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A Time of Beginnings: Legend Entertainment (or, Bob and Mike’s Excellent Adventure-Game Company)

As the dust settled and the shock faded in the months that followed the shuttering of Infocom, most of the people who had worked there found they were able to convince themselves that they were happy it was finally over, relieved that a clean sharp break had been made. Sure, they had greeted the initial bombshell that the jig was finally up with plenty of disbelief, anger, and sadness, but the fact remained that the eighteen months before that fateful day, during which they had watched their company lose its old swagger, its very sense of itself, had been if anything even more heartbreaking. And yes, there would be plenty of second-guessing among them in the years to come about what might have been if Cornerstone had never existed or if Bruce Davis hadn’t taken over control of Mediagenic, [1]Mediagenic was known as Activision until mid-1988. To avoid confusion, I just stick with the name “Mediagenic” in this article. but Infocom’s story did nevertheless feel like it had run its natural course, leaving behind something that all of the Bruce Davises in the world could never take away: that stellar 35-game catalog, unmatched by any game developer of Infocom’s era or any era since in literacy, thoughtfulness, and relentless creative experimentation. With that along with all of their fine memories of life inside Infocom’s offices to buoy them, the former employees could move on to the proverbial next chapter in life feeling pretty good about themselves, regarding their time at Infocom as, as historian Graham Nelson so memorably put it, “a summer romance” that had simply been too golden to stay any longer.

Yet there was at least one figure associated with Infocom who was more inclined to rage against the dying of the light than to go gentle into that good night. Bob Bates had come to the job of making text adventures, a job he enjoyed more than anything else he had ever done, just a little bit too late to share the sense of closure felt by the rest of Infocom. Which isn’t to say he hadn’t managed to accomplish anything in the field: Bob had formed a company to challenge Infocom — a company named, appropriately enough, Challenge — that wound up joining them as the only outside developer ever allowed to copy Infocom’s in-house tools and make games for them under contract. Still, it had all happened very late in the day. When all was said and done, he had the dubious distinction of having made the last all-text Infocom game ever, followed by their very last game of all. His summer romance, in other words, had started in the last week of the season, and he’d barely gotten past first base. When he returned from Cambridge, Massachusetts, to his home near Washington, D.C., on the stormy evening of May 5, 1989, having just been informed by Infocom’s head Joe Ybarra that Infocom’s Cambridge offices were being closed and Challenge’s services wouldn’t be needed anymore, his brief life in text adventures just felt so incomplete. And then, he found his roof was leaking. Of course it was.

Some of Bob’s restless dissatisfaction must have come across when, after that unhappy weekend was in the past, he called up Mike Verdu to tell him he would no longer be able to employ Mark Poesch and Duane Beck, the two programmers Mike’s company had sent out to work with Challenge. A remarkably young executive even in a field that has always favored the young, Mike was only in his mid-twenties, but already had an impressive CV.  In his second year at university, he had dropped out to form a consulting company he named Paragon Systems, which had come to employ Poesch and Beck. The two had been sent to Challenge when Bob came calling on Paragon, looking for help programming the games he had just signed a contract with Infocom to create. During the period when Challenge was making games for Infocom, Mike had sold Paragon to American Systems Corporation, a computer-integration firm that did significant business with the Department of Defense. He had stayed on thereafter with the bigger company as director of one of their departments, and Poesch and Beck had continued to work with Challenge, albeit under the auspices of ASC rather than Paragon. But now that would all be coming to an end; thus Bob’s phone call to Mike to inform him that he would have to terminate Challenge’s arrangement with ASC.

In truth, Bob and Mike didn’t know each other all that well prior to this conversation. Mike had always loved games, and had loved having a game company as a client, but Challenge had always had to remain for him as, as he puts it today, “one of many.” The call that Bob now made to Mike therefore began more as a simple transaction between customer and service provider than as a shared commiseration over the downfall of Bob’s business. Still, something that Bob said must have sparked Mike’s interest. The call continued far longer than it ought to have, and soon multiplied into many more conversations. In fairly short order, the conversations led to a suggestion from Mike: let’s start a new company to make and publish text adventures in the Infocom tradition. He even believed he could convince ASC to put up the bulk of the funding for such a company.

Set aside the fact that text adventures were allegedly dying, and the timing was oddly perfect. In 1989 the dominoes were toppling all over Eastern Europe, the four-decade Cold War coming to an end with a suddenness no one could have dreamed of just a few years before. Among the few people in the West not thoroughly delighted with recent turns of events were those at companies like ASC, who were deeply involved with the Department of Defense and thus had reason to fear the “peace dividend” that must lead to budget cuts for their main client and cancelled contracts for them. ASC was eager to diversify to replace the income the budget cuts would cost them; they were making lots of small investments in lots of different industries. In light of the current situation, an investment in a computer-game company didn’t seem as outlandish as it might have a year or two before, when the Reagan defense buildup was still booming, or, for that matter, might have just a year or two later, when the Gulf War would be demonstrating that the American military would not be idle on the post-Cold War world stage.

Though they had a very motivated potential investor, the plan Bob and Mike were contemplating might seem on the face of it counter-intuitive if not hopeless to those of you who are regular readers of this blog. As I’ve spent much time describing in previous articles, the text adventure had been in commercial decline since 1985. That very spring of 1989 when Bob and Mike were starting to talk, what seemed like it had to be the final axe had fallen on the genre when Level 9 had announced they were getting out of the text-adventure business, Magnetic Scrolls had been dropped by their publisher Rainbird, and of course Infocom had been shuttered by their corporate parent Mediagenic. Yet Bob and Mike proposed to fly in the face of that gale-force wind by starting a brand new company to make text adventures. What the hell were they thinking?

I was curious enough about the answer to that question that I made it a point to ask it to both Bob and Mike when I talked to them recently. Their answers were interesting enough, and said enough about the abiding love each had and, indeed, still has for the genre of adventures in text that I want to give each of them a chance to speak for himself here. First, Mike Verdu:

I believed that there was a very hardcore niche market that would always love this type of experience. We made a bet that that niche was large enough to support a small company dedicated to serving it. The genre was amazing; it was the closest thing to the promise of combining literature and technology. The free-form interaction a player could have with the game was a magical thing. There’s just nothing else like it. So, it didn’t seem like a dying art form to me. It just seemed that there were these bigger companies that the market couldn’t support that were collapsing, and that there was room for a smart niche player that had no illusions about the market but could serve that market directly.

I will say that when Bob and I were looking for publishing partners, and went to some trade conferences — through Bob’s connections we were able to meet people like Ken and Roberta Williams and various other luminaries in the field at the time — everybody said, “You have no idea what you’re doing. The worst idea in the world is to start a game company. It’s the best way to take a big pile of money and turn it into a small pile of money. Stay away!” But Bob and I are both stubborn, and we didn’t listen.

Understanding your market opportunity is really key when you’re forming a company. With Legend, we were very clear-eyed about the fact that we were starting a small company to serve a small market. We didn’t think it would grow to be a thousand people or take over the world or sell a million units of entertainment software per year. We thought there was this amazing, passionate audience that we could serve with these lovingly crafted products, and that would be very fulfilling creatively. If you’re a creative person, I think you have to define how big the audience is that is going to make you feel fulfilled. Bob and I didn’t necessarily have aspirations to reach millions of people. We wanted to reach enough people that we could make our company viable, make a living, and create these products that we loved.

And Bob Bates:

We recognized the risk, but basically we just still believed in the uniqueness of the parser-driven experience — in the pleasure and the joy of the parser-driven experience. By then, there were no other major parser-driven games around, and we felt that point-and-click was a qualitatively different experience. It was fun, but it was different. It was restrictive in terms of what the player could do, and there was a sense of the game world closing in on you, that you could only do what could be shown. Brian Moriarty had a great quote that I don’t remember exactly, but it was something like “you can only implement what you can afford to show, and you can’t afford to show anything.” As a player, I loved the freedom to input whatever I wanted, and I loved the low cost of producing that [form of interaction]. If there’s an interesting input or interaction, and I can address it in a paragraph of text, that’s so much cheaper than having an artist spend a week drawing it. Text is cheap, so we felt we could create games economically. We felt that competition in that niche wasn’t there anymore, and that it was a fun experience that there was still a market for.

Reading between the lines just a bit here, we have a point of view that would paint the failure of Infocom more as the result of a growing mismatch between a company and its market than as an indication that it was genuinely impossible to still make a living selling text adventures. Until 1985, the fulcrum year of the company’s history, Infocom had been as mainstream as computer-game publishers got, often placing three, four, or even five titles in the overall industry top-ten sales lists each month. Their numbers had fallen off badly after that, but by 1987 they had stabilized to create a “20,000 Club”: most games released that year sold a little more or less than 20,000 copies. Taking into account the reality that every title would never appeal enough to every fan to prompt a purchase — especially given the pace at which Infocom was pumping out games that year — that meant there were perhaps 30,000 to 40,000 loyal Infocom fans who had never given up on the company or the genre. Even the shrunken Infocom of the company’s final eighteen months was too big to make a profit serving that market, which was in any case nothing Bruce Davis of Mediagenic, fixated on the mainstream as he was, had any real interest in trying to serve. A much smaller company, however, with far fewer people on the payroll and a willingness to lower its commercial expectations, might just survive and even modestly thrive there. And who knew, if they made their games really well, they might just collect another 30,000 or 40,000 new fans to join the Infocom old guard.

This wasn’t to say that Bob and Mike could afford to return to the pure text that had sufficed for 31 of Infocom’s 35 adventure games. To have any chance of attracting new players, and quite possibly to have any chance of retaining even the old Infocom fans, they were well aware that some concessions to the realities of the contemporary marketplace would have to be made. Their games would include an illustration for every location along with occasional additional graphics, sound effects, and music to break up their walls of text. Their games would, in other words, enhance the Infocom experience to suit the changing times rather than merely clone it.

In the same spirit of maximizing their text adventures’ contemporary commercial potential, they very early on secured the services of Steve Meretzky, Infocom’s single most well-known former Implementor, who had worked on some of the company’s most iconic and successful titles. With Meretzky’s first game for their company, Bob and Mike would try to capitalize on his reputation as the “bad boy of adventure gaming” — a reputation he enjoyed despite the fact that he had only written one naughty adventure game in his career to date. Nevertheless, Bob encouraged Meretzky to “take the gloves off,” to go much further than he had even in his previous naughty game Leather Goddesses of Phobos. Meretzky’s vision for his new game can perhaps be best described today as “Animal House meets Harry Potter” (although, it should be noted, this was many years before the latter was published). It would be the story of a loser who goes off to Sorcerer University to learn the art and science of magic, whilst trying his best to score with chicks along the way. Of course, this being an adventure game, he would eventually have to save the world as well, but the real point was the spells and the chicks. The former would let Meretzky revisit one of the most entertaining puzzle paradigms Infocom had ever devised: the Enchanter series’s spell book full of bizarre incantations that prove useful in all sorts of unexpected ways. The latter would give Bob and Mike a chance to prove one more time the timeless thesis that Sex Sells.

So, the Meretzky game seemed about as good as things could get as a commercially safe bet, given the state of text adventures in general circa 1989. Meanwhile, for those players less eager to be titillated, Bob Bates himself would make what he describes today as a “classical” adventure, a more sober-minded time-travel epic full of intricately interconnected puzzles and environments. Between the two, they would hopefully have covered most of what people had liked about the various games of Infocom. And the really hardcore Infocom fans, of course, would hopefully buy them both.

In making their pitch to ASC and other potential investors, Bob and Mike felt ethically obligated to make careful note of the seeming headwinds into which their new company would be sailing. But in the end ASC was hugely eager to diversify, and the investment that was being asked of them was relatively small in the context of ASC’s budget. Bob and Mike founded their company on about $500,000, the majority of which was provided by ASC, alongside a handful of smaller investments from friends and family. (Those with a stake in Bob’s old company Challenge also saw it rolled over into the new company.) ASC would play a huge role during this formative period, up to and including providing the office space out of which the first games would be developed.

An ASC press release dated January 8, 1990, captures the venture, called GameWorks at the time, at this embryonic stage of high hopes and high uncertainty. Bob Bates is quoted as saying that “GameWorks products combine the best of several existing technologies in an exciting new format,” while Mike Verdu, who would remain in his old role at ASC in addition to his new one as a software entrepreneur for another couple of years, says that “ASC’s interest in this venture stems from more than just making money over the short term. The goal is to establish a self-sustaining software-publishing company.” Shortly after this press release, the name of said company would be changed from GameWorks to Legend Entertainment, harking back to the pitch for an “Immortal Legends” series of games that had first won Bob a contract with Infocom.

The part of the press release that described GameWorks/Legend as a “software-publishing company” was an important stipulation. Mike Verdu:

I remember making these spreadsheets early on, trying to understand how companies made money in this business. It became very clear to me very quickly that life as an independent developer, without the publishing, was very tough. You scrambled for advances, and the royalties you got off a game would never pay for the advances unless you had a huge hit. Your destiny was so tied to the publisher, to the vagaries of the producer that might get assigned to your title, that it just was not an appealing path at all.

In a very fundamental way, Legend needed to be a publisher as well as a developer if they were to bring their vision of text adventures in the 1990s to fruition. It was highly doubtful whether any of the other publishers would be willing to bother with the niche market for text adventures at all when there were so many other genres with seemingly so much greater commercial potential. In addition, Bob and Mike knew that they needed to have complete control of their products, from the exact games they chose to make to the way those games were packaged and presented on store shelves. They recognized that another part of becoming the implicit successor to Infocom must be trying as much as possible to match the famous Infocom packaging, with the included “feelies” that added so much texture and verisimilitude to their interactive fictions. One of the most heartbreaking signs of Infocom’s slow decline, for fans and employees alike, had been the gradual degradation of their games’ physical presentation, as the cost-cutters in Mediagenic’s Silicon Valley offices took away more and more control from the folks in Cambridge. Bob and Mike couldn’t afford to have their company under a publisher’s thumb in similar fashion. At the same time, though, a tiny company like theirs was in no position to set up its own nationwide distribution from warehouse to retail.

It was for small publishers facing exactly this conundrum that Electronic Arts and Mediagenic during the mid-1980s had pioneered the concept of the “affiliated label.” An affiliated label was a small publisher that printed their own name on their boxes, but piggy-backed — for a fee, of course — on the network of a larger publisher for distribution. By the turn of the decade, the American computer-games industry as a whole had organized itself into eight or so major publishers, each with an affiliated-label program of one stripe or another of its own, with at least several dozen more minor publishers taking advantage of the programs. As we’ve seen in other articles, affiliated-label deals were massive potential minefields that many a naive small publisher blundered into and never escaped. Nevertheless, Legend had little choice but to seek one for themselves. Thanks to Mike Verdu’s research, they would at least go in with eyes open to the risk, although nothing they could do could truly immunize them from it.

In seeking a distribution deal, Legend wasn’t just evaluating potential partners; said partners were also evaluating them, trying to judge whether they could sell enough games to make a profitable arrangement for both parties. This process, like so much else, was inevitably complicated by Legend’s determination to defy all of the conventional wisdom and continue making text adventures — yes, text adventures with graphics and sound, but still text adventures at bottom. And yet as Bob and Mike made the rounds of the industry’s biggest players they generally weren’t greeted with the incredulity, much less mockery, one might initially imagine. Even many of the most pragmatic of gaming executives felt keenly at some visceral level the loss of Infocom, whose respect among their peers had never really faded in tune with their sales figures — who, one might even say, had had a certain ennobling effect on their industry as a whole. So, the big players were often surprisingly sympathetic to Legend’s cause. Whether such sentiments could lead to a signature on the bottom line of a contract was, however, a different matter entirely. Most of the people who had managed to survive in this notoriously volatile industry to this point had long since learned that idealism only gets you so far.

For some time, it looked like a deal would come together with Sierra. Ken Williams, who never lacked for ambition, was trying to position his company to own the field of interactive storytelling as a whole. Text adventures looked destined to be a very small piece of that pie at best in the future, but that piece was nevertheless quite possibly one worth scarfing up. If Sierra distributed Legend’s games and they proved unexpectedly successful, an acquisition might even be in the cards. Yet somehow a deal just never seemed to get done. Mike Verdu:

There seemed to be genuine interest [at Sierra], but it was sort of like Zeno’s Paradox: we’d get halfway to something, and then close that distance by half, and then close that distance by half, and nothing ever actually happened. It was enormously frustrating — and I never could put my finger on quite why, because there seemed to be this alignment of interests, and we all liked each other. There was always a sense of a lot of momentum at the start. Then the momentum gradually died away, and you could never actually get anything done. Now that I’ve become a little more sophisticated about business, that suggests to me that Ken was probably running around trying to make a whole bunch of things happen, and somebody inside his company was being the sort of check and balance to his wanting to do lots and lots of stuff. There were probably a lot of things that died on the vine inside that company.

Instead of Sierra, Legend wound up signing a distribution contract with MicroProse, who were moving further and further from their roots in military simulations and wargames in a bid to become a major presence in many genres of entertainment software. Still, “Wild Bill” Stealey, MicroProse’s flamboyant chief, had little personal interest in the types of games Legend proposed to make or the niche market they proposed to serve. Mike Verdu characterizes Sierra’s interest as “strategic,” while MicroProse’s was merely “convenient,” a way to potentially boost their revenue picture a bit and offset a venture into standup-arcade games that was starting to look like a financial disaster. MicroProse hardly made for the partner of Legend’s dreams, but needs must. Wild Bill was willing to sign where Ken Williams apparently wasn’t.

In the midst of all these efforts to set up the infrastructure for a software-publishing business, there was also the need to create the actual software they would publish. Bob Bates’s time-travel game fell onto the back-burner, a victim of the limited resources to hand and the fact that so much of its designer’s time was being monopolized by practical questions of business. But not so Steve Meretzky’s game. As was his wont, Meretzky had worked quickly and efficiently from his home in Massachusetts to crank out his design. Legend’s two-man programming team, consisting still of the Challenge veterans Duane Beck and Mark Poesch, was soon hard at work alongside contracted outside artists and composers to bring Spellcasting 101: Sorcerers Get All the Girls, now planned as Legend’s sole release of 1990, to life in all its audiovisual splendor.

Setting aside for the moment all those planned audiovisual enhancements, just creating a reasonable facsimile of the core Infocom experience presented a daunting challenge. Throughout Infocom’s lifespan, from the 1980 release of Zork I through Bob Bates’s own 1989 Infocom game Arthur: The Quest for Excalibur, no other company had ever quite managed to do what Legend was now attempting to do: to create a parser as good as that of Infocom. Legend did have an advantage over most of Infocom’s earlier would-be challengers in that they were planning to target their games to relatively powerful machines with fast processors and at least 512 K of memory. The days of trying to squeeze games into 64 K or less were over, as were the complications of coding to a cross-platform virtual machine; seeing where the American market was going, Legend planned to initially release their games only for MS-DOS systems, with ports to other platforms left only as a vague possibility if one of their titles should prove really successful. Both the Legend engine and the games that would be made using it were written in MS-DOS-native C code instead of a customized adventure programming language like Infocom’s ZIL, a decision that also changed the nature of authoring a Legend game in comparison to an Infocom game. Legend’s designers would program many of the simpler parts of their games’ logic themselves using their fairly rudimentary knowledge of C, but would always rely on the “real” programmers for the heavy lifting.

But of course none of these technical differences were the sort of things that end users would notice. For precisely this reason, Bob Bates was deeply worried about the legal pitfalls that might lie in attempting to duplicate the Infocom experience so closely from their perspective. The hard fact was that he, along with his two programmers, knew an awful lot about Infocom’s technology, having authored two complete games using it, while Steve Meretzky, who had authored or coauthored no less than seven games for Infocom, knew it if anything even better. Bob worried that Mediagenic might elect to sue Legend for theft of trade secrets — a worry that, given the general litigiousness of Mediagenic’s head Bruce Davis, strikes me as eminently justified. To address the danger, Legend elected to employ the legal stratagem of the black box. Bob sat down and wrote out a complete specification for Legend’s parser-to-be. (“It was a pretty arcane, pretty strange exercise to do that,” he remembers.) Legend then gave this specification for implementation to a third-party company called Key Systems who had never seen any of Infocom’s technology. “What came back,” Bob says, “became the heart of the Legend engine. Mark and Duane then built additional functionality upon that.” The unsung creators of the Legend parser did their job remarkably well. It became the first ever not to notably fall down anywhere in comparison to the Infocom parser. Mediagenic, who had serious problems of their own monopolizing their attention around this time, never did come calling, but better safe than sorry.


The Legend Interface in a Nutshell

A game can be played in one of three modes. This one, the default, is the most elaborate — not to say cluttered. Note the long menus of verbs — 120 (!) of them, with a commonly used subset thankfully listed first — and nouns to the left. (And don’t worry, this area from Spellcasting 101 is a “fake” maze, not a real one.)

A second mode, which I suspect was the most commonly used by real players in the wild, removes the command-entry menus in favor of allowing more space for the text window, but retains the compass rose and illustrations.

Finally, strict adherents to the ethos of text-and-only-text can indeed play the game as a text-only adventure. The existence of significant numbers of such purists was probably more theoretical than actual, but Legend accommodated them nevertheless.

By tapping the function keys, you can replace the illustration with the current room description or your current inventory without having to burn a turn on the task.

Or you can show a map where the picture usually lives.


 

Anxious to make their games as accessible as possible despite their equally abiding determination to become the implicit heir to Infocom, Legend designed for their new engine a menu-based system for inputting commands that could serve as an alternative to typing them in. Bob Bates, the mastermind behind the system:

One of the biggest barriers to text adventures at the time was that people didn’t know how to type. I knew how to type only because the principal of my high school forced me in my sophomore year to take a typing class instead of a third language. At the time, typing was for girls; men didn’t type. It was a barrier for players.

So, we said that we need an interface that will let somebody play using only the mouse. This was a huge problem. How do you do that without giving too much away? One day as I was pondering this, I realized that once you select a verb you don’t need another verb. So, the menu that contains verbs can go away. You’re looking at a list of verb/noun [combinations]: “get box,” “kick wall.” But if you want a sentence with a preposition, once you’ve clicked on the verb you don’t need another verb, so you can replace that first [verb] list with prepositions — and not only that, but prepositions that are only appropriate to that verb. That was an actual insight; that was a cool idea.

The menu on the left had the twenty or so most common verbs first, but underneath that, going down in alphabetical order, was a list of many, many more verbs. You could scroll down in that list, and it might actually suggest interactions you hadn’t thought of. Basically it preserved the openness of the interaction, but avoided the other big bugaboo of parser-driven games: when the parser will come back and say, “I don’t understand that.” With this system, that could never happen. And that was, I thought, huge. Everything was there in front of you if you could figure out what to do. [Parsing errors] became a thing of the past if you wanted to play in that mode.

Then of course we had full-screen text mode if you wanted to play that way, and we had a sort of hybrid half-and-half mode where there was parser-driven text across the bottom, but you still had graphics at the top. I thought it was important that players could play the game the way they wanted to, and I thought it added to the experience by taking away two of the big problems. One was people who didn’t like to type or couldn’t type or were two-finger typists. Number two was when you would type a whole command and there was an error in the first word; the parser says, “I don’t know that word,” and you have to type the whole command again. That interface took away that pain in the ass.

While Bob’s points are well taken, particularly with regard to the lack of typing skills among so much of the general public at the time, the Legend menu-based interface looks very much of its time today. Having the menu appear onscreen by default has had the unfortunate side-effect of making the Legend games look rather cluttered and ugly in contrast to the Infocom classics, with their timeless text-only approach. That does a real disservice to the games hidden inside the Legend interface, which often stand up very well next to many of the works of Infocom.

Aesthetics aside, I remain skeptical of the real long-term utility of these sorts of interfaces in general, all the rage though they were during the twilight of the text adventure’s commercial era. Certainly there must come a point where picking through a list of dozens of verbs becomes as confusing as trying to divine the correct one from whole cloth. A better solution to the guess-the-verb problem is to create a better parser — and, to be fair, Legend games give no ground for complaint on that score; text-adventure veteran though I admittedly am, I can’t recall ever struggling to express what I was trying to do to a Legend game. The problem of correcting typos without having to type the entire command again, meanwhile, could have been efficiently addressed by including a command-history buffer that the player could navigate using the arrow keys. The omission of such a feature strikes me as rather inexplicable given that the British company Level 9 had begun to include it in their games as far back as 1986.

Although I don’t believe any serious surveys were ever made, it would surprise me if most Legend players stuck with the menu-based interface for very long once they settled down to play. “I played the game this way for fifteen minutes before deciding to bag it and type in all my commands,” wrote one contemporary Spellcasting 101 reviewer who strikes me as likely typical. “For me, this was quicker.” “Frankly, I find the menu to be of little use except to suggest possible commands in tough puzzle situations,” wrote another. Even Steve Meretzky, the author of Legend’s first game, wasn’t a fan:

The impetus for the interface was not a particular feeling that this was a good/useful/friendly/clever interface, but rather a feeling that text adventures were dying, that people wanted pictures on the screen at all times, and that people hated to type. I never liked the interface that much. The graphic part of the picture was pretty nice, allowing you to move around just by double-clicking on doors in the picture, or pick things up by double-clicking on them. But I didn’t care for the menus for a number of reasons. One, they were way more kludgey and time-consuming than just typing inputs. Two, they were giveaways because they gave you a list of all possible verbs and all visible objects. Three, they were a lot of extra work in implementing the game, for little extra benefit. And four, they precluded any puzzles which involved referring to non-visible objects.

Like Meretzky, I find other aspects of the Legend engine much more useful than the menu-based command interface. In the overall baroque-text-adventure-interface sweepstakes, Magnetic Scrolls’s Magnetic Windows-based system has the edge in features and refinement, but the Legend engine does show a real awareness of how real players played these types of games, and gives some very welcome options for making that experience a little less frustrating. The automap, while perhaps not always quite enough to replace pen and paper (or, today, Trizbort), is nevertheless handy, and the ability to pull up the current room description or your current inventory without wasting a turn and scrolling a bunch of other text away is a godsend, especially given that there’s no scrollback integrated into the text window.

The graphics and music in the Legend games still hold up fairly well as well, adding that little bit of extra sizzle. (The occasional digitized sound effects, on the other hand, have aged rather less well.) Right from the beginning with Spellcasting 101, Legend proved willing to push well beyond the model of earlier, more static illustrated text adventures, adding animated opening and closing sequences, interstitial graphics in the chapter breaks, etc. It’s almost enough to make you forget at times that you’re playing a text adventure at all — which was, one has to suspect, at least partially the intention. Certainly it pushes well beyond what Infocom managed to do in their last few games. Indeed, I’m not sure that anyone since Legend has ever tried quite so earnestly to make a real multimedia production out of a parser-based game. It can make for an odd fit at times, but it can be a lot of fun as well.

Spellcasting 101 was released in October of 1990, thereby bringing to a fruition the almost eighteen months of effort that had followed that fateful Cinco de Mayo when Bob Bates had learned that Infocom was going away. I plan to discuss the merits and demerits owed to Spellcasting 101 as a piece of game design in my next article. For now, it should suffice to say that the game and the company that had produced it were greeted with gushing enthusiasm by the very niche they had hoped to reach. Both were hailed as the natural heirs to the Infocom legacy, carrying the torch for a type of game most had thought had disappeared from store shelves forever. Questbusters magazine called Spellcasting 101 the “Son of Infocom” in their review’s headline; the reviewer went on to write that “what struck me most about the game is that it is exactly as I would have expected Infocom games to be if the company was still together and the veteran designers were still working in the industry. I kid you not when I say to watch Legend over the years.” “It’s such a treat to play an Infocom adventure again,” wrote the adventuring fanzine SynTax. “I know it isn’t an Infocom game as such, but I can’t help thinking of it as that.”

This late in the day for the commercial text adventure, it was these small adventure-centric publications, along with the adventure-game columnists for the bigger magazines, who were bound to be the most enthusiastic. Nevertheless, Spellcasting 101 succeeded in proving the thesis on which Bob Bates and Mike Verdu had founded Legend Entertainment: that there were still enough of those enthusiasts out there to support a niche company. In its first six months on the market, Spellcasting 101 sold almost 35,000 units, more than doubling Bob and Mike’s cautious prediction of 16,000 units. By the same point, the Legend hint line had fielded over 35,000 calls. For now — and it would admittedly be just for a little while longer — people were buying and, as the hint-line calls so amply demonstrated, playing a text adventure again in reasonable numbers, all thanks to the efforts of two men who loved the genre and couldn’t quite let it go.

A “Presentation to Stockholders and Directors” of Legend from May of 1991 provides, like the earlier ASC press release, another fascinating real-time glimpse of a business being born. At this point Timequest, Bob Bates’s “classical” time-travel adventure, is about to be released at last, Spellcasting 201 is already nearing completion, and a first licensed game is in the offing, to be based on Frederick Pohl’s Gateway series of science-fiction novels. “MicroProse has done an outstanding job of selling and distributing the product,” notes the report, but “has been less than responsive on the financial side of the house. Our financial condition is precarious. We spent most of the Spellcasting 101 revenues in development of Timequest. We are living hand to mouth. We have come a long way and we are building a viable business, but the costs were greater than expected and the going has often been rough.”

Rough going and living hand to mouth were things that Legend would largely just have to get used to. The games industry could be a brutal place, and a tiny niche publisher like Legend was all but foreordained to exist under a perpetual cloud of existential risk. Still, in return for facing the risk they were getting to make the games they loved, and giving the commercial text adventure a coda absolutely no one had seen coming on that unhappy day back in May of 1989. “We did more things right than we did wrong,” concludes the May 1991 report. “This is a workable definition of survival.” Survival may have been about the best they could hope for — but, then again, survival is survival.

(Sources: Questbusters of March 1991; SynTax Issue 11; Computer Gaming World of November 1990 and March 1991; the book Game Design Theory and Practice by Richard Rouse III; Bob Bates’s interview for Jason Scott’s Get Lamp documentary, which Jason was kind enough to share with me in its entirety. But the vast majority of this article is drawn from my interviews with Bob Bates and Mike Verdu; the former dug up the documents mentioned in the article as well. My heartfelt thanks to both for making the time to talk with me and to answer my many nitpicky questions about events of more than 25 years ago.)

Footnotes

Footnotes
1 Mediagenic was known as Activision until mid-1988. To avoid confusion, I just stick with the name “Mediagenic” in this article.
 
 

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Arthur: The Quest for Excalibur

Arthur

And so at last, twelve years after a group of MIT hackers had started working on a game to best Crowther and Woods’s original Adventure, it all came down to Arthur: The Quest for Excalibur, Infocom’s 35th and final work of interactive fiction. Somewhat ironically, this era-ending game wasn’t written by one of Infocom’s own long-serving Imps, but rather by the relatively fresh and inexperienced Bob Bates and his company Challenge, Incorporated, for whom Arthur represented only their second game. On the other hand, though, Bates and Challenge did already have some experience with era-ending games. Their previous effort, Sherlock: The Riddle of the Crown Jewels, had been the last text-only Infocom game to be published. As Bates’s buddy Steve Meretzky delights in saying, it’s lucky that Challenge would never get the chance to make a third game. What with them having already “single-handedly killed” the all-text Infocom game with Sherlock and then Infocom as a whole with Arthur, a third Challenge game “probably would have killed the entire computer-game industry.” We kid, Bob, we kid.

The story of Arthur‘s birth is the story of one of the few things to go according to plan through the chaos of Infocom’s final couple of years. When he’d first pitched the idea of Challenge becoming Infocom’s first outside developer back in 1986, Bates had sealed the deal with his plan for his first three games: a Sherlock Holmes game, a King Arthur game, and a Robin Hood game, in that order. Each was a universally recognizable character from fiction or myth who also had the advantage of being out of copyright. The games would amount to licensed works — always music to corporate parent Mediagenic’s [1]Mediagenic was known as Activision until mid-1988. To avoid confusion, I just stick with the name “Mediagenic” in this article. ears — which didn’t require that anyone actually, you know, negotiate or pay for a license. It seemed truly the best of both worlds. And indeed, after Bates finished the Sherlock Holmes game, to very good creative if somewhat more mixed commercial results, his original plan still seemed strong enough that he was allowed to proceed to phase two and do his King Arthur game.

He chose to make his game the superhero origin story, if you will, of the once and future king: his boyhood trials leading up to his pulling the sword Excalibur from the stone in which it’s been embedded, thereby proving himself the rightful king of England. That last act would, naturally, constitute the climax of the game. In confining himself to the very beginning of the story of King Arthur, Bates left open the possibility for sequels should the game be successful — another move calculated to warm hearts inside Mediagenic’s offices, whose emerging business model in the wake of the Bruce Davis takeover revolved largely around sequels and licenses.

From the perspective of Challenge, Arthur was created the same way as had been Sherlock, from their offices in suburban Virginia as an all-text game, using a cloned version of Infocom’s DEC-hosted development environment that ran on their own local DEC minicomputer. But after Challenge had delivered their game to Infocom this time around, it went through a lengthy post-production period in the latter’s Cambridge, Massachusetts, offices, during which it was moved to Infocom’s new Macintosh-hosted development environment, then married to graphics created by a team of artists. Due at least to some extent to the nature of its development process, Arthur can be seen as a less ambitious game than any of the three works of graphical interactive fiction that preceded it. Its pictures were used only as ultimately superfluous eye candy, static illustrations of each location without even the innovative scrolling page design of Shogun. A few niceties like an onscreen map and an in-game hint menu aside, this was graphical interactive fiction as companies like Level 9 and Magnetic Scrolls had been doing it for years, the graphics plainly secondary to the very traditional text adventure at the game’s core.

Created by a team of several outside contractors, Arthur's pictures are perhaps best described as workmanlike in comparison to the lusher graphics of Shogun and especially Journey.

Created by a team of several outside contractors, Arthur‘s pictures are perhaps best described as “workmanlike” in comparison to the lusher graphics of Shogun and especially Journey.

Far from faulting Arthur for its lack of ambition, many fans then as well as now saw the game’s traditionalism as something of a relief after the overambitious and/or commercially compromised games that had preceded it. Infocom knew very well how to make this sort of game, the very sort on which they’d built their reputation. Doubtless for that reason, Arthur acquits itself quite well in comparison to its immediate predecessors. It’s certainly far more playable than any of Infocom’s other muddled final efforts, lacking any of their various ruinous failings or, for that matter, any truly ruinous failings of its own.

That said, the critical verdict becomes less positive as soon as we widen the field of competition to include Infocom’s catalog as a whole. In comparison to many of the games Infocom had been making just a couple of years prior to Arthur, the latter has an awful lot of niggling failings, enough so that in the final judgment it qualifies at best only as one of their more middling efforts.

A certain cognitive dissonance is woven through every aspect of Arthur. In his detailed and thoughtful designer’s notes for the game, which are sadly hidden inside the hint menu where many conscientious players likely never realized they existed, Bates notes that “there is an inherent conflict built into writing a game about King Arthur. It is the conflict between history and legend — the way things were versus the way we wish they were.” Bates took the unusual course of “cleaving to the true Arthur,” the king of post-Roman Britain who may have reigned between 454 and 470, when the island was already sliding into the long Dark Ages. He modeled the town in which the game is set on the ancient Roman British settlement of Portchester, just northwest of Portsmouth, which by the time of the historical Arthur would likely have been a jumble of new dwellings made out of timber and thatch built in the shadow of the decaying stonework left behind by the Romans. A shabby environment fitting just this description, then, becomes the scene of the game. Bates invested considerable research into making the lovely Book of Hours included with the game as reflective of the real monastical divine office of the period as possible. And he even wrote some snippets of poetry in the Old English style, based on alliteration rather than rhyme. I must say that this approach strikes me as somewhat problematic on its face. It seems to me that very few people pick up an Arthurian adventure game dreaming of reenacting the life and times of a grubby Dark Ages warlord; they want crenelated castles and pomp and pageantry, jousts and chivalry and courtly love.

But far more problematically, having made his decision, Bates then failed to stick to it. For instance, he decided that jousting, first anachronistically imposed upon the real Arthur many centuries after his death, had to be in his own more historically conscientious version of the story “to make the game more enjoyable.” The central mechanic to much of the gameplay, that of being able to turn yourself into various animals, is lifted from a twentieth-century work, T.H. White’s The Sword in the Stone, as is the game’s characterization of Arthur as a put-upon boy. Other anachronisms have more to do with Monty Python than written literature, like the village idiot who sings about his “schizophrenia” and the kraken who says he “floats like a butterfly, stings like a bee.” I should say that I don’t object to such a pastiche on principle. Writers who play in the world of King Arthur have always, as Bates himself puts it, “projected then-current styles, fashions, and culture backwards across the centuries and fastened them to Arthur.” Far from being objectionable, this is the sign of a myth that truly lives, that has relevance down through the ages; it’s exactly what great writers from Geoffrey of Monmouth to Thomas Malory, T.H. White to Mary Stewart have always done. The myth of King Arthur will always be far more compelling than the historical reality, whatever it may be. What I object to is the way that Bates gums up the works by blending his pseudo-historical approach with the grander traditions of myth and fiction. The contrast between the Arthur of history and the Arthur of imagination makes the game feel like a community-theater production that spent all its money on a few good props — for instance, for the jousts — and can’t afford a proper stage. Far from feeling faithful to history, the shabby timber-and-thatch environs of his would-be Portchester just feel low-rent.

A similar cognitive dissonance afflicts the game and puzzle design. In some ways, Arthur is very progressive, as feels appropriate for the very last Infocom text adventure, presumably the culmination of everything they’d learned. For the first time here, the hint menu is context-sensitive, opening up new categories of questions only after you encounter those puzzles for the first time. (It’s also integrated into the structure of the story in a very clever way, taking the form of Merlin’s future-scrying crystal ball.) The auto-map is useful if not quite as useful as Infocom’s marketing might have liked it to be, and for the first time here the new parser, rewritten from the ground up for this final run of graphical games, does sometimes evince a practical qualitative difference from the old. In these respects and others, Arthur represents the state of the art in text adventures as of 1989.

In other ways, however, Arthur is profoundly old-school, not to say regressive. There is, for instance, an unadulteratedly traditional maze in here, the first such seen in an Infocom game since Zork I‘s “maze of twisty little passages, all alike.” There is a trick to figure out at the beginning of the one in Arthur — the old drop ‘n’ plot isn’t possible, necessitating the finding of another method for distinguishing one room from another — but after that moment of inspiration you can look forward to the tedious perspiration of plotting out ten rooms and the hundred separate connections that bind them. How odd to think that the only Infocom games to include traditional mazes were their very first and their very last. And while we’re on the subject of Zork I, I should mention that there’s a thief character of sorts in Arthur who’s every bit as annoying as his shifty progenitor. When you first wander innocently into his domain, he steals all your stuff with no warning. (Thankfully, undo is among the game’s modern conveniences.) But perhaps the best illustration of Arthur‘s weird mixing of new- and old-school is the magic bag you find in Merlin’s cave. It can hold an infinite amount of stuff, thus relieving you of the object-juggling so endemic to so many early text adventures from Infocom and others. Unfortunately, though, the bag is stuck behind the domain of the aforementioned thief, who steals it as soon as you try to walk out with it. Thus this huge convenience is kept out of your hands for what may for many players — Arthur is quite nonlinear — amount to the bulk of the game. Progression and regression, all in one would-be handy bag of holding.

In marrying its puzzles to its plot, Arthur is once again best described as confused. Instead of a single score, Arthur has four separate tallies, measuring how “wise and chivalrous,” “strong and courageous” you’ve so far become. In common with a number of late Infocom games, there’s a slight CRPG element at play here: your scores actually affect your ability to perform certain actions. The goal, naturally, is to “gain the experience you need to claim the sword,” in the course of which you “must demonstrate them [your knightly virtues] for all to see.” So, when it comes down to the final climactic duel with King Lot, the villain of the game, what do you do? You distract him and sucker-punch him, that’s what. How’s that for chivalry?

Arthur

Before wrapping up my litany of complaints, I do have to also mention a low-level bugginess that’s not awful by the standards of the industry at large but is quite surprising to find in an Infocom game. The bugs seem to largely fall into the category of glitches rather than showstoppers: if you immediately wear some armor you’ve just discovered instead of picking it up first and then wearing it, you don’t get the points you’re supposed to; another character who normally won’t follow you into a certain location will suddenly do so if you lead him in animal form, which allows you to bypass a puzzle; etc. Relatively minor as such glitches may appear on their face, Arthur‘s CRPG-like qualities make them potentially deadly nevertheless. Because your success at certain necessary actions is dependent on your score, the points you fail to earn thanks to the bugs could make victory impossible.

Scorpia, Computer Gaming World‘s influential adventure-game columnist, called Arthur nothing less than “Infocom’s most poorly produced game ever,” labeling the disk-swapping required by the Apple II version “simply outrageous”: “When you have to change disks because part of a paragraph is on one, and the rest on another, you know something is wrong with the design. This is also sometimes necessary within a single sentence.” These problems made the much-vaunted auto-map feature essentially unusable on the Apple II, requiring as that version did a disk swap almost every time you wanted to take a peek at the map. Granted, the Apple II was by this point the weak sister among the machines Infocom continued to support, the only remaining 8-bit in the stable — but still, it’s hard to imagine the Infocom of two or three years before allowing an experience as unpolished as this into the wild on any platform.

During Arthur‘s lengthy post-production period, Bates already turned his mind to his next project. It was here that that surprisingly durable original plan of his finally fell victim to the chaos and uncertainty surrounding Infocom in these final months. Still searching desperately for that magic bullet that would yield a hit, Infocom and Mediagenic decided they didn’t feel all that confident after all that the Robin Hood game would provide it. Bates delivered a number of alternative proposals, including a sequel to Leather Goddesses of Phobos and a game based on The Wizard of Oz — yet another licensed game that wouldn’t actually require a license thanks to an expired copyright. Most intriguingly, or at least amusingly, he proposed a mash-up of the two ideas, a Wizard of Oz with “more suggestive language, racier insinuations, and a sub-stratum of sex running throughout. We could substitute a whip for the striped socks and dress Dorothy in leather.” History doesn’t record what Mediagenic’s executives said to that transgressive idea.

In the end, Bates had his next project chosen for him. In a development they trumpeted in inter-office memoranda as a major coup, Mediagenic had secured the rights to The Abyss, the upcoming summer blockbuster from James Cameron of Terminator and Aliens fame. This time Bates drew the short straw for this latest Mediagenic-imposed project that no one at Infocom particularly wanted to do. He was provided with a top-secret signed and numbered copy of the shooting script, and dispatched to Gaffney, South Carolina, where filming for the underwater action-epic was taking place inside the reactor-containment vessel of a nuclear power plant which had been abandoned midway through its construction. After meeting briefly there with Cameron himself, he returned to Virginia to purchase an expensive set of Macintosh IIs through which to clone Infocom’s latest development system. (With Infocom’s DEC system being decommissioned and sent to the scrapyard at the end of 1988, he now didn’t have any other choice but to adapt Challenge’s own technology to the changing times.) The beginning of the Abyss game he started on his new machines, a bare stub of a thing with no graphics and little gameplay, would later escape into the wild; it’s been passed around among fans for many years.

But events which I’ll document in my next article would ensure that the interactive Abyss would never become more than a stub and that the money spent on all that new equipment would be wasted. Bob Bates’s Infocom legacy would be limited to just two games, the first a very satisfying play, the second a little less so. Lest we be tempted to judge him too harshly for Arthur‘s various infelicities, we should note again that the three most prolific Imps of all — Steve Meretzky, Dave Lebling, and Marc Blank — had all delivered designs that failed far more comprehensively in the months immediately preceding the release of Bates’s effort, Infocom as a whole’s last gasp, in June of 1989. By the time of its release, Arthur was already a lame duck; the Infocom we’ve come to know through the past four and a half years worth of articles on this blog was in the final stages of official dissolution. With its anticlimactic release having been more a product of institutional inertia than any real enthusiasm for the game on Mediagenic’s part, Arthur‘s sales barely registered.

So, it remains for us only to tell how the final curtain (shroud?) came to be drawn over the short, happy, inspiring, infuriating life of Infocom. And, perhaps more importantly, we should also take one final glance back, to ask ourselves what we know, what we’ve recently learned, and what will always remain in the realm of speculation when it comes to this most beloved, influential, and unique of 1980s game-makers. We’ll endeavor to do all that next time, when we’ll visit Infocom for the last time.

(Sources: As usual with my Infocom articles, much of this one is drawn from the full Get Lamp interview archives which Jason Scott so kindly shared with me. Some of it is also drawn from Jason’s “Infocom Cabinet” of vintage documents. Plus the September 1989 issue of Computer Gaming World, and the very last issue of Infocom’s The Status Line newsletter, from Spring 1989. And my huge thanks go out to Bob Bates, who granted me an extended interview about his work with Infocom.)

Footnotes

Footnotes
1 Mediagenic was known as Activision until mid-1988. To avoid confusion, I just stick with the name “Mediagenic” in this article.
 

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Sherlock: The Riddle of the Crown Jewels

Sherlock

Bob Bates, the last person in history to author an all-text Infocom adventure game, came to that achievement by as circuitous a path as anyone in a 1980s computer-game industry that was positively brimming with unlikely game designers.

Born in suburban Maryland in 1953, the fourth of the eventual eight children of James and Frances Bates, Bob entered Georgetown University on a partial scholarship in 1971 to pursue a dual major in Philosophy and Psychology. He was interested in people in the abstract, and this seemed the perfect combination of majors to pursue that interest. He imagined himself becoming a teacher. But as it turned out, the combination served equally well to prepare the unwitting Bob for a future in game design. At Georgetown, a Philosophy degree was a Bachelor of Arts, Psychology a Bachelor of Science, meaning he found himself taking a very unusual (and demanding) mixture of  liberal-arts and hard-science courses. What better preparation can there be for the art and science of game design?

Unlike the majority of Georgetown students, Bob didn’t have a great deal of familial wealth at his disposal; it was only thanks to the scholarship that he could attend at all. Thus he was forced to take odd jobs throughout his time there just to meet the many demands of daily life that the scholarship didn’t cover. Early on in his time at university, he got a job in Georgetown’s Sports Information Department that carried with it a wonderful perk: he could attend sporting events for free. When that job ended after about a year, Bob, a big sports fan, was left trying to scheme another way to get into the events. The solution he hit upon was working as a reporter for the sports department of the university newspaper. Access restored and problem solved.

The idea of becoming a writer had never resonated with Bob prior to coming to the newspaper, but he quickly found that he not only enjoyed it but was, at least by the accounts of the newspaper’s editors and readers, quite good at it. “That’s the point at which my aspiration switched,” says Bob, “from being a teacher to being a writer.” Soon he became sports editor, then the managing editor of the newspaper as a whole as well as the pseudonymous author of a humor column. His senior year found him editor-in-chief of the university’s yearbook.

Upon graduating from Georgetown in 1975, he still needed to earn money. On a job board — a literal job board in those days — he saw a posting for a tour guide for the Washington, D.C., area. The job entailed managing every aspect of group tours that were made up  of folks from various clubs and organizations, from schoolchildren to senior citizens. Bob would be responsible for their entire experience: meeting them at the airport, making sure all went well at the hotel, shepherding them from sight to sight, answering all of their questions and dealing with all of their individual problems. Just as his experience at the newspaper had taught him to love the act of writing, Bob found that working as a tour guide uncovered another heretofore unknown pleasure and talent that would mark his future career: “explaining places and history to people, explaining what happened and where it happened.” “These places were interesting to me, and therefore I tried to make them interesting for other people,” he told me — an explanation that applies equally to his later career as an adventure-game designer, crafting games that more often than not took place in existing settings drawn from the pages of history or fiction.

For Bob the aspiring writer, the working schedule of a tour guide seemed ideal. While he would have to remain constantly on the clock and on-hand for his clients during each tour of anywhere from three to seven days, he could then often take up to two weeks off before the next. The freedom of having so many days off could give him, or so he thought, the thing that every writer most craves: the freedom to write, undisturbed by other responsibilities.

Still, the call of the real world can be as hard for a writer as it can for anyone else to resist. Bob found himself getting more and more involved in the day-to-day business of the company; soon he was working in the office instead of in the field, striking up his own network of contacts with clients. At last, feeling overworked and under-compensated for his efforts, he founded a tour company of his own, one that he built in a very short period of time into the largest of its type in Washington, D.C.

By 1983, now married and with his thirtieth birthday fast approaching, Bob felt himself to be at something of a crossroads in life. Plenty of others — probably the vast majority — would have accepted the thriving tour company and the more than comfortable lifestyle that came with it, would have put away those old dreams of writing alongside other childish things. Bob, however, couldn’t shake the feeling that this wasn’t all he wanted from life. He sold the company to one of its employees when he was still a few weeks shy of his thirtieth birthday in order to write The Great American Novel — or, at any rate, an American novel.

The novel was to have been a work of contemporary fiction called One Nation Under God, an examination of the fraught topic, then and now, of prayer in American public schools, along with the more general mixing of politics and religion in American society — of which mixing Bob, then and now, is “extremely not in favor.” The story would involve a group of schoolchildren who came to Washington, D.C., on a tour — “that would be the write what you know part of the exercise,” notes Bob wryly — and got caught up in the issue.

But nearly two years into the writing, the novel still wasn’t even half done, and he still didn’t even have a contract to get it published. He reluctantly began to consider that, while he was certainly a writer, he might not be a novelist. “I need to find a different way to make money from this writing business,” he thought to himself. And then one day he booted up Zork, and the wheels started turning.

The edition of Zork in question ran on an old Radio Shack TRS-80 which Bob’s dad had given him to use as a replacement for the typewriter on which he’d been writing thus far. Bob had not heretofore had any experience with or interest in computers — he gave up his beloved old Selectric typewriter only very reluctantly — but he found Zork surprisingly intriguing. The more he played of it, the more he thought that this medium might give him an alternative way of becoming a writer, one with a much lower barrier to entry than trying to convince a New York literary agent to take a chance on a first-time novelist.

A lifelong fan and practitioner of barbershop harmony, Bob was singing at the time with a well-known group called the Alexandria Harmonizers. Another member, with whom Bob had been friends for some time, was a successful businessman named Dave Wilt, owner of a consulting firm. An odd remark that Dave had once made to him kept coming back to Bob now: “If you’re ever interested in starting a business, we should talk.” When Bob screwed up his courage and proposed to Dave that they start a company together to compete with Infocom, the latter’s response was both positive and immediate: “Yes! Let’s do that!”

While he had little personal interest in the field of computer gaming, Dave Wilt did have a better technical understanding of computers than Bob. Most importantly, he had access to systems and programmers, both through his own consulting firm and in the person of his brother Frederick, a professional programmer. A three-man team came together in some excess office space belonging to the Wilts: Dave Wilt as manager and all-around business guy, Frederick Wilt as programmer and all-around technical guy, and Bob as writer and designer.

They decided to call their little company Challenge, Inc. Ironically in light of Bob’s later reputation as a designer of painstakingly fair, relatively straightforward adventure games, the name was carefully chosen. “If you think an Infocom game is hard,” went their motto, “wait until you try a Challenge game!” A connoisseur of such hardcore puzzles as the cryptic crosswords popular in Britain, Bob wanted to make their text-adventure equivalent. In commercial terms, “it was exactly the wrong idea at the wrong time,” admits Bob. It was also an idea that could and very likely would have gone horribly, disastrously wrong in terms of game design. If there’s a better recipe for an unplayable, insoluble game than a first-time designer setting out to make a self-consciously difficult adventure, I certainly don’t know what it is. Thankfully, Infocom would start walking Bob back from his Challenging manifesto almost from the instant he began working with them.

The deal that brought Challenge, Infocom’s would-be competitor, into their arms came down to a combination of audacity and simple dumb luck. It was the Wilts who first suggested to Bob that, rather than trying to write their own adventuring engine from scratch, they should simply buy or license a good one from someone else. When Dave Wilt asked Bob who might have such a thing to offer, Bob replied that only one company could offer Challenge an engine good enough to compete with Infocom’s games: Infocom themselves. “Well, then, just call them up and tell them you want to license their engine,” said Dave. Bob thought it was a crazy idea. Why would Infocom license their engine to a direct competitor? “Just call them!” insisted Dave. So, Bob called them up.

He soon was on the phone with Joel Berez, recently re-installed as head of Infocom following Al Vezza’s unlamented departure. Berez’s first question had doubtless proved his last in many earlier such conversations: did Bob have access to a DEC minicomputer to run the development system? Thanks to the Wilts’ connections, however, Bob knew that they could arrange to rent time on exactly such a system. That hurdle cleared, Berez’s first offer was to license the engine in perpetuity for a one-time fee of $1 million, an obvious attempt, depending on how the cards fell, to either drive off an unserious negotiator or to raise some quick cash for a desperately cash-strapped Infocom. With nowhere near that kind of capital to hand, Bob countered with a proposal to license the engine on a pay-as-you-go basis for $100,000 per game. Berez said the proposal was “interesting,” said he’d be back in touch soon.

Shortly thereafter, Berez called to drop a bombshell: Infocom had just been bought by Activision, so any potential deal was no longer entirely in his hands. Jim Levy, president of Activision, would be passing through Dulles Airport next Friday. Could Bob meet with him personally there? “I can do that,” said Bob.

Levy came into the meeting in full-on tough-negotiator mode. “Why should we license our engine to you?” he asked. “You’ve never written a game. What makes you think you can do this?” But Bob had also come prepared. He pulled out a list of all of the games that Infocom had published. With no access to any inside information whatsoever, he had marked on the list the games he thought had sold the most and those he thought had sold the least, along with the reasons he believed that to be the case for each. Then he outlined a plan for Challenge’s games that he believed could place them among the bestsellers.

Bob’s plan set a strong precedent for his long career to come in game development, in which he would spend a lot of his time adapting existing literary properties to interactive mediums. Under the banner of Challenge, Inc., he wanted to make text-adventure adaptations of literary properties possessed of two critical criteria: a) that they feature iconic characters well-known to just about every person in the United States if not the world; and b) that they be out of copyright, thus eliminating the need to pay for licenses that Challenge was in no position to afford. He already had the subjects of his first three games picked out: Sherlock Holmes, King Arthur, and Robin Hood, in that order — all characters that Bob himself had grown up with and continued to find fascinating. All were, as Bob puts it, “interesting people in interesting places doing interesting things.” How could a budding game designer go wrong?

Levy was noncommittal throughout the meeting, but on Monday Bob got another call from Joel Berez: “Let’s forget this licensing deal. Why don’t you write games for Infocom?” Both Activision and Infocom loved Bob’s plan for making adventurous literary adaptations, even coming up with a brand name for a whole new subset of Infocom interactive fiction: “Immortal Legends.” The idea would only grow more appealing to the powers that were following Jim Levy’s ouster as head of Activision in January of 1987; his successor, Bruce Davis, brought with him a positive mania for licenses and adaptations.

We should take a moment here to make sure we fully appreciate the series of fortuitous circumstances that brought Bob Bates to write games for Infocom. Given their undisputed position of leadership in the realm of text adventures, Bob’s inquiry could hardly have been the first of its nature that Infocom had received. Yet Infocom had for years absolutely rejected the idea of working with outside developers. What made them suddenly more receptive was the desperate financial position they found themselves in following the Cornerstone debacle, a position that made it foolhardy to reject any possible life preserver, even one cast out by a rank unknown quantity like Bob Bates. Then there was the happenstance that gave Bob and the Wilts access to a DECsystem-20, a now aging piece of kit that had been cancelled by DEC a couple of years before and was becoming more and more uncommon. And finally there came the Activision purchase, and with it immediate pressure on Infocom from their new parent to produce many more games than they had ever produced before. All of these factors added up to a yes for Challenge after so many others had received only a resounding no.

In telling the many remarkable stories that I do on this blog, I’m often given cause to think about the humbling role that sheer luck, alongside talent and motivation and all the other things we more commonly celebrate, really does play in life. In light of his unique story, I couldn’t help but ask Bob about the same subject. I found his response enlightening.

In the course of my subsequent career, I ended up rubbing shoulders with lots of very, very well-known authors. Sitting with them informally at dinners and various events and listening to their stories, every single one of them would talk about “that stroke of luck” or “those strokes of luck” that plucked them from the pool of equally talented — or better talented — writers. Their manuscript landed on an editor’s desk at a certain day at a certain time. Or they bumped into somebody, or there was a chance encounter, etc. Every successful writer that I know will tell you that luck played a huge part in their success.

And I am no different. I have been extremely fortunate… but you know, that word “fortunate” doesn’t convey the same sense that “luck” does. I’ve been LUCKY.

With Infocom’s ZIL development system duly installed on the time-shared DEC to which Challenge had access — this marks the only instance of the ZIL system ever making it out of Massachusetts — Bob needed programmers to help him write his games, for Frederick Wilt just didn’t have enough time to do the job himself. Through the once timeless expedient of looking in the Yellow Pages, he found a little contract-programming company called Paragon Systems. They sent over a senior and a junior programmer, named respectively Mark Poesch and Duane Beck. Both would wind up programming in ZIL for Challenge effectively full-time.

Most of the expanded Challenge traveled up to Cambridge for an introduction to ZIL and the general Infocom way of game development. There they fell into the able hands of Stu Galley, the soft-spoken Imp so respected and so quietly relied upon by all of his colleagues. Stu, as Bob puts it, “took us under his wing,” a bemused Bob watching over his shoulder while he patiently walked the more technical types from Challenge through the ins and outs of ZIL.

Infocom continued to give Bob and his colleagues much support throughout the development of the game that would become known as Sherlock: The Riddle of the Crown Jewels. It was for instance Infocom themselves who suggested that Sherlock become the second Infocom text adventure (after The Lurking Horror) to include sound effects, and who then arranged to have Russell Lieblich at Activision record and digitize them. Present only on the Amiga and Macintosh versions of the game, the sounds, ranging from Sherlock’s violin playing to the clip-clop of a hansom cab, are admittedly little more than inessential novelties even in comparison to those of The Lurking Horror.

More essential was the support Infocom gave Bob and company in the more traditional aspects of the art and science of crafting quality adventure games. As I’ve occasionally noted before, the triumph of Infocom was not so much the triumph of individual design genius, although there were certainly flashes of that from time to time, as it was a systemic triumph. Well before the arrival of Challenge, Infocom had developed a sort of text-adventure assembly line that came complete with quality control that was the envy of the industry. Important as it was to all the games, Infocom’s dedication to the process was especially invaluable to first-time Imps like Bob. The disembodied genius of the process guided them gently away from the typical amateur mistakes found in the games of virtually all of Infocom’s peers — such as Bob’s early fixation on making a game that was gleefully, cruelly hard — and gave them the feedback they needed at every step to craft solid adventures. Sherlock was certainly an unusual game in some respects for Infocom, being the first to be written by outsiders, but in the most important ways it was treated just the same as all the others — not least the many rounds of testing and player feedback it went through. Even today, when quality control is taken much more seriously by game makers in general than it was in Infocom’s day, Infocom’s committed, passionate network of inside and outside testers stands out. Bob:

There’s something that distinguished Infocom from most other game companies that I’ve worked with — and I’ve since worked with a lot. The idea of the role of the tester in today’s game-development world is that a tester is somebody who finds bugs. Testing is in fact often outsourced. What people are looking for are situations where the game doesn’t work.

But testing at Infocom was a far more collaborative process between tester and designer, in terms of things that should be in the game and perhaps weren’t: “I tried to do this and it should have worked”; “This way of phrasing an input should work, but it didn’t.” GET THE ROCK should work just as well as PICK UP THE ROCK or TAKE THE ROCK or ACQUIRE THE ROCK or whatever. That applied not just to syntax, but to things like “It seems like this should be possible” or “You know, if you’ve got the player in this situation, they may well try to do X or Y.” We would look at transcripts at Infocom from testers. And we’d solicit qualitative comments as well as mechanical comments. If the machine crashed somewhere or kicked out an error message, of course I’m interested in that, but the Infocom testers would also offer qualitative input about the design of the game. That was special, and is not often the case today. I think that’s something that contributed greatly to the quality of Infocom’s games.

Bob remembers the relationship with everyone at Infocom, which he visited frequently throughout the development of Sherlock and the Challenge game that would follow it, as “really good — we liked each other, we liked talking with each other, I enjoyed visiting their offices and wanted to feel like a part of their culture. They accepted me as one of their own.” The lessons in professionalism and craft that Bob learned from Infocom would follow him through the rest of an impressive and varied career in making games. Bob:

They had the same persnicketiness to get things right that I had. For example, in Sherlock there was a puzzle that involved the tides in the Thames; the Thames goes up quite a bit, like six or seven feet in its tidal variation. In the Times newspaper included with the game, for which they got permission from the London Times to include excerpts from that day, we put in tide tables, and I remember huge arguments over whether they should be the actual tide tables from that day or whether we could bend them to suit the player — to have it work out so the player could solve this puzzle at a time that was convenient for the player, as opposed to when it was convenient for nature. Right now I don’t recall the resolution to that. I don’t remember who won.

My own amateurish investigations would seem to indicate that the tide tables were altered by several hours, although I’m far from completely confident in my findings. But the really important thing, of course, is that such a “persnickety” debate happened at all — a measure of all parties’ willingness to think deeply about the game they were making.

Like many of Bob Bates’s games, Sherlock isn’t one that lends itself overmuch to high-flown analysis, and this can in turn lead some critics to underestimate it. As in a surprising number of ludic Sherlock Holmes adaptations, you the player are cast in the role of the faithful Dr. Watson rather than the great detective himself — perhaps a wise choice given that Sherlock is so often little more than a walking, talking deus ex machina in the original stories, his intellectual leaps more leaps of pure fancy on Arthur Conan Doyle’s part than identifiable leaps of deduction. Sherlock effectively reverses the roles of Watson and Sherlock, rendering the latter little more than a sidekick and occasional source of clues and nudges in the game that bears his name.

It seems that Professor Moriarty has struck again, stealing nothing less than the Crown Jewels of England this time. He’s hidden them somewhere in London, leaving his old nemesis Sherlock a series of clues as to their location in the form of verse. To complete this highly unlikely edifice of artificial plotting, Sherlock decides to turn the investigation over to you, Watson, because Moriarty “will have tried to anticipate the sequence of my actions, and I’m sure he has laid his trap accordingly. But if you were to guide the course of our investigations, he will certainly be thrown off the scent. Therefore, let us take surprise onto our side and rely on your instincts as the man of action I know you to be — despite your frequent modest assertions to the contrary.” The real purpose of it all, of course, is to send you off on a merry scavenger hunt through Victorian London. This is not a game that rewards thinking too much about its plot.

The more compelling aspect of Sherlock is its attention to the details of its setting. It marks the third and final Infocom game, after Trinity and The Lurking Horror, to base its geography on a real place. Bob worked hard to evoke what he calls “the wonderful Victorian era, with the gas lamps and the horse-drawn carriages and the fog,” and succeeded admirably. The newspaper included with the game is a particularly nice touch, both in its own right as one of the more impressive feelies to appear in a late-period Infocom game and as a nice little throwback/homage to the earlier tabletop classic Sherlock Holmes Consulting Detective.

At the same time that it evokes the Victorian era, however, Sherlock gives a view of London that will be immediately recognizable to any tourist who has ever, as another Infocom game once put it, enjoyed a “$599 London Getaway Package” and “soaked up as much of that authentic English ambiance as you can.” There’s a certain “What I did on my London vacation” quality to Sherlock that’s actually a strength rather than a weakness. Appropriately for a former tour guide who was himself a semi-regular London tourist, Bob made sure to fill his version of Victorian London with the big sights his audience would recognize: Big Ben, Madame Tussaud’s, Tower Bridge, Buckingham Palace, Trafalgar Square, all right where they ought to be on the map. (The game includes a taxi service to shuttle you around among the sights.) Bob lavished particular love on Westminster Abbey, taking pains to duplicate its layout as closely as space constraints allowed from a huge, glossy book he’d purchased in the Abbey’s gift shop on one of his own visits to London.

This map of the real Westminster Abbey matches up very well with...

This map of the real Westminster Abbey matches up very well with…

...the one found in Sherlock.

…the one found in Sherlock.

The time limit in Sherlock — you have just 48 hours to recover the Jewels — may raise some eyebrows, but it’s quite generous as such things go, allowing you more than enough time to poke into everything and savor all of the sights. You’re much more likely to find yourself waiting around for certain things that happen at certain times than trying to optimize every move. If there is a design flaw in the game, then it must be, as Bob himself admits, the very beginning: you need to solve one of the most difficult puzzles in the game right off to get properly started. Because it isn’t initially clear where or what this puzzle is, you’re likely to spend quite some time wandering around at loose ends, unsure what the game expects from you. As soon as you cross that initial hurdle, however, Sherlock settles down into a nicely woven ribbon of clues, not too trivial but also not too horribly taxing, leading to an exciting climax that’s actually worthy of the word.

Sherlock was released in January of 1988, becoming the last of an unprecedented spurt of nine Infocom games in twelve months and, as I mentioned in introducing this article, the last all-text Infocom adventure game ever. It also marked Infocom’s last release for the Commodore 64, the third and last of the “LZIP” line of slightly larger-than-usual games (like its predecessors, Sherlock uses some of the extra space for an in-game hint system), and the end of the line for the original Z-Machine that had been conceived by Marc Blank and Joel Berez back in 1979; Infocom’s new version 6 graphical Z-Machine would retain the name and much of the design philosophy, but would for the first time be the result of a complete ground-up rewrite. Finally, Sherlock was the 31st and final Infocom adventure game to be developed on a DEC, even if the particular DEC in question this time didn’t happen to be Infocom’s own legendary “fleet of red refrigerators.”

Whatever the virtues of the built-in name recognition that came with releasing a Sherlock Holmes adventure, this Sherlock Holmes adventure didn’t do notably well, as will come as no surprise to anyone who’s been following my ongoing series of Infocom articles and with it the sales travails of this late period in their history. Released at a time of chaotic transition within Infocom, just after the company had made the decision to abandon the text-only games that had heretofore been their sole claim to fame, Sherlock became yet one more member of Infocom’s 20,000 Club, managing to sell a little over 21,000 copies in all. Bob and his colleagues at Challenge were not happy. They had spent far more time and money creating the game than anticipated, what with all the heavy lifting of getting ZIL up and running in their new environment and learning to use it properly, and the financial return was hardly commensurate. In the end, though, they decided to stay the course, to make the King Arthur game they had always planned to do next using the new development system that Infocom was creating, which would at long last add the ability to include pictures in the games. Surely that would boost sales. Wouldn’t it?

The melancholia that comes attached to Sherlock, the epoch-ending final all-text adventure game from Infocom, is, as is usual for epoch-ending events, easier to feel in retrospect than it was at the time. Bob, being somewhat removed from the Infocom core, didn’t even realize at the time that there were no more all-text games in the offing. Not that it would have mattered if he had; he preferred to think about the new engine with which Infocom was tempting him. With everyone so inclined to look forward rather than behind, the passing away of the commercial text-only adventure game into history was barely remarked.

Looked at today, however, Sherlock certainly wasn’t a bad note to go out on. Being built on the sturdy foundation of everything Infocom had learned about making text adventures to date, it’s not notably, obviously innovative, but, impressively given that it is a first-timer’s game, it evinces heaps of simple good craftsmanship. We may celebrate the occasional titles like A Mind Forever Voyaging and Trinity that aspire to the mantle of Literature, but the vast majority of Infocom’s works are, just like this one, sturdily constructed games first and foremost. Explore an interesting place, solve some satisfying puzzles — the core appeals of a good text adventure are eternal. And, hey, this one has the added bonus that it might just make you want to visit the real London. If you do, you’ll already have a notion where things are, thanks to Bob Bates, lifelong tour guide to worlds real and virtual.

(Sources: Most of the detail in this article is drawn from an interview with Bob Bates, who was kind enough to submit to more than two hours of my nit-picky questions.)

 
 

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