first in public arcades and later in living rooms. Multiplayer here was not so much down to design intention as technological affordances. Pong was an elaborate analog state machine rather than a full-blown digital computer, relying on decentralized resistors and potentiometers and the like to do its “thinking.” It was more than hard enough just to get a couple of paddles and a ball moving around on the screen of a gadget like this; a computerized opponent was a bridge too far.

Very quickly, however, programmable microprocessors entered the field, changing everyone’s cost-benefit analyses. Building dual controls into an arcade cabinet was expensive, and the end result tended to take up a lot of space. The designers of arcade classics like Asteroids and Galaxian soon realized that they could replace the complications of a human opponent with hordes of computer-controlled enemies, flying in rudimentary, partially randomized patterns. Bulky multiplayer machines thus became rarer and rarer in arcades, replaced by slimmer, more standardized single-player cabinets. After all, if you wanted to compete with your friends in such games, there was still a way to do so: you could each play a round against the computerized enemies and compare your scores afterward.

While all of this was taking shape, the Trinity of 1977 — the Radio Shack TRS-80, Apple II, and Commodore PET — had ushered in the personal-computing era. The games these early microcomputers played were sometimes ports or clones of popular arcade hits, but just as often they were more cerebral, conceptually ambitious affairs where reflexes didn’t play as big — or any — role: flight simulations, adventure games, war and other strategy games. The last were often designed to be played optimally or even exclusively against another human, largely for the same reason Pong had been made that way: artificial intelligence was a hard thing to implement under any circumstances on an 8-bit computer with as little as 16 K of memory, and it only got harder when you were asking said artificial intelligence to formulate a strategy for Operation Barbarossa rather than to move a tennis racket around in front of a bouncing ball. Many strategy-game designers in these early days saw multiplayer options almost as a necessary evil, a stopgap until the computer could fully replace the human player, thus alleviating that eternal problem of the war-gaming hobby on the tabletop: the difficulty of finding other people in one’s neighborhood who were able and willing to play such weighty, complex games.

At least one designer, however, saw multiplayer as a positive advantage rather than a kludge — in fact, as the way the games of the future by all rights ought to be. “When I was a kid, the only times my family spent together that weren’t totally dysfunctional were when we were playing games,” remembered Dani Bunten Berry. From the beginning of her design career in 1979, when she made an auction game called Wheeler Dealers for the Apple II,[3]Wheeler Dealers and all of her other games that are mentioned in this article were credited to Dan Bunten, the name under which she lived until 1992. multiplayer was her priority. In fact, she was willing to go to extreme lengths to make it possible; in addition to a cassette tape containing the software, Wheeler Dealers shipped with a custom-made hardware add-on, the only method she could come up with to let four players bid at once. Such experiments culminated in M.U.L.E., one of the first four games ever published by Electronic Arts, a deeply, determinedly social game of economics and, yes, auctions for Atari and Commodore personal computers that many people, myself included, still consider her unimpeachable masterpiece.

A M.U.L.E. auction in progress.

And yet it was Seven Cities of Gold, her second game for Electronic Arts, that became a big hit. Ironically, it was also the first she had ever made with no multiplayer option whatsoever. She was learning to her chagrin that games meant to be played together on a single personal computer were a hard sell; such machines were typically found in offices and bedrooms, places where people went to isolate themselves, not in living rooms or other spaces where they went to be together. She decided to try another tack, thereby injecting the “online” part of POMG into our discussion.

In 1988, Electronic Arts published Berry’s Modem Wars, a game that seems almost eerily prescient in retrospect, anticipating the ludic zeitgeist of more than a decade later with remarkable accuracy. It was a strategy game played in real time (although not quite a real-time strategy of the resource-gathering and army-building stripe that would later be invented by Dune II and popularized by Warcraft and Command & Conquer). And it was intended to be played online against another human sitting at another computer, connected to yours by the gossamer thread of a peer-to-peer modem hookup over an ordinary telephone line. Like most of Berry’s games, it didn’t sell all that well, being a little too far out in front of the state of her nation’s telecommunications infrastructure.

Nevertheless, she continued to push her agenda of computer games as ways of being entertained together rather than alone over the years that followed. She never did achieve the breakout hit she craved, but she inspired countless other designers with her passion. She died far too young in 1998, just as the world was on the cusp of embracing her vision on a scale that even she could scarcely have imagined. “It is no exaggeration to characterize her as the world’s foremost authority on multiplayer computer games,” said Brian Moriarty when he presented Dani Bunten Berry with the first ever Game Developers Conference Lifetime Achievement Award two months before her death. “Nobody has worked harder to demonstrate how technology can be used to realize one of the noblest of human endeavors: bringing people together. Historians of electronic gaming will find in these eleven boxes [representing her eleven published games] the prototypes of the defining art form of the 21st century.” Let this article and the ones that will follow it, written well into said century, serve as partial proof of the truth of his words.

Danielle Bunten Berry, 1949-1998.

For by the time Moriarty spoke them, other designers had been following the trails she had blazed for quite some time, often with much more commercial success. A good early example is Populous, Peter Molyneux’s strategy game in real time (although, again, not quite a real-time strategy) that was for most of its development cycle strictly a peer-to-peer online multiplayer game, its offline single-player mode being added only during the last few months. An even better, slightly later one is DOOM, John Carmack and John Romero’s game of first-person 3D mayhem, whose star attraction, even more so than its sadistic single-player levels, was the “deathmatch” over a local-area network. Granted, these testosterone-fueled, relentlessly zero-sum contests weren’t quite the same as what Berry was envisioning for gaming’s multiplayer future near the end of her life; she wished passionately for games with a “people orientation,” directed toward “the more mainstream, casual players who are currently coming into the PC market.” Still, as the saying goes, you have to start somewhere.

But there is once more a caveat to state here about access, or rather the lack thereof. Being built for local networks only — i.e., networks that lived entirely within a single building or at most a small complex of them — DOOM deathmatches were out of reach on a day-to-day basis for those who didn’t happen to be students or employees at institutions with well-developed data-processing departments and permissive or oblivious authority figures. Outside of those ivory towers, this was the era of the “LAN party,” when groups of gamers would all lug their computers over to someone’s house, wire them together, and go at it over the course of a day or a weekend. These occasions went on to become treasured memories for many of their participants, but they achieved that status precisely because they were so sporadic and therefore special.

And yet DOOM‘s rise corresponded with the transformation of the Internet from an esoteric tool for the technological elite to the most flexible medium of communication ever placed at the disposal of the great unwashed, thanks to a little invention out of Switzerland called the World Wide Web. What if there was a way to move DOOM and other games like it from a local network onto this one, the mother of all wide-area networks? Instead of deathmatching only with your buddy in the next cubicle, you would be able to play against somebody on another continent if you liked. Now wouldn’t that be cool?

The problem was that local-area networks ran over a protocol known as IPX, while the Internet ran on a completely different one called TCP/IP. Whoever could bridge that gap in a reasonably reliable, user-friendly way stood to become a hero to gamers all over the world.



Jay Cotton discovered DOOM in the same way as many another data-processing professional: when it brought down his network. He was employed at the University of Georgia at the time, and was assigned to figure out why the university’s network kept buckling under unprecedented amounts of spurious traffic. He tracked the cause down to DOOM, the game that half the students on campus seemed to be playing more than half the time. More specifically, the problem was caused by a bug, which was patched out of existence by John Carmack as soon as he was informed. Problem solved. But Cotton stuck around to play, the warden seduced by the inmates of the asylum.

He was soon so much better at the game than anyone else on campus that he was getting a bit bored. Looking for worthier opponents, he stumbled across a program called TCPSetup, written by one Jake Page, which was designed to translate IPX packets into TCP/IP ones and vice versa on the fly, “tricking” DOOM into communicating across the vast Internet. It was cumbersome to use and extremely unreliable, but on a good day it would let you play DOOM over the Internet for brief periods of time at least, an amazing feat by any standard. Cotton would meet other players on an Internet chat channel dedicated to the game, they’d exchange IP addresses, and then they’d have at it — or try to, depending on the whims of the Technology Gods that day.

On August 22, 1994, Cotton received an email from a fellow out of the University of Illinois — yes, PLATO’s old home — whom he’d met and played in this way (and beaten, he was always careful to add). His name was Scott Coleman. “I have some ideas for hacking TCPSetup to make it a little easier. Care to do some testing later?” Coleman wrote. “I’ve already emailed Jake [Page] on this, but he hasn’t responded (might be on vacation or something). If he approves, I’m hoping some of these ideas might make it into the next release of TCPSetup. In the meantime, I want to do some experimenting to see what’s feasible.”

Jake Page never did respond to their queries, so Cotton and Coleman just kept beavering away on their own, eventually rewriting TCPSetup entirely to create iDOOM, a more reliable and far less fiddly implementation of the same concept, with support for three- or four-player deathmatches instead of just one-on-one duels. It took off like a rocket; the pair were bombarded with feature requests, most notably to make iDOOM work with other IPX-only games as well. In January of 1995, they added support for Heretic, one of the most popular of the first wave of so-called “DOOM clones.” They changed their program’s name to “iFrag” to reflect the fact that it was now about more than just DOOM.

Having come this far, Cotton and Coleman soon made the conceptual leap that would transform their software from a useful tool to a way of life for a time for many, many thousands of gamers. Why not add support for more games, they asked themselves, not in a bespoke way as they had been doing to date, but in a more sustainable one, by turning their program into a general-purpose IPX-to-TCP/IP bridge, suitable for use with the dozens of other multiplayer games out there that supported only local-area networks out of the box. And why not make their tool into a community while they were at it, by adding an integrated chat service? In addition to its other functions, the program could offer a list of “servers” hosting games, which you could join at the click of a button; no more trolling for opponents elsewhere on the Internet, then laboriously exchanging IP addresses and meeting times and hoping the other guy followed through. This would be instant-gratification online gaming. It would also provide a foretaste at least of persistent online multiplayer gaming; as people won matches, they would become known commodities in the community, setting up a meta-game, a sporting culture of heroes and zeroes where folks kept track of win-loss records and where everybody clamored to hear the results when two big wheels faced off against one another.

Cotton and Coleman renamed their software for the third time in less than nine months, calling it Kali, a name suggested by Coleman’s Indian-American girlfriend (later his wife). “The Kali avatar is usually depicted with swords in her hands and a necklace of skulls from those she has killed,” says Coleman, “which seemed appropriate for a deathmatch game.” Largely at the behest of Cotton, always the more commercially-minded of the pair, they decided to make Kali shareware, just like DOOM itself: multiplayer sessions would be limited to fifteen minutes at a time until you coughed up a $20 registration fee. Cotton went through the logistics of setting up and running a business in Georgia while Coleman did most of the coding in Illinois. (Rather astonishingly, Cotton and Coleman had still never met one another face to face in 2013, when gaming historian David L. Craddock conducted an interview with them that has been an invaluable source of quotes and information for this article.)

Kali certainly wasn’t the only solution in this space; a commercial service called DWANGO had existed since December of 1994, with the direct backing of John Carmack and John Romero, whose company id Software collected 20 percent of its revenue in return for the endorsement. But DWANGO ran over old-fashioned direct-dial-up connections rather than the Internet, meaning you had to pay long-distance charges to use it if you weren’t lucky enough to live close to one of its host computers. On top of that, it charged $9 for just five hours of access per month, with the fees escalating from there. Kali, by contrast, was available to you forever for as many hours per month as you liked after you plunked down your one-time fee of $20.

So, Kali was popular right from its first release on April 26, 1995. Yet it was still an awkward piece of software for the casual user despite the duo’s best efforts, being tied to MS-DOS, whose support for TCP/IP relied on a creaky edifice of third-party tools. The arrival of Windows 95 was a godsend for Kali, as it was for computer gaming in general, making the hobby accessible in a way it had never been before. The so-called “Kali95” was available by early 1996, and things exploded from there. Kali struck countless gamers with all the force of a revelation; who would have dreamed that it could be so easy to play against another human online? Lloyd Case, for example, wrote in Computer Gaming World magazine that using Kali for the first time was “one of the most profound gaming experiences I’ve had in a long time.” Reminiscing seventeen years later, David L. Craddock described how “using Kali for the first time was like magic. Jumping into a game and playing with other people. It blew my fourteen-year-old mind.” In late 1996, the number of registered Kali users ticked past 50,000, even as quite possibly just as many or more were playing with cracked versions that bypassed the simplistic serial-number-registration process. First-person-shooter deathmatches abounded, but you could also play real-time strategies like Command & Conquer and Warcraft, or even the Links golf simulation. Computer Gaming World gave Kali a special year-end award for “Online-Enabling Technology.”

Kali for Windows 95.

Competitors were rushing in at a breakneck pace by this time, some of them far more conventionally “professional” than Kali, whose origin story was, as we’ve seen, as underground and organic as that of DOOM itself. The most prominent of the venture-capital-funded startups were MPlayer (co-founded by Brian Moriarty of Infocom and LucasArts fame, and employing Dani Bunten Berry as a consultant during the last months of her life) and the Total Entertainment Network, better known as simply TEN. In contrast to Kali’s one-time fee, they, like DWANGO before them, relied on subscription billing: $20 per month for MPlayer, $15 per month for TEN. Despite slick advertising and countless other advantages that Kali lacked, neither would ever come close to overtaking its scruffy older rival, which had price as well as oodles of grass-roots goodwill on its side. Jay Cotton:

It was always my belief that Kali would continue to be successful as long as I never got greedy. I wanted everyone to be so happy with their purchase that they would never hesitate to recommend it to a friend. [I would] never charge more than someone would be readily willing to pay. It also became a selling point that Kali only charged a one-time fee, with free upgrades forever. People really liked this, and it prevented newcomers (TEN, Heat [a service launched in 1997 by Sega of America], MPlayer, etc.) from being able to charge enough to pay for their expensive overheads.

Kali was able to compete with TEN, MPlayer, and Heat because it already had a large established user base (more users equals more fun) and because it was much, much cheaper. These new services wanted to charge a subscription fee, but didn’t provide enough added benefit to justify the added expense.

It was a heady rush indeed, although it would also prove a short-lived one; Kali’s competitors would all be out of business within a year or so of the turn of the millennium. Kali itself stuck around after that, but as a shadow of what it had been, strictly a place for old-timers to reminisce and play the old hits. “I keep it running just out of habit,” said Jay Cotton in 2013. “I make just enough money on website ads to pay for the server.” It still exists today, presumably as a result of the same force of habit.

One half of what Kali and its peers offered was all too obviously ephemeral from the start: as the Internet went mainstream, developers inevitably began building TCP/IP support right into their games, eliminating the need for an external IPX-to-TCP/IP bridge. (For example, Quake, id Software’s much-anticipated follow-up to DOOM, did just this when it finally arrived in 1996.) But the other half of what they offered was community, which may have seemed a more durable sort of benefit. As it happened, though, one clever studio did an end-run around them here as well.



The folks at Blizzard Entertainment, the small studio and publisher that was fast coming to rival id Software for the title of the hottest name in gaming, were enthusiastic supporters of Kali in the beginning, to the point of hand-tweaking Warcraft II, their mega-hit real-time strategy, to run optimally over the service. They were rewarded by seeing it surpass even DOOM to become the most popular game there of all. But as they were polishing their new action-CRPG Diablo for release in 1996, Mike O’Brien, a Blizzard programmer, suggested that they launch their own service that would do everything Kali did in terms of community, albeit for Blizzard’s games alone. And then he additionally suggested that they make it free, gambling that knowledge of its existence would sell enough games for them at retail to offset its maintenance costs. Blizzard’s unofficial motto had long been “Let’s be awesome,” reflecting their determination to sell exactly the games that real hardcore gamers were craving, honed to a perfect finish, and to always give them that little bit extra. What better way to be awesome than by letting their customers effortlessly play and socialize online, and to do so for free?

The idea was given an extra dollop of urgency by the fact that Westwood Games, the maker of Warcraft‘s chief competitor Command & Conquer, had introduced a service called Westwood Chat that could launch people directly into a licensed version of Monopoly. (Shades of Dani Bunten Berry’s cherished childhood memories…) At the moment it supported only Monopoly, a title that appealed to a very different demographic from the hardcore crowd who favored Blizzard’s games, but who knew how long that would last?[4]Westwood Chat would indeed evolve eventually into Westwood Online, with full support for Command & Conquer, but that would happen only after Blizzard had rolled out their own service.

So, when Diablo shipped in the last week of 1996, it included something called Battle.net, a one-click chat and matchmaking service and multiplayer facilitator. Battle.net made everything easier than it had ever been before. It would even automatically patch your copy of the game to the latest version when you logged on, pioneering the “software as a service” model in gaming that has become everyday life in our current age of Steam. “It was so natural,” says Blizzard executive Max Schaefer. “You didn’t think about the fact that you were playing with a dude in Korea and a guy in Israel. It’s really a remarkable thing when you think about it. How often are people casually matched up in different parts of the world?” The answer to that question, of course, was “not very often” in the context of 1997. Today, it’s as normal as computers themselves, thanks to groundbreaking initiatives like this one. Blizzard programmer Jeff Strain:

We believed that in order for it [Battle.net] to really be embraced and adopted, that accessibility had to be there. The real catch for Battle.net was that it was inside-out rather than outside-in. You jumped right into the game. You connected players from within the game experience. You did not alt-tab off into a Web browser to set up your games and have the Web browser try to pass off information or something like that. It was a service designed from Day One to be built into actual games.

The combination of Diablo and Battle.net brought a new, more palpable sort of persistence to online gaming. Players of DOOM or Warcraft II might become known as hotshots on services like Kali, but their reputation conferred no tangible benefit once they entered a game session. A DOOM deathmatch or a Warcraft II battle was a one-and-done event, which everyone started on an equal footing, which everyone would exit again within an hour or so, with nothing but memories and perhaps bragging rights to show for what had transpired.

Diablo, however, was different. Although less narratively and systemically ambitious than many of its recent brethren, it was nevertheless a CRPG, a genre all about building up a character over many gaming sessions. Multiplayer Diablo retained this aspect: the first time you went online, you had to pick one of the three pre-made first-level characters to play, but after that you could keep bringing the same character back to session after session, with all of the skills and loot she had already collected. Suddenly the link between the real people in the chat rooms and their avatars that lived in the game proper was much more concrete. Many found it incredibly compelling. People started to assume the roles of their characters even when they were just hanging out in the chat rooms, started in some very real sense to live the game.

But it wasn’t all sunshine and roses. Battle.net became a breeding ground of the toxic behaviors that have continued to dog online gaming to this day, a social laboratory demonstrating what happens when you take a bunch of hyper-competitive, rambunctious young men and give them carte blanche to have at it any way they wish with virtual swords and spells. The service was soon awash with “griefers,” players who would join others on their adventures, ostensibly as their allies in the dungeon, then literally stab them in the back when they least expected it, killing their characters and running off with all of their hard-won loot. The experience could be downright traumatizing for the victims, who had thought they were joining up with friendly strangers simply to have fun together in a cool new game. “Going online and getting killed was so scarring,” acknowledges David Brevick, Diablo‘s original creator. “Those players are still feeling a little bit apprehensive.”

To make matters worse, many of the griefers were also cheaters. Diablo had been born and bred a single-player game; multiplayer had been a very late addition. This had major ramifications. Diablo stored all the information about the character you played online on your local hard drive rather than the Battle.net server. Learn how to modify this file, and you could create a veritable god for yourself in about ten minutes, instead of the dozens of hours it would take playing the honest way. “Trainers” — programs that could automatically do the necessary hacking for you — spread like wildfire across the Internet. Other folks learned to hack the game’s executable files themselves. Most infamously, they figured out ways to attack other players while they were still in the game’s above-ground town, supposedly a safe space reserved for shopping and healing. Battle.net as a whole took on a siege mentality, as people who wanted to play honorably and honestly learned to lock the masses out with passwords that they exchanged only with trusted friends. This worked after a fashion, but it was also a betrayal of the core premise and advantage of Battle.net, the ability to find a quick pick-up game anytime you wanted one. Yet there was nothing Blizzard could do about it without rewriting the whole game from the ground up. They would eventually do this — but they would call the end result Diablo II. In the meanwhile, it was a case of player beware.

It’s important to understand that, for all that it resembled what would come later all too much from a sociological perspective, multiplayer Diablo was still no more persistent than Moria and Oubliette had been on the old PLATO network: each player’s character was retained from session to session, but nothing about the state of the world. Each world, or instance of the game, could contain a maximum of four human players, and disappeared as soon as the last player left it, leaving as its legacy only the experience points and items its inhabitants had collected from it while it existed. Players could and did kill the demon Diablo, the sole goal of the single-player game, one that usually required ten hours or more of questing to achieve, over and over again in the online version. In this sense, multiplayer Diablo was a completely different game from single-player Diablo, replacing the simple quest narrative of the latter with a social meta-game of character-building and player-versus-player combat.

For lots and lots of people, this was lots and lots of fun; Diablo was hugely popular despite all of the exploits it permitted — indeed, for some players perchance, because of them. It became one of the biggest computer games of the 1990s, bringing online gaming to the masses in a way that even Kali had never managed. Yet there was still a ways to go to reach total persistence, to bring a permanent virtual world to life. Next time, then, we’ll see how mainstream commercial games of the 1990s sought to achieve a degree of persistence that the first MUD could boast of already in 1979. These latest virtual worlds, however, would attempt to do so with all the bells and whistles and audiovisual niceties that a new generation of gamers raised on multimedia and 3D graphics demanded. An old dog in the CRPG space was about to learn a new trick, creating in the process a new gaming acronym that’s even more of a mouthful than POMG.



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Sources: the books Stay Awhile and Listen Volumes 1 and 2 by David L. Craddock, Masters of Doom by David Kushner, and The Friendly Orange Glow by Brian Dear; Retro Gamer 43, 90, and 103; Computer Gaming World of September 1996 and May 1997; Next Generation of March 1997. Online sources include “The Story of Battle.net” by Wes Fenlon at PC Gamer, Dan Griliopoulos’s collection of interviews about Command & Conquer, Brian Moriarty’s speech honoring Dani Bunten Berry from the 1998 Game Developers Conference, and Jay Cotton’s history of Kali on the DOOM II fan site. Plus some posts on The CRPG Addict, to which I’ve linked in the article proper.

Footnotes

Footnotes
1 The PLATO Moria was a completely different game from the 1983 single-player roguelike that bore the same name.
2 Not the same game as the 2002 Bioware CRPG of the same name.
3 Wheeler Dealers and all of her other games that are mentioned in this article were credited to Dan Bunten, the name under which she lived until 1992.
4 Westwood Chat would indeed evolve eventually into Westwood Online, with full support for Command & Conquer, but that would happen only after Blizzard had rolled out their own service.
 
 

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