RSS

Tag Archives: brøderbund

Riven

Robyn and Rand Miller.

Sometimes success smacks you right in the face. More often, it sneaks up on you from behind.

In September of 1993, the brothers Rand and Robyn Miller and the few other employees of Cyan, Inc., were prototypical starving artists, living on “rice and beans and government cheese.” That month they saw Brøderbund publish their esoteric Apple Macintosh puzzle game Myst, which they and everyone else regarded as a niche product for a niche platform. There would go another year before it became abundantly clear that Myst, now available in a version for Microsoft Windows as well as for the Mac, was a genuine mass-market hit. It would turn into the gift that kept on giving, a game with more legs than your average millipede. It wouldn’t enjoy its best single month until December of 1996, when it would set a record for the most copies one game had ever sold in one month.

All of this — not just the sales figures themselves but the dozens of awards, the write-ups in glossy magazines like Rolling Stone and Newsweek, the fawningly overwritten profiles in Wired, the comparisons with Steven Spielberg’s Jurassic Park and Michael Jackson’s Thriller — happened just gradually enough that it seemed almost natural. Almost natural. “It took a while for it to hit me that millions of people were buying this game,” says Robyn Miller. “The most I could really wrap my head around would be to go to a huge concert and see all of the people there and think, ‘Okay, this is not even a portion of the people who are playing Myst.'”

The Miller brothers could have retired and lived very comfortably for the rest of their lives on the fortune they earned from Myst. They didn’t choose this path. “We took salaries that were fairly modest and just put the company’s money back into [a] new project,” says Rand.

Brøderbund was more than eager for a sequel to Myst, something that many far smaller hits than it got as a matter of course within a year. But the Miller brothers refused to be hurried, and did not need to be, a rare luxury indeed in their industry. Although they enjoyed a very good relationship with Brøderbund, whose marketing acumen had been essential to getting the Myst ball rolling, they did not wish to be beholden to their publisher in any way. Rather than accepting the traditional publisher advance, they decided that they would fund the sequel entirely on their own out of the royalties of the first game. This meant that, as Myst blew up bigger and bigger, their ambitions for the game they intended to call Riven were inflated in tandem. They refused to give Brøderbund a firm release date; it will be done when it’s done, they said. They took to talking about Myst as their Hobbit, Riven as their Lord of the Rings. It had taken J.R.R. Tolkien seventeen years to bridge the gap between his children’s adventure story and the most important fantasy epic in modern literary history. Surely Brøderbund could accept having to wait just a few years for Riven, especially with the sales figures Myst was still putting up.

Cyan’s digs reflected their rising status. They hadn’t even had a proper office when they were making Myst; everybody worked out of their separate homes in and around Spokane, Washington, sharing their output with one another using the “car net”: put it on a disk, get into your car, and drive it over to the other person. In the immediate aftermath of Myst’s release and promising early sales, they all piled into a drafty, unheated garage owned by their sound specialist Chris Brandkamp. Then, as the sales numbers continued to tick upward, they moved into an anonymous-looking former Comfort World Mattress storefront. Finally, in January of 1995, they broke ground on a grandiosely named “Cyan World Headquarters,” whose real-world architecture was to be modeled on the virtual architecture of Myst and Riven. While they were waiting for that building to be completed — the construction would take eighteen months — they junked the consumer-grade Macs which had slowly and laboriously done all of the 3D modeling necessary to create Myst’s environments in favor of Silicon Graphics workstations that cost $40,000 a pop.


Cyan breaks ground on their new “world headquarters.”

The completed building looked very much apiece with their games, both outside…

…and inside.

The machines that made Riven. Its imagery was rendered using $1 million worth of Silicon Graphics hardware: a dozen or so workstations connected to these four high-end servers that did the grunt work of the ray-tracing. It was a far cry from Myst, which had been made with ordinary consumer-grade Macs running off-the-shelf software.

And the people who made Riven


There were attempts to drum up controversies in the press, especially after Riven missed a tentative Christmas 1996 target date which Brøderbund had (prematurely) announced, a delay that caused the publisher’s stock price to drop by 25 percent. The journalists who always seemed to be hovering around the perimeter of Cyan’s offices claimed to sniff trouble in the air, an aroma of overstretched budgets and creative tensions. But, although there were certainly arguments — what project of this magnitude doesn’t cause arguments? — there was in truth no juicy decadence or discord going on at Cyan. The Miller brothers, sons of a preacher and still devout Christians, never lost their Heartland groundedness. They never let their fluke success go to their heads in the way of, say, the minds behind Trilobyte of The 7th Guest fame, were never even seriously tempted to move their operation to some more glamorous city than Spokane. For them, it was all about the work. And luckily for them, plenty of people were more than willing to move to Spokane for a chance to work at The House That Myst Built, which by the end of 1995 had replaced Trilobyte as the most feted single games studio in the mainstream American press, the necessary contrast to all those other unscrupulous operators who were filling their games and the minds of the nation’s youth with indiscriminate sex and violence.

The most important of all the people who were suddenly willing to come to Spokane would prove to be Richard Vander Wende, a former Disney production designer — his fingerprints were all over the recent film Aladdin — who first bumped into the Miller brothers at a Digital World Expo in Los Angeles. Wende’s conceptual contribution to Riven would be as massive as that of either of the Miller brothers, such that he would be given a richly deserved co-equal billing with them at the very top of the credits listing.

Richard Vander Wende.

Needless to say, though, there were many others who contributed as well. By the time Cyan moved into their new world headquarters in the summer of 1996, more than twenty people were actively working on Riven every day. The sequel would wind up costing ten times to fifteen times as much to make as its predecessor, filling five CDs to Myst’s lone silver platter.

Given the Millers’ artistic temperament and given the rare privilege they enjoyed of being able to make exactly the game they wished to make, one might be tempted to assume that Riven was to be some radical departure from what had come before. In reality, though, this was not the case at all. Riven was to be Myst, only more so; call it Myst perfected. Once again you would be left to wander around inside a beautiful pre-rendered 3D environment, which you would view from a first-person perspective. And once again you would be expected to solve intricate puzzles there — or not, as you chose.

Cyan had long since realized that players of Myst broke down into two broad categories. There were those they called the gamers, who engaged seriously with it as a series of logical challenges to be overcome through research, experimentation, and deduction. And then there was the other group of players — a far, far larger one, if we’re being honest — whom Cyan called the tourists, who just wanted to poke around a little inside the virtual world and take in some of the sights and sounds. These were folks like the residents of a retirement home who wrote to Cyan to say that they had been playing and enjoying Myst for two years and two months, and wanted to hear if the rumors that there were locations to explore beyond the first island — an island which constitutes about 20 percent of the full game — were in fact true.

Riven was meant to cater to both groups, by giving the gamers a much deeper, richer, more complex tapestry of puzzles to unravel, whilst simultaneously being kept as deliberately “open” as possible in terms of its geography, so that you could see most of its locations without ever having to solve a single conundrum. “The two complaints about Myst,” said Rand Miller, “were that it was too hard and too easy. We’re trying to make Riven better for both kinds of players.” Whereas Myst allowed you to visit four separate “ages” — basically, alternative dimensions — after solving those early puzzles which had so stymied the retirees, Riven was to take place all in the same dimension, on a single archipelago of five islands. You would be able to travel between the islands right from the start, using vehicles whose operation should be quite straightforward even for the most puzzle-averse players. If all you wanted to do was wander around the world of Riven, it would give you a lot more spaces in which to do so than Myst.

Of course, while the world of Riven was slowly coming together, the real world wasn’t sitting still. Myst had been followed by an inevitable flood of “Myst clones” from other publishers and studios, which, in lieu of a proper sequel from Cyan, did their best to pick up the slack by offering up their own deserted, 3D-rendered environments to explore. None of them was more than modestly successful; Activision’s Zork Nemesis, which may have done the best of them all, sold perhaps 150,000 copies, barely one-fiftieth of the final numbers that Myst put up when all was said and done. Meanwhile the genre of adventure games in general had peaked in the immediate aftermath of Myst and would be well into an increasingly precipitous decline by the time Riven shipped in October of 1997. The Last Express, the only other adventure that Brøderbund published that year, stiffed badly in the spring, despite sporting prominently on its box the name of Jordan Mechner, one of the few videogame auteurs with a reputation to rival that of the Miller brothers.

Yet Cyan’s own games still seemed weirdly proof against the marketplace pressures that were driving so many other game makers in the direction of real-time strategy and first-person shooters. In June of 1997, the nearly four-year-old Myst was propelled back to the top of the sales charts by the excitement over the approaching debut of Riven. And when it did appear, Riven didn’t disappoint the bean counters. It and Myst tag-teamed one another in the top two chart positions right through the Christmas buying season. Myst would return to number one a few more times in the course of 1998, while an entire industry continued to scratch its collective head, wondering why this particular game — a game that was now approaching its fifth birthday, making it roughly as aged as the plays of Shakespeare as the industry reckoned time — should continue to sell in such numbers. Even today, it’s hard to say precisely why Myst just kept selling and selling, defying all the usual gravities of its market. It seems that non-violent, non-hardcore gaming simply needed a standard bearer, and so it found one for itself.

Riven wasn’t quite as successful as Myst, but this doesn’t mean it didn’t do very well indeed by all of the standard metrics. Its biggest failing in comparison to its older sibling was ironically its very cutting-edge nature; whereas just about any computer that was capable of running other everyday software could run Myst by 1997, you needed a fairly recent, powerful machine to run Riven. Despite this, and despite the usual skepticism from the hardcore-gaming press — “With its familiar, lever-yanking gameplay, Riven emerges as the ultimate Myst clone,” scoffed Computer Gaming World magazine — Riven’s sales surpassed 1 million units in its first year, numbers of which any other adventure game could scarcely have dreamed.[1]An article in the May 17 2001 edition of the Los Angeles Times claimed that Riven had sold 4.5 million copies by that point, three and a half years after its release. This number has since been repeated in numerous places, including Wikipedia. I’ll eat my hat if it’s correct; this game would have left a much wider vapor trail behind it if it was. Read in context in the original article, the figure actually comes across as a typo.

Riven was a huge hit by any conventional standard, but it didn’t have the legs of Myst. Already for long stretches during 1998, it was once again being comfortably outsold by Myst. Lifetime retail sales of around 1.5 million strike me as the most likely figure — still more than enough to place Riven in the upper echelon of late 1990s computer games.

Fans and boosters of the genre naturally wanted to see a broader trend in Riven’s sales, a proof that adventures in general could still bring home the bacon with the best of them. The hard truth that the games of Cyan were always uniquely uncoupled from what was going on around them was never harder to accept than in this case. In the end, though, Riven would have no impact whatsoever on the overall trajectory of the adventure genre.


Because Riven is a sequel in such a pure sense — a game that aims to do exactly what its predecessor did, only bigger and better — your reaction to it is doomed to be dictated to a large extent by your reaction to said predecessor. It’s almost impossible for me to imagine anyone liking or loving Riven who didn’t at least like Myst.

The defining quality of both games is their thoroughgoing sense of restraint. When Myst first started to attract sales and attention, naysayers saw its minimalism through the lens of technical affordance, or rather the Miller brothers’ lack thereof: having only off-the-shelf middleware like HyperCard to work with, lacking the skill set that might have let them create better tools of their own, they just had to do the best they could with what they had. In this reading, Myst‘s static world, its almost nonexistent user interface, its lack of even such niceties as a player inventory, stemmed not so much from aesthetic intent as from the fact that it had been created with a hypertext editor that had never been meant for making games. The alternative reading is that the Miller brothers were among the few game developers who knew the value of restraint from the start, that they were by nature and inclination minimalists in an industry inclined to maximalism in all things, and this quality was their greatest strength rather than a weakness. The truth probably lies somewhere between the two extremes, as it usually does. Regardless, there’s no denying that the brothers leaned hard into the same spirit of minimalism that had defined Myst when the time came to make Riven, even though they were now no longer technologically constrained into doing so. One camp reads this as a colossal failure of vision; the other reads it as merely staying true to the unique vision that had gotten them this far.

While I don’t want to plant myself too firmly in either corner, I must say that I am surprised by some of the things that Cyan didn’t do with twice the time and ten or fifteen times the budget. The fact that Riven still relies on static, pre-rendered scenery and node-based movement isn’t the source of my surprise; that compromise was necessary in order to achieve the visual fidelity that Cyan demanded. I’m rather surprised by how little Cyan innovated even within that basic framework. Well before Riven appeared, the makers of other Myst successors had begun to experiment with ways of creating a slightly more fluid, natural-feeling experience. Zork Nemesis, for example, stores each of its nodes as a 360-degree panorama instead of a set of fixed views, letting you smoothly turn in place through a complete circle. Riven, by contrast, confines its innovations in this area to displaying a little transition animation as you rotate between its rigidly fixed views. As a result, switching from view to view does become a little less jarring than it is in Myst, but the approach is far from even the Myst-clone state of the art.

Cyan was likewise disinterested in pursuing other solutions that would have been even easier to implement than panning rotation, but that could have made their game less awkward to play. The extent of your rotation when you click on the left or right side of the screen remains inconsistent, just as it was in Myst; sometimes it’s 90 degrees, sometimes it’s less or more. This can make simple navigation much more confusing than it needs to be, introducing a layer of fake difficulty — i.e., difficulties that you would not have if you were really in this world — which seems at odd with Cyan’s stated determination to create as immersive an experience as possible. Even a compass with which to tell which way you’re facing at any given time would have helped enormously, but no such concessions to player convenience are to hand.

Again, these are solutions that the other makers of Myst clones — not a group overly celebrated for its spirit of innovation — had long since deployed. Cyan was always a strangely self-contained entity, showing little awareness of what others were doing around them, making a virtue of their complete ignorance of the competition. In cases like these, it was perhaps not so much a virtue as a failure of simple due diligence. Building upon the work of others is the way that gaming as a whole progresses.

When it comes to storytelling as well, Riven’s differences from Myst are more a matter of execution than kind. As in Myst, there is very little story at all here, if by that we mean a foreground plot driving things along. A brief bit of exposition at the beginning picks up right where Myst ended, providing an excuse for dumping you into another open-ended environment. Whereas Myst took place entirely in deserted ages, here you’re ostensibly surrounded by the Rivenese, the vaguely Native-American-like inhabitants of the archipelago. Rather conveniently for Cyan, however, the Rivenese are terrified of strangers, and scurry away into hiding whenever you enter a scene. The few named characters you meet, including the principal villain, are likewise forever just leaving when you come upon them, or showing up, giving speeches, and then going away again before you can interact with them. By 1997, this sort of thing was feeling more tired than clever.

Rand Miller, returning in the role of the patriarch Atrus from Myst, gives you your marching orders and sends you on your way in the introductory movie. Riven makes more extensive use of such scenes involving real actors than Myst, but it’s done well, and never overdone. The end result is about as un-cheesy as these techniques can possibly look to modern eyes.

The real story, in both Myst and Riven, is the backstory that caused these spaces to become the places they are, a backstory which you uncover as you explore them. And in this area, I’m happy to say, Riven actually does outdo its predecessor. Almost everything there is to find out about how the ages of Myst became as they are is conveyed in one astonishingly clumsy infodump, a set of books which you find in a library on that first island after solving the first couple of puzzles. These stop your progress dead for an hour or so as you read through them, after which you’re back to exploring, never to be troubled by much of any exposition again.

By the time of Riven, however, the Miller brothers had learned about the existence of something called dramatic pacing. Here, too, most of the real story comes in the form of books and journals, but these are scattered around the islands, providing an enticement to solve puzzles in order to acquire and read them. The Myst “universe” grew considerably in depth and coherency between Myst and Riven, thanks to a trilogy of novels written by the British science-fiction author David Wingrove in close collaboration with the Miller brothers during that interim. In Riven, then, you get some of the same sense that you get in The Lord of the Rings, that you are only scraping the surface of a world that goes much deeper than its foreground sights and sounds. “The Lord of the Rings is so satisfying because of the details,” said Rand Miller at the time. “You get the feeling that the world you’re reading about is real. Different but real. That’s how we go about designing.” Like Tolkien, the Miller brothers went so far as to make up the beginnings at least of a coherent language for their land’s inhabitants. This sense of established lore, combined with the improved pacing and better writing, makes Riven’s backstory more compelling than that of Myst, makes uncovering more of it feel like a worthwhile goal in itself. Instead of providing a mere excuse for the gameplay, as in Myst, Riven’s backstory comes to fuel its gameplay to a large extent.

And this starts to take us into the territory of the first of the two things that Riven does really, really well, does so well in fact that you might just be willing to discount all of the failings I’ve been belaboring up to this point. The archipelago is a truly intriguing, even awe-inspiring place to explore, thanks not just to the cutting-edge 3D-rendering technology that was used to bring it to life, but — and even more so — the thought that went into the place.

Riven makes its priorities clear from the beginning, when it asks you to set up your screen and your speakers to provide the immersive audiovisual experience it intends for you to have.

The adjective “surreal” seems unavoidable when discussing Myst, so much so that Brøderbund built it right into their advertising tagline. (“The Surrealistic Adventure That Will Become Your World.”) Looking back on it now, though, I realize that the surrealism of Myst was as much a product of process as intention. The 3D-modeling software that was used to create the scenery of Myst couldn’t render genuinely realistic scenes; everything it churned out was too geometrical, too stiff, too uniform in color to look in any sense real. The result was surrealism, that forlorn, otherworldly, even vaguely disturbing stripe of beauty that became the hallmark of Myst and its many imitators.

But I would not call Riven surreal. The improved technology that enabled it, on both the rendering side — meaning all those Silicon Graphics servers and workstations, with their complex ray-tracing algorithms — and the consumer-facing side — meaning the latest home computers, with their capability of displaying millions of nuanced shades of color onscreen at once — led to a more believable world. The key to it all is in the textures, the patterns that are overlaid onto the frame of a 3D model in lieu of blocks of solid color to make it look like a real object made out of wood, metal, or dirt. Cyan traveled to Santa Fe, New Mexico, to capture thousands of textures. The same visual qualities that led to that state being dubbed the “Land of Enchantment” and drew artists like Georgia O’Keeffe to its high deserts suffuses the game, from the pueblo walls of the Rivenese homes to the pebbly cliff-side paths, from an old iron tower rusting in the sun to the ragged vegetation huddling around it. You can almost feel the sun on your back and the sweat on your skin.

My wife and I are inveterate hikers these days, planning most of our holidays around where we can get out and walk. Riven made me want to climb through the screen and roam its landscapes for myself. Myst has its charms, but they are nothing like this. When I compare the two games, I think about what a revelation the battered, weathered world of Tatooine was when Star Wars hit cinemas in 1977, how at odds it was with the antiseptic sleekness of the science-fiction films that preceded it. Riven is almost as much of a revelation when set beside Myst and its many clones.



The visuals both feed and are fed by the backstory and the world-building. The islands are replete with little details that have nothing to do with solving the game, that exist simply as natural, necessary parts of this place you’re exploring. In a perceptive video essay, YouTube creator VZedshows notes how “the lived-in world of Riven lets us look at a house and say, ‘Okay, that’s a house.’ And that’s it. A totally different thought than seeing a log cabin on Myst Island and saying, ‘Okay, that’s a house. But what is it for?’ The puzzles in Riven melt into the world around them.”

Which brings us neatly to the other thing that Riven does remarkably well, the one aimed at the gamers rather than the tourists. Quite simply, Riven is one of the most elegantly sophisticated puzzle games ever created. This facet of it is not for everyone. (I’m not even sure it’s for me, about which more in a moment.) But it does what it sets out to do uncompromisingly well. Riven is a puzzle game that doesn’t feel like a puzzle game. It rather feels like you really have been dropped onto this archipelago, with its foreign civilization and all of its foreign artifacts, and then left to your own devices to make sense of it all.

Many of Riven’s puzzles are as much anthropological as mechanical. For example, you have to learn to translate the different symbols of a foreign number system.

This is undoubtedly more realistic than the ages of Myst, whose puzzles stand out from their environs so plainly that they might as well be circled with a bright red Sharpie. But does it lead to a better game? As usual, the answer is in the eye of the beholder. Ironically, almost everything that can be said about Riven’s puzzles can be cast as either a positive or a negative. If you’re looking for an adventure game that’s nails-hard and yet scrupulously fair — a combination that’s rarer than it ought to be — Riven will not disappoint you. If not, however, it will put you right off just as soon as you grow bored with idle wandering and begin to ask yourself what the game expects you to actually be doing. Myst was widely perceived in the 1990s as being more difficult than it really was; Riven, by contrast, well and truly earns its reputation.

Each of Myst’s ages is a little game unto itself when it comes to its puzzles; you never need to use tools or information from one age to overcome a problem in another one. For better or for worse, Riven is not like that — not at all. Puzzles and clues are scattered willy-nilly all over the five islands; you might be expected to connect a symbol you’re looking at now to a gadget you last poked at hours and hours ago. Careful, copious note-taking is the only practical way to proceed. I daresay you might end up spending more time poring over your real-world journal, looking for ways to combine and thereby to make sense of the data therein, than you do looking at the monitor screen. Because most of the geography is open to you from the very beginning — this is arguably Riven’s one real concession to the needs of the marketplace, being the one that allows it to cater to the tourists as well as the gamers — there isn’t the gated progress you get in so many other puzzly adventure games, with new areas and new problems being introduced gradually as you solve the earlier ones. No, Riven throws it all at you from the start, in one big lump. You just have to keep plugging away at it when even your apparently successful deductions don’t seem to be yielding much in the way of concrete rewards, trusting that it will all come together in one big whoosh at the end.

All of which is to say that Riven is a slow game, the polar opposite of the instant gratification that defines the videogame medium in the eyes of so many. There are few shortcuts for moving through its sprawling, fragmented geography — something you’ll need to do a lot of, thanks to its refusal to contain its puzzles within smaller areas as Myst does. Just double-checking some observation you think you made earlier or confirming that some effect took place as expected represents a significant investment in time. Back in the day, when everyone was playing directly from CD, Riven was even slower than it is today, requiring you to swap discs every time you traveled to a different island.[2]Some months after its original release, Riven became one of the first games ever to be made available on DVD-ROM. No game benefited more from the switch in storage technology; not only were DVD drives faster than CD drives, but a single DVD disc was capacious enough to contain the whole of Riven. In his vintage 1997 review, Andrew Plotkin — a fellow who is without a doubt much, much smarter than I am, at least when it comes to stuff like this — said that he was able to solve Riven in about twenty hours, using just one hint. It will probably take more mortal intelligences some multiple of one or both of those figures.

Your reaction to Riven when approached in “gamer” mode will depend on whether you think this kind of intensive intellectual challenge is fun or not, as well as whether you have the excess intellectual and temporal bandwidth in your current life to go all-in on such a major undertaking. I must sheepishly confess that my answer to the first question is more prevaricating than definitive, while my answer to the second one is a pretty solid no. In the abstract, I do understand the appeal of what Riven is offering, understand how awesome it must feel to put all of these disparate pieces together without help. Nevertheless, when I approached the game for this article, I couldn’t quite find the motivation to persevere down that road. Riven wants you to work a little harder for your fun than the current version of myself is willing to do. I don’t futz around with my notebook too long before I start looking out the window and thinking about how nice it would be to take a walk in real nature. I take enough notes doing research for the articles I write; I’m not sure I want to do so much research inside a game.

Prompted partially by my experience with Riven, I’ve been musing a fair amount lately about the way we receive games, and especially how the commentary you read on this site and others similar to it can be out of step with the way the games in question existed for their players in their heyday. I’m subject to the tyranny of my editorial calendar, to the need to just finish things, one way or another, and move on. Riven is not well-suited to such a mindset. In my travels around the Internet, I’ve noticed that those who remember the game most fondly often took months or years to finish it, or never finished it at all. It existed for them as a tempting curiosity, to be picked up from time to time and poked at, just to see if a little more progress was possible here or there, or whether the brainstorm that came to them unbidden while driving home from work that day might bear some sort of fruit. It’s an open question whether even folks who don’t have an editorial schedule to keep can recapture that mindset here and now, in the third decade (!) of the 21st century, when more entertainment of every conceivable type than any of us could possibly consume in a lifetime is constantly luring us away from any such hard nut as Riven. As of this writing, Cyan is preparing a remake of Riven. It will be interesting to see what concessions, if any, they chose to make to our new reality.

Even in the late 1990s, there was the palpable sense that Riven represented the end of an era, that even Cyan would not be able to catch lightning in a bottle a third time with yet another cerebral, contemplative, zeitgeist-stamping single-player puzzle game. Both Richard Vander Wende and Robyn Miller quit the company as soon as the obligatory rounds of promotional interviews had been completed, leaving the Myst franchise’s future solely in the hands of Rand Miller. Robyn’s stated reason for departing brings to the fore some of the frustrations I have with Cyan’s work. He said that he was most interested in telling stories, and had concluded that computer games just weren’t any good at that: “I felt like, you know what? It’s not working. This whole story thing is not happening, and one of the reasons it’s not happening is because of the medium. It’s not what this medium is good at.” So, he said, he wanted to work in film instead.

The obvious response is that Cyan had never actually tried to tell an engaging foreground story, had rather been content to leave you always picking up the breadcrumbs of backstory. Cyan’s stubborn conservatism in terms of form and their slightly snooty insistence on living in their own hermetically sealed bubble, blissfully unaware of the innovations going on around them in their industry in both storytelling and other aspects of game making, strike me as this unquestionably talented group’s least attractive qualities by far. When asked once what his favorite games were, Richard Vander Wende said he didn’t have any: “Robyn and I are not really interested in games of any kind. We’re more interested in building worlds. To us, Myst and Riven are not ‘games’ at all.” Such scare-quoted condescension does no one any favors.

Then again, that’s only one way of looking at it. Another way is to recognize that Riven is exactly the game — okay, if you like, the world — that its creators wanted to make. It’s worth acknowledging, even celebrating, as the brave artistic statement it is. Love it or hate it, Riven knows what it wants to be, and succeeds in being exactly that — no more, no less. Rather than The Lord of the Rings, call it the Ulysses of gaming: a daunting creation by any standard, but one that can be very rewarding to those willing and able to meet it where it lives. That a game like this outsold dozens of its more visceral, immediate rivals on the store shelves of the late 1990s is surely one of the wonders of the age.



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 The Secret History of Mac Gaming (Expanded Edition) by Richard Moss, From Myst to Riven: The Creations & Inspirations by Richard Kadrey, and Riven: The Sequel to Myst: The Official Strategy Guide by Rick Barba; Computer Gaming World of January 1998; Retro Gamer 208; Wired of September 1997; Game Developer of March 1998. Plus the “making of” documentary that was included with the DVD version of Riven.

Online sources include GameSpot’s old preview of Riven, Salon’s profile of the Miller brothers on the occasion of Robyn’s departure from Cyan, VZedshows’s video essay on Myst and Riven, and Andrew Plotkin’s old review of Riven.

The original version of Riven is currently available as a digital purchase on GOG.com. As noted in the article above, a remake is in the works at Cyan.

Footnotes

Footnotes
1 An article in the May 17 2001 edition of the Los Angeles Times claimed that Riven had sold 4.5 million copies by that point, three and a half years after its release. This number has since been repeated in numerous places, including Wikipedia. I’ll eat my hat if it’s correct; this game would have left a much wider vapor trail behind it if it was. Read in context in the original article, the figure actually comes across as a typo.

Riven was a huge hit by any conventional standard, but it didn’t have the legs of Myst. Already for long stretches during 1998, it was once again being comfortably outsold by Myst. Lifetime retail sales of around 1.5 million strike me as the most likely figure — still more than enough to place Riven in the upper echelon of late 1990s computer games.

2 Some months after its original release, Riven became one of the first games ever to be made available on DVD-ROM. No game benefited more from the switch in storage technology; not only were DVD drives faster than CD drives, but a single DVD disc was capacious enough to contain the whole of Riven.
 

Tags: , , ,

The Last Express

A moving train at night is an incredible place to hear stories. Like a campfire.

— Jordan Mechner’s journal, February 24, 1992

I was in Germany once, standing in a train station at night. A train was coming into the station, moonlight glinting off its steel sides. For some reason this image was very vivid to me, and I remember thinking, well, that’s modern European history at a glance.

— Tomi Pierce, 1997

In the years after he completed Prince of Persia and saw it become one of the biggest international videogame hits of the early 1990s, Jordan Mechner did something that one can wish more game designers would find the time to do: he unplugged for a while, leaving games and the sometimes blinkered culture that surrounded them behind as he went off to see the world. From a base in Paris, he traveled extensively throughout Europe. Young, good-looking, rich, talented, and linguistically precocious — his French and Spanish were soon almost as good as his English — he lived “a life right out of Henry James,” as one of his friends told him, whilst lightly supervising his publisher Brøderbund Software’s progress on the Prince of Persia sequel out of his apartment in the Sixth Arrondissement. He was, as he puts it today, “in a rare and fortunate position that few creative artists ever get to experience. At age 28, I was being offered a dazzling array of opportunities to write my own ticket.” Uncertain whether he wanted to keep making games or return to his early dream of becoming a filmmaker, he went to Cuba for several weeks in the summer of 1992, to shoot a twenty-minute wordless documentary about the life of a society 90 miles and 30 years removed from that of the contemporary United States. “I really should make a short film or two before I go after my first big-time feature job,” he wrote in his journal with the blasé optimism of fortunate youth, not pausing to reflect on the reality that most aspiring filmmakers cannot afford to turn their student demo reels over to a first-class Parisian studio for editing and post-production.

It took an older friend named Tomi Pierce to talk some sense into him. A longtime trusted agent of the Brøderbund management team, she had been instrumental in shepherding Prince of Persia to completion, by alternately coddling and cajoling its moody young auteur through milestone after milestone. She did the latter on a long-distance call from California to France that took place just after his adventure in Cuba. Recharging the batteries was all well and good, she said, but enough was enough. She pointed out how insane it was for a young man who had become a veritable name brand unto himself in one entertainment industry to wish to start over from scratch in another. As she later remembered it, she told him that his life “was a pretentious and pathetic wreck,” and urged him to get hands-on with another game sooner rather than later. Being by no means uncreative herself, she even gave him the stub of a story to start with: “It’s a World War II spy story, and here’s the first sentence: ‘I was taking the night train to Berlin.'”

Those words of hers sparked a four-and-a-half-year odyssey that burned Jordan Mechner’s Prince of Persia fortune right to the ground, ending for the nonce his prospect of living the rest of his life as a globe-trotting dilettante. And he thanked her for it.


Tomi Pierce and Jordan Mechner.

Mechner and Pierce were soon talking daily about their game over the transatlantic wire. They decided to move the time period from the Second to the First World War — or rather to just before the First World War, to the summer of 1914, when, almost unremarked by the general public, the dominoes of disaster were falling one by one in Europe. Nothing would ever be the same after that fateful summer; as Barbara Tuchman once wrote, “the Great War of 1914 to 1918 lies like a band of scorched earth, dividing that time from ours.”

But a train would still be the centerpiece of the game. And they knew which train it would have to be: the legendary Orient Express, which left Paris to begin the three-day journey to Constantinople for the last time in a long time on the evening of July 24, 1914. While it was underway, the Austro-Hungarian ultimatum to Serbia expired, and Europe started the final plunge down the slippery slope to war. Mechner:

Not only did that train cross the very countries that were about to go to war, but at the time, in 1914, it was the very symbol of the unity and financial interdependence of the European countries, kind of like the European Economic Community today. On that train you had a cross-section of all the different segments of European society — all the different countries, all the different political and ideological factions that were about to find themselves at odds.

Needless to say, Mechner and Pierce were not envisioning another cinematic platformer like Prince of Persia. They rather wanted to make a full-fledged adventure game, with a complex story line that did not have to take its cues from the silent movies of yesteryear, as had been the case with Mechner’s previous masterstroke. This was despite — or rather in some ways because of — the fact that Mechner was no fan of adventure games as they were currently implemented, with their fixed plots gated by mostly arbitrary puzzles. He was sure he could do better.

But doing so would require a leap into unknown waters, require him to act as the head of a creative team rather than remaining the lone-wolf coder he had always been before. For better or for worse, those days had ended with the 1980s; Prince of Persia, which shipped on the Apple II three months before that decade expired, had been the last of its breed.

In December of 1992, Mechner visited Brøderbund’s offices near Silicon Valley to iron out some final details concerning Prince of Persia 2, whose release date was fast approaching. He took the opportunity to pitch “the train game” to Doug Carlston, the company’s co-founder (and the future husband of Tomi Pierce).

I’m really excited about this train game. I’ve played all the other adventure games out there, and I think here’s a chance to make something that will blow them all away — not just in terms of story, although that’s a big part of it, but also in the graphic look, sound, music, interface, the way it all fits together — the whole package. I’m talking about a game that will really be a work of art. The first adventure game to have a story and graphics that can stand on their own merits, not just by adventure-game standards.

And I’m thinking beyond just this one game. The train game will take maybe two years to develop, and if it’s the hit I think it will be, there’ll be a major opportunity to follow it up with other games with the same interface, the same special “look and feel.” I want this to be a whole line of games. I’ve been working on this for weeks, and I’m so convinced it’s worth it that I’d be ready to go out and do it on my own as an independent project if I need to.

Look, I’ve spent the last two years traveling and making movies and learning a lot, but basically goofing off. I wouldn’t mind really throwing myself into something for a change. I’d like to risk something. So, emotionally, I’m up for it. I’ve already started looking for an apartment in the city. I want to do this game.

I don’t even like adventure games. But I’m going to do this one. This will be the first adventure game since Scott Adams that I’ll actually like.

Carlston was encouraging, but only cautiously so. He told Mechner that, while Brøderbund would be happy to publish his train game when it was ready, they weren’t prepared to make it in-house or to shoulder all of its development costs. In short, Mechner would indeed have to arrange to make it himself independently, under a standard out-of-house development contract. If he had proposed doing a Prince of Persia 3, the verdict might have been different, but Brøderbund just couldn’t go all-in on such an unproven commodity as this. By way of compensation, Carlston was willing to let Mechner borrow Tomi Pierce for as long as he needed her.

Mechner took Carlston’s words to heart; he would make his train game himself, partially financing it out of his own Prince of Persia royalties, then count on Brøderbund to sell it. He went back to Paris only long enough to arrange a more permanent return to the United States. On January 7, 1993, he moved into his new San Francisco apartment. Five days later, he opened a bank account in the name of Smoking Car Productions, his very own games studio. It was full steam ahead on The Last Express, as the “train game” would eventually come to be called.

The deeper Mechner and Pierce dived into the details of the real time and place in which they’d chosen to set the game, the more they wanted and needed to know. The project became more than just a better take on the adventure genre: it became an exercise in living history. “Authenticity” became its watchword. “And thereby [we] added two years to the project,” says Jordan Mechner wryly.

There are any number of ways that computer games can engage with real history, plenty of which have already been featured on this site over the years. Tactical wargames can let the armchair generals among us refight the battles of the past at a granular level, finding out what might have happened if General Lee had not ordered a frontal assault on the last day of the Battle of Gettysburg or if Admiral Nagumo had not elected to withdraw from the Battle of Midway after losing all four of his aircraft carriers. Meanwhile grand-strategy games can let us explore more abstract questions about economic and political systems, as well as, inevitably, their consequences on the battlefield. But these forms of engagement are more intellectual than empathetic. Another, perhaps ultimately more valuable service games can do us is to drop us right into history in the way of a great historical novel, to let us walk a mile in the shoes of people who are not generals or statesmen, to see what they see and feel what they feel and decide what they do next when faced with dilemmas that may have no easy answers; this last is an aid to immersion and understanding that no static novel can offer us, no matter how vividly written. Such is what Mechner and Pierce now proposed to do: to let their players truly live through a constrained but meaningful piece of history.

Before they could engage with the bigger issues of the day, they would need to get the nitty-gritty details right, from the angles at which the corridors inside each coach on the Orient Express bent to the way the toilets flushed in the washrooms. Finding these things out was not easy. Although the Orient Express had run between Paris and Istanbul (né Constantinople) from 1883 until 1977, the 1914-vintage carriages were, as far as anyone knew, long gone, excepting only two restaurant cars that were preserved by museums, one in Paris and one in Budapest. Of the interior of the sleeper cars there remained only three photographs. Compagnie Internationale des Wagons-Lits, the operator of the Orient Express, told our heroes that all of their blueprints and other archives from that era had been destroyed.

Imagine their thrill, then, when they got a call one day from a Parisian club of railroad old timers, in response to an advertisement they had placed in a French railway magazine. “The train companies think these archives have been destroyed,” they were told. “We’ve got ’em.”

They agreed to meet at the Gare de l’Est station in Paris, the departure point of the Orient Express throughout its history. (In fact, a train by that name was still running from the station at the time, but it only went as far as Budapest, making rather a misnomer of its appellation.) Tomi Pierce:

Through a door marked NO ADMITTANCE, we plunged into a rabbit warren of offices under the station. In a grimy room at the end of a long corridor, two very old men were sitting at a table. Around them were stacks of boxes.

They had no idea what a computer game was, but as soon as they realized we were seriously interested in their train, they began to talk furiously. For hours, they bombarded us with information, from the exact date when electricity was introduced on the Express to the social structure among train employees of the time. They joked about the frosted glass in the washrooms — not thick enough to completely conceal the occupants. They sorted through the boxes, pulling out irreplaceable original materials. Passenger lists, menus from July 1914, detailed floor plans, conductor’s rule books — a thousand features of the train were documented. As the old men talked, the Orient Express seemed to rise in ghostly form. “Use it all,” they said a little sadly. “No one else ever will.”

We felt a responsibility to do the right thing. If you listen to these old trainmen — well, they love trains and their history. I thought about their apartments at home, filled to the brim with old train archives they had saved themselves. And when they die, that knowledge is probably gone forever. So, you feel an obligation to them to get it right.

At the end of that interview, they asked if we would like to see their train set. Directly under the central platform was a room the size of a basketball court, filled with the largest train set I had ever seen. Every period of train history was represented. All the train-car and engine types, wide- and narrow-gauge rails, signals and tracks were hand-built. The model-train network had been under continuous construction by the employees at the Gar de l’Est for the last 40 years. Our guide shrugged. “It’s just to amuse ourselves,” he said. “It is… for our pleasure.”

Pierce resolved then and there to turn The Last Express into an exercise in “electronic archaeology”: to “recreate that train and the drama of its time using every high-tech trick we knew.” Mechner:

I mean, you can legitimately ask, “Who cares? What does it matter which way the sleeping car faced?” But there’s something about a piece of history on the verge of being forgotten. Whatever else you can say about this game, it’s authentic.

Word of these crazy Americans who wanted to recreate the Orient Express on a computer screen spread among the trainspotters of Europe. One day they received an unsolicited note from an Italian gentleman: “There is a 1914 Orient Express sleeping car in Athens. It is in dilapidated condition and is not in working order.”

It turned out to be just sitting there right where he said it was, shunted to the side of a railway depot on the outskirts of the city. Unlike the restaurant cars in Paris and Budapest, both of which were maintained as museum pieces with rigorously enforced rules of access, this car was open season. From Jordan Mechner’s journal:

Two days in that sauna of a busted-down Wagon-Lits car, baked by the sun for the past 50 years, or however long it’s been sitting there. Kicking aside debris, sending up clouds of dust, covering the windows with sheets to try to cut down the contrast, sweating, snarling at each other, and generally getting to know that car more intimately than we ever could have if it had been in good condition with an official keeping an eye on us, like the one in Budapest.

They documented every inch of the carriage in pedantic detail. “The colors in the painted ceilings, the mechanism of opening the bed bunks, the tooled leather of the walls, the pattern in the carpet,” wrote Pierce later. “We studied it all.” With the cockiness of youth, Mechner wrote in his journal that “I think we can now safely say that we know more about the 1914 Orient Express than any one person living.” Now they just had to move all that knowledge into the computer.


Inside the sleeper car in Athens.

A mock-up of the scene in a 3D modeler.

And the final image with textures applied.

Extracts from the “Making Of” video included on The Last Express CDs.


Shortly after returning from Athens in August of 1993, Mechner made a pivotal decision. As a Brøderbund insider, he’d been watching with considerable interest the progress of an adventure game called Myst, which Brøderbund planned to  publish on the Apple Macintosh the following month. Although his design goals for The Last Express were in many ways far more ambitious than those of Myst, he loved the sense of immersion fostered by its first-person, pre-rendered 3D environments. It seemed the way to go with his game as well. But, as he admitted in his journal, “I know almost nothing about this.” To remedy that, he flew out to Spokane, Washington, to spend several days with the Miller brothers of Cyan, Incorporated, the masterminds of Myst. He even wondered whether it might be possible to hire one or both of them for his own company. In a year or two, the huge success of Myst would retroactively make this musing sound hilariously presumptuous. At the time, though, it must have seemed perfectly reasonable. After all, he was an established auteur with one of the biggest franchises in gaming on his résumé, while the Miller brothers were just a pair of refugees from children’s software trying to make a go of it with the big boys.

In lieu of the Miller brothers, Mechner wound up hiring his own team of 3D modellers and programmers to bring the Orient Express to life. The watchword remained authenticity, down to the literal last screw. The textures in the carriages were pulled directly from photographs of the cars in Paris, Budapest, and most of all Athens: “green velvet upholstered benches, stamped-leather wall panels, flowered ceilings and brass rails. The train that appears onscreen in The Last Express hasn’t been seen in 80 years,” wrote Tomi Pierce.

Indeed, the game has almost a unique claim to historical authenticity. The wargames that the grognards love may wish to think of themselves as infallible “simulations” of events in time, but their what-if scenarios hinge on their designers’ own all-too-fallible interpretations of the events they purport to simulate. The recreated interior of the Orient Express, however, is dependent on no one’s interpretation. It’s simply a copy of the real thing, implemented as meticulously as the technology of the 1990s would allow by people with no allegiance to anything but the truth of their cameras and measuring tapes.

But of course, there had to be more to the game than its environment. The recreated Orient Express was to be the stage for a work of historical fiction, a complicated caper taking place on the train’s last voyage before the Belle Époque ran out, Europe descended into four and a half years of war, and a new twentieth century full of unprecedented wonders and horrors got going for real.

Historians are divided into two broad camps when it comes to the origins of the First World War: the powder-keg school, who see the Europe of the time as just waiting for a spark to start an inevitable conflagration, and the bad-luck school, who see a thoroughly evitable war that came at the end of a long string of random unfortunate events. It’s probably for the best that The Last Express doesn’t take a firm position either way. Rather than whys, it’s interested in how it was to be in Europe just before the Old was swept away forever by the New. Aboard its version of the Orient Express are German industrialists, Russian aristocrats and anarchists, Serbian separatists, Austrian and British spies, French engineers and bohemians and socialists, a Persian harem, even an enigmatic, fabulously wealthy North African “prince.” Unlike the train itself, which is scrupulously realistic, the cast of characters aboard it reflects a sort of hyper-realism; all are, whatever the other details of their individual personalities, archetypes of the social currents swirling around Europe at the time. The only group missing — albeit necessarily so, given the opulent setting — are the unwashed masses who would soon be expected to fight and die in the name of their betters.

There’s something about a train, a circumscribed space rushing inexorably through a landscape from which its occupants are isolated, that’s irresistible to lovers of romantic intrigue. It’s a locked-room mystery, only somehow even better, combining claustrophobia with exotica; small wonder that trains figure so prominently in the classic-thriller canon, from Agatha Christie to Alfred Hitchcock to Patricia Highsmith.

In this iteration on the template, you play Robert Cath, a debonair American doctor who boards the Orient Express in rather… unusual fashion just as it’s pulling out of Paris. He’s responding to a summons from an old friend, a fellow American named Tyler Whitney, whom he now finds dead in their shared compartment, apparently the victim of cold-blooded murder. Cath dares not draw attention to himself because he is sought by the police for some antics he may or may not have gotten up to recently with some Irish terrorists/freedom fighters, so he disposes of the body and assumes his friend’s identity, as you do in such situations. Soon he finds that Tyler, a heedless idealist of the sort that tends to cause an awful lot of trouble in the world, was up to his eyebrows in a complicated conspiracy to sell arms to Serbia’s Black Hand, the terrorist group responsible for the recent assassination of the Austrian Archduke Franz Ferdinand, an act destined to go down in history as the spark that ignited a world war. And then there’s the strange Russian artifact known as the Firebird that’s been stolen out of his friend’s luggage…

But I won’t spoil the story for you. Trust me, it’s worth experiencing for yourself.


A Digression on Being and Time

Let’s pause here for a moment to consider adventure games’ fraught relationship with time. In fact, let’s go way back, to before Myst, before point and click, before even graphics and sound, to a time when all adventure games were text adventures. The earliest of these were treasure hunts: thin quest narratives in which you roamed a static world that changed only when you did something to make it change. Your only goal was to explore and solve puzzles in order to collect treasures, for which you earned points by depositing them back in some safe place. Sure, the introduction to the game might attempt to provide some more noble justification, but that was more or less the gist of it. Once you had all the treasures, you also had all the points and you were done.

But within a year or two, people began to chafe at the limitations of worlds frozen in amber, itched to create real interactive stories where characters and things moved and changed around you independent of your own actions. Scott Adams, the very first man to put a text adventure on a mass-market microcomputer, gave it a shot already in 1979 with an unusual effort called The Count; Roberta Williams, who with her husband Ken was the first to add illustrations to the text adventure, made some more gestures in that direction the following year with Mystery House. But the folks who really moved the needle, here as in so many aspects of the craft of adventure, were the ones at Infocom. In 1982, Infocom’s Marc Blank gave us Deadline, a full-on interactive mystery, taking place in a mansion whose inhabitants moved about and acted on their own accord, challenging you as the detective to figure out what they were up to if you wanted to survive the day, crack the case, and bring the guilty party to justice. Instead of exploring a landscape, it asked you to explore a dynamic possibility space.

Yet there was a big drawback to this approach: the game could and usually did run away from you. If you didn’t happen to be in the right place at the right time to answer the telephone or to intercept the postman, you were just out of luck; the crime was doomed to go unsolved. The only way to beat Deadline was to play it over and over again, gradually putting together where you needed to be when and what you needed to do there. Only then could you make your winning run, where everything just kind of worked out for you in the way it always seems to for Hercule Poirot on the very first try.

In the abstract, it’s as valid an approach to game design as any other. Yet if we’re wedded to the idea of an adventure game as an interactive fiction — as a lived story — rather than a mere meta-puzzle, it can feel deeply artificial and unsatisfying. In a game like Deadline, relatively small and quick-playing and implemented entirely in text, it’s perhaps more agreeable than in one of those later multimedia extravaganzas that force you to watch the same interminable cut scenes again and again. Still, even Infocom learned pretty quickly that their customers didn’t much care for it. Each of the two dynamic mysteries they released after Deadline sold worse than its immediate predecessor, causing them to give up on the approach.

For the fourth Infocom title with the genre label of “Mystery,” 1986’s rather obscure Ballyhoo, author Jeff O’Neill tried something different.  Ballyhoo is the first adventure I know of to fully embrace plot rather than clock time. That is to say that events unfold in the rundown circus that is its setting not in response to passing turns but in response to your progress through the plot. As I wrote in my review of Ballyhoo years ago, it “flips the process on its head: makes the story respond to the player rather than always asking the player to respond to the story. Put another way, here the story chases the player rather than the player chasing the story.” As you solve puzzles and make progress, the world rejiggers itself to accommodate the next phase of the story it wants you to live through. Of course, this is not playing fair by the objective rules of simulation. No matter: O’Neill grasped that the player’s subjective experience of an interactive story is what really matters in the end. The approach was adopted by a great number of later adventure games, many of them far less obscure than Ballyhoo — perhaps most famously of all by Jane Jensen’s plot-heavy Gabriel Knight graphic adventures of the 1990s.

Yet plot time can produce pitfalls of its own. Anyone who has ever played a Gabriel Knight game is familiar with the frustration of trying to end the day: of running hither and yon through the world, clicking on everything and talking to everyone for the umpteenth time, looking for that hidden trigger that will satisfy the conditions for grinding the plot gears forward to another evening, so that Gabriel can go home and go to bed and wake up to another morning and the next phase of the story line. This sort of plot stasis can be almost as infuriating as a plot that has run away without you; when you’re caught up in it, it can pull you out of the fiction every bit as much. And then, too, the very notion of plot time philosophically bothers many a player and designer, who see it as a sort of betrayal of the very premise of an adventure game as a living world, one that ought to be allowed to go about its business without any such thumbs on its scales.

Count Jordan Mechner and Tomi Pierce among this group. While they couldn’t make their game run in literal real time — it would have been impossible to implement that much content, and quite probably deadly boring for the people who experienced it — they did want it to run in an accelerated version of same, such that the three-day trip to Constantinople would take about five hours of playing time. The other passengers and crew on the Orient Express would move about and pursue their own agendas during those hours, even as the train itself chugged relentlessly onward. All of this would happen no matter what Robert Cath chose to do with himself. Lead programmer Mark Moran:

We created a language where every character has a script. They all have their motivations to drive the story forward. At 8:00 PM, August Schmidt goes to dinner, and has dinner until 8:30. He’s hoping he might run into you at dinner, but if he doesn’t he might see you from 8:30 to 9:00, when he’s in the salon smoking. At 9:30, he’ll grow frustrated and come to your compartment and knock. He’s got a long list of instructions. We created this language where we could write the instructions for every single character.

There would be no patently manufactured drama in The Last Express; if, say, a group of police officers boarded the train to look for a suspected American terrorist, they wouldn’t wait until Cath found the perfect hiding spot before bursting into his cabin. Instead they’d burst in when they burst in, let the chips fall where they may.

And yet it remained an incontrovertible fact that adventure gamers hated sudden deaths and especially walking-dead situations, as it’s called when you’re left wandering around in a game which you can no longer win, often without even knowing that that’s the case. They hated these things so much that LucasArts had built an immensely successful adventure empire out of promising players that they would never, ever put them in that position, no matter what they did or didn’t do. Clearly a simple reversion to clock time alone wouldn’t do for The Last Express. Out of this dilemma sprang the game’s biggest formal innovation: it would have no conventional save command at all. Instead it would let you rewind time itself to some earlier point whenever you wished, as if you were rewinding a videotape of your actions, and pick up again from there. Meanwhile the forward progress of the plot, chugging constantly onward like the train itself, would ensure that any conceivable walking-dead situation couldn’t drag on for very long. Once you died or blundered into some other bad ending, the game would automatically rewind the story to the last point where victory was possible and let you try again. In this way, The Last Express would preserve the integrity — or, if you like, the authenticity — of its storyworld, without driving its players crazy.

Smoking Car would also eliminate the artificial set-piece puzzles that were the typical adventure game’s bread and butter, offering up strictly situational challenges instead that were inseparable from the story: hiding Tyler’s body in your cabin, hiding from the police, figuring out just why that beautiful and famous Austrian concert violinist seems to want to kill you. Needless to say, alternative solutions would abound. Jordan Mechner:

A traditional rule of dramatic construction is that, if you put a gun on the wall, it must go off. In a game, if someone mentions their birth date in a conversation, you’re supposed to write that down, because it might be a combination to a safe. The Last Express deliberately breaks that rule. We just didn’t want to do that. The Last Express is gentler than most adventure games, because the things you have to do to win are not that hard to figure out. It’s what fills the spaces in between that makes life on the train interesting. (Or real life, for that matter.) Anyone who plays The Last Express is going to get drawn in listening to a particular conversation, or reading an article in the newspaper, and miss other events that are happening at the same time. And it’s all okay. You aren’t punished, you don’t miss a crucial clue or get dumped into another story branch. You just have a different experience.

Does the finished game live up to this billing? Not entirely, I must say. The fact is that there are dead ends in The Last Express — how could there not be with such an approach? — and the auto-rewind function, useful though it is, can still leave you replaying substantial chunks of the game, hoping to find a way to progress past the stumbling block this time around. In short, and in direct contradiction to Mechner’s statement above, there are “vital clues” which you can and probably will be “punished” for missing.

In the end, then, I have mixed feelings on this idea of clock time with rewind. I fear that Smoking Car may have violated one of Sid Meier’s principles of game design: that it’s the player who should be the one having the fun, not the programmer or designer. Yes, it’s neat to think about 30 different characters moving about the train pursuing their own agendas, and it was surely exciting to implement and finally see in action. But how much does it really add to the ordinary player’s experience? Ironically given its formal ambitions in other respects, The Last Express has just one story to tell at the end of the day; there’s only one “winning” ending to contrast with the eleven losing ones where Robert Cath doesn’t complete the trip to Constantinople for one reason or another. Would a cleverly designed plot-time structure have been so bad after all? It would definitely have been easier to implement, shaving some time and some dollars out of an extended and expensive development cycle.

But, lest I sound too harsh, let me also say that experiments like this one are necessary to tell us where the limits of fun and frustration lie. If The Last Express proved a road not taken by later adventure designers for a reason, that makes it only all the more valuable a case study to have had to hand.


Like Myst and countless other adventure games of its era, The Last Express blended its computer-generated environments with real human actors. But it did so as it did all things: with a twist. In September of 1994, Smoking Car Productions began a three-week film shoot, just like about a million other game projects seemed to be doing at the time. Yet instead of crudely and incongruously overlaying undoctored digitized images of the actors onto their 3D-modeled scenery, they used only their outlines, coloring them in by hand like comic-book art. It was, one might say, the logical next step for Jordan Mechner, who had filmed his little brother running around a New York park back in the 1980s, then laboriously hand-traced his outline frame by frame on his Apple II in order to give his Prince of Persia a more lifelike sense of movement than just about any other figure ever seen on an 8-bit computer. In this new context, though, it was labor intensive on a whole different scale, adding an incalculable number of months and dollars to the project. Never mind: it had to be done, for there was no appetite for compromise at Smoking Car Productions.

Here we see how August Schmidt and Robert Cath went from film to game.

Jordan Mechner with two of the actors at the film shoot. “They were garish costumes, purple and orange, just the gaudiest things,” remembers Mark Moran. “A jacket would be purple on one side and orange on the other so that the computer would be able to tell where one flap met [another]. Every single line was a big piece of felt. They looked almost like cartoons when they were on set. It was very hot because you’re caked in theatrical makeup and you’re wearing these wigs that accentuate the colors in your hair, so the computer can find those and highlight a curl or a parting…”

This applied equally to the sound design. A team of voice actors, mostly not the same as the onscreen ones, was hired to voice dialog in English, French, Russian, German, Arabic, Turkish, and Serbo-Croatian. All had to be native speakers for the sake of authenticity. “Casting American actors who can do a fake German or French accent just wasn’t acceptable to us,” says Mechner. Luckily for the player, Robert Cath was written as a rare American polyglot, much like Jordan Mechner himself. Those languages he could understand — the first four of those listed above — were subtitled in the game. The others were left a mystery to the player, as they were to Robert — but if you the player could happen to understand one or more of those other languages, you would realize that these dialogs too made perfect sense.

Originally projected to take two years and $1 million to make, The Last Express ended up taking four years and $5 million. (If we add to the timeline Mechner and Pierce’s earliest design discussions, we end up at almost exactly the length of the First World War itself…) Tomi Pierce:

In October 1994, we were 15 people; by December we were 28; by July 1995, 50 leather-jacketed nerds, spread over four offices, were working 70-hour weeks. Smoking Car had become a bustling thought factory. The 3D department created thousands of train interiors. The art department created and processed 40,000 frames of animation. The programmers built animation tools as well as the game structure. We worked on sound and film editing. Additional dialog recordings in French, Russian, Serbo-Croatian, and German created a rich sonic tapestry. A Czech film-music composer wrote and scored a beautiful soundtrack for the game. By 1996, we were running 24 hours a day; people were sharing computers in shifts. We became a major patron of delivery pizza; everyone was either losing or gaining quite a bit of weight.

We missed our first, second, and third product deadlines. Since our cash advances were tied to achieving these milestones, we stretched payables and everyone went on half salary; the tension and stress increased.

Now a year behind schedule, we finally assembled a fully playable version of the game. This is called beta: the point when, like Frankenstein’s monster, all the parts of the body have been hooked up, and it begins to breathe and open its eyes. Play testing began at Brøderbund. Its testers played the game over and over for months, attempting to break it by finding flaws in the design. Every time it crashed, our programmers fixed the weak point… and the process began again. In three months, more than 5000 bugs were logged. All of them got fixed.

February 1997: we were done.

The calm was deafening. One night we all sat down and played the game together for the first time. It seemed to have a life of its own. We were thrilled and humbled to see the strange, living drama we had made — this odd new marriage of story and technology. It may seem counterintuitive, but computer software is in many ways a handicraft business.

Most people who have worked on a large-scale creative project are familiar with the vaguely unnerving, anti-climatic quiet that follows such a project’s completion, that feeling of “Now what?” that marks the time between production and reception. If all goes well, that period of yawning calm is a short one, soon to be replaced by slaps on the back and bonus checks as the sales reports roll in, the belated rewards for a long, hard job well done.

But that wasn’t what happened this time. Brøderbund sent The Last Express out the door with a $1 million marketing budget, and Tomi Pierce even managed to secure a four-page feature on its making in, of all places, Newsweek magazine — hardly an obvious outlet, but emblematic of everyone’s hopes that this interactive story could generate interest well beyond the usual gaming circles. (I’ve quoted liberally from her article here.) And then… crickets. The Last Express flopped like a pancake on a cold linoleum floor.



To my mind, the saddest document in the Jordan Mechner archive at the Strong Museum of Play is an email from him to Brøderbund’s marketing department, dated July 7, 1997. In it, he pleads with Brøderbund not to give up on his baby, not to lower the price and consign all remaining copies to the bargain bins, that graveyard of game developers’ hopes and dreams. Instead he asks them to gird their loins and pour another $1 million into a second marketing campaign. One of the section titles is, “Why we still think Last Express can sell 1 million units.”

Last Express does not appeal primarily to adventure gamers. Its target market is adults, 18 to 44, both men and women, college-educated professionals pre-disposed to purchasing sophisticated, intelligent entertainment. An informal survey of the reviewer and user response to the game shows that we are scoring high with the non-adventure-gamer audience — in particular, with the adult female audience that the entire industry is trying to figure out how to reach. Diana Griffiths and other reviewers have singled out The Last Express as one of the rare games that appeals to intelligent adult women.

People rave about the game for a variety of reasons — the story and characters, the lack of “gaminess,” the sense of “being there” — but they all seem to agree on one thing: Last Express is different. Like Myst, it will probably have limited or partial success within its genre (adventure games), but will ultimately succeed with a much wider audience of non-gamers and non-adventure gamers (i.e., gamers who do not usually play adventure games).

One doesn’t have to read too much between the lines of this missive to recognize that even Mechner doesn’t really believe his arguments will find traction at Brøderbund. He had always had a good relationship with his publisher’s management staff, but they hadn’t gotten where they were by beating dead horses. They were especially unlikely to do so now, given what they had waiting in the barn for release that Christmas season: Riven, the long-anticipated sequel to Myst, the closest thing to a guaranteed million-plus-seller that a softening adventure market could still produce. It made no sense to divide their Christmas marketing energies between two different adventure games and risk fatally confusing the public. So, by the time Riven appeared in stores, The Last Express was already long gone from them, written off as one of the costs of doing business in an unpredictable creative industry. It deserved a better fate.

Mind you, I don’t want to overstate the case for it. Even when setting aside my reservations about clock time with rewind, The Last Express falls short of perfection. Indeed, I think most players would agree that one part of it at least is downright bad. There are about half a dozen places where Robert Cath can get into fisticuffs or knife fights, implemented via a little action-oriented mini-game. I appreciate the sentiment that lies behind them — that of dropping the player right into the action — but that doesn’t change the fact that these places where The Last Express suddenly wants to be Prince of Persia are awful. The controls are sluggish and feedback is nonexistent. They devolve into pushing the mouse about randomly and clicking madly, until you stumble upon the rote combination of moves that will let you continue. It’s hard to imagine anything more off-putting to the audience of non-hardcore adults that Mechner believed the game to be capable of reaching.

Then, too, we’re still stuck in the old Myst interface paradigm of the first-person slideshow game. It’s seldom clear where you can and can’t look or how many degrees you’ll turn when you rotate, making it weirdly easy to get confused and lost inside the train, despite it being about the most linear space one could possibly choose to set a game.

That said, it would take a much stricter critic than I to say that these weaknesses outweigh all of The Last Express‘s strengths. It’s thus unsurprising that so many extrinsic reasons have been floated for the abject commercial failure of The Last Express, by both the principals involved in making it and by the game’s fans. Some of these are dubious: the claim that Smoking Car’s inability to finish the game in time for the 1996 holiday season was the culprit is belied by the existence of other games, such as that very same year’s mega-hit Diablo, which likewise missed the silly shopping season and did more than fine in the end. And some of them are flat-out wrong: Brøderbund’s acquisition by the edutainment giant The Learning Company had nothing to do with it, given that said acquisition occurred fully a year and a half after the game’s release and subsequent washout.

Sooner or later, most arguments tend to fall back on blaming gamers themselves for not being “ready” for The Last Express in some way, as Jordan Mechner is already beginning to do in the email above. In 2021, for example, Mark Moran said that the unusual setting didn’t “resonate” with American gamers. I must admit that I’m not entirely unsympathetic to such sentiments; I have nothing against dragons and spaceships in themselves, but I’ve often wished — and often on record right here — that more games would dare to look beyond the nerdy ghetto and embrace some more of life’s rich pageant. Nevertheless, in the world of games, fantasy and science fiction have always outsold realism, and this seems unlikely to change anytime soon.

And really, there’s not much more to be said on the subject beyond that; audience blaming is always a counterproductive pursuit in the long term, for the critic every bit as much as it is for the artist. The Last Express simply didn’t tickle the fancy of existing gamers. And meanwhile, for all that some of the readers of Newsweek may have found the article about the game to be interesting, very few of them found it interesting enough to venture into the unfamiliar space of a software store to pick it up. One does suspect that, if they had, they would have found the game fairly incomprehensible: The Last Express actually expects quite a lot from its player; by no means it is a “casual” game. Its combination of subject matter and gameplay approach meant it was always destined for niche status at best.

After its rejection by the marketplace, Jordan Mechner quietly closed down Smoking Car Productions, retrenched and regrouped, and jumped back on the horse he’d rode in on. His next game was 2003’s Prince of Persia: The Sands of Time, a massive worldwide smash that recouped all the money he’d blown on The Last Express and then some, making him once again a very wealthy man. He elected not to squander his second fortune on any more esoteric passion projects. And who can blame him? The Last Express is the sort of crazy creative gamble that most commercial artists dare to take only once in their lives.

Still, you didn’t have to look too hard at The Sands of Time to see that his train game was still exerting an influence over him: the new game’s central innovation, which a new generation of critics were soon elbowing one another out of the way to praise and analyze, wasn’t really as big an innovation as most of them believed it to be, being a rewind mechanic similar to the one found in The Last Express. Transplanted into a platforming action-adventure, it actually felt far more natural. This, folks, is how game design inches forward.

Alas, Tomi Pierce, who gave as much of herself to The Last Express as the man whose name featured so prominently on the box, never got to play an equally pivotal role on any other game. She died in 2010 of ALS. “A bright light has gone out but continues to sparkle in our memories,” wrote Mechner in memoriam. “We miss her terribly.”

On a happier note, The Last Express lives on today as a cult classic; it’s even been ported to mobile platforms. Some years ago now, I quoted Infocom’s Jon Palace in praise of Steve Meretzky’s A Mind Forever Voyaging (a game that, come to think of it, occupies a similar place in his career as The Last Express does in Jordan Mechner’s). Palace’s words have just come back to me unbidden as I write this conclusion: “For me it was, like, ‘Great! Look, we can really elicit an emotional response!’ — an emotional response which isn’t trite. That for me was the best.”

There is nothing trite about the thoughts and feelings The Last Express will stir up in you if you meet it with an open mind. More than just a labor of love, it’s a true work of interactive art as well as an evocative work of history, a long-vanished world brought to life just as it was the instant before it passed away.


Where to Get It: The Last Express is available for digital purchase at GOG.com for Windows computers, at The Apple Store for iOS devices, and at Google Play for Android devices.



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 Game Design Theory and Practice by Richard Rouse III, The Making of Prince of Persia by Jordan Mechner, The Last Express: The Official Strategy Guide by Rick Barba, The End of Books — Or Books without End?: Reading Interactive Narratives by J. Yellowlees Douglas, and The Guns of August and The Proud Tower: A Portrait of the World before the War, 1890-1914 by Barbara Tuchman. Computer Gaming World of January 1997 and July 1997; Retro Gamer 112, 118, and 216; Edge of February 2011; Newsweek Special Issue for 1997; Next Generation of January 1997; PC Zone of June 1997. The Jordan Mechner archive at The Strong Museum of Play was invaluable, as was the wealth of material to be found on Mechner’s personal website.

 
 

Tags: , ,

Lode Runner

It’s always been a bit of a balancing act to decide which games I write about in detail here — a matter of balancing my level of personal interest in each candidate against its historical importance. In the early years of this project especially, when I still saw it as focusing almost exclusively on narrative-oriented games, I passed over some worthy candidates because I considered them somewhat out of scope. And now, needless to say, I regret some of those omissions.

One of the games that’s been made most conspicuous by its absence here is Lode Runner, Doug Smith’s seminal action-puzzle platformer from 1983. “Iconic” is a painfully overused adjective today, but, if any game truly can be called an icon of its era, it’s this one. So, I decided to take the release of Lode Runner: The Legend Returns, a 1994 remake/re-imagining that does fit neatly into our current position in the historical chronology, as an opportunity to have a belated look back at the original.


Doug Smith

In late 1981, Doug Smith was studying architecture and numerical analysis at the University of Washington in Seattle. Meanwhile he had a part-time job in one of the university’s computer labs, where he met two other students named James Bratsanos and Tracy Steinbeck, who were tinkering with a game they called Kong, a not so-thinly-veiled reference to the arcade hit Donkey Kong. Bratsanos had first created Kong the previous year on one of his high school’s Commodore PET microcomputers, and the two were now in the process of porting it to one of the university’s DEC VAX-11/780 minicomputers. Smith soon joined the effort. When their fellow students started to show some interest in what they were doing, they made the game publicly available.

In Kong, you guided a little man through a single-screen labyrinth of tunnels linked by ladders, implemented entirely using monochrome textual characters; your man was a dollar sign, your enemies paragraph symbols. Armed only with a pick axe that was more tool than weapon, you must steal all of the gold that was lying around the place, whilst avoiding or delaying the guards who protected it, generally by digging pits into which they could fall. The group hid their game from the university’s administrators by embedding it into an otherwise broken graphing program. “‘Graph’ would prompt the user for a function,” remembers a fellow student named Rick LaMont, “then crap out unless the secret password was entered to play Kong.”

With its captive audience of playtesters in the form of the students who hung around the computer labs, the game grew organically as the weeks passed. Soon students were coming by only to play Kong; LaMont claims that “a ‘show process’ command would often report 80 percent of the users running ‘graph.'” Eager players began to queue up behind the university’s computer terminals, and Kong became a fixture of campus life, the University of Washington’s equivalent of what Zork had once been at MIT. Along the way, it gradually evolved from an arcade game into something that required as much thought as reflexes; the levels just kept getting more and more complex.

According to Smith, it was his eight-year-old nephew who convinced him to port the game to the Apple II; having visited the computer lab once or twice and seen it in action there, the little boy was decidedly eager for a version he could play at home. “After he bugged me enough,” said Smith in a 1999 interview, “one weekend I rewrote it for the Apple II, basically in three days.” This first microcomputer version was a copy of the DEC VAX version right down to its monochrome ASCII graphics. Smith made just one big change: he renamed the game Miner to avoid legal entanglements. After paying James Bratsanos $1500 for the rights to the game, he submitted it to Brøderbund Software, only to get a terse rejection letter back: “Thank you for submitting your game concept. Unfortunately, it does not fit with our product line.”

But, seeing how popular the game continued to be at the university, Smith decided to take another stab at it. He borrowed enough money to buy a color monitor and joystick for his Apple II, and programmed a second, much-improved version with color bitmap graphics and controls that took advantage of one of the Apple’s unique affordances: its joysticks had two buttons rather than the standard one, which in this case allowed the player’s avatar to drill to the left or right of himself without the player ever having to reach for the keyboard. In late 1982, Smith sent this new version to four different publishers, among them Brøderbund and Sierra. All of them knew as soon as they saw this latest version of the game that they wanted it for themselves. John Williams, the little brother of Sierra founder Ken Williams, and the company’s chief financial officer from the tender age of twenty, later claimed that he “almost lost his job” because he spent so much time playing the game Smith sent to them. But Smith wouldn’t end up publishing his game through Sierra. Instead he wound up entrusting it to Brøderbund after all.

Founded and run as a family business by a personable former lawyer and real-estate developer named Doug Carlston, Brøderbund would consistently demonstrate an uncanny talent for identifying exactly the software product that Middle America was looking for at any given moment, securing it for themselves, and then delivering it to their customers in the most appealing possible way. (At the risk of sounding unkind, I might note at this juncture that, whereas Ken Williams loved to talk about the mainstreaming of games and other software, the Carlston family talked less but proved more adept at the practical work of doing so.) In the years to come, this talent would result in a quantity of truly iconic Brøderbund titles out of all proportion to the relatively modest number of products which the company released in total: titles like Karateka, Carmen Sandiego, Bank Street Writer, The Print Shop, Prince of Persia, SimCity, Myst. But before any of them came Doug Smith’s game.

Brøderbund offered Smith a $10,000 advance and a very generous 23-percent royalty. And they also promised to get behind his game with the kind of concerted, professional marketing push that was still a rarity in the industry of that era. Showing a remarkable degree of restraint for his age as well as faith in his game’s potential, Smith signed with Brøderbund rather than accept another publisher’s offer of $100,000 outright, with no royalty to follow. He would be amply rewarded for his foresight.

For example, it was Brøderbund’s savvy marketers who gave Miner its final name. Well aware of the existence of another, superficially similar platform game called Miner 2049er, they proposed the alternate title of Lode Runner, as in “running after the mother lode.” Soon after choosing this new name that held fast the idea that the player was some sort or other of miner, they devised a more detailed fictional context for the whole affair that abandoned that notion entirely. It involved the evil Bungeling Empire, the antagonist of their 1982 hit Choplifter!:

You are a galactic commando deep in enemy territory. Power-hungry leaders of the repressive Bungeling Empire have stolen a fortune in gold from the people by means of excessive fast-food taxes. Your task? To infiltrate each of 150 different treasure rooms, evade the deadly Bungeling guards, and recover every chest of Bungeling booty.

In the spirit of this narrative, the hero’s pick axe became a laser drill.

Still, none of this background would be remembered by anyone who actually played the game. Instead the supposed Bungeling guards would become popularly known as “mad monks,” which their pudgy low-resolution shapes rather resembled. Doubtless plenty of imaginative young gamers made up new narratives of their own to fit the bizarre image of greedy monks chasing an intrepid adventurer up and down a maze of scaffolding dotted with gold.

Lode Runner on the Apple II.

Smith dropped out of university at the end of 1982, and worked closely with Brøderbund over the course of six months or so to polish his game in a concerted, methodical way, something that was seldom done at this early date. They helped him to tweak each of the 150 levels — some designed by Smith himself, some by the kids who lived around Smith’s family home, whom he paid out of his own pocket on a per-level basis — to a state of near-perfection, and arranged them all so that they steadily progressed in difficulty as you played through them one after another. And then Brøderbund encouraged Smith to polish up his level editor and include that as well.

Lode Runner got a rapturous reception upon its release in June of 1983, quickly becoming the best-selling product Brøderbund had ever released to that point; Smith was soon collecting more than $70,000 per month in royalties. If anything, its reputation among students of game design has become even more hallowed today. It stands out from its peers of 1983 like a young Glenn Gould in a beginner’s piano course.

That said, Lode Runner is not quite the sui generis game which its more enraptured devotees are sometimes tempted into claiming it to be. When James Bratsanos first created what would eventually become Lode Runner on the Commodore PET, he was according to his own testimony working from a friend’s description of an arcade game: “He didn’t explain it well, and I took creative liberties and assumed I understood what he meant. So for certain elements I completely misinterpreted it.” Bratsanos, an acknowledged non-gamer, may later have come to believe that the game his friend had been describing was Donkey Kong, and assumed that the major differences between that game and his stemmed from his youthful “misinterpretation” of his friend’s description of the former. But the chronology here doesn’t pass muster: Donkey Kong was first released in the summer of 1981, while Bratsanos is sure that he started working on his game, which originally went under the rather unpleasant name of Suicide, in 1980. Suicide became Kong only after Donkey Kong had been released and become an arcade sensation, and Bratsanos had started at the University of Washington the following fall.

So, what was it that his friend actually described to him back in 1980? The best candidate is Space Panic, a largely forgotten Japanese stand-up arcade game from that year which would seem to be the first ever example of the evergreen genre that would become known as the platformer.  Not only did Space Panic have you running and climbing your way through a vertical labyrinth, but it also allowed you to dig holes in it to trap your enemies, just like SuicideKong, and finally Lode Runner. Space Panic was not a commercial success, perhaps because it asked for too much too soon from an audience still enthused with simpler fare like Space Invaders; it was reported that the average session with it lasted all of 30 seconds. But it does appear that it entranced one anonymous teenage boy enough that he told his buddy James Bratsanos all about it. And from that random conversation — from that butterfly flapping its wings, one might say — eventually stemmed one of the biggest games of the 1980s.

Space Panic, the 1980 standup-arcade game at the root of the Lode Runner family tree.

But if it isn’t quite an immaculate creation, Lode Runner is a brilliant one, a classic lesson in the way that fiendish complexity can arise out of deceptive simplicity in game design. It offers just six verbs — move left, right, up, or down; dig left or right — combined with only slightly more nouns — platforms of diggable brick or impenetrable metal, ladders, trap doors, overhead poles for shimmying, monks, treasures. And yet from this disarmingly short list of ingredients arises a well-nigh infinite buffet of devious possibility.

Although Lode Runner does retain some vestiges of its arcade inspirations in the form of a score and limited lives, it’s as much a puzzle or even a strategy game as an action game at heart. (Your lives are essentially meaningless in the end; you can save your progress at any point.) Playing each level entails first experimenting and dying — dying a lot — until you can devise a thoroughgoing plan for how to tackle it. Then, it’s just a matter of executing the plan perfectly; this is where the action elements come into play. The levels in Lode Runner are dynamic enough that getting through them doesn’t require stumbling across a single rote, set-piece solution envisioned by the designer; there’s space here for player creativity, space for variation, space for quick thinking that gets you out of an unanticipated jam — or that fails to do so just when you believe you’re on the brink of victory.

The levels build upon one another, each one training you for what’s still to come as it forces you to think about your limited menu of verbs and nouns in new ways. This sort of progressive design was not a hallmark of most computer games of 1983, and thus serves to make Lode Runner stand out all the more. The world would arguably have to wait until the release of DMA Designs’s Lemmings in 1991 to play another action-puzzler that was its equal in terms of design.

Just as in Lemmings, every single detail of Lode Runner‘s implementation becomes relevant as the levels become more complex, from the timing of events in the environment to the rudimentary but completely predictable artificial intelligence of the monks. Consider: the pits you drill are automatically filled in again after ten seconds, while monks climb out of pits into which they’ve fallen in just a few seconds. But what would happen if you could time things so that a pit is filled in while a monk is still inside it? The monk would get buried there permanently, that’s what, giving you a precious reprieve before the replacement who is spawned at the very top of the screen makes his way down to you once again. By the time you reach level 30 or so, you’ll be actively using the monks as your helpmates, taking advantage of the fact that they too like to pick up gold — for there’s now gold in places which you can’t reach, meaning you must depend on them to be your delivery men. Once one of them has what you need, you just need to make him fall into a pit, then walk on his head to steal the booty. Easy peasy, right? If you think so, don’t worry: there’s still 120 levels to go, each one more insidiously intricate than the last.

And then, when you’re done with all 150 levels, there’s still the level editor. Even by the standards of today, the original Apple II Lode Runner provides a lot of content. By the standards of 1983, its generosity was mind-boggling.

A phenomenal game by any standard, Lode Runner became a phenomenon of another sort in the months after its release. Doug Smith, a private, retiring fellow who loathed the spotlight, nevertheless became a household name among hardcore gamers, joining the likes of Bill Budge, Richard Garriott, and Nasir Gebelli as one of the last of the Apple II scene’s auteur-programmer stars. At a time when a major hit was a game that sold 50,000 copies, his game sold in the hundreds of thousands on the Apple II and in ports to the Commodore 64, the IBM PC, and virtually every other commercially viable computer platform under the sun. First it became the Apple II game of 1983; then it became the game of whatever year it happened to be ported to each other platform, collecting award after award almost by default. And then there was Japan.

Lode Runner appeared on the Macintosh soon after that machine’s release in 1984. Although the construction set was a a natural fit for that machine’s GUI, the actual game proved less satisfying. “What used to be a struggle strictly between the commando and the Bungeling guards is now also a battle between you and the [mouse] pointer,” wrote Macworld magazine. Such complaints would become something of a theme: Apple II purists insist to this day that no Lode Runner has ever played quite as well as the one that Doug Smith personally programmed for their favorite platform.

One of Doug Carlston’s smartest moves in the early days of Brøderbund was to forge links with the burgeoning software and gaming scene in Japan. He was particularly chummy with Yuji Kudo, the founder of Hudson Soft, Japan’s biggest software publisher of all. (A model-train enthusiast extraordinaire, Kudo took his company’s very un-Japanese name from his favorite type of steam locomotive.) The two men already had a deal in place to bring Lode Runner to Japan even before it was released in the United States. During the summer of 1983, it became one of the first ten games to be made available for the Nintendo Famicom — the videogame console that would later conquer the world as the Nintendo Entertainment System.

Like Wizardry before it and Populous after it, Lode Runner turned into that rarest of birds, a Western videogame which the Japanese embraced with all the fannish obsessiveness of which they’re capable — which is, to be clear, a lot of obsessiveness indeed. Before there was Super Mario Bros. to drive sales of Nintendo consoles all over the world, there was Lode Runner to get the ball rolling in Japan itself. Sales of the game in Japan alone topped 1 million in the first eighteen months, prompting one journalist to declare Lode Runner Japan’s new “national pastime.”

The country’s Lode Runner mania reached its peak in the summer of 1985, when Hudson Soft, Brøderbund, and Sony joined forces to sponsor a national competition in the game. Of the 3700 players between the ages of nine and fourteen who entered the competition, 50 became finalists, invited to come to Tokyo and play the game on what was at that time the largest video screen in the world, 86 feet in width. A slightly uncomfortable-looking Doug Smith, coaxed into the spotlight by Brøderbund’s marketers, presided over the affair and even agreed to join the competition. (He didn’t last very long.) “I like the people of Japan,” he said. “There’s an honesty among the people that is so refreshing — they would never think of pirating computer games, for instance.” (A more likely explanation for Lode Runner‘s high sales in Japan than the people’s innate honesty was, of course, the fact that piracy on the cartridge-based Famicom was a possibility for only the most technically adept.)

Lode Runner running on the biggest of all big screens in Japan.

A rare shot of Doug Smith in person, giving prizes to the winners of the Japanese Lode Runner competition.

By decade’s end, Lode Runner‘s worldwide sales had topped 2.5 million copies. I can hardly emphasize enough what absurdly high figures these are for a game first sold on the humble Apple II.

When you take Brøderbund’s generous royalty and combine it with sales like this, then reckon in the fact that Lode Runner was essentially a one-man production, you wind up with one very wealthy young game programmer. Still in his early twenties, Doug Smith found himself in the enviable position of never having to work another day in his life. He bought, according to his friend Rick LaMont, “a Porsche 911 Carrera, a Bayliner speedboat, and a house in Issaquah.”

In the face of distractions like these, Doug Smith became one of a number of early Apple II auteurs, such as the aforementioned Bill Budge and Nasir Gebelli, who weren’t able to sustain their creative momentum as lone-wolf developers became teams and the title of game designer slowly separated itself from that of game programmer. He did provide Brøderbund with one Lode Runner sequel of a sort: Championship Lode Runner, with 50 new levels that had mostly been sent to the company by fans and that were (correctly) advertised as picking up in difficulty right where the first game had left off. But its technology and graphics were barely tweaked, and the decision to aim it exclusively at the hardest-core of the hardcore put a natural limit on its appeal.

After that, there followed several years of silence from Smith, off enjoying his riches and pondering the strange course his life had taken, from starving student to wealthy man of leisure in a matter of months. And truly, his is a story that could only have happened at this one brief window in time, when videogames had become popular enough to sell in the millions but could still be made by a single person.

Just as they did with Wizardry, the impatient Japanese soon took Lode Runner into their own hands, making and releasing a string of sequels in their country that would never appear elsewhere. But what ought to have been a natural ongoing franchise remained oddly under-served by Brøderbund in its country of origin; they released only one more under-realized, under-promoted sequel, for the Commodore 64 and Atari 8-bit line only, created by their recently purchased subsidiary Synapse Software without Smith’s involvement. Perhaps they were just too busy turning all those other products into icons of their era.

It wasn’t until 1994, when Brøderbund’s ten-year option expired and all rights to the game and its trademarks reverted to Smith, that anyone attempted a full-fledged revival in the United States. Irony of ironies, the company behind said revival was Sierra, finally getting their chance with a game that had slipped through their fingers a decade before. The project was driven by Jeff Tunnell, the founder of what was now the Sierra subsidiary known as Dynamix, who had just made the classic puzzler The Incredible Machine.

Lode Runner: The Legend Returns was a symbol of everything that was right and wrong with the games industry of the mid-1990s. Dynamix added beautiful hand-painted backgrounds and a stereo soundtrack to the old formula, but in the minds of many the new version just didn’t play as well as the old; it had something to do with the timing, something to do with the unavoidably different feel of a 1990s 32-bit computer game versus the vintage 8-bit variety — and perhaps something to do as well with Tunnell’s decision to add a lot more surface complexity to the elegantly simple mix of the original, including locks and keys, snares, gas traps, bombs, jackhammers, buckets of goo, and even light and darkness. The Legend Returns did reasonably well for Sierra, but never became the phenomenon that the original had been in its home country. And as for Japan… well, it now preferred homegrown platformers that featured a certain Italian plumber. The various revivals since have generally met the same fate: polite interest, decent sales, but no return to the full-blown Lode Runner mania of the 1980s.

Lode Runner: The Legend Returns definitely looks a lot more impressive than the original, which was far from an audiovisual wonder even in its own time. Opinions are at best divided, however, on whether it plays better. One can detect the influence of Lemmings 2: The Tribes in its diverse, ever-shifting collection of obstacles and affordances, but the end result is somehow less compelling.

Smith did return to playing an active role in the games industry in the 1990s, working as the producer of a couple of Nintendo games among other things. He disappeared from view once again after the millennium, occupying himself mostly with the raising of his five children. He died by suicide in 2014 at the age of 53.

(Sources: the book Software People: Inside the Computer Business by Douglas G. Carlston; Retro Gamer 111; Ahoy! of April 1986; A.N.A.L.O.G. of March 1984; Computer Gaming World of January/February 1983, October 1983, and March 1986; Electronic Games of June 1983 and January 1985; inCider of April 1984; InfoWorld of October 31 1984; Macworld of August 1985; MicroTimes of December 1984 and September 1985; Brøderbund News of April of Fall 1985; InterAction of Fall 1994. Online sources include IGN‘s 1999 interview with Doug Smith, Jeremy Parish’s eulogy to Smith, and a 1991 Usenet reminiscence by Rick LaMont.

Feel free to download the original Lode Runner and its manual for play in the Apple II emulator of your choice.)

 
81 Comments

Posted by on December 18, 2020 in Digital Antiquaria, Interactive Fiction

 

Tags: , , , ,

Myst (or, The Drawbacks to Success)

Robyn Miller, one half of the pair of brothers who created the adventure game known as Myst with their small studio Cyan, tells a story about its development that’s irresistible to a writer like me. When the game was nearly finished, he says, its publisher Brøderbund insisted that it be put through “focus-group testing” at their offices. Robyn and his brother Rand reluctantly agreed, and soon the first group of guinea pigs shuffled into Brøderbund’s conference room. Much to its creators’ dismay, they hated the game. But then, just as the Miller brothers were wondering whether they had wasted the past two years of their lives making it, the second group came in. Their reaction was the exact opposite: they loved the game.

So would it be forevermore. Myst would prove to be one of the most polarizing games in history, loved and hated in equal measure. Even today, everyone seems to have a strong opinion about it, whether they’ve actually played it or not.

Myst‘s admirers are numerous enough to have made it the best-selling single adventure game in history, as well as the best-selling 1990s computer game of any type in terms of physical units shifted at retail: over 6 million boxed copies sold between its release in 1993 and the dawn of the new millennium. In the years immediately after its release, it was trumpeted at every level of the mainstream press as the herald of a new, dawning age of maturity and aesthetic sophistication in games. Then, by the end of the decade, it was lamented as a symbol of what games might have become, if only the culture of gaming had chosen it rather than the near-simultaneously-released Doom as its model for the future. Whatever the merits of that argument, the hardcore Myst lovers remained numerous enough in later years to support five sequels, a series of novels, a tabletop role-playing game, and multiple remakes and remasters of the work which began it all. Their passion was such that, when Cyan gave up on an attempt to turn Myst into a massively-multiplayer game, the fans stepped in to set up their own servers and keep it alive themselves.

And yet, for all the love it’s inspired, the game’s detractors are if anything even more committed than its proponents. For a huge swath of gamers, Myst has become the poster child for a certain species of boring, minimally interactive snooze-fest created by people who have no business making games — and, runs the spoken or unspoken corollary, played by people who have no business playing them. Much of this vitriol comes from the crowd who hate any game that isn’t violent and visceral on principle.

But the more interesting and perhaps telling brand of hatred comes from self-acknowledged fans of the adventure-game genre. These folks were usually raised on the Sierra and LucasArts traditions of third-person adventures — games that were filled with other characters to interact with, objects to pick up and carry around and use to solve puzzles, and complicated plot arcs unfolding chapter by chapter. They have a decided aversion to the first-person, minimalist, deserted, austere Myst, sometimes going so far as to say that it isn’t really an adventure game at all. But, however they categorize it, they’re happy to credit it with all but killing the adventure genre dead by the end of the 1990s. Myst, so this narrative goes, prompted dozens of studios to abandon storytelling and characters in favor of yet more sterile, hermetically sealed worlds just like its. And when the people understandably rejected this airless vision, that was that for the adventure game writ large. Some of the hatred directed toward Myst by stalwart adventure fans — not only fans of third-person graphic adventures, but, going even further back, fans of text adventures — reaches an almost poetic fever pitch. A personal favorite of mine is the description deployed by Michael Bywater, who in previous lives was himself an author of textual interactive fiction. Myst, he says, is just “a post-hippie HyperCard stack with a rather good music loop.”

After listening to the cultural dialog — or shouting match! — which has so long surrounded Myst, one’s first encounter with the actual artifact that spurred it all can be more than a little anticlimactic. Seen strictly as a computer game, Myst is… okay. Maybe even pretty good. It strikes this critic at least as far from the best or worst game of its year, much less of its decade, still less of all gaming history. Its imagery is well-composited and occasionally striking, its sound and music design equally apt. The sense of desolate, immersive beauty it all conveys can be strangely affecting, and it’s married to puzzle-design instincts that are reasonable and fair. Myst‘s reputation in some quarters as impossible, illogical, or essentially unplayable is unearned; apart from some pixel hunts and perhaps the one extended maze, there’s little to really complain about on that front. On the contrary: there’s a definite logic to its mechanical puzzles, and figuring out how its machinery works through trial and error and careful note-taking, then putting your deductions into practice, is genuinely rewarding, assuming you enjoy that sort of thing.

At the same time, though, there’s just not a whole lot of there there. Certainly there’s no deeper meaning to be found; Myst never tries to be about more than exploring a striking environment and solving intricate puzzles. “When we started, we wanted to make a [thematic] statement, but the project was so big and took so much effort that we didn’t have the energy or time to put much into that part of it,” admits Robyn Miller. “So, we decided to just make a neat world, a neat adventure, and say important things another time.” And indeed, a “neat world” and “neat adventure” are fine ways of describing Myst.

Depending on your preconceptions going in, actually playing Myst for the first time is like going to meet your savior or the antichrist, only to find a pleasant middle-aged fellow who offers to pour you a cup of tea. It’s at this point that the questions begin. Why does such an inoffensive game offend so many people? Why did such a quietly non-controversial game become such a magnet for controversy? And the biggest question of all: why did such a simple little game, made by five people using only off-the-shelf consumer software, become one of the most (in)famous money spinners in the history of the computer-games industry?

We may not be able to answers all of these whys to our complete satisfaction; much of the story of Myst surely comes down to sheer happenstance, to the proverbial butterfly flapping its wings somewhere on the other side of the world. But we can at least do a reasonably good job with the whats and hows of Myst. So, let’s consider now what brought Myst about and how it became the unlikely success it did. After that, we can return once again to its proponents and its detractors, and try to split the difference between Myst as gaming’s savior and Myst as gaming’s antichrist.


Rand Miller

Robyn Miller

If nothing else, the origin story of Myst is enough to make one believe in karma. As I wrote in an earlier article, the Miller brothers and their company Cyan came out of the creative explosion which followed Apple’s 1987 release of HyperCard, a unique Macintosh authoring system which let countless people just like them experiment for the first time with interactive multimedia and hypertext. Cyan’s first finished project was The Manhole. Published in November of 1988 by Mediagenic, it was a goal-less software toy aimed at children, a virtual fairy-tale world to explore. Six months later, Mediagenic added music and sound effects and released it on CD-ROM, marking the first entertainment product ever to appear on that medium. The next couple of years brought two more interactive explorations for children from Cyan, published on floppy disk and CD-ROM.

Even as these were being published, however, the wheels were gradually coming off of Mediagenic, thanks to a massive patent-infringement lawsuit they lost to the Dutch electronics giant Philips and a whole string of other poor decisions and unfortunate events. In February of 1991, a young bright spark named Bobby Kotick seized Mediagenic in a hostile takeover, reverting the company to its older name of Activision. By this point, the Miller brothers were getting tired of making whimsical children’s toys; they were itching to make a real game, with a goal and puzzles. But when they asked Activision’s new management for permission to do so, they were ordered to “keep doing what you’ve been doing.” Shortly thereafter, Kotick announced that he was taking Activision into Chapter 11 bankruptcy. After he did so, Activision simply stopped paying Cyan the royalties on which they depended. The Miller brothers were lost at sea, with no income stream and no relationships with any other publishers.

But at the last minute, they were thrown an unexpected lifeline. Lo and behold, the Japanese publisher Sunsoft came along offering to pay Cyan $265,000 to make a CD-ROM-based adult adventure game in the same general style as their children’s creations — i.e., exactly what the Miller brothers had recently asked Activision for permission to do. Sunsoft was convinced that there would be major potential for such a game on the upcoming generation of CD-ROM-based videogame consoles and multimedia set-top boxes for the living room — so convinced, in fact, that they were willing to fund the development of the game on the Macintosh and take on the job of porting it to these non-computer platforms themselves, all whilst signing over the rights to the computer version(s) to Cyan for free. The Miller brothers, reduced by this point to a diet of “rice and beans and government cheese,” as Robyn puts it, knew deliverance when they saw it. They couldn’t sign the contract fast enough. Meanwhile Activision had just lost out on the chance to release what would turn out to be one of the games of the decade.

But of course the folks at Cyan were as blissfully unaware of that future as those at Activision. They simply breathed sighs of relief and started making their game. In time, Cyan signed a contract with Brøderbund to release the computer versions of their game, starting with the Macintosh original.

Myst certainly didn’t begin as any conscious attempt to re-imagine the adventure-game form. Those who later insisted on seeing it in almost ideological terms, as a sort of artistic manifesto, were often shocked when they first met the Miller brothers in person. This pair of plain-spoken, baseball-cap-wearing country boys were anything but ideologues, much less stereotypical artistes. Instead they seemed a perfect match for the environs in which they worked: an unassuming two-story garage in Spokane, Washington, far from any centers of culture or technology. Their game’s unique personality actually stemmed from two random happenstances rather than any messianic fervor.

One of these was — to put it bluntly — their sheer ignorance. Working on the minority platform that was the Macintosh, specializing up to this point in idiosyncratic children’s software, the Miller brothers were oddly disengaged from the computer-games industry whose story I’ve been telling in so many other articles here. By their own account, they had literally never even seen any of the contemporary adventure games from companies like LucasArts and Sierra before making Myst. In fact, Robyn Miller says today that he had only played one computer game in his life to that point: Infocom’s ten-year-old Zork II. Rand Miller, being the older brother, the first mover behind their endeavors, and the more technically adept of the pair, was perhaps a bit more plugged-in, but only a bit.

The other circumstance which shaped Myst was the technology employed to create it. This statement is true of any game, but it becomes even more salient here because the technology in question was so different from that employed by other adventure creators. Myst is indeed simply a HyperCard stack — the “hippie-dippy” is in the eye of the beholder — gluing together pictures generated by the 3D modeler StrataVision. During the second half of its development, a third everyday Macintosh software package made its mark: Apple’s QuickTime video system, which allowed Myst‘s creators to insert snippets of themselves playing the roles of the people who previously visited the semi-ruined worlds you spend the game exploring. All of these tools are presentation-level tools, not conventional game-building ones. Seen in this light, it’s little surprise that so much of Myst is surface. At bottom, it’s a giant hypertext done in pictures, with very little in the way of systems of any sort behind it, much less any pretense of world simulation. You wander through its nodes, in some of which you can click on something, which causes some arbitrary event to happen. The one place where the production does interest itself in a state which exists behind its visuals is in the handful of mechanical devices found scattered over each of its landscapes, whose repair and/or manipulation form the basis of the puzzles that turn Myst into a game rather than an unusually immersive slideshow.

In making Myst, each brother fell into the role he was used to from Cyan’s children’s projects. The brothers together came up with the story and world design, then Robyn went off to do the art and music while Rand did the technical plumbing in HyperCard. One Chuck Carter helped Robyn on the art side and Rich Watson helped Rand on the programming side, while Chris Brandkamp produced the intriguing, evocative environmental soundscape by all sorts of improvised means: banging a wrench against the wall or blowing bubbles in a toilet bowl, then manipulating the samples to yield something appropriately other-worldly. And that was the entire team. It was a shoestring operation, amateurish in the best sense. The only thing that distinguished the boys at Cyan from a hundred thousand other hobbyists playing with the latest creative tools on their own Macs was the fact that Cyan had a contract to do so — and a commensurate quantity of real, raw talent, of course.

Ironically given that Myst was treated as such a cutting-edge product at the time of its release, in terms of design it’s something of a throwback — a fact that does become less surprising when one considers that its creators’ experience with adventure games stopped in the early 1980s. A raging debate had once taken place in adventure circles over whether the ideal protagonist should be a blank slate, imprintable by the player herself, or a fully-fleshed-out role for the player to inhabit. The verdict had largely come down on the side of the latter as games’ plots had grown more ambitious, but the whole discussion had passed the Miller brothers by.

So, with Myst we were back to the old “nameless, faceless adventurer” paradigm which Sierra and LucasArts had long since abandoned. Myst actively encourages you to think of it as yourself there in its world. The story begins when you open a mysterious book here on our world, whereupon you get sucked into an alternate dimension and find yourself standing on the dock of a deserted island. You soon learn that you’re following a trail first blazed by a father and his two sons, all of whom had the ability to hop about between dimensions — or “ages,” as the game calls them — and alter them to their will. Unfortunately, the father is now said to be dead, while the two brothers have each been trapped in a separate interdimensional limbo, each blaming the other for their father’s death. (These themes of sibling rivalry have caused much comment over the years, especially in light of the fact that each brother in the game is played by one of the real Miller brothers. But said real brothers have always insisted that there are no deeper meanings to be gleaned here…)

You can access four more worlds from the central island just as soon as you solve the requisite puzzles. In each of them, you must find a page of a magical book. Putting the pages together, along with a fifth page found on the central island, allows you to free the brother of your choice, or to do… something else, which actually leads to the best ending. This last-minute branch to an otherwise unmalleable story is a technique we see in a fair number of other adventure games wishing to make a claim to the status of genuinely interactive fictions. (In practice, of course, players of those games and Myst alike simply save before the final choice and check out all of the endings.)

For all its emphasis on visuals, Myst is designed much like a vintage text adventure in many ways. Even setting aside its explicit maze, its network of discrete, mostly empty locations resembles the map from an old-school text adventure, where navigation is half the challenge. Similarly, its complex environmental puzzles, where something done in one location may have an effect on the other side of the map, smacks of one of Infocom’s more cerebral, austere games, such as Zork III or Spellbreaker.

This is not to say that Myst is a conscious throwback; the nature of the puzzles, like so much else about the game, is as much determined by the Miller brothers’ ignorance of contemporary trends in adventure design as by the technical constraints under which they labored. Among the latter was the impossibility of even letting the player pick things up and carry them around to use elsewhere. Utterly unfazed, Rand Miller coined an aphorism: “Turn your problems into features.” Thus Myst‘s many vaguely steam-punky mechanical puzzles, all switches to throw and ponderous wheels to set in motion, are dictated as much by its designers’ inability to implement a player inventory as by their acknowledged love for Jules Verne.

And yet, whatever the technological determinism that spawned it, this style of puzzle design truly was a breath of fresh air for gamers who had grown tired of the “use this object on that hotspot” puzzles of Sierra and LucasArts. To their eternal credit, the Miller brothers took this aspect of the design very seriously, giving their puzzles far more thought than Sierra at least tended to do. They went into Myst with no experience designing puzzles, and their insecurity  about this aspect of their craft was perhaps their ironic saving grace. Before they even had a computer game to show people, they spent hours walking outsiders through their scenario Dungeons & Dragons-style, telling them what they saw and listening to how they tried to progress. And once they did have a working world on the computer, they spent more hours sitting behind players, watching what they did. Robyn Miller, asked in an interview shortly after the game’s release whether there was anything he “hated,” summed up thusly their commitment to consistent, logical puzzle design and world-building (in Myst, the two are largely one and the same):

Seriously, we hate stuff without integrity. Supposed “art” that lacks attention to detail. That bothers me a lot. Done by people who are forced into doing it or who are doing it for formula reasons and monetary reasons. It’s great to see something that has integrity. It makes you feel good. The opposite of that is something I dislike.

We tried to create something — a fantastic world — in a very realistic way. Creating a fantasy world in an unrealistic way is the worst type of fantasy. In Jurassic Park, the idea of dinosaurs coming to life in the twentieth century is great. But it works in that movie because they also made it believable. That’s how the idea and the execution of that idea mix to create a truly great experience.

Taken as a whole, Myst is a master class in designing around constraints. Plenty of games have been ruined by designers whose reach exceeded their core technology’s grasp. We can see this phenomenon as far back as the time of Scott Adams: his earliest text adventures were compact marvels, but quickly spiraled into insoluble incoherence when he started pushing beyond what his simplistic parsers and world models could realistically present. Myst, then, is an artwork of the possible. Managing inventory, with the need for a separate inventory screen and all the complexities of coding this portable object interacting on that other thing in the world, would have stretched HyperCard past the breaking point. So, it’s gone. Interactive conversations would have been similarly prohibitive with the technology at the Millers’ fingertips. So, they devised a clever dodge, showing the few characters that exist only as recordings, or through one-way screens where you can see them, but they can’t see (or hear) you; that way, a single QuickTime video clip is enough to do the trick. In paring things back so dramatically, the Millers wound up with an adventure game unlike any that had been seen before. Their problems really did become their game’s features.

For the most part, anyway. The networks of nodes and pre-rendered static views that constitute the worlds of Myst can be needlessly frustrating to navigate, thanks to the way that the views prioritize aesthetics over consistency; rotating your view in place sometimes turns you 90 degrees, sometimes 180 degrees, sometimes somewhere in between, according to what the designers believed would provide the most striking image. Orienting yourself and moving about the landscape can thus be a confusing process. One might complain as well that it’s a slow one, what with all the empty nodes which you must move through to get pretty much anywhere — often just to see if something you’ve done on one side of the map has had any effect on something on its other side. Again, a comparison with the twisty little passages of an old-school text adventure, filled with mostly empty rooms, does strike me as thoroughly apt.

On the other hand, a certain glaciality of pacing seems part and parcel of what Myst fundamentally is. This is not a game for the impatient. It’s rather targeted at two broad types of player: the aesthete, who will be content just to wander the landscape taking in the views, perhaps turning to a walkthrough to be able to see all of the worlds; and the dedicated puzzle solver, willing to pull out paper and pencil and really dig into the task of understanding how all this strange machinery hangs together. Both groups have expressed their love for Myst over the years, albeit in terms which could almost convince you they’re talking about two entirely separate games.



So much for Myst the artifact. What of Myst the cultural phenomenon?

The origins of the latter can be traced to the Miller brothers’ wise decision to take their game to Brøderbund. Brøderbund tended to publish fewer products per year than their peers at Electronic Arts, Sierra, or the lost and unlamented Mediagenic, but they were masterful curators, with a talent for spotting software which ordinary Americans might want to buy and then packaging and marketing it perfectly to reach them. (Their insistence on focus testing, so confusing to the Millers, is proof of their competence; it’s hard to imagine any other publisher of the time even thinking of such a thing.) Brøderbund published a string of products over the course of a decade or more which became more than just hits; they became cultural icons of their time, getting significant attention in the mainstream press in addition to the computer magazines: The Print Shop, Carmen Sandiego, Lode Runner, Prince of Persia, SimCity. And now Myst was about to become the capstone to a rather extraordinary decade, their most successful and iconic release of all.

Brøderbund first published the game on the Macintosh in September of 1993, where it was greeted with rave reviews. Not a lot of games originated on the Mac at all, so a new and compelling one was always a big event. Mac users tended to conceive of themselves as the sophisticates of the computer world, wearing their minority status as a badge of pride. Myst hit the mark beautifully here; it was the Mac-iest of Mac games. MacWorld magazine’s review is a rather hilarious example of a homer call. “It’s been polished until it shines,” wrote the magazine. Then, in the next paragraph: “We did encounter a couple of glitches and frozen screens.” Oh, well.

Helped along by press like this, Myst came out of the gates strong. By one report, it sold 200,000 copies on the Macintosh alone in its first six months. If correct or even close to correct, those numbers are extraordinary; they’re the numbers of a hit even on the gaming Mecca that was the Wintel world, much less on the Mac, with its vastly smaller user base.

Still, Brøderbund knew that Myst‘s real opportunity lay with those selfsame plebeian Wintel machines which most Mac users, the Miller brothers included, disdained. Just as soon as Cyan delivered the Mac version, Brøderbund set up an internal team — larger than the Cyan team which had made the game in the first place — to do the port as quickly as possible. Importantly, Myst was ported not to bare MS-DOS, where almost all “hardcore” games still resided, but to Windows, where the new demographics which Brøderbund hoped to attract spent all of their time. Luckily, the game’s slideshow visuals were possible even under Windows’s sluggish graphics libraries, and Apple had recently ported their QuickTime video system to Microsoft’s platform. The Windows version of Myst shipped in March of 1994.

And now Brøderbund’s marketing got going in earnest, pushing the game as the one showcase product which every purchaser of a new multimedia PC simply had to have. At the time, most CD-ROM based games also shipped in a less impressive floppy-disk-based version, with the latter often still outselling the former. But Brøderbund and Cyan made the brave choice not to attempt a floppy-disk version at all. The gamble paid off beautifully, furthering the carefully cultivated aspirational quality which already clung to Myst, now billed as the game which simply couldn’t be done on floppy disk. Brøderbund’s lush advertisements had a refined, adult air about them which made them stand out from the dragons, spaceships, and scantily-clad babes that constituted the usual motifs of game advertising. As the crowning touch, Brøderbund devised a slick tagline: Myst was “the surrealistic adventure that will become your world.” The Miller brothers scoffed at this piece of marketing-speak — until they saw how Myst was flying off the shelves in the wake of it.

So, through a combination of lucky timing and precision marketing, Myst blew up huge. I say this not to diminish its merits as a puzzle-solving adventure game, which are substantial, but simply because I don’t believe those merits were terribly relevant to the vast majority of people who purchased it. A parallel can be drawn with Infocom’s game of Zork, which similarly surfed a techno-cultural wave a decade before Myst. It was on the scene just as home computers were first being promoted in the American media as the logical, more permanent successors to the videogame-console fad. For a time, Zork, with its ability to parse pseudo-natural-English sentences, was seen by computer salespeople as the best overall demonstration of what a computer could do; they therefore showed it to their customers as a matter of course. And so, when countless new computer systems went home with their new owners, there was also a copy of Zork in the bag. The result was Infocom’s best-selling game of all time, to the tune of almost 400,000 copies sold.

Myst now played the same role in a new home-computer boom. The difference was that, while the first boom had fizzled rather quickly when people realized of what limited practical utility those early machines actually were, this second boom would be a far more sustained affair. In fact, it would become the most sustained boom in the history of the consumer PC, stretching from approximately 1993 right through the balance of the decade, with every year breaking the sales records set by the previous one. The implications for Myst, which arrived just as the boom was beginning, were titanic. Even long after it ceased to be particularly cutting-edge, it continued to be regarded as an essential accessory for every PC, to be tossed into the bags carried home from computer stores by people who would never buy another game.

Myst had already established its status by the time the hype over the World Wide Web and Windows 95 really lit a fire under computer sales in 1995. It passed the 1 million copy mark in the spring of that year. By the same point, a quickie “strategy guide” published by Prima, ideal for the many players who just wanted to take in its sights without worrying about its puzzles, had passed an extraordinary 300,000 copies sold — thus making its co-authors, who’d spent all of three weeks working on it, the two luckiest walkthrough authors in history. Defying all of the games industry’s usual logic, which dictated that titles sold in big numbers for only a few months before fizzling out, Myst‘s sales just kept accelerating from there. It sold 850,000 copies in 1996 in the United States alone, then another 870,000 copies in 1997. Only in 1998 did it finally begin to flag, posting domestic sales of just 540,000 copies. Fortunately, the European market for multimedia PCs, which lagged a few years behind the American one, was now also burning bright, opening up whole new frontiers for Myst. Its total retail sales topped 6 million by 2000, at least 2 million of them outside of North America. Still more copies — it’s impossible to say how many — had shipped as pack-in bonuses with multimedia upgrade kits and the like. Meanwhile, under the terms of Sunsoft’s original agreement with Cyan, it was also ported by the former to the Sega Saturn, Atari Jaguar, 3DO, and CD-I living-room consoles. Myst was so successful that another publisher came out with an elaborate parody of it as a full-fledged computer game in its own right, under the indelible title of Pyst. Considering that it featured the popular sitcom star John Goodman, Pyst must have cost far more to make than the shoestring production it mocked.

As we look at the staggering scale of Myst‘s success, we can’t avoid returning to that vexing question of why it all should have come to be. Yes, Brøderbund’s marketing campaign was brilliant, but there must be more to it than that. Certainly we’re far from the first to wonder about it all. As early as December of 1994, Newsweek magazine noted that “in the gimmick-dominated world of computer games, Myst should be the equivalent of an art film, destined to gather critical acclaim and then dust on the shelves.” So why was it selling better than guaranteed crowd-pleasers with names like Star Wars on their boxes?

It’s not that it’s that difficult to pinpoint some of the other reasons why Myst should have been reasonably successful. It was a good-looking game that took full advantage of CD-ROM, at a time when many computer users — non-gamers almost as much as gamers — were eager for such things to demonstrate the power of their new multimedia wundermachines. And its distribution medium undoubtedly helped its sales in another way: in this time before CD burners became commonplace, it was immune to the piracy that many publishers claimed was costing them at least half their sales of floppy-disk-based games.

Likewise, a possible explanation for Myst‘s longevity after it was no longer so cutting-edge might be the specific technological and aesthetic choices made by the Miller brothers. Many other products of the first gush of the CD-ROM revolution came to look painfully, irredeemably tacky just a couple of years after they had dazzled, thanks to their reliance on grainy video clips of terrible actors chewing up green-screened scenery. While Myst did make some use of this type of “full-motion video,” it was much more restrained in this respect than many of its competitors. As a result, it aged much better. By the end of the 1990s, its graphics resolution and color count might have been a bit lower than those of the latest games, and it might not have been quite as stunning at first glance as it once had been, but it remained an elegant, visually-appealing experience on the whole.

Yet even these proximate causes don’t come close to providing a full explanation of why this art film in game form sold like a blockbuster. There are plenty of other games of equal or even greater overall merit to which they apply equally well, but none of them sold in excess of 6 million copies. Perhaps all we can do in the end is chalk it up to the inexplicable vagaries of chance. Computer sellers and buyers, it seems, needed a go-to game to show what was possible when CD-ROM was combined with decent graphics and sound cards. Myst was lucky enough to become that game. Although its puzzles were complex, simply taking in its scenery was disarmingly simple, making it perfect for the role. The perfect product at the perfect time, perfectly marketed.

In a sense, Myst the phenomenon didn’t do that other MystMyst the actual artifact, the game we can still play today — any favors at all. The latter seems destined always to be judged in relation to the former, and destined always to be found lacking. Demanding that what is in reality a well-designed, aesthetically pleasing game live up to the earth-shaking standards implied by Myst‘s sales numbers is unfair on the face of it; it wasn’t the fault of the Miller brothers, humble craftsmen with the right attitude toward their work, that said work wound up selling 6 million copies. Nevertheless, we feel compelled to judge it, at least to some extent, with the knowledge of its commercial and cultural significance firmly in mind. And in this context especially, some of its detractors’ claims do have a ring of truth.

Arguably the truthiest of all of them is the oft-repeated old saw that no other game was bought by so many people and yet really, seriously played by so few of its purchasers. While such a hyperbolic claim is impossible to truly verify, there is a considerable amount of circumstantial evidence pointing in exactly that direction. The exceptional sales of the strategy guide are perhaps a wash; they can be as easily ascribed to serious players wanting to really dig into the game as they can to casual purchasers just wanting to see all the pretty pictures on the CD-ROM. Other factors, however, are harder to dismiss. The fact is, Myst is hard by casual-game standards — so hard that Brøderbund included a blank pad of paper in the box for the purpose of keeping notes. If we believe that all or most of its buyers made serious use of that notepad, we have to ask where these millions of people interested in such a cerebral, austere, logical experience were before it materialized, and where they went thereafter. Even the Miller brothers themselves — hardly an unbiased jury — admit that by their best estimates no more than 50 percent of the people who bought Myst ever got beyond the starting island. Personally, I tend to suspect that the number is much lower than that.

Perhaps the most telling evidence for Myst as the game which everyone had but hardly anyone played is found in a comparison with one of its contemporaries: id Software’s Doom, the other decade-dominating blockbuster of 1993 (a game about which I’ll be writing much more in a future article). Doom indisputably was played, and played extensively. While it wasn’t quite the first running-around-and-shooting-things-from-a-first-person-perspective game, it did become so popular that games of its type were codified as a new genre unto themselves. The first-person shooters which followed Doom in the 1990s were among the most popular games of their era. Many of their titles are known to gamers today who weren’t yet born when they debuted: titles like Duke Nukem 3D, Quake, Half-Life, Unreal. Myst prompted just as many copycats, but these were markedly less popular and are markedly less remembered today: AMBER: Journeys Beyond, Zork Nemesis, Rama, Obsidian. Only Cyan’s own eventual sequel to Myst can be found among the decade’s bestsellers, and even it’s a definite case of diminishing commercial returns, despite being a rather brilliant game in its own right. In short, any game which sold as well as Myst, and which was seriously played by a proportionate number of people, ought to have left a bigger imprint on ludic culture than this one did.

But none of this should affect your decision about whether to play Myst today, assuming you haven’t yet gotten around to it. Stripped of all its weighty historical context, it’s a fine little adventure game if not an earth-shattering one, intriguing for anyone with the puzzle-solving gene, infuriating for anyone without it. You know what I mean… sort of a niche experience. One that just happened to sell 6 million copies.

(Sources: the books Myst: Prima’s Official Strategy Guide by Rick Barba and Rusel DeMaria, Myst & Riven: The World of the D’ni by Mark J.P. Wolf, and The Secret History of Mac Gaming by Richard Moss; Computer Gaming World of December 1993; MacWorld of March 1994; CD-ROM Today of Winter 1993. Online sources include “Two Histories of Myst” by John-Gabriel Adkins, Ars Technica‘s interview with Rand Miller, Robyn Miller’s postmortem of Myst at the 2013 Game Developers Conference, GameSpot‘s old piece on Myst as one of the “15 Most Influential Games of All Time,” and Greg Lindsay’s Salon column on Myst as a “dead end.” Michael Bywater’s colorful comments about Myst come from Peter Verdi’s now-defunct Magnetic Scrolls fan site, a dump of which Stefan Meier dug up for me from his hard drive several years ago. Thanks again, Stefan!

The “Masterpiece Edition” of Myst is available for purchase from GOG.com.)

 
110 Comments

Posted by on February 21, 2020 in Digital Antiquaria, Interactive Fiction

 

Tags: , , ,

Sierra at the Cusp of the Multimedia Age

By 1990, life for the programmers and artists who made adventure games for Sierra On-Line had settled down into a predictable pattern. Even-numbered years were King’s Quest years, when the company pulled out all the stops to deliver a new iteration of their flagship series that incorporated all the latest technologies — that looked and sounded better than anything they had ever done before. Odd-numbered years offered a chance to decompress, letting the creative teams apply the techniques that had been developed for King’s Quest to other games — games that were often more eclectic and, to this writer’s mind at least, more interesting — while the marketing people had more time to devise promotional strategies for same. Not coincidentally, Leisure Suit Larry in the Land of the Lounge Lizards and Hero’s Quest: So You Want to Be a Hero, Sierra’s two most successful non-King’s Quest series debuts to date, had each been launched in an odd year. Sierra was making enough games by the dawn of the 1990s that even a King’s Quest year would see the release of plenty of other, non-King’s Quest games. But everyone knew where management’s priorities lay when it came time for Roberta Williams to start to think about King Graham and Daventry once again.

Thus there was never any doubt that King’s Quest V would dominate the agenda for 1990, just as there wasn’t that Ken and Roberta Williams would demand that it be an audiovisual showstopper. The Williamses and their fellow travelers were feeling their oats a bit, and by no means entirely without reason. Following the near-implosion of 1983 and 1984, Sierra had been steadily profitable for half a decade, their gross revenues growing throughout that time at a steady year-by-year clip. Unlike so many other computer-game makers, they hadn’t been damaged very much at all by the arrival of Nintendo and the resurgence of the once dead-and-buried console market; the existence of those events, so cataclysmic for so many of their peers, could never even have been guessed at from a glance at Sierra’s bottom line. While heretofore strident console haters like Trip Hawkins of Electronic Arts swallowed their pride and begged Nintendo for a license, Ken Williams stuck to his guns. Sierra published, as their press releases and annual reports never failed to proclaim, “premium-priced entertainment-software products for the high end of the consumer market” — i.e., for home computers. They hadn’t suffered the identity crisis of their peers, and their strong sense of exactly what kind of products they ought to be making was continuing to pay off.

Which isn’t to say that their business wasn’t evolving in other ways. As Sierra accelerated into a decade which they and many others believed would be marked by a merging of the interactive entertainments coming out of Northern California with the non-interactive entertainments coming out of Southern California, they took on more and more of a studio mentality, in which the programmers who wrote the code for the games would just be one part of a creative whole, no more important — indeed, quite possibly less important — than the artists who illustrated them or the composers who scored them. And nowhere was this new philosophy of game production more in evidence than in the hiring of Bill Davis as “creative director” in July of 1989.

Bill Davis, looking tragically hip in his photo shoot for Sierra’s corporate magazine.

Davis came to Sierra with no experience at all in interactive media, but with a long resume as a television director and animator that included clients like McDonald’s, Burger King, Toyota, NBC, The Children’s Television Workshop, and MacMillan and Co. His work had appeared on Sesame Street, The Electric Company, and The Tonight Show, and a short film he had made on his own time had recently been shown at the Annecy International Animated Film Festival. He was brought in explicitly to “Hollywoodize” Sierra — even if a good part of what that term encompassed in Ken Williams’s view might simply have been seen as smart, effective project management by someone else. Davis:

At Sierra, projects are getting so large, and we are getting so many projects, [that] we are concerned about losing quality. We are going to take some of the techniques that have been used in the film industry to manage gigantic feature projects and apply them here. I think we’ll gain in efficiency along the way also. It will enable many more people to work on a project, finish that project quickly, and not lose quality.

With a storyboard you are able to visualize an entire project at the beginning and locate the pitfalls, the problem areas, ahead of time, before anyone sits down at a computer to work on anything. We won’t have to trash large sections of a game that have been developed because they don’t work with another part of the game. We should be able to prevent those types of things from happening.

The conceptual core of Davis’s approach — and the one that smacked most of Hollywood — was indeed storyboarding, a technique which traditional animators had been using since time immemorial. According to an article published in Sierra’s magazine, “a storyboard might be likened to a comic strip of the whole game on paper, laid out on a large bulletin board. The game designer, the art designer, the lead programmer, and the music director meet in front of the storyboard to familiarize all concerned with all facets of the project. It is here that any problems — technical or otherwise — are brought up and worked out between these four.”

The obvious disadvantage in relying so heavily on this technique drawn from a linear form of media in a game-development context is the simple reality that games are not a linear form of media. Setting aside claimed gains in efficiency which I have no reason to doubt, I fancy I can spot some unforeseen ramifications of the approach in some of the games which would be created using it, with their tendencies to trap the player in unwinnable states if she approaches things in the “wrong” order. Bob Bates of Legend Entertainment once said to me that Sierra games seemed to him to be global “state machines,” as opposed to the more granularly simulated, object-focused games of Infocom and Legend. While this comparison doesn’t hold up on a technical level — the object-oriented language Sierra used to program their SCI engine is actually remarkably similar in conception to Infocom’s ZIL — I believe there’s something to be said for it on a philosophical level.

Nevertheless, Sierra had made their bed with Davis’s storyboard-driven methodology. The veteran game developers working there, who had previously enjoyed virtual free rein to make games using whatever methodology they wished, were now expected to lie in it. With less or more grumbling, they all did so.

King’s Quest V was absolutely stunning to look at in its day, and still looks quite lovely today.

The changes Davis had been hired to implement began to affect the developers immediately after his arrival, but the new process wouldn’t be tested out in its entirety until work began on King’s Quest V some months later. In addition to the new development process, that game would, as per usual for a King’s Quest, mark the beginning of a new technological generation of Sierra adventure games. King’s Quest IV back in 1988 had heralded the arrival of the new, more flexible SCI game engine, along with full orchestral soundtracks for those with the hardware to hear them. Those changes may have seemed big at the time, but they were as nothing compared to Sierra’s latest plans. King’s Quest V would replace its predecessor’s 16-color EGA graphics with 256-color VGA graphics, and would replace its text parser with an entirely mouse-driven point-and-click interface. True to their leader’s analog roots, Davis’s artists were now expected to paint all of the scenes for the game by hand on paper; their work was then digitized, giving the Sierra games of this era a distinctive painterly quality that remains lovely to look at. Whatever else you can say about it, King’s Quest V represented the most dramatic single visual leap forward which Sierra’s games ever had or ever would make — comparable to the leap which King’s Quest IV had made two years before in terms of audio.

In design terms, however, King’s Quest V was just the latest in a long string of lowlights. If anything, it was even worse than the series’s dubious norm. Whether because of Bill Davis’s rigid storyboarding methodology or because of Roberta Williams’s endemic carelessness as a designer, or perhaps both, it’s often described as the absolute nadir of the series in terms of dead ends and nonsensical puzzles. The cognitive dissonance that existed between the series’s designs and the way the games were marketed continued to be as perplexing as it was hilarious. As always, the latest King’s Quest was positioned with one leg in what we might call the pure gaming space, the other in the edutainment space. “Come into the world of King’s Quest V… and bring the family!” trumpeted Sierra’s advertising to accompany appropriately wholesome, family-friendly art. Perhaps the lesson it was meant to impart to the little ones — at least to those of them with serious aspirations of solving it — was that it’s a cruel old world out there, appearances can be deceptive, and you can never trust anyone — least of all an adventure game with Roberta Williams’s name on the box.

Adorable young King’s Quest fans (and one or two confused adults) dress up for a Sierra photo contest. Too bad the game secretly wants to lead them down some blind alley and never let them out again…

But none of that ultimately mattered to Sierra’s bottom line. Justifiably heralded as the beginning of a new era of Sierra adventure gaming upon its release just in time for the Christmas of 1990, King’s Quest V was sold and bought on the basis of its “vivid game scenes, lifelike animation, and breathtaking soundtrack.” Children continued to love the series for all these reasons, while parents continued to see it as a safe choice in a perilous gaming landscape. King’s Quest, in short, had long since become one of the handful of gaming brands that even those who didn’t play games at all might recognize. The Software Publishers Association honored it as the best adventure of 1990, and even Computer Gaming World, normally the most skeptical of the magazines, elected to contradict their lukewarm initial review, get with the program, and make it their adventure of the year as well. Sierra claimed that out of the gate King’s Quest V became the fastest-selling single computer game in the history of the industry. In its first three months on the market, it sold 160,000 copies; in its first fifteen months, more than 300,000 copies. And, even more encouragingly in terms of Sierra’s future prospects, the rapturous reception accorded to the potent combination of 256-color graphics with a point-and-click interface wasn’t confined to their most iconic series. Space Quest IV, the second game developed under the new methodology and technology, marketed more to the teen demographic than the tweens of King’s Quest, hit 100,000 units before its own first ninety days were up.

And there was yet more technological progress in the offing. Huge leap forward though they were, VGA and point-and-click only comprised two-thirds of the major advances Sierra was unveiling for those King’s Quest V buyers who had the right hardware. CD-ROM had been lurking out there for years now, offering almost inconceivable amounts of storage, a prospect which inspired both excitement and fear among computer-game developers and publishers; after all, what could you actually do with 650 MB worth of space? Sierra stormed into the 1990s determined to answer that question. The imagined multimedia future into which CD-ROM would lead the world had had much to do with their hiring of Bill Davis, a man who presumably knew how to make all the rich multimedia content that would be needed to fill all those megabytes.

Roberta Williams takes one of her star turns on the title screen to the CD-ROM version of Mixed-Up Mother Goose.

For their first foray into CD-ROM, Sierra chose Mixed-Up Mother Goose, a charming little educational game of scrambled nursery rhymes which Roberta Williams had first put together in the non-King’s Quest year of 1987. Sierra admitted frankly to choosing it for their first CD-ROM experiment because it was “a relatively small game,” “less expansive than a King’s Quest or Space Quest adventure.” But, having made that concession to practicality, they made few others. In addition to the expected redoing of all the graphics and the conversion to a point-and-click interface, professional actors were hired to voice every line of dialog. Intended as a showpiece and a proof of concept as much as a commercial product, Mixed-Up Mother Goose delivered in fine fashion on the former counts at least. At an industry conference, no less a personage than Bill Gates used it as the grand finale of his presentation on multimedia computing, calling it the “most compelling use of multimedia to date.” Sony chose to make it a pack-in product with their CD-ROM drives.

As befitted its series’s flagship status, King’s Quest V too had been earmarked for CD-ROM from the beginning. There were some early hopes of producing the CD release in tandem with the diskette-based release, but those fell by the wayside in the rush to get the latter done in time for Christmas. King’s Quest V instead shipped on CD in August of 1991, the first of Sierra’s full-fledged adventure games to do so. It featured the talents — admittedly, sometimes the somewhat dubious talents — of more than fifty voice actors. Ken Williams himself coined the term which the industry at large would soon be using to describe such CD-based re-releases of older games: “talkies,” a reference harking back to the period when silent films were being replaced by films with sound. Williams and many others believed that the changes the talkies would bring to the games industry would be every bit as disruptive as those they had brought to cinema all those years ago.

Indeed, Sierra felt that CD-ROM placed them on the cusp of nothing less than a technological and aesthetic media revolution. The company’s history to date had been marked by a slow move away from text: the illustrated text adventures of their earliest days had given way to the animated adventure games that were born with the first King’s Quest, and now the text parsers in those games had given way to a point-and-click interface. CD-ROM would mark the final step in that journey, offering up an immersive multimedia environment built entirely from pictures and animations, from sound and music. Sierra’s Oakhurst, California, campus already included a video-capture studio and a sound studio, and the company was investing heavily in custom hardware and software for merging the analog real world into the digital world of their games. Multimedia wasn’t just a buzzword for Sierra; it was the necessary future of their business.

Taping a scene for Police Quest 3 at Sierra’s in-house video-production facility.

But, as so many others had been doing for so long now, Sierra chafed at the excruciatingly slow progress of CD-ROM, the key to this future, into the homes of their customers. The fact was that building a CD-ROM-capable gaming computer was as expensive as it was confusing. Still, Sierra felt that their own recent history provided grounds for optimism: in the face of expense and confusion, they had succeeded in driving their customers toward sound cards at the tail end of the previous decade, so much so that by 1991 Sound Blaster and Ad Lib cards and their equivalents had found a home in most MS-DOS gamers’ computers. Sierra had accomplished this feat via a two-pronged strategy that addressed the issue from both the supply and demand side of the equation. On the supply side, they had published games — beginning, naturally, with a King’s Quest — which made spectacular use of sound, to such an extent that anyone without a sound card had to feel like she was missing out on a big chunk of the experience. And on the demand side, they had tried to ease their customers’ confusion by endorsing certain sound cards and even selling them directly at discount prices through their magazine.

Now, Sierra tried a similar strategy for CD-ROM. In the fall of 1991, they began selling a “multimedia upgrade kit” directly to their loyal customers for $795. It included a CD-ROM drive, a CD-friendly sound card, a copy of Microsoft Windows with the “multimedia extensions” included, and a selection of CD-based software published by Sierra and others. Yet Sierra’s CD-ROM push wouldn’t prove as immediately fruitful as had their sound-card push; at almost $800, one of these multimedia kits was a much harder sell than a $200 sound card. CD-ROM wouldn’t finally break out on a wide scale among computer owners until 1993, fully eight years after it had first been heralded as the next big revolution in computing. In the meantime, the vast majority of Sierra’s games would continue to ship on floppy disks; with the economics of the situation being what they were, only the more high-profile titles even saw a CD-based release.

While CD-ROM thus continued to wait in the wings where it had already stood for so long, the technological innovations of the disk-based King’s Quest V were more than impressive enough for most gamers. As was typical of a non-King’s Quest year, most of Sierra’s other established series — including Space Quest, Police Quest, and Leisure Suit Larry — got a new iteration in 1991. But the most interesting Sierra adventure game of the year was a one-off called Conquests of the Longbow: The Legend of Robin Hood.

Christy Marx with her husband Peter Ledger, who worked on her games as an illustrator.

Christy Marx, the creator of that game, had a resume which seemed perfectly attuned to the new philosophy of game development which Bill Davis had inculcated at Sierra. Like Davis, she had a background in traditional cartoons and animation, having worked through most of the 1980s as a writer on the Saturday-morning-television beat: penning episodes of G.I. Joe, Dino Riders, and Teenage Mutant Ninja Turtles, and even creating her own cartoon series, Jem and the Holograms, which ran for 65 episodes between 1985 and 1988. In the midst of it all, she had also found time to create her own limited-run comic-book series, Sisterhood of Steel.

Conquests of the Longbow was actually the second game which Marx wrote and designed for Sierra. It followed the Arthurian Conquests of Camelot: The Search for the Grail, released as one of Sierra’s last parser-based games in 1990. (The pair together must vie with The Colonel’s Bequest for most tortured use ever of Sierra’s “Quest” trademark.) Conquests of Camelot is unusually earnest for a vintage Sierra adventure, rich in setting and character, but it’s clear that Marx struggled to master the interactive dimension of her new medium. Certainly the game resoundingly fails to put its best foot forward. The first area most players will visit after leaving Arthur’s castle hits you first with two of the all-time worst examples of the hideous action sequences, disliked by virtually everyone, which Sierra was always shoehorning into their adventure games, then follows them up with a long string of riddles. As you might expect after a beginning like that, it doesn’t take much longer for a maze to rear its ugly head, thus completing the adventure-game trifecta of lazy design.

Conquests of the Longbow draws from a slightly later period in the mythical history of England than does Conquests of Camelot, taking place during the time of King Richard the Lionheart’s captivity in Austria (an era and a story which will ring familiar to anyone who has played Cinemaware’s Defender of the Crown). It’s by no means immune to the problems typical of Sierra adventure games of its vintage: its version of Sherwood Forest is pointlessly large and empty; the linear plot — surely exhaustively storyboarded beforehand — leaves you flailing about for triggers to advance the timeline; at least one or two of the puzzles are far too obscure for their own good. Yet by way of compensation it offers an embarrassment of other riches, including an authentic Medieval board game that’s very engaging in its own right and a real chance to sculpt the Robin Hood you envision — whether you prefer to make him a short-tempered killer or clever trickster or something else entirely. There are even multiple endings, based on the decisions you made throughout the game, that feel organic rather than contrived.

Even more so than that of any of Sierra’s established series, Marx’s sensibility benefits hugely from the step up to VGA graphics. Her writing, so much subtler than the Sierra norm, combines with the fine work of Sierra’s talented art team and some lovely music to create an experience that drips with the atmosphere of Merry Olde England. Marx had, she said, “adored” Robin Hood since she was a small girl, and that passion comes through almost strong enough to make even a design curmudgeon like me forgive her her sins. At any rate, Conquests of the Longbow certainly strikes this reviewer as more engaging than yet more madcap antics of Roger Wilco or Larry Laffer.

And in commercial terms as well, Christy Marx’s second game was surprisingly successful even in the face of such competition. The issue of Sierra’s official magazine dating from the spring of 1992 has it as the company’s biggest current seller, edging out Police Quest 3, Leisure Suit Larry 5, and King’s Quest V. Its commercial performance was undoubtedly helped greatly by a fortuitous coincidence: the second biggest cinematic blockbuster of 1991 was a movie called Robin Hood: Prince of Thieves.

Despite her second game’s success, Marx left Sierra after its completion to return to writing for non-interactive media — a pity, as it seemed she was just starting to get the hang of writing and designing with interactivity in mind. If her trajectory had continued, her next game might have been amazing.

Important as adventure games still were for Sierra during this period, they were no longer the virtual sum total of the company’s offerings, as they had been for a period during the latter 1980s. For all that Ken Williams had entered the new decade determined to make Sierra’s name synonymous with interactive storytelling in the multimedia age, he was determined to diversify as well. By way of accomplishing that goal, Sierra announced on March 27, 1990, the acquisition of Dynamix, a small but well-respected Oregon-based development house that had been founded in 1984 and had since delivered an eclectic mix of original games and ports to various publishers. Of late, they had focused on the crazily disparate genres of 3D vehicle simulations and cinematic adventure games. With Sierra’s in-house developers having the latter category well in-hand, it was the former which most excited Ken Williams — even though he personally was something of a simulation hater. (“Are there any planes, tanks, or automobiles this industry hasn’t done fifty times already?” he had asked almost plaintively just before the Dynamix opportunity presented itself.) Dynamix soon showed him how wise he had been to go with his market research over his personal preferences by gifting Sierra with Red Baron, a superb World War I dog-fighting simulation that became their biggest non-adventure hit since the pre-King’s Quest years, even in the midst of an unexpected glut of similarly-themed games from other publishers.

With Dynamix delivering the goods for the hardcore joystick jockeys, Williams pushed his in-house teams to branch out from adventure games and produce what we today would call “casual” games, targeted at traditionally non-gaming demographics. In fairly short succession, Sierra churned out three separate volumes of Hoyle Book of Games, collections of classic card and board games named after Edmond Hoyle, the eighteenth century’s foremost authority on such matters. The release of special versions of these titles that were designed to run nicely on the black-and-white laptop computers of the day revealed exactly what sorts of customers Sierra was hoping to appeal to.

Another vaguely casual product was something called Jones in the Fast Lane, a computerized board game with a strong resemblance to the old family classic Careers that had first come to Sierra as an unsolicited outside submission. It could be played alone, but that was rather missing the point; it really wanted to be played with up to three others during a high-tech family board-game night. Fun in short doses, but a little too shallow and random to be given the status of classic alongside its likely inspiration, it nevertheless found two great patrons in Ken Williams and Bill Davis, the latter of whom personally shepherded the project to completion. In a measure of the priority it was given as a potential new direction, it became Sierra’s second-ever CD-ROM product, beating even the CD-based King’s Quest V to market. But it never sold all that well despite a big promotional push, and Sierra would never again make anything quite like it.

While casual games had dominated the non-adventure agenda for 1990, education was the big watchword of 1991. Throughout Sierra’s history, their interest in this market had ebbed and flowed. Sometimes they had gone after it enthusiastically, as when they had signed big licensing deals with Disney and Jim Henson of Muppets fame in the mid-1980s; other times, not so much, although, as releases like Mixed-Up Mother Goose and the pseudo-educational gloss that was often placed on King’s Quest show, they never entirely abandoned the market. Now the educational tide was flowing back in again, with Ken Williams having decided that the audiovisual potential of the latest computers would make such products much more appealing to parents and educators. Thus the new “Sierra Discovery Series.” Corey and Lori Ann Cole, the husband-and-wife team behind the successful Quest for Glory adventure series, agreed to take a year off from that series to each design an educational product. The former made the middle- and high-school-focused Castle of Dr. Brain, the latter the elementary-school-focused Mixed-Up Fairy Tales. And other “educational adventures” were in the works for a 1992 release.

Sierra’s pitch for this latest educational initiative was designed to address the permanent existential angst/guilt of modern parents: the fear that their children watched too much television. Educational adventures offered a healthier alternative that wouldn’t be any more taxing on the parents and that would be even more appealing to the children themselves.

Why do children spend so many hours watching TV? This is a question you often hear from concerned parents and teachers. The answer is simple: because the world of TV is one of color, fun, and adventure. It’s an escape from the child’s everyday world. Who wouldn’t want that? But many people are concerned about the passive nature of TV watching. It just isn’t that stimulating for children’s minds.

What if there were something else the child could be doing? Something with equal color and sound and fantasy, but this time the child could jump right through the screen and into the action? Better yet, what if the child could actually learn something while having fun? If you have a personal computer in your home, you already have the first ingredient for enriching your child’s everyday life.

What harried parent could refuse a pitch like that?

While the individual products did more or less well, Ken Williams must have been at least somewhat gratified when he glanced at that aforementioned sales chart for the spring of 1992. Yes, the top four items on the list were all conventional Sierra adventure games — but, tellingly, none of the remaining six titles were.

In all of these initiatives, Williams was chasing a vision of computer gaming’s future which stood in marked contrast to that of many of Sierra’s peers. Even as they hunkered down in the face of the ongoing Nintendo storm to focus on the games and the gamers that had gotten them this far, Sierra chased a broader, more inclusive vision of interactive entertainment — chased a near-future with something for everyone in the stereotypical suburban family. In the Sierra household of Williams’s dreams, 14-year-old Johnny would play Castle of Dr. Brain at school and Space Quest at home; nine-year-old Mary would play Mixed-Up Fairy Tales at school and King’s Quest at home; Dad would play Hoyle on his laptop on business trips; Mom and Dad together would put in some quality time with Leisure Suit Larry in the evenings after the kids were in bed; and the whole family would gather in the living room on a Sunday afternoon for a game of Jones in the Fast Lane.

In keeping with this vision, Sierra’s design staff too was shockingly diverse by the standards of their industry. At one point in 1991, four different women were designing games for Sierra; I’m hard pressed to come up with another developer that was employing even one female designer. Ken Williams wasn’t particularly idealistic, and he certainly was no social activist; he was merely a businessman who believed that he needed to expand the appeal of his products in order to grow his business. Nor did his version of inclusivity extend overly far; his insistence that Sierra’s white-bread games were premium entertainment products, with prices to match, ensured that. Nevertheless, Sierra stood out from the pack of other publishers who were all tripping over each other as they chased after the same group of 12-to-35-year-old single white males.

Ken Williams didn’t keep his vision to himself. Quite the contrary: on the theory that a rising tide lifts all boats, he pushed the other publishers to broaden their own views of who constituted a potential customer. He railed ceaselessly against what he saw as the needless complications of being an MS-DOS gamer: of needing to know a dozen technical terms just to read the minimum specifications printed on a box and thereby know whether your computer could run any given game; of needing to know how to swap expansion cards in and out and configure their IRQ settings; of needing to know how to get around in MS-DOS itself, how to configure extended and expanded memory and set up a custom startup script for almost every new game you purchased. He believed — correctly, it seems to me — that all of these technical complexities restricted the market for computer games to the sorts of personalities who reveled in them, preventing entire potential genres of computer entertainment from ever being explored. As head of the Software Publishers Association Standards Committee, he pushed his colleagues to adopt a standard nomenclature for listing system requirements, and pushed them to adopt a voluntary Hollywood-style standard for rating game content as well before one was imposed on them from outside the industry; he succeeded in the former task, but, for the time being anyway, failed at the latter. He was thrilled when a consortium led by Microsoft published, after much lobbying from him among many others, a standard set of minimum specifications for a so-called “Multimedia Personal Computer. ” The idea behind it was that a customer could purchase a system with the MPC logo on the box and then know that she could purchase any piece of software sporting the same logo in the assurance that it would work on her computer — no muss, no fuss, no parsing of fine-print technical specifications.

Sierra’s most obvious ally in their mission to broaden the demographic for home-computer software was Broderbund. The two companies bore many similarities. Both had been formed way back in the dark ages of 1980 — Broderbund under the alternate spelling of “Brøderbund” — and both remained at bottom family businesses, run by the Williams family in the case of Sierra, by the Carlston family in the case of Broderbund. The Williamses and the Carlstons had been close friends in the early days of what Doug Carlston referred to as the “software brotherhood,” and a certain sense of kinship between these two rare survivors of that formative period had managed to carry through into this very different era of the early 1990s, as had a similar philosophy about the future of their industry. To if anything an even greater extent than Sierra, Broderbund was actually succeeding in the mission of putting their products into the hands of Middle America at large. Their Carmen Sandiego series constituted the most successful edutational products of their time, so popular that Broderbund was putting the final touches on a deal to bring it to television as a children’s quiz show. Their Print Shop posters and banners were an inescapable presence at pot lucks, weddings, and school dances from sea to shining sea. They distributed SimCity, a game which had recently caused a sensation in high-brow newspapers and magazines that normally had no interest in such things. And, if you insisted on a traditional videogame perfect for the traditional teenage-boy player, they had Prince of Persia, a massive platform- and world-spanning hit of the sort that other computer-game publishers — even the similarly-inclined Sierra — simply didn’t produce in those days.

Following the collapse of Mediagenic, Sierra and Broderbund vied for the title of second-biggest publisher of consumer software, trailing only Electronic Arts; this fact alone must stand as strong evidence for the assertion that their shared strategy of broader outreach was a wise one. It therefore sent a shock wave through the industry when on March 8, 1991, Sierra published a blandly written press release stating that the two companies intended to merge. Such a merger would create by far the biggest company in the industry — by far the biggest, most powerful company the industry had ever known.

Looked at strategically, the merger made a lot of sense for reasons beyond the sheer size of the behemoth it would create. Broderbund had never been strong in adventure games, and felt unequipped for the merger of Hollywood and Silicon Valley which everyone, not least Ken Williams, insisted was at the very least a big part of the inevitable future of computer gaming; Sierra, by contrast, had been the first name in graphic adventures for more than a decade, and had invested heavily in that anticipated future. Broderbund also lacked the expertise in high-performance simulations which Sierra had acquired through Dynamix; such hardcore products might not be the most important aspect of the future envisioned by the Williamses and the Carlstons, but all signs pointed to them remaining a solid profit center for a long, long time to come. For their part, Broderbund had managed to create, through careful product curation and brilliant marketing, no less than four of the sort of immediately recognizable Middle American brands which Sierra so coveted, in the form of the aforementioned Carmen Sandiego, The Print Shop, SimCity, and Prince of Persia; the only remotely comparable brand which Sierra possessed was King’s Quest. Broderbund, then, needed Sierra’s technology; Sierra needed Broderbund’s brands and branding expertise. It seemed a match made in heaven.

But then, just three weeks after the merger was announced, another press release stated quietly that it had fallen through. The two parties said that, while they still held one another “in the highest regard,” they just hadn’t been able to come to an agreement on the terms of the merger. The reasons aren’t hard to divine. For all the historical, strategic, and philosophical parallels between the two companies, internally they were very different places. Ken Williams may have changed his public image dramatically since the days when he had played the role of the software industry’s Hugh Hefner, peddling Softporn to the nation’s youth from his Jacuzzi, and Sierra too may not have been playing host to quite the same number of wild parties as in the early days, but it remained a free-wheeling place cast in the image of its hard-charging, gleefully profane boss. The Carlstons, meanwhile, were a religious family, the children of a theologian, clean-cut and clean-living, and the rest of their company had largely followed their example. Officially, the deal would have been an acquisition of Broderbund by Sierra, although both parties were careful to state that this was just to satisfy the financial folks — that it was really a merger of equal partners. Still, word filtered through the industry grapevine that Ken and Roberta Williams had acted like they “owned the place” when they dropped in on Broderbund for a visit, angering the staff there. The Carlstons, who to their immense credit always walked the walk more than they talked the talk of Christian morality, valued their employees like extensions of their own family, and grew deeply concerned when Ken Williams shifted the discussion to possible “redundancies.” Soon after, they apparently nixed the deal.

Had it gone off, the merger would have created a more dominant entity than our own timeline’s consumer-software industry has ever produced. As such, it provides an intriguing ground for what-if speculations — even if, what with absolute power corrupting so absolutely, it was probably better for the industry as a whole that it never happened.

Even as it was, though, Sierra had little room to complain about the state of their business in the first couple of years of the 1990s. Their gross revenues increased by $6 million for the fiscal year ending on March 31, 1991, topping $35 million. The following fiscal year, they increased even more, to $43 million, with the company remaining healthily profitable throughout the period despite major ongoing investments in research and development. By any standard, they were on an admirable upward trajectory, having made more money than the last every year since fiscal 1985, having been profitable since fiscal 1987. Once CD-ROM dropped — it had to someday, right? — who knew how high they could soar.

But CD-ROM wasn’t the only aspect of home computing’s shiny future on which Sierra was banking. Ken Williams had gotten the online religion, and here too Sierra was jumping in with both feet. Next time, we’ll turn our attention to that great adventure.

(Source: Sierra’s corporate magazines from Fall 1989, Spring 1990, Summer 1990, Fall 1990, Spring 1991, Summer 1991, Fall 1991, Spring 1992; Computer Gaming World from March 1991, May 1991, and June 1991; press releases, annual reports, and other internal and external documents from the Sierra archive at the Strong Museum of Play. And my thanks go to Corey Cole, who took the time to answer some questions about this period of Sierra’s history from his perspective as a developer there.)

 
 

Tags: , , ,