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

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

— Dani Bunten Berry

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

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

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

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

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



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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

Danielle Bunten Berry, 1949-1998.

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

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

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

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



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

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

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

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

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

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

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

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

Kali for Windows 95.

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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



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

Footnotes

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

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The Designer’s Designer

Dan Bunten delivers the keynote at the 1990 Game Developers Conference.

Dan Bunten and his little company Ozark Softscape could look back on a tremendous 1984 as that year came to an end. Seven Cities of Gold had been a huge success, Electronic Arts’s biggest game of the year, doing much to keep the struggling publisher out of bankruptcy court by selling well over 100,000 copies. Bunten himself had become one the most sought-after interviewees in the industry. Everyone who got the chance to speak with him seemed to agree that Seven Cities of Gold was only the beginning, that he was destined for even greater success.

As it turned out, though, 1984 would be the high-water mark for Bunten, at least in terms of that grubbiest but most implacable metric of success in games: quantity of units shifted. The years that followed would be frustrating as often as they would be inspiring, as Bunten pursued a vision that seemed at odds with every trend in the industry, all the while trying to thread the needle between artistic fulfillment and commercial considerations.


In the wake of Seven Cities of Gold‘s success, EA badly wanted a follow-up with a similar theme, so much so that they offered Bunten a personal bonus of $5000 to make it Ozark’s next project. The result was Heart of Africa, a game which at first glance looks like precisely the sequel EA was asking for but that actually plays quite differently. Instead of exploring the Americas as Hernán Cortés during the 1600s, it has you exploring Africa as an intrepid Victorian adventurer (“Livingston, I presume?”). In keeping with the changed time and location, your goal isn’t to conquer the land for your country — Africa had, for better or for worse, already been thoroughly partitioned among the European nations by 1890, the year in which the game takes place — but simply to discover and to map. In the best tradition of Victorian adventure novels like King Solomon’s Mines, your ultimate goal is to find the tomb of a mythical Egyptian pharaoh. Bunten later admitted that the differences from Heart of Africa‘s predecessor weren’t so much a product of original design intent as improvisation after he had bumbled into an historical context that just wouldn’t work as a more faithful sequel.

Indeed, Bunten in later years dismissed Heart of Africa, his most adventure-like game ever and his last ever that was single-player only, as nothing more than “a game done to please EA”: “I honestly didn’t want to do the project.” Its biggest problem hinges on the fact that its environment is randomly generated each time you start a new game, itself an attempt to remedy the most obvious failing of adventure games as a commercial proposition: their lack of replayability. Yet the random maps can never live up to what a hand-crafted map, designed for challenge and dramatic effect, might have been; the “story” in Heart of Africa is all too clearly just a bunch of shifting interchangeable parts. Bunten later acknowledged that “the attempt to make a replayable adventure game made for a shallow product (which seems true in every other case designers have tried it as well). I guess that if elements are such that they can be randomly shifted then they [aren’t] substantive enough to make for a compelling game. So, even though I don’t like linear games, they seem necessary to have the depth a good story needs.”

Heart of Africa did quite well for EA upon its release in 1985 — well enough, in fact, to become Bunten’s third most successful game of all time. Yet the whole experience left a bad taste in his mouth. He came away from the project determined to return to the guiding vision behind his first game for EA, the commercially unsuccessful but absolutely brilliant M.U.L.E.: a vision of computer games that people played together rather than alone. In the future, he would continue to compromise at times on the style and subject matter of his games in order to sell them to his publishers, but he would never again back away from his one great principle. All of his games henceforward would be multiplayer — first, foremost, and in one case exclusively. In fact, that one case would be his very next game.

The success of his previous two games having opened something of a window of opportunity with EA, Bunten charged ahead on what he would later describe as his single “most experimental game.” Robot Rascals is a multiplayer scavenger hunt in which two physical decks of cards are integral to the game. Each player controls a robot, and must use it to collect the four items shown on the cards in her hand and return with them to home base in order to win. The game lives on the razor’s edge of pure chaos, the product both of random events generated by the computer and of a second deck of cards — the “specials” — which among other things can force players to draw new item cards, trash their old cards, or trade cards among one another; thus everyone’s goals are shifting almost constantly. As always in a Dan Bunten game, there are lots of thoughtful features here, from ways to handicap the game for players of different ages or skill levels to three selectable levels of overall complexity. He designed it to be “a game that anyone could play” rather than one limited to “special-interest groups like role-playing people or history buffs.” It can be a lot of fun, even if it’s not quite on the level of M.U.L.E. (then again, what is, right?). But this latest bid to make computer games acceptable family entertainment wound up selling hardly at all upon its release in 1986, ending Bunten’s two-game commercial hot streak.

By this point in Bunten’s career, changes in his personal life were beginning to have a major impact on the games he made. In 1985, while still working on Heart of Africa, he had divorced his second wife and married his third, with all the painful complications such disruptions entail when one is leaving children behind with the former spouse. In 1986, he and his new wife moved from Little Rock, Arkansas, to Hattiesburg, Mississippi, so she could complete a PhD. This event marked the effective end of Ozark Softscape as anything but a euphemism for Dan Bunten himself and whatever programmers and artists he happened to contract work out to. The happy little communal house/office where Dan and Bill Bunten, Jim Rushing, and Alan Watson had created games, with a neighborhood full of eager testers constantly streaming through the living room, was no more; only Watson continued to work on Bunten’s games from Robot Rascals on, and then more as just another hired programmer than a valued design voice. Even after moving back to Little Rock in 1988, Bunten would never be able to recapture the communal alchemy of 1982 to 1985.

Coupled with these changes were other, still more ominous ones in Dan Bunten himself. Those who knew him during these years generally refer only vaguely to his “problems,” and this discretion of course does them credit; I too have no desire to psychoanalyze the man. What does seem clear, however, is that he was growing increasingly unhappy as time wore on. He became more demanding of his colleagues, difficult enough to work with that many of them decided it just wasn’t worth it, even as he became more erratic in his own habits, perhaps due to an alcohol intake that struck many as alarming.

Yet Bunten was nothing if not an enigmatic personality. At the same time that close friends were worrying about his moodiness and his drinking, he could show up someplace like The Computer Game Developers Conference and electrify the attendees with his energy and ideas. Certainly his eyes could still light up when he talked about the games he was making and wanted to make. The worrisome questions were how much longer he would be allowed to make those games in light of their often meager sales, and, even more pressingly, why his eyes didn’t seem to light up about much else in his life anymore.

But, to return to the firmer ground of the actual games he was continuing to make: Modem Wars, his next one, marked the beginning of a new chapter in his tireless quest to get people playing computer games together. “We’ve failed at gathering people around the computer,” Bunten said before starting work on it. “We’re going to have to connect them out of the back by connecting their computers to each other.” He would make, in other words, a game played by two people on two separate computers, connected via modem.

Modem Wars was known as Sport of War until just prior to its release by EA in 1988, and in many ways that was a better title. Its premise is a new version of Bunten’s favorite sport of football, played not by individual athletes but by infantry, artillery, and even aircraft, if you can imagine such a thing. One might call it a mashup between two of his early designs for SSI: the strategic football simulator Computer Quarterback and the proto-real-time-strategy game Cytron Masters.

It’s the latter aspect that makes Modem Wars especially visionary. The game was nothing less than an online real-time-strategy death match years before the world had heard of such a thing. While a rudimentary artificial intelligence was provided for single-player play, it was made clear by the game’s very title that this was strictly a tool for learning to play rather than the real point of the endeavor. Daniel Hockman’s review of Modem Wars for Computer Gaming World ironically describes the qualities of online real-time strategy as a potential “problem” and “marketing weakness” — the very same qualities which a later generation would take as the genre’s main attractions:

A sizable number of gamers are not used to thinking in real-time situations. They can spend hours ordering tens of thousands of men into mortal combat, but they wimp out when they have to think under fire. They want to play chess instead of speed chess. They want to analyze instead of act. As the enemy drones zero in on their comcen, they throw up their hands in frustration when it’s knocked out before they can extract themselves from the maelstrom of fire that has engulfed them.

Whether because gamers really were daunted by this need to think on their feet or, more likely, because of the relative dearth of fast modems and stable online connections in 1988, Modem Wars became another crushing commercial disappointment for Bunten. EA declared themselves “hesitant” to keep pursuing this direction in the wake of the game’s failure. Rather than causing Bunten to turn away from multiplayer gaming, this loss of faith caused him to turn away from EA.

In the summer of 1989, MicroProse Software announced that they had signed a five-year agreement with Bunten, giving them first rights to all of the games he made during that period. The great hidden driver behind the agreement was MicroProse’s own star designer Sid Meier, who had never hidden his enormous admiration for Bunten’s work. Bunten doubtless hoped that a new, more supportive publisher would mark the beginning of a new, more commercially successful era in his career. And in the beginning at least, such optimism would, for once, prove well-founded.

Known at first simply as War!, then as War Room, and finally as Command H.Q., Bunten’s first game for MicroProse was aptly described by its designer as being akin to an abstract, casual board game of military strategy, like Risk or Axis & Allies. The big wrinkle was that this beer-and-pretzels game was to be played in real time rather than turns. But, perhaps in response to complaints about his previous game like those voiced by Daniel Hockman above, the pace is generally far less frenetic this time around. Not only can the player select an overall speed, but the program itself actually takes charge to speed up the action when not much is happening and slow it down when things heat up. Although a computer opponent is provided, the designer’s real focus was once more on modem-to-modem play.

But, whatever its designer’s preferences, MicroProse notably de-emphasized the multiplayer component in their advertising upon Command H.Q.‘s release in 1990, and this, combined with a more credible artificial intelligence for the computer opponent, gave it more appeal to the traditional wargame crowd than Modem Wars had demonstrated. Ditto a fair measure of evangelizing done by Computer Gaming World, with whom Bunten had always had a warm relationship, having even authored a regular column there for a few years in the mid-1980s. The magazine’s lengthy review concluded by saying, “This is the game we’ve all been waiting for”; they went on to publish two more lengthy articles on Command H.Q. strategy, and made it their “Wargame of the Year” for 1990. For all these reasons, Command H.Q. sold considerably better than had Bunten’s last couple of games; one report places its total sales at around 75,000 units, enough to make it his second most successful game ever.

With that to buoy his spirits, Bunten made big plans for his next game, Global Conquest. “Think of it as Command H.Q. meets Seven Cities of Gold meets M.U.L.E.,” he said. Drawing heavily from Command H.Q. in particular, as well as the old grand-strategy classic Empire, he aimed to make a globe-spanning strategy game where economics would be as important as military maneuvers. He put together a large and vocal group of play testers on CompuServe, and tried to incorporate as many of their suggestions as possible, via a huge options panel that allowed players to customize virtually every aspect of the game, from the rules themselves to the geography and topography of the planet they were fighting over, all the way down to the look of the icons representing the individual units. This time, up to four humans could play against one another in a variety of ways: they could all play together by taking turns on one computer, or they could each play on their own computer via a local-area network, or four players could share two computers that were connected via modem. The game was turn-based, but with an interesting twist designed to eliminate analysis paralysis: when the first player mashed the “next turn” button, everyone else had just twenty seconds to finish up their own turns before the execution phase began.

In later years, Dan Bunten himself had little good to say about what would turn out to be his last boxed game. In fact, he called it his absolute “worst game” of all the ones he had made. While play-testing in general is a wonderful thing, and every designer should do as much of it as possible, a designer also needs to keep his own vision for what kind of game he wants to make at the forefront. In the face of prominent-in-their-own-right, opinionated testers like Computer Gaming World‘s longtime wargame scribe Alan Emrich, Bunten failed to do this, and wound up creating not so much a single coherent strategy game as a sort of strategy-game construction set that baffled more than it delighted. “This game was a hodgepodge rather than an integration,” he admitted several years later. “It was just the opposite of the KISS doctrine. It was a kitchen-sink design. It had everything. Build your own game by struggling through several options menus.” He acknowledged as well that the mounting unhappiness in his personal life, which had now led to a divorce from his third wife, was making it harder and harder to do good work.

Released in 1992, Global Conquest under-performed commercially as well. In addition to the game’s intrinsic failings, it didn’t help matters that MicroProse had just five months prior released Sid Meier’s Civilization, another exercise in turn-based grand strategy on a global scale, also heavily influenced by Empire, that managed to be far more thematically and texturally ambitious while remaining more focused and playable as a game — albeit without the multiplayer element that was so important to Bunten.

But of course, there’s more to a game than whether it’s played by one person or more than one, and it strikes me as reasonable to question whether Bunten was beginning to lose his way as a designer in other respects even as he stuck so obstinately to his multiplayer guns. Setting aside their individual strengths and failings, the final three boxed games of Bunten’s career, with their focus on “wars” and “command” and “conquest,” can feel a little disheartening when compared to what came before. Games like M.U.L.E., Robot Rascals, and to some extent even Seven Cities of Gold and Heart of Africa had a different, friendlier, more welcoming personality. This last, more militaristic trio feels like a compromise, the product of a Dan Bunten who said that, if he couldn’t bring multiplayer gaming to the masses, he would settle for the grognard crowd, indulging their love for guns and tanks and bombs. So be it. Now, though, he was about to give that same crowd the shock of their lives.

In November of 1992, just months after completing the supremely masculine wargame Global Conquest, Dan Bunten had sexual-reassignment surgery, becoming the woman Danielle “Dani” Bunten Berry. (For continuity’s sake, I’ll generally continue to refer to her by the shorthand of “Bunten” rather than “Berry” for the remainder of this article.) It’s not for us to speculate about the personal trauma that must have accompanied such a momentous decision. What we can and should take note of, however, is that it was an unbelievably brave decision. For all that we still have a long way to go today when it comes to giving transsexuals the rights and respect they deserve, the early 1990s were a far less enlightened time than even our own on this issue. And it wasn’t as if Bunten could take comfort in the anything-goes anonymity of a New York City or San Francisco.  Dan Bunten had lived, and as Dani Bunten now continued to live, in the intensely conservative small-town atmosphere of Little Rock, Arkansas. Many of those closest to her disowned her, including her mother and her ex-wives, making it heartbreakingly difficult for her to maintain a relationship with her children. She had remained in Little Rock all these years, at no small cost to her career prospects, largely because of these ties of blood, which she had believed to be indissoluble. This rejection, then, must have felt like the bitterest of betrayals.

Dan Bunten with his beverage of choice.

The games industry as well, with its big-breasted damsels in distress and its machine-gun-toting male heroes, wasn’t exactly notable for its enlightened attitudes toward sex and gender. Many of Bunten’s old friends and colleagues would see her for the first time after her surgery and convalescence at the Game Developers Conference scheduled for April of 1993, and they looked forward to that event with almost as much trepidation as Bunten herself must have felt. It was all just so very unexpected. To whatever extent they had carried around a mental image of a man who would choose to become a woman, Dan Bunten didn’t fit the profile at all. He had been the games’ industry own Ozark Mountains boy, a true son of the South, always ready with his “folksy mountain humor” (read, “dirty jokes”). His rangy frame stood six feet two inches tall. He loved nothing more than a rough-and-tumble game of back-lot football, unless it be beer and poker afterward. As his three ex-wives and three children attested, he had certainly seemed to like women, but no one had ever imagined that he liked them enough to want to be one. What were they supposed to say to him — er, to her — now?

They needn’t have worried. Dani Bunten handled her coming-out party with the same low-key grace and humor she would display for the rest of her life as a woman. She said that she had made the switch to do her part to redress the gender imbalance inside the industry, and to help improve the aesthetics of game designers to match the improving aesthetics of their games. The tension dissipated, and soon everyone got into the spirit of the thing. A straw poll named Dani Bunten the game designer most likely to appear on the Oprah Winfrey Show. A designer named Gordon Walton had a typical experience: “I was put off when she made the change to become Dani, until the minute I spoke to her. It was clear to me she was much happier as Dani, and if anything an even more incredible person.” Another GDC regular remembered the “unhappy man” from the 1992 event, “sitting on the hallway floor drinking and smoking,” and contrasted him with the “happy woman” he now saw.

No one with any interest in the inner workings of those strangest of creatures, their fellow humans, could fail to be fascinated by Bunten’s dispatches from both sides of the gender divide. “Aren’t there things you’ve always wanted to know about women but were afraid to ask?” she said. “Well, now’s your chance!”

I had to learn a lot to actually “count” as a woman! I had to learn how to walk, speak, dress as a woman. Those little things which are necessary so that other people don’t [feel] alienated.There’s a little summary someone gave me to make clear what being a woman means: as a woman you have to sing when you speak, dance when you walk, and you have to open your heart… I know how stereotypical that sounds, but it is true! Speech for a man is something completely different: the melody of speech is fast, monotone, and decreases at the end of a sentence. Sometimes, this still happens to me, and people are always irritated. Female speech is a little bit like song – we have a lot more melody and different speech patterns. Walking is really a bit like dancing: slower and connected, with a lot of subtle movements. I enjoyed it at once.

She had few filters when talking about the nitty-gritty details:

One of the saddest changes I had to deal with after my operation was the fact that I couldn’t aim anymore when urinating. Boys — I have two little sons and a daughter — simply love to aim.

Bunten said that, in keeping with her new identity, she didn’t feel much desire to design any more wargames; this led to the end of her arrangement with MicroProse. By way of compensation, Electronic Arts that year released a nicely done “commemorative edition” of Seven Cities of Gold, complete with dramatically upgraded graphics and sound to suit the times. Bunten had little to nothing to do with the project, but it sold fairly well, and perhaps helped to remind her of her roots.

In the same spirit, Bunten’s first real project after her transformation became a new version of M.U.L.E. EA’s founder Trip Hawkins had always named that game as one of his all-time favorites, and had frequently stated how disappointed he was that it had never gotten the attention it deserved. Now, Hawkins had left his day-to-day management role at EA to run 3DO, a spin-off company peddling a multimedia set-top box for the living room. Hawkins thought M.U.L.E. would be perfect for the platform, and recruited Bunten to make it happen. It was a dream project; showing excellent taste, she still regarded M.U.L.E. as the best thing she had ever done. But the dream quickly began to sour.

3DO first requested that, instead of taking turns managing their properties on the map, players all be allowed to do so simultaneously. Bunten somewhat reluctantly agreed. And then:

As soon as I added the simultaneity, it instantly put into their heads, “Why can’t we shoot at each other?” And I said, “No guns.” And they said, “What about bombs? Can we drop a bomb in front of you? It won’t hurt you. It will be a cartoon thing, it will just slow you down.” And I said, “You don’t get it. It’s changing the whole notion of how this thing works!”

[3DO is] staking its future on the idea of a new generation of hardware and therefore, you’d assume, a new generation of software, but they said, “No, our market is still 18 to 35, male. We need something with action, something with intensity.” Chrome and sizzle. Ugh.

In the end, Bunten walked out, disappointed enough that she seriously considered getting out of games altogether, going so far as to apply for jobs as the industrial engineer Dan Bunten had once been before his first personal computer came along.

Instead she found a role with a new company called Mpath as a design and strategy consultant. The goal of that venture was to bring multiplayer gaming to the new frontier of the World Wide Web, and its founders included her fellow game designer Brian Moriarty, of Infocom and LucasArts fame. She also studied the elusive concept of “games for girls” in association with a think tank set up by Microsoft co-founder Paul Allen; some of her proposals would later come to market as the products of Purple Moon, Brenda Laurel’s brief-lived but important publisher of games for girls aged 8 to 14.

Offers to do conventional boxed games as sole designer, however, weren’t forthcoming; how much that was down to lingering personal prejudices against her for her changed sex and how much to the fact that the games she wanted to make just weren’t considered commercially viable must always be open for debate. Refusing as usual to be a victim, Bunten said that her “priorities had shifted” since her change anyway: “I don’t identify myself with the job as strongly as before.” Deciding that, for her, heaven was other people after a life spent programming computers, she devoured anthropology texts and riffed on Karl Jung’s theories of a collective unconscious. “Literature, anthropology, and even dance,” she noted, “have a good deal more to teach designers about human drives and abilities than the technologists of either end of California, who know silicon and celluloid but not much else.” So, she bided her time as a designer, waiting for a more inclusive ludic future to arrive. At the 1997 GDC, she described a prescient vision of “small creative shops” freed from the inherent conservatism of the “distribution trap” by the magic of the Internet.

That future would indeed come to pass — but, sadly, not in time for Dani Bunten Berry to see it. Shortly after delivering that speech, she went to see her doctor about a persistent cough, whereupon she was diagnosed with an advanced case of lung cancer. In one of those cruel ironies which always seem to dog the lives of us poor mortals, she had finally kicked a lifelong habit of heavy smoking just a few months before.

She appeared in public for the last time in May of 1998. The occasion was, once again, the Game Developers Conference, where she had always shone so. She struggled audibly for breath as she gave the last presentation of her life, entitled “Do Online Games Still Suck?,” but her passion carried her through. At the end of the conference, at a special ceremony held aboard the Queen Mary in Long Beach Harbor, she was presented with the first ever GDC Lifetime Achievement Award. The master of ceremonies for that evening was her friend and colleague Brian Moriarty, who knew, like everyone else in attendance, that the end was near. He closed his heartfelt tribute thus:

It is no exaggeration to characterize tonight’s honoree as the world’s foremost authority on multiplayer computer games. Nobody has worked harder to demonstrate how technology can be used to realize one of the noblest of human endeavors: bringing people together. Historians of electronic gaming will find in these eleven boxes the prototypes of the defining art form of the 21st century.

As one of those historians, I can only heartily concur with his assessment.

It would be nice to say that Dani Bunten passed peacefully to her rest. But, as anyone with any experience with lung cancer will recognize, that just isn’t how the disease works. Throughout her life, she had done nothing the easy way, and her death — ugly, painful, and slow — was no exception. On the brighter side, she did reconcile to some extent with her mother and other family members and friends who had rejected her. The end came on July 3, 1998. Rather incredibly in light of the prodigious, multifaceted life she had lived, she was just 49 years old.

It’s a life which resists pigeonholing or sloganeering. Bunten herself explicitly rejected the role of transgender advocate, inside or outside of the games industry. Near the end of her life, she expressed regret for her decision to change her physical sex, saying she could have found ways to live in a more gender-fluid way without taking such a drastic step. Whether this was a reasoned evaluation or a product of the pain and trauma of terminal illness must remain, like so much else about her, an enigma.

What is clear, however, is that Bunten, through the grace and humor with which she handled her transition and through her refusal to go away and hide thereafter as some might have wished, taught others in the games industry who were struggling with similar issues of identity that a new gender need not mean a decisive break with every aspect of one’s past — that a prior life in games could continue to be a life in games even with a different pronoun attached. She did this in a quieter way than the speechifying some might have wished for from her, but, nevertheless, do it she did. Jessica Mulligan, who transitioned from male to female a few years after her, remembers meeting Bunten shortly before her own sexual-reassignment surgery, hoping to hear some “profound words on The Transition”: “While I was looking for spiritual guidance, she was telling me where to shop for shoes. Talk about keeping someone honest! Every change in our personal lives is profound to us. You still have to pay attention to the nuts and bolts or the change is meaningless.”

Danielle Bunten Berry does her makeup.

For some, of course — even for some with generally good intentions — Danielle Bunten Berry’s transgenderism will always be the defining aspect of her life, her career in games a mere footnote to that other part of her story. But that’s not how she would have wanted it. She regarded her games as her greatest legacy after her children, and would doubtless want to be remembered as a game designer above all else.

Back in 1989, after Modem Wars had failed in the marketplace, Electronic Arts decided that the lack of “a network of people to play” was a big reason for its failure. The great what-if question pertaining to Bunten’s career is what she might have done in partnership with an online network like CompuServe, which could have provided stable connectivity along with an eager group of players and all the matchmaking and social intrigue anyone could ask for. She finally began to explore this direction late in her life, through her work with Mpath. But what might have happened if she had made the right connections — forgive the pun! — earlier? We can only speculate.

As it is, though, it’s true that, in terms of units shifted and profits generated, there have been far more impressive careers. She suffered the curse of any pioneer who gets too far out in front of the culture. All of her eleven games combined probably sold no more than 400,000 copies at the outside, a figure some prominent designers’ new games can easily better on their first week today. Certainly her commercial disappointments far outnumber her successes. But then, sales aren’t the only metric by which to measure success.

Dani Bunten, one might say, is the designer’s designer. Greg Costikyan once told what happened when he offered to introduce Warren Spector — one of those designers who can sell more games in a week than Bunten did in a lifetime — to her back in the day: “He regretfully refused; he had loved M.U.L.E. so much he was afraid he wouldn’t know what to say. He would sound like a blithering fanboy and be embarrassed.” Chris Crawford calls the same title simply “the best computer-game design of all time.” Brenda Laurel dedicated Purple Moon’s output to Bunten. Sid Meier was so taken with Seven Cities of Gold that Pirates!, Railroad Tycoon, and Civilization, his trilogy of masterpieces, can all be described as extensions in one way or another of what Bunten first wrought. And Seven Cities of Gold was only Meier’s second favorite Bunten game: he loved M.U.L.E. so much that he was afraid to even try to improve on it.

Ironically, the very multiplayer affordances that Bunten so steadfastly refused to give up on, much to the detriment of her income, continue to make it difficult for her games to be seen at their best today. M.U.L.E. can be played as its designer really intended it only on an Atari 8-bit computer — real or emulated — with four vintage joysticks plugged in and four players holding onto them in a single living room; that is, needless to say, not a trivial thing to arrange in this day and age. Likewise, the need to have the exceedingly rare physical cards to hand has made it impossible for most people to even try out Robot Rascals today. (It took me months to track down a pricey German edition on eBay.) And Bunten’s final run of boxed games, reliant on ancient modem hookups as they are, are even more difficult to play with others today than they were in their own time.

Dani Bunten didn’t have an easy life, internally or externally. She remained always an enigma — the life of the party who goes home alone, the proverbial stranger among her best friends. One person who knew her after she became a woman claimed she still had a “shadowed, slightly haunted look, even when she was smiling.” Given the complicated emotions that are still stirred up in so many of us by transgenderism, that may have been projection. On the other hand, though, it may have been perception. Even Bunten’s childhood had been haunted by the specter of familial discord and possibly abuse, to such an extent that she refused to talk much about it. But she did once tell Greg Costikyan that she grew up loving games mainly because it was only when playing them that her family wasn’t “totally dysfunctional.”

I think that for Dani Bunten games were most of all a means of communication, a way of punching through that bubble of ego and identity that isolates all of us to one degree or another, and that perhaps isolated her more so than most. Thus her guiding vision became, as Sid Meier puts it, “the family gathered around the computer.” After all, it’s a small step to go from communicating to connecting, from connecting to loving. She openly stated that she had made Robot Rascals for her own family most of all: “They’ve never played my games. I think they found them too esoteric or complex. I wanted something that I could enjoy with them, that they’d all be able to relate to.” The tragedy for her — perhaps a key to the essential sadness many felt at Bunten’s core, whether she was living as a man or a woman — is that reality never quite lived up to that Norman Rockwell dream of the happy family gathered around a computer; her daughter, the duly appointed caretaker of her legacy, still calls M.U.L.E. “boring and tedious” today. But the dream remains, and her games have given those of us privileged to discover them great joy and comfort in the midst of lives that have admittedly — hopefully! — been far easier than that of their creator. And so I’ll close, in predictable but unavoidable fashion, with Danielle Bunten Berry’s most famous quote — a quote predictable precisely because it so perfectly sums up her career: “No one on their death bed ever said, ‘I wish I had spent more time alone with my computer!'” Words to live by, my fellow gamers. Words to live by.

Danielle Bunten Berry, 1949-1998.

(Sources: Compute! of March 1989, December 1989, April 1990, January 1992, and December 1993; Questbusters of May 1986; Commodore Power Play of June/July 1986; Commodore Magazine of July 1987, October 1988, and June 1989; Ahoy! of March 1987; Computer Gaming World of January/February 1987, May 1988, February 1989, February 1990, December 1990, February 1991, March 1991, May 1991, April 1992, June 1992, August 1992, June 1993, August 1993, July 1994, September 1995, and October 1998; Family Computing of January 1987; Compute!’s Gazette of August 1989; The One of April 1991; Game Players PC Entertainment of September 1992; Game Developer of February/March 1995, July 1998, September 1998, and October 1998; Electronic Arts’s newsletter Farther of Winter 1986; Power Play of January 1995; Arkansas Times of February 8 2012. Online sources include the archived contents of the old World of Mule site, the archived contents of a Danielle Bunten Berry tribute site, the Salon article “Get Behind the M.U.L.E.”, and Bunten’s interview at Halcyon Days.)

 
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Posted by on November 16, 2018 in Digital Antiquaria, Interactive Fiction

 

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