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Splendid Isolation: Sierra at Mid-Decade

Some Sierra products of the latter 1980s

The hardest day that Ken Williams ever spent at the helm of Sierra On-Line was one in April of 1984. That was the day that, with cartridges full of the simple action games the venture capitalists had urged him to produce piling up in warehouses following the Great Videogame Crash and with red ink spilling everywhere, he was forced to let two-thirds of his employees go. In ten hours or so Sierra shrank from a company of 120 employees to one of 40. Always one to look another straight in the eye and tell it like it was — a quality that earned for him fantastic loyalty and even love amongst his charges — Ken sat in his office all day delivering the shattering news himself to shocked visage after shocked visage. He went home determined never to have another day like that again, never again to let the advice of others lead him to ruin. Love them or hate them for the strong opinions that their leader was never reluctant to express, no one would ever again be able to call Sierra a follower.

The most important lesson Ken took away from Sierra’s near-death experience was to be very choosy about what platforms he chose to support in the future. He had, for instance, decided that he had no use whatsoever for game consoles of any kind. He would never waver from this position, not even when new household names like Nintendo and Sega would convince many of his similarly vociferous console-hating peers to reconsider. For Ken the consoles that had nearly become the death of his company would always reek of snake oil and volatility, the computers that had birthed it of stability and sanity. Admittedly, at the time that Ken came to this conclusion it hardly stood out like it would in later years. In 1984, believing the time of the consoles to be done forever and foreseeing world domination on the horizon for home computers was very much the conventional wisdom. But the other major platform lesson that Ken had learned, or thought he’d learned, ran just as deep in his psyche but in a far more contrary direction: he had decided that not only the consoles but also the cheap home computers that were supposed to replace them were on the way out.

When one talked about a “cheap home computer” in the United States in 1984 one was almost invariably talking about the Commodore 64, which had just enjoyed an absolutely massive Christmas that made it the premier gaming platform in the country by a mile, a position it would hold firmly for another three or four years. Even when it became clear that the home-computer revolution at large was sputtering, the 64 remained the rock that sustained most of Sierra’s competitors. And yet already in 1984, when the 64 was just coming into its own, Ken Williams was making and following through on a decision to abandon it. A few more 64 titles would trickle out of Sierra over the next year or so, projects that had been in the works before the Crash or porting offers from third parties cheap enough to be worthy of a shrugged assent, but by and large Sierra was done with the Commodore 64 just when the rest of the industry was really waking up to it.

Ken’s loathing for the 64, which he dismissed as a “toy computer,” and its parent company, upon which he tended to bestow still choicer epithets, was visceral and intense. Commodore, just as much or more than Atari and Coleco, had loomed large over Sierra’s ill-fated foray into cartridge games. Many of the cartridges piled up in warehouses, threatening to smother Sierra under their storage costs alone, were for the 64’s older but weaker sibling, the VIC-20. Commodore had all but killed the VIC-20 software market overnight in 1983 when they’d unexpectedly slashed the price of the 64 so far that it didn’t make sense for computing families not to replace their old models with the shiny new one. In killing one of their own platforms without giving even an inkling of their plans for doing so, they’d left Sierra and many other publishers like them high and dry. Now it was 1984, Jack Tramiel was gone, and Commodore’s new management was claiming to be different. To at least some extent they really were earnestly trying to turn Commodore into a different sort of company, but it was all too little too late for Ken. He was done with fly-by-night operations like theirs. He believed that Sierra could hope to find truly safe harbor in only one place: inside the comfortingly bland beige world of IBM.

Sierra’s embrace of IBM might read as shocking, given that their own culture seemed the very antithesis of the crewcut-sporting, dark-suit-clad, company-theme-song-singing world of Big Blue. It’s certainly true that a big part of Sierra’s corporate personality was born from the last embers of the counterculture fire of the 1960s, which had managed to smolder for longer in California than just about anywhere else. Their hippie outlook was reflected not just in the image they preferred to project to the world, of a sort of artists commune tucked away in the bucolic wilderness near Yosemite, but also in a certain hedonistic spirit in which just about everyone, especially in the early days, indulged at least a little bit.

Yet there were also other, more conservative currents at work inside Ken and thus also inside Sierra. Ken had spent much of the 1970s as a jobbing programmer working not on the likes of the DEC PDP-10s, where creativity ran wild and so much hacker culture had been born, but on the machines that the industry referred to as the Big Iron: the huge, unsexy mainframes, all clattering punched cards and whirling reel-to-reel tapes and nerve-jarring industrial printers, that already by then underpinned much of the country’s industrial and financial infrastructure. This was the domain of IBM and the many smaller companies that orbited around it. Most hackers looked upon the mainframes with contempt, seeing only a hive mind of worker drones carrying out dull if necessary tasks in unimaginative ways. But Ken, especially after being dumped into the chaos that was the early PC market upon founding Sierra, saw stability and maturity there. Whatever else you could say about those machines, you knew they were going to be there next year and the year after and even the year after that. And you knew as well that, while IBM might move slowly and with infuriating deliberation, they were as close a thing to an irresistible force that the world of business had ever seen once set in motion. One bet against Big Blue only at one’s peril. And IBM was eminently predictable, a blessed trait in an emerging industry like the PC market. They were unlikely to suddenly undercut and destroy one of their platforms without giving all of their partners plenty of warning first. In short, IBM represented for Ken a legitimacy that the likes of Commodore and Atari and even Apple could never hope to match.

Adding to this was the fact that Sierra had had a surprisingly long and close relationship with IBM already, one that by all accounts had engendered a certain mutual trust and respect. IBM had first approached Sierra — not the other way around — in early 1981, just a few months after Ken and Roberta and brother John had packed up and moved out to Oakhurst to start their new company/artists commune in earnest. IBM was soon to introduce their first PC, to be known simply as the “IBM PC,” and they wanted Sierra to port a few of their Apple II hits — most notably their landmark illustrated adventure game The Wizard and the Princess — to their new platform in time for its launch. This Sierra did, thus beginning a steady and often fruitful relationship. IBM again came to Sierra for games and other software for their new home-oriented machine, the PCjr, in 1983. The PCjr turned into a flop, but not before IBM funded the development of Sierra’s revolutionary new AGI platform for making animated adventure games as well as the first game written with it, King’s Quest.

Thanks to its open, scrupulously documented hardware design and a third-party operating system that Microsoft was all too happy to sell to anyone who asked for a license, by 1984 clones of IBM’s PC architecture were sprouting up everywhere, just as they had in the mainframe industry in earlier decades. The IBM PC was fast leaving the nest, becoming a well-established hardware and software standard that could survive and develop independently of its parent, a unique phenomenon in the young industry. With so much of corporate America already wedded to that standard, Ken judged that it couldn’t die. More boldly, he also judged that sooner or later it would become the standard everywhere, not only in business but also in the home. The industry would need to settle on one platform across the board someday soon as software continued to grow more complex and porting it to half a dozen or more machines thus ever more costly. No platform was so well-positioned to become that standard as the IBM PC. In anticipation of that day, the IBM PC must be Sierra’s first priority from now on. Second priority would be given to the Apple II line, for which they still retained a lot of knowledge and affection even as the confused messaging coming out of Apple following the launch of the new Macintosh made them less bullish on it than they had been a year or two earlier. Everything else would be ignored or, at best, given much lower priority.

The decision managed to be simultaneously short-sighted and prescient. For many years to come Ken and his colleagues would look forward to every successive Christmas with no small sense of schadenfreude, certain that this simply must be the year that the idiosyncratic also-rans faded away at last and IBM’s architecture took over homes as it already had businesses. For quite some years they were disappointed. Commodore, after very nearly going under in early 1986, got a second wind and just kept on selling Ken’s hated 64s in absurd quantities. And yet more incompatible platforms appeared, like the Atari ST and Commodore’s new Amiga. Sierra somewhat begrudgingly ported their AGI interpreter to both, but, because the games took no advantage of these new machines’ much more advanced audiovisual capabilities, they weren’t generally well received there. For some it seemed that Ken was leaving millions on the table out of sheer stubbornness. Restless investors talked pointedly about “chasing pennies” in the clone market when dollars were ripe for the taking.

Yet in the end, if admittedly in a much later end than Ken had ever predicted, the IBM/Microsoft architecture did win out for exactly the reasons that Ken had said it must: not perhaps the most sexy or elegant on the block, it was nevertheless practical, reliable, stable, and open (or at least open enough). When the big break came, Sierra would be well-positioned with titles that supported the new sound cards, graphics cards, and CD-ROM drives that were making these heretofore dull machines enticing for homes at last, well-positioned to take a spot at the forefront of mainstream computer entertainment.

But that’s a story for later articles. What we’re interested in now is this interim period when Sierra, whilst waiting less than patiently for the clones’ breakthrough, found ways of sustaining themselves in markets ignored by just about everyone else. While the rest chased Commodore 64 owners, Sierra existed in splendid isolation in their own parallel universe. Happy as they were to sell their software through all of the usual gaming channels, far more was sold through shops dealing in IBMs and IBM-compatibles who mostly catered to business customers — but, hey, even businesspeople like to have fun sometimes. “It’s like we were dealing with a distribution channel that our competitors failed to even see was out there,” says John Williams. Still more important, the real key to their survival during these oft-lean years, was yet another alternate channel that even fewer others bothered to explore: Radio Shack.

Tandy 1000

Like the clones that were also so important to Sierra, Radio Shack wasn’t the most exciting retailer in the world. In compensation they were, like IBM, stable and reliable, a quality that endeared them enormously to Ken. In fact, they were after his own heart in more ways than one. In late 1984, when Sierra was still teetering on the razor’s edge of bankruptcy, Radio Shack made a concerted and very clever attempt to succeed where IBM themselves had failed at making a PC clone that people would actually want to buy for the home. The Tandy 1000 was in some ways an outright PCjr copycat, incorporating its 16-color graphics capabilities and its three-voice sound synthesizer. Tandy, however, ditched the PCjr’s horrid keyboard, added a menu-driven shell on top of MS-DOS (“DeskMate”) to make it easier to use, and in general made a proper computer out of it, as expandable as any other clone and without all of the artificial constraints and bottlenecks that IBM had built into the PCjr to keep it from competing with their “big” machines. At about $1200 it was still much pricier than the likes of the Commodore 64, but it was also much more capable in most ways, able to handle typical productivity tasks with ease thanks to its 80-column display and its compatibility with the huge ecosystem of MS-DOS software. It was a very compelling product for a family looking for a somewhat serious computer that could also play games in reasonable style and that wouldn’t completely break the bank. A hit for Radio Shack, it became nothing less than Sierra’s savior.

To understand how that could be, you have to understand two things about Radio Shack. The first is that, while Radio Shack did sell some third-party software, their selection of same was far from overwhelming. What with Radio Shack not selling the more popular gaming machines like the Commodore 64 and being far from aggressive about seeking out software for their shelves, most publishers never really thought about them at all, or if they did concluded it just wasn’t worth the effort. The second salient point is that Radio Shack customers, especially those who splashed out on a big-ticket item like a computer system, were astonishingly loyal. Radio Shack was the dominant retailer in the rural United States, and even more so in the oft-forgotten markets of Canada and Australia. As John Williams once put it to me, “Every town in Canada and Australia had a Radio Shack, even if the only other retailer was a small grocery store.” Many a Radio Shack customer had literally no other option for buying software within fifty or even a hundred miles. Even those customers who lived a bit closer to the center of things often never seemed to realize that they didn’t have to buy software for their new Tandy 1000s from the meager selection on their local franchises’ shelves, that Babbage’s and Software, Etc. and ComputerLand and plenty of others had a much greater selection that would also work perfectly well. Whatever the reason, people who liked their local Radio Shack seemed to really like their local Radio Shack.

This combination of little competition on Radio Shack’s shelves and a captive audience to buy from them spelled gold for Sierra, who established a relationship with Radio Shack and made them a priority in exactly the way that virtually no one else in the industry was doing. Ken struck up a warm relationship early on with Radio Shack’s senior software buyer, a fellow named Srini Vasan, that went beyond that of mere business acquaintances to become a genuine friendship. The two came to trust and rely on each other to a considerable degree. Ken would call Srini before initiating a new project to see if it would “fit” with Radio Shack, and Srini in turn was occasionally willing to take a chance on something outside the partners’ usual bill of fare if Ken really thought it could become a winner. Srini also made sure that Sierra got pride of place in store displays and in the catalogs that Radio Shack shipped to all and sundry. By 1986 no less than one-third of Sierra’s revenue was coming through Radio Shack — the difference and then some between bankruptcy and a modestly profitable bottom line. Radio Shack proved such a cash cow that Sierra even violated Ken’s usual sense of platform priorities at Srini’s prompting to port some of their adventure games as well as other products to one of the Tandy marquee’s lower-end IBM-incompatible models, the Color Computer, where they were by all indications also quite successful.

Selling to the typical Radio Shack customer — rural, conservative, often religious — meant that the software Sierra moved through that pipeline had to be noncontroversial in every way, even more plainly G-rated than was the norm for the industry at large. So too the corporate image they projected in selling it. In this as in so much else Roberta Williams was a godsend. Just a few years on from posing as a topless swinger in a hot tub for the cover of Softporn, she was now an all-American Great Mom, the perfect ambassador to the Radio Shack demographic. Sierra took to featuring her picture — looking always friendly and wholesome and pretty — on the back of all her games, over a caption declaring that “her games have sold more copies than any other woman in computer software history” (a bit of tortured diction that did prove that their copywriting skills still weren’t quite on par with their abstract promotional instincts).

The products they were peddling through Radio Shack and elsewhere can be largely broken down into three categories: one well-remembered today, one only more vaguely recalled, and one virtually forgotten. Those that everyone remembers are of course the AGI-driven graphic adventures, which began with the first three of Roberta Williams’s long-running King’s Quest series, released in quick succession just a year apart from one another, and then gradually opened up as resources became less straitened to include alternative series like Space Quest. Paralleling these releases, and sometimes running under the same AGI engine, was a line of educational software that often used the classic Disney stable of characters. There was some conflation of these two product lines, particularly in the case of King’s Quest, which was often marketed as a family-friendly, vaguely educational adventure series suitable for the younger set and, again, perfect for the typical Radio Shack family. Finally came the forgotten products that were actually quite a useful moneyspinner in their day: Sierra’s line of home-oriented productivity software that had their HomeWord word processor and their Smart Money personal-finance package as its star attractions.

The Disney partnership fit well with the general image Sierra was projecting. After all, what could be more Middle American than Disney? That said, it’s very much a sign of the times that the deal was ever made at all. Sierra was just barely scraping by from week to week, hardly a huge media company’s ideal choice to become a major partner. But then the stock of Disney themselves was at the lowest ebb of its history, in the middle of a long trough between the death or retirement of Uncle Walt’s original Nine Old Men and the critical and commercial revival that was 1989’s The Little Mermaid. As if that wasn’t bad enough, Disney was also trying to fend off an ugly hostile-takeover bid from the predatory financier Saul Steinberg. Sierra actually bought the Disney license, with Disney’s tacit approval, from Texas Instruments, whose bid for world domination in home computers had been thoroughly cut off at the knees during 1983 by Jack Tramiel’s Commodore. Buying the preexisting contract from Texas Instruments allowed Sierra to dodge Disney’s usual huge upfront licensing fee, which they couldn’t possibly have paid. Nevertheless, Sierra paid dearly for the license on the back end via exorbitant royalties. Even at their lowest ebb Disney had a way of making sure that no one got rich off of Disney but Disney.

While Roberta Williams worked on the Disney products on and off when not busy with her King’s Quest games, Sierra’s principal Disney point man was a former musician, musical director, and music teacher with a ready laugh and a great gift for gab. His name was Al Lowe, and Ken Williams had already fired him once.

Lowe had first come to Sierra’s attention via a couple of self-published educational titles that he’d written on his Apple II using BASIC and Penguin Software’s ubiquitous Graphics Magician. Ken was so impressed by them that he took over the publishing of both, and also hired Al himself as a designer and programmer. Al learned assembly language at Ken’s insistence and wrote a children’s adventure game in it called Troll’s Tale, only to be fired after less than a year in the great purge of April 1984. But then, as a dejected Al was about to leave his office, Ken threw him a lifeline. As remembered by Al himself:

“I want you to work as an outside contractor. You write games, and I’ll pay you advances against future royalties instead of a salary. For accounting purposes, if you’re a salaried employee you’re an expense, but if I’m paying you advances against future royalties you’re a prepaid asset. It’ll make the books look better.”

In time Al Lowe would become more important to Sierra’s commercial fortunes and public image than any other member of their creative staff short of Roberta Williams.

Like so much Sierra software, this copy of Mickey’s Space Adventure was sold through Radio Shack. Note the sticker at bottom left advertising Tandy 1000 compatibility.

But first there was Disney, who became a notable pain in the ass for him and everyone else who had to deal with them. Disney has always been known amongst their licensees as control freaks, but in this case they were control freaks who were also clueless. Responsibility for oversight of Sierra’s work ended up getting kicked down to their educational-films division, a collection of aged former schoolteachers who didn’t even know how to boot a computer yet were desperate to prove to their own managers that they were contributing. The problem was that their lack of understanding of the technology involved sharply limited how productive those contributions could be. For instance, Sierra’s artists were constantly being told that they needed to make Mickey Mouse’s ears “rounder” when it simply wasn’t possible; the pixels themselves were just too big and too square. Disney, says John Williams, “knew nothing about the media we were creating, didn’t care, and didn’t want to.” Al Lowe developed the most effective strategy for dealing with them: to ignore them as much as possible.

I would rarely send them anything unless they begged me for it, and I always made sure it took me a few extra days to get something ready for them. I basically played a passive-aggressive postponement game with them. And it worked out because they didn’t really have a lot of good suggestions. They often suggested changes so that they would have some imprint on the product, but their changes were never for the better. It was always just to make it different, so that they could say they’d done something.

The combination of Disney’s control-freak tendencies and their high royalties quickly soured everyone on the deal, iconic though the characters themselves may have been. In the end it resulted in only a handful of releases, including one each for Donald Duck, Mickey Mouse, and Winnie the Pooh, with most activity stopping well before the license itself actually expired. The entire episode is dismissed by John Williams today as an “unproductive side trip,” while Ken Williams walked away from the Disney experience having learned yet one more lesson that he would use to guide Sierra from here on in a direction that was, once again, contrary to the way just about everyone else in the industry was going. From now on they would stay far, far away from licenses of any sort.

Perhaps the most worthwhile result of the partnership was a full-fledged AGI adventure game based on Disney’s 1985 box-office bomb The Black Cauldron that was largely designed by Roberta and programmed, as usual, by Al Lowe. Being designed to be suitable for younger children than even the King’s Quest games, it ditches the parser entirely in favor of a menu-driven interface and is nowhere near as cruel as the typical Sierra adventure game of the era. It would prove to be good training for Al’s next project.

The winding down of the Disney arrangement might have made Al Lowe nervous, may have made him wonder if it also meant the winding down of his career — or at least his career with Sierra — as a maker of games. If so, he didn’t have to be nervous very long. Soon after The Black Cauldron wrapped, Ken invited him to lunch to discuss a dangerous idea that had been brewing at the back of his mind for a while now, one that if carried through would send his new, family-friendly Sierra ricocheting back toward the debauchery of Softporn. We’ll join Al Lowe at that lunch, during which he’ll be introduced to the idea that will change his life forever, next time.

(This article is largely drawn from my personal correspondence with John Williams as well as interviews with Al Lowe conducted by Matt Barton, Top Hats and Champagne, and Erik Nagel. Last but far from least, Ken Gagne also shared with me the full audio of an interview he conducted with Lowe for Juiced.GS magazine. My huge thanks to John and Ken!)

 
 

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The Unmaking and Remaking of Sierra On-Line

King's Quest

What happened for Ken and Roberta Williams in less than three years would have gone to anyone’s head. As the 1980s dawned, their lives were utterly ordinary. Ken was a business programmer putting in long hours every day in Los Angeles, Roberta his pretty, quiet, vaguely dissatisfied stay-at-home wife. Six months later she was a published game designer (to the extent that description meant anything in 1980), and the couple was sitting at their kitchen table opening the mail in disbelief as orders poured in for their little homemade adventure game. A year later, Ken was head of a burgeoning software house in their dream setting, nestled in the heart of the California Redwoods, and Roberta was his star designer. A year after that, they and the company they had built were software superstars. Glossy magazines and television shows begged for access and interviews; entertainment moguls flew them to New York to wine and dine them at 21 Club; venture capitalists lined up to offer money and advice, telling them they were at the forefront of the next big thing in media; big corporations offered to buy their whole operation, with starting offers of $20 million or more. Big franchises approached to talk about licensing deals: Jim Henson Associates, Disney, the Family Circus comic strip. For Ken, two of whose greatest heroes were Jim Henson and Walt Disney, such offers were flabbergasting. Late in 1982 IBM, by at least some measures the biggest, most powerful company in the world, humbly came knocking at the Williams’ door to ask if they’d be willing to work with them to develop software for their new home computer.

Yes, it would have gone to anyone’s head. Ken said yes to just about everyone, with the exception only of the outright buyout offers; he was having far too much fun to entertain them. The pundits, advisers, and investors that surrounded Ken were all telling him that the new low-cost home computers were the wave of the future, destined to replace the old Atari VCS game console and its competitors in the hearts and minds of consumers. This was the new gravy train, and the key to riding it was to get lots and lots of product out there to feed customers hungry for games for their new Commodore VIC-20s, Texas Instruments 99/4As, and Coleco Adams. Don’t stress too much about any given title, they said; just get lots of them out there. Simpler games were actually better, because then you could port them more quickly from platform to platform and pack them onto cartridges for all those ultra-low-end users without even a cassette drive. Ken, with these words ringing in his ears, dutifully made plans to push out 100 separate products in 1983 alone. He amassed a fleet of programmers to churn out action games which could be easily ported from platform to platform. Sierra spelled out this new approach in their “strategy outline” for 1983:

We believe the home-computer market to be so explosive that “title saturation” is impossible. The number of new machines competing for the Apple/Atari segment in 1983 will create a perpetually new market hungry for winning 1982 titles. We will exploit this opportunity.

Mr. Cool advertisement VIC-20 advertisements

Housing his growing fleet of salaried, workaday programmers — Ken had decided that dealing with artistically-tempered programmers like John Harris of Jawbreaker fame just wasn’t worth the trouble, that programming really shouldn’t be considered a creative endeavor at all — was soon becoming a problem. Growing technical, clerical, marketing, and warehouse staffs were also pushing the company’s total head count rapidly toward 100. Thus when the developer who owned Sierra’s office facilities offered to build a brand new building to house the company, a lovely place which perfectly suited the company’s image (if not, increasingly, its reality) as a clan of computer artisans living in the woods, Ken happily acquiesced, accepting rent in the vicinity of $25,000 per month.

The Sierra "redwood" building, custom-built for them in 1982

The Sierra “redwood” building, custom-built for them in 1982

The new offices weren’t the only building contract Ken signed around this time. Figuring that if they were going to be entertainment moguls they needed to live the part, Ken and Roberta hired an architect to design a sprawling 10,000 square-foot, $800,000 house — huge money in this rural area — on the Fresno River, complete with racquetball and volleyball courts, full-length wet bar, and a mini-arcade with all the latest games.

But by the time Ken and Roberta moved on Labor Day weekend, 1983, the fantasy of their lavish housewarming party, which included a professional comedy troupe brought in from San Francisco for the occasion, was undercut by some slowly dawning realities. Sierra’s first big partnership with Big Media, on the Dark Crystal game, had been a major artistic and commercial disappointment, done in by the tired old Hi-Res Adventure engine that powered it and a rote design by a Roberta Williams who seemed determined not to grow past what she had done for Mystery House. Their one real hit of the year, meanwhile, had not been any of the titles from Ken’s new programmers, but rather John Harris’s loving, officially licensed port of the arcade game Frogger, a port done so well that some said it surpassed its inspiration. Alas, Frogger was the last game Harris did for Sierra; he had left some time before, having signed on with Synapse Software, whom he considered more quality-oriented. It was already beginning to dawn at that party that they might actually make less this year than they had the last even as the new building and growing staff had increased their expenses enormously. Soon after, things really started to go south.

Much of the software that Sierra was now producing was on cartridges, which were both more expensive to produce than disks or tapes and took much longer to duplicate. With much of the industry following Sierra’s plan of churning out new games practically by the dozen, production capacity at the relatively limited number of facilities capable of making cartridges was at a premium. Sierra was forced to place huge orders in June or July for the games they hoped to be selling huge numbers of come Christmas. But a funny thing happened during the six months in between: the market for the VIC-20, the TI 99/4A, and the Coleco Adam, the machines for which most of these cartridges were produced, collapsed. Jack Tramiel, you see, had won the Home Computer Wars of 1983 by then, driving TI right out of the market. In the process, he had just about killed his own VIC-20 as well; the price of the vastly more desirable and capable Commodore 64 had dropped so low that there was little point in buying a VIC-20 instead. As for the Adam… well, it never had a chance; by the time it arrived the war was largely over and the victor already determined. The Commodore 64 rocketed out of that Christmas the new center of the gaming universe, a position it would hold for the next several years. Yet all Sierra had to sell Commodore 64 owners were a few simple games ported from the VIC-20. And they had tens of thousands of cartridges, millions of dollars of inventory which they couldn’t move for ten cents on the dollar, sitting in warehouses. Meanwhile their shiny licensing deals were also turning out to be of little benefit to the bottom line. Sierra felt that they were doing all the work on these and all the profits — what little there sometimes were — were going to the licensees. As 1984 ground on, it became clear that the company was in the most dire of straits, unable to even make their mortgage payments on their fancy new office building.

The only thing to do was to start cutting. In a matter of days the company shed the extra skin it had built up, going from 100 employees to an absolutely essential core of about 20. A desperate Ken went to Sierra’s landlord and offered him a 10% share in the company if he would just forgive them the rent for a few months, while they got back on their feet. Figuring that 10% of a dead company was worth less than the rent he might be able to get out of them now, he said no thanks. In the end Ken was able to negotiate only to give back some of the building for other tenants. He and Roberta and their closest associates paid some of the remaining rent for a while using second mortgages and personal credit cards. It looked like this dream they had been living was about to end less than four years after it had begun, that soon they might end up right back where they had started in the suburbs of Los Angeles. They might have packed it in but for one remaining hope: that contract they had signed with IBM back in the halcyon days.

Sierra’s relationship with IBM actually went back even further than that contract. IBM first partnered with Sierra during the run-up to the original IBM PC’s launch in 1981, when they hired them to port The Wizard and the Princess, one of the biggest Apple II titles of that year, to their new machine. Sierra first experienced the legendary IBM secrecy then. Prototypes would arrive in X-ray-resistant lead chests sealed with solder, and were expected to be stored and used in windowless rooms that were to be kept locked at all times. Despite being a relatively minor part of the PC’s launch, Sierra, and Ken in particular, got on well with IBM. For all the party-hearty persona Ken could put on (as well described in Hackers and elsewhere on this blog), he had spent his previous life working for big technology companies like IBM. He understood how they worked, knew what it meant to shake down a new computer system and find the bugs and flaws while also obeying the rules of corporate hierarchy. IBM likely found him a refreshing change from both the un-technical MBAs and the technically masterful but socially unsophisticated hackers that were most of his peers. At any rate, they came back to Sierra soon after initiating the PCjr project.

IBM flew Ken and Jeff Stephenson, the man who was quickly assuming Ken’s role as hacker in chief at Sierra as Ken got more and more absorbed with the business side, out to their offices in Boca Raton, Florida. After the NDAs and other legal niceties that were part and parcel of dealing with IBM, they explained what the PCjr was to be and asked them to pitch some software that might make a good fit. Ken and Jeff made a number of proposals that were accepted, including HomeWord, an easy-to-use, casual word processor with an early graphical user interface of sorts which Ken and Jeff were already working on; it would wind up IBM’s official word processor for the PCjr. But the most important proposal, the biggest in the history of Sierra On-Line and one which would change adventure gaming forever, was made up on the fly, drawn up on the back of a napkin during a pause in the proceedings.

Sierra was still known most of all for their Hi-Res Adventure line of illustrated adventure games. Unsurprisingly, IBM very much wanted something along those lines for the PCjr. But they had some specific requests for changes from Sierra’s traditional approach, which if nothing else proved that not everyone at IBM was as blissfully ignorant of gaming as legend would have it. They asked for a game that could be replayable, that would be more dynamic and complex in its world modeling, sort of like Ultima and Wizardry (adventures and CRPGs were not yet clearly defined separate genres at this point). They specifically asked that puzzles have multiple solutions, that there be many different possible paths through the game.

Ken and Jeff sensed that they really wanted Sierra to push themselves, to get beyond the tried-and-true Hi-Res Adventure model. And with good reason: as the sales for The Dark Crystal were about to show, Sierra desperately needed to raise their game if they wanted to keep their hand in adventures at all. Next to the games that Infocom was putting out, the Hi-Res Adventure games were painfully primitive. Yet how should they try to compete? Most other publishers, witnessing Infocom’s success with pure text, were beginning to shift their emphasis back to the parsers and the writing, de-emphasizing their pictures or removing them entirely. Infocom, in other words, was replacing Sierra as the model to be emulated. Ken instinctively sensed that this was not the right bandwagon for Sierra to leap aboard, much as they respected the technical accomplishment in Infocom’s games. They were movie people rather than book people; as Ken later said, Sierra had a “mass-market” sensibility which contrasted with Infocom’s “cerebral” approach. Rather than try to ape Infocom like other publishers, why not zig while everyone else zagged, double down on graphics while de-emphasizing text? Besides, one of the main selling features of the PCjr was to be its bright 16-color graphics. Shouldn’t its showcase adventure take advantage of them?

King's Quest

When IBM joined them again in the conference room, Ken and Jeff made their pitch for a new type of adventure game. Most of the screen would be given over to the graphics, like in the Hi-Res Adventures, but the interactivity would now also extend to this part of the display. The player’s avatar would be visible onscreen, with the player able to move him around within each room using a joystick or the arrow keys. The player would still have to type non-movement commands, but now positioning within each room would play an important role: you would have to move right up next to that old tree stump to peer inside, walk up to the kindly forest elf to talk to him, etc. Some text would still have to remain to explain some of what happened, but much of the experience would be entirely visual, more movie than book. Action sequences requiring precise timing and coordination could be introduced. The system also promised to introduce the kind of dynamism that IBM desired in other ways. Other characters and creatures could wander the world, to be dodged, fought, or befriended. What we would today call emergent behavior might arise: the player might hide behind a handy tree when the wicked witch suddenly popped onto the scene. It would be a showstopper, conforming to Ken’s ten-foot rule for software marketing while also introducing whole new tactical layers that had never been seen in adventure games before. IBM signed on happily.

The reaction in Oakhurst was not quite so enthusiastic. Some felt that Ken and Jeff had promised IBM the moon, that this was simply a leap too far. Perhaps remembering Sierra’s last two adventure games, both of which had gone through long, painful development cycles for little commercial reward, they pointedly suggested that Ken go back to IBM and explain that Sierra had bitten off more than they could chew, cut the proposal down dramatically to something more realistically achievable, and try to get IBM to accept it. Ken, realizing that any such action would destroy his credibility with IBM forever, absolutely refused. He pointed out that they had 128 K of memory to work with for this project, a huge figure in comparison to the 48 K they’d had for the Hi-Res Adventure games. He found a critical ally in Roberta, the person who would have to actually design for the system. She simply asked questions until she felt she understood the system and what it would and would not be capable of, digested IBM’s desires for a more dynamic game than was her previous wont, then went to work. Eventually the grumbling mostly ceased and the rest of the staff followed her example.

What with Ken having a company to run, the heavy lifting of turning the proposal into a game engine largely fell to Jeff Stephenson. Just like the Hi-Res Adventure engine, this one was designed to be reusable and extendible from the start. It was initially known as the Game Adaptation Language, or GAL. Ken, however, loathed the cutesiness of that acronym, and it was eventually renamed to the Adventure Game Interpreter, or AGI. (I’ll refer to the system as AGI from here on for the sake of consistency.) Soon the trucks bearing the familiar lead-lined crates began arriving in Oakhurst again, and development began in earnest on both the engine and the game it would run. The team chosen for the task consisted of Roberta and about half a dozen programmers and artists. The PCjr projects as a whole, which included the adventure game, HomeWord, and several other pieces of software, were given a top-secret code-name: Project Siesta. Still, it’s hard to keep anything a secret in a city as small as Oakhurst. Word quickly spread: “The big fucking company is in town again.”

Some of the process of developing the first AGI game, eventually to be named King’s Quest, was not that far removed from the days of Hi-Res Adventure. The artists still drew each scene on paper using colored pencils. These drawings were then traced using a graphics tablet connected to a computer, where they were stored using the vector-graphics techniques Ken had developed back in the days of Mystery House and The Wizard and the Princess. (When playing King’s Quest on older, slower hardware you can see each new room being drawn in line by line. Fascinatingly, what you are actually seeing there are the motions of the stylus being guided by the person who first traced the image all those years ago. Early King’s Quest versions let you see the process more clearly via an undocumented “slow draw” mode that can be activated by pressing Control-V.) Thanks to this evergreen technique, the image of each room occupies only .5 to 2.5 K. The same data also tells the interpreter where Sir Graham, [1]In the very early versions of King’s Quest, Sir Graham’s name was spelled as “Grahame.” the game’s protagonist, can and cannot walk. Boundaries, such as the castle walls you see in the screenshot above, were traced with a special flag activated and incorporated right into the image itself.

Perhaps the trickiest problem that Jeff Stephenson had to wrestle with stems from the fact that we view each room in the game from a parallel perspective. Thus the game needs to account for the z-axis in addition to the x- and y-axes to maintain the illusion of depth. Each object in each room is therefore given something Jeff called its “priority,” essentially its position on the Z-axis. An object’s priority can range from 1 to 15, and increases as it gets closer to the “back” of the room. In drawing a scene, the interpreter draws objects of lower priority after those of higher priority. Say that a tree is positioned on the screen at priority 9. If Graham moves vertically, “deeper” into the screen, to, say, priority 11, then moves horizontally “behind” the tree, the tree will conceal him as expected. Up to four moving characters can be in a single room, the interpreter constantly adjusting the onscreen image to account for their movements.

King's Quest

The game logic is described using a simple scripting language which is once again descended from the system Ken had developed for the Hi-Res Adventure line. Let’s take a look at one small piece of the scene shown above. In addition to our alter ego Graham, it shows a goat — “object” number 14 — who wanders back and forth in his corral, which in turn spans two rooms, numbers 10 and 11; the room shown above, the leftmost, is room 10. The goat continues to wander unless and until he is tempted to join Graham by a scrumptious-looking carrot. Here’s how the goat’s logic in room 10 is described in AGI:

IF HAS-GOAT 0 AND OBJHIT-EDGE 14 AND EDGE-OBJ-HIT 1 AND GOAT-GONE 0 AND SHOW-CARROT 0 THEN ASSIGN GOAT-ROOM 11, ERASE 10

So, and without getting too lost in the weeds here, if we do not “have” the goat and are not showing him the carrot, and the goat has hit the edge of the screen in his wanderings, remove (“erase”) him from room 10 and put him in room 11. Room 10 alone has 180 such lines of script to describe all of its interactive possibilities. Like most software, an AGI game is more complex than it looks. This is true from the standpoint of both the engine programmers and the scripters. In the context of its time, AGI is nothing less than a stunning technological tour de force — one which, like all the best software, looks easy.

The technical virtuosity on display here made it rather easy for reviewers of the time to lose sight of the actual game it enabled, a painfully common phenomenon in the field of videogames. Indeed, I was anticipating reviewing King’s Quest more as a piece of technology than an adventure game, particularly given that I frankly don’t think very highly of Roberta’s work on the Hi-Res Adventure line. I was, however, pleasantly surprised by her work here. King’s Quest‘s plot is almost as basic as that of the original Adventure: the kingdom of Daventry is in some sort of vaguely defined trouble, and the aging King Edward needs you, the brave knight Sir Graham, to find three magic items that can save it. Since he conveniently has no heirs, do that and “the throne will be yours.” King’s Quest is another treasure hunt, nothing more or less.

Still, and making allowances for the newness of the technology, Roberta does a pretty good job with it. Many of the characters and situations you encounter as you roam Daventry are drawn, and not without a certain charm, from classic fairy tales: Hansel and Gretel, Jack and the Beanstalk, Rumpelstiltskin. The latter is at the core of the one howlingly awful puzzle in the game, which starts out dodgy and just keeps layering on the complications until it’s well-nigh impossible.

King's Quest

(For the record: you meet an old gnome-looking sort of fellow who gives you three chances to guess his name. If you’re familiar with your Brothers Grimm, you might divine that he’s Rumpelstiltskin given the fairy-tale characters everywhere else in the game. But, no, “That is very close but not quite right.” Okay, you do have a note you found elsewhere which says, “Sometimes it is wise to think backwards.” So, “nikstlitslepmur.” No — “You have the right idea, but your thinking is just a little bit off.” It turns out you have to write the name using a backwards alphabet.)

But even here the IBM design brief saves Roberta from her worst instincts. There is, thank God, an alternate way to proceed without solving this puzzle, even if it does cost you some points. And most of the other puzzles are… not that bad, actually. Some are even pretty clever. That may sound like damning with faint praise, but given some of the absurdities of Time Zone it’s nevertheless praise indeed. There are a huge number of ways to go through King’s Quest, what with all of the alternate solutions on offer, and the game feels consciously designed in a holistic sense in a way that no previous Roberta Williams game did.

King’s Quest also makes use of most of the new possibilities afforded by the AGI system. There are enemies to be dodged and eventually dispatched — the witch out of Hansel and Gretel is particularly harrowing — and tricky action sequences to be navigated. King’s Quest is mostly a competent, enjoyable game even when divorced from its place in history as the first use of the revolutionary technology that powers it. It’s also reasonably solvable, at least if you aren’t too fixated on getting the maximum possible points. Realistically, it needed to be no more than a technological proof of concept to be a bestseller, but it manages to be considerably more than that. It acquits itself very well overall as the herald of a new paradigm for adventure gaming.

As development continued and Sierra’s financial position began to look more precarious, stress began to mount. Ken’s wish to just find average and uncreative but reliable programmers was perhaps amplified more than ever by some of the characters he ended up having to assign to the King’s Quest project. Whether because of its location near the old hippie meccas of northern California or just something in the water, Sierra always seemed to be filled with eccentrics despite Ken’s best efforts to run a more buttoned-down operation. One fellow was particularly noted for his acid consumption and his fascination with Fozzy Bear, and looked freakish enough that (in John Williams’s words) “when he went into a restaurant, everyone looked at him.” Another, similarly “off” programmer acted like a cross between a mad scientist and Zaphod Beeblebrox of Hitchhiker’s Guide to the Galaxy fame. Near the end of the project one developer, angry at the long hours he had been working, held a critical piece of code ransom until Sierra paid him for dozens of hours of overtime to which he felt entitled. They agreed to pay, got the code, and promptly reneged, citing a clause in American contract law which says that a contract is null and void if one of the parties signs under duress.

When IBM officially unveiled the PCjr and its horrid Chiclet keyboard in November of 1983, Sierra was as surprised as anyone. For all their involvement in the machine’s development, they never had access to a real production model. Ken had to go down to ComputerLand and buy his own, just like everyone else, when the PCjr shipped at last in March of 1984. His first machine didn’t remain in his possession for very long. He went to the movies on his way home, leaving it in his car, only to find it stolen when he returned. That must have seemed like a bad omen coming to fruition as it became more and more clear that the PCjr, seemingly Sierra’s last hope, was flopping in the marketplace.

King's Quest

And that must have seemed a double shame because — and I know I may seem to be belaboring the point, but I can hardly emphasize this enough — King’s Quest was amazing in its time. Even magazines devoted to other platforms felt compelled to talk about it; it was just that revolutionary. King’s Quest, marketed under IBM’s official imprint with cover art apparently drawn by someone who had never seen the game, did sell pretty well by the standards of IBM PCjr software, but there just weren’t enough PCjrs being sold to save Sierra. Similarly, a version for the PCjr’s bigger brother, the IBM PC, sold well by the standards of games for that platform, but the entertainment market for such a business-computing stalwart wasn’t up to much. Although the AGI system had been designed to be portable, it had also been designed to run in 128 K of memory. This locked it out of the typical unexpanded Apple IIe (64 K) and the biggest gaming platform in the country, the Commodore 64. Sierra had exactly the right game on exactly the wrong platform. It seemed Ken had backed the wrong horse, a final bad decision that looked to have doomed his company. The situation just got more and more desperate. John Williams, Sierra’s marketing director, recalls placing media buys around this time with no idea how he was going to pay for them when the invoices came due: “This is either going to help, in which case we can deal with the cost of these and maybe negotiate payment on it — or it won’t work and we’ll be gone” anyway.

Two new machines played a big role in saving Sierra. Just a month after the PCjr finally shipped to stores, Apple announced and shipped the fourth incarnation of the Apple II, the IIc. We’ll talk a bit more about it in a future article, but for now suffice to say that the IIc was designed to be a semi-portable, closed appliance computer, in contrast to the hacker’s laboratories that had been previous Apple II models. Most critically for our purposes today, the IIc shipped with 128 K of memory. Its commercial performance would ultimately be rather lukewarm, but it did prompt many users of the older IIe model to upgrade to (at least) 128 K to match its capabilities. In time there were enough 128 K Apple IIs to justify porting the AGI interpreter to the platform.

But it was the Tandy 1000 that really saved Sierra in the most immediate sense, that gave that critical mass of 128 K Apple II users time to amass. It was introduced just as 1984, the most difficult year in Sierra’s history, was winding down. In many ways it was what the PCjr should have been, with the same graphics and sound capabilities and IBM PC compatibility in a smarter, more usable and expandable package. And it was sold in Radio Shack stores all over the country. In some areas the local Radio Shack was the only place within 200 miles to buy a computer. Sierra smartly developed a strong relationship with Radio Shack in the wake of the Tandy 1000’s announcement. Few other software publishers bothered, meaning that King’s Quest and other Sierra games stood almost alone on the shelves in many of these captive markets. The Tandy 1000, combined with the slowly increasing user base of expanded Apple IIs, gave King’s Quest the opportunity to slowly pull Sierra back from the edge of the abyss, particularly since much of the game’s $850,000 development cost had been funded by IBM. It would take time, but by the end of 1985, with King’s Quest II now already out and doing very well, the company was paying off debts and beginning to grow again.

Ken, Roberta, John, Jeff, and their closest associates had, much to their credit, stuck to their guns and not made the perfectly reasonable decision to pack it in. But they had also, as Ken well realized, gotten very, very lucky. Without the Tandy 1000 and few other lucky breaks, Sierra could easily have gone the way of Adventure International, Muse, and other big software houses who were flying high in 1982 and dead in 1985. As he recently said, it had all been “fun and games” for the first few years. Now he understood how quickly things could go bad with a few wrong decisions, understood what a fragile entity Sierra really was. Most of all, he never wanted to go through another year like 1984 again. The Ken Williams that emerged from that period was, like his company, changed. From now on he would do a remarkable job of balancing ambition with caution. This capacity to change and learn from his mistakes, much rarer than it seems it ought to be, was perhaps ultimately the most important quality he brought to Sierra. He reoriented his company to stop chasing fast bucks and to focus on a smaller number of quality titles for a modest number of proven platforms, and accumulated a stable of designers, programmers, and artists whom he treated with respect. They in turn did good, occasionally great work for him. Sierra Mark II, leaner, humbler, and wiser, was off and running.

(My huge thanks once again go to John Williams for contributing so many of his memories to this article. Hackers by Steven Levy was also invaluable for what I believe will be the last time at last, as we’ve now moved beyond the period it covers. An article in the February 1985 Compute! breaks down the AGI system in unusual detail for a contemporary source. If you want to know more about its technical side, it’s been documented in exhaustive detail since. If you just would like to play King’s Quest, it’s available in a pack with King’s Quest II and III at Good Old Games.)

Footnotes

Footnotes
1 In the very early versions of King’s Quest, Sir Graham’s name was spelled as “Grahame.”
 

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