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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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Origin Sells Out

One day in early June of 1992, a group of executives from Electronic Arts visited Origin Systems’s headquarters in Austin, Texas. If they had come from any other company, the rank and file at Origin might not have paid them much attention. As it was, though, the visit felt a bit like Saddam Hussein dropping in at George Bush’s White House for a fireside chat. For Origin and EA, you see, had a history.

Back in August of 1985, just prior to the release of Ultima IV, the much smaller Origin had signed a contract to piggyback on EA’s distribution network as an affiliated label. Eighteen months later, when EA released an otherwise unmemorable CRPG called Deathlord whose interface hewed a little too closely to that of an Ultima, a livid Richard Garriott attempted to pull Origin out of the agreement early. EA at first seemed prepared to crush Origin utterly in retribution by pulling at the legal seams in the two companies’ contract. Origin, however, found themselves a protector: Brøderbund Software, whose size and clout at the time were comparable to that of EA. At last, EA agreed to allow Origin to go their own way, albeit probably only after the smaller company paid them a modest settlement for breaking the contract. Origin quickly signed a new distribution contract with Brøderbund, which lasted until 1989, by which point they had become big enough in their own right to take over their own distribution.

But Richard Garriott wasn’t one to forgive even a small personal slight easily, much less a full-blown threat to destroy his company. From 1987 on, EA was Public Enemy #1 at Origin, a status which Garriott marked in ways that only seemed to grow pettier as time went on. Garriott built a mausoleum for “Pirt Snikwah” — the name of Trip Hawkins, EA’s founder and chief executive, spelled backward — at his Austin mansion of Britannia Manor. Ultima V‘s parser treated the phrase “Electronic Arts” like a curse word; Ultima VI included a gang of evil pirates named after some of the more prominent members of EA’s executive staff. Time really did seem to make Garriott more rather than less bitter. Among his relatively few detail-oriented contributions to Ultima VII were a set of infernal inter-dimensional generators whose shapes together formed the EA logo. He also demanded that the two villains who went on a murder spree across Britannia in that game be named Elizabeth and Abraham. Just to drive the point home, the pair worked for a “Destroyer of Worlds” — an inversion of Origin’s longstanding tagline of “We Create Worlds.”

And yet here the destroyers were, just two months after the release of Ultima VII, chatting amiably with their hosts while they gazed upon their surroundings with what seemed to some of Origin’s employees an ominously proprietorial air. Urgent speculation ran up and down the corridors: what the hell was going on? In response to the concerned inquiries of their employees, Origin’s management rushed to say that the two companies were merely discussing “some joint ventures in Sega Genesis development,” even though “they haven’t done a lot of cooperative projects in the past.” That was certainly putting a brave face on half a decade of character assassination!

What was really going on was, as the more astute employees at Origin could all too plainly sense, something far bigger than any mere “joint venture.” The fact was, Origin was in a serious financial bind — not a unique one in their evolving industry, but one which their unique circumstances had made more severe for them than for most others. Everyone in the industry, Origin included, was looking ahead to a very near future when the enormous storage capacity of CD-ROM, combined with improving graphics and sound and exploding numbers of computers in homes, would allow computer games to join television, movies, and music as a staple of mainstream entertainment rather than a niche hobby. Products suitable for this new world order needed to go into development now in order to be on store shelves to greet it when it arrived. These next-generation products with their vastly higher audiovisual standards couldn’t be funded entirely out of the proceeds from current games. They required alternative forms of financing.

For Origin, this issue, which really was well-nigh universal among their peers, was further complicated by the realities of being a relatively small company without a lot of product diversification. A few underwhelming attempts to bring older Ultima games to the Nintendo Entertainment System aside, they had no real presence on videogame consoles, a market which dwarfed that of computer games, and had just two viable product lines even on computers: Ultima and Wing Commander. This lack of diversification left them in a decidedly risky position, where the failure of a single major release in either of those franchises could conceivably bring down the whole company.

The previous year of 1991 had been a year of Wing Commander, when the second mainline title in that franchise, combined with ongoing strong sales of the first game and a series of expansion packs for both of them, had accounted for fully 90 percent of the black ink in Origin’s books. In this year of 1992, it was supposed to have been the other franchise’s turn to carry the company while Wing Commander retooled its technology for the future. But Ultima VII: The Black Gate, while it had been far from an outright commercial failure, had garnered a more muted response than Origin had hoped and planned for, plagued as its launch had been by bugs, high system requirements, and the sheer difficulty of configuring it to run properly under the inscrutable stewardship of MS-DOS.

Even more worrisome than all of the specific issues that dogged this latest Ultima was a more diffuse sort of ennui directed toward it by gamers — a sense that the traditional approach of Ultima in general, with its hundred-hour play time, its huge amounts of text, and its emphasis on scope and player freedom rather than multimedia set-pieces, was falling out of step with the times. Richard Garriott liked to joke that he had spent his whole career making the same game over and over — just making it better and bigger and more sophisticated each time out. It was beginning to seem to some at Origin that that progression might have reached its natural end point. Before EA ever entered the picture, a sense was dawning that Ultima VIII needed to go in another direction entirely — needed to be tighter, flashier, more focused, more in step with the new types of customers who were now beginning to buy computer games. Ultima Underworld, a real-time first-person spinoff of the core series developed by the Boston studio Blue Sky Productions rather than Origin themselves, had already gone a considerable distance in that direction, and upon its near-simultaneous release with Ultima VII had threatened to overshadow its more cerebral big brother completely, garnering more enthusiastic reviews and, eventually, higher sales. Needless to say, had Ultima Underworld not turned into such a success, Origin’s financial position would have been still more critical than it already was. It seemed pretty clear that this was the direction that all of Ultima needed to go.

But making a flashier next-generation Ultima VIII — not to mention the next-generation Wing Commander — would require more money than even Ultima VII and Ultima Underworld together were currently bringing in. And yet, frustratingly, Origin couldn’t seem to drum up much in the way of financing. Their home state of Texas was in the midst of an ugly series of savings-and-loan scandals that had made all of the local banks gun-shy; the country as a whole was going through a mild recession that wasn’t helping; would-be private investors could see all too clearly the risks associated with Origin’s non-diversified business model. As the vaguely disappointing reception for Ultima VII continued to make itself felt, the crisis began to feel increasingly existential. Origin had lots of technical and creative talent and two valuable properties — Wing Commander in particular was arguably still the hottest single name in computer gaming — but had too little capital and a nonexistent credit line. They were, in other words, classic candidates for acquisition.

It seems that the rapprochement between EA and Origin began at the Summer Consumer Electronics Show in Chicago at the very beginning of June of 1992, and, as evidenced by EA’s personal visit to Origin just a week or so later, proceeded rapidly from there. It would be interesting and perhaps a little amusing to learn how the rest of Origin’s management team coaxed Richard Garriott around to the idea of selling out to the company he had spent the last half-decade vilifying. But whatever tack they took, they obviously succeeded. At least a little bit of sugar was added to the bitter pill by the fact that Trip Hawkins, whom Garriott rightly or wrongly regarded as the worst of all the fiends at EA, had recently stepped down from his role in the company’s management to helm a new semi-subsidiary outfit known as 3DO. (“Had Trip still been there, there’s no way we would have gone with EA,” argues one former Origin staffer — but, then again, necessity can almost always make strange bedfellows.)

Likewise, we can only wonder what if anything EA’s negotiators saw fit to say to Origin generally and Garriott specifically about all of the personal attacks couched within the last few Ultima games. I rather suspect they said nothing; if there was one thing the supremely non-sentimental EA of this era had come to understand, it was that it seldom pays to make business personal.

Richard and Robert Garriott flank Stan McKee, Electronic Arts’s chief financial officer, as they toast the consummation of one of the more unexpected acquisitions in gaming history at EA’s headquarters in San Mateo, California.

So, the deal was finalized at EA’s headquarters in San Mateo, California, on September 25, 1992, in the form of a stock exchange worth $35 million. Both parties were polite enough to call it a merger rather than an acquisition, but it was painfully clear which one had the upper hand; EA, who were growing so fast they had just gone through a two-for-one stock split, now had annual revenues of $200 million, while Origin could boast of only $13 million. In a decision whose consequences remain with us to this day, Richard Garriott even agreed to sign over his personal copyrights to the Ultima franchise. In return, he became an EA vice president; his brother Robert, previously the chief executive in Austin, now had to settle for the title of the new EA subsidiary’s creative director.

From EA’s perspective, the deal got them Ultima, a franchise which was perhaps starting to feel a little over-exposed in the wake of a veritable flood of Origin product bearing the name, but one which nevertheless represented EA’s first viable CRPG franchise since the Bard’s Tale trilogy had concluded back in 1988. Much more importantly, though, it got them Wing Commander, in many ways the progenitor of the whole contemporary craze for multimedia “interactive movies”; it was a franchise which seemed immune to over-exposure. (Origin had amply proved this point by releasing two Wing Commander mainline games and four expansion packs in the last two years, plus a “Speech Accessory Pack” for Wing Commander II, all of which had sold very well indeed.)

As you do in these situations, both management teams promised the folks in Austin that nothing much would really change. “The key word is autonomy,” Origin’s executives said in their company’s internal newsletter. “Origin is supposed to operate independently from EA and maintain profitability.” But of course things did — had to — change. There was an inescapable power imbalance here, such that, while Origin’s management had to “consult” with EA when making decisions, their counterparts suffered no such obligation. And of course what might happen if Origin didn’t “maintain profitability” remained unspoken.

Thus most of the old guard at Origin would go on to remember September 25, 1992, as, if not quite the end of the old, freewheeling Origin Systems, at least the beginning of the end. Within six months, resentments against the mother ship’s overbearing ways were already building in such employees as an anonymous letter writer who asked his managers why they were “determined to eradicate the culture that makes Origin such a fun place to work.” Within a year, another was asking even more heatedly, “What happened to being a ‘wholly owned independent subsidiary of EA?’ When did EA start telling Origin what to do and when to do it? I thought Richard said we would remain independent and that EA wouldn’t touch us?!? Did I miss something here?” Eighteen months in, an executive assistant named Michelle Caddel, the very first new employee Origin had hired upon opening their Austin office in 1987, tried to make the best of the changes: “Although some of the warmth at Origin has disappeared with the merger, it still feels like a family.” For now, at any rate.

Perhaps tellingly, the person at Origin who seemed to thrive most under the new arrangement was one of the most widely disliked: Dallas Snell, the hard-driving production manager who was the father of a hundred exhausting crunch times, who tended to regard Origin’s games as commodities quantifiable in floppy disks and megabytes. Already by the time Origin had been an EA subsidiary for a year, he had managed to install himself at a place in the org chart that was for all practical purposes above that of even Richard and Robert Garriott: he was the only person in Austin who was a “direct report” to Bing Gordon, EA’s powerful head of development.

On the other hand, becoming a part of the growing EA empire also brought its share of advantages. The new parent company’s deep pockets meant that Origin could prepare in earnest for that anticipated future when games would sell more copies but would also require more money, time, and manpower to create. Thus almost immediately after closing the deal with EA, Origin closed another one, for a much larger office space which they moved into in January of 1993. Then they set about filling up the place; over the course of the next year, Origin would double in size, going from 200 to 400 employees.

The calm before the storm: the enormous cafeteria at Origin’s new digs awaits the first onslaught of hungry employees. Hopefully someone will scrounge up some tables and chairs before the big moment arrives…

And so the work of game development went on. When EA bought Origin, the latter naturally already had a number of products, large and small, in the pipeline. The first-ever expansion pack for an existing Ultima game — an idea borrowed from Wing Commander — was about to hit stores; Ultima VII: Forge of Virtue would prove a weirdly unambitious addition to a hugely ambitious game, offering only a single dungeon to explore that was more frustrating than fun. Scheduled for release in 1993 were Wing Commander: Academy, a similarly underwhelming re-purposing of Origin’s internal development tools into a public-facing “mission builder,” and Wing Commander: Privateer, which took the core engine and moved it into a free-roaming framework rather than a tightly scripted, heavily story-driven one; it thus became a sort of updated version of the legendary Elite, and, indeed, would succeed surprisingly well on those terms. And then there was also Ultima Underworld II: Labyrinth of Worlds, developed like its predecessor by Blue Sky up in Boston; it would prove a less compelling experience on the whole than Ultima Underworld I, being merely a bigger game rather than a better one, but it would be reasonably well-received by customers eager for more of the same.

Those, then, were the relatively modest projects. Origin’s two most expensive and ambitious games for the coming year consisted of yet one more from the Ultima franchise and one that was connected tangentially to Wing Commander. We’ll look at them a bit more closely, taking them one at a time.

The game which would be released under the long-winded title of Ultima VII Part Two: Serpent Isle had had a complicated gestation. It was conceived as Origin’s latest solution to a problem that had long bedeviled them: that of how to leverage their latest expensive Ultima engine for more than one game without violating the letter of a promise Richard Garriott had made more than a decade before to never use the same engine for two successive mainline Ultima games. Back when Ultima VI was the latest and greatest, Origin had tried reusing its engine in a pair of spinoffs called the Worlds of Ultima, which rather awkwardly shoehorned the player’s character from the main series — the “Avatar” — into plots and settings that otherwise had nothing to do with Richard Garriott’s fantasy world of Britannia. Those two games had drawn from early 20th-century science and adventure fiction rather than Renaissance Faire fantasy, and had actually turned out quite magnificently; they’re among the best games ever to bear the Ultima name in this humble critic’s opinion. But, sadly, they had sold like the proverbial space heaters in the Sahara. It seemed that Arthur Conan Doyle and Edgar Rice Burroughs were a bridge too far for fans raised on J.R.R. Tolkien and Lord British.

So, Origin adjusted their approach when thinking of ways to reuse the even more expensive Ultima VII engine. They conceived two projects. One would be somewhat in the spirit of Worlds of Ultima, but would stick closer to Britannia-style fantasy: called Arthurian Legends, it would draw from, as you might assume, the legends of King Arthur, a fairly natural thematic fit for a series whose creator liked to call himself “Lord British.” The other game, the first to go into production, would be a direct sequel to Ultima VII, following the Avatar as he pursued the Guardian, that “Destroyer of Worlds” from the first game, from Britannia to a new world. This game, then, was Serpent Isle. Originally, it was to have had a pirate theme, all fantastical derring-do on an oceanic world, with a voodoo-like magic system in keeping with Earthly legends of Caribbean piracy.

This piratey Serpent Isle was first assigned to Origin writer Jeff George, but he struggled to find ways to adapt the idea to the reality of the Ultima VII engine’s affordances. Finally, after spinning his wheels for some months, he left the company entirely. Warren Spector, who had become Origin’s resident specialist in Just Getting Things Done, then took over the project and radically revised it, dropping the pirate angle and changing the setting to one that was much more Britannia-like, right down to a set of towns each dedicated to one of a set of abstract virtues. Having thus become a less excitingly original concept but a more practical one from a development perspective, Serpent Isle started to make good progress under Spector’s steady hand. Meanwhile another small team started working up a script for Arthurian Legends, which was planned as the Ultima VII engine’s last hurrah.

Yet the somewhat muted response to the first Ultima VII threw a spanner in the works. Origin’s management team was suddenly second-guessing the entire philosophy on which their company had been built: “Do we still create worlds?” Arthurian Legends was starved of resources amidst this crisis of confidence, and finally cancelled in January of 1993. Writer and designer Sheri Graner Ray, one of only two people left on the project at the end, invests its cancellation with major symbolic importance:

I truly believe that on some level we knew that this was the death knell for Origin. It was the last of the truly grass-roots games in production there… the last one that was conceived, championed, and put into development purely by the actual developers, with no support or input from the executives. It was actually, kinda, the end of an era for the game industry in general, as it was also during this time that we were all adjusting to the very recent EA buyout of Origin.

Brian Martin, one of the last two developers remaining on the Arthurian Legends project, made this odd little memorial to it with the help of his partner Sheri Graner Ray after being informed by management that the project was to be cancelled entirely. Ray herself tells the story: “Before we left that night, Brian laid down in the common area that was right outside our office and I went around his body with masking tape… like a chalk line… we added the outline of a crown and the outline of a sword. We then draped our door in black cloth and put up a sign that said, ‘The King is Dead. Long live the King.’ …. and a very odd thing happened. The next morning when we arrived, there were flowers by the outline. As the day wore on more flowers arrived.. and a candle.. and some coins were put on the eyes… and a poem arrived… it was uncanny. This went on for several days with the altar growing more and more. Finally, we were told we had to take it down, because there was a press junket coming through and they didn’t want the press seeing it.”

Serpent Isle, on the other hand, was too far along by the time the verdict was in on the first Ultima VII to make a cancellation realistic. It would instead go down in the recollection of most hardcore CRPG fans as the last “real” Ultima, the capstone to the process of evolution a young Richard Garriott had set in motion back in 1980 with a primitive BASIC game called Akalabeth. And yet the fact remains that it could have been so, so much better, had it only caught Origin at a less uncertain, more confident time.

Serpent Isle lacks the refreshingly original settings of the two Worlds of Ultima games, as it does the surprisingly fine writing of the first Ultima VII; Raymond Benson, the head writer on the latter project, worked on Serpent Isle only briefly before decamping to join MicroProse Software. In compensation, though, Serpent Isle is arguably a better game than its predecessor through the first 65 percent or so of its immense length. Ultima VII: The Black Gate can at times feel like the world’s most elaborate high-fantasy walking simulator; you really do spend most of your time just walking around and talking to people, an exercise that’s made rewarding only by the superb writing. Serpent Isle, by contrast, is full to bursting with actual things to do: puzzles to solve, dungeons to explore, quests to fulfill. It stretches its engine in all sorts of unexpected and wonderfully hands-on directions. Halfway in, it seems well on its way to being one of the best Ultima games of all, as fine a sendoff as any venerable series could hope for.

In the end, though, its strengths were all undone by Origin’s crisis of faith in the traditional Ultima concept. Determined to get its sales onto the books of what had been a rather lukewarm fiscal year and to wash their hands of the past it now represented, management demanded that it go out on March 25, 1993, the last day of said year. As a result, the last third or so of Serpent Isle is painfully, obviously unfinished. Conversations become threadbare, plot lines are left to dangle, side quests disappear, and bugs start to sprout up everywhere you look. As the fiction becomes a thinner and thinner veneer pasted over the mechanical nuts and bolts of the design, solubility falls by the wayside. By the end, you’re wandering through a maze of obscure plot triggers that have no logical connection with the events they cause, making a walkthrough a virtual necessity. It’s a downright sad thing to have to witness. Had its team only been allowed another three or four months to finish the job, Serpent Isle could have been not only a great final old-school Ultima but one of the best CRPGs of any type that I’ve ever played, a surefire entrant in my personal gaming hall of fame. As it is, though, it’s a bitter failure, arguably the most heartbreaking one of Warren Spector’s storied career.

Unfashionable though such an approach was in 1993, almost all of the Serpent Isle team’s energy went into gameplay and script rather than multimedia assets; the game looks virtually identical to the first Ultima VII. An exception is the frozen northlands which you visit later in the game. Unfortunately, the change in scenery comes about the time that the design slowly begins to fall apart.

And there was to be one final note of cutting irony in all of this: Serpent Isle, which Origin released without a lot of faith in its commercial potential, garnered a surprisingly warm reception among critics and fans alike, and wound up selling almost as well as the first Ultima VII. Indeed, it performed so well that the subject of doing “more games in that vein,” in addition to or even instead of a more streamlined Ultima VIII, was briefly discussed at Origin. As things transpired, though, its success led only to an expansion pack called The Silver Seed before the end of the year; this modest effort became the true swansong for the Ultima VII engine, as well as the whole era of the 100-hour-plus, exploration-focused, free-form single-player CRPG at Origin in general. The very philosophy that had spawned the company, that had been at the core of its identity for the first decade of its existence, was fading into history. Warren Spector would later have this to say in reference to a period during which practical commercial concerns strangled the last shreds of idealism at Origin:

There’s no doubt RPGs were out of favor by the mid-90s. No doubt at all. People didn’t seem to want fantasy stories or post-apocalypse stories anymore. They certainly didn’t want isometric, 100 hour fantasy or post-apocalypse stories, that’s for sure! I couldn’t say why it happened, but it did. Everyone was jumping on the CD craze – it was all cinematic games and high-end-graphics puzzle games… That was a tough time for me – I mean, picture yourself sitting in a meeting with a bunch of execs, trying to convince them to do all sorts of cool games and being told, “Warren, you’re not allowed to say the word ‘story’ any more.” Talk about a slap in the face, a bucket of cold water, a dose of reality.

If you ask me, the reason it all happened was that we assumed our audience wanted 100 hours of play and didn’t care much about graphics. Even high-end RPGs were pretty plain-jane next to things like Myst and even our own Wing Commander series. I think we fell behind our audience in terms of the sophistication they expected and we catered too much to the hardcore fans. That can work when you’re spending hundreds of thousands of dollars – even a few million – but when games start costing many millions, you just can’t make them for a relatively small audience of fans.

If Serpent Isle and its expansion were the last gasps of the Origin Systems that had been, the company’s other huge game of 1993 was every inch a product of the new Origin that had begun to take shape following the worldwide success of the first Wing Commander game. Chris Roberts, the father of Wing Commander, had been working on something called Strike Commander ever since late 1990, leaving Wing Commander II and all of the expansion packs and other spinoffs in the hands of other Origin staffers. The new game took the basic idea of the old — that of an action-oriented vehicular simulator with a strong story, told largely via between-mission dialog scenes — and moved it from the outer space of the far future to an Earth of a very near future, where the international order has broken down and mercenaries battle for control over the planet’s dwindling resources. You take to the skies in an F-16 as one of the mercenaries — one of the good ones, naturally.

Origin and Chris Roberts pulled out all the stops to make Strike Commander an audiovisual showcase; the game’s gestation time of two and a half years, absurdly long by the standards of the early 1990s, was a product of Roberts constantly updating his engine to take advantage of the latest cutting-edge hardware. The old Wing Commander engine was starting to look pretty long in the tooth by the end of 1992, so this new engine, which replaced its predecessor’s scaled sprites with true polygonal 3D graphics, was more than welcome. There’s no point in putting a modest face on it: Strike Commander looked downright spectacular in comparison with any other flight simulator on offer at the time. It was widely expected, both inside and outside of Origin, to become the company’s biggest game ever. In fact, it became the first Origin game to go gold in the United States — 100,000 copies sold to retail — before it had actually shipped there, thanks to the magic of pre-orders. Meanwhile European pre-orders topped 50,000, an all-time record for EA’s British subsidiary. All in all, more than 1.1 million Strike Commander floppy disks — 30 tons worth of plastic, metal, and iron oxide — were duplicated before a single unit was sold. Why not? This game was a sure thing.

The hype around Strike Commander was inescapable for months prior to its release. At the European Computer Trade Show in London, the last big event before the release, Origin put together a mock-up of an airplane hangar. Those lucky people who managed to seize control for a few minutes got to play the game from behind a nose cowl and instrument panel. What Origin didn’t tell you was that the computer hidden away underneath all the window dressing was almost certainly much, much more powerful than one you had at home.

Alas, pride goeth before a fall. Just a couple of weeks after Strike Commander‘s worldwide release on April 23, 1993, Origin had to admit to themselves in their internal newsletter that sales from retail to actual end users were “slower than expected.” Consumers clearly weren’t as enamored with the change in setting as Origin and just about everyone else in their industry had assumed they would be. Transporting the Wing Commander formula into a reasonably identifiable version of the real world somehow made the story, which hovered as usual in some liminal space between comic book and soap opera, seem rather more than less ludicrous. At the same time, the use of an F-16 in place of a made-up star fighter, combined with the game’s superficial resemblance to the hardcore flight simulators of the day, raised expectations among some players which the game had never really been designed to meet. The editors of Origin’s newsletter complained, a little petulantly, about this group of sim jockeys who were “ready for a cockpit that had every gauge, altimeter, dial, and soft-drink holder in its proper place. This is basically the group which wouldn’t be happy unless you needed the $35 million worth of training the Air Force provides just to get the thing off the ground.” There were advantages, Origin was belatedly learning, to “simulating” a vehicle that had no basis in reality, as there were to fictions similarly divorced from the real world. In hitting so much closer to home, Strike Commander lost a lot of what had made Wing Commander so appealing.

The new game’s other problem was more immediate and practical: almost no one could run the darn thing well enough to actually have the experience Chris Roberts had intended it to be. Ever since Origin had abandoned the Apple II to make MS-DOS their primary development platform at the end of the 1980s, they’d had a reputation for pushing the latest hardware to its limit. This game, though, was something else entirely even from them. The box’s claim that it would run on an 80386 was a polite fiction at best; in reality, you needed an 80486, and one of the fastest ones at that — running at least at 50 MHz or, better yet, 66 MHz — if you wished to see anything like the silky-smooth visuals that Origin had been showing off so proudly at recent trade shows. Even Origin had to admit in their newsletter that customers had been “stunned” by the hardware Strike Commander craved. Pushed along by the kid-in-a-candy-store enthusiasm of Chris Roberts, who never had a passing fancy he didn’t want to rush right out and implement, they had badly overshot the current state of computing hardware.

Of course, said state was always evolving; it was on this fact that Origin now had to pin whatever diminished hopes they still had for Strike Commander. The talk of the hardware industry at the time was Intel’s new fifth-generation microprocessor, which abandoned the “x86” nomenclature in favor of the snazzy new focus-tested name of Pentium, another sign of how personal computers were continuing their steady march from being tools of businesspeople and obsessions of nerdy hobbyists into mainstream consumer-electronics products. Origin struck a promotional deal with Compaq Computers in nearby Houston, who, following what had become something of a tradition for them, were about to release the first mass-market desktop computer to be built around this latest Intel marvel. Compaq placed the showpiece that was Strike Commander-on-a-Pentium front and center at the big PC Expo corporate trade show that summer of 1993, causing quite a stir at an event that usually scoffed at games. “The fuse has only been lit,” went Origin’s cautiously optimistic new company line on Strike Commander, “and it looks to be a long and steady burn.”

But time would prove this optimism as well to be somewhat misplaced: one of those flashy new Compaq Pentium machines cost $7000 in its most minimalist configuration that summer. By the time prices had come down enough to make a Pentium affordable for gamers without an absurd amount of disposable income, other games with even more impressive audiovisuals would be available for showing off their hardware. Near the end of the year, Origin released an expansion pack for Strike Commander that had long been in the development pipeline, but that would be that: there would be no Strike Commander II. Chris Roberts turned his attention instead to Wing Commander III, which would raise the bar on development budget and multimedia ambition to truly unprecedented heights, not only for Origin but for their industry at large. After all, Wing Commander: Academy and Privateer, both of which had had a fraction of the development budget of Strike Commander but wound up selling just as well, proved that there was still a loyal, bankable audience out there for the core series.

Origin had good reason to play it safe now in this respect and others. When the one-year anniversary of the acquisition arrived, the accountants had to reveal to EA that their new subsidiary had done no more than break even so far. By most standards, it hadn’t been a terrible year at all: Ultima Underworld II, Serpent Isle, Wing Commander: Academy, and Wing Commander: Privateer had all more or less made money, and even Strike Commander wasn’t yet so badly underwater that all hope was lost on that front. But on the other hand, none of these games had turned into a breakout hit in the fashion of the first two Wing Commander games, even as the new facilities, new employees, and new titles going into development had cost plenty. EA was already beginning to voice some skepticism about some of Origin’s recent decisions. The crew in Austin really, really needed a home run rather than more base hits if they hoped to maintain their status in the industry and get back into their overlord’s good graces. Clearly 1994, which would feature a new mainline entry in both of Origin’s core properties for the first time since Ultima VI had dropped and Wing Commander mania had begun back in 1990, would be a pivotal year. Origin’s future was riding now on Ultima VIII and Wing Commander III.

(Sources: the book Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic by Brad King and John Borland; Origin’s internal newsletter Point of Origin from March 13 1992, June 19 1992, July 31 1992, September 25 1992, October 23 1992, November 6 1992, December 4 1992, December 18 1992, January 29 1993, February 12 1993, February 26 1993, March 26 1993, April 9 1993, April 23 1993, May 7 1993, May 21 1993, June 18 1993, July 2 1993, August 27 1993, September 10 1993, October 13 1993, October 22 1993, November 8 1993, and December 1993; Questbusters of April 1986 and July 1987; Computer Gaming World of October 1992 and August 1993. Online sources include “The Conquest of Origin” at The Escapist, “The Stars His Destination: Chris Roberts from Origin to Star Citizen at US Gamer, Shery Graner Ray’s blog entry “20 Years and Counting — Origin Systems,” and an interview with Warren Spector at RPG Codex.

All of the Origin games mentioned in this article are available for digital purchase at GOG.com.)

 

 
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Posted by on September 6, 2019 in Digital Antiquaria, Interactive Fiction

 

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The Ratings Game, Part 3: Dueling Standards

When Sega, Nintendo, and the Software Publishers Association (SPA) announced just before the Senate hearing of December 9, 1993, that they had agreed in principle to create a standardized rating system for videogames, the timing alone marked it as an obvious ploy to deflect some of the heat that was bound to come their way later that day. At the same time, though, it was also more than a ploy: it was in fact the culmination of an effort that had been underway in some quarters of the industry for months already, one which had begun well before the good Senators Lieberman and Kohl discovered the horrors of videogame violence and sex. As Bill White of Sega was at pains to point out throughout the hearing, Sega had been seriously engaged with the question of a rating system for quite some time, and had managed to secure promises of support from a considerable portion of the industry. But the one entity that had absolutely rejected the notion was the very one whose buy-in was most essential for any overarching initiative of this sort: Nintendo. “Howard [Lincoln] was not going to be part of any group created by Sega,” laughs Dr. Arthur Pober, one of the experts the latter consulted.

So, Sega decided to go it alone. Again as described by Bill White at the hearing, they rolled out a thoroughly worked-out rating system for any and all games on their platforms just in time for Mortal Kombat in September of 1993. It divided games into three categories: GA for general audiences, MA-13 for those age thirteen or older, and MA-17 for those age seventeen or older. An independent board of experts was drafted to assign each new game its rating without interference from Sega’s corporate headquarters; its chairman was the aforementioned Arthur Pober, a distinguished educational psychologist with decades of research experience about the role of media in children’s lives on his CV. Under his stewardship, Mortal Kombat wound up with an MA-13 rating; Night Trap, which had already been in stores for the better part of a year by that point, was retroactively assigned a rating of MA-17.

Although one might certainly quibble that these ratings reflected the American media establishment’s terror of sex and relatively blasé attitude toward violence, Sega’s rating system bore all the outward signs of being a good-faith exercise. At the very least it was, as White repeatedly stated at the hearing, a good first step, one that was taken before any of the real controversy even began.

The second step was of course Nintendo’s grudging acquiescence to the concept of a universal rating system on the day of the hearing — a capitulation whose significance should not be underestimated in light of the company’s usual attitude toward intra-industry cooperation, which might be aptly summarized as “our way or the highway.” And the third step came less than a month later, at the 1994 Winter Consumer Electronics Show, which in accordance with long tradition took place over the first week of the new year in Las Vegas.

Anyone wandering the floor at this latest edition of CES would have seen a digital-games industry that was more fiercely competitive than ever. Sega, celebrating a recent report that gave them for the first time a slight edge over Nintendo in overall market share, had several attention-grabbing new products on offer, including the latest of their hugely popular Sonic the Hedgehog games; the Activator, an early attempt at a virtual-reality controller; the CDX, a portable CD player that could also be used as a game console; and, most presciently of all, a partnership with AT&T to bring online multiplayer gaming, including voice communication, to the Genesis. Meanwhile Nintendo gave the first hints about what would see the light of day some 30 months later as the Nintendo 64. And other companies were still trying to muscle their way into the bifurcated milieu of the living-room consoles. Among them were Atari, looking for a second shot at videogame glory with their Jaguar console; Philips, still flogging the dead horse known as CD-I; and a well-financed new company known as 3DO, with a console that bore the same name. Many traditional makers of business-oriented computers were suddenly trying to reach many of the same consumers, through products like Compaq’s new home-oriented Presario line; even stodgy old WordPerfect was introducing a line of entertainment and educational software. Little spirit of cooperation was in evidence amidst any of this. With “multimedia” the buzzword of the zeitgeist, the World Wide Web looming on the near horizon, and no clarity whatsoever about what direction digital technology in the home was likely to take over the next few years, the competition in the space was as cutthroat as it had ever been.

And yet in a far less glitzy back room of the conference center, all of these folks and more met to discuss the biggest cooperative initiative ever proposed for their industry, prompted by the ultimatum they had so recently been given by Senators Lieberman and Kohl: “Come up with a rating system for yourself, or we’ll do it for you.” The meeting was organized by the SPA, which had the virtue of not being any of the arch-rival console makers, and was thus presumably able to evince a degree of impartiality. “Companies such as 3DO, Atari, Acclaim, id Software, and Apogee already have rating systems,” said Ken Wasch, the longstanding head of the SPA, to open the proceedings. “But a proliferation of rating systems is confusing to retailers and consumers alike. Even before this became an issue in the halls of Congress or in the media, there was a growing belief that we needed a single, easily recognizable system to rate and label our products.”

But the SPA lost control of the meeting almost from the moment Wasch stepped down from the podium. The industry was extremely fortunate that neither Senator Lieberman nor Kohl took said organization up on an invitation to attend in person. One participant remembers the meeting consisting mostly of “people sitting around a table screaming and carrying on.” Cries of “Censorship!” and “Screw ’em! We’ll make the games we want to make!” dominated for long stretches. Many regarded the very notion of a rating system as an unacceptable intrusion by holier-than-thou bureaucrats; they wanted to call what they insisted was the senators’ bluff, to force them to put up actual government legislation — legislation whose constitutionality would be highly questionable — or to shut up about it.

Yet such advocates of the principle of free speech over all other concerns weren’t the sum total of the problem. Even many of those who felt that a rating system was probably necessary were thoroughly unimpressed with the hosts of the meeting, and not much disposed to fall meekly into line behind them.

The hard reality was that the SPA had never been viewed as a terribly effectual organization. Formed  to be the voice of the computer-software industry in 1984 — i.e., just after the Great Videogame Crash — it had occupied itself mostly with anti-piracy campaigns and an annual awards banquet in the years since. The return of a viable console marketplace in the form of the Nintendo Entertainment System and later the Sega Genesis had left it in an odd position. Most of the publishers of computer games who began moving some or all of their output to the consoles were members of the SPA, and through them the SPA itself got pulled into this brave new world. But there were certainly grounds to question whether the organization’s remit really ought to involve the console marketplace at all. Was the likes of Acclaim, the publisher of console-based videogames like Mortal Kombat, truly in the same business as such other SPA members as the business-software titans Microsoft and WordPerfect? Nintendo had always pointedly ignored the SPA; Sega had joined as a gesture of goodwill to their outside publishers who were also members, but hardly regarded it as a major part of their corporate strategy. In addition to being judged slow, bureaucratic, and uncreative, the SPA was regarded by everyone involved with the consoles as being much more invested in computer software of all stripes than console-based videogames. And what with computer games representing in the best case fifteen percent of the overall digital-games market, that alone struck them as a disqualifier for spearheading an initiative like this one.

Electronic Arts, the largest of all of the American game publishers, was in an interesting position here. Founded in 1983 to publish games exclusively for computers, EA had begun moving onto consoles in a big way at the dawn of the 1990s, scoring hits there with such games as the first installments in the evergreen John Madden Football series. By the beginning of 1994, console games made up over two-thirds of their total business.

A senior vice president at EA by the name of Jack Heistand felt that an industry-wide rating system was “the right thing to do. I really believed in my heart that we needed to communicate to parents what the content was inside games.” Yet he also felt convinced from long experience that the SPA was hopelessly ill-equipped for a project of this magnitude, and the disheartening meeting which the SPA tried to lead at CES only cemented that belief. So, immediately after the meeting was over, he approached EA’s CEO Larry Probst with a proposal: “Let’s get all the [other] CEOs together to form an industry association. I will chair it.” Probst readily agreed.

Jack Heistand

The SPA was not included in this other, secret meeting, even though it convened at that same CES. Its participants rather included a representative from each of the five manufacturers of currently or potentially viable consoles: Sega, Nintendo, Atari, Philips, and 3DO. Rounding out their numbers were two videogame-software publishers: Acclaim Entertainment of Mortal Kombat fame and of course Electronic Arts. With none of the console makers willing to accept one of their rivals as chairman of the new steering committee, they soon voted to bestow the role upon Jack Heistand, just as he had planned it.

Sega, convinced of the worthiness of their own rating system, would have happily brought the entirety of the industry under its broad tent and been done with it, but this Nintendo’s pride would never allow. It became clear as soon as talks began, if it hadn’t been already, that whatever came next would have to be built from scratch. With Senators Lieberman and Kohl breathing down their necks, they would all have to find a way to come together, and they would have to do so quickly. The conspirators agreed upon an audacious timetable indeed: they wanted to have a rating system in place for all games that shipped after October 31, 1994 — just in time, in other words, for the next Christmas buying season. It was a tall order, but they knew that they would be able to force wayward game publishers to comply if they could only get their own house in order, thanks to the fact all of the console makers in the group employed the walled-garden approach to software: all required licenses to publish on their platforms, meaning they could dictate which games would and would not appear there. They could thus force a rating system to become a ubiquitous reality simply by pledging not to allow any games on their consoles which didn’t include a rating.

On February 3, 1994, Senator Lieberman introduced the “Video Game Rating Act” to the United States Senate, stipulating that an “Interactive Entertainment Rating Commission” should be established, with five members appointed by President Bill Clinton himself; this temporary commission would be tasked with founding a new permanent governmental body to do what the industry had so far not been willing to do for itself. Shortly thereafter, Representative Tom Lantos, a Democrat from California, introduced parallel legislation in the House. Everyone involved made it clear, however, that they would be willing to scrap their legislation if the industry could demonstrate to their satisfaction that it was now addressing the problem itself. Lieberman, Kohl, and Lantos were all pleased when Sega dropped Night Trap from their product line as a sort of gesture of good faith; the controversial game had never been a particularly big seller, and had now become far more trouble than it was worth. (Mortal Kombat, on the other hand, was still posting sales that made it worth the controversy…)

On March 4, 1994, three representatives of the videogame industry appeared before Lieberman, Kohl, and Lantos at a hearing that was billed as a “progress report.” The only participant in the fractious hearing of three months before who returned for this one was Howard Lincoln of Nintendo, who had established something of a rapport with Senator Lieberman on that earlier occasion. Sega kept Bill White, who most definitely had not, well away, sending instead a white-haired senior vice president named Edward Volkwein. But most of the talking was done by the industry’s third representative, Jack Heistand. His overriding goal was to convince the lawmakers that he and his colleagues were moving as rapidly as possible toward a consistent industry-wide rating system, and should be allowed the balance of the year to complete their work before any legislation went forward. He accordingly emphasized over and over that ratings would appear on the boxes of all new videogames released after October 31.

The shift in tone from the one hearing to the next was striking; this one was a much more relaxed, even collegial affair than last time out. Lieberman, Kohl, and Lantos all praised the industry’s efforts so far, and kept the “think of the children!” rhetoric to a minimum in favor of asking practical questions about how the rating system would be implemented. “I don’t need to get into that argument again,” said Senator Lieberman when disagreements over the probability of a linkage between videogame violence and real-world aggression briefly threatened to ruin the good vibe in the room.

“I think you’re doing great,” said Senator Kohl at the end of the hearing. “It’s a wonderful start. I really am very pleased.” Mission accomplished: Heistand had bought himself enough time to either succeed or fail before the heavy hand of government came back on the scene.



Heistand’s remit was rapidly growing into something much more all-encompassing than just a content-rating board. To view his progress was to witness nothing less than an industry waking up to its shared potential and its shared problems. As I’ve already noted, the videogame industry as a whole had long been dissatisfied with its degree of representation in the SPA, as well as with the latter’s overall competence as a trade organization. This, it suddenly realized, was a chance to remedy that. Why not harness the spirit of cooperation that was in the air to create an alternative to the SPA that would focus solely on the needs of videogame makers? Once that was done, this new trade organization could tackle the issue of a rating system as just the first of many missions.

The Interactive Digital Software Association (IDSA) was officially founded in April of 1994. Its initial members included Acclaim, Atari, Capcom, Crystal Dynamics, Electronic Arts, Konami, Nintendo, Philips, Sega, Sony, Viacom, and Virgin, companies whose combined sales made up no less than 60 percent of the whole videogame industry. Its founding chairman was Jack Heistand, and its first assigned task was the creation of an independent Entertainment Software Rating Board (ESRB).

Heistand managed to convince Nintendo and the others to accept the man who had chaired Sega’s ratings board for the same role in the industry-wide system. Arthur Pober had a reputation for being, as Heistand puts it, “very honorable. A man of integrity.” “Arthur was the perfect guy,” says Tom Kalinske, then the president and CEO of Sega of America. “He had good relationships inside of the education world, inside of the child-development world, and knew the proper child psychologists and sociologists. Plus, we knew he could do it — because he had already done it for us!”

Neutral parties like Pober helped to ease some of the tension that inevitably sprang up any time so many fierce competitors were in the room together. Heistand extracted a promise from everyone not to talk publicly about their work here — a necessary measure given that Howard Lincoln and Tom Kalinske normally used each and every occasion that offered itself to advance their own company and disparage their rival. (Witness Lincoln’s performance at the hearing of December 9…)

Over the course of the next several months, the board hammered out a rating system that was more granular and detailed than the one Sega had been using. It divided games into five rather than three categories: “Early Childhood” (EC) for children as young as age three; “Kids to Adults” (K-A) for anyone six years of age or older; “Teen” (T) for those thirteen or older; “Mature” (M) for those seventeen or older; and “Adults Only” (AO) for those eighteen or older. It was not a coincidence that these ratings corresponded fairly closely to the movie industry’s ratings of G, PG, PG-13, R, and NC-17. A team of graphic artists came up with easily recognizable icons for each of the categories — icons which proved so well-designed for their purpose that most of them are still used to this day.

The original slate of ESRB icons. Since 1994, remarkably few changes have been made: the “Kids to Adults” category has been renamed “Everyone,” and a sixth category of games suitable for those ten years and older, known in the rating system’s nomenclature as “Everyone 10+,” has been added.

The ESRB itself was founded as a New York-based non-profit. Each game would be submitted to it in the form of a videotape of 30 to 40 minutes in length, which must contain the game’s most “extreme” content. The board would then assign the game to one of its teams of three reviewers, all of whom were trained and overseen by the ESRB under the close scrutiny of Arthur Pober. The reviewers were allowed to have no financial or personal ties to the videogame industry, and were hired with an eye to demographic diversity: an example which Heistand gave of an ideal panel consisted of a retired black male elementary-school principal, a 35-year-old white full-time mother of two, and a 22-year-old white male law student. A measure of checks and balances was built into the process: publishers would have the chance to appeal ratings with which they disagreed, and all rated games would have to pass a final audit a week before release to ensure that the videotape which had been submitted had been sufficiently representative of the overall experience. The ESRB aimed to begin accepting videotapes on September 1, 1994, in keeping with the promise that all games released after October 31 would have a rating on the box. Everything was coming together with impressive speed.

But as Heistand prepared to return to Washington to report all of this latest progress on July 29, 1994, there remained one part of the games industry which had not fallen into line. The SPA was not at all pleased by the creation of a competing trade association, nor by having the rug pulled out from under its own rating initiative. And the computer-game makers among its members didn’t face the same compulsion to accept the ESRB’s system, given that they published on open platforms with no gatekeepers.



The relationship between computer games and their console-based brethren had always been more complicated than outsiders such as Senators Lieberman and Kohl were wont to assume. While the degree of crossover between the two had always been considerable, computer gaming had been in many ways a distinct form of media in its own right since the late 1970s. Computer-game makers claimed that their works were more sophisticated forms of entertainment, with more variety in terms of theme and subject matter and, in many cases, more complex and cerebral forms of gameplay on offer. They had watched the resurrection of the console marketplace with as much dismay as joy, being unimpressed by what many of them saw as the dumbed-down “kiddie aesthetic” of Nintendo and the stultifying effect which the consoles’ walled gardens had on creativity; there was a real feeling that the success of Nintendo and its ilk had come at the cost of a more diverse and interesting future for interactive entertainment as a whole. Perhaps most of all, computer-game makers and their older-skewing demographic of players profoundly resented the wider culture’s view of digital games of any stripe as essentially children’s toys, to be regulated in the same way that one regulated Barbie dolls and Hot Wheels cars. These resentments had not disappeared even as many of the larger traditional computer-game publishers, such as EA, had been tempted by the booming market for console-based videogames into making products for those systems as well.

Johnny L. Wilson, the editor-in-chief of Computer Gaming World magazine, voiced in an editorial the objections which many who made or played computer games had to the ESRB:

[The ESRB rating system] has been developed by videogame manufacturers and videogame publishers without significant input by computer-based publishers. The lone exception to this rule is Electronic Arts, which publishes personal-computer titles but nets more than two-thirds of its proceeds from videogame sales. The plan advocated by this group of videogame-oriented companies calls for every game to be viewed by an independent panel prior to release. This independent panel would consist of parents, child psychologists, and educators.

How does this hurt you? This panel is not going to understand that you are a largely adult audience. They are not going to perceive that there is a marketplace of mature gamers. Everything they evaluate will be examined under the rubric, “Is it good for children?” As a result, many of the games covered in Computer Gaming World will be rated as unsuitable for children, and many retailers will refuse to handle these games because they perceive themselves as family-oriented stores and cannot sell unsuitable merchandise.

The fate of Night Trap, an unusually “computer-like” console game, struck people like Wilson as an ominous example of how rating games could lead to censoring them.

Honestly held if debatable opinions like the above, combined perhaps with pettier resentments about the stratospheric sales of console games in comparison to those that ran on computers and its own sidelining by the IDSA, led the SPA to reject the ESRB, and to announce the formation of its own ratings board just for computer games. It was to be called the Recreational Software Advisory Council (RSAC), and its founding president was to be Robert Roden, the general counsel and director of business affairs for the computer-game publisher LucasArts. This choice of an industry insider rather than an outside expert like Arthur Pober reflected much of what was questionable about the alternative rating initiative.

Indeed, and although much of the reasoning used to justify a competing standard was cogent enough, the RSAC’s actual plan for its rating process was remarkable mostly for how comprehensively it failed to address the senators’ most frequently stated concerns about any self-imposed rating standard. Instead of asking publishers to submit videotapes of gameplay for review by an independent panel, the RSAC merely provided them with a highly subjective questionnaire to fill out; in effect, it allowed them to “self-rate” their own games. And, in a reflection of computer-game makers’ extreme sensitivity to any insinuation that their creations were just kids’ stuff, the RSAC rejected outright any form of age-based content rating. Age-based rating systems were “patronizing,” claimed the noted RSAC booster Johnny L. Wilson, because “different people of widely disparate ages have different perceptions of what is appropriate.” In lieu of sorting ratings by age groups, the RSAC would use descriptive labels stipulating the amount and type of violence, sex, and profanity, with each being ranked on a scale from zero to four.

The movie industry’s rating system was an obvious counterexample to this idea that age-based classification must necessarily entail the infantilization of art; certainly cinema still enjoyed vastly more cultural cachet than computer games, despite its own longstanding embrace of just such a system. But the computer-game makers were, it would seem, fairly blinded by their own insecurities and resentments.

A representative of the SPA named Mark Traphagen was invited to join Jack Heistand at the hearing of July 29 in order to make the case for the RSAC’s approach to rating computer games. The hearing began in an inauspicious fashion for him. Senator Lieberman, it emerged during opening statements, had discovered id Software’s hyper-violent computer game of DOOM in the interim between this hearing and the last. This occasion thus came to mark the game’s coming-out party on the national stage. For the first but by no means the last time, a politician showed a clip of it in action, then lit into what the audience had just seen.

What you see there is an individual with a successive round of weapons — a handgun, machine gun, chainsaw — just continuing to attack targets. The bloodshed, the gunfire, and the increasingly realistic imagery combine to create a game that I would not want my daughter or any other child to see or to play.

What you have not seen is some of the language that is displayed onscreen when the game is about to be played. “Act like a man!” the player is told. “Slap a few shells into your shotgun and let’s kick some demonic butt! You’ll probably end up in Hell eventually. Shouldn’t you know your way around before you make an extended visit?”

Well, some may say this is funny, but I think it sends the wrong message to our kids. The game’s skill levels include “I’m Too Young To Die” and “Hurt Me Plenty.” That obviously is not the message parents want their kids to hear.

Mark Traphagen received quite a grilling from Lieberman for the patent failings of the RSAC self-rating system. He did the best he could, whilst struggling to educate his interrogators on the differences between computer and console games. He stipulated that the two were in effect different industries entirely — despite the fact that many software publishers were, as we’ve seen, active in both. This was an interesting stand to take, not least in the way that it effectively ceded the ground of console-based software to the newly instituted IDSA, in the hope that the SPA could hang onto computer games.

Traphagen: Despite popular misconceptions and their admitted similarities to consumers, there are major differences between the personal-computer-software industry and the videogame industry. While personal-computer software and videogame software may be converging toward the compact disc as the preferred storage medium, those of us who develop and publish entertainment software see no signs of a convergence in either product development or marketing.

The personal-computer-software industry is primarily U.S.-based, small to medium in size, entrepreneurial, and highly innovative. Like our plan to rate software, it is based on openness. Its products run on open-platform computers and can be produced by any of thousands of companies of different sizes, without restrictive licensing agreements. There is intense competition between our industry and the videogame industry, marked by the great uncertainty about whether personal computers or some closed platform will prevail in the forthcoming “information superhighway.”

Senator Lieberman: Maybe you should define what a closed platform is in this regard.

Traphagen: A closed platform, Senator, is one in which the ability to create software that will run on that particular equipment is controlled by licensing agreements. In order to create software that will run on those platforms, one has to have the permission and consent of the equipment manufacturer.

Senator Lieberman: And give us an example of that.

Traphagen: A closed platform would be a videogame player.

Senator Lieberman: Such as a Sega or Nintendo?

Traphagen: That is right. In contrast, personal computers are an open platform in which any number of different companies can simply buy a development package at a retailer or a specialty store and then create software that will operate on the computer.

Traphagen explained the unwillingness of computer-game makers to fall under the thumb of the IDSA by comparing them to indie film studios attempting to negotiate the Hollywood machine. Yet he was able to offer little in defense of the RSAC’s chosen method of rating games. He made the dubious claim that creating a videotape for independent evaluation would be too technically burdensome on a small studio, and had even less to offer when asked what advantage accrued to not rating games by suitable age groups: “I do not believe there is an advantage, Senator. There was simply a decision that was taken that the ratings would be as informative as possible, without being judgmental.”

Some five weeks after this hearing, the RSAC would hold a press conference in Dallas, Texas, the home of id Software of DOOM fame. In fact, that game was used to illustrate how the rating system would work. Even some of the more sanguine members of the gaming press were surprised when it received a rating of just three out of four for violence. The difference maker, the RSAC representatives explained, was the fact that DOOM‘s violence wasn’t “gratuitous”; the monsters were trying to kill you, so you had no choice but to kill them. One has to presume that Senators Lieberman and Kohl would not have been impressed, and that Mark Traphagen was profoundly thankful that the press conference occurred after his appearance before them.

Even as it was, the senators’ skepticism toward the RSAC’s rating system at the hearing stood out all the more in contrast to their reception of the ESRB’s plan. The relationship between Senator Lieberman and Jack Heistand had now progressed from the cordial to the downright genial; the two men, now on a first-name basis, even made room for some banter on Heistand’s abortive youthful attempts to become a rock star. The specter of government legislation was never even raised to Heistand. It was, needless to say, a completely different atmosphere from the one of December 9. When the hearing was finished, both sides sent out press notices praising the wisdom and can-do spirit of the other in glowing terms.

But much of the rest of the games industry showed far less good grace. As the summer became the fall and it became clear that game ratings really were happening, the rants began, complete with overheated references to Fahrenheit 451 and all of the other usual suspects. Larry O’Brien, the editor of the new Game Developer magazine, made his position clear in the first line of his editorial: “Rating systems are crap.”

With the entire entertainment industry rolling over whenever Congress calls a hearing, it’s fallen on us to denounce these initiatives for what they are: cynical posturing and electioneering with no substance. Rating systems, whether for movies, television, videogames, or any other form of communication, don’t work, cost money, and impede creativity. Everyone at those hearings, politicians and witnesses alike, knows that. But there’s nothing politicians love more than “standing up for the family” and blaming America’s cultural violence on Hollywood. So the entertainment industry submissively pisses all over itself and proposes “voluntary” systems from the pathetic to the laughable.

Parents should decide. If parents don’t want their kids to play X-COM or see Terminator 2, they should say no and put up with the ensuing argument. They don’t need and shouldn’t get a rating system to supplement their authority. The government has no right to help parents say no at the video store if that governmental interference impedes your right to develop whatever content you feel appropriate.

We all have responsibilities. To create responsibly, to control the viewing and gaming habits of our own children, and to call the government’s ratings initiatives what they are: cynical, ineffective, and wrong-headed.

The libertarian-leaning Wired magazine, that voice of cyber-futurism, published a jeremiad from Rogier Van Bakel that was equally strident.

Violent games such as DOOM, Night Trap, and Mortal Kombat are corrupting the minds and morals of millions of American children. So what do you do? Easy.

You elect people like Herb Kohl and Joe Lieberman to the US Senate. You applaud them when they tell the videogame industry that it’s made up of irrepressible purveyors of gratuitous gore and nefarious nudity. You nod contentedly when the senators give the industry an ultimatum: “Either you start rating and stickering your games real soon, or we, the government, will do it for you.”

You are pleasantly surprised by the industry’s immediate white flag: a rating system that is almost as detailed as the FDA-mandated nutrition information on a can of Campbell’s. You contend that that is, in fact, a perfect analogy: all you want, as a consumer, is honest product labeling. Campbell’s equals Sega equals Kraft equals 3DO.

Finally, you shrug when someone remarks that it may not be a good idea to equate soup with freedom of speech.

All that was needed now was a good conspiracy theory. This Karen Crowther, a spokesperson for makers of shareware computer games, helpfully provided when she said that the government had gotten “hoodwinked by a bunch of foreign billion-dollar corporations (such as Sony, Nintendo, and Sega) out to crush their US competition.”

Robert Peck, a lawyer for the American Civil Liberties Union, flirted with a legal challenge:

This [rating] system is a response to the threat of Senators Lieberman and Kohl that they would enact legislation requiring labels unless the industry did something to preempt them. The game manufacturers are being required to engage in speech that they would otherwise not engage in. These ratings have the government’s fingerprints all over them.

This present labeling system isn’t going to be the end of it. I think some games are going to be negatively affected, sales-wise, and the producers of those games will probably bring a lawsuit. We will then see that this system will be invalidated.

The above bears a distinct whiff of legalistic wishful thinking; none of it came to pass.

While voices like these ranted and raved, Jack Heistand, Arthur Pober, and their associates buckled down soberly to the non-trivial task of putting a rating on all new console-based videogames that holiday season, and succeeded in doing so with an efficiency that one has to admire, regardless of one’s position on the need for such a system. Once the initial shock to the media ecosystem subsided, even some of the naysayers began to see the value in the ESRB’s work.

Under the cover of the rating system, for example, Nintendo felt able to relax many of their strict “family-friendly” content policies. The second “Mortal Monday,” heralding the release of Mortal Kombat II on home consoles, came in September of 1994, before the ESRB’s icons had even started to appear on games. Nevertheless, Nintendo improvised a stopgap badge labeling the game unsuitable for those under the age of seventeen, and felt protected enough by it to allow the full version of the coin-op original on their platform this time, complete with even more blood and gore than its predecessor. It was an early sign that content ratings might, rather than leading game makers to censor themselves, give them a feeling of carte blanche to be more extreme.

By 1997, Game Developer was no longer railing against the very idea of a rating system, but was fretting instead over whether the ESRB’s existing approach was looking hard enough at the ever more lifelike violence made possible by the latest graphics hardware. The magazine worried about unscrupulous publishers submitting videotapes that did not contain their games’ most extreme content, and the ESRB failing to catch on to this as games continued to grow larger and larger: “The ESRB system uses three (count ’em, three) ‘demographically diverse’ people to rate a game. (And I thought television’s Nielsen rating system used a small sample set.) As the stakes go up in the ratings game, the threat of a publisher abusing our rating system grows larger and larger.”

Meanwhile the RSAC strolled along in a more shambolic manner, stickering games here and there, but never getting anything close to the complete buy-in from computer-game publishers that the ESRB received from console publishers. These respective patterns held throughout the five years in which the dueling standards existed.

In the end, in other words, the computer-game people got what they had really wanted all along: a continuing lack of any concerted examination of the content of their works. Some computer games did appear with the ESRB icons on their boxes, others with the RSAC schemas, but plenty more bothered to include no content guidance at all. Satisfied for the time being with the ESRB, Senators Lieberman and Kohl didn’t call any more hearings, allowing the less satisfying RSAC system to slip under the radar along with the distinct minority of digital games to which it was applied, even as computer games like Duke Nukem 3D raised the bar for violence far beyond the standard set by DOOM. The content of computer games wouldn’t suffer serious outside scrutiny again until 1999, the year that a pair of rabid DOOM and Duke Nukem fans shot up their high school in Columbine, Colorado, killing thirteen teachers and students and injuring another 24. But that is a tragedy and a controversy for a much, much later article…

(Sources: the books Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic by Brad King and John Borland, The Ultimate History of Video Games by Steven L. Kent, and Game Over: How Nintendo Conquered the World by David Sheff; Game Developer of September 1994, December 1994, August/September 1995, September 1997, and January 1998; Computer Gaming World of June 1994, December 1994, May 1996, and July 1999; Electronic Entertainment of November 1994 and January 1995; Mac Addict of January 1996; Sierra’s newsletter InterAction of Spring 1994; Washington Post of July 29 1994; the article “Regulating Violence in Video Games: Virtually Everything” by Alex Wilcox in the Journal of the National Association of Administrative Law Judiciary, Volume 31, Issue 1; the United States Senate Committee on the Judiciary’s publication Rating Video Games: A Parent’s Guide to Games; the 1994 episode of the television show Computer Chronicles entitled “Consumer Electronics Show.” Online sources include Blake J. Harris’s “Oral History of the ESRB” at VentureBeat and C-SPAN’s coverage of the Senate hearings of December 9 1993, March 4 1994, and July 29 1994.)

 

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The Case of the Rose Tattoo

What is it that we love about Sherlock Holmes?

We love the times in which he lived, of course, the half-remembered, half-forgotten times of snug Victorian illusion, of gas-lit comfort and contentment, of perfect dignity and grace. The world was poised precariously in balance, and rude disturbances were coming with the years, but those who moved upon the scene were very sure that all was well — that nothing ever would be any worse nor ever could be any better…

— Edgar W. Smith

The Lost Files of Sherlock Holmes: Case of the Serrated Scalpel was an unusually quiet sort of computer game. It was quiet when you played it, being a game that rewarded contemplation as much as action, and one that placed as much emphasis on its text as its audiovisuals. It was quietly released in 1992 by Electronic Arts, a publisher well along by that point in their transition from being a collective of uncompromising “software artists” to becoming the slick, bottom-lined-focused populist juggernaut we know and don’t always love today. And yet, despite being so out of keeping with EA’s evolving direction, Serrated Scalpel quietly sold a surprising number of units over a span of several years.

That unexpected success had consequences. First it led EA to fund a 1994 re-imagining of the game for the 3DO living-room console, featuring video clips of live actors voicing dialog that had previously appeared only as text on the screen. And then, with the MS-DOS original still selling at a steady clip — in fact, rounding by now the magical 100,000-unit milestone — it led to a somewhat belated full-fledged sequel, which was released in mid-1996.

The Lost Files of Sherlock Holmes: Case of the Rose Tattoo was largely the work of the same crew that had made its predecessor, notwithstanding the gap between the two projects. Once again, R.J. Berg, a former EA manual writer and perpetual Sherlock Holmes fan to the Nth power, wrote the script and generally masterminded the endeavor. And once again a small outfit called Mythos Software, based in Tempe, Arizona, handled all of the practicalities of the script’s transformation into a game, from the art to the programming.

Indeed, Rose Tattoo as a whole is very much a case of not fixing what wasn’t broken in one of my favorite adventure games of the 1990s, so much so that I almost fear that this review will come across as superfluous to those who have already read my homage to the original. The one really obvious difference is a reflection of the four years separating the two games’ release dates, over the course of which the technology of the typical home computer advanced considerably. So, Rose Tattoo is able to present its version of Victorian London with a more vivid clarity, thanks to a screen resolution of 640 X 480 rather than 320 X 200. More ingeniously, Mythos has found a middle ground between the pure pixel graphics of the original game and the awkwardly spliced video clips of the 3DO remake. “Sprites” made from real actors are shrunk down and inserted directly into pre-rendered 3D scenery, making an almost seamless fit.

Otherwise, though, Rose Tattoo is the purest form of sequel, striving not just to duplicate but to positively double down on everything its precursor did. In some contexts, that might be read as a condemnation. But not in this one: Serrated Scalpel was such a breath of fresh air that more of the same can only be welcome.

Once again, then, we have here a plot that is ironically more believable than the majority of Arthur Conan Doyle’s own Sherlock Holmes tales. Like Broken Sword, another standout adventure from the standout adventure-gaming year of 1996, Rose Tattoo kicks its proceedings off with a literal bang: it opens with Sherlock’s portly brother Mycroft Holmes getting seriously injured by an explosion at his Diogenes Club that everyone is all too eager to blame on a gas leak — “the price of progress,” as they all like to say. Even Sherlock initially refuses to believe otherwise; deeply distraught over his brother’s condition, he retreats into his bedroom to take refuge in his various chemical addictions. Thus you actually begin the game as John Watson, trying to dig up enough clues to shake Sherlock out of his funk and get him working on the case.

Once that has been accomplished, the game is truly afoot. Rather than a random gas explosion, the “accident” at the Diogenes Club turns out to be a deliberate murder plot that is connected to the theft of vital secrets from the British War Office. Your need to avenge Mycroft’s suffering will plunge you into the geopolitics of the late nineteenth century; you’ll even meet face to face with the young Kaiser Wilhelm II of the newly minted nation of Germany, who is depicted here as an intelligent, cultured, and to some extent even open-minded leader, one whose political philosophy has not yet hardened into the reactionary conservatism of his First World War persona. The game captures in their nascent form the political changes and even the evolution of the weaponry of war that would lead to the horrific conflicts of the first half of the twentieth century.

But that is only a small piece of the history which Rose Tattoo allows us to witness up close and personal. The usual videogame’s view of history encompasses war and politics and little else. Rose Tattoo, on the other hand, fastidiously recreates a fascinating time and place in social history, when the world that we know today was in many ways in the process of being invented. Your investigation takes you across the width and breadth of Victorian London and to all of its diverse social strata, from fussy lords and ladies who seem to be perpetually singing “Rule, Britannia!” under their breath to underground radicals who surface just long enough to preach their revolutionary philosophy of Marxism at Speaker’s Corner every Sunday. You visit clubs, hospitals, police departments, morgues, flats, townhouses, lofts, squats, mansions, palaces, monuments, tailors, bathhouses, billiard rooms, photography studios, animal emporiums, parks, gardens, aerodromes, laboratories, greengrocers, phrenologist’s offices, minister’s offices, barrister’s offices, warehouses, and opium dens, all of them presented in rich, historically accurate detail. “When a man is tired of London, he is tired of life,” said Samuel Johnson. Indeed.

As in the first game, Sherlock Holmes’s iconic flat at 221B Baker Street serves as the starting point of your investigations and the home base to which you continually return. In addition to being a tribute to Sherlock’s wide-ranging curiosity, it’s a vastly more effective virtual museum of Victoriana than the real one that stands at that London address today. Spend some time here just rummaging about, and maybe follow some of its leads with some independent research of your own, and you’ll begin to feel the frisson of life in this amazing city, the melting pot of the Western world circa 1890. A small sample of the exhibits on hand:

But lest all of this start to sound like a tedious exercise in “edutainment,” know that the whole experience is enlivened enormously by R.J. Berg’s writing, which is even more finely honed here than it was in the first game, managing to be both of the time it depicts and an ongoing delight to read in 1996, 2022, or any other year. He takes a special delight in lacerating with delicate savagery the city’s many stuffed shirts, useless layabouts, and pretentious fools. (Perhaps we can learn something about character from appearance after all, at least in the world of this game…)

  • Chinless and tending to fat, this young man sits like a beluga whale in a steam cabinet. His hooded eyes are partially closed and rivulets of sweat pour down his face. It is not possible to say whether he is enjoying himself.
  • The lady masquerades as a debutante. Dressed in a hideous crepe gown, she has the carriage of a Palladium chorus girl. Possessed only of pretensions, she displays none of the high style to which she aspires.
  • The corpulent, self-important clerk is fussily dressed. If he runs true to form, he spends his leisure time and money indulging passions for art books and Belgian chocolates.
  • The man could pass as a mortician or a bank manager. Below his high domed forehead, his pale, pitted face wears a preternaturally neutral expression. The slow reptilian oscillation of his head is disconcerting.

Then there’s my absolute favorite turn of phrase: “Bledsoe awaits with the equanimity of a ring-tailed lemur in a room full of rocking chairs.

And yet Berg seldom punches down, and is by no means without compassion for the ones who were not born with silver spoons stuck firmly up their derrières: “Like thousands of indigent girls, she was sucked to the city at fourteen by the promise of twelve pounds per annum and a bed in the attic. After 40 years in service, enduring drudgery, discomfort, insult, and every sort of meanness, she has risen to become Assistant Housekeeper at the Cavendish Hotel.”


Sherlock, Watson, and the indomitable Wiggins, head of the Baker Street Irregulars, outside 221B Baker Street. While the game’s graphics aren’t breathtaking, they are, like everything else about it, quietly apropos.

Investigating a suspicious death in the morgue. There will be more than one such corpse to examine before all is said and done.

On one of the newly constructed Thames Embankments, next to Cleopatra’s Needle, recently looted by the British Empire from Alexandria.

The bucolic environs of St James’s Park. We have need of that boy’s new pet dog, which happens to be the best tracker in all of London. Hmm… what could we offer the boy for it?


In addition to gobs of historical verisimilitude and some of the best writing to appear in a game since the heyday of Infocom, Rose Tattoo shares with its predecessor a gratifyingly grounded approach to puzzles. There are problems to solve here, many of which veteran adventure gamers will find very familiar in the abstract, such as the inordinate quantity of human gatekeepers who must be circumvented in one way or another in order to gain access to the spaces they guard. But, instead of employing ludicrously convoluted solutions that could only appear in an adventure game, solving these “puzzles” mostly entails doing what a reasonable person would under similar circumstances. A surprising number of the gatekeepers can be bypassed, for instance, simply by acquiring an official letter from Scotland Yard authorizing you to investigate the case, then showing it to the obstacle in question. Rose Tattoo resists the adventure genre’s centrifugal drift toward slapstick comedy as well any game ever made; Sherlock never gets up to anything really ridiculous, never surrenders his dignity as the world’s most famous detective. He does nothing in this game that one couldn’t imagine him doing in one of Arthur Conan Doyle’s stories.

As must be abundantly clear by now, I love this game dearly; it joins Serrated Scalpel on the short list of my favorite point-and-click graphic adventures of all time. It must also be acknowledged, however, that it aligns crazily well with my own background and interests. I spent my years in and around university immersed in this setting, reading tens of thousands of pages of Dickens, Eliot, and Trollope (the last being my favorite; as Prime Minister Harold Macmillan once said, “there’s nothing better than going to bed early with a Trollope”). And yes, I read my share of Arthur Conan Doyle as well. Playing Rose Tattoo is like coming home for me.

But, to state the obvious, I am me and you are you, and your experience of Rose Tattoo may very well be different. I can all too easily imagine another person finding this game more exhausting than fascinating. It’s out of step with the fashion even of 1996, never mind today, in that it expects you to read all of its long descriptions; only the diegetic words — i.e., those actually spoken by the characters in the game — are voiced. And you can’t just ignore all of the Victorian bric-à-brac that litter its many scenes because there is in fact a smattering of vital clues and objects to be found amongst the clutter. Further, there’s little here to satisfy hardcore puzzle fiends; that ancient adventure-game saw of the newspaper shoved under the door to retrieve the key pushed out of the lock with the pin is about as elaborate as things ever get from that perspective. Solving the mystery rather hinges on collecting physical evidence, interviewing witnesses, and deducing on a broader canvas than that of the individual puzzle.

Of course, a point-and-click adventure game is a discrete possibility space, which means that you could solve the mystery by brute force — by going around and around and around the map of London, talking to everyone and picking up whatever isn’t nailed down and showing it to everyone. But to do so would be to miss the point entirely, in addition to subjecting yourself to mind-numbing tedium. I would rather encourage you to make full use of the in-game journal, in which the tireless Watson records every word of every conversation Sherlock has, and which can even be saved as a text file for perusal outside of the game. (Incidentally: all of the text, in the journal and elsewhere, uses British spellings, despite this being an American game — another nice touch.) I would encourage you, that is to say, to enter into the spirit of the thing and really try to solve the mystery yourself, as a real detective might. I can promise you that it does hang together, and that the game will reward you for doing so in a way that very few other alleged interactive mysteries — excepting its precursor, naturally — can match. If all of those words in the journal and locations on the map start to feel overwhelming, don’t worry about it: just take a break. The mystery will still be waiting for you when you come back. The Victorian Age was a foreign country; they did things more slowly there.

But if all of that is still a bit too tall of an order in this hurly-burly modern world of ours, that’s okay too. No game is for everyone, and this one perhaps less so than many. Certainly it was an anomaly at the time of its release, being about as out of step with an increasingly go-go, bang-bang gaming market as anything could be. Doubtless for that reason, EA released it with almost no fanfare, just as they had its predecessor. Alas, this time it didn’t defy its low expectations once it reached store shelves: it didn’t become a sleeper success like Case of the Serrated Scalpel. The magazines seemed to pick up on the disinterest of the game’s own publisher. Computer Gaming World, the closest thing the United States had to a gaming journal of record, never even gave it a full review, contenting themselves with a two-paragraph capsule summary whose writer betrayed little sign of ever having played it, who made the inexplicable claim that it “tried too hard to be an interactive movie”; in reality, no 1996 graphic adventure was less movie-like.

So, that was that for the Lost Files of Sherlock Holmes series. R.J. Berg continued working for EA as a producer, designer, and writer for years, but on less unique fare that gave him less opportunity to deploy his deliciously arch writerly voice. Mythos Software survived until about 2003 as a developer of multimedia educational products — they were behind the popular BodyWorks series of anatomical explorations — but never made another straight-up game.

Still, to complain that we didn’t get more of these games seems churlish. Better to be thankful that the stars aligned in such a way as to give us the two that we do have. Check them out sometime, when you’re in the mood for something a bit more on the quiet and thoughtful side. Maybe, just maybe, you’ll come to feel the same way about them that I do.

(Sources: Electronic Games of February 1993, Computer Gaming World of January 1997. Also Mythos Software’s now-defunct home page.

Like its predecessor, The Lost Files of Sherlock Holmes: Case of the Rose Tattoo has never received a digital re-release. It is, however, supported by the ScummVM interpreter, so getting it running isn’t too much of a challenge on Windows, MacOS, or Linux once you acquire the original CD or an image of same. As of this writing, you can find several of the latter on archive.org, including one version that is already packaged up and ready to go with ScummVM. Just search for “sherlock rose tattoo”; I prefer not to link directly to avoid bringing unwanted attention to their existence from our friends in the legal trade.

And if you enjoy this type of contemplative sleuthing, you might also be interested in the Sherlock Holmes Consulting Detective board games, which play like analog versions of this game — perfect for a lazy late-summer afternoon on the terrace with a tall glass of something cold and the company of a good friend or two.)

 
 

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The Rise of POMG, Part 3: Competition and Conflict

While the broth of Ultima Online was slowly thickening, not one but two other publishers beat EA and Origin Systems to the punch by releasing graphical persistent virtual worlds of their own. We owe it to them and to ourselves to have a look at these other POMG pioneers before we return to the more widely lauded one that was being built down in Texas. They were known as Meridian 59 and The Realm.


Meridian 59 was inspired by Scepter of Goth,[1]The first word in the name is often spelled Sceptre as well. a rare attempt to commercialize the text-only MUD outside of the walled gardens of online services such as CompuServe and GEnie. After a long gestation period on a mainframe of the Minnesota Educational Computer Consortium, it was ported in 1983 to an IBM PC/XT, to which were cabled sixteen modems and sixteen phone lines, one for each of the players who could be online at any given time. A company called InterPlay — no, not that Interplay — franchised the software out to operators in at least seven American cities. These franchisees then charged their customers an hourly fee to roam around inside the world. The business model worked surprisingly well for a couple of years, until InterPlay’s founder was sent to prison for tax evasion and his company went down with him.

During the fairly brief window of time that Scepter of Goth remained a going concern, a pair of brothers named Andrew and Chris Kirmse fell in love with the incarnation of it that was run out of their hometown of Fairfax, Virginia. Not yet teenagers when they discovered it, they never forgot it after it disappeared. In the summer of 1994, when Andrew had just earned his bachelor’s degree from MIT and Chris had just finished his junior year at Virginia Tech, they set about bringing something similar to life, albeit this time with a top-down graphical view of the world rather than scrolling text. By the end of the year, they felt they had “the foundation of a game,” as Andrew puts it.

A very early version of the game that would evolve into Meridian 59. At this point, it was known as Blackstone.

Then, like so many other young men of their generation and disposition, they found their productivity derailed by a little game called DOOM. “I spent the early part of 1995 playing DOOM II to the exclusion of all else,” admits Andrew. As soon as he had finished all of the single-player levels, he and a friend started to make a DOOM-like engine of their own — again, just as about a million other young programmers were doing at the time. But there was a key difference in Andrew’s case: he didn’t want to make a single-player game, nor even one oriented toward the one-and-done online deathmatches that were all the rage at university campuses all over the country. He rather wanted to combine DOOM with the persistent online game which he and his brother had already begun — that is to say, to make a DOOM that took place in a persistent world.

Andrew and Chris Kirmse cleared their schedules so that they could spend the summer of 1995 in their parents’ basement, figuring out whether it was possible and practical to make the unholy union a reality. With the Internet now entering the public consciousness in a big way, it was a no-brainer to move the game there, where it would be able to welcome far more than sixteen players without requiring a warehouse worth of modems. A handful of other young dreamers joined them as partners in a would-be company called Archetype Interactive, contributing art, world designs, and even a modicum of business acumen from locations all over the country. Like Kali and for that matter DOOM itself, it was the very definition of an underground project, springing to life far from the bright lights of the major publishers, with their slick “interactive movies” and their fixed — and, it would turn out, comprehensively wrong — ideas of the direction mainstream gaming was destined to go. At first the Archetypers wanted to call their game Meridian, simply because they thought the word sounded cool. But they found that the name was already trademarked, so they stuck an arbitrary number at the end of it to wind up with Meridian 59.

By December, they had a bare-bones world with, as Andrew Kirmse says, “no character advancement, no spells, no guilds, no ranged weapons, just the novelty of seeing other people walking around in 3D and talking to them.” Nevertheless, they decided they were ready for an alpha test, several months before Ultima Online would reach the same milestone. They fired up the server late one evening and went to bed, and were thrilled to wake up the next morning and find four people — out of a maximum of 35 — poking around in their world at the same time. Andrew still calls the excitement of that moment “the high point of the entire project.” They redoubled their efforts, roping in more interested observers to provide more art and expand upon the world and its systems, pushing out major updates every few weeks.

In an testament to the endearingly ramshackle nature of the whole project, the world of Meridian 59 was built using a hacked DOOM level editor. Likewise, much of the early art was blatantly stolen from DOOM.

The world went into beta testing in April of 1996. The maximum number of concurrent players had by now been raised by an order of magnitude, but Meridian 59 had become popular enough that the Archetypers still had to kick people out when they needed to log on themselves to check out their handiwork. Among the curious tire-kickers who visited was Kevin Hester, a programmer with The 3DO Company. Founded by Trip Hawkins five years earlier with the intention of bringing a “multimedia console” — don’t call it a games console! — to living rooms everywhere, 3DO was rather at loose ends by this point, having banked on a future of digital entertainment that was badly at odds with the encroaching reality. But Hawkins’s latest instincts were sounder than those of a half-decade previous: he had now decided that online play rather than single-player multimedia extravaganzas was the future. He jumped on Meridian 59 as soon as Hester brought it to his attention, putting together in a matter of days a deal to acquire the budding virtual world and its far-flung network of creators for $5 million in 3DO stock. The Archetypers all signed on the dotted line and moved to Silicon Valley, most of them meeting one another face to face for the first time on their first day in their new office, where they were thrilled to find five servers — enough for five separate instances of their virtual world! — just waiting for them to continue with the beta test.

It had started off like a hacker fairy tale, but the shine wore off quickly enough. Inspired by the shareware example of DOOM, the Kirmse brothers had expected to offer the game client as a free download, with the necessity to pay subscription fees kicking in only after players had been given a few hours to try it out. 3DO vetoed all of this, insisting that the client be made available only as a boxed product with a $50 initial price tag, plus a $15 monthly subscription fee. And instead of being given as much time as they needed to make their new world fit for permanent habitation, as they had been promised they would, the Archetypers were now told that they had to begin welcoming paying customers into Meridian 59 in less than three months. Damion Schubert, Meridian 59‘s world-design lead, claims that “3DO was using us to learn about the business of online gaming,” seeing their very first virtual world as a stepping-stone rather than a destination unto itself. Whatever the truth of that assertion, it is a matter of record that, while the Archetypers were trying to meet 3DO’s deadline, the stock they had been given was in free fall, losing 75 percent of its value in those first three months, thereby doing that much more to convince the accountants that Meridian 59 absolutely, positively had to ship before 3DO’s next fiscal year began on October 1.

An aesthetic triumph Meridian 59 was not.

So, the game that was officially released on September 27, 1996, was not quite the one the Kirmses had envisioned when they signed the contract with 3DO. To call it little more than a massively-multiplayer DOOM deathmatch with a chat system grafted on would be unkind but not totally unfair. Its pseudo-3D engine would have looked badly outdated in 1996, the year of Quake, even if the art hadn’t been such a mismatched grab bag of aesthetics and resolutions. Meridian 59 evinced none of the simulational aspirations of Ultima Online; this was not a world in which anyone was going to pass the time baking bread or chopping lumber. For lack of much else to do, people mostly occupied themselves by killing one another. Like Ultima Online, the software permitted player-versus-player combat anywhere and everywhere; unlike Ultima Online, there were no guards patrolling any of the world’s spaces to disincentivize it. A Meridian 59 server was a purely kill-or-be-killed sort of world, host to a new war every single day. Because there was no budget to add much other content to the world, this was just as well with its creators; indeed, they soon learned to lean into it hard. Activities in the world came to revolve around the possession of guild halls, of which each server boasted ten of varying degrees of splendor for the disparate factions to fight over. If you didn’t like to fight with your fellow players more or less constantly, Meridian 59 probably wasn’t the game for you.

Handed the first-ever full-fledged massively-multiplayer online role-playing game, 3DO’s marketers chose to… write non-sequiters about latex. This might be the worst advertisement I’ve ever seen; I literally have no idea what joke it’s trying and failing to land. Something about condoms, I presume?

Luckily, there were plenty of gamers who really, really did like to fight, as the popularity of DOOM deathmatches illustrated. Despite its dated graphics and despite promotional efforts from 3DO that were bizarrely inept when they weren’t nonexistent, Meridian 59 managed to attract 20,000 or more subscribers and to retain them for a good while, keeping all ten of the servers that were given over to it after the beta test humming along at near capacity most of the time. 3DO even approved a couple of boxed expansion packs that added a modicum of additional content.

But then, in late 1997, 3DO all but killed the virtual world dead at a stroke. Deciding it was unjust that casual players who logged on only occasionally paid the same subscription fee as heavy users who spent many hours per day online, they rejiggered the pricing formula into a tangle of numbers that would have baffled an income-tax accountant: $2.49 per day that one logged on, capped at $9.99 per week, with total fees also capped at $29.99 per month. But never mind the details. Since the largest chunk of subscribers by far belonged to the heavy-user category, it boiled down to a doubling of the subscription price, from $15 to $30 per month. The populations on the servers cratered as a result. Meridian 59‘s best days — or at least its most populous ones — thus passed into history.


The other graphical MMORPG to beat Ultima Online to market had a very different personality. Sierra’s The Realm was the direct result of Ken Williams’s musings about what an “online adventure game” might be like, the same ones that I quoted at some length in my last article. After trying and failing to convince Roberta Williams to add a multiplayer option to King’s Quest VII, he went to a programmer named David Slayback, saying, “Wouldn’t it be cool if we could do something like our adventure games, that was Medieval themed, and allowed players to swap items with each other, buy weapons, and attack monsters?” Slayback then took the ball and ran with it; as Ken himself acknowledges, that initial conversation was “the limit of my involvement creatively.”

The original plan was for The Realm to become a part of America Online, the great survivor of the pre-Web era of commercial online services. That deal, however, fell through. Meanwhile Sierra was itself acquired by an e-commerce firm called CUC International, and The Realm seemed to fall between two stools amidst the reshuffling of deck chairs that followed. A beta test in the summer of 1996 did lead to the acceptance of the first paying subscribers in December of that year, but Sierra never did any real promotion beyond its own customer magazine, making the client software available only via mail order. Still, by all indications this virtual world attracted a number of players comparable to that of Meridian 59, perhaps not least because in its case buying the boxed client entitled the customer to a full year of free online play.

The Realm stands today as a rather fascinating artifact, being the road largely not taken in the MMORPG space. In presentation, aesthetics, and culture, it has more in common with Habitat, an amazingly early attempt by Lucasfilm Games and America Online’s direct predecessor Quantum Link to build a non-competitive graphical space for online socializing, than it does with either Meridian 59 or Ultima Online. This world was very clear about where its priorities lay: “The Realm offers you a unique environment in which to socialize with online friends (or make some new ones) and also gives you something fun to do while you’re socializing.” It was, in other words, a case of social space first, game second. As such, it might be better read as a progenitor to the likes of Second Life or The Sims Online than something like World of Warcraft.

Each player started in her own house, which she had to fight neither to acquire nor to defend. The interface was set up like one of the point-and-click graphic adventures that had been Sierra’s bread and butter since the mid-1980s, with the player guiding her avatar in the third person across a map made up of “rooms” that filled exactly one screen each. The graphical style too was right out of King’s Quest. None of this is terribly surprising, given that The Realm was built using SCI, Sierra’s venerable adventure-game engine.

Although there were monsters to fight and treasure to collect, player-versus-player combat was impossible. Even profanity was expressly forbidden. (“This includes ‘masking’ by using asterisks as part of the word,” noted the FAQ carefully.) The combat was also unusual in that it was turn-based. This choice, combined with the way that The Realm off-loaded an unusual amount of work to the player’s local client, meant that Sierra didn’t have to spread it across multiple servers; uniquely for this era, there really was just one Realm.

All of this attracted a dramatically different clientele from that of Meridian 59; many more women hung out in The Realm, for one thing. Interior decoration and fashion trumped murder and theft in the typical range of pursuits. Beth Demetrescu wrote in Sierra’s magazine InterAction about her own first days there:

As with all newbies, I started in my house. I was a poor, hungry, fashion faux pas. After I got out of my house, moved about six screens, and was lost in my hometown, I encountered HorseWoman, whose biography said she was an eleven-year-old. She took me to her home, gave me decent clothes, and taught me about basic communication, navigation, and combat. This was my first experience with the warm, welcoming community of The Realm.

I soon found myself outside of the town fighting rats. There are plenty of large, ferocious beasts to fight, but for the time being, all I could handle were rats. I was really worried the first time one of these rats killed me, thinking I was going to get kicked out of the game and would have to log back on. Instead, I lost everything I was carrying, but I was found by wanderers who dragged me home to heal…

I learned of Realm weddings. BlueRose, the Justice of the Peace, often called the Lady of Love, conducts over half of the Realm weddings…

I have picked up several valuable things from the many Realmers I have encountered. Not only did I get important information on The Realm’s features and inhabitants, but I also learned from their example about The Realm’s vast, multinational community. These people are friendly and helpful.

The contrast with Meridian 59, where a bewildered newbie was more likely to be given a broadsword to the back of the neck than navigational and sartorial assistance, could hardly have been greater.

A wedding in The Realm.

All told, then, Meridian 59 and The Realm provided the early MMORPG space with its yang and its yin: the one being a hyper-violent, hyper-competitive free-for-all where pretty much anything went, the other a friendly social space that was kept that way by tight moderation. Nevertheless, the two did have some things in common. Neither ever became more than moderately popular, for one — and that according to a pretty generous interpretation of “moderately” in a fast-expanding games industry. And yet both proved weirdly hard to kill. In fact, both are still alive to this day, abandoned decades ago by their original publishers but kept online by hook or by crook by folks who simply refuse to let them go away — certainly not now, when the aged code that makes their worlds come alive can be run for a pittance on a low-end server tucked away in some back corner of an office or data center somewhere. Their populations on any given evening may now be in the dozens rather than the hundreds or thousands, but these virtual worlds abide. In this too, they’ve set a precedent for their posterity; the Internet of today is fairly littered with online games whose heyday of press notices and mainstream popularity are well behind them, but that seem determined to soldier on until the last grizzled graybeard who cut his teeth on them in his formative years shuffles off this mortal coil. MMORPGs especially are a bit like cockroaches in this respect — with no insult to either the worlds or the insects in question intended. Suffice to say that community can be a disarmingly resilient thing.



But we return now to the story of Ultima Online, whose makers viewed the less than overwhelming commercial acceptance of Meridian 59 and The Realm with some ambivalence. On the one hand, Ultima Online had avoided having its own thunder stolen by another MMORPG sensation. On the other, these other virtual worlds’ middling trajectories gave no obvious reason to feel hugely confident in Ultima Online‘s own commercial prospects.

This was a problem not least because, as 1996 turned the corner into 1997, the project’s financial well had just about run dry, just as this virtual Britannia was ready to go from the alpha to the beta stage of testing, with ten to twenty times the number of participants of earlier testing rounds. It wasn’t clear how this next step could be managed under the circumstances; the client software was by now too big to ask prospective testers to download it in its entirety in this era of dial-up connections, yet there simply wasn’t sufficient money in the budget to stamp and ship 20,000 or more CDs out to them. The team decided there was only one option, cheeky though it seemed: to ask each participant in effect to pay Origin for the privilege of testing their game for them, by sending in $5 to cover the cost of the CD. The principals claim today that 50,000 people did so as soon as the test was announced online, burying Origin in incoming mail; I suspect this number may be inflated somewhat, as many of those associated with Ultima Online tend to be in the memories of those who made it. But regardless of the exact figure, the response definitely was considerable, not to mention gratifying for the little team of ex-MUDders who had been laboring in disrespected obscurity up there on a gutted fifth floor. It was the first piece of incontrovertible evidence that there were significant numbers of people out there who were really, really excited by the idea of living out an Ultima game with thousands of others.

The original Ultima Online beta CDs have become coveted collectors’ items.

As the creators tell the story, the massive popular reaction to the call for beta testers was solely responsible for changing the hearts and minds of their managers at EA and Origin. Realizing suddenly that Ultima Online had serious moneymaking potential, they went overnight from passive-aggressively trying to kill it to being all-in with bells on. In March of 1997, they moved the MUDders from their barren exile down to the scene of the most important action at Origin, where a much larger team had been working on Ultima IX, the latest iteration in the single-player series. Yet it was the latter project that was now to go on hiatus, not Ultima Online. This new amalgamation of developers, five or six times the size of the team of the day before, had but one mandate: get the virtual world done already. After two years of living hand to mouth, the original world-builders had merely to state their wishes in terms of resources in order to see them granted.

Most of the conceptual work of building this new online world had already been done by the time the team was so dramatically expanded. Still, we shouldn’t dismiss the importance of this sudden influx of sometimes unwilling bandwagon jumpers. For they made Ultima Online look like at least a passable imitation of a AAA prestige project, in a way that Meridian 59 and The Realm did not. A high design standard combined with a relatively high audiovisual one would prove a potent combination.

With its isometric perspective, Ultima Online most resembled Ultima VII in terms of presentation. The graphics were by no means cutting-edge — Ultima VII had come out back in 1992, after all — but they were bright and attractive, without going full-on cartoon like The Realm.

Did all of this really happen simply because the response to the call for beta testers was better than expected? I have no smoking gun either way, but I must say that I tend to doubt it. Just about everyone loves a good creatives-versus-suits story, such that we seldom question them. Yet the reasoning that went on in the executive suites prior to this turnaround in Ultima Online‘s fortunes was perhaps a little more complex than that of a pack of ravenous wolves chasing a tasty rabbit that had finally been revealed to their unimaginative minds. Whatever else one can say about them, most of the suits didn’t get where they were by being stupid. So, maybe we should try to see the situation from their perspective — try to see what Origin looked like to the outsiders at EA’s California headquarters.

Throughout the 1990s, Origin lived on two franchises: Richard Garriott’s Ultima and Chris Roberts’s Wing Commander. To be sure, there were other games here and there, some of which even turned modest profits, but it was these two series that kept the lights on. When EA acquired Origin in September of 1992, both franchises were by all indications in rude health. Wing Commander I and II and a string of mission packs for each were doing tremendous numbers. Ultima VII, the latest release in Richard Garriott’s mainline series, had put up more middling sales figures, but it had been rescued by the spinoff Ultima Underworld, which had come out of nowhere — or more specifically out of the Boston-based studio Blue Sky Productions, soon to be rebranded as Looking Glass — to become another of the year’s biggest hits.

Understandably under the circumstances, EA overlooked what a dysfunctional workplace Origin was already becoming by the time of the acquisition, divided as it was between two camps: the “Friends of Richard” and the “Friends of Chris.” Those two personifications of Origin’s split identity were equally mercurial and equally prone to unrealistic flights of fancy; one can’t help but sense that both of their perceptions of the real world and their place in it had been to one degree or another warped by their having become icons of worship for a cult of adoring gamers at an improbably young age. Small wonder that EA grew concerned that there weren’t enough grounded adults in the room down in Austin, and, after first promising a hands-off approach, showed more and more of a tendency to micro-manage as time went on — so much so that, as we learned in the last article, Garriott was soon reduced to begging for money to start his online passion project.

Wing Commander maintained its momentum for quite some time after the acquisition, even after DOOM came along to upend much of the industry’s conventional wisdom with its focus on pure action at the expense of story and world-building, the things for which both Garriott and Roberts were most known. Wing Commander III was released almost a year after DOOM in late 1994 with a cast of real actors headed by Mark Hamill of Star Wars fame, and became another huge success. Ultima, however, started to lose its way almost as soon as the ink was dry on the acquisition contract. Ultima VIII, which was also released in 1994, chased the latest trends by introducing a strong action element and simplifying most other aspects of its gameplay. This was not done, as some fan narratives wish to state, at the behest of EA’s management, but rather at that of Richard Garriott himself, who feared that his signature franchise was at risk of becoming irrelevant. That said, EA can and should largely take the blame for the game being released too early, in a woefully buggy and unpolished state. The critical and commercial response was nothing short of disastrous, leaving plenty of blame to go around. Fans complained that Ultima VIII had more in common with Super Mario Bros. than the storied Ultima games of the past, bestowing upon it the nickname Super Avatar Bros. in a backhanded homage to the series’s most hallowed incarnation, 1985’s Ultima IV: Quest of the Avatar, whose unabashed idealism now seemed like something from a lifetime ago in a parallel universe.

Then, in early 1996, Origin’s other franchise went squishy as well. As the studio’s own press releases breathlessly trumpeted, Wing Commander IV was the most expensive digital game ever made to that date, with a claimed production budget of $12 million. The vast majority of that money went into a real Hollywood film shoot, directed by Chris Roberts himself and starring a returning Mark Hamill among a number of other recognizable faces from the silver screen. Wing Commander IV wound up costing four times as much as its predecessor and selling half as many copies, taking months of huffing and puffing to just about reach the break-even point. The interactive-movie era had reached the phase of diminishing returns; under no circumstances was EA going to let Origin make a game like this one again.

But what kinds of games should Origin be making? That was the million-dollar question in the aftermath of Wing Commander IV. After Chris Roberts left the studio to pursue his dream of becoming the latest George Lucas in Hollywood, Origin announced that his series was to be continued on a less grandiose scale, moving some of the focus away from the cut scenes and back to the gameplay. Yet there was no reason to believe such games would make many inroads beyond the hardcore Wing Commander faithful. Meanwhile Richard Garriott had pledged to repair the damage done by Ultima VIII, by making the next single-player Ultima the biggest, best one ever. But epic CRPGs in general had been in the doldrums for years, and the Ultima IX project was already showing signs of becoming another over-hyped, over-expensive boondoggle like Wing Commander IV. Exacerbating the situation was the loss of two of the only people at Origin who had shown themselves to be capable of restraining and channeling Garriott’s flights of fancy. Origin and EA alike felt keenly the loss of the diplomatic and self-effacing designer and producer Warren Spector, the first everyday project lead on Ultima IX, who decamped to Looking Glass in 1995 when that project was still in its infancy. Ditto the production manager Dallas Snell, a less cuddly character whose talent for Just Getting Things Done — by cracking heads if necessary — was almost equally invaluable.

Of course, one can still ding EA for failing to see that Richard Garriott was onto something with Ultima Online long before they did. In their partial defense, though, Garriott tended to propose a lot of crazy stuff. As his checkered post-millennial career in game development illustrates all too clearly, he has not been a detail-oriented creator since his days of conceiving and coding the early Ultima games all by himself. This has made his ideas — even his good ones, which Ultima Online certainly was — all too easy to dismiss.

Nonetheless, the potential of persistent online multiplayer gaming was becoming impossible to deny by early 1997, what with the vibrant virtual communities being built on the likes of Kali and Battle.net, in addition to the smaller but no less dedicated ones that had sprung up in Meridian 59 and The Realm. You’d have to be a fool not to be intrigued by the potential of Ultima Online in a milieu such as this one — and, again, EA’s executives most definitely weren’t fools. They wanted to keep Origin alive and viable and relevant as badly as anyone else. Suddenly this seemed the best way to do so. Thus the mass personnel transfer from Ultima IX, which was increasingly smelling like gaming’s past, into Ultima Online, which had the distinct whiff of its future.

It was a difficult transition for everyone, made that much more difficult by the fact that most of the people involved were still in their twenties, with all of the arrogant absolutism of youth. Both the project’s old-timers and its newcomers had plenty of perfectly valid complaints to hurl at their counterparts. Raph Koster, who had been told that he was the design lead, was ignored by more experienced developers who thought they knew better. And yet he did little for his cause by, as he admits today, “sulking and being very rude” and “behaving badly and improperly” even to Richard Garriott himself. From his point of view, the newcomers showed that they fundamentally didn’t understand online games when they wasted their time on fluff that players who needed to be captured for months or years would burn through in a matter of hours, such as lengthy, single-player-Ultima-style conversation trees for the non-player characters. Yet the newcomers were right to express shock and horror when they found that, amidst all the loving attention that had been given to simulating Britannia’s ecology and the like, no one on the original team had thought up a consistent system for casting spells, a bedrock of Ultima‘s appeal since the very beginning. Even today, one Ultima IX refugee accuses the MUDders of being “focused on minutia, what I would call silly little details that really added nothing to the game.”

When the two-month-long beta test finally began after repeated delays in June of 1997, the dogged simulation-first mentality of Koster and company faced a harsh reckoning with reality. Many of the systems that had seemed wonderful in theory didn’t work in practice, or displayed side effects that they’d never anticipated. Here as in many digital games, attempting to push the simulation too far just plunged the whole thing into a sort of uncanny valley, making it feel more rather than less artificial. For instance, the MUDders had made it possible for you to learn or improve skills simply by standing in close proximity to someone who was using the skill in question at a high level, on the assumption that your character was observing and internalizing this example of a master at work. But they’d also instituted a cap on the total pool of skill points a character could possess across all disciplines, on the assumption that no Jack of all trades could be a master of them all; just as is the case for most of us in real life, in Ultima Online you could be really good at a few things, or fair at a lot of them, but not really good at a lot of them. When a character hit her skill-point cap, learning new things would cause some of her other skills to decline to stay under it. In practice, this caused players to desperately try to avoid seeing what that baker or weaver was doing, for fear of losing their ability to hunt or cast spells as a result. Problems like these hammered home again and again the fact that any digital simulation is only the crudest approximation of a lived existence; in the real world, matters are not quite so zero-sum as instantly losing the ability to catch a fish because one has learned to cook a fish.

But the most extreme case of unforeseen consequences involved the aforementioned lovingly crafted ecology of virtual Britannia. To put it bluntly, the players destroyed it — all of it, within days if not hours. The population of deer and rabbits, the food sources of apex predators like dragons, were slaughtered to extinction by players instead. This was not done out of sheer bloody-mindedness alone, although that was undoubtedly a part of the equation. The truth was that deer and rabbits had value, in the form of meat and pelts. In a sense, then, virtual Britannia was becoming a real economy, just as its creators had always hoped it would. But it was an economy without real-world limits or controls, unimpeded by consequences which were themselves only virtual, never real; no one was going to go hungry in real life for over-hunting the forests and fields of Britannia. The same went for trees and fish and a hundred other precious resources that we of the real world usually make some effort to conserve, however imperfectly. With the simulation spinning wildly out of control, Origin had to start putting its thumb on the scales, applying external remedies such as magically re-spawning rabbits and trees, lest the world degenerate into a post-apocalyptic wasteland, a deserted moonscape where roving bands of starving players were chased hither and yon by equally hungry dragons. People came to an Ultima game expecting a Renaissance Faire version of Merry Olde England, not a Harlan Ellison story.

Of course, the external corrections themselves had further knock-on consequences. By creating an endless supply of animals to hunt and trees to fell, Origin was in effect giving the economy a massive, perpetual external stimulus. The overseers were therefore always on the lookout for ways to suck gold back out of the world. Ironically, one of the best was to let players get killed a lot, since between death and resurrection they lost whatever money they’d been carrying with them. Thus Origin had a perverse incentive not to try too hard to make Britannia a safer, more friendly place.

Such collisions between idealism and reality were scarring for the MUDders. “This was a wake-up call for me,” says Raph Koster. “The limits on what we can get an audience to go along with, and how much we can affect the bottom line. A lot of people [on the development team] were emotionally hurt by the player killing. Many of the tactics we would use on MUDs just didn’t work at a large scale. Players behaved differently. They were ruder to one another.” All of which is to say that Richard Garriott’s fondly expressed wish that the persistent quality of Ultima Online would serve to put a brake on the more toxic ways of acting out on the anonymous Internet did not come to pass to anything like the extent he had imagined.

At the same time, though, it wasn’t all destruction and disillusionment during that summer of the beta test. Some players proved less interested in killing than they were in crafting, becoming armorers and blacksmiths, jewelers and merchants, chefs and bankers and real-estate agents. Players cooked food and sold it from booths in the center of the cities or earned a (virtual) living as tour guides, leading groups of people on treks to scenic but dangerous corners of the world. Enterprising wizards set up a sort of long-distance bus service, opening up magical portals to shuttle their fellow players instantly from one side of the world to another for a fee. Many of the surprises of the beta period were just the kind the MUDders had been hoping to see, emerging from the raw simulational affordances of the environment. “[Players] used the ability to dye clothing to make uniforms for their guilds,” says Raph Koster, “and they [held] weddings with coordinated bridesmaids dresses. They started holding sporting events. They founded theater troupes and taverns and police forces.” The agents of chaos may have been perpetually beating at the door, but there was a measure of civilization appearing in virtual Britannia as well.

Or rather in the virtual Britannias. One of the most frustrating compromises the creators had to make was necessitated by, as compromises usually are in game development, the practical limitations of the technology they had to hand. There was no way that any one of the servers they possessed could contain the number of players the beta test had attracted. So, there had to be two virtual Britannias rather than just one, the precursors to many more that would follow. Both Garriott and Koster have claimed to be the one who came up with the word “shards” as a name for these separate servers, each housing its own initially identical but quickly diverging version of Britannia. The name was grounded in the lore of the very early days of Ultima. In Ultima I back in 1981, the player had shattered the Gem of Immortality, the key to the power of that game’s villain, the evil wizard Mondain. It was claimed now that each of the jewel’s shards had contained a copy of the world of Britannia, and that these were the duplicate worlds inhabited by the players of Ultima Online. Rather amusingly, the word “shard” has since become a generalized term for separate but equal server instances, co-opted not only by other MMORPGs but by administrators of large de-centralized online databases of many stripes, most of which have nothing to do with games.

Each shard could host about 2500 players at once. In these days when the nation’s Internet infrastructure was still in a relatively unrefined state, such that latency tended to increase almost linearly with distance, the shards were named after their real-world locations — there was one on each coast in the beginning, named “Atlantic” and “Pacific” — and players were encouraged to choose the server closest to them if at all possible. (Such concerns would become less pressing as the years went by, but to this day Ultima Online has continued the practice of naming its virtual Britannias after the locations of the servers in the real world.)

On the last day of the beta test, there occurred one of the more famous events in the history of Ultima Online, one with the flavor of a Biblical allegory if not a premonition. Richard Garriott, playing in-character as Lord British, made a farewell tour of the shards in the final hours, to thank everyone for participating before the servers were shut down, not to be booted up again until Ultima Online went live as a paid commercial service. Among fans of the single-player Ultima games, there was a longstanding tradition of finding ways to kill Lord British, who always appeared as a character in them as well. People had transplanted the tradition into Ultima Online with a vengeance, but to no avail; acknowledging that even the most stalwart commitment to simulation must have its limits when it comes to the person who signs your paycheck, the MUDders had agreed to provide Lord British with an “invulnerability” flag. As he stood up now before a crowd on the Pacific shard to deliver his valediction, someone threw a fireball spell at him. No matter; Lord British stepped confidently right into the flames. Whereupon he fell over and died. Someone had forgotten to set the invulnerability flag.

If Lord British couldn’t be protected, decided the folks at Origin on the spur of the moment, he must be avenged; in so deciding, they demonstrated how alluring virtual violence could be even to those most dedicated to creating a virtual civilization. Garriott:

It’s amazing how quickly the cloak of civilization can disappear. The word spread verbally throughout the office: let us unleash hell! My staff summoned demons and devils and dragons and all of the nightmarish creatures of the game, and they cast spells and created dark clouds and lightning that struck and killed people. The gamemasters had special powers, and once they realized I had been killed, they were able to almost instantly resurrect Lord British. And I gleefully joined in the revelry. Kill me, will you? Be gone, mortals! It was a slaughter of thousands of players in the courtyard.

It definitely was not the noble ending we had intended.

And while some players enjoyed the spontaneity of this event, others were saddened or hurt by it. When most characters die they turn into a ghost and are transported to a distant place on the map. Then they have to go find their body. So the cost of being killed is a temporary existence as a ghost. In the last three minutes of these characters’ existence, they suddenly found themselves alone, deep in the woods, unable to speak or interact with anyone else. The net result of this mass killing in retaliation for the assassination of Lord British was that not only were all of these innocent people slaughtered, they were also cast out of the presence of the creators at the final moment. As the final seconds trickled down, they desperately tried to get back, but most often failed. The fact that all of us, the creators and the players, were able to turn the last few moments of the beta test into this completely unplanned and even unimagined chaos was proof that we had built something unique, a platform that would allow players to do pretty much whatever they pleased, and that it was about to take on a life — and many deaths — of its own.

After more than two and a half years, during which the face of the games industry around it had changed dramatically and its own importance to its parent company had been elevated incalculably, Ultima Online was about to greet the real world as a commercial product. Whether the last minutes of its existence while it was still officially an experiment boded well or ill for its future depended on your point of view. But, as Richard Garriott says, the one certain thing was uncertainty: nobody knew quite what would happen next. Would Ultima Online be another Meridian 59 or The Realm, or would this be the virtual world that finally broke through? And what would it mean for gaming — and, for that matter, for the real world beyond gaming — if it did?



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Sources: the books Braving Britannia: Tales of Life, Love, and Adventure in Ultima Online by Wes Locher, Postmortems: Selected Essays, Volume One by Raph Koster, Online Game Pioneers at Work by Morgan Ramsay, Through the Moongate, Part II by Andrea Contato, Explore/Create by Richard Garriott, MMOs from the Inside Out by Richard Bartle, and Not All Fairy Tales Have Happy Endings by Ken Williams; Sierra’s customer newsletter InterAction of Spring 1996, Summer 1996, Spring 1997, Summer 1997, Fall 1997, Summer 1998, and Fall 1998; PC Powerplay of November 1996; Next Generation of March 1997.

Web sources include a 2018 Game Developers Conference talk by some of the Ultima Online principals, an Ultima Online timeline at UOGuide, “How Scepter of Goth Shaped the MMO Industry” by Justin Olivetti at Massively Overpowered, David A. Wheeler’s history of Scepter of Goth, “How the World’s Oldest 3D MMO Keeps Cheating Death” by Samuel Axon at Vice, Andrew Kirmse’s own early history of Meridian 59, Damion Schubert’s Meridian 59 postmortem and its accompanying slides from the 2012 Game Developers Conference, and Gavin Annand’s video interview with the Kirmse brothers.

Footnotes

Footnotes
1 The first word in the name is often spelled Sceptre as well.
 
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Posted by on February 16, 2024 in Digital Antiquaria, Interactive Fiction

 

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