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

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

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

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

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

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

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

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

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

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

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

And Bob Bates:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


The Legend Interface in a Nutshell

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

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

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

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

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


 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Footnotes

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

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The Spellcasting Series (or, How Much Ernie Eaglebeak is Too Much Ernie Eaglebeak?)

In an earlier article, I described Steve Meretzky during his peak years at Infocom as “second to no one on the planet in his ability to craft entertaining and fair puzzles, to weave them together into a seamless whole, and to describe it all concisely and understandably.” But his talents encompassed more than just good puzzle design. As an Infocom Imp, he had the unique gift of taking potentially hackneyed or just plain dumb premises and making them subtly, subversively smart. Who would have expected Leather Goddesses of Phobos, his ribald low-brow sex romp, to prove so clever and joyous and downright life-affirming? Who would have expected Stationfall, on its face the most rote sequel Infocom ever made — “Bring back Floyd!” had shouted the masses, and Meretzky had obliged — to turn gradually and without any warning whatsoever into the creepiest, most oppressive game in their canon?

It’s because I know what he’s capable of at his best that I’ve always found Meretzky’s post-Infocom career a little disappointing. He did make good games after Infocom, but his track record from those years was far more mixed. During the 1990s, his dumb premises too often lacked the requisite touch of smarts to leaven the brew, and some of his design genius seemed to desert him. And sadly, his disappointments often smacked not of aiming too high, as he arguably had with his flawed would-be Infocom masterpiece A Mind Forever Voyaging, but rather from aiming too low, from being content to wallow in his established persona as a maker of wacky adventure games without adding that subversive spice that had elevated games like Leather Goddesses of Phobos and Stationfall to more interesting heights. Seen from this standpoint, his very first game after Infocom’s shuttering, Spellcasting 101: Sorcerers Get All the Girls, while a perfectly serviceable wacky adventure game in its own right, does rather portend the less inspiring phase of his career that was now beginning.

That said, when removed from the context of the games Meretzky was still to make, and particularly from that of the direct sequels to this game that were to follow, Spellcasting 101 is hardly a crime against adventure gaming. In fact, it was a wise if safe choice of a game to mark Legend Entertainment’s debut as a company and Meretzky’s as a freelance game designer. I already laid out the reasons for that in my last article: Steve Meretzky was well-known for his wacky comedy adventures; his Leather Goddesses of Phobos had been Infocom’s last big hit; Sex Sells in the abstract. Ergo Spellcasting 101. The first release of this very fragile new company was not the time to take too many artistic chances.

Spellcasting 101, then, finds Steve Meretzky sitting very comfortably in his wheelhouse, mixing unabashedly dumb humor — I might use the adjective “sophomoric,” but perhaps I should reserve that for the sequel Spellcasting 201 — with smart puzzles. You play Ernie Eaglebeak, the latest in adventure gaming’s long line of loser protagonists. He’s in love with a hot little number named Lola Tigerbelly, and dreams of going off to Sorcerer University to study magic, but, in a sex-reversed version of the Cinderella story, is prevented from doing either of these things (sorry!) by Joey Rottenwood, his evil stepfather. (With a name like that, I think old Joey should have been fronting a punk-rock band, but what do I know?) In the prologue, you in the role of Ernie defy your stepfather’s wishes in the matter of your education at least by sneaking off to Sorcerer University after your acceptance letter arrives in the mail.

The game’s a little more risque than Leather Goddesses of Phobos, not least in that it now has pictures, but it’s still the sort of thing that only the most hormone-addled teenager is likely to find genuinely titillating; the sex is still very much played for laughs, not for, shall we say, self-gratification. Bob Bates of Legend had a rule of thumb for deciding what was and wasn’t acceptable to portray in the pictures. It’s best described as the “Playboy cover test”: anything that might appear on the cover — not the inside pages — of a Playboy magazine was okay. Like Leather Goddesses and its own two sequels, Spellcasting 101 does let you play in “nice” or “naughty” mode. Indeed, some of the most amusing gags in the games come if you choose to become one of the approximately one percent of players who don’t immediately switch to “naughty” mode. Suddenly nights of passion are replaced by, say, a night spent playing gin rummy. (Any resemblance to my marriage after eight and a half blissful years is, I’m sure, purely coincidental.)

One could wish that Meretzky had been able to let the player play as a female, as he had in Leather Goddesses of Phobos, but the need to depict so much of what happens visually, along with a more complicated plot and a more fleshed-out protagonist, precluded that possibility. The enforced male gaze does open the games up to a charge of sexism that it’s pointless to even try to refute. (Just look at those box covers and screenshots!) I suppose one could try to argue that the Spellcasting series is really making fun of the males doing all the leering, in the style of the Leisure Suit Larry series, but the humor doesn’t even have as much edge as those games, making it hard to regard it as satire. In the Spellcasting games’ defense, however, it’s all so over the top that it’s also hard for me at least to take any of it seriously enough to work up much outrage. Certainly Legend got little to no backlash from offended consumers, leaving Steve Meretzky’s wish to author a truly controversial game, which had burned since his stridently anti-Reagan effort A Mind Forever Voyaging back in 1985, still unrealized.

The explicit political statement that opened Leather Goddesses of Phobos felt bracing in its time, but the constant back-patting and referencing of notable contemporary culture warriors in the Spellcasting games gets to be a bit much. We get it, Steve, you’re a real rebel against the Establishment with your wacky adventure games.

The humor in general is a little hit and miss. Where the first Spellcasting game in particular really shines, however, is the puzzle design — which, it must be said, is sometimes inseparable from the humor, and therein lies much of its brilliance. Many of the puzzles rely on wordplay, such as the unexpected use of a spell to “increase bust size.” In fact, there’s an entire extended sequence, “The Island of Lost Soles,” built around a premise that would have suited Nord and Bert Couldn’t Make Head or Tail of It perfectly. The inhabitants of the titular island have been entrapped within the various objects there. So, for example, “Blaize” is now trapped inside a campfire on the beach, and can be released only by casting a spell to “restore lost souls” on his true name. The usual problem with puzzles like this — and certainly the big problem with the should-have-been-a-classic Nord and Bert — is that they rely so much on the player’s native vocabulary and intuition. There are going to be some connections that even the most gifted player in both categories will simply never make, leaving her wandering hopelessly stuck. Spellcasting 101 solves that problem with a stroke of genius that’s disarmingly simple. Once you’ve wandered for a given amount of time without making further progress, a “hint fairy” will show up, saying something like “Have you seen Blaize around here?” With an actual name now to hand, you can search the island again, looking for the right object to which to apply it. Thereby does the game preserve the joy of making spontaneous intuitive connections without ever allowing you to get hopelessly hung up on those connections you can’t make. This, my friends, is what good design looks like.

Indeed, there’s a lot of attention paid in Spellcasting 101, as there would be in most of Legend’s later games to an even greater extent, to treating the player fairly. Even the combinatorial-explosion problem that made so frustrating Zork Zero, Meretzky’s final epic for Infocom, is addressed here by dividing the game into manageable chapters, each with its own discrete set of goals. Granted, some of the chapters are time-based, requiring you to plan your efforts around a constantly ticking clock. Solving these parts requires a fair amount of trial and error — i.e., figuring out what needs to be done over the course of several passes through a given chapter, then making a plan and bringing it all together via a final speed run. You will, in other words, be saving and restoring quite a lot despite the absence of more egregious design sins. Still, it should also be noted that Spellcasting 101‘s two sequels are much bigger sinners in this department. For long stretches of Spellcasting 101, the ticking clock disappears — something that most definitely can’t be said about the sequels.

So, this first Legend adventure game ever evinces a clear desire to be welcoming and accessible, if necessary at the expense of the sort of really intricate puzzles beloved by some of Infocom’s more hardcore disciples. Suffice to say that it’s a long, long way from the enormous, complicated, bafflingly non-linear Zork Zero. Kudos to Steve Meretzky, who was known to complain during Infocom’s latter days that their games were getting too easy, for recognizing the role his latest game needed to play in getting Legend off the ground, and for adjusting his design to suit the circumstances. Making due accommodation for the fact that this style of humor will never be to everyone’s taste, if there’s a holistic complaint to be leveled against the design it’s probably that the whole thing is just a little schizophrenic. What seems like it’s going to be a game about life at Sorcerer University suddenly transforms just as you’re settling into it into a series of vignettes, played on islands scattered all over the Fizzbuttle Ocean, that could have come from almost any adventure game. The Island of Lost Soles is a prime case in point: delightful as I find it on its own merits, it has nothing really to do with any other part of the game that houses it beyond yielding when all is said and done the requisite piece of the magical whatsit you’re trying to collect. The other island vignettes are less extended but equally isolated from one another and from the overarching plot of the game as a whole. Luckily, they’re all entertaining enough that the objection becomes more philosophical than impedimentary.

Call me overly sensitive if you must, but this scene from Spellcasting 201 is one of those that creeps me out just a bit. It also illustrates one of the inconsistencies in the series’s writing. Ernie Eaglebeak is the classic put-upon nerdy loser who couldn’t buy a date — until it’s time to score, whereupon all the sexy ladies suddenly have the hots for him.

Spellcasting 201: The Sorcerer’s Appliance, Meretzky’s 1991 sequel, does fix this problem; the entire game now takes place inside the confines of a greatly expanded Sorcerer University. (The extended map is explained as the result of “an extensive campus renovation and expansion program.”) Now in his sophomore year, Ernie will need to save the world entirely from within the confines of the university and its immediate environs this time, in between attending classes and pledging to the fraternity Hu Delta Phart — whose name, along with those of its companion fraternities Tappa Kegga Bru, I Phelta Thi, and Gramma Eta Pi, gives a pretty good idea of the sort of humor you’ll find in these games, for anyone still in doubt.

Unfortunately, the previous game’s focus on playability and accessibility falls by the wayside. In Spellcasting 201, which is divided into chapters each representing one day, you’re the constant slave of a ticking clock that runs in increments of no less than five full minutes per turn. (Ernie, it appears, may be not just slothful but a genuine sloth.) While none of the puzzle solutions are out-of-left-field howlers, they do often require lots of trial and error. And thanks to that ticking clock, trial and error in this context means save and restore, again and again and again. As your collection of save files mounts, you also have to contend with a strict inventory limit that forces you to juggle objects in just the right way as you go about each day.

Some of the puzzles seem almost consciously engineered to be as annoying as possible, as if Meretzky has forgotten the lesson, long since taken to heart by his old peers at Infocom, that annoying the player in the name of comedy is seldom a good design strategy. Perhaps the worst offender of all is a magical musical instrument called a moodhorn, whose proper operation also serves as part of the game’s copy protection. You can play moodhorn compositions that are found in a music book that accompanies the game to affect the mood of the people around you — songs like “Happiness Interlude,” “Fear,” “Drippingtreesap’s Love Theme No. 15,” and “Winter Cold.” It sounds fun enough in theory, with, in the best tradition of the Enchanter series that did so much to inspire the Spellcasting games, lots of opportunities for Easter eggs even where puzzles solutions aren’t forthcoming. In practice, however, it’s just excruciating. Each song requires entering a series of six commands for manipulating the moodhorn, typing things like “vomp plunger,” “trib high glupp key,” and “oscilloop half burm lever” one after another in sequence. Because the moodhorn seems like it ought to be useful in many situations, you’ll likely spend much of the game wandering around trying out the twelve separate compositions listed in the music book, looking for the one place where the moodhorn actually is useful. Have I mentioned how excruciating this is? Just to add the final dollop of absurdity to the exercise, the ticking clock means that every moodhorn composition requires fully thirty precious minutes to play. (Even Yes albums don’t have songs that long!)

Legend stepped up to VGA graphics with Spellcasting 301, but the girls continue to look like they were assembled from mismatched spare parts left over after making other girls.

The series wobbled to its anticlimactic close with 1992’s Spellcasting 301: Spring Break, in which Ernie and his fraternity buddies head for the beach. The ticking clock remains and is as annoying as ever, although this time you are granted the mercy of being able to leave some tasks incomplete and still finish the game, albeit at a cost to your final score. Otherwise, the pleasures and pains are largely the same as those of the second game. The one immediately obvious difference is that the pictures, including all those babes that never seem to be put together quite the way real women are, are now in 256-color VGA rather than 16-color EGA. Given how much of a piece the Spellcasting games — particularly the last two — really are, I’d like to use the remainder of this article to try to understand what went so wrong with the series as a whole rather than to dwell on the details of Spellcasting 301‘s individual failings.

If we’re looking for someone to blame for the Spellcasting series’s problems — besides poor Steve Meretzky, that is — our first  candidate has to be Ernie Eaglebeak, the hapless loser you’re forced to play in all three games. Simply put, he’s a horrid little twerp, the sort of kid that you want to drag down to the beach just so you can personally kick some sand in his face. Worse, he’s such a thoroughly uninteresting horrid little twerp. Even as odious adventure-game losers go, he’s no Leisure Suit Larry. And as Ernie Eaglebeak goes, so goes the rest of the cast of bimbos, dirty old men, and fraternity bro-dudes. The most sympathetic character in the series, a doddering old professor by the name of Otto Tickingclock, gets cuckolded and then accidentally killed by Ernie, who cares not a whit. There’s precious little warmth or joy to be found herein. It’s baffling to think that these games were written by the man who gave us Floyd, the first character in a text adventure that we ever really cared about. The death knell for any piece of fiction, interactive or otherwise, comes with the opposite reaction, when the reader says, “I really don’t care what happens to these people.” It’s hard to imagine anyone invested enough in Ernie Eaglebeak to give a darn about him.

As fiction, then, the Spellcasting series has its problems. Ditto as comedy. Various Implementors who worked at Infocom, as well as many commentators over the decades since, have described the strict limitations imposed by Infocom’s original 128 K Z-Machine as a counter-intuitive benefit to their games in that it forced authors to hone their works down to polished jewels, excising all of the weaker bits, retaining only the very strongest material. I’ve always been and to some extent remain a little skeptical of this thesis; as I’ve stated in previous articles, I think that some of the latter-day Infocom games in particular were trying to do a little too much in too small a space, and could have really used a few more kilobytes at their disposal. That said, the Spellcasting series makes a very strong counterargument for the value of restraint, stringently enforced if need be. With a system to hand for the first time that supported effectively unlimited amounts of text, Meretzky felt free to write… and write… and write. Some of the gags go on forever, to little if any comedic payoff. At Infocom, all this material would have been ruthlessly pared down by Meretzky’s fellow Imps and the testers, leaving only the genuinely funny bits behind. In this new order, however, it all just lies there on the screen, limp and lifeless as the comatose girl Ernie crawls into bed with in one of the series’s squickier episodes.

Cringe-worthy meta-textual comments like this one from Spellcasting 201 were par for the course in amateur AGT text adventures of the time, but they’re a little disconcerting to see in a $40 boxed commercial game. This sort of lazy writing would never have made it out of the first round of testing at Infocom.

Having broached the subject of Infocom’s working methods versus those Meretzky would utilize as an independent designer, I’d like to continue to follow that line of thought, for I think it might just lead us to the core reason that the Spellcasting series and so much of Meretzky’s other post-Infocom work pales in comparison to his earlier classics. Even after he became Infocom’s most famous Imp, Meretzky remained just one member of a creative collective which had the willingness and ultimately the authority to restrain his more questionable design impulses. This was the well-honed Infocom process for making great adventure games in action. I think that Meretzky needed that process — or at least a process involving lots of checks and balances — in order to turn out his best work. Legend did try as much as possible to duplicate the Infocom process for making games, even going so far as getting a number of former Infocom employees to help out as testers, but, being a much smaller, decentralized operation, was never able to duplicate the spirited to-and-fro on questions of writing and design that did so much for all of the Infocom Imps’ work. For Steve Meretzky, working hundreds of miles away and accorded a certain untouchable status as Legend’s star designer, the proof of the consequences is in the Spellcasting pudding. I’d like to quote from a recent discussion I had with Bob Bates, in which I asked him his own opinion of the ticking clock and the various other retrograde elements found in the Spellcasting games.

I was never really a fan of a ticking clock. For me personally, the fun of these games comes in the exploration. It comes often not in the solution to the puzzle, but in all the things you discover while you’re trying to solve the puzzle. As a designer, I try to entertain the player during that time, and to encourage the player to try offbeat stuff. Ninety percent of what a player does in an adventure game is wrong. You have to entertain them during that ninety percent in order for them to get the joy of the ten percent that’s actual puzzle-solving. So, I’m not a fan of the time-restricted thing in the same way that I’m not a fan of limiting what the player can carry, making him have to stop and think about swapping things in and out of his inventory. It doesn’t appeal to me as a player or a designer, but other people are different. With Steve, what you’re probably seeing is a designer choice rather than a company choice.

Bob Bates confirmed that Meretzky, as Legend’s star designer, was afforded lots of freedom to make exactly “the game he wanted to make” — freedom which was not afforded to any of the in-house teams who made Legend’s other games, who were expected to hew closely to the more progressive design philosophy Bob outlines above. There’s an important lesson here — important not just in the context of Meretzky’s career, or the history of the adventure game, or even in the context of game design in general. It’s rather an important lesson for all creators, and for those who would nurture them.

I would submit that allowing Meretzky to make exactly the games he wanted to make was in the end greatly to said games’ detriment. I say this not because Steve Meretzky was an egomaniac, was unusually headstrong, or was ever anything other than a very nice, funny, personable, honest fellow who positively oozed with creativity. I say it because Steve Meretzky was human, and creative humans need other humans to push back against them from time to time. I suspect that many of you could name an author or two who used to write taut, compelling books, until they got big enough that no one felt empowered to edit them anymore. Ditto for music; how many once-great bands have tarnished their image with lazy, filler-laden latter-day albums? Game designers are no different from other creative professionals in this respect. Meretzky needed someone to tell him, “Hey, Steve, this aspect of the game is more annoying than fun,” or “Hey, Steve, this huge text dump doesn’t really say much of anything interesting or funny,” or “Hey, Steve, can’t you do something to make this Ernie twerp a bit less odious?”

If the Spellcasting games on the one hand reflect the lack of a sufficiently rigorous design process, on the other they reflect a certain failure of ambition on the part of their creator. Steve Meretzky was a very practical guy at heart, and seems to have taken a strong lesson from the commercial disappointment that had been A Mind Forever Voyaging. He continued to dream grander dreams than the likes of Ernie Eaglebeak and Sorcerer University, but he never pushed hard enough to make his dreams into actualities. The legendary lost Meretzky game, which he broached so many times that it’s become a sort of in-joke among a whole swathe of industry old-timers, was an historical epic taking place on the Titanic‘s one and only voyage. Bob Bates admits that he didn’t want Meretzky to make this game for Legend. Since, as he put it, “everyone knows how that story ends,” he believed there was little commercial appeal to the idea, an opinion which is cast in a very questionable light by the massive success of the James Cameron movie on the same subject of a few years later. What might have been had Meretzky stuck to his guns and brazened out the chance to make this grander vision? It strikes me as unlikely that anyone today would be saying, “Gee, that Titanic game was okay, but I sure would have liked some more Ernie Eaglebeak instead.”

The irony of the Spellcasting series is that these dissipated games did as much to dissipate whatever commercial momentum the newly independent Meretzky had as surely as might have a more ambitious concept. Sales of the Spellcasting games dropped off markedly after the first sold more than 50,000 copies as Legend’s very first product. The dwindling sales doubtless constitute much of the reason that a planned fourth game, Spellcasting 401: The Graduation Ball, was never made. Few regretted its absence overmuch. Between the Spellcasting games and the downright embarrassing Leather Goddesses of Phobos 2, a half-assed graphic adventure he designed for the bankrupt Activision, Meretzky began his career as an independent game designer by ghettoizing himself as the “bad boy of adventure gaming” for years to come.

Ah, well… might-have-beens will always bloom eternal, won’t they? The first Spellcasting game at least can be a lot of fun, and perhaps comes off worse than is really fair here when I place it in the context of the increasingly dispiriting series as a whole. And I do want to note that I enjoy all of the other Legend text adventures much more than I do Spellcasting 201 and Spellcasting 301. I look forward to having more positive articles to write about them in the future.

(The Spellcasting games are available for purchase as a set on GOG.com.)

 
 

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Adventure-Game Rock Stars Live in Conference

On August 24, 1990, CompuServe hosted an online discussion on adventure-game design which included Ron Gilbert, Noah Falstein, Bob Bates, Steve Meretzky, Mike Berlyn, Dave Lebling, Roberta Williams, Al Lowe, Corey and Lori Ann Cole, and Guruka Singh Khalsa. This is, needless to say, an incredible gathering of adventuring star power. In fact, I’m not sure that I’ve ever heard of its like in any other (virtual) place. Bob Bates, who has become a great friend of this blog in many ways, found the conference transcript buried away on some remote corner of his hard drive, and was kind enough to share it with me so that I could share it with you today.

If you’re a regular reader of this blog, you probably recognize all of the names I’ve just listed, with the likely exception only of Khalsa. But, just to anchor this thing in time a bit better, let me take a moment to describe where each of them was and what he or she was working on that August.

Ron Gilbert and Noah Falstein were at Lucasfilm Games (which was soon to be renamed LucasArts). Gilbert had already created the classic Maniac Mansion a few years before, and was about to see published his most beloved creation of all, one that would have as great an impact among his fellow designers as it would among gamers in general: The Secret of Monkey Island. Falstein had created Indiana Jones and the Last Crusade for Lucasfilm in 1989. Their publisher had also recently released Brian Moriarty’s Loom, whose radically simplified interface, short length, and relatively easy puzzles were prompting much contemporaneous debate.

Bob Bates, Steve Meretzky, Mike Berlyn, and Dave Lebling had all written multiple games for the now-defunct Infocom during the previous decade. Bates had recently co-founded Legend Entertainment, where he was working on his own game Timequest and preparing to publish Spellcasting 101: Sorcerers Get All the Girls, Meretzky’s first post-Infocom game and Legend’s first game ever, in a matter of weeks. Berlyn had been kicking around the industry since leaving Infocom in 1985, creating perhaps most notably Tass Times in Tonetown for Interplay; he was just finishing up a science-fiction epic called Altered Destiny for Accolade, and would shortly thereafter embark on the Les Manley games, a pair of Leisure Suit Larry clones, for the same publisher. Lebling was at something of a loose end after the shuttering of Infocom the previous year, unsure whether he even wanted to remain in the games industry; he would eventually decide that the answer to that question was no, and would never design another game.

Roberta Williams, Al Lowe, Corey and Lori Ann Cole, and Guruka Singh Khalsa were all working at Sierra. Williams was in the latter stages of making her latest King’s Quest, the first to use 256-color VGA graphics and a point-and-click interface, and the first to be earmarked for CD-ROM as a “talkie.” Al Lowe was, as usual, hard at work on the latest Leisure Suit Larry game, which also utilized Sierra’s newer, prettier, parser-less engine. The Coles were just finishing up Quest for Glory II: Trial by Fire, which would become the last Sierra game in 16-color EGA and the last with a parser.

Khalsa is the only non-designer here, and, as already noted, the only name here with which longtime readers are unlikely to be familiar. He was another of those unsung heroes to be found behind the scenes at so many developers. At Sierra, he played a role that can perhaps best be compared to that played by the similarly indispensable Jon Palace at Infocom. As the “producer” of Sierra’s adventure games, he made sure the designers had the support they needed, acted as a buffer between them and the more business-oriented people, and gently pushed his charges to make their games just a little bit better in various ways. In keeping with his unsung status, he answers only one question here.

We find all of our participants grappling with the many tensions that marked their field in 1990: the urgent need to attract new players in the face of escalating development budgets; the looming presence of CD-ROM and other disruptive new technologies just over the horizon; the fate of text in this emerging multimedia age; the frustration of not always being able to do truly innovative or meaningful work, thanks to a buying public that largely just seemed to want more of the same old fantasy and comedy. It’s intriguing to see how the individual designers respond to these issues here, just as it is to see how those responses took concrete form in the games themselves. By no means is the group of one mind; there’s a spirited back-and-forth on many questions.

I’ve cleaned up the transcript that follows for readability’s sake, editing out heaps of extraneous comments, correcting spelling and grammar, and rejiggering the flow a bit to make everything more coherent. I’ve also added a few footnotes to clarify things or to insert quick comments of my own. Mostly, though, I’ve managed to resist the urge to pontificate on any of what’s said here. You all already know my opinions on many of the topics that are raised. Today, I’m going to let the designers speak for themselves. I hope you’ll find their discussion as interesting and enjoyable as I do.


 

Let’s plunge right into the questions. Before I start, I’d like to thank Eeyore, Flying Gerbil, Steve Horton, Tsunami, Hercules, Mr. Adventure, and Randy Snow for submitting questions… and I apologize for mangling their questions with my editing. And now — drum roll! — on to the first question!

Imagine ourselves five years down the road, with all the technological developments that implies: CD-ROMs, faster machines, etc. Describe what, for you, the “ideal” adventure will look like. How will it be different from current adventures?

Roberta Williams: I think that “five years down the road” is actually just a year or two away. Meaning that a year or two from now, adventure games are going to have a very slick, sophisticated, professional look, feel, and sound to them, and that that’s the way they’re going to stay for a while — standardization, if you will. I mean, how can you improve on realistic images that look like paintings or photographs? How can you improve on CD-quality voices and music? How can you improve on real movement caught with a movie camera, or drawn by a professional animator? That’s the kind of adventure game that the public is going to start seeing within a year or two. Once adventure games reach a certain level of sophistication in look and feel, standardization will set in, which will actually be a boon for all concerned, both buyers and developers alike. After that, the improvements will primarily be in the performance on a particular machine, but the look will stay essentially the same for a while.

Dave Lebling: But if those wonderful pictures and hi-fi sound are driven by a clunky parser or a mythical “parser-less interface,” is this a big improvement? I think not. We can spend $2 million or $5 million developing a prettier version of Colossal Cave. Let’s improve the story and the interface! That doesn’t have to mean text adventures, but there’s more to adventure games than pictures.

Steve Meretzky: I think that in the future the scope of games won’t be limited by hardware but by the marketplace. Unless the market for adventure games expands, it won’t be economical to create super-large environments, even though the hardware is there to support them.

Mike Berlyn: Well, I think that technology can create products which drive the market and create end users — people who need or want to experience something they could experience only on a computer. In the future, I would like to explore “plot” as a structure, something which is currently impossible due to the state of the current technology. Plot cannot be a variable until storage increases and engines get smarter. I can easily see a plot that becomes a network of possibilities.

Corey and Lori Ann Cole: We hope as well that the improvements will be in story and design as well as flash: richer stories, more realistic character interaction, etc. Technology, beyond a certain point which we’ve already reached, really isn’t a big deal. Creativity, and an understanding of the differences between “interactive movies” and games is! The move to professional writers and game designers in the industry is helping.

Ron Gilbert: I think that plot has nothing to do with technology. They are almost unrelated. It’s not CD-ROM or VGA that is going to make the difference, it’s learning how to tell a story. Anyone who is any good can tell a great story in 160 X 200-resolution, 4-color graphics on two disks.

Roberta Williams: It’s not that I don’t think a good plot is important! Obviously it is.

Dave Lebling: I didn’t mean to accuse you of not caring about plot. You of all people know about that! I just think the emphasis on flash is a symptom of the fact that we know how to do flash. Just give us a bigger machine or CD-ROM, and, wham, flash! What we don’t know how to do is plot. I don’t think today’s plots feel more “real” than those of five or eight years ago. Will they be better in five years? I hope so, but I’m not sure. We can’t just blindly duplicate other media without concentrating on the interactivity and control that make ours special. If we work on improving control and the illusion that what we interact with is as rich as reality, then we can do something that none of those other media can touch.

Corey and Lori Ann Cole: We have never really used the computer as a medium in its own right.

Steve Meretzky: You haven’t used it to contact the spirit world? [1]One of my favorite things about this transcript is the way that Steve Meretzky and Al Lowe keep making these stupid jokes, and everybody just keeps ignoring them. I fancy I can almost hear the sighs…

Corey and Lorin Ann Cole: There are things that can be done on a computer that can’t be done with other mediums. Unfortunately, the trend seems to be away from the computer and towards scanned images and traditional film and animation techniques. [2]It’s worth noting that the trend the Coles describe as “unfortunate” was exactly the direction in which Sierra, their employer, was moving in very aggressive fashion. The Coles thus found themselves blowing against the political winds in designing their games their way. Perhaps not coincidentally, they were also designing the best games coming out of Sierra during this period. If this trend continues, it may be a long time before we truly discover what can be done uniquely with the computer medium. One small example: the much-chastised saved game is a wonderful time- and mind-travel technique that can be a rich tool instead of an unfortunate necessity.

Bob Bates: I agree. You can’t ask a painter at the Art Institute of Chicago to paint you a different scene. You can’t ask a singer at the Met to sing you a different song. (Well, I guess you could, but they frown on requests.) The essence of a computer game is that the player controls the action. The point is to make beautiful music and art that helps the player’s sense of involvement in the game.

I have noticed that a lot of games coming out now are in 256 colors. Does this mean that 256-color VGA is going to be the standard? Has anyone thought about 256 colors in 640 X 480 yet? And how does anyone know who has what?

Bob Bates: The market research on who has what is abominable. As for us, we are releasing our titles with hi-res EGA, which gives us really good graphics on a relatively popular standard, as well as very nice text letters instead of the big clunky ones.

Steve Meretzky: I often get big clunky letters from my Aunt Matilda.

Guruka Singh Khalsa: We’ve been doing a bit of research on who has what hardware, and an amazing number of Sierra customers have VGA cards. Looks like around 60 percent right now. As for 640 X 480 in 256 colors: there’s no hardware standard for that resolution since it’s not an official VGA mode. You won’t see games in that resolution until the engines are more powerful — got to shove them pixels around! — and until it’s an official mode. All SVGA cards use somewhat different calls.

Dave Lebling: The emerging commercial standard is a 386 with VGA and 2 to 4 megs of memory, with a 40-meg hard drive. The home standard tends to lag the commercial one by a few years. But expect this soon, with Windows as the interface.

Does anyone have any plans to develop strictly for or take advantage of the Windows environment?

Dave Lebling: Windows is on the leading edge of the commercial-adoption wave. The newest Windows is the first one that’s really usable to write serious software. There are about 1 million copies of Windows out there. No one is going to put big bucks into it yet. But in a few years, yes, because porting will be easier, and there is a GUI already built, virtual memory, etc., etc. But not now.

With the coming parser-less interfaces and digitized sound, it seems as if text may eventually disappear completely from adventures. Once, of course, adventures were all text. What was gained and what was lost by this shift? Are adventures still a more “literate” form of computer game?

Bob Bates: Well, of course text has become a dirty word of sorts in the business. But I think the problem has always been the barrier the keyboard presents as an input device for those who can’t type. Plus the problems an inadequate or uncaring game designer can create for the player when he doesn’t consider alternate inputs as solutions to puzzles. I think there will always be words coming across the screen from the game. We hope we have solved this with our new interface, but it’s hard for people to judge that since our first game won’t be out for another month…

Corey and Lori Ann Cole: Text will not disappear. Nor should it. We will see text games, parser-less games, and non-text games. And who cares about being “literate”; fun is what matters! I like words. Lori likes words. But words are no longer enough if one also likes to eat — and we do. We also like graphics and music and those other fun things too, so it’s not too big a loss.

Roberta Williams: It’s true that in books stories can be more developed, involving, and interesting than in movies. I believe that there is still room for interactive books. Hopefully there is a company out there who will forget about all the “video” stuff and just concentrate on good interactive stories in text, and, as such, will have more developed stories than the graphic adventure games. But as we progress adventure games in general are going to become more like interactive movies. The movie industry is a larger and more lucrative business than the book industry. For the most part, the adventure-game business will go along with that trend. Currently adventure games are the most literate of computer games, but that may change as more and more text will be lost in the coming years, to be replaced by speech, sound effects, and animation. But I do predict that some company out there will see a huge opportunity in bringing back well-written, high-quality interactive books. It will be for a smaller audience, but still well worth the effort.

Dave Lebling: I think you’re too optimistic about “some company” putting out text products. We are moving from interactive books to interactive movies. I’m not optimistic about the commercial survival of text except in very small doses. [3]This was not what many participating in the conference probably wanted to hear, but it wins the prize of being the most prescient single statement of the evening. Note that Lebling not only predicted the complete commercial demise of text adventures, but he also predicted that they would survive as a hobbyist endeavor; the emphasis on the word “commercial” is original. Unlike in science fiction, you don’t have to follow a trend until it goes asymptotic. Text won’t go away, but its role will be reduced in commercial adventures. Graphics and sound are here to stay.

Al Lowe: With the coming of talkies, it seems as if all those wonderful dialog cards disappeared! You know, the ones that make silent movies so literate? It’s a visual medium! No one asks for silent movies; most Americans won’t even watch a black-and-white movie. Yes, text-only games are more “literate.” So?

Mike Berlyn: As far as the future of text is concerned, my money is on it sticking around. But I’m not sure it’s at all necessary in these kinds of games. The adventure I’m just finishing up has a little bit of text that reiterates what is obvious on the screen, and manages to add to the player’s inputs in other ways to a create fuller experience. But I still don’t think it’s necessary. I’ve done two completely text-less designs, though neither made it to the market.

Bob Bates: I don’t think it’s the loss of text as output that creates a problem for the designer; I think it’s text as input. It’s hard to design tough puzzles that can be solved just by pointing and clicking at things. And if there are no puzzles — tough puzzles — you’re just watching a movie on a very small screen. The days of the text-only adventure are over. Graphics are here to stay, and that’s not a bad thing, as long as they supplement the story instead of trying to replace it.

We’ve seen fantasy adventures, science-fiction adventures, mystery adventures, humorous adventures. Are there any new settings or themes for adventures? Is there any subject or theme that you’ve always wanted to put in an adventure but never had the chance?

Al Lowe: I’ve had ideas for a Wall Street setting for a game, but somehow I can’t get out of this Larry rut. I’d also like to do a very serious game — something without one cheap laugh, just to see if I could. Probably couldn’t, though. A serious romance would be good too.

Roberta Williams: There should be as many settings or themes for adventure games as there are for fictionalized books and movies. After all, an adventure game is really just an interactive story with puzzles and exploration woven into it. There are many themes that I personally would like to do, and hopefully will someday: an historical or series of historical adventure games; a horror game; an archaeological game of some sort; possibly a western. In between King’s Quests, of course.

Noah Falstein: I’ve always wanted to do a time-travel game with the following features: no manual save or load, it’s built automatically into the story line as a function of your time-travel device; the opportunity to play through a sequence with yourself in a later — and then earlier — time; and the ability to go back and change your changes, ad infinitum. Of course, the reason I’m mentioning all this is that I — and others here — have fried our brains trying to figure out how this could be accomplished. We’d rather see someone else do it right. Or die trying.

Ad infinitum? Won’t that take a lot of memory?

Noah Falstein: Recursion!

Dave Lebling: Gosh, my fantasy is your fantasy! I’ve always wanted to do a game based on Fritz Leiber’s Change War stories — you know, “tomorrow we go back and nuke ancient Rome!” Funny thing is, I’ve always run up against the same problem you ran up against.

Mike Berlyn: My fantasy is to finish a game that my wife Muffy and I were working on for the — sniff! — dead Infocom. It was a reality-based game that had a main character going through multiple/parallel lives, meeting people he’d met before but who were different this time through. In that way, the relationships would be different, the plot would be different, and their lives would interact differently.

Steve Meretzky: In my fantasy, I answer the door and Goldie Hawn is standing there wearing… oh, we’re talking adventure games now, aren’t we? A lot of the genres I was going to mention have already been mentioned. But one is historical interactive nonfiction. I know that Stu Galley has always wanted to do a game in which you play Paul Revere in April of 1775. And before I die I’m going to do a Titanic game. [4]Steve Meretzky’s perennial Titanic proposal, which he pitched to every publisher he ever worked with, became something of an industry in-joke. There’s just no market for such a game, insisted each of the various publishers. When James Cameron’s 1997 film Titanic became the first ever to top $1 billion at the box office, and a modest little should-have-been-an-obscurity from another design team called Titanic: Adventure Out of Time rode those coattails to sales of 1 million copies, the accusations flew thick and fast from Meretzky’s quarter. But to no avail; he still hasn’t gotten to make his Titanic game. On the other hand, he’s nowhere near death, so there’s still time to fulfill his promise… Also, in my ongoing effort to offend every man, woman, and child in the universe, someday I’d like to write an Interactive Bible, which would be an irreverent comedy, of course. Also, I’d like to see a collection of “short story” adventure games for all those ideas which aren’t big enough to be a whole game. [5]Meretzky had pitched both of these ideas as well to Infocom without success. In the longer term, however, he would get one of his wishes, at least after a fashion. “Short stories” have become the norm in modern interactive fiction, thanks largely to the Interactive Fiction Competition and its guideline that it should be possible to play an entrant to completion within two hours.

Bible Quest: So You Want to Be a God?. I like it, I like it.

Corey and Lori Ann Cole: Ah, but someone will sue over the trademark… [6]Legal threats from the makers of the board game HeroQuest had recently forced the Coles to change the name of their burgeoning series of adventure/CRPG hybrids from the perfect Hero’s Quest to the rather less perfect Quest for Glory. Obviously the fresh wound still smarted.

Bob Bates: The problem of course is marketing. The kinds of games we want to write aren’t always the kinds of games that will sell. This presents something of a quandary for those of us who like to eat.

This question was submitted by Tsunami, and I’ll let him ask in his own words: “Virtually every game I have played on my computer is at least partially tongue-in-cheek. What I am interested in is games with mature themes, or at least a more mature approach to their subjects. Games that, like good movies or plays, really scare a player, really make them feel a tragedy, or even make them angry. What are each of you doing to try to push games to this next level of human interaction?”

Steve Meretzky: Well, I think I already did that with A Mind Forever Voyaging, and it did worse commercially speaking than any other game I’ve ever done. As Bob just said, we have to eat. I’d much rather write a Mind Forever Voyaging than a Leather Goddesses of Phobos, but unless I become independently wealthy, or unless some rich benefactor wants to underwrite such projects, or unless the marketplace changes a lot, I don’t think I’ll be doing a game like A Mind Forever Voyaging in the near future. Sigh.

Corey and Lori Ann Cole: Computers are so stupid that even the smartest game tends to do silly things. So, it’s easier to write a silly game. And the development process on a humorous game tends to be more fun. Quest for Glory II: Trial By Fire is fundamentally a very serious game in terms of story line, but we kept lots of silly stuff in to break up the tension. I call it the “roller-coaster effect.” We want the player to get extremely intense about the game at points, but then have a chance to catch his or her breath with comic relief and plain fun.

Bob Bates: My games are usually fairly “mature,” but when 90 percent of what a player tries to do in a game is wrong, you have to keep him interested when he is not solving a puzzle. The easiest way to do this is with humor; you don’t want him mad at you, after all. But I agree that we all should strive to create emotions in the player like what we all felt when Floyd died in Planetfall.

Roberta Williams: I agree with the sentiment that most adventure games, at least up to now, have been not quite “serious” in their approach to the subject matter at hand. I think the reason for that, for the most part, is that professional writers or storytellers have not had their hands in the design of a game. It’s been mostly programmers who have been behind them. I’m not a professional writer either, but I’m trying to improve myself in that area. With The Colonel’s Bequest, I did attempt a new theme, a murder mystery, and tried to make it more mature in its subject matter — more “plot” oriented. I attempted to put in classic “scare” tactics and suspense. I tried to put in different levels of emotion, from repulsion to sadness to hilarity. Whether I accomplished those goals is up to the player experiencing the game. At least I tried!

Noah Falstein: I venture to predict that we all intend to push games this way, or want to but can’t afford it — or can’t convince a publisher to afford it. But I’ll toot the Lucasfilm horn a bit; imagine the Star Wars fanfare here. One way we’re trying to incorporate real stories into games is to use real storytellers. Next year, we have a game coming out by Hal Barwood, who’s been a successful screenwriter, director, and producer for years. His most well-known movies probably are the un-credited work he did on Close Encounters and Dragonslayer, which he co-wrote and produced. He’s also programmed his own Apple II games in 6502 assembly in his spare time. I’ve already learned a great deal about pacing, tension, character, and other “basic” techniques that come naturally — or seem to — to him. I highly recommend such collaborations to you all. I think we’ve got a game with a new level of story on the way. [7]After some delays, the game Falstein is talking about here would be released in 1992 as Indiana Jones and the Fate of Atlantis. It would prove to be a very good adventure game, if not quite the medium-changer Falstein describes.

Mike Berlyn: I disagree with the idea that hiring professional storytellers from other media will solve our problems for us. Creating emotions is the goal here, if I understood the question. It isn’t whether we write humor or horror, it’s how well we do it. This poses a serious problem. Interactivity is the opposite of the thing that most… well, all storytellers, regardless of medium, require to create emotion. Emotion is created by manipulation. And it is impossible to manipulate emotions when you don’t know where the player has been and you don’t know where the player is going. In linear fiction, where you know what the “player” has just experienced; you can deliberately and continuously set them up. This is the essence of drama, humor, horror, etc. Doing this in games requires a whole different approach. Utilizing an experienced linear writer only tends to make games less game-ish, less interactive, and more linear. In a linear game like Loom, you’re not providing an interactive story or an adventure game. All you’re doing is making the player work to see a movie.

Dave Lebling: Well, emotion also comes from identification with the character in the story. You can’t easily identify in a serious way with a character who looks like a 16 X 16-pixel sprite. [8]It’s interesting to see Lebling still using the rhetoric from Infocom’s iconic early advertising campaigns. If he or she is silly-looking, he or she isn’t much more silly-looking than if he’s serious-looking: for example, Larry Laffer versus Indy in Indiana Jones and the Last Crusade. So, you are at a disadvantage being serious in graphical games. Better graphics will improve that eventually. But even so, I think Bob hit the point perfectly: the player does a lot of silly things, even if there is no parser — running into rocks in the graphic games, for example — and you can’t stay serious. The other thing is that, in my experience, serious games don’t sell. Infocom’s more serious games sold poorly. Few others have tried, and most of those have sold poorly too.

Corey and Lori Ann Cole: A really good game — or story — elicits emotions rather than creating them. A good design opens up the player’s imagination instead of forcing them along a path. A frustrated player is too busy being angry at the computer to experience the wonder and mystery of his or her character and the game’s world. By having fair puzzles and “open” stories, we allow players to emote and imagine.

Okay, now we turn from software to hardware. One of the most striking developments over the last few years has been the growing use of MS-DOS machines for game development. This has led some Amiga and Mac owners to complain that there aren’t any good adventures out for their machines, or that the games that are out for those platforms don’t make good use of their full graphics and sound capabilities. How can this problem be solved?

Corey and Lori Ann Cole: Well, I just about went broke trying to develop Atari ST software a few years ago. This was what made it possible to pull up roots and come to Sierra to do games. But I think the real value of all the alternative platforms has been to force IBM and the clone-makers to play catch-up. Myself, I’m waiting for ubiquitous CD-ROM and telecom. I’d really like to be doing multiplayer games in a few years. In the meantime, the cold hard reality is that IBM clones is where the money is — and money is a good thing.

Roberta Williams: Ha! We at Sierra, probably the most guilty of developing our games on MS-DOS machines, are trying to rectify that problem. This past year, we have put teams of programmers on the more important non-MS-DOS platforms to implement our new game-development system in the best way possible for those machines. Emphasis is on the unique capabilities of each machine, and to truly be of high quality on each of them. Our new Amiga games have been shipping for several months now, and have been favorably received — and our Mac games are nearly ready.

Dave Lebling: Get an installed base of 10 million Macs or Amigas and you’ll see plenty of games for them. Probably even fewer are needed, since programmers have the hots for those platforms. But in reality what you need is companies like Sierra that can leverage their development system to move to different platforms. As Windows and 386-based machines become the IBM standard, the differences among the platforms become less significant, and using an object-oriented development system lets you port relatively easily, just like in the old days. Graphics will still be a problem, as the transforms from one machine to another will still be a pain.

Al Lowe: Money talks. When Mac games outsell MS-DOS games, you’ll see Mac-designed games ported to PCs. When Amiga games are hot, etc. In other words, as long as MS-DOS sales are 80 percent or more of the market, who can afford to do otherwise?

Mike Berlyn: I think we all want our games on as many systems as possible, but in reality the publishers are the ones who make the decisions.

When you design a game, do you decide how hard it’s going to be first, or does the difficulty level just evolve?

Ron Gilbert: I know that I have a general idea of how hard I want the game to be. Almost every game I have done has ended up being a little longer and harder than I would have liked.

Noah Falstein: I agree. I’ve often put in puzzles that I thought were easy, only to find in play-testing that the public disagreed. But since Indiana Jones and the Last Crusade I firmly believe that one good way to go is to put in multiple solutions to any puzzles that are showstoppers, and to make the remaining ones pretty easy. I think that’s the best for the players.

Dave Lebling: I think alternate solution are a red herring because you can’t make them radically different in difficulty or the easier one will always be found first.

Noah Falstein: But if you provide incentives to replay the game, you can make both beginners happy, who will find the easy alternative, and experienced gamers happy, who will want to find every solution…

Dave Lebling: Yes, but what percentage of people replay any game? What percentage even finish?

Steve Meretzky: Games that are intended for beginners — e.g., Wishbringer — are designed to be really easy, and games intended for veterans — e.g., Spellbreaker — are designed to be ball-busters. But since of course you end up getting both types for any game, my own theory is to start out with easy puzzles, have some medium-tough puzzles in the mid-game, and then wrap it up with the real whoppers. (Don’t ask me what the Babel-fish puzzle was doing right near the beginning of Hitchhiker’s Guide to the Galaxy.)

Roberta Williams: Usually the decision of how difficult the game is going to be is made about the time that the design actually begins. And that decision is based on who the main player of the game is going to be. In other words, if it’s an adventure game for children, then obviously the game will be easier. If it’s for families, the game will be harder than for children, but easier than a game strictly for adults. If it’s a game with adults in mind, then the difficulty level lies with the designer as he or she weaves the various puzzles into the plot of the story. I think even then, though, the decision of how difficult it’s going to be is made around the start of the design. Speaking personally, I usually have a good sense of which puzzles are going to be more difficult and which ones are easier to solve. There have been a few times when I miscalculated a puzzle. For instance, in King’s Quest II I thought the bridle-and-snake puzzle was fairly straightforward, but no, it wasn’t. And in The Colonel’s Bequest I didn’t think that discovering the secret passage in the house would be as difficult for some people as it turned out to be.

Corey and Lori Ann Cole: We try to keep the puzzles on the easy side in the sense of being fair; hints are somewhere in the game. But sometimes the best-laid plans of designers and developers go out the window when programming push-time comes, to mix several metaphors. But we definitely plan difficulty level in advance. The Quest for Glory series was intended to be somewhat on the easy side as adventure games go because we were introducing the concept of role-playing at the same time.

Dave Lebling: I think it’s relatively easy to make a game really hard or really easy. What’s tough is the middle-ground game. They tend to slop over to one extreme or the other, sometimes both in different puzzles, and you get a mishmash.

Mike Berlyn: I tend to design games that have various levels of difficulty within themselves, and so can appeal to a broad range of players. Like Steve, I like to open with an easy one and then mix up the middle game, saving the toughest stuff for the endgame.

Corey and Lori Ann Cole: We made a real effort to graduate the puzzles in Quest for Glory I, easier ones in the early phases.

Al Lowe: Does anyone else feel we should lighten up on our difficulty level so as to attract a broader audience and broaden our base of players?

Mike Berlyn: Making games easier isn’t going to attract more players. What will is designing and implementing them better.

Roberta Williams: Perhaps a parser-less interface would help. But I still think that each game should be thought out in advance as to who the target audience is, and then go from there on difficulty level.

Bob Bates: I agree that what is needed is not easier puzzles. I think that players want tough but fair puzzles. Where’s the rush that comes from solving an easy puzzle? What will keep them coming back for more?

Dave Lebling: One person’s easy puzzle is another’s never-solved brain-buster. There need to be a range of games and a range of puzzles in each game. Even Wishbringer, Infocom’s “easiest” game, had huge numbers of people stuck on the “easiest” puzzles.

Adventure designs have recently been criticized for becoming shorter and/or easier. Do you agree with this criticism, and, if so, how do you change a design to make a product longer and/or harder? And are harder games commercially viable?

Dave Lebling: Games are already too easy and not easy enough, and other paradoxes. Meaning that the intentional puzzles are getting too easy, and the unintentional ones — caused by size limitations, laziness, lousy parsers, bugs, etc. — are still too hard. Harder games are commercially viable, but only if the unintentional difficulty is reduced. We aren’t real good at that yet.

Roberta Williams: It may be true, to a certain extent, that adventure games have become shorter and/or easier than in the past. Four to ten years ago, adventure games were primarily text-oriented, and, as such, could be more extensive in scope, size, and complexity. Since the introduction of graphics, animation, and sound — and, coming up, speech — it is much more difficult, if not impossible, to achieve the same sort of scope that the earlier adventure games were able to accomplish. The reason for this is mainly limitations of memory, disk space, time, and cost. We adventure-game developers increasingly have to worry about cramming in beautiful graphics, realistic animation, wonderful sound, and absorbing plots, along with as many places to explore as possible, alternate paths or choices, and interesting puzzles. There is just so much space to put all that in. Something has to give. Even CD technology will not totally solve that problem. Though there is a very large disk capacity with CD, there is still a relatively small memory capacity. Also, the way the adventure-game program needs to be arranged on the CD creates problems. And as usual, with the new CD capabilities, we adventure-game developers are sure to create the most beautiful graphics you’ve ever seen, the most beautiful music you’ve ever heard, etc., etc. And that uses up disk space, even on CD.

Mike Berlyn: Shorter? Yeah, I suppose some of the newer games, whose names will remain untyped, are easier, shorter, etc. But unfortunately, they aren’t cheaper to make. I hate to tell you how much Altered Destiny is going to cost before it’s done. Accolade and myself have over ten man-years in this puppy, and a cast of many is creating it. When I created Oo-Topos or Cyborg or even Suspended, the time and money for development were a fraction of what this baby will cost. In addition, games like King’s Quest IV are larger, give more bang for the buck, and outshine many of the older games.

Steve Meretzky: A few years ago, I totally agreed with the statement that adventure games were getting too short and easy. Then I did Zork Zero, which was massive and ultimately quite hard. A good percentage of the feedback distilled down to “Too big!” It just took too long to play, and it was too hard to keep straight everything you had to do to win the game. Plus, of course, it was a major, major effort to design and implement and debug such a huge game. So, I’ve now come to the conclusion that a nice, average, 50-to-100-room, 20-to-30-hours-of-play-time, medium-level-of-difficulty game is just about right.

Corey and Lori Ann Cole: There is plenty of room left for easier games, especially since most “hard” games are hard only because they are full of unfair outguess-the-designer — or programmer or parser — puzzles. Nobody wants to play a game and feel lost and frustrated. Most of us get enough of that in our daily lives! We want smaller, richer games rather than large, empty ones, and we want to see puzzles that further the story rather than ones that are just thrown in to make the game “hard.”

Al Lowe: I’ve been trying for years to make ’em longer and harder!

Groan…

Al Lowe: But seriously, I have mixed emotions. I work hard on these things, and I hate to think that most people will never see the last half of them because they give up in defeat. On the other hand, gamers want meaty puzzles, and you don’t want to disappoint your proven audience. I think many games will become easier and easier, if only to attract more people to the medium. Of course, hard games will always be needed too, to satisfy the hardcore addicts. Geez, what a cop-out answer!

Bob Bates: You have to give the player his money’s worth, and if you can just waltz through a game, then all you have is an exercise in typing or clicking. The problem is that the definition of who the player is is changing. In trying to reach a mass market, some companies are getting away from our puzzle roots. The quandary here is that this works. The big bucks are in the mass market, and those people don’t want tough puzzles. The designers who stay behind and cater to the puzzle market may well be painting themselves into a niche.

Noah Falstein: Al and Bob have eloquently given the lead-in I was intending. But I’d like to go farther and say that we’re all painting ourselves into a corner if we keep catering to the 500,000 or so people that are regular players — and, more importantly, buyers — of adventure games. It’s like the saber-toothed tiger growing over-specialized. There are over 15 million IBM PC owners out there, and most of them have already given up on us because the games are too… geeky. Sorry, folks! Without mentioning that game that’s looming over this discussion, we’ve found that by making a very easy game, we’ve gotten more vehement, angry letters than ever before — as well as more raves from people who never played or enjoyed such games before. It seems to be financially worthwhile even now, and if more of us cater to this novice crowd, with better stories instead of harder puzzles, there will be a snowball effect. I think this is worth working towards, and I hope some of you will put part of your efforts into this. There’s always still some room for the “standard-audience” games. Interestingly enough, 60 to 100 rooms and 20 to 30 hours is precisely the niche we arrived at too! But let’s put out at least one more accessible game each year.

Dave Lebling: Most of the points I wanted to make have been made, and made well, but I’d like to add one more. What about those 20 million or more Nintendo owners out there? What kinds of games will hook them, if any? Have they written us off? I don’t think our fraction of the IBM market is quite as small as Noah’s figures make it look. Many of those IBM machines are not usable for games by policy, as they are in corporate settings. But all of the Nintendos are in home settings. Sure, they don’t have keyboards, but if there was a demand for our sort of game — a “puzzle” game, for want of a better word — there would be a keyboard-like interface or attachment, like the silly gun or the power glove. There isn’t. Why? Are we too geeky? Are puzzles and even the modicum of text that is left too much? We will have the opportunity to find out when the new game systems with keyboards start appearing in the US.

What do you all think about the idea of labeling difficulty levels and/or estimated playing time on the box, like Infocom used to do at one time?

Steve Meretzky: That was a pretty big failure. As was said earlier about puzzles, one person’s easy is another person’s hard.

Al Lowe: Heh, heh…

Steve Meretzky: For example, I found Suspended to be pretty easy, having a mind nearly as warped as Berlyn’s, but many people consider it one of Infocom’s hardest.

Bob Bates: The other Infocommies here can probably be more accurate, but my recollection is that labeling a game “advanced” scared off people, and labeling a game “easy” or “beginner” turned off lots of people too. So most of the games wound up being released as “standard,” until they dropped the scheme altogether. Still, I think some sort of indication on a very easy game, like the ones Noah was talking about, is in order. The customer has a right to know what he is purchasing.

Corey and Lori Ann Cole: But Loom was rated as an easy game, and people who were stumped on a puzzle felt like this meant they were dumb or something.

Mike Berlyn: Good point! I’m not sure that labeling a product as being easy, medium, or difficult is a real solution. I know some games which were labeled “beginner” level were too tough for me. What we as designers need to do is write better, fairer, more rounded games that don’t stop players from exploring, that don’t close off avenues. It isn’t easy, but it’s sure my goal, and I like to think that others share this goal.

Okay, this is the last question. What is your favorite adventure game and why?

Noah Falstein: This will sound like an ad, but our audience constitutes a mass market. Ron Gilbert’s next game, The Secret of Monkey Island, is the funniest and most enjoyable adventure game I’ve ever played, including the others our company has done. I’ve laughed out loud reading and rereading the best scenes.

Steve Meretzky: Based simply on the games I’ve had the most fun playing, it’s a tie between Starcross — the first ever adventure game in my genre of choice, science fiction — and the vastly ignored and underrated Nord and Bert Couldn’t Make Head or Tail of It.

Roberta Williams: I hate to say it, but I don’t play many adventure games, including our own! I really love adventure games, though. It was this love of adventure gaming that brought me into this business. However, nowadays I’m so busy, what with working on games of my own, helping my husband run the company, taking care of the kids and the house, and doing other extracurricular activities, that I literally don’t have time to play adventure games — and we all know how much time it does take to play them! Of the adventure games that I’ve played and/or seen, I like the games that Lucasfilm produces; I have a lot of respect for them. And I also enjoy the Space Quest and Leisure Suit Larry series that my company, Sierra, produces. Of my own games, I always seem to favor the game I’m currently working on since I’m most attached to it at that given moment. Right now, that would be King’s Quest V. But aside from that, I am particularly proud of The Colonel’s Bequest since it was a departure for me, and very interesting and complicated to do. I am also proud of Mixed-Up Mother Goose, especially the new version coming out. And looking way back, I still have fond memories of Time Zone, for any of you who may remember that one.

Corey and Lori Ann Cole: Of adventure games, we liked the original mainframe Zork and Space Quest III. But our favorite games are Dungeon Master and Rogue, the only games we keep going back to replay. As for our favorite of all two games we’ve done, we’re particularly proud of what we are doing with Quest for Glory II: Trial By Fire. We’re also proud of the first game, but we think Trial by Fire is going to be really great. Okay, end of commercial, at least as soon as I say, “Buy our game!” But seriously, we’re pleased with what we’ve done with the design.

Bob Bates: “You are standing outside a white house. There is a mailbox here.”

Mike Berlyn: This is my least favorite question in the world. (Well, okay, I could think up some I’d like less.) But it’s a toss-up between A Mind Forever Voyaging, Starcross, and the soon-to-be-forgotten masterpiece, Scott Adams’s Pirate Adventure. Yoho.

Dave Lebling: Hitchhiker’s Guide and Trinity. Both well thought-out, with great themes. But beyond those, the original Adventure. I just played it a little bit last night, and I still get a thrill from it. We owe a lot to Will Crowther and Don Woods, and I think that’s an appropriate sentiment to close with.

Footnotes

Footnotes
1 One of my favorite things about this transcript is the way that Steve Meretzky and Al Lowe keep making these stupid jokes, and everybody just keeps ignoring them. I fancy I can almost hear the sighs…
2 It’s worth noting that the trend the Coles describe as “unfortunate” was exactly the direction in which Sierra, their employer, was moving in very aggressive fashion. The Coles thus found themselves blowing against the political winds in designing their games their way. Perhaps not coincidentally, they were also designing the best games coming out of Sierra during this period.
3 This was not what many participating in the conference probably wanted to hear, but it wins the prize of being the most prescient single statement of the evening. Note that Lebling not only predicted the complete commercial demise of text adventures, but he also predicted that they would survive as a hobbyist endeavor; the emphasis on the word “commercial” is original.
4 Steve Meretzky’s perennial Titanic proposal, which he pitched to every publisher he ever worked with, became something of an industry in-joke. There’s just no market for such a game, insisted each of the various publishers. When James Cameron’s 1997 film Titanic became the first ever to top $1 billion at the box office, and a modest little should-have-been-an-obscurity from another design team called Titanic: Adventure Out of Time rode those coattails to sales of 1 million copies, the accusations flew thick and fast from Meretzky’s quarter. But to no avail; he still hasn’t gotten to make his Titanic game. On the other hand, he’s nowhere near death, so there’s still time to fulfill his promise…
5 Meretzky had pitched both of these ideas as well to Infocom without success. In the longer term, however, he would get one of his wishes, at least after a fashion. “Short stories” have become the norm in modern interactive fiction, thanks largely to the Interactive Fiction Competition and its guideline that it should be possible to play an entrant to completion within two hours.
6 Legal threats from the makers of the board game HeroQuest had recently forced the Coles to change the name of their burgeoning series of adventure/CRPG hybrids from the perfect Hero’s Quest to the rather less perfect Quest for Glory. Obviously the fresh wound still smarted.
7 After some delays, the game Falstein is talking about here would be released in 1992 as Indiana Jones and the Fate of Atlantis. It would prove to be a very good adventure game, if not quite the medium-changer Falstein describes.
8 It’s interesting to see Lebling still using the rhetoric from Infocom’s iconic early advertising campaigns.
 
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Posted by on February 16, 2018 in Digital Antiquaria, Interactive Fiction

 

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An Unlikely Savior

Activision Blizzard is the largest game publisher in the Western world today, generating a staggering $7.5 billion in revenue every year. Along with the only slightly smaller behemoth Electronic Arts and a few Japanese competitors, Activision for all intents and purposes is the face of gaming as a mainstream, mass-media phenomenon. Even as the gaming intelligentsia looks askance at Activision for their unshakeable fixation on sequels and tried-and-true formulas, the general public just can’t seem to get enough Call of Duty, Guitar Hero, World of Warcraft, and Candy Crush Saga. Likewise, Bobby Kotick, who has sat in the CEO’s chair at Activision for over a quarter of a century now, is as hated by gamers of a certain progressive sensibility as he is loved by the investment community.

But Activision’s story could have — perhaps by all rights should have — gone very differently. When Kotick became CEO, the company was a shambling wreck that hadn’t been consistently profitable in almost a decade. Mismanagement combined with bad luck had driven it to the ragged edge of oblivion. What to a large degree saved Activision and made the world safe for World of Warcraft was, of all things, a defunct maker of text adventures which longtime readers of this ongoing history have gotten to know quite well. The fact that Infocom, the red-headed stepchild a previous Activision CEO had never wanted, is directly responsible for Activision’s continuing existence today is one of the strangest aspects of both companies’ stories.



The reinvention of Activision engineered by Bobby Kotick in the early 1990s was actually the company’s third in less than a decade.

Activision 1.0 was founded in 1979 by four former Atari programmers known as the “Fantastic Four,” along with a former music-industry executive named Jim Levy. Their founding tenets were that Atari VCS owners deserved better games than the console’s parent was currently giving them, and that Atari VCS game programmers deserved more recognition and more money than were currently forthcoming from the same source. They parlayed that philosophy into one of the most remarkable success stories of the first great videogame boom; their game Pitfall! alone sold more than 4 million copies in 1982. It would, alas, be a long, long time before Activision would enjoy success like that again.

Following the Great Videogame Crash of 1983, Levy tried to remake Activision into a publisher of home-computer games with a certain high-concept, artsy air. But, while the ambitions of releases like Little Computer People, Alter Ego, and Portal still make them interesting case studies today, Activision 2.0 generated few outright hits. Six months after Levy had acquired Infocom, the preeminent maker of artsy computer games, in mid-1986, he was forced out by his board.

Levy’s replacement was a corporate lawyer named Bruce Davis. He nixed the artsy fare, doubled down on licensed titles, and tried to establish Activision 3.0 as a maker of mass-market general-purpose computer software as well as games. Eighteen months into his tenure, he changed the company’s name to Mediagenic to reflect this new identity. But the new products were, like the new name, mostly bland in a soulless corporate way that, in the opinion of many, reflected Davis’s own personality all too accurately. By decade’s end, Mediagenic was regarded as an important player within their industry at least as much for their distributional clout, a legacy of their early days of Atari VCS success, as for the games and software they published under their own imprint. A good chunk of the industry used Mediagenic’s network to distribute their wares as members of the company’s affiliated-labels program.

Then the loss of a major lawsuit, combined with a slow accretion of questionable decisions from Davis, led to a complete implosion in 1990. The piggy bank provided by Activision 1.0’s success had finally run dry, and most observers assumed that was that for Mediagenic — or Activision, or whatever they preferred to call themselves today.

But over the course of 1991, a fast-talking wiz kid named Bobby Kotick seized control of the mortally wounded mastodon and put it through the wringer of bankruptcy. What emerged by the end of that year was so transformed as to raise the philosophical question of whether it ought to be considered the same entity at all. The new company employed just 10 percent as many people as the old (25 rather than 250) and was headquartered in a different region entirely (Los Angeles rather than Silicon Valley). It even had a new name — or, rather, an old one. Perhaps the smartest move Kotick ever made was to reclaim the company’s old appellation of “Activision,” still redolent for many of the nostalgia-rich first golden age of videogames, in lieu of the universally mocked corporatese of “Mediagenic.” Activision 4.0, the name reversion seemed to say, wouldn’t be afraid of their heritage in the way that versions 2.0 and 3.0 had been. Nor would they be shy about labeling themselves a maker of games, full stop; Mediagenic’s lines of “personal-productivity” software and the like were among the first things Kotick trashed.

Kotick was still considerably short of his thirtieth birthday when he took on the role of Activision’s supreme leader, but he felt like he’d been waiting for this opportunity forever. He’d spent much of the previous decade sniffing around at the margins of the industry, looking for a way to become a mover and shaker of note. (In 1987, for instance, at the tender age of 24, he’d made a serious attempt to scrape together a pool of investors to buy the computer company Commodore.) Now, at last, he had his chance to be a difference maker.

It was indeed a grand chance, but it was also an extremely tenuous one. He had been able to save Activision — save it for the time being, that is — only by mortgaging some 95 percent of it to its numerous creditors. These creditors-cum-investors were empowered to pull the plug at any time; Kotick himself maintained his position as CEO only by their grace. He needed product to stop the bleeding and add some black to the sea of red ink that was Activision’s books, thereby to show the creditors that their forbearance toward this tottering company with a snot-nosed greenhorn at the head hadn’t been a mistake. But where was said product to come from? Activision was starved for cash even as the typical game-development budget in the industry around them was increasing almost exponentially year over year. And it wasn’t as if third-party developers were lining up to work with them; they’d stiffed half the industry in the process of going through bankruptcy.

To get the product spigot flowing again, Kotick found a partner to join him in the executive suite. Peter Doctorow had spent the last six years or so with Accolade (a company ironically founded by two ex-Activision developers in 1984, in a fashion amusingly similar to the way that restless Atari programmers had begotten Activision). In the role of product-development guru, Doctorow had done much to create and maintain Accolade’s reputation as a maker of attractive and accessible games with natural commercial appeal. Activision, on the other hand, hadn’t enjoyed a comparable reputation since the heyday of the Atari VCS. Jumping ship from the successful Accolade to an Activision on life support would have struck most as a fool’s leap, but Kotick could be very persuasive. He managed to tempt Doctorow away with the title of president and the promise of an opportunity to build something entirely new from the ground up.

Of course, building materials for the new thing could and should still be scrounged from the ruins of Mediagenic whenever possible. After arriving at Activision, Doctorow thus made his first priority an inventory of what he already had to work with in the form of technology and intellectual property. On the whole, it wasn’t a pretty picture. Activision had never been particularly good at spawning the surefire franchises that gaming executives love. There were no Leisure Suit Larrys or Lord Britishes lurking in their archives — much less any Super Marios. Pitfall!, the most famous and successful title of all from the Atari VCS halcyon days, might be a candidate for revival, but its simple platforming charms were at odds with where computer gaming was and where it seemed to be going in the early 1990s; the talk in the industry was all about multimedia, live-action video, interactive movies, and story, story, story. Pitfall! would have been a more natural fit on the consoles, but Kotick and Doctorow weren’t sure they had the resources to compete as of yet in those hyper-competitive, expensive-to-enter walled gardens. Their first beachhead, they decided, ought to be on computers.

In that context, there were all those old Infocom games… was there some commercial potential there? Certainly Zork still had more name recognition than any property in the Activision stable other than Pitfall!.

Ironically, the question of a potential Infocom revival would have been moot if Bruce Davis had gotten his way. He had never wanted Infocom, having advised his predecessor Jim Levy strongly against acquiring them when he was still a mere paid consultant. When Infocom delivered a long string of poor-selling games over the course of 1987 and 1988, he felt vindicated, and justified in ordering their offices closed permanently in the spring of 1989.

Even after that seemingly final insult, Davis continued to make clear his lack of respect for Infocom. During the mad scramble for cash preceding the ultimate collapse of Mediagenic, he called several people in the industry, including Ken Williams at Sierra and Bob Bates at the newly founded Legend Entertainment, to see if they would be interested in buying the whole Infocom legacy outright — including games, copyrights, trademarks, source code, and the whole stack of development tools. He dropped his asking price as low as $25,000 without finding a taker; the multimedia-obsessed Williams had never had much interest in text adventures, and Bates was trying to get Legend off the ground and simply didn’t have the money to spare.

When a Mediagenic producer named Kelly Zmak learned what Davis was doing, he told him he was crazy. Zmak said that he believed there was still far more than $25,000 worth of value in the Infocom properties, in the form of nostalgia if nothing else. He believed there would be a market for a compilation of Infocom games, which were now available only as pricey out-of-print collectibles. Davis was skeptical — the appeal of Infocom’s games had always been lost on him — but told Zmak that, if he could put such a thing together for no more than $10,000, they might as well give it a try. Any port in a storm, as they say.

As it happened, Mediagenic’s downfall was complete before Zmak could get his proposed compilation into stores. But he was one of the few who got to keep his job with the resurrected company, and he made it clear to his new managers that he still believed there was real money to be made from the Infocom legacy. Kotick and Doctorow agreed to let him finish up his interrupted project.

And so one of the first products from the new Activision 4.0 became a collection of old games from the eras of Activision 3.0, 2.0, and even 1.0. It was known as The Lost Treasures of Infocom, and first entered shops very early in 1992.

Activision’s stewardship of the legacy that had been bequeathed to them was about as respectful as one could hope for under the circumstances. The compilation included 20 of the 35 canonical Infocom games. The selection felt a little random; while most of the really big, iconic titles — like all of the Zork games, The Hitchhiker’s Guide to the Galaxy, the Enchanter trilogy, and Planetfall — were included, the 100,000-plus-selling Leather Goddesses of Phobos and Wishbringer were oddly absent. The feelies that had been such an important part of the Infocom experience were reduced to badly photocopied facsimiles lumped together in a thick, cheaply printed black-and-white manual — if, that is, they made the package at all. The compilers’ choices of which feelies ought to be included were as hit-and-miss as their selection of games, and in at least one case — that of Ballyhoo — the loss of an essential feelie rendered a game unwinnable without recourse to outside resources. Hardcore Infocom fans had good reason to bemoan this ugly mockery of the original games’ lovingly crafted packaging. “Where is the soul?” asked one of them in print, speaking for them all.

But any real or perceived lack of soul didn’t stop people from buying the thing. In fact, people bought it in greater numbers than even Kelly Zmak had dared to predict. At least 100,000 copies of The Lost Treasures of Infocom were sold — numbers better than any individual Infocom game had managed since 1986 — at a typical street price of about $60. With a response like that, Activision wasted no time in releasing most of the remaining games as The Lost Treasures of Infocom II, to sales that were almost as good. Along with Legend Entertainment’s final few illustrated text adventures, Lost Treasures I and II mark the last gasps of interactive fiction as a force in mainstream commercial American computer gaming.

The Lost Treasures of Infocom — the only shovelware compilation ever to spark a full-on artistic movement.

Yet these two early examples of the soon-to-be-ubiquitous practice of the shovelware compilation constitute a form of beginning as well as ending.  By collecting the vast majority of the Infocom legacy in one place, they cemented the idea of an established Infocom canon of Great Works, providing all those who would seek to make or play text adventures in the future with an easily accessible shared heritage from which to draw. For the Renaissance of amateur interactive fiction that would take firm hold by the mid-1990s, the Lost Treasures would become a sort of equivalent to what The Complete Works of William Shakespeare means to English literature. Had such heretofore obscure but groundbreaking Infocom releases as, say, Nord and Bert Couldn’t Make Head or Tail of It and Plundered Hearts not been collected in this manner, it’s doubtful whether they ever could have become as influential as they would eventually prove. Certainly a considerable percentage of the figures who would go on to make the Interactive Fiction Renaissance a reality completed their Infocom collection or even discovered the company’s rich legacy for the first time thanks to the Lost Treasures compilations.

Brian Eno once famously said that, while only about 30,000 people bought the Velvet Underground’s debut album, every one of them who did went out and started a band. A similar bit of hyperbole might be applied to the 100,000-and-change who bought Lost Treasures. These compilations did much to change perceptions of Infocom, from a mere interesting relic of an earlier era of gaming into something timeless and, well, canonical — a rich literary tradition that deserved to be maintained and further developed. It’s fair to ask whether the entire vibrant ecosystem of interactive fiction that remains with us today, in the form of such entities as the annual IF Comp and the Inform programming language, would ever have come to exist absent the Lost Treasures. Their importance to everything that would follow in interactive fiction is so pronounced that anecdotes involving them will doubtless continue to surface again and again as we observe the birth of a new community built around the love of text and parsers in future articles on this site.

For Activision, on the other hand, the Lost Treasures compilations made a much more immediate and practical difference. What with their development costs of close to zero and their no-frills packaging that hadn’t cost all that much more to put together, every copy sold was as close to pure profit as a game could possibly get. They made an immediate difference to Activision’s financial picture, giving them some desperately needed breathing room to think about next steps.

Observing the success of the compilations, Peter Doctorow was inclined to return to the Infocom well again. In fact, he had for some time now been eyeing Leather Goddesses of Phobos, Infocom’s last genuine hit, with interest. In the time since it had sold 130,000 copies in 1986, similarly risqué adventure games had become a profitable niche market: Sierra’s Leisure Suit Larry series, Legend’s Spellcasting series, and Accolade’s Les Manley series had all done more or less well. There ought to be a space, Doctorow reasoned, for a sequel to the game which had started the trend by demonstrating that, in games as just about everywhere else, Sex Sells. Hewing to this timeless maxim, he had made a point of holding the first Leather Goddesses out of the Lost Treasures compilations in favor of giving it its own re-release as a standalone $10 budget title — the only one of the old Infocom games to be accorded this honor.

Doctorow had a tool which he very much wanted to use in the service of a new adventure game. Whilst casting through the odds and ends of technology left over from the Mediagenic days, he had come upon something known as the Multimedia Applications Development Environment, the work of a small internal team of developers headed by one William Volk. MADE had been designed to facilitate immersive multimedia environments under MS-DOS that were much like the Apple Macintosh’s widely lauded HyperCard environment. In fact, Mediagenic had used it just before the wheels had come off to publish a colorized MS-DOS port of The Manhole, Rand and Robyn Miller’s unique HyperCard-based “fantasy exploration for children of all ages.” Volk and most of his people were among the survivors from the old times still around at the new Activision, and the combination of the MADE engine with Leather Goddesses struck Doctorow as a commercially potent one. He thus signed Steve Meretzky, designer of the original game, to write a sequel to this second most popular game he had ever worked on. (The most popular of all, of course, had been Hitchhiker’s, which was off limits thanks to the complications of licensing.)

But from the beginning, the project was beset by cognitive dissonance, alongside extreme pressure, born of Activision’s precarious finances, to just get the game done as quickly as possible. Activision’s management had decided that adventure games in the multimedia age ought to be capable of appealing to a far wider, less stereotypically eggheaded audience than the games of yore, and therefore issued firm instructions to Meretzky and the rest of the development team to include only the simplest of puzzles. Yet this prioritization of simplicity above all else rather belied the new game’s status as a sequel to an Infocom game which, in addition to its lurid content, had featured arguably the best set of interlocking puzzles Meretzky had ever come up with. The first Leather Goddesses had been a veritable master class in classic adventure-game design. The second would be… something else.

Which isn’t to say that the sequel didn’t incorporate some original ideas of its own; they were just orthogonal to those that had made the original so great. Leather Goddesses of Phobos 2: Gas Pump Girls Meet the Pulsating Inconvenience from Planet X really wanted to a be a CD-based title, but a critical mass of CD-ROM-equipped computers just wasn’t quite there yet at the time it was made. So, when it shipped in May of 1992 it filled 17 (!) floppy disks, using the space mostly for, as Activision’s advertisements proudly trumpeted in somewhat mangled diction, “more than an hour of amazing digital sound track!” Because a fair number of MS-DOS computer owners still didn’t have sound cards at this point, and because a fair proportion of those that did had older models of same that weren’t up to the task of delivering digitized audio as opposed to synthesized sounds and music, Activision also included a “LifeSize Sound Enhancer” in every box — a little gadget with a basic digital-to-analog circuit and a speaker inside it, which could be plugged into the printer port to make the game talk. This addition pushed the price up into the $60 range, making the game a tough sell for the bare few hours of content it offered — particularly if you already had a decent sound card and thus didn’t even need the hardware gadget you were being forced to pay for. Indeed, thanks to those 17 floppy disks, Leather Goddesses 2 would come perilously close to taking most gamers longer to install than it would to actually play.

That said, brevity was among the least of the game’s sins: Leather Goddesses 2 truly was a comprehensive creative disaster. The fact that this entire game was built from an overly literal interpretation of a tossed-off joke at the end of its predecessor says it all really. Meretzky’s designs had been getting lazier for years by the time this one arrived, but this game, his first to rely solely on a point-and-click interface, marked a new low for him. Not only were the brilliant puzzles that used to do at least as much as his humor to make his games special entirely absent, but so was all of the subversive edge to his writing. To be fair, Activision’s determination to make the game as accessible as possible — read, trivially easy — may have largely accounted for the former lack. Meretzky chafed at watching much of the puzzle design — if this game’s rudimentary interactivity can even be described using those words — get put together without him in Activision’s offices, a continent away from his Boston home. The careless writing, however, is harder to make excuses for.

In the tradition of the first Leather Goddesses, the sequel lets you choose to play as a man or a woman — or, this time, as an alien of indeterminate sex.

Still, this game is obviously designed for the proverbial male gaze. The real question is, why were all these attempts to be sexy in games so painfully, despressingly unsexy? Has anyone ever gotten really turned on by a picture like this one?

Earlier Meretzky games had known they were stupid, and that smart sense of self-awareness blinking through between the stupid had been their saving grace when they wandered into questionable, even borderline offensive territory. This one, on the other hand, was as introspective as one of the bimbos who lived within it. Was this really the same designer who just seven years before had so unabashedly aimed for Meaning in the most literary sense with A Mind Forever Voyaging? During his time at Infocom, Meretzky had been the Man of 1000 Ideas, who could rattle off densely packed pages full of games he wanted to make when given the least bit of encouragement. And yet by the end of 1992, he had made basically the same game four times in a row, with diminishing returns every time out. Just how far did he think he could ride scantily clad babes and broad innuendo? The shtick was wearing thin.

The women in many games of this ilk appear to be assembled from spare parts that don’t quite fit together properly.

Here, though, that would seem to literally be the case. These two girls have the exact same breasts.

In his perceptive review of Leather Goddesses 2 for Computer Gaming World magazine, Chris Lombardi pointed out how far Meretzky had fallen, how cheap and exploitative the game felt — and not even cheap and exploitative in a good way, for those who really were looking for titillation above all else.

The treatment of sex in LGOP2 seems so gratuitous, and adolescent, and (to use a friend’s favorite adjective for pop music) insipid. The game’s “explicit” visual content is all very tame (no more explicit than a beer commercial, really) and, for the most part, involves rather mediocre images of women in tight shirts, garters, or leather, most with impossibly protruding nipples. It’s the stuff of a Wally Cleaver daydream, which is appropriate to the game’s context, I suppose.

It appears quite innocuous at first, yet as I played along I began to sense an underlying attitude running through it all that can best be seen in the use of a whorehouse in the game. When one approaches this whorehouse, one is served a menu of a dozen or so names to choose from. Choosing a name takes players to a harlot’s room and affords them a “look at the goods.” Though loosely integrated into the storyline, it is all too apparent that it is merely an excuse for a slideshow of more rather average drawings of women.

You have to wonder what Activision was thinking. Do they imagine adults are turned on or, at minimum, entertained by this stuff? If they do, then I think they’ve misunderstood their market. And that must be the case, for the only other possibility is to suggest that their real target market is actually, and more insidiously, a younger, larger slice of the computer-game demographic pie.

On the whole, Lombardi was kinder to the game than I would have been, but his review nevertheless raised the ire of Peter Doctorow, who wrote in to the magazine with an ad hominem response: “It seems clear to me that you must be among those who long for the good old days, when films were black and white, comic books were a dime, and you could get an American-made gas guzzler with a distinct personality, meticulously designed taillights, and a grill reminiscent of a gargantuan grin. Sadly, the merry band that was Infocom can no longer be supported with text adventures.”

It seldom profits a creator to attempt to rebut a reviewer’s opinion, as Doctorow ought to have been experienced enough to know. His graceless accusation of Ludditism, which didn’t even address the real concerns Lombardi stated in his review, is perhaps actually a response to a vocal minority of the Infocom hardcore who were guaranteed to give Activision grief for any attempt to drag a beloved legacy into the multimedia age. Even more so, though, it was a sign of the extreme financial duress under which Activision still labored. Computer Gaming World was widely accepted as the American journal of record for the hobby in question, and their opinions could make or break a game’s commercial prospects. The lukewarm review doubtless contributed to Leather Goddesses of Phobos 2‘s failure to sell anywhere near as many copies as the Lost Treasures compilations — and at a time when Activision couldn’t afford to be releasing flops.

So, for more reasons than one, Leather Goddesses 2 would go down in history as an embarrassing blot on the CV of everyone involved. Sex, it seemed, didn’t always sell after all — not when it was done this poorly.

One might have thought that the failure of Leather Goddesses 2 would convince Activision not to attempt any further Infocom revivals. Yet once the smoke cleared even the defensive Doctorow could recognize that its execution had been, to say the least, lacking. And there still remained the counterexample of the Lost Treasures compilations, which were continuing to sell briskly. Activision thus decided to try again — this time with a far more concerted, better-funded effort that would exploit the most famous Infocom brand of all. Zork itself was about to make a splashy return to center stage.

(Sources: Computer Gaming World of April 1992, July 1992, and October 1992; Questbusters of February 1992 and August 1992; Compute! of November 1987; Amazing Computing of April 1992; Commodore Magazine of July 1989; .info of April 1992. Online sources include Roger J. Long’s review of the first Lost Treasures compilation. Some of this article is drawn from the full Get Lamp interview archives which Jason Scott so kindly shared with me. Finally, my huge thanks to William Volk and Bob Bates for sharing their memories and impressions with me in personal interviews.)

 
 

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Superhero League of Hoboken

 

Please bear with me as I begin today with an anecdote from Beatles rather than gaming fandom.

Paul McCartney was having a rough time of it in 1973, three years after the Beatles’ breakup. He’d been thrown off balance by that event more than any of his band mates, and had spent the intervening time releasing albums full of far too many flaccid, underwritten songs, which the critics savaged with glee. They treated Wings, the new band he had formed, with the same derision, mocking especially the inclusion of Paul’s wife Linda as keyboard player. (“What do you call a dog with wings?” ran one of the uglier misogynist jokes of the time. “Linda!”) Then, just as it seemed things couldn’t get any worse, two of the three members of Wings who weren’t part of the McCartney family quit just as they were all supposed to fly to Lagos, Nigeria, to record their latest album.

It ought to have been the straw that broke the camel’s back. But instead, Paul, Linda, and their faithful rhythm guitarist Denny Laine went to Nigeria and delivered what many still regard as the finest album of McCartney’s post-Beatles career. “Paul thought, I’ve got to do it. Either I give up and cut my throat or get my magic back,” said Linda later. He did the latter: Band on the Run marked the return of the Paul McCartney who had crafted the astonishing medley that closed out Abbey Road, that parting shot of the greatest rock band ever. As Nicholas Schaffner wrote in The Beatles Forever, “Band on the Run more than sufficed to dispel the stigma of all that intervening wimpery. And the aging hippies all said: McCartney Is Back.”

I tell this story now because I had much the same feeling when I recently played Superhero League of Hoboken, Steve Meretzky’s game from 1994: “Meretzky Is Back.” And a welcome return it was.

Meretzky, you see, spent the period immediately following the breakup of Infocom in 1989 pursuing his own sort of peculiarly underwhelming course. The man who had strained so hard to bring real literary credibility to the medium of the adventure game in 1985 via A Mind Forever Voyaging spent the early years of the 1990s making lowbrow sex comedies seemingly aimed primarily at thirteen-year-old boys. Spellcasting 101: Sorcerers Get All the Girls, the first of the bunch, was defensible on its own merits, and certainly a solid commercial choice with which to kick-start Legend Entertainment, the company co-founded by former Infocom author Bob Bates with the explicit goal of becoming the heir to Infocom’s legacy. By the time of Spellcasting 201 and Spellcasting 301, however, the jokes were wearing decidedly thin. And the less said the better about Activision’s Leather Goddesses of Phobos 2, the comprehensively botched graphical sequel to arguably Meretzky’s best single Infocom text adventure of all. By 1992, it was time for a change. Oh, boy, was it time for a change.

Thus it was a blessing for everyone when Meretzky decided not to make the fourth game in what had been planned as a Spellcasting tetralogy, decided to do something completely different for Legend instead. The change in plans was readily accepted by the latter, for whom Meretzky worked from home on a contract basis. For, in a surprising indication that even the timeless marketing mantra that Sex Sells isn’t complete proof against a stale concept, sales of Spellcasting 301 hadn’t been all that strong.

The concept for Meretzky’s next game was fresh in comparison to what had come immediately before it, but it wasn’t actually all that new. In 1987, after finishing Stationfall for Infocom, he’d prepared a list of eight possibilities for his next project and circulated it among his colleagues. On the list was something called Super-Hero League of America:

When Marvel Comics asked if we’d be interested in a collaboration, I thought, Steve, old buddy, old pal, you could think up a lot more interesting and weird and fun superheroes than those worn-out boring Marvel Comics superheroes. Such as Farm Stand Man, who can turn himself into any vegetable beginning with a vowel. Dr. Madmoiselle [sic] Mozzarella, who can tell the toppings on any pizza before the box is even opened! I see this as a Hitchhiker’s/Rashomon type game in which you can play your choice of any of half a dozen superheroes. The story would be slightly different depending on which one you chose. If you elected to portray Annelid Man (able to communicate with any member of the worm family), you wouldn’t command as much respect as Dr. Asphalt (able to devour entire eight-lane highways), and the other superheroes wouldn’t obey you as readily. Potential for lots of interesting puzzles. Possible RPG elements.

“I like this!” scribbled one of his colleagues on the memo. “The superheroes shouldn’t be so silly, though… maybe?” But in the end, Meretzky wound up doing the safest project on the list, yet another Zork sequel. After releasing a whole pile of unique and innovative games over the course of 1987, to uniformly dismal commercial results, Infocom just didn’t feel that they had room to take any more chances.

Still, the idea continued to resonate with its originator, even through all of the changes which the ensuing five years brought with them. In late 1992, having decided not to do another Spellcasting game, he dusted it off and developed it further. He had the brilliant brainstorm of setting it in Hoboken, New Jersey, a real town of 35,000 souls not without a record of achievement — it’s the birthplace of baseball, Frank Sinatra, and Yo La Tengo — but one whose very name seems somehow to hilariously evoke its state’s longstanding inferiority complex in relation to its more cosmopolitan neighbor New York. Hoboken was the perfect home for Meretzky’s collection of low-rent superheroes with massive inferiority complexes of their own. Even more notably, the “possible RPG elements” of the first proposal turned into a full-fledged adventure/CRPG hybrid, a dramatic leap into unexplored territory for both Mereztky and Legend.

It was new territory for Meretzky the game designer, that is, but not for Meretzky the game player: he had long been a fan of CRPGs. Among the documents from the Infocom era which he has donated to the Internet Archive are notes about the games from other companies which Meretzky was playing during the 1980s. One finds there pages and pages of lovingly annotated maps of the likes of Might and Magic. Meretzky:

I’d been wanting to make an RPG for many years. But I thought that the usual Tolkienesque fantasy setting and trappings of RPGs had been done to death, and it occurred to me that superheroes was an excellent alternate genre that worked well with RPG gameplay, with superpowers substituting for magic spells. I originally planned to make it a full RPG, but Legend had never done anything that wasn’t a straight adventure game and were therefore nervous, so the only way I could convince them was to make it an RPG/adventure hybrid.

Meretzky’s characterization of Legend here is perhaps a touch ungenerous. They were a small company with limited resources, and were already in the process of moving from a parser-based adventure engine to a point-and-click one. Adapting it to work as a CRPG was a tall order.

Indeed, Superhero League of Hoboken remained in active development for more than eighteen months, longer than any Legend game to date. In the end, though, they succeeded in melding their standard graphic-adventure interface to a clever new combat engine. By the time the game was released in the summer of 1994, Meretzky had already moved on from Legend, and was working with fellow Infocom alum Mike Dornbrook to set up their own studio, under the name of Boffo Games. As a parting gift to Legend, however, Hoboken could hardly be beat. It had turned into a genuinely great game, Meretzky’s best since Stationfall or even Leather Goddesses of Phobos.

It takes place in a post-apocalyptic setting, a choice that was much in vogue in the mid-1990s; I’m now reviewing my third post-apocalyptic adventure game in a row. But, whereas Under a Killing Moon and Beneath a Steel Sky teeter a little uncertainly between seriousness and the centrifugal pull that comedy always exerts on the adventure genre, Hoboken wants only to be the latter. It’s extravagantly silly, so stupid that it’s smart — Meretzky at his best, in other words.

The premise is that a considerable percentage of the population have become “superheroes” in the wake of a nuclear war, thanks to all of the radiation in the air. But most of the actual superpowers thus acquired are, shall we say, rather esoteric. For example, you play the Crimson Tape, whose superpower is the ability to create organizational charts. That makes you ideal for the role of leader of the Hoboken chapter of the Superhero League. Your gang there includes folks like the Iron Tummy, who can eat spicy food without distress; the ironically named Captain Excitement, who puts others to sleep; Robo Mop, who can clean up almost any mess; Tropical Oil Man, who raises the cholesterol levels in his enemies; the holdover from the Infocom proposal Madam Pepperoni, who can see inside pizza boxes; and my personal favorite, King Midas, who can turn anything into a muffler. (For my non-American readers: “Midas” is the name of a chain of American auto-repair shops specializing in, yes, mufflers.) Some of these superpowers are more obviously useful than others: Captain Excitement’s power, for example, is the equivalent of the Sleep spell, that staple of low-level Dungeons & Dragons. Some of them are sneakily useful: the game’s equivalent of treasure chests are pizza boxes, which makes Madam Pepperoni its equivalent of your handy trap-detecting thief from a more ordinary CRPG setting. And some of the superpowers, including your own and that of many others, are utterly useless for fighting crime — until you stumble upon that one puzzle for which they’re perfect.

The game has a smart and very satisfying structure, playing out in half a dozen chapters. At the beginning of each of them you’re given a to-do list of five tasks in your superhero headquarters. To accomplish these things, you’ll naturally have to venture out into the streets. Each chapter takes you farther from home and requires you to explore more dangerous areas than the last; by its end, the game has come to encompass much of the Northeastern Seaboard, from Philadelphia to Boston, all of it now plagued by radiation and crime.

Your handy to-do list for Chapter 1.

In the Spellcasting games, Meretzky had a tendency to ask the player to do boring and/or irritating things over and over again, apparently in the mistaken impression that there’s something intrinsically funny about such blatant player abuse. It’s therefore notable that Hoboken evinces exactly the opposite tendency — i.e., it seeks to minimize the things that usually get boring in other CRPGs. Each section of the map spawns random encounters up to a certain point, and then stops, out of the logic that you’ve now cleaned that neighborhood of miscreants. I can’t praise this mechanic enough. There’s nothing more annoying than trying to move quickly through explored areas in a typical CRPG, only to be forced to contend with fight after mindlessly trivial fight. Likewise, the sense of achievement you get from actually succeeding in your ostensible goal of defeating the forces of evil and making a place safe again shouldn’t be underestimated. Among CRPGs that predate this one, Pool of Radiance is the only title I know of which does something similar, and with a similar premise behind it at that; there you’re reclaiming the fantasy village of Phlan from its enemies, just as here you’re reclaiming the urban northeast of the United States. Hoboken is clearly the work of a designer who has played a lot of games of its ilk — a rarer qualification in game design than you might expect — and knows which parts tend to be consistently fun and which parts can quickly become a drag.

You explore the city streets — this CRPG’s equivalent of a dungeon — from a top-down perspective. This interface yields to a separate interface for fighting the baddies you encounter, or to the first-person adventure-game interface when you wander onto certain “special” squares.

The combat system makes for an interesting study in itself, resembling as it does those found in many Japanese console CRPGs more than American incarnations of the genre. It’s simple and thoroughly unserious, like most things in this game, but it’s not without a modicum of tactical depth. Each round, each character in your party can choose to mount a melee attack if she’s close enough (using one of an assortment of appropriately silly weapons), mount a ranged attack if not (using one of an equally silly assortment of weapons), utilize her superpower (which is invariably silly), or assume a defensive stance. Certain weapons and powers are more effective against certain enemies; learning which approaches work best against whom and then optimizing accordingly is a key to your success. Ditto setting up the right party for taking on the inhabitants of the area you happen to be exploring; although you can’t create superheroes of your own, you have a larger and larger pool of them to choose from as the game continues and the fame of your Hoboken branch of the Superhero League increases. But be careful not to mix and match too much: heroes go up in level with success in combat, so you don’t want to spread the opportunities around too evenly, lest you end up with a team full of mediocrities in lieu of at least a few high-level superstars.

Combat on the mean streets of Hoboken. Here we’re up against some Screaming Meemies (“members of a strange cult that worships the decade of the 1970s, identified by their loud cry of ‘Me! Me!'”) and Supermoms (“Bred for child-bearing and child-rearing characteristics by 21st-century anti-feminist fundamentalists”).

As you explore the streets of the city, you stumble upon special locations that cause the adventure side of the game’s personality to kick in. Here the viewpoint shifts from overhead third-person to a first-person display, with an interface that will look very familiar to anyone who has played Companions of Xanth, Legend’s first point-and-click graphic adventure. In addition to conversing with others and solving puzzles in these sections, you can visit shops selling weapons and armor and can frequent healers, all essential for the CRPG side of things. That said, the bifurcation between the game’s two halves remains pronounced enough that you can never forget that this is a CRPG grafted onto an adventure-game engine. Your characters even have two completely separate inventories, one for stuff used to fight baddies and one for stuff used to solve puzzles. Thankfully, each half works well enough on its own that you don’t really care; the adventure half as well marked a welcome departure from Meretzky’s recent tendency to mistake annoyance for humor, whilst offering up some of his wittiest puzzles in years.

Curing a disease contracted in the CRPG section by visiting a healer found, complete with gratuitous Infocom references, in the adventure section.

But by my lights the funniest part of the game remains the rogue’s gallery of superheroes and villains — especially the latter. These provided Meretzky with an opportunity to vent his frustration on a wide array of deserving targets. Some are specific, like Transistor Jowl, a clone of Richard Nixon, right down to his parting line of “You won’t have Transistor Jowl to kick around anymore” (delivered perfectly in the CD-ROM version by voice actor Gary Telles). And some are more generalized, like the marketing executives who chirp, “Let’s do lunch!” in their unflappable cluelessness as you dispatch them. Either way, the social satire here has the sharp edge that was missing from the Spellcasting games:

Junk Bond Amoeba: Environmental toxins have produced these one-celled creatures, twelve feet across, bent on engulfing food morsels and defenseless companies. Beware, for during combat they can divide by mitosis, doubling their number!

Espevangelist: Similar to televangelists of the 20th and 21st centuries, except that espevangelists require no broadcasting equipment to transmit their programming, since they can project their thoughts and words directly into the minds of those around them. In addition to the damage they can thus inflict, espevangelists have been known to separate weak-willed parties from their funds. They are even more dangerous if they FUNDRAISE.

By way of attacking this last-mentioned reprobate, you “reveal details about his affair with an altar boy,” and “all the tears in the world fail to save him.” And all the aging gamers said: Meretzky Is Back.

Unfortunately, Superhero League of Hoboken‘s course after its release was markedly different from that of Band on the Run. The game got a lot of support from the all-important Computer Gaming World magazine, including an extended preview and a very positive review just a couple of issues later that proclaimed it “the first true comedy CRPG ever”; this wasn’t strictly correct, but was truthy enough for the American market at least. And yet it sold miserably from the get-go, for reasons which Legend couldn’t quite divine. Legend was no Sierra or Electronic Arts; they averaged just two game releases per year, and the failure of one of them could be an existential threat to the whole company.

But they got lucky. Just after Hoboken‘s release, the book-publishing titan Random House made a major investment in Legend; they were eager to make a play in the new world of CD-ROM, and, having been impressed by Legend’s earlier book adaptations, saw a trans-media marketing opportunity for their existing print authors and franchises. This event took some of the sting from Hoboken‘s failure. Random House’s marketing consultants soon joined in to try to solve the puzzle of the game’s poor performance, informing Legend that the central issue in their opinion was that the cover art was just too “busy” to stand out on store shelves. This verdict was received with some discomfort at Legend; the cover in question had been the work of Peggy Oriani, Bob Bates’s wife. Nevertheless, they dutifully went with a new, Random House-approved illustration for the CD-ROM release, splashed with excerpts from the many glowing reviews the game had received. It didn’t help; sales remained terrible.

The revised CD-ROM box art. (The original can be seen at the beginning of this article.)

Steve Meretzky would later blame the game’s failure on its long production time, which, so he claimed, made it look like a musty oldie upon its release. And indeed, it was the last Legend game to use only VGA rather than higher resolution SVGA graphics. Still, and while the difference in sharpness between this game’s graphics and Legend’s next game Death Gate is pronounced, Hoboken really doesn’t look unusually bad among a random selection of other games from its year; there were still plenty of vanilla VGA games being released in 1994 and even well into 1995 as software gradually evolved to match the latest hardware. The real problem was likely that of an industry that was swiftly hardening into ever more rigid genres, each of which came complete with its own set of fixed expectations. An adventure game with hit points and fighting? A CRPG with no dungeons or dragons, hurling social satire in lieu of magic spells? Superhero League of Hoboken just didn’t fit anywhere. As if all that wasn’t bad enough, unlicensed superhero games of any stripe have historically struggled for market share; it seems that when gamers strap on their (virtual) spandex suits, they want them to be those of the heroes they already know and love, not a bunch of unknown weirdos like the ones found here.

A few months after the release of the CD-ROM version, Legend received a cease-and-desist letter out of the blue from Marvel Comics. It seemed that Marvel and DC Comics were the proud owners of a joint trademark on the name of “superhero” when used as part of the title of a publication. (This sounds to my uneducated mind like a classic example of an illegal corporate trust, but I’m no lawyer…) While there was cause to question whether “publications” in this sense even encompassed computer games at all, it hardly seemed a battle worth fighting given the game’s sales figures. Already exhausted from flogging this dead horse, Legend worked out a settlement with Marvel whereby they were allowed to continue to sell those copies still in inventory but promised not to manufacture any more. In the end, Superhero League of Hoboken became the least successful Legend game ever, with total sales well short of 10,000 copies — a dispiriting fate for a game that deserved much, much better.

That fate makes Hoboken a specimen of a gaming species that’s rarer than you might expect: the genuine unheralded classic. The fact is that most great games in the annals of the field have gotten their due, if not always in their own time then in ours, when digital distribution has allowed so many of us to revisit and reevaluate the works of gaming’s past. Yet Superhero League of Hoboken has continued to fly under the radar, despite its wealth of good qualities. Its sharp-edged humor never becomes an excuse for neglecting the fundamentals of good design, as sometimes tends to happen with forthrightly comedic games. It’s well-nigh perfectly balanced and perfectly paced. Throughout its considerable but not overwhelming length, its fights and puzzles alike remain challenging enough to be interesting but never so hard that they become frustrating and take away from its sense of fast-paced fun. And then it ends, pretty much exactly when you feel like you’re ready for it to do so. A lot of designers of more hardcore CRPGs in particular could learn from this silly game’s example of never exhausting its player and refusing to outstay its welcome. The last great narrative-oriented game of Steve Meretzky’s career, Superhero League of Hoboken is also the one most ripe for rediscovery.

Some pop-culture references are truly timeless…

(Sources: the books The Beatles Forever by Nicolas Schaffner and Game Design Theory & Practice (Second Edition) by Richard Rouse III; Computer Gaming World of August 1994 and October 1994; Questbusters 113. Online sources include “The Superhero Trademark FAQ” at CBR.com and “Super Fight Over ‘Superhero’ Trademark” at Klemchuk LLC. I’m also greatly indebted to the indefatigable Jason Scott’s “Infocom Cabinet” of vintage documents from Steve Meretzky’s exhaustive collection. And my huge thanks to Bob Bates and Mike Verdu for their insights about Superhero League of Hoboken and all other things Legend during personal interviews.

Superhero League of Hoboken is available for digital purchase on GOG.com. This is wonderful on one level, but also strange, as it should still be subject to the cease-and-desist agreement which Legend signed with Marvel Comics all those years ago. There is reason to question whether Ziggurat Interactive, the digital publisher currently marketing this game, actually has the right to do so. I leave it for you to decide the ethics of purchasing a convenient installable version of the game versus downloading a CD-ROM image elsewhere and struggling to set it up yourself. Believe me, I wish the situation was more clear-cut.)

 
 

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