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The Last Adventures of Legend

The early days were the best. We had successes, we had fun, and we had a good business model. As the industry changed, everything became more complicated and harder.

— Bob Bates


This article tells part of the story of Legend Entertainment.

The history of Legend Entertainment can be divided into three periods. When Bob Bates and Mike Verdu first founded the company in 1989, close on the heels of Infocom’s shuttering, they explicitly envisioned it as the heir to the latter’s rich heritage. And indeed, Legend’s early games were at bottom parser-based text adventures, the last of their kind to be sold through conventional retail outlets. That said, they were a dramatic departure from the austerity of Zork: this textual lily was gilded with elaborate menus of verbs, nouns, and prepositions that made actual typing optional, along with an ever increasing quantity of illustrations, sound effects, music, eventually even cutscenes and graphical mini-games. At last, in 1993, the inevitable endpoint of all this creeping multimedia was reached. Between Gateway II: Homeworld and Companions of Xanth, the parser that had still been lurking behind it all disappeared. Thus ended the text-adventure phase of Legend’s existence and began the point-and-click-adventure phase.

Legend continued happily down that second road for a few years. Its games in this vein weren’t as flashy or as high-profile as those of Sierra or LucasArts, but a coterie of loyal fans appreciated them for their more understated aesthetic qualities and for their commitment to good, non-frustrating design — a commitment that even LucasArts proved unable or unwilling to match as the decade wore on. Legend’s games during this period were almost universally based on licensed literary properties, which, combined with in-gaming writing that remained a cut above the norm, still allowed the company to retain some vestige of being the heir to Infocom.

By 1996, however, another endpoint seemed to be looming. One of Legend’s two games of the year before had been the biggest, most expensive production they had yet dared to undertake, as well as a rare foray into non-licensed territory. Mission Critical had been made possible by a $2.5 million investment from the book-publishing giant Random House. The game was the brainchild and the special baby of founder Mike Verdu, a space opera into which he poured his heart and soul. It filled three CDs, the first of which was mostly devoted to a bravura live-action opening movie that starred Michael Dorn, well known to legions of science-fiction fans as the Klingon Lieutenant Worf on Star Trek: The Next Generation, here taking the helm of another starship that might just as well have been the USS Enterprise. But there was more to Mission Critical than surface flash and stunt casting. It was an astonishingly ambitious production in other ways as well: from the writing and world-building (Verdu created a detailed future history for humanity to serve as the game’s backstory) to the multi-variant gameplay itself (a remarkably sophisticated real-time-strategy game is embedded into the adventure). I for one feel no hesitation in calling Mission Critical one of the best things Legend ever did.

But when it was released into a marketplace that was already glutted with superficially similar if generally inferior “Siliwood” productions, Mission Critical got lost in the shuffle. The big hit in this space in 1995 — in fact, the very last hit “interactive movie” ever — was Sierra’s Phantasmagoria, which evinced nothing like the same care for its fiction but nevertheless sold 1 million copies on the back of its seven CDs worth of canned video footage. Mission Critical, on the other hand, struggled to sell 50,000 copies, numbers which were actually slightly worse than those of Shannara, Legend’s other game of 1995, a worthy but far more modest and traditionalist adventure. The consequences to the bottom line were devastating. After hovering around the break-even point for most of its existence, Legend posted a loss for 1995 of more than $2 million, on total revenues of less than $3 million. Random House, which despite its literary veneer was perfectly capable of being as ruthless as any other titan of Corporate America, decided that it wanted out of Legend — in fact, it wanted Legend to pay it back $1 million of its investment, a demand which the fine print in the contract allowed. (Random House was certainly not making any friends in the world of nerdy media at this time; it was holding TSR, the maker of tabletop Dungeons & Dragons, over another barrel.)

Beset by existential threats, Legend managed in 1996 to put out only one game, an even more radical departure from the norm than Mission Critical had been. Star Control 3 had the fortune or perhaps misfortune of being the sequel to 1992’s Star Control II, an unusual and much-loved amalgamation of outer-space adventure, action, and CRPG that was created by the studio Toys for Bob and published by Accolade. As it happened, Accolade also served as Legend’s distributor from 1992 to 1994. (RandomSoft, the software arm of Random House, took up that role afterward.) It was through this relationship that the Star Control 3 deal — a licensing deal of a different stripe than that to which the company had grown accustomed — came to Legend, after Toys for Bob said that they weren’t interested in making another game in the series right away. Michael Lindner, a long-serving music composer, programmer, and designer at Legend who loved Star Control II, lobbied hard with his bosses to take on Star Control 3, and was duly appointed Lead Designer once the contract was signed. Being so different from anything Legend had attempted before, the game took a good two years to complete.

Again I have to save the galaxy? Even the box copy seemed determined to undermine Star Control 3.

Star Control 3 received good reviews from the professionals immediately after its release in September of 1996. Computer Gaming World magazine, for example, called it a “truly stellar experience” and “the ultimate space adventure,” while the website GameSpot deemed it “one of the best titles to come out this year.” It initially sold quite well on the strength of these reviews as well as its name; in fact, it became Legend’s best-selling game to date, their first to shift more than 100,000 units.

Yet once people had had some time to settle in and really play it, an ugly backlash that has never reversed itself set in. To this day, Star Control 3 remains about as popular as tuberculosis among the amazingly durable Star Control II fan base. In the eyes of many of them, it not only pales in comparison to its predecessor, but the non-involvement of the Toys for Bob crew makes it fundamentally illegitimate.

Whatever else it may be, Star Control 3 is not the purely cynical cash-grab it’s so often described as; on the contrary, it’s an earnest effort that if anything wants a little bit too badly to live up to the name on its box. And yet it’s hard to avoid the feeling when playing it that Legend has departed too much from their core competencies. The most significant addition to the Star Control II template is a new layer of colony management: you have to maintain a literal space empire in order to produce the fuel you need to send your starship out in search of the proverbial new life and new civilizations. Unfortunately, the colony game is more tedious than fun, a constant nagging distraction from what you really want to be doing. The other layers of the genre lasagna are better, but none of them is good enough to withstand a concerted comparison to Star Control II. The feel of the action-based starship combat — Legend’s first real attempt to implement a full-on action game — is subtly off, as is the interface in general. For example, a hopelessly convoluted 3D star map makes navigation ten times the chore it ought to be.

In the end, then, Star Control 3 is a case of damned if you do, damned if you don’t. Where it’s bold, it comes off as ill-considered: it represents the aliens you meet as digitized hand puppets, drawing mocking references to Sesame Street online. Where it plays it safe, it comes off as tepid: the writing — usually Legend’s greatest strength — reads like Star Control fan fiction. Still, Star Control 3 isn’t actively terrible by any means. It’s better than its rather horrendous modern reputation — but, then again, that’s not saying much, is it? There are better games out there that you could be playing, whether the date on your calendar is 1996 or 2025.

In its day, however, its strong early sales allowed Bob Bates and Mike Verdu to keep the lights on at Legend for a little while longer. A shovelware compilation of the early games called The Lost Adventures of Legend, whose name consciously echoed Activision’s surprisingly successful Lost Treasures of Infocom collections, brought in a bit more much-needed revenue for virtually no outlay.

Nevertheless, Bob Bates and Mike Verdu were by now coming to understand that securing Legend’s future in the longer term would likely require nothing less than a full-fledged reinvention of the company and its games — a far more radical overhaul than the move from a parser-based to a point-and-click interface. Everything about the games industry in the second half of the 1990s seemed to militate against a boutique studio and publisher like Legend. As the number of new games that appeared each year continued to increase, shelf space at retail was becoming ever harder to secure, even as digital distribution was at this point still a non-starter for games like those of Legend that filled hundreds of megabytes on CD. Meanwhile it was slowly becoming clear that the adventure genre had peaked in 1995 and was now sliding into a marked decline; there were no new million-selling adventure games like Phantasmagoria to be found in 1996. The games that sold best now were first-person shooters and real-time strategies, two genres that hadn’t existed back when Legend had been founded.

Mike Verdu, whose gaming palette was more diverse than that of the hardcore adventurer Bob Bates, hatched a plan to enter the 3D-shooter space. Three years on from the debut of DOOM, he sensed that John Carmack’s old formulation about the role of story in this sort of game — “Story in a game is like the story in a porn movie. It’s expected to be there, but it’s not that important.” — no longer held completely true in the minds of at least some developers and players; he sensed that the world was ready for richer narratives and more coherent settings in its action games. His thinking was very much on trend: LucasArts was in the latter stages of making Jedi Knight at the time, and Valve had already embarked on Half-Life. Verdu believed that Legend might be able to apply their traditional strengths — writing, storytelling, aesthetic texture, perhaps even a smattering of adventure-style puzzle-solving — to the shooter genre with good results.

To do that, however, he and Bob Bates would need to drum up a new investor or investors, to stabilize the company’s rocky finances, pay Random House its $1 million ransom, and, last but by no means least, fund this leap into the three-dimensional unknown. As they wrote in their investor’s prospectus at this time, “Legend’s strengths in storytelling and world creation will be used to craft a unique game experience that combines combat, character interaction, exploration, and puzzle solving.” They had already secured what they thought was the perfect literary license for the experiment: the Wheel of Time novels by Robert Jordan, which were currently the best-selling epic-fantasy books in the world from an author not named J.R.R. Tolkien.

After months of beating the bushes, they found the partner they were seeking in GT Interactive, an outgrowth of a peddler of home-workout videos that had exploded onto the games industry in 1994 by publishing DOOM II exclusively to retail stores. (The original DOOM had been sold via the shareware model, with boxed distribution coming only later.) Now, GT was to be the publisher of Epic MegaGame’s Unreal, a shooter whose core technology was, so it was said, even better than id Software’s latest Quake engine. GT was able to secure the Unreal engine for Legend’s use long before the game that bore its name shipped. Even with that enormous leg-up, Legend would need every bit of their new publisher’s largess and patience; The Wheel of Time would prove a much bigger mouthful to swallow than Bob and Mike had ever anticipated, such that it wouldn’t be done until the end of 1999, more than two and a half years after the project was initiated.

As you’ve probably gathered, these events herald the beginning of the transition from the second to the third phase of Legend’s history, from Legend as a purveyor primarily of adventure games to a maker of 3D shooters that retain only scattered vestiges of the company’s past. Yet this transition wasn’t as clean or as abrupt as that from parser-driven to point-and-click adventures. While most of Legend was chasing reinvention in the last years of the 1990s, another, smaller part was sticking to what they had always done. There would come two more traditionalist adventure games before The Wheel of Time made it out the door to signal to the world that Legend Entertainment had become a very different sort of games studio.

So, we’ll save The Wheel of Time and what came after for a later article. I’d like to use the rest of this one to look at that those last two purist adventures from Legend.


Callahan’s Crosstime Saloon is one of those games that I would love to love much more than I actually do. It’s warm-hearted and well-meaning and wants nothing more than to show me a good time. Unfortunately, it mostly just bores me. In all of these respects, it has much in common with its literary source material.

Said source is the Callahan’s series by the science-fiction journeyman Spider Robinson, the first volume of which shares its name with the game. Born in the 1970s as loosely linked short stories in the pages of Analog magazine, it’s written science fiction’s nearest equivalent to the television sitcom Cheers; the stories all revolve around a convivial bar where everybody knows your name, owned and operated by a fellow named Mike Callahan in lieu of Sam Malone. The tone is what we like to call hyggelig here in Denmark: cozy and welcoming, both for the patrons of the bar and for the reader. A sign that Mike Callahan keeps hanging on the wall behind his post says it all: “Shared pain is lessened; shared joy is increased.” The stories manage to qualify as science fiction — or maybe a better description is urban fantasy? — by including elements of the inexplicable and paranormal: aliens drop in for a drink, as do time travelers, a talking dog, and plenty of other freaks and oddities. If you read long enough, you will begin to realize that Mike Callahan himself is not quite what he appears to be. But never fear, he’s still a good guy for all that.

It’s very hard even for a curmudgeon like me to work up any active dislike for a series that so plainly just wants to make us feel good. And yet I must admit that I’ve never been able to work up the will to read beyond the first book either. Even when I first encountered Callahan’s Crosstime Saloon in the stacks of my local library at the ripe old age of twelve or so, it felt so slight and contrived that I couldn’t be bothered to finish it. When I picked the first book up again as part of my due diligence for writing this article, I wound up feeling precisely the same way, thus illustrating that I either had exceptionally good taste as a twelve-year-old or that I am a sad case of arrested development.  (The child is the father to the man, as they say.)

Still, none of this need be the kiss of death for the game. I’ve played a fair number of games, from Legend and others, that are based on books that I would never choose to read on my own, and enjoyed a surprising number of them. But, as I noted at the outset, the game of Callahan’s Crosstime Saloon isn’t in this group.

Callahan’s was the second Legend adventure game to be masterminded by a former Sierra designer, after Shannara, by Corey and Lori Ann Cole of Quest for Glory fame. This time up, we have Josh Mandel, a former standup comedian who had once been a regular on the same circuit as such future stars as David Letterman, Jay Leno, and Jerry Seinfeld. His own life took a very different course when a close encounter with Leisure Suit Larry in the Land of the Lounge Lizards caused him to seek a job with the company that had made it. His design credits at Sierra included Pepper’s Adventures in Time, Freddy Pharkas: Frontier Pharmacist, and Space Quest 6: The Spinal Frontier. Having left Sierra in the middle of the Space Quest 6 project because he was unhappy with the company’s direction, he was available for Legend to sign to a design contract circa late 1995.

Callahan’s Crosstime Saloon is a very well-made game by any objective standard. The graphics and sound, created by a stable of out-of-house free agents to whom Legend returned again and again, are attractive and polished and perfectly in tune with the personality of the books. If the overriding standard by which you judge this game is how well it evokes its source material, it can only be counted a rousing success. Hewing to the series’ roots as a collection of short stories rather than anything so ambitious as a novel, the game uses Callahan’s Bar as a jumping-off point for half a dozen largely self-contained vignettes, which take you everywhere from Manhattan to Brazil, from outer space to Transylvania. (Yes, there is a vampire.)

The worst objective complaint to be made about it is that, if you were to hazard a guess, you might assume it to be two or three years older than it actually is. Barring the addition of a 360-degree panning system, the interface and presentation of the game aren’t very far removed at all from what we were seeing at the beginning of the point-and-click phase of Legend’s existence in 1993. For example, there’s still no audible narrator guiding the show, just lots and lots of textual descriptions of the things you click on. (The characters you speak to in the game, on the other hand, are fully voice-acted.) Its dated presentation may have represented a marketing problem when Callahan’s Crosstime Saloon made its debut in the spring of 1997, but there’s no reason for it to bother tolerant retro-gamers like us unduly today.

Callahan’s Crosstime Saloon was the last hurrah for Legend’s original adventure engine, which had been steadily improved since their very first game, 1990’s Spellcasting 101.

So much for objectivity. Subjectively, this is my least favorite point-and-click Legend adventure game, with the possible exception only of Companions of Xanth, for which my distaste is driven more by the pedophiliac overtones of the books on which it is based than by anything intrinsic to the game itself. I can’t accuse Spider Robinson of so serious an offense as that, only of a style of humor to which I just don’t respond. Alas for me, Josh Mandel chooses to ape that style of humor slavishly. This game is a hall of mirrors where every pane of glass hides a wretched pun or a groan-inducing dad joke or a pseudo-heart-warming “I feel you, man!” moment. It sets my teeth on edge.

And the thing is, you just can’t get away from it. Josh Mandel has chosen to implement every single thing you see in the scenery as a hot spot. And because this is a traditional adventure game, any one of those hot spots could hide the thing or the clue or the action you need to advance. So, you have to click them all. One by one. And it’s absolutely excruciating. The words just run on and on and on… so many words, vanishingly few of them funny or interesting, a pale imitation of a writer I don’t like very much in the first place. I get tired and fidgety just thinking about it. For me at least, Callahan’s is proof that it’s possible to over-implement an adventure game, with disastrous effects on its pacing — a problem that tended not to come up in the earlier years of the genre, when space constraints served as a natural editor.

Sigh…

But of course, it’s well known that comedy is notoriously subjective. You might respond very differently to this game, especially if Spider Robinson happens to be a writer you enjoy, or perhaps if the humor in Sierra’s comedy adventures is more to your taste than it is to mine. I’d be lying if I said I finished it — dear reader, there came a point when I just couldn’t take it anymore — but what I did see of it gave me no reason to doubt that it’s up to Legend’s usual standards of meticulous, scrupulous fairness.

Okay… every once in a while, a joke does kind of land.

Sadly for Legend, Callahan’s Crosstime Saloon sold like a Popsicle in the Arctic. And small wonder: whatever its intrinsic merits or demerits, it’s hard to imagine a game more out of touch with the way the industry was trending in 1997. In light of this, that could very well have been that for Legend Entertainment as a maker of adventure games. Instead, the company ponied up for one last adventure while the drawn-out Wheel of Time project was still ongoing. It was permitted only a limited budget, but it seems like a minor miracle for ever having gotten made at all. Best of all, John Saul’s Blackstone Chronicles: An Adventure in Terror is really, really good.

This project was an unusual one for Legend, in that for once the author behind the literary work that was being borrowed from showed an active, ongoing interest in the game. John Saul was riding high at this point in his career, being arguably the most popular American horror writer not named Stephen King. He was also, as he said at the time, “an old computer gamer, going back to the days of Zork when the adventure was all in text.” He first began to speak with Bob Bates about some sort of collaboration as early as 1995. The two initially discussed a book and game that would be released at the same time, to serve as companion pieces to one another. When that became too logistically challenging — a book tends to be a lot faster to create than a game — they decided that the game could come out later, to serve as a sequel to the book. Even so, Bates was already sketching out a design at the same time that Saul was writing his manuscript.

In the midst of all this, the aforementioned Stephen King tried out a unique publication strategy for his story The Green Mile: in an echo of the way the Victorians used to do these things, it appeared as six thin, cheap paperbacks, one per month over the course of half a year. The experiment was a roaring commercial success, convincing John Saul that it would serve his own burgeoning Blackstone Chronicles equally well. Thus the latter too was published in six parts, one at the end of 1996 and the other five in the first half of 1997 (after which the inevitable omnibus volume which you can still buy today appeared).

The Blackstone Chronicles revolves around an old, now abandoned asylum that looms physically and psychically over the New Hampshire town of Blackstone. In each of the first five installments, a resident of the town receives a mysterious gift of some sort, an object that once belonged to one of the inmates of the asylum. Strange events ensue on each occasion, until it all culminates in a showdown between a dark past and a hopefully brighter future in the sixth installment. The Blackstone Chronicles isn’t revelatory — creepy asylums in bleak New England towns aren’t exactly the height of innovation in horror fiction — but I found it to be a very effective genre piece nonetheless, one that’s wise enough to understand that shadows in the mind are always scarier than blood on the page. It was also a commercial success in its day to rival its inspiration The Green Mile, with each of the installments reportedly selling in the neighborhood of 1 million copies.

Sales figures like that do much to explain why Legend decided to continue with their game of The Blackstone Chronicles despite the headwinds blowing against the adventure genre. The project marked the first time that Bob Bates had taken on the role of Lead Designer since Eric the Unready back in 1993. Designing games was what he had started Legend in order to do, but navigating the shifting winds of the industry had come to demand all of the time he could give it and then some. Now, though, the situation was a bit more settled, thanks to GT Interactive stepping in with a long-term commitment to The Wheel of Time. Not being an FPS gamer, Bates wasn’t sure how much he could contribute there. Meanwhile his loyal friend and partner Mike Verdu felt strongly that, if Bates wanted to take a modest budget and make an adventure game with John Saul’s help, he had earned that right. The way things were going for Legend and the industry as a whole, it might very well be the last such chance he would ever get.

Bob Bates looks back on the time he spent making this game about madness, sadism, and tragedy as a thoroughly happy period in his own life. The constant stress over how Legend was to make payroll from month to month had, at least for the time being, abated, allowing him to do what he had really wanted to be doing all along: designing an adventure game that he could be proud of. It was gratifying as well to be working with such a literary partner as John Saul, who was, if far from a constant presence around the office, genuinely interested in what he was doing and always available to answer questions or serve as a sounding board. The contrast with most of the authors Legend had worked with in the past was stark.

The game takes place several years after the last of John Saul’s novellas, casting you in the role of Oliver Metcalf, the son of Malcolm Metcalf, the Blackstone Asylum’s last and most infamous superintendent. With a plan to demolish the old building and erect a shopping center in its place having backfired in the books, the town council now wants to make a museum of psychiatric history out of it. Before the museum can open, however, Malcolm’s malevolent spirit kidnaps your — Oliver’s, that is to say — flesh-and-blood son and hides him somewhere in the building. You go there to rescue him, which is exactly what your father wants you to do, having hatched a special plan for your soul. It’s a classic haunted-house setup, no more original in the broad strokes than the premise of the books, but executed equally well. The museum conceit is indicative of the design’s subtle cleverness: the exhibits you find in each room fill in the backstory of what you’re seeing, making the game completely accessible and comprehensible whether you’ve read the books or not.

Instead of pulling out Legend’s standard third-person adventure engine for one more go-round, Bob Bates opted for a first-person perspective with node-based movement through a contiguous pre-rendered-3D space — i.e., the sturdy Myst model, which Legend had previously used only for Mission Critical. With most of the small company busy with The Wheel of Time, the majority of the graphics and much of the programming were outsourced to Presto Studios, who were just wrapping up their third and final Journeyman Project game and were all too eager for more projects to take on in these declining times for the adventure genre. The end result betrays that the budget was far from expansive, but the sense of constrained austerity winds up serving the fiction rather than detracting from it.

Indeed, the finished game is something of a masterclass in doing more with less. The digitized photographs that drift across the screen from time to time serve just as well or better than full-fledged expository movies might have. Then, too, The Blackstone Chronicles uses its sound stage as effectively as any adventure game I’ve ever played; when I think back on the experience, I remember what I heard better than what I saw. Artfully placed creaks and groans and grinds and drips keep you from ever feeling too comfortable as you roam, as does the soundtrack, all brooding minor chords that swell up from time to time into startling crescendos.

And then there are the disembodied voices you converse with as you explore the asylum, who are sometimes deeply unsettling, sometimes downright heart-wrenching. In the category of the former is an all-American boy who talks like a cast member of Leave It To Beaver, but who has found his true calling as the operator of the asylum’s basement torture chamber, where iron maidens are only the tip of a sadistic iceberg. (“When I was a teenager, I killed a few animals and skinned them. People got upset. They said something was wrong with me. I guess what tipped the balance was when I cut up my best friend and put him in my closet…”) In the category of the latter is a little boy who prefers to wear dresses. Following the theories of the real psychiatrist Henry Cotton that such “disorders” of the mind reside in an organ of the body, Malcolm Metcalf proceeded to dismantle the boy piece by piece, beginning by pulling out his teeth and proceeding on to liver, spleen, kidneys, eyes, ears, and finally limbs. Standing there in a bare little room, surrounded by the remnants of the boy in Mason jars, listening to him tell his story… well, I found it fairly shattering. I’m not scared of werewolves or vampires, but I can be scared by monsters who appear in the guise of ordinary humans.

The fact is that many of the horrors The Blackstone Chronicles unveils really did happen inside mental institutions, and not all that long ago. During Medieval and Renaissance times, convents were the places one used to hide away embarrassing or inconvenient family members — usually women. (When Hamlet tells Ophelia to “get thee to a nunnery,” it isn’t meant as a tribute to her religious devotion.) So-called “lunatic” asylums took over this role during the nineteenth and twentieth centuries. When in The Blackstone Chronicles you meet the spirit of an unmarried young woman who tells you she is pregnant, you don’t know whether to believe her own words or to believe her official admission record, which says that she is suffering from an “hysterical pregnancy.” You just know that your heart goes out to her.

The puzzles you encounter as you explore the asylum and engage with its inmates and their persecutors aren’t exceptionally memorable in and of themselves, but they do their job of guiding your progress through the drama; in an echo of the books, they’re mostly object-oriented affairs, with most of the objects being intimately connected to the people who once lived here. Every once in a while, Oliver gets tossed into a situation that led to the death of an inmate: he might get locked inside the “heat chamber,” get hooked up to an ECT (“electroconsulsive therapy”) machine, or find himself strapped down underneath a swinging pendulum straight out of Edgar Allan Poe. If you don’t escape in time, you die — but never fear, the game gives you a chance to try again, as many times as you need. These sequences are as minimalist as the rest of the game, doing much with a few still frames and the usual brilliant sound design. And once again, the end result is more unnerving than a hundred blood-drenched videogame zombies.

The Blackstone Chronicles definitely isn’t for everyone; some might find it traumatizing, while others might simply prefer to play something that’s a little bit more cheerful, and that’s perfectly okay. But if it does strike a chord with you, you’ll never forget it. It’s one of only a few games I’ve played in my life that I’m prepared to call haunting — not haunting in a jump-scare sort of way, but in the way that can keep you up at night, wondering what on earth is wrong with us that we can do the things we do to one another.



If anyone had thought that being tied to such a successful series of books would make the game of The Blackstone Chronicles a hit in its own right, they were destined to be disappointed. GT Interactive saw so little commercial potential in Legend’s side project that they didn’t even want to distribute the game. Released in November of 1998 under the auspices of Red Orb Entertainment, a division of Mindscape, it performed only slightly better than Callahan’s Crosstime Saloon, offering up no justification whatsoever for Legend to continue to make adventure games even as a sideline to their new direction. The future of the studio founded as the heir to Infocom lay with first-person shooters.

What was there to be said about that? Only that it had been one hell of a transformative decade for Bob and Mike’s most-excellent adventure-game company, as it had been for gaming in general.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.



Sources: The books Masters of DOOM: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner, Madhouse: A Tragic Tale of Megalomania and Modern Medicine by Andrew Scull, Callahan’s Crosstime Saloon by Spider Robinson, and The Blackstone Chronicles by John Saul. Computer Gaming World of August 1996, December 1996, February 1997, September 1997, January 1999, and February 1999; Retro Gamer 180; PC Gamer of December 1995. and May 1996

Online sources include GameSpot’s vintage review of Star Control 3 and an old GA Source interview with Michel Kripalani of Presto Studios.

I also made extensive use of the materials held in the Legend archive at the Strong Museum of Play.

In addition to the above, much of this article is based on a series of conversations I’ve had with Bob Bates and Mike Verdu over the last ten years or so. My thanks go to both gentlemen for taking the time out of their still busy careers to talk to me.

Where to Get Them: Star Control 3 is available for digital purchase at GOG.com. Callahan’s Crosstime Saloon and The Blackstone Chronicles can be downloaded as ready-to-run packages from The Collection Chamber; doing so is not, strictly speaking, legal, but needs must.

 

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Spycraft: The Great Game, Part 2

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

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

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

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

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

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

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

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

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

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

And they said, “Yes! Yes!”

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

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

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

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

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

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

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


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

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

A lock pick should do the trick here…

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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



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

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

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

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

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

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

 
 

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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


Oleg Kalugin (center) at Columbia University, 1958.

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

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

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


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

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

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

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

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

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

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

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

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

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

McCloskey: Did Phoenix personnel resort to torture?

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


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

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

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

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

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

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

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

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

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


William Colby testifies before Congress, 1975.

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

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

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

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

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

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

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


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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

 

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Eric the Unready

In September of 1991, Bob Bates of Legend Entertainment flew to Florida for a meeting of the Software Publishers Association. One evening there after a long day on the job, still dressed in his business suit, he took a walk along the beach, enjoying a gorgeous sunset as he anticipated a relaxing dinner with his wife and infant son, who had joined him on the trip.

Yet his mind wasn’t quite as peaceful as was the scenery around him. He was in fact wrestling with a tension which everybody who does creative work for a living must face at some point: the tension between what the artist wants to create and what the audience wants to buy. Bob had made Timequest, his first game after co-founding Legend, as a self-conscious experiment, meant to determine whether a complicated, intricate, serious, difficult parser-driven adventure game was still a commercially viable proposition in 1991. The answer was, as Bob puts it today, “kind of”: Timequest hadn’t flopped utterly, but it hadn’t sold in notably big numbers either. Steve Meretzky’s decidedly lower-brow games Spellcasting 101 and 201, which had bookended Timequest on Legend’s release schedule, had both done considerably better. Bob had already started making notes for a Timequest II by the time the first one shipped, but he soon had to face the reality that the sales numbers just weren’t there to support more iterations on the concept.

Now, in the midst of his walk on the beach, a name sprang unbidden into his head: “Eric the Unready.” Such a gift from God — or from his subconscious — had never come to him before in that manner, and never would again. But no matter; once in a lifetime ought to be enough for anyone. He found the name hilarious, and chuckled to himself over it the rest of the way to the restaurant. At last, he knew what his next game would be: a straight-up farce about a really, really unready knight named Eric. With that decision made, he was ready to enjoy his evening.

The more he thought about the idea upon returning to daily life inside Legend’s Virginia offices, the more he realized that it had more going for it in practical terms than most rarefied bolts from the blue can boast. Indeed, it was an idea about which no marketer could possibly have complained, being well-nigh precision-targeted to hit the industry’s commercial sweet spot as accurately as any Legend title could hope to. If the success of Legend’s Spellcasting games hadn’t sufficiently proved to the company how potent a combination comedy and fantasy could be, there was plenty of other evidence on offer. Adventure gamers loved comedy, which was just as well given that it was the default setting the form always wanted to collapse back into, a gravitational attraction that could be defied by a designer only through serious, single-minded effort; these realities explained why Sierra made so many comedies, and why LucasArts’s adventure catalog contained very little else. And gamers in general just couldn’t get enough fantasy; this explained the quantity of dungeon-crawling CRPGs clogging store shelves, not to mention the success of Sierra’s King’s Quest adventure series. To complete the formula for sales gold, Bob soon decided that Eric the Unready would also toss aside all of Timequest‘s puzzle complexity to jump onto what Legend saw as another emerging industry trend: that of making adventure games friendlier, more accessible to the non-hardcore. In short, Bob’s latest game would be easy.

So, Eric the Unready was to be an unabashed bid for mainstream success, as safe a play as Legend knew how to make at this juncture. But such a practical commercial profile isn’t necessarily an artistic kiss of death; like all of the best of such efforts, Eric the Unready is executed with such panache that even a jaded old critic like me just can’t help but love it in spite of his snobbishness.

Inveterate student of history that he is, Bob’s first impulse upon starting any project is always to head to the library. In fact, one might say that his research for Eric the Unready began long before he even thought to make the game. The name itself actually has an historical antecedent, one which was doubtless bouncing around somewhere in the back of Bob’s mind when he had his brainstorm: Æthelred the Unready is the name of an English king from shortly before the Norman Conquest. The epithet had always amused Bob inordinately. (For the record: the word “unready” in this context means something closer to poorly advised than personally incompetent. Nevertheless, it was the latter, anachronistic meaning which Bob was about to embrace with glee.)

After the project began in earnest, Bob’s research instinct meant lots of reading of contemporary fantasy, a genre he had heretofore known little about. More out of a sense of duty than enthusiasm, he worked through Margaret Weis and Tracey Hickman’s Dragonlance and Death Gate novels, Michael Moorcock’s Elric saga, and even Stephen R. Donaldson’s terminally turgid Chronicles of Thomas Covenant the Unbeliever.

In the end, none of it would prove to have been necessary — and this was all for the best. Eric the Unready has little beyond its “fantasy” label in common with such po-faced epics. The milieu of the finished game is vaguely Arthurian, as you might expect of a game written by the Anglophile creator of Arthur: The Quest for Excalibur. This time out, though, Bob tempered his interest in Arthurian myth with a willingness to toss setting and even plot coherence overboard at any time in the name of a good joke. As such, the game inevitably brings to mind a certain Monty Python movie — and, indeed, there is much of that beloved British comedy troupe in the game. Other strong influences which Bob himself names include Douglas Adams, Terry Pratchett, and, hitting closer to home, Steve Meretzky.

The humor of Eric the Unready might best be summarized as “maximalism with economy.” Bob:

My [plots] were always meant to be scrupulously well-designed,. There was never a logical inconsistency. All of them were solidly constructed. But with Eric the Unready, I consciously said, “If I see the opportunity for a joke that doesn’t quite make sense, I’m going to do it anyway.” Toward the end of the project, I wondered how many jokes there were in Eric. I can remember counting that there were over a thousand of them. It’s just crammed full of funny material: in the newspapers, hidden in the conversations, hidden all over the place.

The economy comes in, however, with Eric the Unready‘s determination never to beat any single joke into the ground — something that even Steve Meretzky was prone to do in too much of his post-Infocom work. As Graham Nelson and others have pointed out, one of Infocom’s secret weapons was, paradoxical though it may sound, the very limitations of their Z-Machine. The sharply limited quantity of text it allowed, combined with the editorial oversight of Jon Palace, Infocom’s unsung hero, kept their writers from rambling on and on. But text had become cheap on the computers of the 1990s, and thus Legend’s software technology, unlike Infocom’s, allowed the author an effectively unlimited number of words — a dangerous thing for any writer. A Legend author was under no compulsion whatsoever to edit himself.

Luckily, Bob Bates’s dedication to doing the research came through for him here, in a way that ultimately proved far more valuable than his study of fantasy fiction. He had been interested in the mechanics and theory of comedy long before starting on the game, and now reread what some of the past masters of the form — people like Milton Berle and Johnny Carson — had to say about it. He recalled an old anecdote from the latter, which he paraphrases as, “Not everybody is going to like every joke. But if you can get 60 percent of the people to laugh at 60 percent of your jokes, you’re a success.” One of the funniest writers ever once noted in the same spirit that “brevity is the soul of wit.” Combining these two ideals, Bob’s approach to the humor in Eric the Unready became not to stress over or belabor anything. He would crack a joke, then be done with it and move on to the next one; rinse and repeat, rinse and repeat. “There’s always another bus coming,” says Bob by way of summing up his comedy philosophy. “If you don’t get this one, don’t worry; you’ll get the next one.”

At this point, then, I’d like to share some of Eric the Unready‘s greatest comedic hits with you. One of the pleasures for me in revisiting this game a quarter-century on has been remembering all of the contemporary pop culture it references, pays homage to, or (more commonly) skewers. Thus many of the screenshots you see below are of that sort — wonderful for remembering the somehow more innocent media landscape of the United States during the immediate post-Cold War era, that window of peace and prosperity before history caught up with us again on September 11, 2001. (Why does the past always strike us as more innocent? Is it because we know what will come after, and familiarity breeds quaintness?)

But another of my agendas is to commemorate Legend’s talented freelance art team, whose work was consistently much better than we had any right to expect from such a small studio. Being a writer myself, I have a tendency to emphasize writing and design while giving short shrift to the visual aesthetics of game-making. So, let me remedy that for today at least. The quality of the artwork below is largely thanks to Tanya Isaacson and Paul Mock, Legend’s two most important artists, who placed their stamp prominently on everything that came out of the company during this period.


Each chapter includes a copy of the newspaper for that day. Together, they provide a running commentary on Eric’s misadventures of the previous chapters — and lots of opportunities for more jokes. Shay Addams, the publisher of the Questbusters newsletter and book series and a ubiquitous magazine commentator and reviewer, rivaled Computer Gaming World‘s Scorpia for the title of most prominent of all the American adventure-game superfans who parleyed their hobbies into paychecks. (Scorpia as well showed up in games from time to time — perhaps most notably, as a poisonous monster in New World Computing’s Might and Magic III, her comeuppance for a negative review of Might and Magic II.) Alas, Addams disappeared without a trace about a year after Eric the Unready was published. Rumor had it that he took up a career as a professional gambler (!) instead.

A really old-school shout-out, to Scott Adams, the first person to put a text adventure on a microcomputer. “Yoho” was a magic word in his second and most popular game of all, Pirate Adventure.

The computer-game industry of the early 1990s still had some of the flavor of pre-Hays Code Hollywood. Even as parents and politicians were fretting endlessly over what Super Mario Bros. was doing to Generation Nintendo, computer games remained off their radar entirely. That would soon change, however, bringing with it the industry’s first attempts at content rating and self-censorship.

The “tastes great, less filling” commercials for Miller Lite were an inescapable presence on American television for almost two decades, placing athletes and B-list celebrities in ever more elaborate beer-drinking scenarios which always concluded with the same tagline. They still serve as a classic case study in marketing for the way they convinced stereotypically manly, sports-loving male beer drinkers that it was okay to drink a (gasp!) light beer.

We couldn’t possibly skip an explicit homage to Monty Python and the Holy Grail, could we?

Wheel of Fortune — and the bizarre French obsession with Jerry Lewis.

More risque humor…

David Letterman’s top-ten lists were a pop-culture institution for almost 35 years. Note the presence on this one of Vice President Dan Quayle, who once said that Mars had air and canals filled with water, and once lost a spelling bee to a twelve-year-old by misspelling “potato.”

Rob Schneider’s copy-machine guy was one of the more annoying Saturday Night Live characters to become an icon of his age…

Speaking of Saturday Night Live: in one of the strangest moments in the history of the show, the Irish singer Sinead O’Connor belted out a well-intentioned but ham-fisted a-capella scold against human-rights abuse in lieu of one of her radio hits. At the end of the song, she tore up a picture of the pope as a statement against the epidemic of child molestation and abuse in the Catholic Church.

Some of Miller Lite’s competition in terms of iconic beer commercials for manly men came in the form of Old Milwaukee and its “It just doesn’t get any better than this” tagline. (Full disclosure: Old Milwaukee was my dad’s brew of choice, I think mostly because it was just about the cheapest beer you could buy. I have memories of watching John Wayne movies on his knee, coveting the occasional sip of it I was vouchsafed.)

Madonna was at her most transgressive during this period: she had just released an album entitled Erotica and a coffee-table book of softcore porn entitled simply Sex. Looked back on today, her desperate need to shock seems more silly than threatening, but people reacted at the time as if the world was ending. (I should know; I was working at a record store when the album came out. Ah, well… even as an indie-rock snob, I had to recognize that her version of “Fever” slays.) Meanwhile the picture that accompanies the newspaper article above pays tribute to another pop diva: Grace Jones.

My favorite chapter has you exploring a “galaxy” of yet more pop-culture detritus with the unforgettable Captain Smirk, described as “250 pounds of captain stuffed into a 175-pound-captain’s shirt.” (This joke might just be my favorite in the whole game…)

Fantasy Island, in which a new collection of recognizable faces was gathered together each week to live out their deepest desires and learn some life lessons in the process, was one of the biggest television shows of the pop-culture era just before Eric the Unready, when such aspirational lifestyle fare set in exotic locations — see also Fantasy Island‘s more family-friendly sibling The Love Boat — was all the rage. It all really does feel oddly quaint and innocent today, doesn’t it?

Eric the Unready manages to combine all three of actor and decadent lifestyle icon Ricardo Montalbán’s most recognizable personas in one: as Mr. Roarke of Fantasy Island, as Khan of Star Trek II: The Wrath of Khan, and as a pitchman for Chrysler.

And at last we come to Gilligan’s Island, a place within a three-hour sailing tour of civilization which has nevertheless remained uncharted — the perfect scene for a sitcom as breathtakingly stupid as its backstory.


Eric the Unready is the first Legend game to fully embrace the LucasArts design methodology of no player deaths and no dead ends. Even if you deliberately try to throw away or destroy essential objects out of curiosity or sheer perversity, the game simply won’t let you; the object in question is always restored to you, often by means that are quite amusing in themselves. Just as in a LucasArts comedy, the sense of freedom this complete absence of danger provides often serves the game well, empowering you to try all sorts of crazy and funny things without having to worry that doing so will mean a trip back to your collection of save files. Unlike many LucasArts games, though, Eric the Unready doesn’t even try all that hard to find ways of presenting truly intriguing puzzles that work within its set of player guardrails. In fact, if there’s a problem with Eric the Unready, it must be that the game offers so little challenge; Bob Bates’s determination to make it the polar opposite of Timequest in this respect carried all the way through the project.

The game is really eight discrete mini-games. At the start of each of these “chapters,” Eric is dumped into a new, self-contained environment that exists independently of what came before or what will come later. By limiting the combinatorial-explosion factor, this structure makes both the designer’s and the player’s job much easier. Even within a chapter, however, there are precious few head-scratching moments. You’re told what you need to do quite explicitly, and then you proceed to do it in an equally straightforward manner — and that’s pretty much all there is to solving the game. Bob long considered it to be the easiest game by far he had ever designed. (He was, he noted wryly when I spoke to him recently, forced by popular demand to make his recent text adventure Thaumistry even easier, which serves as something of a commentary on the ways in which player expectations have changed over the past quarter-century.)

All that said, it should also be noted that Eric the Unready‘s disinterest in challenging its player was more of a problem at the time of its original release than it is today. Whatever their other justifications, difficult puzzles served as a way of gumming up the works for the player back in the day, keeping her from burning through a game’s content too quickly at a time when the average game’s price tag in relation to its raw quantity of content was vastly higher than today. Without challenging puzzles, a player could easily finish a game like Eric the Unready in less than five hours, in spite of its having several times the amount of text of the average Infocom game (not to mention the addition of graphics, music, and sound effects). At a retail price of $35 or $40, this was a real issue. Today, when the game sells as a digital download for a small fraction of that price, it’s much less of one. Modern distribution choices, one might say, have finally allowed Eric the Unready to be exactly the experience it wants to be without apologies.

Certainly Bob has fantastically good memories of making this game; he still calls it the most purely enjoyable creative endeavor of his life. Those positive vibes positively ooze out of the finished product. Yet there was a shadow lurking behind all of Bob’s joy, lending it perhaps an extra note of piquancy. For he knew fairly early in Eric the Unready‘s development cycle that this would be the last game of this type he would get to design for the foreseeable future. Legend, you see, was on the verge of dumping the parser at last.

They had fought the good fight far longer than any of their peers. By the time Eric the Unready shipped in January of 1993, Legend had been the only remaining maker of parser-based adventure games for the mainstream, boxed American market for over two years. As part of their process of bargaining with marketplace realities, they had done everything they could think of to accommodate the huge number of gamers who regarded the likes of an Infocom game much as the average contemporary movie-goer regarded a Charlie Chaplin film. In a bid to broaden their customers demographic beyond the Infocom diehards, Legend from the start had added an admittedly clunky method of building sentences by mousing through long menus of verbs, nouns, and prepositions, along with copious multimedia gilding around the core text-adventure experience.

As budgets increased and the market grew still more demanding, Legend came to lean ever more heavily on both the mouse and their multimedia bells and whistles. By the time they got to Eric the Unready, their games were already starting to feel as much point-and-click as not, as the regular text-and-parser window got superseded for long stretches of time by animated cut scenes, by full-screen static illustrations, by mouseable onscreen documents, by mouse-driven visual puzzles. Even when the parser interface was on display, you could now choose to click on the onscreen illustrations of the scenes themselves instead of the words representing the things in them if you so chose.

Still, it was obvious that even an intermittent recourse to the parser just wouldn’t be tenable for much longer. In this new era of consumer computing, a command line had become for many or most computer users that inscrutable, existentially terrifying thing you got dumped into when something broke down in your Windows. The last place these people wanted to see such a thing was inside one of their games. And so the next step — that of dumping the parser entirely — was as logical as it was inevitable.

Eric the Unready wouldn’t quite be the absolute last of its breed — Legend’s Gateway 2: Homeworld would ship a few months after it — but it was the very last of Bob’s children of the type. Once Eric the Unready and Gateway 2 shipped, an era in gaming history came to an end. The movement that had begun when Scott Adams shipped the first copies of Adventureland on hand-dubbed cassette tapes for the Radio Shack TRS-80 in 1978 had run its course. Yes, there was a world of difference between Adams’s 16 K efforts with their two-word parsers and pidgin English and the tens of megabytes of multimedia splendor of an Eric the Unready or a Gateway 2, but they were all nevertheless members of the same basic gaming taxonomy. Now, though, no more games like them would ever appear again on the shelves of everyday software stores.

And make no mistake: something important — precious? — got lost when Legend finally dumped the parser entirely. Bob felt the loss as keenly as anyone; through all of his years in games which would follow, he would never entirely stop regretting it. Bob:

What you’re losing [in a point-and-click interface] is the sense of infinite possibility. There may still be a sense that there’s lots you can do, and you can still have puzzles and non-obvious interactions, but you’ve lost the ability to type anything you want. And it was a terrible thing to lose — but that’s the way the world was going.

I found the transition personally painful. That’s evidenced by the fact that I went back and wrote another parser-based game more than twenty years later. A large part of the joy of making this type of game for me is the sense that I’m the little guy in the box. It’s me and the player. The player senses my presence and feels like we’re engaged in this activity together. There’s a back-and-forthing — communication — between the two of us. It’s obviously all done on my part ahead of time, but the player should feel like there’s somebody behind the curtain, that it’s a live exchange. It should feel like somebody is responding as an individual to the player.

As Bob says, point-and-click games are … not necessarily worse, but definitely different. The personal connection with the designer is lost.

A long time ago now in what feels like another life, I entitled the first lengthy piece I ever wrote about interactive fiction “Let’s Tell a Story Together.” At its best, playing a text adventure really can feel like spending time one-on-one with a witty narrator, raconteur, and intellectual sparring partner. I would even go so far as to admit that text adventures have cured me of loneliness once or twice in my life. There’s nothing else in games comparable to this experience; only a great book might possibly compare, but even it lacks the secret sauce of interactivity. Indeed, text adventures may be the only truly literary form of computer game. Just as a book is the most personal, intimate form of traditional artistic expression, so is a text adventure its equivalent in interactive terms.

Granted, some of those qualities may initially be obscured in Eric the Unready by all the flash surrounding the command prompt. But embrace the universe of possibilities that are still offered up by that blinking cursor, sitting there asking you to try absolutely anything you wish to, and you’ll find that the spirit which changed the lives of so many of us when we encountered our first Infocom game lives on even here. Don’t just rush through the fairly trivial task of solving this game; try stuff, just to see what the little man behind the curtain says back. Trust me when I say that he’s very good company. One can only hope that all of those who bought Eric the Unready in 1993 appreciated him while he was still around.

(My huge thanks go to Bob Bates for setting aside yet another few hours to talk about the life and times of Legend circa 1992 to 1993.

Eric the Unready can be purchased on GOG.com. It’s well worth the money.)

 
 

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Adventure-Game Rock Stars Live in Conference

On August 24, 1990, CompuServe hosted an online discussion on adventure-game design which included Ron Gilbert, Noah Falstein, Bob Bates, Steve Meretzky, Mike Berlyn, Dave Lebling, Roberta Williams, Al Lowe, Corey and Lori Ann Cole, and Guruka Singh Khalsa. This is, needless to say, an incredible gathering of adventuring star power. In fact, I’m not sure that I’ve ever heard of its like in any other (virtual) place. Bob Bates, who has become a great friend of this blog in many ways, found the conference transcript buried away on some remote corner of his hard drive, and was kind enough to share it with me so that I could share it with you today.

If you’re a regular reader of this blog, you probably recognize all of the names I’ve just listed, with the likely exception only of Khalsa. But, just to anchor this thing in time a bit better, let me take a moment to describe where each of them was and what he or she was working on that August.

Ron Gilbert and Noah Falstein were at Lucasfilm Games (which was soon to be renamed LucasArts). Gilbert had already created the classic Maniac Mansion a few years before, and was about to see published his most beloved creation of all, one that would have as great an impact among his fellow designers as it would among gamers in general: The Secret of Monkey Island. Falstein had created Indiana Jones and the Last Crusade for Lucasfilm in 1989. Their publisher had also recently released Brian Moriarty’s Loom, whose radically simplified interface, short length, and relatively easy puzzles were prompting much contemporaneous debate.

Bob Bates, Steve Meretzky, Mike Berlyn, and Dave Lebling had all written multiple games for the now-defunct Infocom during the previous decade. Bates had recently co-founded Legend Entertainment, where he was working on his own game Timequest and preparing to publish Spellcasting 101: Sorcerers Get All the Girls, Meretzky’s first post-Infocom game and Legend’s first game ever, in a matter of weeks. Berlyn had been kicking around the industry since leaving Infocom in 1985, creating perhaps most notably Tass Times in Tonetown for Interplay; he was just finishing up a science-fiction epic called Altered Destiny for Accolade, and would shortly thereafter embark on the Les Manley games, a pair of Leisure Suit Larry clones, for the same publisher. Lebling was at something of a loose end after the shuttering of Infocom the previous year, unsure whether he even wanted to remain in the games industry; he would eventually decide that the answer to that question was no, and would never design another game.

Roberta Williams, Al Lowe, Corey and Lori Ann Cole, and Guruka Singh Khalsa were all working at Sierra. Williams was in the latter stages of making her latest King’s Quest, the first to use 256-color VGA graphics and a point-and-click interface, and the first to be earmarked for CD-ROM as a “talkie.” Al Lowe was, as usual, hard at work on the latest Leisure Suit Larry game, which also utilized Sierra’s newer, prettier, parser-less engine. The Coles were just finishing up Quest for Glory II: Trial by Fire, which would become the last Sierra game in 16-color EGA and the last with a parser.

Khalsa is the only non-designer here, and, as already noted, the only name here with which longtime readers are unlikely to be familiar. He was another of those unsung heroes to be found behind the scenes at so many developers. At Sierra, he played a role that can perhaps best be compared to that played by the similarly indispensable Jon Palace at Infocom. As the “producer” of Sierra’s adventure games, he made sure the designers had the support they needed, acted as a buffer between them and the more business-oriented people, and gently pushed his charges to make their games just a little bit better in various ways. In keeping with his unsung status, he answers only one question here.

We find all of our participants grappling with the many tensions that marked their field in 1990: the urgent need to attract new players in the face of escalating development budgets; the looming presence of CD-ROM and other disruptive new technologies just over the horizon; the fate of text in this emerging multimedia age; the frustration of not always being able to do truly innovative or meaningful work, thanks to a buying public that largely just seemed to want more of the same old fantasy and comedy. It’s intriguing to see how the individual designers respond to these issues here, just as it is to see how those responses took concrete form in the games themselves. By no means is the group of one mind; there’s a spirited back-and-forth on many questions.

I’ve cleaned up the transcript that follows for readability’s sake, editing out heaps of extraneous comments, correcting spelling and grammar, and rejiggering the flow a bit to make everything more coherent. I’ve also added a few footnotes to clarify things or to insert quick comments of my own. Mostly, though, I’ve managed to resist the urge to pontificate on any of what’s said here. You all already know my opinions on many of the topics that are raised. Today, I’m going to let the designers speak for themselves. I hope you’ll find their discussion as interesting and enjoyable as I do.


 

Let’s plunge right into the questions. Before I start, I’d like to thank Eeyore, Flying Gerbil, Steve Horton, Tsunami, Hercules, Mr. Adventure, and Randy Snow for submitting questions… and I apologize for mangling their questions with my editing. And now — drum roll! — on to the first question!

Imagine ourselves five years down the road, with all the technological developments that implies: CD-ROMs, faster machines, etc. Describe what, for you, the “ideal” adventure will look like. How will it be different from current adventures?

Roberta Williams: I think that “five years down the road” is actually just a year or two away. Meaning that a year or two from now, adventure games are going to have a very slick, sophisticated, professional look, feel, and sound to them, and that that’s the way they’re going to stay for a while — standardization, if you will. I mean, how can you improve on realistic images that look like paintings or photographs? How can you improve on CD-quality voices and music? How can you improve on real movement caught with a movie camera, or drawn by a professional animator? That’s the kind of adventure game that the public is going to start seeing within a year or two. Once adventure games reach a certain level of sophistication in look and feel, standardization will set in, which will actually be a boon for all concerned, both buyers and developers alike. After that, the improvements will primarily be in the performance on a particular machine, but the look will stay essentially the same for a while.

Dave Lebling: But if those wonderful pictures and hi-fi sound are driven by a clunky parser or a mythical “parser-less interface,” is this a big improvement? I think not. We can spend $2 million or $5 million developing a prettier version of Colossal Cave. Let’s improve the story and the interface! That doesn’t have to mean text adventures, but there’s more to adventure games than pictures.

Steve Meretzky: I think that in the future the scope of games won’t be limited by hardware but by the marketplace. Unless the market for adventure games expands, it won’t be economical to create super-large environments, even though the hardware is there to support them.

Mike Berlyn: Well, I think that technology can create products which drive the market and create end users — people who need or want to experience something they could experience only on a computer. In the future, I would like to explore “plot” as a structure, something which is currently impossible due to the state of the current technology. Plot cannot be a variable until storage increases and engines get smarter. I can easily see a plot that becomes a network of possibilities.

Corey and Lori Ann Cole: We hope as well that the improvements will be in story and design as well as flash: richer stories, more realistic character interaction, etc. Technology, beyond a certain point which we’ve already reached, really isn’t a big deal. Creativity, and an understanding of the differences between “interactive movies” and games is! The move to professional writers and game designers in the industry is helping.

Ron Gilbert: I think that plot has nothing to do with technology. They are almost unrelated. It’s not CD-ROM or VGA that is going to make the difference, it’s learning how to tell a story. Anyone who is any good can tell a great story in 160 X 200-resolution, 4-color graphics on two disks.

Roberta Williams: It’s not that I don’t think a good plot is important! Obviously it is.

Dave Lebling: I didn’t mean to accuse you of not caring about plot. You of all people know about that! I just think the emphasis on flash is a symptom of the fact that we know how to do flash. Just give us a bigger machine or CD-ROM, and, wham, flash! What we don’t know how to do is plot. I don’t think today’s plots feel more “real” than those of five or eight years ago. Will they be better in five years? I hope so, but I’m not sure. We can’t just blindly duplicate other media without concentrating on the interactivity and control that make ours special. If we work on improving control and the illusion that what we interact with is as rich as reality, then we can do something that none of those other media can touch.

Corey and Lori Ann Cole: We have never really used the computer as a medium in its own right.

Steve Meretzky: You haven’t used it to contact the spirit world? [1]One of my favorite things about this transcript is the way that Steve Meretzky and Al Lowe keep making these stupid jokes, and everybody just keeps ignoring them. I fancy I can almost hear the sighs…

Corey and Lori Ann Cole: There are things that can be done on a computer that can’t be done with other mediums. Unfortunately, the trend seems to be away from the computer and towards scanned images and traditional film and animation techniques. [2]It’s worth noting that the trend the Coles describe as “unfortunate” was exactly the direction in which Sierra, their employer, was moving in very aggressive fashion. The Coles thus found themselves blowing against the political winds in designing their games their way. Perhaps not coincidentally, they were also designing the best games coming out of Sierra during this period. If this trend continues, it may be a long time before we truly discover what can be done uniquely with the computer medium. One small example: the much-chastised saved game is a wonderful time- and mind-travel technique that can be a rich tool instead of an unfortunate necessity.

Bob Bates: I agree. You can’t ask a painter at the Art Institute of Chicago to paint you a different scene. You can’t ask a singer at the Met to sing you a different song. (Well, I guess you could, but they frown on requests.) The essence of a computer game is that the player controls the action. The point is to make beautiful music and art that helps the player’s sense of involvement in the game.

I have noticed that a lot of games coming out now are in 256 colors. Does this mean that 256-color VGA is going to be the standard? Has anyone thought about 256 colors in 640 X 480 yet? And how does anyone know who has what?

Bob Bates: The market research on who has what is abominable. As for us, we are releasing our titles with hi-res EGA, which gives us really good graphics on a relatively popular standard, as well as very nice text letters instead of the big clunky ones.

Steve Meretzky: I often get big clunky letters from my Aunt Matilda.

Guruka Singh Khalsa: We’ve been doing a bit of research on who has what hardware, and an amazing number of Sierra customers have VGA cards. Looks like around 60 percent right now. As for 640 X 480 in 256 colors: there’s no hardware standard for that resolution since it’s not an official VGA mode. You won’t see games in that resolution until the engines are more powerful — got to shove them pixels around! — and until it’s an official mode. All SVGA cards use somewhat different calls.

Dave Lebling: The emerging commercial standard is a 386 with VGA and 2 to 4 megs of memory, with a 40-meg hard drive. The home standard tends to lag the commercial one by a few years. But expect this soon, with Windows as the interface.

Does anyone have any plans to develop strictly for or take advantage of the Windows environment?

Dave Lebling: Windows is on the leading edge of the commercial-adoption wave. The newest Windows is the first one that’s really usable to write serious software. There are about 1 million copies of Windows out there. No one is going to put big bucks into it yet. But in a few years, yes, because porting will be easier, and there is a GUI already built, virtual memory, etc., etc. But not now.

With the coming parser-less interfaces and digitized sound, it seems as if text may eventually disappear completely from adventures. Once, of course, adventures were all text. What was gained and what was lost by this shift? Are adventures still a more “literate” form of computer game?

Bob Bates: Well, of course text has become a dirty word of sorts in the business. But I think the problem has always been the barrier the keyboard presents as an input device for those who can’t type. Plus the problems an inadequate or uncaring game designer can create for the player when he doesn’t consider alternate inputs as solutions to puzzles. I think there will always be words coming across the screen from the game. We hope we have solved this with our new interface, but it’s hard for people to judge that since our first game won’t be out for another month…

Corey and Lori Ann Cole: Text will not disappear. Nor should it. We will see text games, parser-less games, and non-text games. And who cares about being “literate”; fun is what matters! I like words. Lori likes words. But words are no longer enough if one also likes to eat — and we do. We also like graphics and music and those other fun things too, so it’s not too big a loss.

Roberta Williams: It’s true that in books stories can be more developed, involving, and interesting than in movies. I believe that there is still room for interactive books. Hopefully there is a company out there who will forget about all the “video” stuff and just concentrate on good interactive stories in text, and, as such, will have more developed stories than the graphic adventure games. But as we progress adventure games in general are going to become more like interactive movies. The movie industry is a larger and more lucrative business than the book industry. For the most part, the adventure-game business will go along with that trend. Currently adventure games are the most literate of computer games, but that may change as more and more text will be lost in the coming years, to be replaced by speech, sound effects, and animation. But I do predict that some company out there will see a huge opportunity in bringing back well-written, high-quality interactive books. It will be for a smaller audience, but still well worth the effort.

Dave Lebling: I think you’re too optimistic about “some company” putting out text products. We are moving from interactive books to interactive movies. I’m not optimistic about the commercial survival of text except in very small doses. [3]This was not what many participating in the conference probably wanted to hear, but it wins the prize of being the most prescient single statement of the evening. Note that Lebling not only predicted the complete commercial demise of text adventures, but he also predicted that they would survive as a hobbyist endeavor; the emphasis on the word “commercial” is original. Unlike in science fiction, you don’t have to follow a trend until it goes asymptotic. Text won’t go away, but its role will be reduced in commercial adventures. Graphics and sound are here to stay.

Al Lowe: With the coming of talkies, it seems as if all those wonderful dialog cards disappeared! You know, the ones that make silent movies so literate? It’s a visual medium! No one asks for silent movies; most Americans won’t even watch a black-and-white movie. Yes, text-only games are more “literate.” So?

Mike Berlyn: As far as the future of text is concerned, my money is on it sticking around. But I’m not sure it’s at all necessary in these kinds of games. The adventure I’m just finishing up has a little bit of text that reiterates what is obvious on the screen, and manages to add to the player’s inputs in other ways to a create fuller experience. But I still don’t think it’s necessary. I’ve done two completely text-less designs, though neither made it to the market.

Bob Bates: I don’t think it’s the loss of text as output that creates a problem for the designer; I think it’s text as input. It’s hard to design tough puzzles that can be solved just by pointing and clicking at things. And if there are no puzzles — tough puzzles — you’re just watching a movie on a very small screen. The days of the text-only adventure are over. Graphics are here to stay, and that’s not a bad thing, as long as they supplement the story instead of trying to replace it.

We’ve seen fantasy adventures, science-fiction adventures, mystery adventures, humorous adventures. Are there any new settings or themes for adventures? Is there any subject or theme that you’ve always wanted to put in an adventure but never had the chance?

Al Lowe: I’ve had ideas for a Wall Street setting for a game, but somehow I can’t get out of this Larry rut. I’d also like to do a very serious game — something without one cheap laugh, just to see if I could. Probably couldn’t, though. A serious romance would be good too.

Roberta Williams: There should be as many settings or themes for adventure games as there are for fictionalized books and movies. After all, an adventure game is really just an interactive story with puzzles and exploration woven into it. There are many themes that I personally would like to do, and hopefully will someday: an historical or series of historical adventure games; a horror game; an archaeological game of some sort; possibly a western. In between King’s Quests, of course.

Noah Falstein: I’ve always wanted to do a time-travel game with the following features: no manual save or load, it’s built automatically into the story line as a function of your time-travel device; the opportunity to play through a sequence with yourself in a later — and then earlier — time; and the ability to go back and change your changes, ad infinitum. Of course, the reason I’m mentioning all this is that I — and others here — have fried our brains trying to figure out how this could be accomplished. We’d rather see someone else do it right. Or die trying.

Ad infinitum? Won’t that take a lot of memory?

Noah Falstein: Recursion!

Dave Lebling: Gosh, my fantasy is your fantasy! I’ve always wanted to do a game based on Fritz Leiber’s Change War stories — you know, “tomorrow we go back and nuke ancient Rome!” Funny thing is, I’ve always run up against the same problem you ran up against.

Mike Berlyn: My fantasy is to finish a game that my wife Muffy and I were working on for the — sniff! — dead Infocom. It was a reality-based game that had a main character going through multiple/parallel lives, meeting people he’d met before but who were different this time through. In that way, the relationships would be different, the plot would be different, and their lives would interact differently.

Steve Meretzky: In my fantasy, I answer the door and Goldie Hawn is standing there wearing… oh, we’re talking adventure games now, aren’t we? A lot of the genres I was going to mention have already been mentioned. But one is historical interactive nonfiction. I know that Stu Galley has always wanted to do a game in which you play Paul Revere in April of 1775. And before I die I’m going to do a Titanic game. [4]Steve Meretzky’s perennial Titanic proposal, which he pitched to every publisher he ever worked with, became something of an industry in-joke. There’s just no market for such a game, insisted each of the various publishers. When James Cameron’s 1997 film Titanic became the first ever to top $1 billion at the box office, and a modest little should-have-been-an-obscurity from another design team called Titanic: Adventure Out of Time rode those coattails to sales of 1 million copies, the accusations flew thick and fast from Meretzky’s quarter. But to no avail; he still hasn’t gotten to make his Titanic game. On the other hand, he’s nowhere near death, so there’s still time to fulfill his promise… Also, in my ongoing effort to offend every man, woman, and child in the universe, someday I’d like to write an Interactive Bible, which would be an irreverent comedy, of course. Also, I’d like to see a collection of “short story” adventure games for all those ideas which aren’t big enough to be a whole game. [5]Meretzky had pitched both of these ideas as well to Infocom without success. In the longer term, however, he would get one of his wishes, at least after a fashion. “Short stories” have become the norm in modern interactive fiction, thanks largely to the Interactive Fiction Competition and its guideline that it should be possible to play an entrant to completion within two hours.

Bible Quest: So You Want to Be a God?. I like it, I like it.

Corey and Lori Ann Cole: Ah, but someone will sue over the trademark… [6]Legal threats from the makers of the board game HeroQuest had recently forced the Coles to change the name of their burgeoning series of adventure/CRPG hybrids from the perfect Hero’s Quest to the rather less perfect Quest for Glory. Obviously the fresh wound still smarted.

Bob Bates: The problem of course is marketing. The kinds of games we want to write aren’t always the kinds of games that will sell. This presents something of a quandary for those of us who like to eat.

This question was submitted by Tsunami, and I’ll let him ask in his own words: “Virtually every game I have played on my computer is at least partially tongue-in-cheek. What I am interested in is games with mature themes, or at least a more mature approach to their subjects. Games that, like good movies or plays, really scare a player, really make them feel a tragedy, or even make them angry. What are each of you doing to try to push games to this next level of human interaction?”

Steve Meretzky: Well, I think I already did that with A Mind Forever Voyaging, and it did worse commercially speaking than any other game I’ve ever done. As Bob just said, we have to eat. I’d much rather write a Mind Forever Voyaging than a Leather Goddesses of Phobos, but unless I become independently wealthy, or unless some rich benefactor wants to underwrite such projects, or unless the marketplace changes a lot, I don’t think I’ll be doing a game like A Mind Forever Voyaging in the near future. Sigh.

Corey and Lori Ann Cole: Computers are so stupid that even the smartest game tends to do silly things. So, it’s easier to write a silly game. And the development process on a humorous game tends to be more fun. Quest for Glory II: Trial By Fire is fundamentally a very serious game in terms of story line, but we kept lots of silly stuff in to break up the tension. I call it the “roller-coaster effect.” We want the player to get extremely intense about the game at points, but then have a chance to catch his or her breath with comic relief and plain fun.

Bob Bates: My games are usually fairly “mature,” but when 90 percent of what a player tries to do in a game is wrong, you have to keep him interested when he is not solving a puzzle. The easiest way to do this is with humor; you don’t want him mad at you, after all. But I agree that we all should strive to create emotions in the player like what we all felt when Floyd died in Planetfall.

Roberta Williams: I agree with the sentiment that most adventure games, at least up to now, have been not quite “serious” in their approach to the subject matter at hand. I think the reason for that, for the most part, is that professional writers or storytellers have not had their hands in the design of a game. It’s been mostly programmers who have been behind them. I’m not a professional writer either, but I’m trying to improve myself in that area. With The Colonel’s Bequest, I did attempt a new theme, a murder mystery, and tried to make it more mature in its subject matter — more “plot” oriented. I attempted to put in classic “scare” tactics and suspense. I tried to put in different levels of emotion, from repulsion to sadness to hilarity. Whether I accomplished those goals is up to the player experiencing the game. At least I tried!

Noah Falstein: I venture to predict that we all intend to push games this way, or want to but can’t afford it — or can’t convince a publisher to afford it. But I’ll toot the Lucasfilm horn a bit; imagine the Star Wars fanfare here. One way we’re trying to incorporate real stories into games is to use real storytellers. Next year, we have a game coming out by Hal Barwood, who’s been a successful screenwriter, director, and producer for years. His most well-known movies probably are the un-credited work he did on Close Encounters and Dragonslayer, which he co-wrote and produced. He’s also programmed his own Apple II games in 6502 assembly in his spare time. I’ve already learned a great deal about pacing, tension, character, and other “basic” techniques that come naturally — or seem to — to him. I highly recommend such collaborations to you all. I think we’ve got a game with a new level of story on the way. [7]After some delays, the game Falstein is talking about here would be released in 1992 as Indiana Jones and the Fate of Atlantis. It would prove to be a very good adventure game, if not quite the medium-changer Falstein describes.

Mike Berlyn: I disagree with the idea that hiring professional storytellers from other media will solve our problems for us. Creating emotions is the goal here, if I understood the question. It isn’t whether we write humor or horror, it’s how well we do it. This poses a serious problem. Interactivity is the opposite of the thing that most… well, all storytellers, regardless of medium, require to create emotion. Emotion is created by manipulation. And it is impossible to manipulate emotions when you don’t know where the player has been and you don’t know where the player is going. In linear fiction, where you know what the “player” has just experienced; you can deliberately and continuously set them up. This is the essence of drama, humor, horror, etc. Doing this in games requires a whole different approach. Utilizing an experienced linear writer only tends to make games less game-ish, less interactive, and more linear. In a linear game like Loom, you’re not providing an interactive story or an adventure game. All you’re doing is making the player work to see a movie.

Dave Lebling: Well, emotion also comes from identification with the character in the story. You can’t easily identify in a serious way with a character who looks like a 16 X 16-pixel sprite. [8]It’s interesting to see Lebling still using the rhetoric from Infocom’s iconic early advertising campaigns. If he or she is silly-looking, he or she isn’t much more silly-looking than if he’s serious-looking: for example, Larry Laffer versus Indy in Indiana Jones and the Last Crusade. So, you are at a disadvantage being serious in graphical games. Better graphics will improve that eventually. But even so, I think Bob hit the point perfectly: the player does a lot of silly things, even if there is no parser — running into rocks in the graphic games, for example — and you can’t stay serious. The other thing is that, in my experience, serious games don’t sell. Infocom’s more serious games sold poorly. Few others have tried, and most of those have sold poorly too.

Corey and Lori Ann Cole: A really good game — or story — elicits emotions rather than creating them. A good design opens up the player’s imagination instead of forcing them along a path. A frustrated player is too busy being angry at the computer to experience the wonder and mystery of his or her character and the game’s world. By having fair puzzles and “open” stories, we allow players to emote and imagine.

Okay, now we turn from software to hardware. One of the most striking developments over the last few years has been the growing use of MS-DOS machines for game development. This has led some Amiga and Mac owners to complain that there aren’t any good adventures out for their machines, or that the games that are out for those platforms don’t make good use of their full graphics and sound capabilities. How can this problem be solved?

Corey and Lori Ann Cole: Well, I just about went broke trying to develop Atari ST software a few years ago. This was what made it possible to pull up roots and come to Sierra to do games. But I think the real value of all the alternative platforms has been to force IBM and the clone-makers to play catch-up. Myself, I’m waiting for ubiquitous CD-ROM and telecom. I’d really like to be doing multiplayer games in a few years. In the meantime, the cold hard reality is that IBM clones is where the money is — and money is a good thing.

Roberta Williams: Ha! We at Sierra, probably the most guilty of developing our games on MS-DOS machines, are trying to rectify that problem. This past year, we have put teams of programmers on the more important non-MS-DOS platforms to implement our new game-development system in the best way possible for those machines. Emphasis is on the unique capabilities of each machine, and to truly be of high quality on each of them. Our new Amiga games have been shipping for several months now, and have been favorably received — and our Mac games are nearly ready.

Dave Lebling: Get an installed base of 10 million Macs or Amigas and you’ll see plenty of games for them. Probably even fewer are needed, since programmers have the hots for those platforms. But in reality what you need is companies like Sierra that can leverage their development system to move to different platforms. As Windows and 386-based machines become the IBM standard, the differences among the platforms become less significant, and using an object-oriented development system lets you port relatively easily, just like in the old days. Graphics will still be a problem, as the transforms from one machine to another will still be a pain.

Al Lowe: Money talks. When Mac games outsell MS-DOS games, you’ll see Mac-designed games ported to PCs. When Amiga games are hot, etc. In other words, as long as MS-DOS sales are 80 percent or more of the market, who can afford to do otherwise?

Mike Berlyn: I think we all want our games on as many systems as possible, but in reality the publishers are the ones who make the decisions.

When you design a game, do you decide how hard it’s going to be first, or does the difficulty level just evolve?

Ron Gilbert: I know that I have a general idea of how hard I want the game to be. Almost every game I have done has ended up being a little longer and harder than I would have liked.

Noah Falstein: I agree. I’ve often put in puzzles that I thought were easy, only to find in play-testing that the public disagreed. But since Indiana Jones and the Last Crusade I firmly believe that one good way to go is to put in multiple solutions to any puzzles that are showstoppers, and to make the remaining ones pretty easy. I think that’s the best for the players.

Dave Lebling: I think alternate solution are a red herring because you can’t make them radically different in difficulty or the easier one will always be found first.

Noah Falstein: But if you provide incentives to replay the game, you can make both beginners happy, who will find the easy alternative, and experienced gamers happy, who will want to find every solution…

Dave Lebling: Yes, but what percentage of people replay any game? What percentage even finish?

Steve Meretzky: Games that are intended for beginners — e.g., Wishbringer — are designed to be really easy, and games intended for veterans — e.g., Spellbreaker — are designed to be ball-busters. But since of course you end up getting both types for any game, my own theory is to start out with easy puzzles, have some medium-tough puzzles in the mid-game, and then wrap it up with the real whoppers. (Don’t ask me what the Babel-fish puzzle was doing right near the beginning of Hitchhiker’s Guide to the Galaxy.)

Roberta Williams: Usually the decision of how difficult the game is going to be is made about the time that the design actually begins. And that decision is based on who the main player of the game is going to be. In other words, if it’s an adventure game for children, then obviously the game will be easier. If it’s for families, the game will be harder than for children, but easier than a game strictly for adults. If it’s a game with adults in mind, then the difficulty level lies with the designer as he or she weaves the various puzzles into the plot of the story. I think even then, though, the decision of how difficult it’s going to be is made around the start of the design. Speaking personally, I usually have a good sense of which puzzles are going to be more difficult and which ones are easier to solve. There have been a few times when I miscalculated a puzzle. For instance, in King’s Quest II I thought the bridle-and-snake puzzle was fairly straightforward, but no, it wasn’t. And in The Colonel’s Bequest I didn’t think that discovering the secret passage in the house would be as difficult for some people as it turned out to be.

Corey and Lori Ann Cole: We try to keep the puzzles on the easy side in the sense of being fair; hints are somewhere in the game. But sometimes the best-laid plans of designers and developers go out the window when programming push-time comes, to mix several metaphors. But we definitely plan difficulty level in advance. The Quest for Glory series was intended to be somewhat on the easy side as adventure games go because we were introducing the concept of role-playing at the same time.

Dave Lebling: I think it’s relatively easy to make a game really hard or really easy. What’s tough is the middle-ground game. They tend to slop over to one extreme or the other, sometimes both in different puzzles, and you get a mishmash.

Mike Berlyn: I tend to design games that have various levels of difficulty within themselves, and so can appeal to a broad range of players. Like Steve, I like to open with an easy one and then mix up the middle game, saving the toughest stuff for the endgame.

Corey and Lori Ann Cole: We made a real effort to graduate the puzzles in Quest for Glory I, easier ones in the early phases.

Al Lowe: Does anyone else feel we should lighten up on our difficulty level so as to attract a broader audience and broaden our base of players?

Mike Berlyn: Making games easier isn’t going to attract more players. What will is designing and implementing them better.

Roberta Williams: Perhaps a parser-less interface would help. But I still think that each game should be thought out in advance as to who the target audience is, and then go from there on difficulty level.

Bob Bates: I agree that what is needed is not easier puzzles. I think that players want tough but fair puzzles. Where’s the rush that comes from solving an easy puzzle? What will keep them coming back for more?

Dave Lebling: One person’s easy puzzle is another’s never-solved brain-buster. There need to be a range of games and a range of puzzles in each game. Even Wishbringer, Infocom’s “easiest” game, had huge numbers of people stuck on the “easiest” puzzles.

Adventure designs have recently been criticized for becoming shorter and/or easier. Do you agree with this criticism, and, if so, how do you change a design to make a product longer and/or harder? And are harder games commercially viable?

Dave Lebling: Games are already too easy and not easy enough, and other paradoxes. Meaning that the intentional puzzles are getting too easy, and the unintentional ones — caused by size limitations, laziness, lousy parsers, bugs, etc. — are still too hard. Harder games are commercially viable, but only if the unintentional difficulty is reduced. We aren’t real good at that yet.

Roberta Williams: It may be true, to a certain extent, that adventure games have become shorter and/or easier than in the past. Four to ten years ago, adventure games were primarily text-oriented, and, as such, could be more extensive in scope, size, and complexity. Since the introduction of graphics, animation, and sound — and, coming up, speech — it is much more difficult, if not impossible, to achieve the same sort of scope that the earlier adventure games were able to accomplish. The reason for this is mainly limitations of memory, disk space, time, and cost. We adventure-game developers increasingly have to worry about cramming in beautiful graphics, realistic animation, wonderful sound, and absorbing plots, along with as many places to explore as possible, alternate paths or choices, and interesting puzzles. There is just so much space to put all that in. Something has to give. Even CD technology will not totally solve that problem. Though there is a very large disk capacity with CD, there is still a relatively small memory capacity. Also, the way the adventure-game program needs to be arranged on the CD creates problems. And as usual, with the new CD capabilities, we adventure-game developers are sure to create the most beautiful graphics you’ve ever seen, the most beautiful music you’ve ever heard, etc., etc. And that uses up disk space, even on CD.

Mike Berlyn: Shorter? Yeah, I suppose some of the newer games, whose names will remain untyped, are easier, shorter, etc. But unfortunately, they aren’t cheaper to make. I hate to tell you how much Altered Destiny is going to cost before it’s done. Accolade and myself have over ten man-years in this puppy, and a cast of many is creating it. When I created Oo-Topos or Cyborg or even Suspended, the time and money for development were a fraction of what this baby will cost. In addition, games like King’s Quest IV are larger, give more bang for the buck, and outshine many of the older games.

Steve Meretzky: A few years ago, I totally agreed with the statement that adventure games were getting too short and easy. Then I did Zork Zero, which was massive and ultimately quite hard. A good percentage of the feedback distilled down to “Too big!” It just took too long to play, and it was too hard to keep straight everything you had to do to win the game. Plus, of course, it was a major, major effort to design and implement and debug such a huge game. So, I’ve now come to the conclusion that a nice, average, 50-to-100-room, 20-to-30-hours-of-play-time, medium-level-of-difficulty game is just about right.

Corey and Lori Ann Cole: There is plenty of room left for easier games, especially since most “hard” games are hard only because they are full of unfair outguess-the-designer — or programmer or parser — puzzles. Nobody wants to play a game and feel lost and frustrated. Most of us get enough of that in our daily lives! We want smaller, richer games rather than large, empty ones, and we want to see puzzles that further the story rather than ones that are just thrown in to make the game “hard.”

Al Lowe: I’ve been trying for years to make ’em longer and harder!

Groan…

Al Lowe: But seriously, I have mixed emotions. I work hard on these things, and I hate to think that most people will never see the last half of them because they give up in defeat. On the other hand, gamers want meaty puzzles, and you don’t want to disappoint your proven audience. I think many games will become easier and easier, if only to attract more people to the medium. Of course, hard games will always be needed too, to satisfy the hardcore addicts. Geez, what a cop-out answer!

Bob Bates: You have to give the player his money’s worth, and if you can just waltz through a game, then all you have is an exercise in typing or clicking. The problem is that the definition of who the player is is changing. In trying to reach a mass market, some companies are getting away from our puzzle roots. The quandary here is that this works. The big bucks are in the mass market, and those people don’t want tough puzzles. The designers who stay behind and cater to the puzzle market may well be painting themselves into a niche.

Noah Falstein: Al and Bob have eloquently given the lead-in I was intending. But I’d like to go farther and say that we’re all painting ourselves into a corner if we keep catering to the 500,000 or so people that are regular players — and, more importantly, buyers — of adventure games. It’s like the saber-toothed tiger growing over-specialized. There are over 15 million IBM PC owners out there, and most of them have already given up on us because the games are too… geeky. Sorry, folks! Without mentioning that game that’s looming over this discussion, we’ve found that by making a very easy game, we’ve gotten more vehement, angry letters than ever before — as well as more raves from people who never played or enjoyed such games before. It seems to be financially worthwhile even now, and if more of us cater to this novice crowd, with better stories instead of harder puzzles, there will be a snowball effect. I think this is worth working towards, and I hope some of you will put part of your efforts into this. There’s always still some room for the “standard-audience” games. Interestingly enough, 60 to 100 rooms and 20 to 30 hours is precisely the niche we arrived at too! But let’s put out at least one more accessible game each year.

Dave Lebling: Most of the points I wanted to make have been made, and made well, but I’d like to add one more. What about those 20 million or more Nintendo owners out there? What kinds of games will hook them, if any? Have they written us off? I don’t think our fraction of the IBM market is quite as small as Noah’s figures make it look. Many of those IBM machines are not usable for games by policy, as they are in corporate settings. But all of the Nintendos are in home settings. Sure, they don’t have keyboards, but if there was a demand for our sort of game — a “puzzle” game, for want of a better word — there would be a keyboard-like interface or attachment, like the silly gun or the power glove. There isn’t. Why? Are we too geeky? Are puzzles and even the modicum of text that is left too much? We will have the opportunity to find out when the new game systems with keyboards start appearing in the US.

What do you all think about the idea of labeling difficulty levels and/or estimated playing time on the box, like Infocom used to do at one time?

Steve Meretzky: That was a pretty big failure. As was said earlier about puzzles, one person’s easy is another person’s hard.

Al Lowe: Heh, heh…

Steve Meretzky: For example, I found Suspended to be pretty easy, having a mind nearly as warped as Berlyn’s, but many people consider it one of Infocom’s hardest.

Bob Bates: The other Infocommies here can probably be more accurate, but my recollection is that labeling a game “advanced” scared off people, and labeling a game “easy” or “beginner” turned off lots of people too. So most of the games wound up being released as “standard,” until they dropped the scheme altogether. Still, I think some sort of indication on a very easy game, like the ones Noah was talking about, is in order. The customer has a right to know what he is purchasing.

Corey and Lori Ann Cole: But Loom was rated as an easy game, and people who were stumped on a puzzle felt like this meant they were dumb or something.

Mike Berlyn: Good point! I’m not sure that labeling a product as being easy, medium, or difficult is a real solution. I know some games which were labeled “beginner” level were too tough for me. What we as designers need to do is write better, fairer, more rounded games that don’t stop players from exploring, that don’t close off avenues. It isn’t easy, but it’s sure my goal, and I like to think that others share this goal.

Okay, this is the last question. What is your favorite adventure game and why?

Noah Falstein: This will sound like an ad, but our audience constitutes a mass market. Ron Gilbert’s next game, The Secret of Monkey Island, is the funniest and most enjoyable adventure game I’ve ever played, including the others our company has done. I’ve laughed out loud reading and rereading the best scenes.

Steve Meretzky: Based simply on the games I’ve had the most fun playing, it’s a tie between Starcross — the first ever adventure game in my genre of choice, science fiction — and the vastly ignored and underrated Nord and Bert Couldn’t Make Head or Tail of It.

Roberta Williams: I hate to say it, but I don’t play many adventure games, including our own! I really love adventure games, though. It was this love of adventure gaming that brought me into this business. However, nowadays I’m so busy, what with working on games of my own, helping my husband run the company, taking care of the kids and the house, and doing other extracurricular activities, that I literally don’t have time to play adventure games — and we all know how much time it does take to play them! Of the adventure games that I’ve played and/or seen, I like the games that Lucasfilm produces; I have a lot of respect for them. And I also enjoy the Space Quest and Leisure Suit Larry series that my company, Sierra, produces. Of my own games, I always seem to favor the game I’m currently working on since I’m most attached to it at that given moment. Right now, that would be King’s Quest V. But aside from that, I am particularly proud of The Colonel’s Bequest since it was a departure for me, and very interesting and complicated to do. I am also proud of Mixed-Up Mother Goose, especially the new version coming out. And looking way back, I still have fond memories of Time Zone, for any of you who may remember that one.

Corey and Lori Ann Cole: Of adventure games, we liked the original mainframe Zork and Space Quest III. But our favorite games are Dungeon Master and Rogue, the only games we keep going back to replay. As for our favorite of all two games we’ve done, we’re particularly proud of what we are doing with Quest for Glory II: Trial By Fire. We’re also proud of the first game, but we think Trial by Fire is going to be really great. Okay, end of commercial, at least as soon as I say, “Buy our game!” But seriously, we’re pleased with what we’ve done with the design.

Bob Bates: “You are standing outside a white house. There is a mailbox here.”

Mike Berlyn: This is my least favorite question in the world. (Well, okay, I could think up some I’d like less.) But it’s a toss-up between A Mind Forever Voyaging, Starcross, and the soon-to-be-forgotten masterpiece, Scott Adams’s Pirate Adventure. Yoho.

Dave Lebling: Hitchhiker’s Guide and Trinity. Both well thought-out, with great themes. But beyond those, the original Adventure. I just played it a little bit last night, and I still get a thrill from it. We owe a lot to Will Crowther and Don Woods, and I think that’s an appropriate sentiment to close with.

Footnotes

Footnotes
1 One of my favorite things about this transcript is the way that Steve Meretzky and Al Lowe keep making these stupid jokes, and everybody just keeps ignoring them. I fancy I can almost hear the sighs…
2 It’s worth noting that the trend the Coles describe as “unfortunate” was exactly the direction in which Sierra, their employer, was moving in very aggressive fashion. The Coles thus found themselves blowing against the political winds in designing their games their way. Perhaps not coincidentally, they were also designing the best games coming out of Sierra during this period.
3 This was not what many participating in the conference probably wanted to hear, but it wins the prize of being the most prescient single statement of the evening. Note that Lebling not only predicted the complete commercial demise of text adventures, but he also predicted that they would survive as a hobbyist endeavor; the emphasis on the word “commercial” is original.
4 Steve Meretzky’s perennial Titanic proposal, which he pitched to every publisher he ever worked with, became something of an industry in-joke. There’s just no market for such a game, insisted each of the various publishers. When James Cameron’s 1997 film Titanic became the first ever to top $1 billion at the box office, and a modest little should-have-been-an-obscurity from another design team called Titanic: Adventure Out of Time rode those coattails to sales of 1 million copies, the accusations flew thick and fast from Meretzky’s quarter. But to no avail; he still hasn’t gotten to make his Titanic game. On the other hand, he’s nowhere near death, so there’s still time to fulfill his promise…
5 Meretzky had pitched both of these ideas as well to Infocom without success. In the longer term, however, he would get one of his wishes, at least after a fashion. “Short stories” have become the norm in modern interactive fiction, thanks largely to the Interactive Fiction Competition and its guideline that it should be possible to play an entrant to completion within two hours.
6 Legal threats from the makers of the board game HeroQuest had recently forced the Coles to change the name of their burgeoning series of adventure/CRPG hybrids from the perfect Hero’s Quest to the rather less perfect Quest for Glory. Obviously the fresh wound still smarted.
7 After some delays, the game Falstein is talking about here would be released in 1992 as Indiana Jones and the Fate of Atlantis. It would prove to be a very good adventure game, if not quite the medium-changer Falstein describes.
8 It’s interesting to see Lebling still using the rhetoric from Infocom’s iconic early advertising campaigns.
 
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Posted by on February 16, 2018 in Digital Antiquaria, Interactive Fiction

 

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