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Summer Camp is Over

It’s difficult to exaggerate just what a phenomenon Atari and their VCS console were in the United States of the very early 1980s. The raw figures are astounding; nothing else I’ve written about on this blog holds a candle to Atari’s mainstream cultural impact. By the beginning of 1982 the rest of the business of their parent company, the longstanding media conglomerate Warner Communications, looked almost trivial in comparison. Atari reaped six times as much profit as Warner’s entire music division; five times as much as the film division. By the middle of the year 17 percent of American households owned a videogame console, up from 9 percent at the same time of the previous year. Atari all but owned this exploding market, to the tune of an 80 percent share. The company’s very name had become synonymous for videogames, like Kleenex is for tissue. People didn’t ask whether you played videogames; they asked whether you played Atari. As the company ramped up for the big Christmas season with their home version of the huge arcade hit Pac-Man as well as a licensed adaptation of the blockbuster movie of the year, E.T., they confidently predicted sales increases of 50 percent over the previous Christmas. But then, on December 7, they shocked the business world by revising those estimates radically downward, to perhaps a 10 or 15 percent increase. Granted, plenty of businesses would still love to have growth like that, but the fact remained that Atari for the first time had underperformed. Change was in the air, and everyone could sense it.

Those who had been watching closely and thoughtfully could feel the winds of change already the previous summer, when Atari’s infamously substandard version of Pac-Man sold in massive numbers, but not quite as massive numbers as the company and their boosters had predicted; when sales on the Mattel Intellivision and the brand new ColecoVision soared, presumably at the expense of Atari’s aged VCS; when Commodore continued to aggressively market their low-cost home computers as a better alternative to a games console, and continued to be rewarded with huge sales. The big question became what form the post-VCS future of gaming would take, assuming it didn’t just fade away like the Hula Hoop fad to which videogames were so often compared. There were two broad schools of thought, who would each prove to be right and wrong in their own ways. Some thought that the so-called “second generation” consoles, like the ColecoVision, would pick up Atari’s slack and the console videogame industry would continue as strong as ever. Others, however, looked to the PC industry, which VisiCalc and the IBM PC had legitimized even as Commodore was proving that people would buy computers for the home in huge numbers if the price was right. The VIC-20 may have been only modestly more capable than the Atari VCS, but as a proof of concept of sorts it certainly got people’s attention. With prices dropping and new, much more capable machines on the horizon, many analysts cast their lot with the home computer as the real fruition of the craze that the Atari VCS had started. Full-fledged computers could offer so much better, richer experiences than the consoles thanks to their larger memories, their ability to display text, their keyboards, their disk-based storage. The newest computers had much better graphics and sound than their console counterparts to boot. And of course you could do more than play games with a computer, like write letters or help Junior learn BASIC as a leg-up for a computer world soon to come.

An increasing appreciation of the potential of home computers and computer games by the likes of Wall Street meant big changes for the pioneers I’ve been writing about on this blog. Although most of the signs of these changes would not be readily visible to consumers until the following year, 1982 was the year that Big Capital started flowing into the computer-game (as opposed to the console-centric videogame) industry. Slick new companies like Electronic Arts were founded, and old-media corporations started commissioning software divisions. The old guard of pioneers would have to adapt to the new professionalism or die, a test many — like The Software Exchange, Adventure International, California Pacific, Muse, and Edu-Ware, among dozens of others — would fail. The minority that survived — like On-Line Systems (about to be rechristened Sierra On-Line), Brøderbund, Automated Simulations (about to be rechristened Epyx), Penguin, and Infocom — did so by giving their scruffy hacker bona fides a shave and a haircut, hiring accountants and MBAs and PR firms (thus the name changes), and generally starting to behave like real companies. Thanks to John Williams, who once again was generous enough to share his memories with me, I can write about how this process worked within On-Line Systems in some detail. The story of their transformative 1982, the year that summer camp ended, begins with a venture-capital firm.

TA Associates was founded in 1968 as one of the first of the new breed of VC firms. From the beginning, they were also one of the most savvy, often seeing huge returns on their investments while building a reputation for investing in emerging technologies like recombinant DNA and gene splicing at just the right moment. They were one of the first VC firms to develop an interest in the young PC industry, thanks largely to Jacqueline Morby, a hungry associate who came to TA (and to a career in business) only at age 40 in 1978, after raising her children. While many of her peers rushed to invest in hardware manufacturers like industry darling Apple, Morby stepped back and decided that software was where the action was really going to be. It’s perhaps difficult today to fully appreciate what a brave decision that was. Software was still an uncertain, vaguely (at best) understood idea among businesspeople at the time, as opposed to the concrete world of hardware. “Because it was something you couldn’t see, you couldn’t touch, you couldn’t hold,” she later said to InfoWorld, “it was a frightening thing to many investors.” For her first big software investment, in 1980, Morby backed what would ultimately prove to be the wrong horse: she invested in Digital Research, makers of CP/M, rather than Microsoft. Her record after that, however, would be much better, as she and TA maintained a reputation throughout the 1980s as one of (if not the) major players in software VC. She described her approach in a recent interview:

If you talk to enough entrepreneurs, you quickly figure out which of their ventures are the most promising. First, I would consider the year they were formed. If a company was three years old and employed 100 people, that meant something was going right. Then, after researching what their products did, I’d call them — cold. In those days, nobody called on the presidents of companies to say, “Hi, I’m an investor and I’m interested in you. Might I come out to visit and introduce myself?” But most of the companies said, “Come on out. There’s no harm in talking.” My calling companies led to many, many investments throughout the years.

When you look at the potential of a company, the most important questions to consider are, “How big is its market and how fast is it growing?” If the market is only $100 million, it’s not worth investing. The company can’t get very big. Many engineers never ask these questions. They just like the toys that they’re inventing. So you find lots of companies that are going to grow to $5 million or so in sales, but never more, because the market for their products is not big enough.

By 1982, Morby, now a partner with TA thanks to her earlier software success, had become interested in investing in an entertainment-software company. If computer games were indeed to succeed console games once people grew tired of the limitations of the Atari VCS and its peers, the potential market was going to be absolutely huge. After kicking tires around the industry, including at Brøderbund, she settled on On-Line Systems as just the company for her — unique enough to stand out with its scenic location and California attitude but eager to embrace the latest technologies, crank out hits, and generally take things to the next level.

When someone offers you millions of dollars virtually out of the blue, you’re likely to think that this is all too good to be true. And indeed, venture capital is always a two-edged sword, as many entrepreneurs have learned to their chagrin. TA’s money would come only with a host of strings attached: TA themselves would receive a 24 percent stake in On-Line Systems; Morby and some of her colleagues would sit on the board and have a significant say in the company’s strategic direction. Most of all, everyone would have to clean up their act and start acting like professionals, starting with the man at the top. Steven Levy described Ken Williams in his natural habitat in Hackers:

Ken’s new office was just about buried in junk. One new employee later reported that on first seeing the room, he assumed that someone had neglected to take out a huge, grungy pile of trash. Then he saw Ken at work, and understood. The twenty-eight-year-old executive, wearing his usual faded blue Apple Computer T-shirt and weather-beaten jeans with a hole in the knee, would sit behind the desk and carry on a conversation with employees or people on the phone while going through papers. The T-shirt would ride over Ken’s protruding belly, which was experiencing growth almost as dramatic as his company’s sales figures. Proceeding at lightning pace, he would glance at important contracts and casually throw them in the pile. Authors and suppliers would be on the phone constantly, wondering what had happened to their contracts. Major projects were in motion at On-Line for which contracts hadn’t been signed at all. No one seemed to know which programmer was doing what; in one case two programmers in different parts of the country were working on identical game conversions. Master disks, some without backups, some of them top secret IBM disks, were piled on the floor of Ken’s house, where one of his kids might pick it up or his dog piss on it. No, Ken Williams was not a detail person.

If Ken was not detail-oriented, he did possess a more valuable and unusual trait: the ability to see his own weaknesses. He therefore acceded wholeheartedly to TA’s demands that he hire a squad of polished young managers with suits, resumes, and business degrees. He even let TA field most of the candidates. He hired as president Dick Sunderland, a fellow he had worked for before the birth of On-Line, where he had been loathed by the hackers under him as too pedantic, too predictable, too controlling, too boring. To Ken (and TA) this sounded like just the sober medicine On-Line would need to compete in the changing industry.

Which is not to say that all of this new professionalism didn’t also come with its attendant dangers. John Williams states frankly today that “some of those new managers came in with the idea that they would run the business after they pushed Ken to the side or out.” (It wasn’t clear to the Williams whether they came up with that idea on their own or TA subtly conveyed it to them during the hiring process.) Ken also clashed constantly with his own hire Sunderland; the latter would be gone again within a year. He was walking a difficult line, trying to instill the structure his company needed to grow and compete and be generally taken seriously by the business community without entirely losing his original vision of a bunch of software artisans creating together in the woods. As org charts started getting stapled to walls, file cabinets started turning up locked, and executive secretaries started appearing as gatekeepers outside the Williams’ offices, many of the old guard saw that vision as already dying. Some of them left. Needless to say, Ken no longer looked for their replacements in the local liquor store.

Ken proved amazingly adept at taking the good advice his new managers had to offer while remaining firmly in charge. After a while, most accepted that he wasn’t going anywhere and rewarded him with a grudging respect. Much of their advice involved the face that On-Line presented to the outer world. For a long time now everyone had agreed that the name “On-Line Systems,” chosen by Ken back when he had envisioned a systems software company selling a version of FORTRAN for microcomputers, was pretty awful — “generic as could be and dull as dishwater” in John Williams’s words. They decided on the new name of “Sierra On-Line.” The former part conveyed the unique (and carefully cultivated) aura of backwoods artisans that still clung to the company even in these more businesslike days, while the latter served as a bridge to the past as well as providing an appropriate high-tech flourish (in those times “On-Line” still sounded high-tech). They had a snazzy logo featuring a scenic mountain backdrop drawn up, and revised and slicked-up their packaging. The old Hi-Res Adventure line was now SierraVenture; the action games SierraVision.

Sierra hired Barbara Hendra, a prominent New York PR person, to work further on their image. Surprisingly, the erstwhile retiring housewife Roberta was a big force behind this move; her success as a game designer had revealed an unexpected competitive streak and a flair for business of her own. Hendra nagged Roberta and especially Ken — he of the faded, paunch-revealing tee-shirt and the holey jeans — about their dress and mannerisms, teaching them how to interact with the movers and shakers in business and media. She arranged a string of phone interviews and in-person visits from inside and outside the trade press, including a major segment on the prime-time news program NBC Magazine. Ken was good with these junkets, but Roberta — pretty, chic, and charming — was the real star, Sierra’s PR ace in the hole, the antithesis of the nerds so many people still associated with computer games. When someone like Roberta said that computer games were going to be the mass-market entertainment of the future, it somehow sounded more believable than it did coming from a guy like Ken.

In the midst of all this, another windfall all but fell into Sierra’s lap. Christopher Cerf, a longtime associate of The Children’s Television Workshop of Sesame Street fame, approached them with some vague ideas about expanding CTW into software. From there discussions moved in the direction of a new movie being developed by another CTW stalwart: Jim Henson, creator of the Muppets. For Ken, who had been frantically reading up on entertainment and media in order to keep up with the changes happening around his company, the idea of working with Henson was nothing short of flabbergasting, and not just because the Muppets were near the apogee of their popularity on the heels of two hit movies, a long-running television series, and a classic Christmas special with John Denver. John Williams:

Ken developed a kind of worship for two men as he began to study up on entertainment. One was Walt Disney and the second was Jim Henson. Both were men who were enablers — not known as much for their own artistry so much as their ability to bring artists and business together to make really big things happen — and that was what Ken strived for. Walt was already gone of course, but Henson was still alive.

Ken Williams (right) hobnobbing with Jim Henson

Ken Williams (right) hobnobbing with Jim Henson

The almost-completed movie was called The Dark Crystal. In the works on and off for five years, it marked a major departure for Henson and his associates. Although populated with the expected cast of puppets and costumed figures (and not a single recognizable human), there were no Muppets to be found in it. It was rather a serious — even dark — fantasy tale set in a richly organic landscape of the fantastic conceived by Henson’s creative partner on the project, designer and illustrator Brian Froud. In an early example of convergence culture, Henson and friends were eager to expand the world of the movie beyond the screen. They already planned a glossy hardcover book, a board and a card game, and a traveling art exhibit. Now an adventure game, to be designed by Roberta, sounded like a good idea. Such a major media partnership was a first for a computer-game publisher, although Atari had been doing licensed games for some time now for the VCS. Anyone looking for a sign that computer games were hitting the big time needed look no farther.

The Dark Crystal

For the Williamses, the changes that the venture capitalists had brought were nothing compared to this. Suddenly they were swept into the Hollywood/Manhattan media maelstrom, moving in circles so rarified they’d barely realized they existed outside of their televisions. John Williams again:

I remember this time very well. Let me put it in a very personal perspective. I’m like 22 or 23. A guy who grew up in Wheaton, Illinois (which is just down the street from absolutely nowhere) and currently living in a town of like 5000 people 50 miles from the nearest traffic light. Now imagine this young wet-behind-the-ears punk walking through the subways and streets of Manhattan with Jim Henson, getting interviewed on WNBC talk radio while wearing his first real tailored suit. Eating at “21” with Chris Cerf, and taking limos to meet with publishing companies on Times Square. That was me – and I was just along for the ride. For Ken and Roberta, it was on a whole other level.

Much of the Williams’ vision for computerized entertainment, of games as the next great storytelling medium to compete with Hollywood, was forged during this period. If they had ever doubted their own vision for Sierra, hobnobbing with the media elite convinced them that this stuff was going to get huge. Years before the technology would become practical, they started toying with the idea of hiring voice actors and considering how Screen Actors Guild contracts would translate to computer games.

But for here and now there was still The Dark Crystal, in the form of both movie and game. Both ended up a bit underwhelming as actual works when set against what they represent to Sierra and the computer-game industry.

The movie is in some ways an extraordinary achievement, a living alien world built from Styrofoam, animatronics, and puppets. It’s at its most compelling when the camera simply lingers over the landscape and its strange inhabitants. Unfortunately, having created this world, Henson and company don’t seem quite sure what to do with it. The story is an unengaging quest narrative which pits an impossibly, blandly good “chosen one,” the Gelfling Jen, against the impossibly evil race of the Skeksis. It’s all rather painfully derivative of The Lord of the Rings: two small protagonists carry an object of great power into danger, with even a Gollum stand-in to dog their steps. Nor do the endless melodramatic voiceovers or the hammy voice acting do the film any favors. It’s a mystery to whom this film, too dark and disturbing for children and too hokey and simplistic for adults and with none of the wit and joy that marked Henson’s Muppets, was meant to really appeal. There have been attempts in recent years to cast the movie, a relative commercial disappointment in its time, as a misunderstood masterpiece. I’m not buying it. The Dark Crystal is no Blade Runner.

The game is similarly difficult to recommend. Like The Hobbit, The Dark Crystal‘s quest narrative maps unusually well to an adventure game, but Roberta showed none of the technical ambition that Veronika Megler displayed in making a game of her source material. The Dark Crystal suffers from the same technical and design flaws that mark all of the Hi-Res Adventure line: absurd puzzles, bad parser, barely-there world model, you’ve heard the litany before from me. In the midst of the problems, however, there are more nods toward story than we’re used to seeing in our old-school adventure games, even if they sometimes smack more of the necessities born of doing a movie adaptation than a genuine striving to advance the medium. Early on we get by far the longest chunk of expository text to make it into any of the Hi-Res Adventure line.

The Dark Crystal

Unusually, the game is played in the third person, with you guiding the actions of the movie’s hero Jen and, later, both Jen and his eventual sidekick/tentative love interest, Kira. The duality of this is just odd; you never quite know who will respond to your commands. The third-person perspective extends to the graphics, which show Jen and Kira as part of each scene.

The Dark Crystal

As Carl Muckenhoupt mentions in his (highly recommended) posts about the game, it’s tempting to see the graphics as a transitional step between the first-person perspective of Roberta’s earlier Hi-Res Adventure games and the fully animated adventure games that she would make next — games that would have you guiding your onscreen avatar about an animated world in real-time. It’s also very possible that working with the fleshed-out story and world of someone else inspired Roberta to push her own future original works further in the direction of real storytelling. Notably, before The Dark Crystal none of her games bothered to define their protagonists or even give them names; after it, all of them did.

Whatever influence it had on Roberta’s design approach, the fact remains that she seemed less passionate about The Dark Crystal itself than she had been about her previous games. With the licensing deal having been finalized as the movie was all but ready for release, The Dark Crystal was what John Williams euphemistically calls a “compressed timeline” game. Roberta spent only a month or so on the design while dealing with all of the distractions of her new life in the spotlight, then turned the whole thing over to Sierra’s team of in-house programmers and artists. It all feels a bit rote. John:

The simple truth is that the whole of the Dark Crystal project was, in the end, a business decision and not really driven by our developers or our creative people. I think that’s really why this is one of the least cared about and least remembered products in the Sierra stable. Look back at that game and there’s really none of Roberta’s imagination in there – and the programmers, artists, etc., involved were basically mimicking someone else’s work and creating someone else’s vision. The lack of passion shows.

The player must not so much do what seems correct for the characters in any given situation as try to recreate the events of the film. If she succeeds, she’s rewarded with… exactly what she already saw in the movie.

The Dark Crystal

The Dark Crystal

Adapting a linear story to an interactive medium is much more difficult than it seems. This is certainly one of the least satisfying ways to approach it. The one nod toward the dynamism that marks The Hobbit are a couple of minions sent by the Skeksis to hunt you down: an intelligent bat and a Garthim, a giant, armored, crab-like creature with fearsome pincers. If you are spotted in the open by the bat, you have a limited amount of time to get under cover — trees, a cave, or the like — before a Garthim comes to do you in. That’s kind of impressive given the aging game engine, and it does help with the mimesis that so many of the game’s other elements actively work against. But alas, it’s just not enough.

Even with the rushed development schedule, the game didn’t arrive in stores until more than a month after the movie’s December 7, 1982, premiere. After, in other words, the big Christmas buying season. That, along with the movie’s lukewarm critical reception and somewhat disappointing performance at the box office, likely contributed to The Dark Crystal not becoming the hit that Sierra had expected. Its sales were disappointing enough to sour Sierra on similar licensing deals for years to come. Ken developed a new motto: “I don’t play hits, I make them.”

Of course, it also would have been unwise to blame The Dark Crystal‘s underperformance entirely on timing or on its being tied to the fate of the movie. The old Hi-Res Adventure engine, which had been so amazing in the heyday of The Wizard and the Princess, was getting creaky with age, and had long since gone past the point of diminishing commercial returns; not only The Dark Crystal but also its immediate predecessor, the epic Time Zone, had failed to meet sales expectations. This seventh Hi-Res Adventure would therefore be the last. Clearly it was time to try something new if Sierra intended to keep their hand in adventure games. That something would prove to be as revolutionary a step as had been Mystery House. The Dark Crystal, meanwhile, sneaked away into history largely unloved and unremembered, one of the first of a long industry tradition of underwhelming, uninspired movie cash-ins. The fact that computer games had reached a stage where such cash-ins could exist is ultimately the most important thing about it.

If you’d like to try The Dark Crystal for yourself despite my criticisms, here’s the Apple II disk images and the manual.

(As always, thanks to John Williams for his invaluable memories and insights on these days of yore. In addition to the links embedded in the text, Steven Levy’s Hackers and the old Atari history Zap! were also wonderful sources. Speaking of Atari histories: I look forward to diving into Marty Goldberg and Curt Vendel’s new one.)

 
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Posted by on December 12, 2012 in Digital Antiquaria, Interactive Fiction

 

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Playing Ultima II, Part 2

Despite allegedly taking place mostly on our Earth and sometimes even in (basically) our time, very little about Ultima II has much in common with the world that we know. One of the more interesting exceptions is the town of New San Antonio, which is right where you’d expect to find it in 1990. Oh, there are still unanswered questions; it wouldn’t be Ultima II without them. For instance, why is it called New San Antonio? Still, the town hosts an airport where we can steal the second coolest vehicle in the game: an airplane, an obvious nod to the San Antonio of our own world, which hosts two major Air Force bases. Having grown up in Houston and attended university in Austin, Richard Garriott would have been very familiar with San Antonio’s personality. One of the bases, Lackland, houses a huge training center that has earned it, and by extension San Antonio, the nickname of “Gateway to the Air Force.” Wandering the River Walk and other tourist areas around the time of one of the various graduation ceremonies is like strolling through a Norman Rockwell painting — a sea of earnest, clean-cut young men and women in uniform accompanied by proud, doting parents and siblings.

I’ve spent a lot of time already pointing out the cognitive dissonance and design failures that dog Ultima II. Never fear, I’ll get back to doing more of that in a moment. But the airplane affords an opportunity to note what Ultima II, and the Ultima series in general, do so right. As nonsensical as its world is, it consistently entices us to explore it, to find out what lies behind this locked door or at the bottom of that dungeon. Most of the time — actually, always in the case of the dungeon — the answer is “nothing.” But we find something really neat just often enough that our sense of wonder never entirely deserts us. In this case we come upon an actual, functioning airplane. Nothing in the manual or anywhere else has prepared us for this, but here it is. We look to our reference chart of one-key commands to see what seems to fit best, experiment a bit, and we’re off into the wild blue yonder. The airplane is kind of hard to control, and we can only land on grass, but we can fly through time doors to range over any of the time zones in the game, even buzz the monsters that guard Minax’s lair in the heart of the Time of Legends. We made this crazy, undocumented discovery for ourselves, so we own the experience fully. When we take flight for the first time, it’s kind of magic.

That feeling can be hard for modern players, who have every detail about every aspect of the game at their fingertips thanks to a myriad of FAQs, Wikis, and walkthroughs, to capture. Yet it’s at the heart of what made the Ultima games so entrancing in their day. Games like Wizardry gave us a more rigorous strategic challenge, but Ultima gave us a world to explore. This likely goes a long way toward reconciling the rave reviews Ultima II received upon its release (not to mention the fond memories some of you have expressed in the comments) with the contemporary consensus of bloggers, reviewers, and FAQ-writers who revisit the game today, who generally hold it a boring, poorly designed misfire and by far the worst of the 1980s Ultimas. I don’t so much want to disagree with the latter sentiment as I want to also remember that even here in their worst incarnation there was just something special about the Ultima games. They speak to a different part of our nature than most CRPGs — I’m tempted to say a better part. The joy of exploration and discovery can make us overlook much of the weirdness of not only the world and the story but also of the core game systems, some of which (like the need to buy hit points as you would food) I’ve mentioned, but many others of which (like the fact that earning experience points and leveling up confer absolutely no benefits other than bragging rights, or that the gold and experience you earn from monsters has no relation to their strength) I haven’t.

What could be cooler than an airplane, you ask? The answer, of course, is a spaceship. We find a few in the one town in 2111, Pirate’s Harbor, located approximately where we might expect Moscow to be. (Apparently the Soviet Union won World War III.) We steal one and we’re off into space, in what must already be the hundredth videogame tribute to Star Wars‘s warp-drive sequences.

It’s possible to visit all nine planets of the solar system. (In 1982 Pluto was still considered a full-fledged planet.) As with Earth itself, however, Ultima II‘s version of the solar system doesn’t have much in common with reality as we know it. Here Mercury’s terrain consists of “water and swamp”; Jupiter of “water and grass”; Uranus of “forest and grass.” Owen Garriott, Richard’s scientist/astronaut father, must have been outraged. The rest of us can marvel instead that not one of these planets contains anything to make it worth visiting. Indeed, Ultima II can feel like a box of spinning gears that often don’t connect to anything else. In addition to the planets, there are the similarly pointless dungeons, which waste a new dungeon-delving engine that marks as big an advance over Ultima I‘s dungeons as Ultima II‘s town engine is over Ultima I‘s generic towns. For some reasons spells only work in the (pointless) dungeons, meaning that there’s absolutely no reason to make one’s character a cleric or wizard, unless one feels like playing a hugely underpowered fighter. In space again, it’s actually possible — albeit pointless — to dive and climb and turn our spaceship, implying that Garriott originally intended to include a space-combat section like that of Ultima I but never got around to it. Thus, while Ultima II is an impressive machine, it feels like a half-assembled one. A couple of those meta-textual dialogs that are everywhere perhaps offer a clue why: “Isn’t Ultima II finished yet?” asks Howie the Pest; “Tomorrow — for sure!” says Richard Garriott. The only possible riposte to this complaint is that a contemporary player wouldn’t know that planets, dungeons, and so much else were superfluous. She’d presumably explore them thoroughly and get much the same thrill she’d get if her explorations were actually, you know, necessary. I’ll let you decide whether that argument works for you, or whether Ultima II plays a rather cheap game of bait and switch.

In addition to all the unconnected bits and bobs, there are also problems with pieces that are important. The most famous of the glitches is the ship-duplication bug. We can make a new ship by boarding an existing enemy ship and sailing one square away; we’re left with a ship under our control and the original enemy, which we can continue to board again and again to crank out an endless supply of ships. It can be so much fun to make bridges of ships between islands and continents that it’s almost tempting to label this error a feature, one more of those juicy moments of discovery that make the Ultima games so unique. Other bugs, though, such as certain squares on the map where we simply cannot land a blow against a monster, are more annoying. And there’s one bug that is truly unforgivable. Flying into space requires a certain strength score. There is only one place in the game where we can raise our statistics: the clerk at the Hotel California (don’t ask!) in New San Antonio will sometimes randomly raise one when bribed appropriately. In the original release of the game, however, he will never raise our strength, thus making the game unwinnable for anyone who didn’t choose a fighter as her character class and put a lot of extra points into strength. Sierra did release a patch that at least corrected this problem — one of the first patches ever released for a game.

But, you might be asking, why should not being able to go into space make the game unwinnable if there’s nothing there to find anyway? Well, there actually is one thing we need there, but not on any of the familiar planets. Sifting through all of the jokes and non-sequiturs spouted by characters in the towns has revealed hints that a tenth planet, “Planet X,” exists. There we can pick up a blessing from one Father Antos, which in turn will let us buy a ring from a fellow back in New San Antonio on Earth. All we actually need to beat the Ultima II endgame is: the blessing; the ring; a special sword (“Enilno” — “On-Line” backward; the meta-textual fun just never stops!) that we also can buy in New San Antonio; and of course a character with good enough equipment and statistics to survive the final battle with Minax. She’s tricky, constantly teleporting from one end of her lair to the other, but in the end we finish her.

Like so much else in the game, the final message doesn’t really make sense. The optimistic reviewer for Computer Gaming World took it to suggest that Sierra might release new scenario disks to utilize some of those uselessly spinning gears. But that was not to be. Instead Ultima II is seen in its best light as a sort of technology demonstration, or a preview of the possibilities held out by Garriott’s approach to the CRPG. A better tighter, finished design, combined with another slate of technology upgrades, would let him do the job right next time.

 
 

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Playing Ultima II, Part 1

I thought we’d take a trip together into Ultima II today. I’m not going to overdo the exercise, as that wouldn’t be much fun for you or me; there’s a lot of sameness and even a fair amount of outright tedium involved in winning the game. I will, however, try to hit most of the highlights and give you a fair picture of what sort of experience the game has on offer. As always, feel free to jump in and play for yourself if you like. Ultima II is available for sale at Good Old Games in combination with Ultima I and III. As we’ll see, it has plenty of issues, but there are certainly worse ways to spend six bucks.

When we first create our character and start Ultima II proper, we might wonder just what Richard Garriott spent eighteen months working on. Aside from some animation that has been added to the water, everything looks just as it did in the last game. All of the graphics tiles appear to be exactly the same as those used last time around. As soon as we start to interact with the game, however, we have reason to bless Garriott’s move to assembly-language programming; everything is much, much snappier.

The map over which we wander is also different: this time we’re adventuring on Earth rather than Garriott’s old Dungeons and Dragons world of Sosaria. Moving over such familiar continents brings out the really weird scaling of the Ultima maps in a way that the previous game never did. Here London is exactly nine steps away from the southern tip of Italy, Africa eighteen steps from north to south. Ultima I presumably represented similarly immense distances with each tile, but because it was a fantasy creation I never really thought about it that way. I suppose there’s nothing absolutely prohibiting each step of our journey over the world map from representing days of travel. Yet Ultima II just doesn’t feel like it’s playing out over such an immense time scale; if it is, then the process of winning the game must involve decades (or more) of game time. And even that doesn’t explain why it’s possible to construct a bridge between North America and Europe by lining up a handful of ships. It makes a constant reminder that this is a highly constructed, highly artificial computer landscape we’re wandering through. That’s fine, I suppose… weird at first, but fine.

Speaking of weird: Ultima II may just have the most nonsensical fictional context I’ve ever seen in a CRPG — and that, my friends, is really saying something. Let me do my best to explain it. The screenshot below shows us passing one of the “time doors” that blink in and out of existence at various places on the landscape; charting them is the whole point of the ornate cloth map that was such a priority for Garriott. Through them we can journey to primordial history, when the Earth still contained just the single über-continent Pangea; to “B.C.,” a time “just before the dawn of civilization as history records it” where we begin the game; to 1990; or to the “Aftermath” of 2111, when the Earth is a post-apocalyptic wasteland. It’s also possible to go to the “Time of Legends,” a “time before time, peopled by creatures of myth and lore.” Along with the time doors themselves, Legends is the most obvious direct lift from Time Bandits in the game. The same place existed with the same name in the movie, and, there as here, was the scene of the final showdown between good and evil.

It seems that after we defeated the evil Mondain to win Ultima I, his protege Minax, “enchantress of evil,” took up his cause, albeit using a subtler approach:

For Minax is not content to spread evil among the good, causing misery and pain. She prefers to sow seeds of evil in the good and thus set the good against the good, leaving no person untouched. Destruction abounds — and those horrors known only to the once good, guilt and horror and self-hatred, taint the Earth.

The climax was the holocaust of 2111, Minax’s greatest triumph to date, in which ancient civilizations born of love of beauty and wisdom and thought turned upon one another and, in their vicious anger and hate, destroyed almost all of the very Earth that had nurtured them.

What makes no sense about all this is that Ultima I, you’ll remember, took place on Sosaria. Now we’re suddenly fighting the legacy of Mondain on Earth for reasons that, despite furious retconing by fans in later years, go completely unexplained in the game itself. Garriott said later that he chose to set Ultima II on Earth because “time travel needs context.” In other words, we need a familiar historical frame of reference on which to hang everything to get the contrast between, say, prehistoric times and contemporary society. Hopscotching through the timeline of a fictional world whose history means nothing to us just isn’t all that interesting. All of that makes perfect sense — except that the version of history depicted in the game has little to do with our Earth’s. Why are orcs wandering about contemporary Earth attacking people? Assuming Garriott didn’t have big plans for world domination in his immediate future, why does Lord British apparently rule the world of 1990 from his castle? Why can we buy phasers and power armor from merchants in prehistoric times? It feels like two (or more) games that smashed together, with everything that made sense about either spinning off into oblivion. Put less charitably, it all just seems really, really dumb, especially considering that Garriott could have had his time doors without at least the most obvious of the anachronisms just by setting his game on Sosaria. Better yet, he could have just made his time doors the moon gates of later Ultimas; there is absolutely no concept here of actions in one time affecting the others. Garriott gains nothing from time travel but a sop to his Time Bandits fixation and a whole lot of stupid.

Anyway, we make our way to “Towne Linda,” located on the southern tip of Italy in B.C. When we enter we see one of the most obvious demonstrations of the work Garriott has been doing on his game engine since Ultima I: towns are now portrayed using the same tile graphics as the wilderness areas, filling many screens. Every city and village is now a unique creation, with its own geography and personality and its own selection of shops and services. There aren’t a lot of towns, just a few per time period (another thing that seems weird in the context of wandering a map of the Earth), but they do much to highlight the primacy of exploration over combat that has always made the Ultima experience unique. In the same spirit, it’s now possible to talk with anyone and everyone in the towns. In fact, it’s necessary to do so to pick up vital clues and information.

As Garriott has noted many times, walking around in the early Ultima can be a bit like wandering through the psyche of the young Richard, meeting the people, places, and interests that filled his time. Towne Linda, for instance, is named after his little sister, with whom he was very close. In a way this is kind of a fascinating concept — the videogame as intellectual landscape. As I’ve said before, one can picture an Annotated Ultima of a (fictional?) future where videogames are accepted as a form of literature. In it some hyper-dedicated scholar has laboriously run down all of the references and shout-outs in the same way that some have written books about Ulysses‘s allusions that are longer than Ulysses. And anyway, who can fault a guy for adoring his little sister? The problem comes when Garriott decides to get witty on us.

Now, Garriott is many things, with adjectival superlatives like “brilliant” very possibly among them. However, he’s not really a funny guy, and when he tries to be one here the results can be painful. Perhaps most grating, just because we have to see them over and over, are the generic phrases spouted by those for whom Garriott hasn’t written anything specific to say: like the guards who say, “Pay your taxes!” (why would a guard say that?), or the wizards with their immortal “Hex-E-Poo-Hex-On-You!” But even those with something unique to say are equally tedious, a jumble of obvious pop-culture references that isn’t exactly Gilmore Girls in its sophistication along with plenty of pointless non sequiturs. It feels like a teenage boy trying to ape Monty Python, which is just about the surest route to the profoundly unfunny I know of. Pity poor Richard; most of us left the humor of our teenage years in the past, but Garriott made the mistake of gifting his to the world. Reading some of the worst of this stuff brings on a sort of contact embarrassment for the guy.

Time Bandits: you have a lot to answer for. I’m sure Garriott imagined Ultima II as a manic, eccentric thrill ride like the movie, but, as he definitively demonstrates here, that tone is harder than it looks to pull off. At worst, it comes off like one of those amateur IF Competition entries in which the (usually young) author, realizing he’s written a game that makes no sense, tries to compensate by making it into an extended meta-comedy about the absurdities of text adventures — an exercise that fools exactly no one.

Like in Ultima I, saving the world from the forces of Evil in Ultima II requires that we not get too hung up on being Good. If we try to buy all of our equipment, food, and hit points (Ultima II persists with the bizarre mechanic of its two predecessors of making hit points a purchasable commodity), we find ourselves in a Sisyphus-like cycle of being able to earn just enough from killing monsters to keep ourselves in food and hit points, but not enough to buy better equipment or for doing any of a number of necessary things, like giving bribes to certain townspeople. To get ahead we need to, at a minimum, steal our food. Further, getting into a number of special areas requires keys that we can acquire only by attacking and killing town guards in cold blood.

Getting from continent to continent requires a ship. In the screenshot at above right we’ve used some of our ill-gotten keys to steal one from the village of Port Boniface. Once we deal with this sea monster that apparently lives in the harbor, we’ll be home free. Since towns reset themselves every time you leave and bloody murder has no other consequences, you eventually start feeling sort of like the CRPG Addict did when he played:

As far as I can tell (and I admit I didn’t keep a careful log), the only recurring characters are Lord British, Iolo, and Gwenno. The latter two are encased in a grassy area in…I don’t know. One of the towns. Remembering how I killed Gwenno for her key in Ultima I and having by now fully internalized my role as a serial killer, I landed a bi-plane in the grassy area and hacked them both to death.

For my part, I found that — gameplay tip here! — I could earn gold fastest by attacking this one townsperson who is always right at the entrance of the town of Le Jester in prehistoric Africa. I must have killed him and run out of town before the guards could get to me 500 times. Yes, Ultima II makes serial killers of us all.

Next time we’ll penetrate all the way into Minax’s lair in the Time of Legends. The assortment of monsters that greet us when we step through a time door to go there is a pretty good sign that we’re in the right place…

 
 

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The Wizardry and Ultima Sequels

By far the two biggest CRPGs of 1981 — bigger in fact than any that had come before by an order of magnitude or two — were Wizardry and Ultima. So, it was natural enough that the two biggest CRPGs of 1982 were a pair of sequels to those games. Some things never change.

Wizardry: Knight of Diamonds appeared in March of 1982, barely six months after its predecessor. It was more what we would today call an expansion than a full-fledged sequel, requiring that the player transfer in her characters — of 13th level or above — from the previous game. Still, in 1982 as today, putting out a solid expansion with new content for a bestselling game was a perfectly justifiable move, whether viewed as a fan wanting more to do or just in the cold light of economics. After all, Wizardry I was selling like crazy and causing a minor sensation in the computer press, and customers were clamoring for more.

Given the short time Robert Woodhead and Andrew Greenberg had to prepare Knight of Diamonds, major improvements to the game system could hardly be expected. Yet they did a very good job of leveraging the engine and the construction tools they had built for the first game, offering six more dungeon levels for high-level characters who had presumably already vanquished the evil wizard Werdna in Wizardry I. If it lacked the shock of the new that had accompanied that game, Knight is in many ways a better, tighter design. The player’s quest this time is to assemble the magical paraphernalia of a legendary knight in order to rescue the kingdom of Llylgamyn from something or other — the usual CRPG drill. The six pieces are each housed on a separate level of the dungeon. This gives a welcome motivation to thoroughly explore each level which is largely absent from Wizardry I, whose dungeon levels 5 through 9 literally contain nothing of interest other than monsters to fight to build up the party’s strength. Woodhead and Greenberg also slightly tweaked the game balance by making it impossible for a side that surprises another to use magic spells during that first, free attack round they get as a result. This has the welcome result of excising a scenario Wizardry I players had come to know all too well: getting surprised by a group of high-level magic users who proceed to take out the entire party with area-effect spells before anyone can do anything in response. It’s still possible to get into similar trouble in Knight of Diamonds when encountering monsters with non-magical special attacks, but the occurrence becomes blessedly much less common. Other oddities that almost smack of being bugs in the original, such as the strange ineffectiveness of some spells against all but the lowest level enemies, are also fixed, and of course there are also plenty of new, high-level monsters to learn about and develop counter-strategies against. For anyone who enjoyed the first game, Knight of Diamonds delivers plenty of the same sort of fun, with even more strategic depth and an even better sense of design.

Woodhead and Greenberg, then, did the safe, conservative thing with their sequel, leveraging their existing tools to give the gaming public more of what they had loved before, and very quickly and with minimal drama at that. It was a commercially astute move, one of the last that the pair and Sir-Tech would make for a franchise that they would soon mismanage to the brink of oblivion. The story of Ultima II, by contrast, is much longer and messier, spanning eighteen months rather than six and involving major technical changes, business failures, and some minor crises in the life of the young Richard Garriott. The game that finally emerged is also longer, messier, and much more problematic than Knight of Diamonds, but in its gonzo way more inspiring.

After finishing Ultima I, one thing was absolutely clear to Garriott: he had ridden BASIC as far as it would take him. As impressive as his game was technically, it was also painfully slow to play, even with the addition of a handful of assembly-language routines provided by a friend from his old job at Computerland, Ken Arnold. BASIC was also inherently less memory-efficient, an important factor to consider as Garriott’s design ideas got ever more grandiose. He therefore decided that, rather than get started immediately on Ultima II, he would learn assembly language first. He called his publisher, California Pacific, to see if they could help him out. They put him in touch with their star action-game programmer, Tom Luhrs, currently riding high on his game Apple-oids, an Asteroids clone that replaced asteroids with apples. In Garriott’s own words, Luhrs “held his hand” through an intense, self-imposed assembly-language boot camp that lasted about a month during his summer break from university. Without further ado, Garriott then started coding on the project that would become Ultima II.

He returned to Austin in the fall of 1981 to begin his junior year at the University of Texas, even as his studies there increasingly took a back seat to computer games and his deep involvement with his SCA friends. One particular course that semester would serve as a catalyst which made him choose once and for all between committing wholeheartedly to a career in games or getting a degree.

The story of Garriott’s class in 6809 assembly-language programming is one that he’s told many times over the years to various interviewers, who have nevertheless tended to report it slightly differently. The outline is clear enough. The Motorola 6809 was the successor to the older 6800. Like its predecessor, the 6809 never became a tremendously common choice of microcomputer manufacturers, perhaps due to its relatively high price. It did, however, find a home in Radio Shack’s Color Computer line. More important to our purposes is to recall the relationship of the earlier Motorola 6800 to the MOS 6502. Chuck Peddle had worked on the 6800 at Motorola, then left to join MOS, where he designed the 6502 as the cost-reduced version of the 6800 that Motorola had not been interested in building; the 6502 used a subset of the 6800’s instruction set. When Garriott started in his assembly-language class, he therefore found he could do all of the assignments by simply writing 6502 code, an instruction set with which he was by now very familiar. Problem was, students were graded not just on whether their programs worked, but also on whether they were properly written, taking maximum advantage of the more efficient instruction set of the 6809. Suddenly Garriott found himself failing the class, even though his programs all worked perfectly well.

That’s the story that’s always told, anyway, a story that conveniently casts the professor teaching the course as a sort of rigid, establishment ogre shaking his finger in the face of the original, freethinking Garriott and his practical hacker ethic. One version of the story, however, found in the book Dungeons and Dreamers, paints a less than flattering picture of Garriott as well:

He refused to learn what the new processor could do. Why should he? He completed his assignments, but he refused to include the latest features of the new processor in his work. His professor wasn’t amused and knocked points off Richard’s grade for each successive sign of intractability. With each dropped point, Richard’s motivation waned until he finally hit bottom: an F in the class, and a determination to get out. He just couldn’t take the demands of the professor seriously.

What seems pretty clear, at least from this version, is that young Richard by this stage could already be a difficult person to deal with, arrogant and uninterested in compromise. There’s no reason we should really blame him for that today. Barely 20 years old, he was already featuring in glossy magazines under his nom de plume Lord British, selling many thousands of games and making a lot of money. (Although, as we’ll see shortly, exactly how much is another of those details that are still somewhat in question.) How many young men wouldn’t become a bit arrogant under those circumstances, uninterested in sitting through boring classes offering knowledge they didn’t feel they needed? Suffice to say that it’s worth remembering that there was a prickly side to Garriott as we continue his story in this post and later ones.

With the decision made to drop not only the class but also university entirely, Richard was faced with the daunting prospect of telling his family about it. Said family was, in his own words, “painfully overeducated.” With an astronaut father, he had been raised in a culture of extreme achievement, in which graduate degrees were not so much an achievement as a baseline expectation; both of his parents and, eventually, all three of his siblings would have one or more. Now Richard had to tell his father, a man very skeptical of this whole games thing anyway, that he was going to drop out well short of his undergraduate degree to pursue them full time. “We were pretty sure he was going to kill Richard,” remembered his brother Robert. The conversation first ended in an uneasy compromise, in which Richard would come back to Houston to devote most of his time to his game, but would take part-time classes at the University of Houston. This he did, albeit in somewhat desultory fashion, for about a year, until his father finally accepted that the games industry offered more opportunity than university for Richard at this moment. “When this ends,” said his father, “you’ll go back to school and get a real job.” That day, of course, would never come.

In the midst of the crisis of the 6809 class, another was also unfolding in Garriott’s life. California Pacific, the publisher who had discovered Akalabeth and whose head Al Remmers had named Ultima, hit the financial skids. At first blush it’s hard to understand how CP could be in trouble; Akalabeth and Ultima had both been big hits. They had other bestsellers in their stable as well, such as the aforementioned Apple-oids, in an era when profit margins were absolutely astronomical in comparison to anything that would come later. Garriott has claimed from time to time that Remmers and the others at CP all had huge drug habits, that they literally smoked up all of their profits (and then some) and ran their company out of business. While this is suitably dramatic, it should be remembered that Garriott was in Texas while CP was based in California, and that they rarely met personally. I asked around a bit, but could find no smoking gun, no one who remembered drugs to be any more of a factor at CP than at many of the other California publishers, where they sometimes hovered around the edges of corporate social lives but rarely (the sad story of Bob Davis aside) took center stage. It seems at least as likely that CP, like so many other companies in this era run by ex-hobbyists and hackers, simply lacked anything in the way of practical business sense. To Richard, raised in the straitlaced bosom of the Johnson Space Center, a joint or two on the weekend might not have been readily distinguishable from hardcore drug addiction.

Regardless of the cause, CP went under in late 1981 owing Garriott a substantial amount of money. When we ask how substantial, however, the picture immediately becomes unclear again. In places Garriott has claimed that he literally received nothing from CP for Ultima, that they paid him only for Akalabeth. Yet Dungeons and Dreamers claims that by the time he enrolled in that 6809 course he had made “hundreds of thousands of dollars,” a figure that seems difficult to attribute to Akalabeth alone. In an interview with Warren Spector, he stated that he was making “many times more” than his astronaut father by that time, and that Ultima had been “five to ten times” as lucrative as Akalabeth. Further complicating all of this are the chronological errors that are rife in accounts of Garriott’s early career, which I’ve written about before. Some accounts, for instance, have Garriott quitting university in the aftermath of Ultima II, which is clearly incorrect, and perhaps reflects a conflation of his stay at the University of Texas with that at the University of Houston. So all we can confidently say is that CP went out of business owing Garriott something, and that he is still rather angry about it to this day, referring to CP as “dumb” and “bozos” in that Warren Spector interview. (All of which seems rather harsh language to employ against the folks that discovered him, named the franchise that made him famous, and largely created the whole legend of his alter ego Lord British, but so be it.) He briefly brought in his older brother Robert, who was pursuing an MBA at MIT, to try to collect from the failed company, but found that the old adage about blood and turnips definitely applied in this case.

Garriott may have suddenly been without a publisher, but he was also one of the most well-known personalities in adventure gaming. Other companies immediately started calling. Richard, as we already noted, was feeling his oats a bit by this time. He proved to be a very demanding signee, wanting a very high royalty rate. But the real sticking point was his demand that his game be packaged with an elaborate cloth map. That odd demand — remember, this was still before Infocom revolutionized computer-game packaging with Deadline — was yet another legacy of that busy fall of 1981, when he’d first seen a new movie called Time Bandits.

A production of George Harrison’s Handmade Films which involved many alumni of Monty Python, Time Bandits is the slightly manic story of a group of rogue dwarfs who go hopscotching through space and time with the aid of a map which charts gates or rips in the fabric of space-time that blink regularly in and out of existence. Garriott was of the perfect age and personality to fall for Monty Python’s brand of zany irreverence. What really fascinated him about the movie, though, and to an almost bizarre degree, was that map. He and his friends saw the movie again and again at the $1.00 matinee, trying to sketch as much of the map as they could from the brief glimpses of it they got during the movie. Richard, you see, thought that this mechanic would be perfect for his new game; he wanted to know how the map really worked. Eventually he came to the disillusioning realization that there was no logic to it, that it was a pretty prop and nothing more. Still, he wanted to put time gates in his game, and he wanted to include an ornate cloth map to chart them. As publishers soon learned to their chagrin, this was as un-negotiable as his royalty demands; Richard was willing to give up games and return to university for a “real” career if he couldn’t find someone willing to meet them. Luckily, in the end he did — and none other than On-Line Systems. Richard may have been difficult, but Ken Williams knew a software star when he saw one. By the time Ultima II was previewed in the March 1982 issue of Softline, the basics of its insanely ambitious design were all in place, including time travel to five different eras and space travel to all of the planets of the solar system. Also in place was the deal with On-Line.

Without the distractions of a full-time university course-load, Garriott could now work full-time on his new game. Yet progress proved slower than expected. He had jumped in at the deep end in attempting to code something as ambitious as this as literally his first assembly-language project, ever. Ken tried to be as patient and encouraging as possible, keeping his in-house programming staff available as a sort of technical-support hotline for Richard. When Richard truly looked to be foundering about mid-year, he invited him to stay in Oakhurst for a time in one of the flats he had bought up around town, to work in On-Line’s offices and enjoy the feedback and camaraderie of the group. It seems to be here that the relationship really began to deteriorate.

On-Line wasn’t exactly Animal House, but they did like to party and have their fun on occasion. Richard, who for all his early success and fame had nevertheless lived a very sheltered life, didn’t fit in at all. “I’m not sure they liked me,” he later said. I recently asked John Williams about Garriott’s time in Oakhurst. He stated that everyone did their best to welcome Richard. For his part, however, Richard showed no interest in attending parties or in any of the outdoor activities that just about everyone at On-Line enjoyed. Still, John stated:

On a personal level, I really liked Richard and I think most at Sierra did. He was scary smart, knew what he wanted and did what needed to be done to make it happen, and in general was just an impressive person. He was quite young then – but you could tell he was going places. I had no idea how far he would go then. Certainly I never would have guessed outer space – but if he had said he planned to go, I’d have believed him.

Perhaps the strains on Richard’s relationship with Ken arose from that very “impressiveness.” As John told me, “There are very few people as smart and driven as Ken — and Richard was one of them.” Both were accustomed to being the center of their social universes; after all, it’s not every kid who can convince his friends to spend hours in a movie theater watching the same film over and over, trying to copy an esoteric map onto paper from the most occasional onscreen glimpses. Ken could be gruff and even confrontational, particularly so with people he thought were really good but whom he also thought needed that extra push to reach their full potential. He may have thought Richard needed just this sort of pressure to finish a game On-Line had originally projected to release in April. Yet Richard, with two hit games under his belt and a big contract from Ken himself proving his worth, was unwilling to be treated as a junior partner in anything. Serious tension was the inevitable result.

At the end of it all Richard may have been heartily glad to return to the familiarity of suburban Houston, but his sojourn in California does seem to have accomplished Ken’s purpose of getting him onto some sort of track to just finish his game already. Ultima II finally appeared, complete with the cloth map and deluxe packaging Garriott had demanded, just in time for Christmas, and just as On-Line Systems changed their name to Sierra Online. (The original packaging uses the latter name, but the actual program still refers to the former.) For the game’s big debut on the all-important trade-show circuit, Garriott dutifully appeared in Sierra’s booth at that December’s San Francisco AppleFest as Lord British, dressed in his full SCA regalia.

The game he was promoting had taken a full eighteen months to create, an unprecedentedly long time even in comparison to previous monster efforts like Sierra’s own Time Zone. Like that game, Ultima II proved to be a deeply flawed design, whose internal messiness echoed much of the stress and confusion that had marked its maker’s life over the months of development. At the same time, however, it may have been a necessary step on the way to the later, more celebrated Ultimas. We’ll talk about both aspects next time.

 
 

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Time Zone: Aftermath

Time Zone met a fairly cool reception upon its release. It wasn’t panned in the magazines; bad reviews were all but nonexistent in this era. Still, it received surprisingly little coverage for such a major release from such a major publisher. When it was discussed, the main preoccupation was its immense size, with little attention given to its other qualities. Most likely those assigned to write about it were as intimidated by it as everyone else, and didn’t know quite where else to begin.

Feedback from the everyday gaming public in the only form that ultimately matters to a publisher, sales, was also very disappointing. As they had for the other Hi-Res Adventures, On-Line had announced plans to port the game to the Atari 400 and 800 — where, thanks to the small disk capacity of those machines, it was projected to occupy an astounding 20 disk sides. In the wake of very poor sales, however, they quietly shelved those plans, judging it not worth the effort. Within a few months all active promotion had ceased, as On-Line wrote the game off as a failed, not-to-be-repeated experiment and moved on. Luckily they still had plenty of more successful software, enough so that the Time Zone project, while it certainly didn’t help the bottom line, didn’t by itself endanger the house that Ken and Roberta had built.

It’s tempting to see in Time Zone‘s failure the adventuring public standing up for their rights at last, rejecting the absurdities of the genre to the strains of “We’re Not Gonna Take It” (hopefully the Who’s version rather than Twisted Sister’s). Alas, this probably wasn’t the case. Cruelty and unfairness were still largely what was expected of an adventure game at this stage. Of the games I’ve looked at so far for this blog, only (bizarrely enough) Softporn is not at least a little bit sadistic, and that hadn’t prevented many of them from becoming hits. Time Zone‘s sins were not so much unique as compounded by its size, affirmatively answering the question of whether a game could be simply too big.

The other question Time Zone answered was whether an adventure game could cost too much, and therein lies the more obvious reason for its failure. Prices had escalated rapidly since the days of 1978, when individual programmers had sold games in Ziploc baggies for $5 or $10. Publishers watched in delight as they raised their prices — to $20, $35, finally to $50 with the arrival of Wizardry — and people just kept on buying, even as the United States and the world plunged deeper into the worst recession prior to the recent one. Looked at from today’s perspective, the games business circa 1982 looks like the proverbial license to print money, as publishers could sell games created in a few months by one or two programmers for prices that were, when considered with inflation, equal to or greater than those of modern AAA titles developed by teams of hundreds. Yet there was a limit, and Wizardry and Time Zone by their respective success and failure pretty definitively found it. From then on publishers would not dare to venture much beyond $50 for even their most lavish productions. As the public’s expectations went up, resulting in games that needed bigger development teams and ever more time to make, profit margins correspondingly shrank. No wonder so many game-makers from those halcyon days can’t help but look back on the early 1980s with a certain wistfulness.

There were of course some people who bought Time Zone, and even some who claimed to enjoy it. It managed to place 20th in Softalk magazine’s readers’ poll for the best software of 1982, beating out the likes of Infocom’s Deadline. And Electronic Games magazine gave it a year-end “Certificate of Merit.”

The most prominent fan of all was Roe R. Adams III, the prolific adventure-game reviewer and columnist for several magazines who according to legend became the first in the world to solve the game, just one week after its release, and according to Steven Levy’s Hackers then “declared Roberta’s creation one of the greatest gaming feats in history.” Adams was active on a telecommunications service known as The Source, an important early online community that was the first of its kind barring only PLATO, and as such is probably worthy of a post or three in its own right. After watching his other, less adept adventuring friends flounder in the game, he convinced the powers that were on The Source to set up an area called the Vault of Ages, dedicated to plumbing the mysteries of Time Zone collaboratively. Users were greeted with the following upon going there:

Welcome to the Vault of Ages. Here we are coordinating the greatest group effort in adventure solving — the complete mapping of On-Line’s Time Zone.

I am the curator of the vault. You are the 85th intrepid time traveler to seek the knowledge of the vault. Herein we are gathering, verifying, and correlating information about each time zone. Feel free to visit here anytime, but remember that for the vault to fill, we need your contributions of information. Anytime you have new information about mapping, puzzle solutions, traps overcome, items found, s-mail this info to me. After verification, your contributed jigsaw puzzle piece will be added to the vault file, and your name will be entered upon the rolls as a master solver. Now step this way and I will introduce you to the Master Catalog.

Eventually with more than 1800 members, the Vault of Ages is a fascinating example of early crowd-sourcing, an ancestor of everything from Wikipedia to a thousand Lost message boards, and as such of perhaps more ultimate significance than Time Zone itself.

Within On-Line, Time Zone was notable in retrospect for being the first project of Jeff Stephenson. The great unsung hero of On-Line’s (soon to be Sierra’s) glory years, Stephenson would largely take over from Ken Williams as the company’s hacker-in-chief as the latter found business concerns monopolizing his time. Stephenson became the technical architect behind the next two generations of Sierra adventure games, designing the AGI and SCI engines and development tools that allowed Sierra’s games, like Infocom’s, to run on any platform for which the company wrote an interpreter. We’ll be getting much more familiar with Stephenson and his work in the years to come.

Still, most within On-Line were happy to forget about Time Zone as quickly as possible. That’s not all that surprising, given the chaotic development process, the unsatisfying final result, and the commercial failure of the project. Yet it went beyond even that. There was something ill-starred about Time Zone that seemed to affect many involved with it. Most of the youngsters who worked on the game left for university or other greener pastures upon its completion, happy not to have anything more to do with the games industry. Terry Pierce, the 18-year-old artist who had drawn all of those 1400 pictures virtually singlehandedly, burned out more dramatically. He was the best friend of Ken’s little brother John, who was only slightly older but already filling numerous high-profile roles at On-Line, including putting together the packaging for Time Zone. John describes a “kind of psychotic episode,” in which Terry was found “walking down the snowy highway at night in below freezing weather with no shoes or shirt on.” He also was gone shortly after that incident, severing all contact with his erstwhile best friend and everyone else at On-Line for over 20 years.

But the saddest tale of all was that of Bob Davis. Davis, you’ll remember, was the personable fellow who had gone from clerking at a liquor store to designing his own game to heading the Time Zone project in six months. He had a history of alcoholism and drug abuse, but had managed to get himself basically clean and sober by the time he started working for On-Line. But around the time that Time Zone was wrapping up, Davis, making more money than he ever had in his life, started to indulge in a big way again. He quit his job shortly after, deciding he could write games on his own and sell them to publishers. Davis was a bright guy when sober, but he hadn’t a prayer of authoring a game from scratch when bereft of tools like Ken’s ADL adventure-scripting language. He fumbled with learning assembly language for the Atari VCS, one of the most notoriously difficult programming platforms ever devised. But mostly he shot up drugs.

Soon the royalty checks started to get smaller as his game Ulysses and the Golden Fleece went from new hit to catalog status, and soon after the money was gone along with his wife. Davis began calling On-Line’s offices on an almost daily basis, asking for a job he obviously was no longer capable of doing — or, even better, just a straight handout. Knowing where the money would go if he just gave it to him, one kind-hearted old colleague offered to pay his mortgage directly; Davis angrily slammed down the phone in response. He started trying to pass bad checks all over town, becoming a pariah in this small community where everybody knew everybody. In a story that rings familiar to all too many of us, he “flamed out in a way that burned every bridge along the way,” in John Williams’s words, and by the end of the year was in jail in Fresno. I don’t know what happened to him after that, although I can say that he never rejoined the games industry to build on his unlikely early success. John believes he called On-Line just once after his release from jail, to an understandably “chilly reception.” But Bob Davis, first through all those increasingly desperate phone calls and then through the bad memories of his fall from grace, haunted On-Line for years afterward, casting a pall over everyone’s memories of Time Zone itself.

And that sad note is where we’ll have to leave it with Time Zone. As we’ll soon have several occasions to learn again, individuals and companies could fall as fast as they rose in the early PC industry.

 

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