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Sanitarium

If someone were to ask you at the beginning of 1998 which studio was most likely to release a little-sung adventure game that year that would go on to become a well-loved cult classic, you probably wouldn’t think of the little Pennsylvania outfit known as DreamForge Intertainment. For DreamForge’s track record with the adventure genre — or with any other genre, for that matter — was the opposite of imposing.

The studio was founded in 1990 under the name of Event Horizon Software. The people behind it were Jim Namestka, Tom Holmes, and Chris Straka, a trio of programmers recently employed by Paragon Software, a company best known for Marvel Superheroes action games and for conceptually ambitious but functionally half-baked CRPGs, most of which were based on the tabletop properties of Game Designers’ Workshop. After leaving Paragon in a huff over what they described as profound disagreements with the “creative direction” being taken there, Namestka, Holmes, and Straka proceeded to specialize in… yet more conceptually ambitious but functionally half-baked CRPGs, at first without the benefit of a license. In 1993, they remedied the latter problem at least by signing on with SSI to make Dungeons & Dragons computer games. The same year, they changed the name of their company. “We used the word ‘dream’ because that’s what we make, ‘forge’ because it implies craftsmanship, and ‘Intertainment’ with an ‘I’ because it represents the next big thing — interactive entertainment,” said Namestka just after the switch. More important than all that, however, the name change avoided confusion with a pornography purveyor that was also called Event Horizon.

DreamForge’s first Dungeons & Dragons game is their best remembered today (not that this is a particularly high bar to meet). Three years before Diablo, Dungeon Hack tried to deliver an infinitely replayable hack-and-slash CRPG through the magic of procedurally generated dungeons that were new each time out. While it cannot be compared to the dangerously addictive Diablo in any sense but its core concept, some found it a lot of fun at the time.

In these latter days of the Dungeons & Dragons license, SSI’s focus had shifted from quality to quantity. DreamForge was, for better or for worse, a good fit for that ethic. Thus they followed up Dungeon Hack with three more Dungeons & Dragons action-RPGs in remarkably short order. As a 1994 profile in Computer Gaming World magazine put it, DreamForge saw their principal competitive advantage as the way “they managed to put out products in a six-month development cycle rather than the more leisurely pace [of] other software houses.” They certainly weren’t a studio known for innovation, but, if you just needed a serviceable game that worked off of an established template, and especially if you needed it delivered quickly, they could do that for you as well as just about anyone.

After the Dungeons & Dragons license was gone for good, DreamForge continued in this mode for SSI and other publishers, making games like War Wind I and II, some of the very first clones of Blizzard Entertainment’s ultra-successful Warcraft II to hit the market. DreamForge was happy to jump on just about any trend. For example, the same year that they made Sanitarium, their aforementioned cult-classic adventure game that will be our main subject for today, they made TNN Outdoors Pro Hunter, which was inspired by Deer Hunter, the schlockiest game ever to sell millions of copies.

Sanitarium, however, was different enough to stand out like the proverbial sore thumb in a catalog chock full of workmanlike games made for hire. The only other DreamForge game other than it that might be credibly described as a passion project rather than a business contract fulfilled is, perhaps not coincidentally, also the studio’s only other point-and-click adventure game. Here I speak of 1996’s Chronomaster, a noble effort in its way that sadly turned out a bit of a mess.

Chronomaster.

Chronomaster’s creative pedigree was undeniably impressive: its audacious central conceit, involving private pocket universes owed by the rich tech-bros of the far future, was just about the last idea ever dreamed up by the science-fiction author Roger Zelazny before his premature death from cancer. Once Zelazny’s illness had made it impossible for him to continue, the script was finished off by his romantic partner and fellow writer Jane Lindskold. Unfortunately, though, DreamForge didn’t bother to sweat the details on their end. The game’s interface is unbelievably convoluted, requiring you to rummage through a menu just to move your character from one point to another on the screen. And the game design is even worse than the interface, being littered with nonsensical puzzles, unclued sudden deaths, and hidden dead ends — not to mention one of the most irritating mazes ever to appear in a graphic adventure. The protagonist mutters, “Swell! A maze!” and then sighs theatrically when you encounter it. DreamForge clearly knew that this would be the player’s reaction as well. So… why include it???? The mind boggles…

Passion project or not, nothing about Chronomaster lent much hope for DreamForge’s return to the adventure genre with Sanitarium. Which is precisely why the latter game is such a pleasant surprise.

Sanitarium was, one senses, an indulgence, a reward granted by the small studio’s founders to their hard-working employees, who had for more than half a decade been cranking out a steady two games per year — games that might not have been masterpieces, but neither were they, with the arguable exception of Chronomaster, disasters. For once, the folks on the front lines at DreamForge were given a chance to let their imaginations run wild over a blank canvas. Within reason, that is: DreamForge was not a wealthy studio, so the game would have to be finished on a fairly tight budget, within a fairly short amount of time. Cognizant of this, the employees envisioned a very traditionalist point-and-clicker.

A measure of constraint is by no means always a bad thing. In this case, it caused DreamForge to steer clear of the trend toward “interactive movies” featuring digitized video clips of real actors. The mixture of pixel art and pre-rendered 3D that they relied upon instead may have seemed dismayingly old-fashioned to some at the time, but today we can say that Sanitarium’s visuals have aged far better than many a more expensive production of the era. Rather than anything released more recently, LucasArts’s five-year-old Day of the Tentacle became DreamForge’s model in terms of technology and puzzle design. Definitely not in terms of mood, though: Tentacle was a cartoon comedy, which has always been the low-hanging fruit of the genre, for all that LucasArts was masterful at executing it. Sanitariums atmosphere was to be dark and grim, a braver thing to attempt and a trickier one to pull off. The game was to combine classic and contemporary psychological horror, having a list of inspirations that included The Twilight Zone, The Outer Limits, Jacob’s Ladder, Se7en, and 12 Monkeys.

The core gang of four that coalesced around the game consisted of design lead Mike Nicholson, writer Chris Pasetto, head programmer Chad Freeman, and art director Eric Rice. The team was unusual in that, although almost every single one of its members would enjoy a long later career in mainstream commercial game development, none would ever make another adventure game.

Luckily for us, DreamForge made their second and last time at bat with the genre count. Every problem Chronomaster had has been fixed in Sanitarium. The interface is clean and simple: right click and hold to walk around the screen, right click over your avatar to bring up a radial menu of the objects he’s carrying, left click to interact with things out in the environment. Then, too, DreamForge embraced LucasArts’s “no deaths and no dead ends” philosophy of design. To this they married a wide variety of puzzles that are not too hard but not too easy either, being balanced nicely to keep you engaged without ever stopping your progress through the plot for too long. If there was an award for most improved maker of adventure games, DreamForge would surely deserve the prize for 1998 on the basis of Sanitarium’s surface qualities alone.

Having said that, though, I also have to tell you that its surface qualities are not the reason Sanitarium is a game that sticks with you long after you’ve finished it. It’s the story and the themes that are really special. As a critic, I hate to use this word, but sometimes it’s unavoidable: this game has soul.

Mind you, this quality of soulfulness is not exactly front and center from the beginning. Your first glance at the blood and guts that are strewn across its environments may make you think of a hundred other 1990s videogames which love ultra-violence for its own sake. The story too initially seems decidedly unpromising. It does, after all, revolve around amnesia, that most clichéd of all the tools in a fiction writer’s toolbox.

You play a fellow known only as Max, whom an apparent car accident has recently left in a coma. Instead of a hospital bed, you awaken from your long sleep in the titular sanitarium, a place straight out of a Victorian penny dreadful. Nothing around or on your person is of much help in remembering who you are: you’re wearing only a set of anonymous nurse’s scrubs, and your whole head is so swaddled in bandages that you can’t even see what you look like. Your objective in the game is, naturally, to figure out who you are, how you arrived in this horrible place, and how you can escape your predicament. You pass through a series of dream sequences, over the course of which you slowly begin to piece these things together. (This vignette structure is one of the ways the game keeps a lid on its difficulty, by ensuring that the combinatorial explosion of available puzzles and objects never gets out of hand.) And a surprising thing happens as you venture deeper into the game: what started out as just another exercise in B-movie-style horror and surrealism slowly reveals itself to have much more on its mind and its heart than first appeared to be the case. It addresses some very sensitive topics — among them child abuse and the death of a child — with more empathy and compassion than I would ever have dared to expect.

Sanitarium does walk a fine line at times between the overwrought and the profound; even when I was halfway through the game, I still wasn’t entirely sure which side of that line it would ultimately land on. When all is said and done, though, it dodges the worst of the traps it’s laid for itself by sticking the ending in a way that games like this too seldom do. Sanitarium, you see, goes against the surrealistic tide by pretty thoroughly explaining all of its weirdness. “I felt very strongly that, having invested so much in the characters, an unresolved ending would feel extremely cheap to the player,” says Mike Nicholson. You are absolutely correct, Mike; kudos to you for staying the course and delivering an interactive story that’s fully realized in the Aristotelian sense. The player does get to find out what is really going on, and even gets to enjoy a happy ending.

So, my advice to you, my good readers, is to trust the game even when it seems dubiously worthy of your trust, to give it a chance to reveal its real self at its own speed. If you do so, I think you’ll find that it repays your patience and willingness to withhold judgment handsomely.


At first, Sanitarium can seem like it just wants to be gruesome, in an all too typical videogame sort of way. But first impressions can be deceiving…

The game dwells on the theme of childhood innocence endangered as obsessively as Holden Caulfield. Even your selections from the utility menus — save and load, etc. —  are repeated by a creepy, disembodied chorus of children’s voices.

This is neither the first nor the last adventure game to feature a macabre circus. Here, however, its shock value is shot through with real sadness, as Max takes on the persona of the childhood sister whom he lost. At moments like these, the game transcends its grindcore surface qualities.

This cut scene, in which Max remembers his failure to fulfill his dying sister’s last wish, cuts to the bone with a rusty blade of truth.

Ancient Aztecs are hardly strangers to adventure games. Again, though, this game is weirdly good at transcending its many clichés — beginning, of course, with the amnesiac protagonist.

The puzzles are numerous and varied: inventory puzzles, conversation puzzles, a few action-oriented tests of timing, plus some set-piece Myst-style puzzles like this one.

Screenshots like the one above show that DreamForge’s budget and time were not unlimited. This is supposed to be an isometric view, but the “camera” angle is too extreme, so that it ends up looking like a cutaway view of the floors of the house. Adventure gamers would have to learn to forgive such little infelicities if the genre was to stay alive at all. It’s not too big a thing to ask, in my opinion.



Sanitarium is by no means a AAA game. It was made in just sixteen months, on a sharply limited budget. “We worked with the time and budget we had,” says Mike Nicholson. Fair enough; no one can ask for more. That said, its creators’ limited resources do show through: the game’s graphics are far from the state of the art even for 1998, its voice acting marked by a limited number of actors and by the inherent limitations of some of them — including the one playing Max himself, whose histrionics are sometimes more than a little bit over the top. Yet, even when setting aside its unusually weighty thematic ambitions, Sanitarium remains a well-crafted, even well-polished game within the set of restrictions that are its lot in life. If it does nothing really new, it does the tried and true very, very well. In that sense, it offered hope back in 1998 for a genre that was increasingly in need of it.

There’s a standard narrative about the history of adventure gaming, which you can read of here and there on this site as well as plenty of other places. It describes how adventures rose to become arguably the hottest of all gaming genres during the first half of the 1990s. And then, with dizzying abruptness, the genre “died,” for a whole range of reasons that different chroniclers choose to emphasize to differing degrees: too many games in general, and especially too many with a poor grasp on the fundamentals of good adventure design; a lack of innovative new design ideas; the terrible economics of paying $50 or more for a game that you would be done with after just five to ten hours; an inability to compete with the fast-paced, visceral nature of the latest first-person shooters and real-time strategies; the challenges of distribution in a marketplace where the number of games was growing far faster than the available shelf space at retail, even as online digital distribution was not yet practical for asset-heavy games like these.

All of these reasons are valid when considered in their appropriate context. Nevertheless, the standard narrative masks an important fact. Although adventure games definitely went into a pronounced commercial decline after 1995, definitely became niche rather than mainstream products in gaming’s new world order, they never actually “died” at all. Even in the very worst years for the genre, new adventures were still released. And in the due course of time, the adventure game learned to reckon with its relegation to niche status, found ways to survive and even to be modestly profitable as part of a long tail of games that trucked along behind the razzle-dazzle of Quake, Unreal, and Starcraft.

Adventures’ means of living on after their alleged death were varied. Most obviously, they entailed reduced budgets, even though that meant accepting reduced production values, and reduced price points, even though that cut into an already precarious bottom line. More and more in the course of time, they would include moving production out of North America and Western Europe to Asia and Eastern Europe, where artists and programmers were willing and able to work much more cheaply. This new breed of adventure game would not be advertised in the front pages of glossy magazines and featured in flashy end-cap displays inside stores, as their predecessors had been. These adventure games were thrilled if they could just secure a bottom shelf somewhere for themselves; when they couldn’t, there were always the mail-order and Internet-based storefronts, who, unlike the brick-and-mortar retailers, were in a position to stock any and every game in their warehouses, no matter how niche its appeal.

As a game produced on a modest budget, with correspondingly modest commercial expectations on the part of its developer, Sanitarium can be seen as an early example of these trends, coming along even as the last of the bigger-budget adventure games from the big studios — titles like Black Dahlia, The X-Files Game, Grim Fandango, and Gabriel Knight 3 — were still either in the pipeline or fresh on store shelves.

And Sanitarium serves as an early riposte to a lot of the assumptions behind the standard histories of adventure games in yet one more way. I, for one, am not at all convinced that the genre’s decline in prominence actually led to worse games. When adventures were no longer flagship titles on which the stock prices of their corporate parents depended, there was less pressure to release them before their time. When the people making them were doing so strictly out of love for the genre instead of because they were chasing the trendy flavor of the month, said people were more willing to sweat the details of design. Likewise, when the budget couldn’t be stretched enough to create an audiovisual spectacle, the only way to stand out was through excellent writing and puzzles. And when the old “Siliwood” vision of adventure games as interactive movies populated by real actors was thrown onto the dustbin of history, studios were able to return to older approaches that were often more satisfying than watching reams of grainy green-screened video. So, not only did a year never go by without producing at least a few new adventures, but at least one or two of those adventures were always pretty darn good, just like Sanitarium is. Not bad for a dead genre.

The obvious comparison to make is with the graphic adventure’s evolutionary forefather, the text adventure, which went through a similar boom and bust about a decade before its progeny. By the early 1990s, the text adventure really was dead as a commercial proposition, deader than the graphic adventure would ever be. And yet the text adventure writ large did not die. Its disappearance from store shelves rather left the field open to impassioned amateurs, who programmed tools for making them that were more sophisticated than anything any of the commercial houses could ever lay claim to. Then, being freed by the absence of economic pressure to focus on design, writing, and innovation, the amateurs used these tools to create games that were not just as good as but in many ways better than the best of the 1980s. The major difference in the case of graphic adventures was that the latter were able to maintain a low-key commercial presence, even as open-source authoring systems like Adventure Game Studio would eventually allow amateurs to create remarkably sophisticated games of this style as well. The beginning of that scene is still a few years removed from the point at which we now stand in these histories, but I do look forward to covering it alongside the professional graphic adventures — and the amateur text adventures, of course — in the future.

In the meantime, though, there is Sanitarium, the advance guard that pointed the way to where the genre as a whole would have to go within the next couple of years. To have a future, adventure games would have to reconnect with their past, pretending the Siliwood craze had never happened and refocusing on the fundamentals. This is exactly what Sanitarium does, to fine effect.



The rest of the story of Sanitarium and DreamForge Intertainment is far briefer than that of the adventure game in general. Instead of DreamForge’s usual partner SSI, Sanitarium was published by the relatively brief-lived American Softworks Corporation, something of a dumping ground for second-tier games like this one that didn’t much interest the glitzier publishers. Needless to say, Sanitarium wasn’t a big seller.[1]Gazing back through the rose-tinted glasses of memory, Mike Nicholson guesses that Sanitarium sold around 300,000 copies. Based on my knowledge of the industry and the game’s public profile, I suspect that this figure is inflated by a factor of two to five. If it were correct, Sanitarium would stand as the best-selling game DreamForge ever made by a huge margin, raising the question of why they didn’t immediately invest in another adventure. For all that much of the form and spirit of the post-millennial adventure game can be seen here in a nascent form, it would take cleverer publishers than ASC to figure out how to sell the games consistently at a (modest) profit — another story for another time.

As it was, this weirdly aberrant game in the DreamForge catalog justified that description by becoming the last of its kind from them. In fact, the studio finished only one more game of any type after Sanitarium and TNN Outdoors Pro Hunter, their odd couple of 1998: that game being the more typically workmanlike Warhammer 40,000: Rites of War of 1999. With DreamForge’s traditional business model of making derivative games that were just good enough becoming harder and harder to sustain in the changing industry, the company was dissolved not long after.

Sanitarium stands today as their one real moment of glory, their one game that truly deserves to be discovered and appreciated by a new generation of gamers. Thankfully, its presence on modern digital storefronts allows this. Personally, I rank it alongside Journeyman Project 3 and Tex Murphy: Overseer as one of my three favorite graphic adventures of 1998. While the former two titles both represent the end of an era of adventure gaming, Sanitarium is the dawning glow of a new one. I submit it to you as Exhibit Number One for my case that the adventure game’s life after death will be in its own way every bit as exciting as its lusty youth.



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Sources: Computer Gaming World of January 1994, April 1996, and September 1998; Retro Gamer 132. Plus the SSI archive at the Strong Museum of Play.

Where to Get It: Sanitarium is available for digital purchase at GOG.com.

Footnotes

Footnotes
1 Gazing back through the rose-tinted glasses of memory, Mike Nicholson guesses that Sanitarium sold around 300,000 copies. Based on my knowledge of the industry and the game’s public profile, I suspect that this figure is inflated by a factor of two to five. If it were correct, Sanitarium would stand as the best-selling game DreamForge ever made by a huge margin, raising the question of why they didn’t immediately invest in another adventure.
 
 

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Tomb Raider

If you have to stare at someone’s bum, it’s far better to look at a nice female bum than a bloke’s bum!

— Adrian Smith of Core Design

There was something refreshing about looking at the screen and seeing myself as a woman. Even if I was performing tasks that were a bit unrealistic… I still felt like, hey, this is a representation of me, as myself, as a woman. In a game. How long have we waited for that?

— gamer Nikki Douglas

Sure, she’s powerful and assertive. She takes care of herself, and she knows how to handle a gun. She’s a great role model for girls. But how many copies of Tomb Raider do you think they’d have sold if they’d made Lara Croft flat-chested?

— Charles Ardai, Computer Gaming World

It strikes me that Lara Croft must be the most famous videogame character in history if you take the word “character” literally. Her only obvious competition comes from the Nintendo stable — from Super Mario and Pac-Man and all the rest. But they aren’t so much characters as eternal mascots, archetypes out of time in the way of Mickey Mouse or Bugs Bunny. Lara, on the other hand, has a home, a reasonably coherent personal chronology, a reasonably fleshed-out personality — heck, she even has a last name!

Of course, Lara is by no means alone in any of these things among videogame stars. Nevertheless, for all the cultural inroads that gaming has made in recent decades, most people who don’t play games will still give you a blank stare if you try to talk to them about any of our similarly well-rounded videogame characters. Mention Solid Snake, Cloud, or Gordon Freeman to them and you’ll get nothing. But Lara is another story. After twenty games that have sold almost 100 million copies combined and three feature films whose box-office receipts approach $1 billion, everybody not living under a proverbial rock has heard of Lara Croft. Love her or hate her, she has become one of us in a way that none of her peers can match.



Lara’s roots reach back to the first wave of computer gaming in Britain, to the era when Sinclair Spectrums and Commodore 64s were the hottest machines on the market. In 1984, in the midst of this boom, Ian Stewart and Kevin Norburn founded the publisher Gremlin Graphics — later Gremlin Interactive — in the back room of a Sheffield software shop. Gremlin went on to become the Kevin Bacon of British game development: seemingly everybody who was anybody over the ensuing decades was associated with them at one time or another, or at the very least worked with someone who had been. This applies not least to Lara Croft, that most iconic woman in the history of British gaming.

Core Design, the studio that made her, was formed in 1986 as Gremlin Derby, around the talents of four young men from the same town who had just created the hit game Bounder using the Commodore 64s in their bedrooms. But not long after giving the four a real office to work in, the folks at Gremlin’s Sheffield headquarters began to realize that they should have looked before they leaped — that they couldn’t actually afford to be funding outside studios with their current revenue stream. (Such was the way of things in the topsy-turvy world of early British game development, when sober business expertise was not an overly plentiful commodity.) Rather than close the Derby branch they had barely had time to open, three Gremlin insiders — a sales executive named Jeremy Heath-Smith, the current manager of the Derby studio Greg Holmes, and the original Gremlin co-founder Kevin Norburn — cooked up a deal to take it over and run it themselves as an independent entity. They set up shop under the name of Core Design in 1988.

Over the year that followed, Core had its ups and downs: Heath-Smith bought out Holmes in 1990 and Norburn in 1992, both under circumstances that weren’t entirely amicable. But the little studio had a knack for squeezing out a solid seller whenever one was really needed, such as Rick Dangerous and Chuck Rock. Although most of these games were made available for MS-DOS among other platforms, few of them had much in common with the high-concept adventure games, CRPGs, and strategy games that dominated among American developers at the time. They were rather direct descendants of 8-bit games like Bounder: fast-paced, colorful, modest in size and ambition, and shot through with laddish humor. By 1991, Core had begun porting their games to consoles like the Sega Genesis and Super Nintendo, with whose sensibilities they were perhaps a more natural fit. And indeed, the consoles soon accounted for the majority of their sales.

In late 1994, Jeremy Heath-Smith was invited to fly out to Japan to check out the two latest and greatest consoles from that country, both of which were due for a domestic Japanese release before the end of that year and an international rollout during the following one. The Sega Saturn and the Sony PlayStation were groundbreaking in a number of ways: not only did they use capacious CDs instead of cramped cartridges as their standard storage media, but they each included a graphics processing unit (GPU) for doing 3D graphics. At the time, id Software’s DOOM was in the vanguard of a 3D insurgency on personal computers, one that was sweeping away older, slower games like so much chaff in the breeze. The current generation of consoles, however, just didn’t have the horsepower to do a credible job of running games like that; they had been designed for another paradigm, that of 2D sprites moving across pixel-graphic backgrounds. The Saturn and the PlayStation would change all that, allowing the console games that constituted 80 to 90 percent of the total sales of digital games to join the 3D revolution as well. Needless to say, the potential payoff was huge.

Back at Core Design in Derby, Heath-Smith told everyone what he had seen in Japan, then asked for ideas for making maximum use of the new consoles’ capabilities. A quiet 22-year-old artist and designer named Toby Gard raised his hand: “I’ve got this idea of pyramids.” You would play a dashing archaeologist, he explained, dodging traps and enemies on the trail of ancient relics in a glorious 3D-rendered environment.

It must be said that it wasn’t an especially fresh or unexpected idea in the broad strokes. Raiders of the Lost Ark had been a constant gaming touchstone almost from the moment it had first reached cinemas in 1981. Core’s own Rick Dangerous had been essentially the same game as the one that Gard was now proposing, albeit implemented using 2D sprites rather than 3D graphics. (Its titular hero there was a veritable clone of the Raiders‘s hero Indiana Jones, right down to his trademark whip and fedora; if you didn’t read the box copy, you would assume it was a licensed game.)

Still, Gard was enthusiastic, and possessed of “immense talent” in the opinion of Heath-Smith. His idea certainly had the potential to yield an exciting 3D experience, and Heath-Smith had been around long enough to know that originality in the abstract was often overrated when it came to making games that sold. He gave Tomb Raider the green light to become Core’s cutting-edge showcase for the next-generation consoles, Core’s biggest, most expensive game to date. Which isn’t to say that he could afford to make it all that big or expensive by the standards of the American and Japanese studios: a team of just half a dozen people created Tomb Raider.

The Tomb Raider team. Toby Gard is third from left, Jeremy Heath-Smith second from right. Heather Gibson was the sole woman to work on the game — which, to be fair, was one more woman than worked on most games from this period.

The game would depart in a significant way from the many run-and-gun DOOM clones on personal computers by being a bit less bloody-minded, emphasizing puzzle-solving and platforming as much as combat. The developers quickly decided that the style of gameplay they had in mind demanded that they show the player’s avatar onscreen from a behind-the-back view rather than going with the first-person viewpoint of DOOM — an innovative choice at the time, albeit one that several other studios were making simultaneously, with such diverse eventual results as Fade to BlackDie Hard Trilogy, Super Mario 64, and MDK. In the beginning, though, they had no inkling that it would be Lara Croft’s bum the player would be staring at for hours. The star was to be Rick Dangerous or another of his ilk — i.e., just another blatant clone of Indiana Jones.

But Heath-Smith was seasoned enough to know that that sort of thing wouldn’t fly anymore in a world in which games were becoming an ever bigger and more visible mass-media phenomenon. “You must be insane,” he said to Toby Gard as soon as he heard about his intended Indiana clone. “We’ll get sued from here to kingdom come!” He told him to go back to the drawing board — literally; he was an artist, after all — and create a more clearly differentiated character.

So, Gard sat down at his desk to see what he could do. He soon produced the first sketches of Lara — Lara Cruz, as he called her in the beginning. Gard:

Lara was based on Indiana Jones, Tank Girl, and, people always say, my sister. Maybe subconsciously she was my sister. Anyway, she was supposed to be this strong woman, this upper-class adventurer. The rules at the time were, if you’re going to make a game, make sure the main character is male and make sure he’s American; otherwise it won’t sell in America. Those were the rules coming down from the marketing men. So I thought, “Ah, I know how to fix this. I’ll make the bad guys all American and the lead character female and as British as I can make her.”

She wasn’t a tits-out-for-the-lads type of character in any way. Quite the opposite, in fact. I thought that what was interesting about her was, she was this unattainable, austere, dangerous sort of person.

Sex appeal aside, Lara was in tune with the larger zeitgeist around her in a way that few videogames characters before her could match. Gard first sketched her during the fall of 1995, when Cool Britannia and Britpop were the rages of the age in his homeland, when Oasis and Blur were trash-talking one another and vying for the top position on the charts. It was suddenly hip to be British in a way it hadn’t been since the Swinging Sixties. Bands like the aforementioned made a great point of singing in their natural accents — or, some would say, an exaggerated version of same — and addressing distinctly British concerns rather than lapsing into the typical Americanisms of rock and pop music. Lara was cut from the same cloth. Gard changed her last name to “Croft” when he decided “Cruz” just wasn’t British enough, and created a defiantly blue-blooded lineage for her, making her the daughter of a Lord Henshingly Croft, complete with a posh public-school accent.

Jeremy Heath-Smith was not initially impressed. “Are you insane?” he asked Gard for the second time in a month. “We don’t do girls in videogames!” But Gard could be deceptively stubborn when he felt strongly about something, and this was one of those occasions. Heath-Smith remembers Gard telling him that “she’d be bendy. She’d do things that blokes couldn’t do.” Finally, he relented. “There was this whole movement of, females can really be cool, particularly from Japan,” he says.

And indeed, Lara was first drawn with a distinctly manga sensibility. Only gradually, as Gard worked her into the actual game, did she take on a more realistic style. Comparatively speaking, of course. We’ll come back to that…

An early concept sketch of Lara Croft.

Tomb Raider was becoming ever more important for Core. In the wake of the Sega Saturn and the Sony PlayStation, the videogames industry was changing quickly, in tandem with its customers’ expectations of what a new game ought to look like; there was a lot of space on one of those shiny new CDs, and games were expected to fill it. The pressures prompted a wave of consolidations in Britain, a pooling of a previously diffuse industry’s resources in the service of fewer but bigger, slicker, more expensive games. Core actually merged twice in just a couple of years: first with the US Gold publishing label (its name came from its original business model, that of importing American games into Britain) and then with Domark, another veteran of the 1980s 8-bit scene. Domark began trading under the name of Eidos shortly after making the deal, with Core in the role of its premier studio.

Eidos had as chairman of its board Ian Livingstone, a legend of British gaming in analog spaces, the mastermind of the Warhammer tabletop game and the Fighting Fantasy line of paperback gamebooks that enthralled millions of youth during the 1980s. He went out to have a look at what Core had in the works. “I remember it was snowing,” he says. “I almost didn’t go over to Derby.” But he did, and “I guess you could say it was love at first sight when I stepped through the door. Seeing Lara on screen.”

With such a powerful advocate, Tomb Raider was elevated to the status of Eidos’s showcase game for the Christmas of 1996, with a commensurate marketing budget. But that meant that it simply had to be a hit, a bigger one by far than anything Core had ever done before. And Core was getting some worrisome push-back from Eidos’s American arm, expressing all the same conventional wisdom that Toby Gard had so carefully created Lara to defy: that she was too British, that the pronunciation of her first name didn’t come naturally to American lips, that she was a girl, for Pete’s sake. Cool Britannia wasn’t really a thing in the United States; despite widespread predictions of a second muscial British Invasion in the States to supersede the clapped-out Seattle grunge scene, Oasis had only partially broken through, Blur not at all, and Spice Girls — the latest Britpop sensation — had yet to see their music even released Stateside. Eidos needed another way to sell Lara Croft to Americans.

It may have been around this time that an incident which Toby Gard would tell of frequently in the years immediately after Tomb Raider‘s release occurred. He was, so the story goes, sitting at his computer tweaking his latest model of Lara when his mouse hand slipped, and her chest suddenly doubled or tripled in size. When a laughing Gard showed it to his co-workers in a “look what a silly thing I did!” sort of way, their eyes lit up and they told him to leave it that way. “The technology didn’t allow us to make her [look] visually as we wanted, so it was more of a way of heightening certain things so it would give her some shape,” claims Core’s Adrian Smith.

Be that as it may, Eidos’s marketing team, eying that all-important American market that would make or break this game that would make or break their company, saw an obvious angle to take. They plastered Lara, complete with improbably huge breasts and an almost equally bulbous rear end, all over their advertising. “Sometimes, having a killer body just isn’t enough,” ran a typical tagline. “Hey, what’s a little temptation? Especially when everything looks this good. In the game, we mean.” As for the enemies Lara would have to kill, “Not everyone sees a bright light just before dying. Lucky stiffs.” (The innuendo around Lara was never subtle…)

This, then, was the way that Lara Croft greeted the public when her game dropped in September of 1996. And Toby Gard hated it. Giving every indication of having half fallen in love with his creation, he took the tarting up she was receiving under the hands of Eidos’s marketers badly. He saw them rather as a young man might the underworld impresario who had convinced his girlfriend — or his sister? — to become a stripper. A suggestion that reached Core’s offices to include a cheat code to remove Lara’s clothing entirely was, needless to say, not well-received by Gard. “It’s really weird when you see a character of yours doing these things,” he says. “I’ve spent my life drawing pictures of things — and they’re mine, you know?”

But of course they weren’t his. As is par for the course in the games industry, Gard automatically signed over all of the rights to everything he made at Core just as soon as he made it. He was not the final arbiter of what Lara did — or what was done to her – from here on out. So, he protested the only way he knew how: he quit.

Jeremy Heath-Smith, whose hardheaded businessman’s view of the world was the polar opposite of Gard’s artistic temperament, was gobsmacked by the decision.

I just couldn’t believe it. I remember saying, “Listen, Toby, this game’s going to be huge. You’re on a commission for this, you’re on a bonus scheme, you’re going to make a fortune. Don’t leave. Just sit here for the next two years. Don’t do anything. You’ll make more money than you’ve ever seen in your life.” I’m not arty, I’m commercial. I couldn’t understand his rationale for giving up millions of pounds for some artistic bloody stand. I just thought it was insanity.

Heath-Smith’s predictions of Tomb Raider‘s success — and with them the amount of money Gard was leaving on the table — came true in spades.

Suspecting every bit as strongly as Heath-Smith that they had a winner on their hands, Eidos had already flown a lucky flock of reporters all the way to Egypt in August of 1996 to see Tomb Raider in action for the first time, with the real Pyramids of Giza as a backdrop. By now, the Sega Saturn and the Sony PlayStation had been out for a year in North America and Europe, with the PlayStation turning into by far the bigger success, thanks both to Sony’s superior marketing and a series of horrific unforced errors on Sega’s part. Nevertheless, Tomb Raider appeared first on the Saturn, thanks to a deal Eidos had inked which promised Sega one precious month of exclusivity in return for a substantial cash payment. Rather than reviving the fortunes of Sega’s moribund console, Tomb Raider on the Saturn wound up serving mostly as a teaser for the PlayStation and MS-DOS versions that everyone knew were waiting in the wings.

The game still has qualities to recommend it today, although it certainly does show its age in some senses as well. The plot is barely comprehensible, a sort of Mad Libs of Raiders of the Lost Ark, conveyed in fifteen minutes of cut scenes worth of pseudo-mystical claptrap. The environments themselves, however, are possessed of a windy grandeur that requires no exposition, with vistas that can still cause you to pull up short from time to time. If nothing else, Tomb Raider makes a nice change of pace from the blood-splattered killing fields of the DOOM clones. In the first half of the game, combat is mostly with wildlife, and is relatively infrequent. You’ll spend more of your time working out the straightforward but satisfying puzzles — locked doors and hidden keys, movable boulders waiting to be turned into staircases, that sort of thing — and navigating vertigo-inducing jumps. In this sense and many others, Tomb Raider is more of an heir to the fine old British tradition of 8-bit action-adventures than it is to the likes of DOOM. Lara is quite an acrobat, able to crouch and spring, flip forward and backward and sideways, swim, climb walls, grab ledges, and when necessary shoot an arsenal of weapons that expands in time to include shotguns and Uzis alongside her iconic twin thigh-holstered pistols.

Amidst all the discussion of Lara Croft’s appearance, a lot of people failed to notice the swath she cuts through some of the world’s most endangered species of wildlife. “The problem is that any animal that’s dangerous to humans we’ve already hunted to near extinction,” said Toby Gard. “Maybe we should have used non-endangered, harmless animals. Then you’d be asking me, ‘Why was Lara shooting all those nice bunnies and squirrels?’ You can’t win, can you?”

Unfortunately, Tomb Raider increasingly falls prey to its designers’ less worthy instincts in its second half. As the story ups the stakes from just a treasure-hunting romp to yet another world-threatening videogame conspiracy, the environments grow less coherent and more nonsensical in rhythm, until Lara is battling hordes of mutant zombies inside what appears for all the world to be a pyramid made out of flesh and blood. And the difficulty increases to match, until gameplay becomes a matter of die-and-die-again until you figure out how to get that one step further, then rinse and repeat. This is particularly excruciating on the console versions, which strictly ration their save points. (The MS-DOS version, on the other hand, lets you save any time you like, which eases the pain considerably.) The final gauntlet you must run to escape from the last of the fifteen levels is absolutely brutal, a long series of tricky, non-intuitive moves that you have to time exactly right to avoid instant death, an exercise in rote yet split-second button mashing to rival the old Dragon’s Lair game. It’s no mystery why Tomb Raider ended up like this: its amount of content is limited, and it needed to stretch its playing time to justify a price tag of $50 or more. Still, it’s hard not to think wistfully about what a wonderful little six or seven hour game it might have become under other circumstances, if it hadn’t needed to fill fifteen or twenty hours instead.

Tomb Raider‘s other weaknesses are also in the predictable places for a game of this vintage, a time when designers were still trying to figure out how to make this style of game playable. (“Everyone is sitting down and realizing that it’s bloody hard to design games for 3D,” said Peter Molyneux in a contemporaneous interview.) The controls can be a little awkward, what with the way they keep changing depending on what Lara’s actually up to. Ditto the distractingly flighty camera through which you view Lara and her environs, which can be uncannily good at finding exactly the angle you don’t want it to at times. Then, too, in the absence of a good auto-map or clear line of progression through each level, you might sometimes find orientation to be at least as much a challenge as any of the other, more deliberately placed obstacles to progress.

Games would slowly get better at this sort of thing, but it would take time, and it’s not really fair to scold Tomb Raider overmuch for failings shared by virtually all of the 3D action games of 1996. Tomb Raider is never less than a solidly executed game, and occasionally it becomes an inspired one; your first encounter with a Tyrannosaurus Rex (!) in a lost Peruvian valley straight out of Arthur Conan Doyle remains as shocking and terrifying today as it ever was.

As a purely technical feat, meanwhile, Tomb Raider was amazing in its day from first to last. The levels were bigger than any that had yet been seen outside the 2.5D Star Wars shooter Dark Forces. In contrast to DOOM and its many clones, in contrast even to id’s latest 3D extravaganza Quake, Tomb Raider stood out as its own unique thing, and not just because of its third-person behind-the-back perspective. It just had a bit more finesse about it all the way around. Those other games all relied on big bazooka-toting lunks with physiques that put Arnold Schwarzenegger to shame. Even with those overgrown balloons on her chest, Lara managed to be lithe, nimble, potentially deadly in a completely different way. DOOM and Quake were a carpet-bombing attack; she was a precision-guide missile.

Sex appeal and genuinely innovative gameplay and technology all combined to make Lara Croft famous. Shelley Blond, who voiced Lara’s sharply limited amount of dialog in the game, tells of wandering into a department store on a visit to Los Angeles, and seeing “an enormous cutout of Lara Croft. Larger than live-size.” She made the mistake of telling one of the staff who she was, whereupon she was mobbed like a Beatle in 1964: “I was bright red and shaking. They all wanted pictures, and that was when I thought, ‘Shit, this is huge!'”

In a landmark moment for the coming out of videogames as a force in mainstream pop culture, id Software had recently convinced the hugely popular industrial-rock band Nine Inch Nails to score Quake. But that was nothing compared to the journey that Lara Croft now made in the opposite direction, from the gaming ghetto into the mainstream. She appeared on the cover of the fashion magazine The Face: “Occasionally the camera angle allows you a glimpse of her slanted brown eyes and luscious lips, but otherwise Lara’s always out ahead, out of reach, like the perfect girl who passes in the street.” She was the subject of feature articles in Time, Newsweek, and Rolling Stone. Her name got dropped in the most unlikely places. David James, the star goalkeeper for the Liverpool football club, said he was having trouble practicing because he’d rather be playing Tomb Raider. Rave-scene sensations The Prodigy used their addiction to the game as an excuse for delaying their new album. U2 commissioned huge images of her to show on the Jumbotron during their $120 million Popmart tour. She became a spokeswoman for the soft drink Lucozade and for Fiat cars, was plastered across mouse pads, CD-wallets, and lunch boxes. She became a kids’ action figure and the star of her own comic book. It really was as if people thought she was an actual person; journalists clamored to “interview” her, and Eidos was buried in fan mail addressed to her. “This was like the golden goose,” says Heath-Smith. “You don’t think it’s ever going to stop laying. Everything we touched turned gold. It was just a phenomenon.” Already in 1997, negotiations began for an eventual Tomb Raider feature film.

Most of all, Lara was the perfect mascot for the PlayStation. Sony’s most brilliant marketing stroke of all had been to pitch their console toward folks in their late teens and early twenties rather than children and adolescents, thereby legitimizing gaming as an adult pursuit, something for urban hipsters to do before and/or after an evening out at the clubs. (It certainly wasn’t lost on Sony that this older demographic tended to have a lot more disposable income than the younger ones…) Lara may have come along a year too late for the PlayStation launch, but better late than never. What hipster videogaming had been missing was its very own It Girl. And now it had her. Tomb Raider sold seven and a half million copies, at least 80 percent of them on the PlayStation.

That said, it did very well for itself on computers as well, especially after Core posted on their website a patch to make the game work with the new 3Dfx Voodoo chipset for hardware-accelerated 3D graphics on that platform. Tomb Raider drove the first wave of Voodoo adoption; countless folks woke up to find a copy of the game alongside a shiny new graphics card under the tree that Christmas morning. Eidos turned a £2.6 million loss in 1996 into a £14.5 million profit in 1997, thanks entirely to Lara. “Eidos is now the house that Lara built,” wrote Newsweek magazine.

There followed the inevitable sequels, which kept Lara front and center through the balance of the 1990s and beyond: Tomb Raider II in 1997, Tomb Raider III in 1998, Tomb Raider: The Last Revelation in 1999, Tomb Raider: Chronicles in 2000. These games were competently done for the most part, but didn’t stretch overmuch the template laid down by the first one; even the forthrightly non-arty Jeremy Heath-Smith admits that “we sold our soul” to keep the gravy train running, to make sure a new Tomb Raider game was waiting in stores each Christmas. Just as the franchise was starting to look a bit tired, with each successive game posting slowly but steadily declining sales numbers, the long-in-the-works feature film Lara Croft: Tomb Raider arrived in 2001 to bring her to a whole new audience and ensure that she became one of those rare pop-culture perennials.

By this time, a strong negative counter-melody had long been detectable underneath the symphony of commercial success. A lot of people — particularly those who weren’t quite ready to admit videogames into the same halls of culture occupied by music, movies, and books — had an all too clear image of who played Tomb Raider and why. They pictured a pimply teenage boy or a socially stunted adult man sitting on the couch in his parents’ basement with one hand on a controller and another in his pants, gazing in slack-jawed fascination at Lara’s gyrating backside, perhaps with just a trace of drool running down his spotty chin. And it must be admitted that some of Lara’s biggest fans didn’t do much to combat this image: the site called Nude Raider, which did what Toby Gard had refused to do by patching a naked version of Lara into the game, may just have been the most pathetic thing on the Internet circa 1997.

But other fans leaped to Lara’s defense as something more than just the world’s saddest masturbation aid. She was smart, she was strong, she was empowered, they said, everything feminist critics had been complaining for years that most women in games were not.

The problem, answered Lara’s detractors, was that she was still all too obviously crafted for the male gaze. She was, in other words, still a male fantasy at bottom, and not a terribly mature one at that, looking as she did like something a horny teenager who had yet to lay hands on a real girl might draw in his notebook. Her proportions — proudly announced by Eidos as 34D-24-35 — were obtainable by virtually no real woman, at least absent the services of a plastic surgeon. “If you genetically engineered a Lara-shaped woman,” noted PC Gaming World‘s (female) reviews editor Cal Jones, “she would die within around fifteen seconds, since there’s no way her tiny abdomen could house all her vital organs.” Violet Berlin, a popular technology commentator on British television, called Lara “a ’70s throwback from the days when pouting lovelies were always to be found propped up against any consumer icon advertised for men.”

Everyone was right in her or his own way, of course. Lara Croft truly was different from the videogame bimbos of the past, and the fact that millions of boys were lining up to become her — or at least to control her — was progress of some sort. But still… as soon as you looked at her, you knew which gender had drawn her. Even Toby Gard, who had given up millions in a purely symbolic protest against the way his managers wished to exploit her, talked about her in ways that were far from free of male gazing — that could start to sound, if we’re being honest, just a little bit creepy.

Lara was designed to be a tough, self-reliant, intelligent woman. She confounds all the sexist clichés apart from the fact that she’s got an unbelievable figure. Strong, independent women are the perfect fantasy girls — the untouchable is always the most desirable.

Some feminist linguists would doubtless make much of the unconscious slip from “women” to “girls” in this comment…

The Lara in the games was rather a cipher in terms of personality, which worked for her benefit in the mass media. She could easily be re-purposed to serve as anything from a feminist hero to a sex kitten, depending on what was needed at that juncture.

For every point there was a counterpoint. Some girls and women saw Lara as a sign of progress, even as an aspirational figure. Others saw her only as one more stereotype of female perfection created by and for males, one to which they could never hope to measure up. “It’s a well-known fact that most [male] youngsters get their first good look at the female anatomy through porn mags, and come away thinking women have jutting bosoms, airbrushed skin, and neatly trimmed body hair,” said Cal Jones. “Now, thanks to Lara, they also think women are super fit, agile gymnasts with enough stamina to run several marathons back to back. Cheers.”

On the other hand, the same male gamers had for years been seeing images of almost equally unattainable masculine perfection on their screens, all bulging biceps and chiseled abs. How was this different? Many sensed that it was different, somehow, but few could articulate why. Michelle Goulet of the website Game Girlz perhaps said it best: Lara was “the man’s ideal image of a girl, not a girl’s ideal image of a girl.” The inverse was not true of all those warrior hunks: they were “based on the body image that is ideal to a lot of guys, not girls. They are nowhere near my ideal man.” The male gaze, that is to say, was the arbiter in both cases. What to do about it? Goulet had some interesting suggestions:

My thoughts on this matter are pretty straightforward. Include females in making female characters. Find out what the ideal female would be for both a man and a woman and work with that. Respect the females the same as you would the males.

Respecting the female characters is hard when they look like strippers with guns and seem to be nothing more than an erection waiting to happen. Believing that the industry in general respects females is hard when you see ads with women tied up on beds. In my opinion, respect is what most girls are after, and I feel that if the gaming community had more respect for their female characters they would attract the heretofore elusive female market. This doesn’t mean that girls in games have to be some kind of new butch race. Femininity is a big part of being female. This means that girls should be girls. Ideal body images and character aspects that are ideal for females, from a female point of view. I would be willing to bet that guys would find these females more attractive than the souped-up bimbos we are used to seeing. If sexuality is a major selling point, and a major attraction for the male gamer, then, fine, throw in all the sexuality you want, but doing so should not preclude respect for females.

To sum up, I have to say I think the gaming industry should give guys a little more credit, and girls a lot more respect, and I hope this will move the tide in that direction.

I’m happy to say that the tide has indeed moved in that direction for Lara Croft at least since Michelle Goulet wrote those words in the late 1990s. It began in a modest way with that first Tomb Raider movie in 2001. Although Angeline Jolie wore prosthetic breasts when she played Lara, it was impossible to recreate the videogame character’s outlandish proportions in their entirety. In order to maintain continuity with that film and a second one that came out in 2003, the Tomb Raider games of the aughts modeled their Laras on Jolie, resulting in a slightly more realistic figure. Then, too, Toby Gard returned to the franchise to work on 2007’s Tomb Raider: Anniversary and 2008’s Tomb Raider: Underworld, bringing some of his original vision of Lara with him.

But the real shift came when the franchise, which was once again fading in popularity by the end of the aughts, was rebooted in 2013, with a game that called itself simply Tomb Raider. Instead of pendulous breasts and booty mounted on spaghetti-thin legs and torso, it gave us a fit, toned, proportional Lara, a woman who looked like she had spent a lot of time and money at the local fitness center instead of the plastic surgeon’s office. If you ask this dirty old male gazer, she’s a thousand times more attractive than the old Lara, even as she’s a healthy, theoretically attainable ideal for a young woman who’s willing to put in some hard hours at the gym. This was proved by Alicia Vikander, the star of a 2018 Tomb Raider movie, the third and last to date; she looked uncannily like the latest videogame Lara up there on the big screen, with no prosthetics required.

Bravo, I say. If the original Lara Croft was a sign of progress in her way, the latest Lara is a sign that progress continued. If you were to say the new Lara is the one we should have had all along — within the limits of what the technology of the time would allow, of course — I wouldn’t argue with you. But still… better late than never.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.



(Sources: The books Grand Thieves and Tomb Raiders: How British Video Games Conquered the World by Magnus Anderson and Rebecca Levene; From Barbie to Mortal Kombat: Gender and Computer Games, edited by Justine Cassell and Henry Jenkins; Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, edited by Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun; Gender Inclusive Game Design: Expanding the Market by Sheri Graner Ray; The Making of Tomb Raider by Daryl Baxter; 20 Years of Tomb Raider: Digging Up the Past, Defining the Future by Meagan Marie; and A Gremlin in the Works by Mark James Hardisty. Computer Gaming World of August 1996, October 1996, January 1997, March 1997, and November 1997; PC Powerplay of July 1997; Next Generation of May 1996, October 1996, and June 1998; The Independent of April 18 2004; Retro Gamer 20, 147, 163, and 245. Online sources include three pieces for the Game Studies journal, by Helen W. Kennedy, Janine Engelbrecht, and Esther MacCallum-Stewart. Plus two interview with Toby Gard, by The Guardian‘s Greg Howson and Game Developer‘s David Jenkins.

The first three Tomb Raider games are available as digital purchases at GOG.com, as are the many games that followed those three.)

 

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Star Control II

In this vaguely disturbing picture of Toys for Bob from 1994, Paul Reiche is at center and Fred Ford to the left. Ken Ford, who joined shortly after Star Control II was completed, is to the right.

There must have been something in the games industry’s water circa 1992 when it came to the subject of sequels. Instead of adhering to the traditional guidelines — more of the same, perhaps a little bigger — the sequels of that year had a habit of departing radically from their predecessors in form and spirit. For example, we’ve recently seen how Virgin Games released a Dune II from Westwood Studios that had absolutely nothing to do with the same year’s Dune I, from Cryo Interactive. But just as pronounced is the case of Accolade’s Star Control II, a sequel which came from the same creative team as Star Control I, yet which was so much more involved and ambitious as to relegate most of what its predecessor had to offer to the status of a mere minigame within its larger whole. In doing so, it made gaming history. While Star Control I is remembered today as little more than a footnote to its more illustrious successor, Star Control II remains as passionately loved as any game from its decade, a game which still turns up regularly on lists of the very best games ever made.



Like those of many other people, Paul Reiche III’s life was irrevocably altered by his first encounter with Dungeons & Dragons in the 1970s. “I was in high school,” he remembers, “and went into chemistry class, and there was this dude with glasses who had these strange fantasy illustrations in front of him in these booklets. It was sort of a Napoleon Dynamite moment. Am I repulsed or attracted to this? I went with attracted to it.”

In those days, when the entire published corpus of Dungeons & Dragons consisted of three slim, sketchy booklets, being a player all but demanded that one become a creator — a sort of co-designer, if you will — as well. Reiche and his friends around Berkeley, California, went yet one step further, becoming one of a considerable number of such folks who decided to self-publish their creative efforts. Their most popular product, typed out by Reiche’s mother on a Selectric typewriter and copied at Kinko’s, was a book of new spells called The Necromican.

That venture eventually crashed and burned when it ran afoul of that bane of all semi-amateur businesses, the Internal Revenue Service. It did, however, help to secure for Reiche what seemed the ultimate dream job to a young nerd like him: working for TSR itself, the creator of Dungeons & Dragons, in Lake Geneva, Wisconsin. He contributed to various products there, but soon grew disillusioned by the way that his own miserable pay contrasted with the rampant waste and mismanagement around him, which even a starry-eyed teenage RPG fanatic like him couldn’t fail to notice. The end came when he spoke up in a meeting to question the purchase of a Porsche as an executive’s company car. That got him “unemployed pretty dang fast,” he says.

So, he wound up back home, attending the University of California, Berkeley, as a geology major. But by now, it was the 1980s, and home computers — and computer games — were making their presence felt among the same sorts of people who tended to play Dungeons & Dragons. In fact, Reiche had been friends for some time already with one of the most prominent designers in the new field: Jon Freeman of Automated Simulations, designer of Temple of Apshai, the most sophisticated of the very early proto-CRPGs. Reiche got his first digital-game credit by designing The Keys of Acheron, an “expansion pack” for Temple of Apshai‘s sequel Hellfire Warrior, for Freeman and Automated. Not long after, Freeman had a falling-out with his partner and left Automated to form Free Fall Associates with his wife, programmer Anne Westfall. He soon asked Reiche to join them. It wasn’t a hard decision to make: compared to the tabletop industry, Reiche remembers, “there was about ten times the money in computer games and one-tenth the number of people.”

Freeman, Westfall, and Reiche made a big splash very quickly, when they were signed as one of the first group of “electronic artists” to join a new publisher known as Electronic Arts. Free Fall could count not one but two titles among EA’s debut portfolio in 1983: Archon, a chess-like game where the pieces fought it out with one another, arcade-style, under the players’ control; and Murder on the Zinderneuf, an innovative if not entirely satisfying procedurally-generated murder-mystery game. While the latter proved to be a slight commercial disappointment, the former more than made up for it by becoming a big hit, prompting the trio to make a somewhat less successful sequel in 1984.

After that, Reiche parted ways with Free Fall to become a sort of cleanup hitter of a designer for EA, working on whatever projects they felt needed some additional design input. With Evan and Nicky Robinson, he put together Mail Order Monsters, an evolution of an old Automated Simulations game of monster-movie mayhem, and World Tour Golf, an allegedly straight golf simulation to which the ever-whimsical Reiche couldn’t resist adding a real live dinosaur as the mother of all hazards on one of the courses. Betwixt and between these big projects, he also lent a helping hand to other games: helping to shape the editor in Adventure Construction Set, making some additional levels for Ultimate Wizard.

Another of these short-term consulting gigs took him to a little outfit called Binary Systems, whose Starflight, an insanely expansive game of interstellar adventure, had been in production for a couple of years already and showed no sign of being finished anytime soon. This meeting would, almost as much as his first encounter with Dungeons & Dragons, shape the future course of Reiche’s career, but its full import wouldn’t become clear until years later. For now, he spent two weeks immersed in the problems and promise of arguably the most ambitious computer game yet proposed, a unique game in EA’s portfolio in that it was being developed exclusively for the usually business-oriented MS-DOS platform rather than a more typical — and in many ways more limited — gaming computer. He bonded particularly with Starflight‘s scenario designer, an endlessly clever writer and artist named Greg Johnson, who was happily filling his galaxy with memorable and often hilarious aliens to meet, greet, and sometimes beat in battle.

Reiche’s assigned task was to help the Starflight team develop a workable conversation model for interacting with all these aliens. Still, he was thoroughly intrigued with all aspects of the project, so much so that he had to be fairly dragged away kicking and screaming by EA’s management when his allotted tenure with Binary Systems had expired. Even then, he kept tabs on the game right up until its release in 1986, and was as pleased as anyone when it became an industry landmark, a proof of what could be accomplished when designers and programmers had a bigger, more powerful computer at their disposal — and a proof that owners of said computers would actually buy games for them if they were compelling enough. In these respects, Starflight served as nothing less than a harbinger of computer gaming’s future. At the same, though, it was so far out in front of said future that it would stand virtually alone for some years to come. Even its sequel, released in 1989, somehow failed to recapture the grandeur of its predecessor, despite running in the same engine and having been created by largely the same team (including Greg Johnson, and with Paul Reiche once again helping out as a special advisor).

Well before Starflight II‘s release, Reiche left EA. He was tired of working on other people’s ideas, ready to take full control of his own creative output for the first time since his independent tabletop work as a teenager a decade before. With a friend named Fred Ford, who was the excellent programmer Reiche most definitely wasn’t, he formed a tiny studio — more of a partnership, really — called Toys for Bob. The unusual name came courtesy of Reiche’s wife, a poet who knew the value of words. She said, correctly, that it couldn’t help but raise the sort of interesting questions that would make people want to look closer — like, for instance, the question of just who Bob was. When it was posed to him, Reiche liked to say that everyone who worked on a Toys for Bob game should have his own Bob in mind, serving as an ideal audience of one to be surprised and delighted.

Reiche and Ford planned to keep their company deliberately tiny, signing only short-term contracts with outsiders to do the work that they couldn’t manage on their own. “We’re just people getting a job done,” Reiche said. “There are no politics between [us]. Once you start having art departments and music departments and this department and that department, the organization gets a life of its own.” They would manage to maintain this approach for a long time to come, in defiance of all the winds of change blowing through the industry; as late as 1994, Toys for Bob would permanently employ only three people.

Yet Reiche and Ford balanced this small-is-beautiful philosophy with a determination to avoid the insularity that could all too easily result. They made it a policy to show Toys for Bob’s designs-in-progress to many others throughout their evolution, and to allow the contractors they hired to work on them the chance to make their own substantive creative inputs. For the first few years, Toys for Bob actually shared their offices with another little collective who called themselves Johnson-Voorsanger Productions. They included in their ranks Greg Johnson of Starflight fame and one Robert Leyland, whom Reiche had first met when he did the programming for Murder on the Zinderneuf — Anne Westfall had had her hands full with Archon — back in the Free Fall days. Toys for Bob and Johnson-Voorsanger, these two supposedly separate entities, cross-pollinated one another to such an extent that they might almost be better viewed as one. When the latter’s first game, the cult-classic Sega Genesis action-adventure ToeJam & Earl, was released in 1991, Reiche and Ford made the credits for “Invaluable Aid.” And the influence which Leyland and particularly Johnson would have on Toys for Bob’s games would be if anything even more pronounced.

Toys for Bob’s first game, which they developed for the publisher Accolade, was called Star Control. With it, Reiche looked all the way back to the very dawn of digital gaming — to the original Spacewar!, the canonical first full-fledged videogame ever, developed on a DEC PDP-1 at the Massachusetts Institute of Technology circa 1962. In Star Control as in Spacewar!, two players — ideally, two humans, but potentially one human and one computer player, or even two computer players if the “Cyborg Mode” is turned on — fight it out in an environment that simulates proper Newtonian physics, meaning objects in motion stay in motion until a counter-thrust is applied. Players also have to contend with the gravity wells of the planets around them — these in place of the single star which affects the players’ ships in Spacewar! — as they try to blow one another up. But Star Control adds to this formula a wide variety of ships with markedly differing weaponry, defensive systems, sizes, and maneuvering characteristics. In best rock-paper-scissors fashion, certain units have massive advantages over others and vice versa, meaning that a big part of the challenge is that of maneuvering the right units into battle against the enemy’s. As in real wars, most of the battles are won or lost before the shooting ever begins, being decided by the asymmetries of the forces the players manage to bring to bear against one another. Reiche:

It was important to us that each alien ship was highly differentiated. What it means is, unlike, say, Street Fighter, where your characters are supposedly balanced with one another, our ships weren’t balanced at all, one on one. One could be very weak, and one could be very strong, but the idea was, your fleet of ships, your selection of ships in total, was as strong as someone else’s, and then it came down to which match-up did you find. One game reviewer called it, “Rock, Scissors, Vapor,” which I thought was a great expression.

Of course, even the worst match-ups leave a sliver of hope that a brilliant, valorous performance on the field of battle can yet save the day.

You can play Star Control in “Melee” mode as a straight-up free-for-all. Each player gets seven unique ships from the fourteen in the game, from which she gets to choose one for each battle. First player to destroy all of her opponent’s ships wins. But real strategy — that is to say, strategy beyond the logic of rock-paper-scissors match-ups — comes into play only with the full game, which takes the form of a collection of scenarios where each player must deploy her fleet over a galactic map. In the more complex scenarios, controlling more star systems means more resources at one’s disposal, which can be used to build more and better ships at a player’s home starbase; this part of the game draws heavily from the beloved old Atari 8-bit classic Star Raiders. A scenario editor is also included for players who get bored with the nine scenarios that come with the game.

Star Control strains nobly to accommodate many different play styles and preferences. Just as it’s possible to turn on Cyborg Mode in the strategy game and let the computer do the fighting, it’s also possible to turn on “Psytron Mode” and let the computer do the strategy while you concentrate on blowing stuff up.

Star Control in action. The red ship is the infamous Syreen Penetrator.

Yet the aspect of Star Control that most players seem to remember best has nothing to do with any of these efforts to be all things to all players. At some point in the development process, Reiche and Ford realized they needed a context for all this interstellar violence. They came up with an “Alliance of Free Stars” — which included Earthlings among its numbers — fighting a war against the evil “Ur-Quan Hierarchy.” Each group of allies/thralls conveniently consists of seven species, each with their own unique model of spaceship. Not being inclined to take any of this too seriously, Toys for Bob let their whimsy run wild in creating all these aliens, enlisting Greg Johnson — the creator of the similarly winsome and hilarious aliens who inhabit the galaxy of Starflight — to add his input as well. The rogue’s gallery of misfits, reprobates, and genetic oddities that resulted can’t help but make you smile, even if they are more fleshed-out in the manual rather than on the screen.

Reiche on the origins of the Illwrath, a race of arachnid fundamentalists who “receive spiritual endorsement in the accomplishment of vicious surprise attacks”:

The name “Illwrath” comes from an envelope I saw at the post office, which was being sent to a Ms. McIlwrath in Glasgow, Scotland. I didn’t see the “Mc” at first, and I swear, my first thought was that they must be sending that envelope to an alien. I am sure that somewhere there is a nice little Scottish lady laughing and saying, “Oh, those crazy Americans! Here’s one now calling me an evil, giant, religiously-intolerant space spider — ha, ha, ha, how cute!” Hmm… on second thought, if I am ever found beaten with bagpipes or poisoned with haggis, please contact the authorities.

Around the office, Fred Ford liked to say that the Illwrath had become so darn evil by first becoming too darn righteous, wrapping right around the righteousness scale and yielding results akin to all those old computer games which suddenly started showing negative statistics if you built up your numbers too far. (Personally, I favor this idea greatly, and, indeed, even believe it might serve as an explanation for certain forces in current American politics.)

Reiche on the Mmrnmhrm, an “almost interesting robot race” who “fear vowels almost as much as they do a Dreadnought closing in at full bore”:

When I first named the Mmrnmhrm, they actually had a pronounceable name, with vowels and everything. Then, in a sketch for the captain’s window illustration, I forgot to give them a mouth. Later, someone saw the sketch and asked me how they talked, so I clamped my lips shut and said something like, “Mrrk nsss,” thereby instituting a taboo on vowels in anything related to the race. Though the Mmrnmhrm ended up looking more like Daleks than Humans, the name stuck.

Reiche on the Syreen, a group of “humanoid females” who embody — knowingly, one likes to believe — every cliché about troglodyte gamers and the fairer sex, right down to their bulbous breasts that look like they’re filled with sand (their origin story also involves the San Francisco earthquake of 1989):

It was an afternoon late last October in San Francisco when Fred Ford, Greg Johnson, and I sat around a monitor trying to name the latest ship design for our new game. The space vessel on the computer screen looked like a copper-plated cross between Tin Tin’s Destination Moon rocketship and a ribbed condom. Needless to say, we felt compelled to christen this ship carefully, with due consideration for our customers’ sensibilities as well as our artistic integrity. “How about the Syreen Penetrator?” Fred suggested without hesitation. Instantly, the ground did truly rise up and smite us! WHAM-rumble-rumble-WHAM! We were thrown around our office like the bridge crew of the starship Enterprise when under fire by the Klingons. I dimly remember standing in a doorframe, watching the room flex like a cheap cardboard box and shouting, “Maybe that’s not such a great name!” and “Gee, do you think San Francisco’s still standing?” Of course, once the earth stopped moving, we blithely ignored the dire portent, and the Syreen’s ship name, “The Penetrator,” was graven in code.

Since then, we haven’t had a single problem. I mean, everyone has a disk crash two nights before a program is final, right? And hey, accidents happen. Brake pads just don’t last forever! My limp is really not that bad, and Greg is almost speaking normally these days.

Star Control was released in 1990 to cautiously positive reviews and reasonable sales. For all its good humor, it proved a rather polarizing experience. The crazily fast-paced action game at its heart was something that about one-third of players seemed to take to and love, while the rest found it totally baffling, being left blinking and wondering what had just happened as the pieces of their exploded ship drifted off the screen about five seconds after a fight had begun. For these people, Star Control was a hard sell: the strategic game just wasn’t deep enough to stand on its own for long, and, while the aliens described in the manual were certainly entertaining, this was a computer game, not a Douglas Adams book.

Still, the game did sufficiently well that Accolade was willing to fund a sequel. And it was at this juncture that, as I noted at the beginning of this article, Reiche and Ford and their associates went kind of nuts. They threw out the less-than-entrancing strategy part of the first game, kept the action part and all those wonderful aliens, and stuck it all into a grand adventure in interstellar space that owed an awful lot to Starflight — more, one might even say, than it owed to Star Control I.

As in Starflight, you roam the galaxy in Star Control II: The Ur-Quan Masters to avert an apocalyptic threat, collecting precious resources and even more precious clues from the planets you land on, negotiating with the many aliens you meet and sometimes, when negotiations break down, blowing them away. The only substantial aspect of the older game that’s missing from its spiritual successor is the need to manage a bridge crew who come complete with CRPG-style statistics. Otherwise, Star Control II does everything Starflight does and more. The minigame of resource collection on planets’ surfaces, dodging earthquakes and lightning strikes and hostile lifeforms, is back, but now it’s faster paced, with a whole range of upgrades you can add to your landing craft in order to visit more dangerous planets. Ditto space combat, which is now of the arcade style from Star Control I — if, that is, you don’t have Cyborg Mode turned on, which is truly a godsend, the only thing that makes the game playable for many of us. You still need to upgrade your ship as you go along to fight bigger and badder enemies and range faster and farther across space, but now you also can collect a whole fleet of support ships to accompany you on your travels (thus preserving the rock-paper-scissors aspect of Star Control I). I’m not sure that any of these elements could quite carry a game alone, but together they’re dynamite. Much as I hate to employ a tired reviewer’s cliché like “more than the sum of its parts,” this game makes it all but unavoidable.

And yet the single most memorable part of the experience for many or most of us remains all those wonderful aliens, who have been imported from Star Control I and, even better, moved from the pages of the manual into the game proper. Arguably the most indelible of them all, the one group of aliens that absolutely no one ever seems to forget, are the Spathi, a race of “panicked mollusks” who have elevated self-preservation into a religious creed. Like most of their peers, they were present in the first Star Control but really come into their own here, being oddly lovable despite starting the game on the side of the evil Ur-Quan. The Spathi owe more than a little something to the Spemin, Starflight‘s requisite species of cowardly aliens, but are based at least as much, Reiche admits a little sheepishly, on his own aversion to physical danger. Their idea of the perfect life was taken almost verbatim from a conversation about same that Reiche and Ford once had over Chinese food at the office. Here, then, is Reiche and the Spathi’s version of the American Dream:

I knew that someday I would be vastly rich, wealthy enough to afford a large, well-fortified mansion. Surrounding my mansion would be vast tracts of land, through which I could slide at any time I wished! Of course, one can never be too sure that there aren’t monsters hiding just behind the next bush, so I would plant trees to climb at regular, easy-to-reach intervals. And being a Spathi of the world, I would know that some monsters climb trees, though often not well, so I would have my servants place in each tree a basket of perfect stones. Not too heavy, not too light — just the right size for throwing at monsters.

“Running away and throwing rocks,” explains Reiche, “extrapolated in all ways, has been one of my life strategies.”

The Shofixti, who breed like rabbits. Put the one remaining female in the galaxy together with the one remaining male, wait a couple of years… and poof, you have an army of fuzzy little warmongers on your side. They fight with the same enthusiasm they have for… no, we won’t go there.

My personal favorite aliens, however, are the bird-like Pkunk, a peaceful, benevolent, deeply philosophical race whose ships are nevertheless fueled by the insults they spew at their enemies during battle. They are, of course, merely endeavoring to make sure that their morality doesn’t wrap back around to zero and turn them evil like the Illwrath. “Never be too good,” says Reiche. “Insults, pinching people when they aren’t looking… that’ll keep you safe.”

In light of the aliens Greg Johnson had already created for Starflight, not to mention the similarities between Starflight‘s Spemin and Star Control‘s Spathi, there’s been an occasional tendency to perhaps over-credit his contribution — valuable though it certainly was — to Toys for Bob’s own space epic. Yet one listen to Reiche and Ford in interviews should immediately disabuse anyone of the notion that the brilliantly original and funny aliens in Star Control II are there entirely thanks to Johnson. After listening to Reiche in particular for a few minutes, it really is blindingly obvious that this is the sense of humor behind the Spathi and so many others. Indeed, anyone who has played the game can get a sense of this just from reading some of his quotes in this very article.

There’s a rich vein of story and humor running through even the most practical aspects of Star Control II, as in this report from a planet’s surface. The two complement one another rather than clashing, perhaps because Toys for Bob is clever enough to understand that less is sometimes more. Who are the Liebermann triplets? Who knows? But the line makes you laugh, and that’s the important thing. When a different development team took the reins to make a Star Control III, Reiche’s first piece of advice to them was, “For God’s sake, don’t try to explain everything.” Many a lore-obsessed modern game could afford to take the same advice to heart.

Long after every other aspect of the game has faded from memory, its great good humor, embodied in all those crazy aliens, will remain. It may be about averting a deadly serious intergalactic apocalypse, but, for all that, Star Control II is as warm and fuzzy a space opera as you’ll ever see.

Which isn’t to say that it doesn’t go in for plot. In fact, the sequel’s plot is as elaborate as its predecessor’s was thin; the backstory alone takes up some twenty pages in the manual. The war which was depicted in Star Control I, it turns out, didn’t go so well for the good guys; the sequel begins with you entering our solar system in command of the last combat-worthy craft among a shattered and defeated Alliance of Free Stars. The Ur-Quan soon get wind of your ship’s existence and the last spark of defiance against their rule that it represents, and send a battlefleet toward Earth to snuff it out. And so the race is on to rebuild the Alliance and assemble a fleet of your own before the Ur-Quan arrive. How you do so is entirely up to you. Suffice to say that Earth’s old allies are out there. It’s up to you to find the aliens and convince them to join you in whatever sequence seems best, while finding the resources you need to fuel and upgrade your spaceship and juggling a whole lot of other problems at the same time. This game is as nonlinear as they come.

Star Control II takes itself seriously in the places where it’s important to do so, but never too seriously. Anyone bored with the self-consciously “dark” fictions that so often dominate in our current era of media will find much to appreciate here.

When asked to define what makes a good game, Paul Reiche once said that it “has to have a fun core, which is a one-sentence description of why it’s fun.” Ironically, Star Control II is an abject failure by this standard, pulling in so many directions as to defy any such holistic description. It’s a strategy game of ship and resource management; it’s an action game of ship-versus-ship combat; it’s an adventure game of puzzle-solving and clue-tracking. Few cross-genre games have ever been quite so cross-genre as this one. It really shouldn’t work, but, for the most part anyway, it does. If you’re a person whose ideal game lets you do many completely different things at every session, this might just be your dream game. It really is an experience of enormous richness and variety, truly a game like no other. Small wonder that it’s attracted a cult of players who will happily declare it to be nothing less than the best game ever made.

For my part, I have a few too many reservations to go quite that far. Before I get to them, though, I’d like to let Reiche speak one more time. Close to the time of Star Control II‘s release, he outlined his four guiding principles of game design. Star Control II conforms much better to these metrics than it does to that of the “one-sentence description.”

First, [games should be] fun, with no excuses about how the game simulates the agony and dreariness of the real world (as though this was somehow good for you). Second, they [should] be challenging over a long period of time, preferably with a few ability “plateaus” that let me feel in control for a period of time, then blow me out of the water. Third, they [should] be attractive. I am a sucker for a nice illustration or a funky riff. Finally, I want my games to be conceptually interesting and thought-provoking, so one can discuss the game with an adult and not feel silly.

It’s in the intersection between Reiche’s first and second principles that I have my quibbles with Star Control II. It’s a rather complicated, difficult game by design, which is fair enough as long as it’s complex and difficult in a fun way. Some of its difficulty, however, really doesn’t strike me as being all that much fun at all. Those of you who’ve been reading this blog for a while know that I place enormous weight on fairness and solubility when it comes to the games I review, and don’t tend to cut much slack to those that can only be enjoyed and/or solved with a walkthrough or FAQ to hand. On this front, Star Control II is a bit problematic, due largely to one questionable design choice.

Star Control II, you see, has a deadline. You have about five years before Earth is wiped out by the Ur-Quan (more precisely, by the eviller of the two factions of the Ur-Quan, but we won’t get into that here). Fans will tell you, by no means entirely without justification, that this is an essential part of the game. One of the great attractions of Star Control II is its dynamic universe which just keeps evolving, with or without your intervention: alien spaceships travel around the galaxy just like yours is doing, alien races conquer others and are themselves conquered, etc.

All of this is undoubtedly impressive from a game of any vintage, let alone one as old and technologically limited as this one. And the feeling of inhabiting such a dynamic universe is undoubtedly bracing for anyone used to the more static norm, where things only happen when you push them to happen. Yet it also has its drawbacks, the most unfortunate of which is the crushing sense of futility that comes after putting dozens of hours into the game only to lose it irrevocably. The try-and-try-again approach can work in small, focused games that don’t take long to play and replay, such as the early mysteries of Infocom. In a sprawling epic like this, however… well, does anyone really want to put those dozens of hours in all over again, clicking through page after page of the same text?

Star Control II‘s interface felt like something of a throwback even in its own time. By 1992, computer games had almost universally moved to the mouse-driven point-and-click model. Yet this game relies entirely on multiple-choice menus, activated by the cursor keys and/or a joystick. Toys for Bob was clearly designing with possible console ports in mind. (Star Control was ported to the Sega Genesis, but, as it happened, Star Control II would never get the same honor, perhaps because its sales didn’t quite justify the expense and/or because its complexity was judged unsuited to the console market.) Still, for all that it’s a little odd, the interface is well thought-through, and you get used to it quickly.

There’s an undeniable tension between this rich galaxy, full of unusual sights and entertaining aliens to discover, and the need to stay relentlessly on-mission if you hope to win in the end. I submit that the failure to address this tension is, at bottom, a failure of game design. There’s much that could have been done. One solution might have been to tie the evolving galaxy to the player’s progress through the plot rather than the wall clock, a technique pioneered in Infocom’s Ballyhoo back in 1986 and used in countless narrative-oriented games since. It can convey the impression of rising danger and a skin-of-the-teeth victory every time without ever having to send the player back to square one. In the end, the player doesn’t care whether the exhilarating experience she’s just had is the result of a meticulous simulation coincidentally falling into place just so, or of a carefully manipulated sleight of hand. She just remembers the subjective experience.

But if such a step is judged too radical — too counter to the design ethos of the game — other remedies could have been employed. To name the most obvious, the time limit could have been made more generous; Starflight as well has a theoretical time limit, but few ever come close to reaching it. Or the question of time could have been left to the player — seldom a bad strategy in game design — by letting her choose from a generous, moderate, and challenging time limit before starting the game. (This approach was used to good effect by the CRPG The Magic Candle among plenty of other titles over the years.)

Instead of remedying the situation, however, Reiche and his associates seemed actively determined to make it worse with some of their other choices. To have any hope of finishing the game in time, you need to gain access to a new method of getting around the galaxy, known as “quasi-space,” as quickly as possible. Yet the method of learning about quasi-space is one of the more obscure puzzles in the game, mentioned only in passing by a couple of the aliens you meet, all too easy to overlook entirely. Without access to quasi-space, Star Control II soon starts to feel like a fundamentally broken, unbalanced game. You trundle around the galaxy in your truck of a spaceship, taking months to reach your destinations and months more to return to Earth, burning up all of the minerals you can mine just to feed your engines. And then your time runs out and you lose, never having figured out what you did wrong. This is not, needless to say, a very friendly way to design a game. Had a few clues early on shouted, “You need to get into quasi-space and you may be able to do so here!” just a little more loudly, I may not have felt the need to write any of the last several paragraphs.

I won’t belabor the point any more, lest the mob of Star Control II zealots I can sense lurking in the background, sharpening their pitchforks, should pounce. I’ll say only that this game is, for all its multifaceted brilliance, also a product of its time — a time when games were often hard in time-extending but not terribly satisfying ways, when serious discussions about what constituted fair and unfair treatment of the player were only just beginning to be had in some quarters of the industry.

Searching a planet’s surface for minerals, lifeforms, and clues. Anyone who has played Starflight will feel right at home with this part of the game in particular.

Certainly, whatever our opinion of the time limit and the game’s overall fairness, we have to recognize what a labor of love Star Control II was for Paul Reiche, Fred Ford, and everyone who helped bring it to fruition, from Greg Johnson and Robert Leyland to all of the other writers and artists and testers who lent it their talents. Unsurprisingly given its ambition, the project went way beyond the year or so Accolade had budgeted for it. When their publisher put their foot down and said no more money would be forthcoming, Reiche and Ford reached deep into their own pockets to carry it through the final six months.

As the project was being wrapped up, Reiche realized he still had no music, and only about $1500 left for acquiring some. His solution was classic Toys for Bob: he ran an online contest for catchy tunes, with prizes of $25, $50, and $100 — in addition to the opportunity to hear one’s music in (hopefully) a hit game, of course. The so-called “tracker” scene in Europe stepped up with music created on Commodore Amigas, a platform for which the game itself would never be released. “These guys in Europe [had] just built all these ricky-tink programs to play samples out,” says Reiche. “They just kept feeding samples, really amazing soundtracks, out into the net just for kicks. I can’t imagine any of these people were any older than twenty. It makes me feel like I’m part of a bigger place.”

Upon its release on November 30, 1992 — coincidentally, the very same day as Dune II, its companion in mislabeled sequels — Star Control II was greeted with excellent reviews, whose enthusiasm was blunted only by the game’s sheer unclassifiability. Questbusters called it “as funny a parody of science-fiction role-playing as it is a well-designed and fun-to-play RPG,” and named it “Best RPG of the Year” despite it not really being a CRPG at all by most people’s definitions. Computer Gaming World placed it on “this reviewer’s top-ten list of all time” as “one of the most enjoyable games to review all year,” and awarded it “Adventure Game of the Year” alongside Legend Entertainment’s far more traditional adventure Eric the Unready.

Sales too were solid, if not so enormous as Star Control II‘s staying power in gamers’ collective memory might suggest. Like Dune II, it was probably hurt by being billed as a sequel to a game likely to appeal most to an entirely different type of player, as it was by the seeming indifference of Accolade. In the eyes of Toys for Bob, the developer/publisher relationship was summed up by the sticker the latter started putting on the box after Star Control II had collected its awards: “Best Sports Game of 1992.” Accolade was putting almost all of their energy into sports games during this period, didn’t have stickers handy for anything else, and just couldn’t be bothered to print up some new ones.

Still, the game did well enough that Toys for Bob, after having been acquired by a new CD-ROM specialist of a publisher called Crystal Dynamics, ported it to the 3DO console in 1994. This version added some eight hours of spoken dialog, but cut a considerable amount of content that the voice-acting budget wouldn’t cover. Later, a third Star Control would get made — albeit not by Toys for Bob but by Legend Entertainment, through a series of intellectual-property convolutions we won’t go into in this article.

Toys for Bob themselves have continued to exist right up to the present day, a long run indeed in games-industry terms, albeit without ever managing to return to the Star Control universe. They’re no longer a two-man operation, but do still have Paul Reiche III and Fred Ford in control.

To this day, Star Control II remains as unique an experience as it was in 1992. You’ve never played a game quite like this one, no matter how many other games you’ve played in your time. Don’t even try to categorize it. Just play it, and see what’s possible when a talented design team throws out all the rules. But before you do, let me share just one piece of advice: when an alien mentions something about a strange stellar formation near the Chandrasekhar constellation, pay attention! Trust me, it will save you from a world of pain…

(Sources: Compute!’s Gazette of November 1984; Compute! of January 1992 and January 1993; Computer Gaming World of November 1990, December 1990, March 1993, and August 1993; InterActivity of November/December 1994; Questbusters of January 1993; Electronic Gaming Monthly of May 1991; Sega Visions of June 1992; Retro Gamer 14 and 15. Online sources include Ars Technica‘s video interview with Paul Reiche III and Fred Ford; Matt Barton’s interviews with the same pair in Matt Chat 95, 96, and 97; Grognardia‘s interview with Reiche; The Escapist‘s interview with Reiche; GameSpot‘s interview with Reiche.

Star Control I and II are available as a package purchase at GOG.com. Another option for experiencing Star Control II is The Ur-Quan Masters, a loving open-source re-creation based on Toys for Bob’s 3DO source code.)

 
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Posted by on December 21, 2018 in Digital Antiquaria, Interactive Fiction

 

Ten Great Adventure-Game Puzzles

This blog has become, among other things, an examination of good and bad game-design practices down through the years, particularly within the genre of adventure games. I’ve always tried to take the subject seriously, and have even dared to hope that some of these writings might be of practical use to someone — might help designers of the present or future make better games. But, for reasons that I hope everyone can understand, I’ve spent much more time illuminating negative than positive examples of puzzle design. The fact is, I don’t feel much compunction about spoiling bad puzzles. Spoiling the great puzzles, however, is something I’m always loath to do. I want my readers to have the thrill of tackling those for themselves.

Unfortunately, this leaves the situation rather unbalanced. If you’re a designer looking for tips from the games of the past, it certainly helps to have some positive as well as negative examples to look at. And even if you just read this blog to experience (or re-experience) these old games through the sensibility of your humble author here, you’re missing out if all you ever hear about are the puzzles that don’t work. So, when my reader and supporter Casey Muratori wrote to me to suggest an article that singles out some great puzzles for detailed explication and analysis, it sounded like a fine idea to me.

It’s not overly difficult to generalize what makes for fair or merely “good” puzzles. They should be reasonably soluble by any reasonably intelligent, careful player, without having to fall back on the tedium of brute-forcing them or the pointlessness of playing from a walkthrough. As such, the craft of making merely good or fair puzzles is largely subsumed in lists of what not to do — yes, yet more negative reinforcements! — such as Graham Nelson’s “Bill of Player’s Rights” or Ron Gilbert’s “Why Adventure Games Suck and What We Can Do About It.” It’s much more difficult, however, to explain what makes a brilliant, magical puzzle. In any creative discipline, rules will only get you so far; at some point, codification must make way for the ineffable. Still, we’ll do the best we can today, and see if we can’t tease some design lessons out of ten corking puzzles from adventure games of yore.

Needless to say, there will be spoilers galore in what follows, so if you haven’t played these games, and you think you might ever want to, you should absolutely do so before reading about them here. All ten games are found in my personal Hall of Fame and come with my highest recommendation. As that statement would indicate, I’ve restricted this list to games I’ve already written about, meaning that none of those found here were published after 1992. I’ve split the field evenly between parser-driven text adventures and point-and-click graphic adventures. If you readers enjoy and/or find this article useful, then perhaps it can become a semi-regular series going forward.

And now, with all that said, let’s accentuate the positive for once and relive some classic puzzles that have been delighting their players for decades.


1. Getting past the dragon in Adventure

By Will Crowther and Don Woods, public domain, 1977.

How it works: Deep within the bowels of Colossal Cave, “a huge green dragon bars the way!” Your objective, naturally, is to get past him to explore the area beyond. But how to get him out of the way? If you throw your axe at him, it “bounces harmlessly off the dragon’s thick scales.” If you unleash your fierce bird friend on him, who earlier cleared a similarly troublesome snake out of your way, “the little bird attacks the green dragon, and in an astounding flurry gets burnt to a cinder.” If you simply try to “attack dragon,” the game mocks you: “With what? Your bare hands?” You continue on in this way until, frustrated and thoroughly pissed off, you type, “Yes,” in response to that last rhetorical question. And guess what? It wasn’t a rhetorical question: “Congratulations! You have just vanquished a dragon with your bare hands! (Unbelievable, isn’t it?)”

Why it works: In many ways, this is the most dubious puzzle in this article. (I do know how to make an entrance, don’t I?) It seems safe to say that the vast majority of people who have “solved” it have done so by accident, which is not normally a sign of good puzzle design. Yet classic text adventures especially were largely about exploring the possibility space, seeing what responses you could elicit. The game asks you a question; why not answer it, just to see what it does?

This is an early example of a puzzle that could never have worked absent the parser — absent its approach to interactivity as a conversation between game and player. How could you possibly implement something like this using point and click? I’m afraid a dialog box with a “YES” and “NO” just wouldn’t work. In text, though, the puzzle rewards the player’s sense of whimsy — rewards the player, one might even say, for playing in the right spirit. Interactions like these are the reason some of us continue to love text adventures even in our modern era of photo-realistic graphics and surround sound.

Our puzzling design lesson: A puzzle need not be complicated to delight — need barely be a puzzle at all! — if it’s executed with wit and a certain joie de vivre.


2. Exploring the translucent maze in Enchanter

By Marc Blank and David Lebling, Infocom, 1983

How it works: As you’re exploring the castle of the mad wizard Krill, you come upon a maze of eight identical rooms in the basement. Each location is “a peculiar room, whose cream-colored walls are thin and translucent.” All of the rooms are empty, the whole area seemingly superfluous. How strange.

Elsewhere in the castle, you’ve discovered (or will discover) a few other interesting items. One is an old book containing “The Legend of the Unseen Terror”:

This legend, written in an ancient tongue, goes something like this: At one time a shapeless and formless manifestation of evil was disturbed from millennia of sleep. It was so powerful that it required the combined wisdom of the leading enchanters of that age to conquer it. The legend tells how the enchanters lured the Terror "to a recess deep within the earth" by placing there a powerful spell scroll. When it had reached the scroll, the enchanters trapped it there with a spell that encased it in the living rock. The Terror was so horrible that none would dare speak of it. A comment at the end of the narration indicates that the story is considered to be quite fanciful; no other chronicles of the age mention the Terror in any form.

And you’ve found a map, drawn in pencil. With a start, you realize that it corresponds exactly to the map you’ve drawn of the translucent maze, albeit with an additional, apparently inaccessible room located at point P:

B       J
!      / \
!     /   \
!    /     \
!   K       V
!          / \
!         /   \
!        /     \
R-------M       F
 \     /
  \   /
   \ /
    H       P


Finally, you’ve found a badly worn pencil, with a point and an eraser good for just two uses each.

And so you put the pieces together. The Terror and the “powerful spell scroll” mentioned in the book are encased in the “living rock” of the maze in room P. The pencil creates and removes interconnections between the rooms. You need to get to room P to recover the scroll, which you’ll need to defeat Krill. But you can’t allow the Terror to escape and join forces with Krill. A little experimentation — which also causes you to doom the world to endless darkness a few times, but there’s always the restore command, right? — reveals that the Terror moves one room per turn, just as you do. So, your objective must be to let him out of room P, but trap him in another part of the maze before he can get to room B and freedom. You need to give him a path to freedom to get him moving out of room P, then cut it off.

There are many possible solutions. One is to go to room H, then draw a line connecting P and F. Sensing a path to freedom, the Terror will move to room F, whereupon you erase the connection you just drew. As you do that, the Terror moves to room V, but you erase the line between V and M before he can go further, trapping him once again. Now, you have just enough pencil lead left to draw a line between H and P and recover the scroll.

Why it works: Solving this puzzle comes down to working out how a system functions, then exploiting it to do your bidding. (Small wonder so many hackers have found text adventures so appealing over the years!) First comes the great mental leap of connecting these four disparate elements which you’ve found scattered about: an empty maze, a book of legends, a map, and a pencil. Then, after that great “a-ha!” moment, you get the pleasure of working out the mechanics of the Terror’s movements and finally of putting together your plan and carrying it out. Once you understand how everything works, this final exercise is hardly a brain burner, but it’s nevertheless made much more enjoyable by the environment’s dynamism. You feel encouraged to sit down with your map and work out your unique approach, and the game responds as you expect it to.  This simulational aspect, if you will, stands in marked contrast to so many static adventure-game puzzles of the “use X on Y because the designer wants you to” variety.

It’s worth taking note as well of the technology required to implement something like this. It demands a parser capable of understanding a construction as complicated as “draw line from H to P,” a game engine capable of re-jiggering map connections and rewriting room descriptions on the fly, and even a measure of artificial intelligence, including a path-finding algorithm, for the Terror. Nobody other than Infocom could have implemented a puzzle of this dynamic complexity in 1983. I’ve often noted that the keystone of Infocom’s design genius was their subtly advanced technology in comparison to anyone else working in their field; this puzzle provides fine proof of what I mean by that.

Our puzzling design lesson: Technology isn’t everything in game design, but it isn’t nothing either; the tools you choose to work with have a direct impact on the types of puzzles you can attempt. A corollary to this statement is that the technology which goes into design affordances is often far more subtle than that which allows whiz-bang graphics and sound.


3. Getting the babel fish in The Hitchhiker’s Guide to the Galaxy

By Douglas Adams and Steve Meretzky, Infocom, 1984

How it works: You’ve escaped planet Earth just seconds before its destruction at the hands of a Vogon Constructor Fleet. You’re now in the hold of one of the Vogon ships:

Vogon Hold
This is a squalid room filled with grubby mattresses, unwashed cups, and unidentifiable bits of smelly alien underwear. A door lies to port, and an airlock lies to starboard.

There is a satchel here.

In the corner is a glass case with a switch and a keyboard.
It looks like the glass case contains:
an atomic vector plotter

Along one wall is a tall dispensing machine.

That dispensing machine contains babel fish, which, when inserted into your ear, will allow you to understand the many strange alien languages you’ll soon be encountering. Rather than belabor this famously extended puzzle point by point, I’ll just provide you with a transcript of the steps you need to go through to solve it. In real life, of course, you would spend much more time bumbling and fumbling than does our ideal player here.

>examine machine
The dispenser is tall, has a button at around eye-level, and says "Babel Fish" in large letters. Anything dispensed would probably come out the slot at around knee-level. It bears a small label which reads "Another fine product of the Sirius Cybernetics Corporation."

>i
You have:
no tea
a thing your aunt gave you which you don't know what it is
a towel
It looks like your gown contains:
pocket fluff
The Hitchhiker's Guide
an electronic Sub-Etha signaling device
a loose pile of junk mail
a toothbrush
a flathead screwdriver

>push button
A single babel fish shoots out of the slot. It sails across the room and through a small hole in the wall, just under a metal hook.

>remove gown
Okay, you're no longer wearing your gown.

>hang gown on hook
The gown is now hanging from the hook, covering a tiny hole.

>push button
A single babel fish shoots out of the slot. It sails across the room and hits the dressing gown. The fish slides down the sleeve of the gown and falls to the floor, vanishing through the grating of a hitherto unnoticed drain.

>put towel on drain
The towel completely covers the drain.

>push button
A single babel fish shoots out of the slot. It sails across the room and hits the dressing gown. The fish slides down the sleeve of the gown and falls to the floor, landing on the towel. A split-second later, a tiny cleaning robot whizzes across the floor, grabs the fish, and continues its breakneck pace toward a tiny robot panel at the base of the wall. The robot zips through the panel, and is gone.

>cover panel with satchel
Okay, the satchel is lying on its side in front of the tiny robot panel.

>push button
A single babel fish shoots out of the slot. It sails across the room and hits the dressing gown. The fish slides down the sleeve of the gown and falls to the floor, landing on the towel. A split-second later, a tiny cleaning robot whizzes across the floor, grabs the fish, and continues its breakneck pace toward a tiny robot panel at the base of the wall. The robot plows into the satchel, sending the babel fish flying through the air in a graceful arc. A small upper-half-of-the-room cleaning robot flies into the room, catches the babel fish (which is all the flying junk it can find), and exits.

>put mail on satchel
Okay, the loose pile of junk mail is now sitting on the satchel.

>push button
A single babel fish shoots out of the slot. It sails across the room and hits the dressing gown. The fish slides down the sleeve of the gown and falls to the floor, landing on the towel. A split-second later, a tiny cleaning robot whizzes across the floor, grabs the fish, and continues its breakneck pace toward a tiny robot panel at the base of the wall. The robot plows into the satchel, sending the babel fish flying through the air in a graceful arc surrounded by a cloud of junk mail. Another robot flies in and begins madly collecting the cluttered plume of mail. The babel fish continues its flight, landing with a loud "squish" in your ear.

Why it works: This is easily the most famous text-adventure puzzle of all time, one whose reputation for difficulty was so extreme in the 1980s that Infocom took to selling tee-shirts emblazoned with “I got the babel fish!” In truth, though, its reputation is rather exaggerated. There are other puzzles in Hitchhiker’s which rely heavily — perhaps a little too heavily — on the ability to think with the skewed logic of Douglas Adams. This puzzle, however, really isn’t one of them. It’s certainly convoluted and time-consuming, but it’s also both logical in a non-skewed sense and thoroughly satisfying to work out step by step. From the standpoint of the modern player, its only really objectionable aspects are the facts that you can easily arrive at it without having everything you need to solve it, and that you have a limited amount of tries — i.e., a limited number of spare babel fish — at your disposal. But if you have made sure to pick up everything that isn’t nailed down in the early part of the game, and if you use the save system wisely, there’s no reason you can’t solve this on your own and have immense fun doing so. It’s simply a matter of saving at each stage and experimenting to find out how to progress further. The fact that it can be comfortably solved in stages makes it far less infuriating than it might otherwise be. You always feel like you’re making progress — coming closer, step by step, to the ultimate solution. There’s something of a life lesson here: most big problems can be solved by first breaking them down into smaller problems and solving those one at a time.

Importantly, this puzzle is also funny, fitting in perfectly with Douglas Adams’s comedic conception of a universe not out so much to swat you dead all at once as to slowly annoy you to death with a thousand little passive-aggressive cuts.

Our puzzling design lesson: Too many adventure-game designers think that making a comedy gives them a blank check to indulge in moon logic when it comes to their puzzles. The babel fish illustrates that a puzzle can be both funny and fair.


4. Using the T-removing machine in Leather Goddesses of Phobos

By Steve Meretzky, Infocom, 1986

How it works: While exploring this ribald science-fiction comedy, Infocom’s last big hit, you come upon a salesman who wants to trade you something for the “odd machine” he carries. When you finally find the item he’s looking for and take possession of the machine, he gives you only the most cryptic description of its function: “‘It’s a TEE remover,’ he explains. You ponder what it removes — tea stains, hall T-intersections — even TV star Mr. T crosses your mind, until you recall that it’s only 1936.”

Experimentation will eventually reveal that this “tee-remover” is actually a T-remover. If you put something inside it and turn it on, said something becomes itself minus all of the letter Ts in its name. You need to use the machine to solve one clever and rather hilarious puzzle, turning a jar of untangling cream into unangling cream, thereby to save poor King Mitre’s daughter from a tragic fate:

In the diseased version of the legend commonly transmitted on Earth, Mitre is called Midas. The King was granted his wish that everything he touched would turn to gold. His greed caught up with him when he transformed even his own daughter into gold.

King Mitre's wish was, in fact, that everything he touched would turn to forty-five degree angles. No one has ever explained this strange wish; the most likely hypothesis is a sexual fetish. In any case, the tale has a similar climax, with Mitre turning his own daughter into a forty-five degree angle.

This is pretty funny in itself, but the greatest fun offered by the T-remover is in all the other places you can use it: on a tray (“It looks a little like Ray whatsisname from second grade.”); on a rabbit (“A bearded rabbi wearing a prayer shawl leaps out of the machine, recites a Torah blessing, and dashes off in search of a minyan.”); a raft (“It sinks like a stone. I guess a raf doesn’t float nearly as well as a raft.”); a pair of cotton balls (“Let’s just say that some poor male raccoon is speaking in a particularly high-pitched voice.”).

Why it works: The T-removing machine is sometimes held up as another puzzle concept that couldn’t possibly work in any other medium than text. I’m not sure if that’s literally true — later in this very list we’ll see another funny wordplay-based puzzle that does work inside a graphic adventure — but it certainly is true that no responsible producer would agree to pay for all the work required to implement all those one-off, just-for-fun responses in graphics. In text, though, they’re just a matter of an additional sentence or two.

Adventure designer Bob Bates likes to point out that the vast majority of what the player attempts to do will always be wrong; that’s just the nature of the endeavor. When she does one of these wrong things, the designer needs to do as much as possible to entertain her. A later generation would dub this the “juicy” approach to game design: rewarding curiosity and creativity, even if none of it contributes directly to the prosaic task of finishing the game. Steve Meretzky had a great puzzle already with the T-remover, King Mitre, and the untangling/unangling cream. He could have left it at that by coming up with excuses for why you couldn’t put other things in the T-remover. Instead he stayed faithful to his invention and implemented many alternatives alongside the “correct” use of the machine.

Our puzzling design lesson: Don’t ignore the “else” in the “if, then, else” of an adventure game. It makes your game feel like a living world rather than an arbitrary collection of logic gates to be navigated, and shows that you respect your player’s creativity.


5. Escaping the pirate Lafond in Plundered Hearts

By Amy Briggs, Infocom, 1987

How it works: Would I be engaging in too much gender stereotyping if I noted that the puzzles in the only Infocom game to be written by a woman often deal in social intelligence rather than abstract logic? This is another fairly lengthy sequence, so it’s best if I once again just show you what happens if you do everything correctly.

"Welcome, ma petite." Lafond bows you in.

Lafond's Bedroom
Lafond's bedroom shows all the outpourings of his megalomania. Royal hues of
purple and gold weigh down the hangings on the bed and the eastward window, as if trying to smother the moonbeam shining in.

Lafond is leering, lip curled.

A lace-covered table crouches beside a wing-backed chair in one corner. Sitting on the table is a green goblet, a blue goblet and a flagon.

"Have some wine." Lafond pours wine into two glasses, giving a blue one to you. "Drink this down. We have a long night ahead of us." He drains his own.

>drink wine
You empty the blue goblet of wine.

"Good girl," he says, "Let's see more cooperation of this sort."

Suddenly, the door slams open. It is Jamison, coatless, sword bared, his shirt ripped. "Thank God I am not too late. Leave, darling, before I skewer this dog to his bedposts," he cries. The scar on his cheek gleams coldly.

With a yell, Crulley and the butler jump out of the darkness behind him. Nicholas struggles, but soon lies unconscious on the floor.

"Take him to the dungeon," Lafond says, setting down his glass. "You, butler, stay nearby. I do not wish to be disturbed again.

"Now that we are rid of that intrusion, cherie, I will change into something more comfortable. Pour me more wine." He crosses to the wardrobe removing his coat and vest, turned slightly away from you.

>pour wine into green goblet
You fill the green goblet with wine.

"In private, call me Jean, or whatever endearment you choose, once I have approved it." Lafond is looking into the wardrobe.

>squeeze bottle into green goblet
You squeeze three colorless drops into the green goblet. You sense Lafond
hesitate, then continue primping.

The butler enters, laying a silver tray of cold chicken on the table. "The kitchen wench has gone, your grace. I took the liberty of fetching these
myself." He bows and leaves the room.

"Sprinkle some spices on the fowl, ma petite," Lafond says, donning a long brocade robe, his back to you. "They are hot, but delicious."

>get spices
You take a pinch of spices between your thumb and forefinger.

"Tsk. The cook has gone too far. She shall be 'leaving us' tomorrow." Lafond adjusts the lace at his neck.

>put spices on chicken
You sprinkle some spices on a wing and nibble it. The peppery heat hits you like a wave, leaving you gasping, eyes watering.

Lafond strolls to the table smiling slyly. "But you haven't finished pouring the wine." He tops off both glasses. "Which glass was mine? I seem to have forgotten." He points at the green goblet and smiles in a way that does not grant you confidence. "Is this it?"

>no
You shake your head, teeth clenched.

"Ah yes, of course." Lafond obligingly takes the blue goblet.

He inhales deeply of the bouquet of his wine, then turns to you. "You must think me very naive to fall for such a trick. I saw you pour something into one of these glasses -- although I cannot smell it." He switches goblets, setting the blue goblet into your nerveless grasp and taking up the other, smiling evilly. "Now you will drink from the cup intended for me."

>drink from blue goblet
You empty the blue goblet of wine.

"Good girl," he says. Lafond takes the leather bottle and drops it out the window. "You shall not need this. You may suffer no headaches in my employ."

He lifts his glass to drink, but stops. "Your father, for all his idiotic meddling in other people's business, is not a fool. I doubt you are, either." He calls in the butler, ordering him to empty the green goblet. The man reports no odd taste and returns to his post.

>get spices
You take a pinch of spices between your thumb and forefinger.

Lafond draws near, whispering indecencies. He caresses your lily white neck, his fingers ice-cold despite the tropic heat.

>throw spices at lafond
You blow the spices off your fingertips, directly into Lafond's face. He
sneezes, his eyes watering from the heat of the peppers. Reaching blindly for some wine, he instead upsets the table, shattering a glass. Lafond stumbles cursing out of the room, in search of relief.

>s
You run out -- into the butler's barrel chest and leering grin. You return to the bedroom, the butler following. "The governor said you were not to leave this room."

>z
Time passes...

The butler seems to be having some problems stifling a yawn.

>z
Time passes...


The butler's eyes are getting heavier.

>z
Time passes...

The butler collapses, head back, snoring loudly.

>s
You creep over the prostrate butler.

Why it works: Plundered Hearts is an unusually driven text adventure, in which the plucky heroine you play is constantly forced to improvise her way around the dangers that come at her from every direction. In that spirit, one can almost imagine a player bluffing her way through this puzzle on the first try by thinking on her feet and using her social intuition. Most probably won’t, mark you, but it’s conceivable, and that’s what makes it such a good fit with the game that hosts it. This death-defying tale doesn’t have time to slow down for complicated mechanical puzzles. This puzzle, on the other hand, fits perfectly with the kind of high-wire adventure story — adventure story in the classic sense — which this game wants to be.

Our puzzling design lesson: Do-or-die choke point should be used sparingly, but can serve a plot-heavy game well as occasional, exciting punctuations. Just make sure that they feel inseparable from the narrative unfolding around the player — not, as is the case with so many adventure-game puzzles, like the arbitrary thing the player has to do so that the game will feed her the next bit of story.


6. Getting into Weird Ed’s room in Maniac Mansion

By Ron Gilbert, Lucasfilm Games, 1987

How it works: In Ron Gilbert’s first adventure game, you control not one but three characters, a trio of teenage stereotypes who enter the creepy mansion of Dr. Fred one hot summer night. Each has a unique skill set, and each can move about the grounds independently. Far from being just a gimmick, this has a huge effect on the nature of the game’s puzzles. Instead of confining yourself to one room at a time, as in most adventure games, your thinking has to span the environment; you must coordinate the actions of characters located far apart. Couple this with real-time gameplay and an unusually responsive and dynamic environment, and the whole game starts to feel wonderfully amenable to player creativity, full of emergent possibilities.

In this example of a Maniac Mansion puzzle, you need to search the bedroom of Weird Ed, the son of the mad scientist Fred and his bonkers wife Edna. If you enter while he’s in there, he’ll march you off to the house’s dungeon. Thus you have to find a way to get rid of him. In the sequence below, we’ve placed the kid named Dave in the room adjacent to Ed’s. Meanwhile Bernard is on the house’s front porch. (This being a comedy game, we won’t question how these two are actually communicating with each other.)

Dave is poised to spring into action in the room next to Weird Ed’s.

Bernard rings the doorbell.

Ed heads off to answer the door.

Dave makes his move as soon as Ed clears the area.

Dave searches Ed’s room.

But he has to hurry because Ed, after telling off Bernard, will return to his room.

Why it works: As graphics fidelity increases in an adventure game, the possibility space tends to decrease. Graphics are, after all, expensive to create, and beautiful high-resolution graphics all the more expensive. By the late 1990s, the twilight of the traditional adventure game as more than a niche interest among gamers, the graphics would be very beautiful indeed, but the interactivity would often be distressingly arbitrary, with little to no implementation of anything beyond the One True Path through the game.

Maniac Mansion, by contrast, makes a strong argument for the value of primitive graphics. This game that was originally designed for the 8-bit Commodore 64 uses its crude bobble-headed imagery in the service of the most flexible and player-responsive adventure design Lucasfilm Games would ever publish over a long and storied history in graphic adventures. Situations like the one shown above feel like just that — situations with flexible solutions — rather than set-piece puzzles. You might never have to do any of the above if you take a different approach. (You could, for instance, find a way to befriend Weird Ed instead of tricking him…) The whole environmental simulation — and a simulation really is what it feels like — is of remarkable complexity, especially considering the primitive hardware on which it was implemented.

Our puzzling design lesson: Try thinking holistically instead of in terms of set-piece roadblocks, and try thinking of your game world as a responsive simulated environment for the player to wander in instead of as a mere container for your puzzles and story. You might be surprised at what’s possible, and your players might even discover emergent solutions to their problems which you never thought of.


7. Getting the healer’s ring back in Hero’s Quest (later known as Quest for Glory I)

By Lori Ann and Corey Cole, Sierra, 1989

How it works: Hero’s Quest is another game which strains against the constrained norms in adventure-game design. Here you create and develop a character over the course of the game, CRPG-style. His statistics largely define what he can do, but your own choices define how those statistics develop. This symbiosis results in an experience which is truly yours. Virtually every puzzle in the game admits of multiple approaches, only some (or none) of which may be made possible by your character’s current abilities. The healer’s lost ring is a fine example of how this works in practice.

The bulletin board at the Guild of Adventurers tells you about the missing ring.

You go to inquire with the healer. Outside her hut is a tree, and on the tree is the nest of a sort of flying lizard.

Hmm, there’s another of these flying lizards inside.

I’ll reveal now that the ring is in the nest. But how to get at it? The answer will depend on the kind of character you’ve built up. If your “throwing” skill is sufficient, you can throw rocks at the nest to drive off the lizard and knock it off the tree. If your “magic” skill is sufficient and you’ve bought the “fetch” spell, you can cast it to bring the nest to you. Or, if your “climb” skill is sufficient, you can climb the tree. If you can’t yet manage any of this, you can continue to develop your character and come back later. Or not: the puzzle is completely optional. The healer rewards you only with six extra gold pieces and two healing potions, both of which you can earn through other means if necessary.

Why it works: This puzzle would be somewhat problematic if solving it was required to finish the game. Although several lateral nudges are provided that the ring is in the nest, it strikes me as dubious to absolutely demand that the player put all the pieces together — or, for that matter, to even demand that the player notice the nest, which is sitting there rather inconspicuously in the tree branch. Because solving the puzzle isn’t an absolute requirement, however, it becomes just another fun little thing to discover in a game that’s full of such generosity. Some players will notice the nest and become suspicious, and some won’t. Some players will find a way to see what’s in it, and some won’t. And those that do find a way will do so using disparate methods at different points in the game. Even more so than Maniac Mansion, Hero’s Quest gives you the flexibility to make your own story out of its raw materials. No two players will come away with quite the same memories.

This melding of CRPG mechanics with adventure-game elements is still an underexplored area in a genre which has tended to become less rather than more formally ambitious as it’s aged. (See also Origin’s brief-lived Worlds of Ultima series for an example of games which approach the question from the other direction — adding adventure-game elements to the CRPG rather than the other way around — with equally worthy results.) Anything adventures can do to break out of the static state-machine paradigm in favor of flexibility and dynamism is generally worth doing. It can be the difference between a dead museum exhibition and a living world.

Our puzzling design lesson: You can get away with pushing the boundaries of fairness in optional puzzles, which you can use to reward the hardcore without alienating your more casual players. (Also, go read Maniac Mansion‘s design lesson one more time.)


8. Blunting the smith’s sword in Loom

By Brian Moriarty, Lucasfilm Games, 1990

How it works: Games like Hero’s Quest succeed by being generously expansive, while others, like Loom, succeed by boiling themselves down to a bare essence. To accompany its simple storyline, which has the rarefied sparseness of allegory, Loom eliminates most of what we expect out of an adventure game. Bobbin Threadbare, the hero of the piece, can carry exactly one object with him: a “distaff,” which he can use to “spin” a variety of magical “drafts” out of notes by tapping them out on an onscreen musical staff. Gameplay revolves almost entirely around discovering new drafts and using them to solve puzzles.

The ancestor of Loom‘s drafts is the spell book the player added to in Infocom’s Enchanter series. There as well you cast spells to solve puzzles — and, in keeping with the “juicy” approach, also got to enjoy many amusing effects when you cast them in the wrong places. But, as we saw in our earlier explication of one of Enchanter‘s puzzles, you can’t always rely on your spell book in that game. In Loom, on the other hand, your distaff and your Book of Patterns — i.e., drafts — is all you have. And yet there’s a lot you can do with them, as the following will illustrate.

Bobbin eavesdrops from the gallery as Bishop Mandible discusses his plan for world domination with one of his lackeys. His chief smith is just sharpening the last of the swords that will be required. Bobbin has a pattern for “sharpen.” That’s obviously not what we want to do here, but maybe he could cast it in reverse…

Unfortunately, he can’t spin drafts as long as the smith is beating away at the sword.

Luckily, the smith pauses from time to time to show off his handwork.

Why it works: Loom‘s minimalist mechanics might seem to allow little scope for clever puzzle design. Yet, as this puzzle indicates, such isn’t the case at all. Indeed, there’s a certain interactive magic, found by no means only in adventures games, to the re-purposing of simple mechanics in clever new ways. Loom isn’t a difficult game, but it isn’t entirely trivial either. When the flash of inspiration comes that a draft might be cast backward, it’s as thrilling as the thrills that accompany any other puzzle on this list.

It’s also important to note the spirit of this puzzle, the way it’s of a piece with the mythic dignity of the game as a whole. One can’t help but be reminded of that famous passage from the Book of Isaiah: “And they shall beat their swords into ploughshares, and their spears into pruning hooks: nation shall not lift up sword against nation, neither shall they learn war any more.”

Our puzzling design lesson: Wonderful games can be and have been built around a single mechanic. If you’ve got a great one, don’t hesitate to milk it for all it’s worth. Also: puzzles can illuminate — or undermine — a game’s theme as well as any other of its aspects can.


9. Teaching the cannibals how to get a head in The Secret of Monkey Island

By Ron Gilbert, Lucasfilm Games, 1990

How it works: For many of us, the first Monkey Island game is the Platonic ideal of a comedic graphic adventure: consistently inventive, painstakingly fair, endlessly good-natured, and really, truly funny. Given this, I could have chosen to feature any of a dozen or more of its puzzles here. But what I’ve chosen — yes, even over the beloved insult sword-fighting — is something that still makes me smile every time I think about it today, a quarter-century after I first played this game. Just how does a young and ambitious, up-and-coming sort of cannibal get a head?

Hapless hero Guybrush Threepwood needs the human head that the friendly local cannibals are carrying around with them.

Wait! He’s been carrying a certain leaflet around for quite some time now.

What’s the saying? “If you teach a man to fish…”

Why it works: One might call this the graphic-adventure equivalent of the text-adventure puzzle that opened this list. More than that, though, this puzzle is pure Ron Gilbert at his best: dumb but smart, unpretentious and unaffected, effortlessly likable. When you look through your inventory, trying to figure out where you’re going to find a head on this accursed island, and come upon that useless old leaflet you’ve been toting around all this time, you can’t help but laugh out loud.

Our puzzling design lesson: A comedic adventure game should be, to state the obvious, funny. And the comedy should live as much in the puzzles as anywhere else.


10. Tracking down the pendant in The Lost Files of Sherlock Holmes

By Eric Lindstrom and R.J. Berg, Electronic Arts, 1992

How it works: This interactive mystery, one of if not the finest game ever to feature Arthur Conan Doyle’s legendary detective, is notable for its relative disinterest in the physical puzzles that are the typical adventure game’s stock in trade. Instead it has you collecting more abstract clues about means, motive, and opportunity, and piecing them together to reveal the complicated murder plot at the heart of the story.

It all begins when Holmes and Watson get called to the scene of the murder of an actress named Sarah Carroway: a dark alley just outside the Regency Theatre, where she was a star performer. Was it a mugging gone bad? Was it the work of Jack the Ripper? Or was it something else? A mysterious pendant becomes one of the keys to the case…

We first learn about Sarah Carroway’s odd pendent when we interview her understudy at the theater. It was a recent gift from Sarah’s sister, and she had always worn it since receiving it. Yet it’s missing from her body.

We find the workplace of Sarah’s sister Anna. She’s also in show biz, a singer at the Chancery Opera House. The woman who shared a box with Sarah during Anna’s performances confirms the understudy’s story about the pendant. More ominously, we learn that Anna too has disappeared.

We track down Anna’s solicitor and surrogate father-figure, a kindly old chap named Jacob Farthington. He tells us that Anna bore a child to one Lord Brumwell some years ago, but was forced to give him up to Brumwell without revealing his parentage. Now, she’s been trying to assert her rights as the boy’s mother.

More sleuthing and a little bit of sneaking leads us at last to Anna’s bedroom. There we find her diary. It states that she’s hired a detective following Sarah’s murder — not, regrettably, Sherlock Holmes — to find out what became of the pendant. It seems that it contained something unbelievably important. “A humble sheet of foolscap, depending on what’s written upon it, can be more precious than diamonds,” muses Holmes.

Yet more detecting on our part reveals that a rather dense blackguard named Blackwood pawned the pendant. Soon he confesses to Sarah’s murder: “I got overexcited. I sliced her to make her stop screaming.” He admits that he was hired to recover a letter by any means necessary by “an old gent, very high tone,” but he doesn’t know his name. (Lord Brumwell, perhaps?) It seems he killed the wrong Carroway — Anna rather than Sarah should have been his target — but blundered onto just the thing he was sent to recover anyway. But then, having no idea what the pendant contained, he pawned it to make a little extra dough out of the affair. Stupid is as stupid does…

So where is the pendant — and the proof of parentage it must have contained — now? We visit the pawn shop where Blackwood unloaded it. The owner tells us that it was bought by an “inquiry agent” named Moorehead. Wait… there’s a Moorehead & Gardner Detective Agency listed in the directory. This must be the detective Anna hired! Unfortunately, we are the second to ask about the purchaser of the pendant. The first was a bit of “rough trade” named Robert Hunt.

We’re too late. Hunt has already killed Gardner, and we find him just as he’s pushing Moorehead in front of a train. We manage to nick Hunt after the deed is done, but he refuses to say who hired him or why — not that we don’t have a pretty strong suspicion by this point.

Luckily for our case, neither Gardner nor Moorehead had the pendant on him at the time of his death. We find it at last in their safe. Inside the pendant, as we suspected, is definitive proof of the boy’s parentage. Now we must pay an urgent visit to Lord Brumwell. Is Anna still alive, or has she already met the same fate as her sister? Will Brumwell go peacefully? We’ll have to play further to find out…

Why it works: Even most allegedly “serious” interactive mysteries are weirdly bifurcated affairs. The game pretty much solves the mystery for you as you jump through a bunch of unrelated hoops in the form of arbitrary object-oriented puzzles that often aren’t all that far removed from the comedic likes of Monkey Island. Even some pretty good Sherlock Holmes games, like Infocom’s Sherlock: The Riddle of the Crown Jewels, wind up falling into this trap partially or entirely. Yet The Lost Files of Sherlock Holmes stands out for the way it really does ask you to think like a detective, making connections across its considerable length and breadth. While you could, I suppose, brute-force your way through even the multifaceted puzzle above by visiting all of the locations and showing everything to every suspect, it’s so much more satisfying to go back through Watson’s journal, to muse over what you’ve discovered so far, and to make these connections yourself. Lost Files refuses to take the easy way out, choosing instead to take your role as the great detective seriously. For that, it can only be applauded.

Our puzzling design lesson: Graham Nelson once indelibly described an adventure game as “a narrative at war with a crossword.” I would say in response that it really need not be that way. A game need not be a story with puzzles grafted on; the two can harmonize. If you’re making an interactive mystery, in other words, don’t force your player to fiddle with sliding blocks while the plot rolls along without any other sort of input from her; let your player actually, you know, solve a mystery.


(Once again, my thanks to Casey Muratori for suggesting this article. And thank you to Mike Taylor and Alex Freeman for suggesting some of the featured puzzles.)

 
 

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What’s the Matter with Covert Action?

Covert Action‘s cover is representative of the thankfully brief era when game publishers thought featuring real models on their boxes would drive sales. The results almost always ended up looking like bad romance-novel covers; this is actually one of the least embarrassing examples. (For some truly cringeworthy examples of artfully tousled machismo, see the Pirates! reissue or Space Rogue.)

In the lore of gaming there’s a subset of spectacular failures that have become more famous than the vast majority of successful games. From E.T.: The Extra-Terrestrial to Daikatana to Godus, this little rogue’s gallery inhabits its own curious corner of gaming history. The stories behind these games, carrying with them the strong scent of excess and scandal, can’t help but draw us in.

But there are also other, less scandalous cases of notable failure to which some of us continually return for reasons other than schadenfreude. One such case is that of Covert Action, Sid Meier and Bruce Shelley’s 1990 game of espionage. Covert Action, while not a great or even a terribly good game, wasn’t an awful game either. And, while it wasn’t a big hit, nor was it a major commercial disaster. By all rights it should have passed into history unremarked, like thousands of similarly middling titles before and after it. The fact that it has remained a staple of discussion among game designers for some twenty years now in the context of how not to make a game is due largely to Sid Meier himself, a very un-middling designer who has never quite been able to get Covert Action, one of his few disappointing games, out of his craw. Indeed, he dwells on it to such an extent that the game and its real or perceived problems still tends to rear its head every time he delivers a lecture on the art of game design. The question of just what’s the matter with Covert Action — the question of why it’s not more fun — continues to be asked and answered over and over, in the form of Meier’s own design lectures, extrapolations on Meier’s thesis by others, and even the occasional contrarian apology telling us that, no, actually, nothing‘s wrong with Covert Action.

What with piling onto the topic having become such a tradition in design circles, I couldn’t bear to let Covert Action‘s historical moment go by without adding the weight of this article to the pile. But first, the basics for those of you who wouldn’t know Covert Action if it walked up and invited you to dinner.

As I began to detail in my previous article, Covert Action‘s development at MicroProse, the company at which Sid Meier and Bruce Shelley worked during the period in question, was long by the standards of its time, troubled by the standards of any time, and more than a little confusing to track in our own time. Begun in early 1988 as a Commodore 64 game by Lawrence Schick, another MicroProse designer, it was conceived from the beginning as essentially an espionage version of Sid Meier’s earlier hit Pirates! — as a set of mini-games the player engaged in to affect the course of an overarching strategic game. But Schick found that he just couldn’t get the game to work, and moved on to something else. And that would have been that — except that Sid Meier had become intrigued by the idea, and picked it up for his own next project, moving it in the process from the Commodore 64 to MS-DOS, where it would have a lot more breathing room.

In time, though, the enthusiasm of Meier and his assistant designer Bruce Shelley also began to evaporate; they started spending more and more time dwelling on an alternative design. By August of 1989, they were steaming ahead with Railroad Tycoon, and all work on Covert Action for the nonce had ceased.

After Railroad Tycoon was completed and released in April of 1990, Meier and Shelley returned to Covert Action only under some duress from MicroProse’s head Bill Stealey. With the idea that would become Civilization already taking shape in Meier’s head, his enthusiasm for Covert Action was lower than ever, but needs must. As Shelley tells the story, Meier’s priorities were clear in light of the idea he had waiting in the wings. “We’re just getting this game done,” Meier said of Covert Action when Shelley tried to suggest ways of improving the still somehow unsatisfying design. “I’ve got to get this game finished.” It’s hard to avoid the impression that in the end Meier simply gave up on Covert Action. Yet, given the frequency with which he references it to this day, it’s seems equally clear that that capitulation has never sat well with him.

Covert Action casts you as the master spy Max Remington — or, in a nice nod to gender equality that was still unusual in a game of this era, as Maxine Remington. Max is the guy the CIA calls when they need someone to crack the really tough cases. The game presents you with a series of said tough cases, each involving a plot by some combination of criminal and/or terrorist groups to do something very bad somewhere in the world. Your objective is to figure out what group or groups are involved, figure out precisely what they’re up to, and foil their plot before they bring it to fruition. As usual for a Sid Meier game, you can play on any of four difficulty levels to ensure that everyone, from the rank beginner to the most experienced super-sleuth, can be challenged without being overwhelmed. If you do your job well, you will arrest the person at the top of the plot’s org chart, one of the game’s 26 evil masterminds. Once no more masterminds are left to arrest, Max can walk off into the sunset and enjoy a pleasant retirement, confident that he has made the world a safer place. (If only counter-terrorism was that easy in real life, right?)

The game lets Max/Maxine score with progressively hotter members of the opposite sex as he/she cracks more cases.

The strategic decisions you make in directing the course of your investigation will lead to naught if you don’t succeed at the various mini-games. These include rewiring a junction box to tap a suspect’s phone (Covert Action presents us with a weirdly low-tech version of espionage, even for its own day); cracking letter-substitution codes to decipher a suspect’s message traffic; tailing or chasing a suspect’s car; and, in the most elaborate of the mini-games, breaking into a group’s hideaway to either collect intelligence or make an arrest.

Covert Action seems to have all the makings of a good game — perhaps even another classic like its inspiration, Pirates!. But, as Sid Meier and most of the people who have played it agree, it doesn’t ever quite come together to become an holistically satisfying experience.

It’s not immediately obvious just why that should be the case; thus all of the discussion the game has prompted over the years. Meier does have his theory, to which he’s returned enough that he’s come to codify it into a universal design dictum he calls “The Covert Action rule.” For my part… well, I have a very different theory. So, first I’ll tell you about Meier’s theory, and then I’ll tell you about my own.

Meier’s theory hinges on the nature of the mini-games. He doesn’t believe that any of them are outright bad by any means, but does feel that they don’t blend well with the overarching strategic game, resulting in a lumpy stew of an experience that the player has trouble digesting. He’s particularly critical of the breaking-and-entering mini-game — a “mini-game” complicated enough that one could easily imagine it being released as a standalone game for the previous generation of computers (or, for that matter, for Covert Action‘s contemporaneous generation of consoles). Before you begin the breaking-and-entering game, you must choose what Max will carry with him: depending on your goals for this mission, you can give him some combination of a pistol, a sub-machine gun, a camera, several types of grenades, bugs, a Kevlar vest, a gas mask, a safe-cracking kit, and a motion detector. The underground hideaways and safe houses you then proceed to explore are often quite large, and full of guards, traps, and alarms to avoid or foil as you snoop for evidence or try to spirit away a suspect. You can charge in with guns blazing if you like, but, especially at the higher difficulty levels, that’s not generally a recipe for success. This is rather a game of stealth, of lurking in the shadows as you identify the guards’ patrol patterns, the better to avoid or quietly neutralize them. A perfectly executed mission in many circumstances will see you get in and out of the building without having to fire a single shot.

The aspect of this mini-game which Meier pinpoints as its problem is, somewhat ironically, the very ambition and complexity which makes it so impressive when considered alone. A spot of breaking and entering can easily absorb a very tense and intense half an hour of your time. By the time you make it out of the building, Meier theorizes, you’ve lost track of why you went in in the first place — lost track, in other words, of what was going on in the strategic game. Meier codified his theory in what has for almost twenty years been known in design circles as “the Covert Action rule.” In a nutshell, the rule states that “one good game is better than two great ones” in the context of a single game design. Meier believes that the mini-games of Covert Action, and the breaking-and-entering game in particular, can become so engaging and such a drain on the player’s time and energies that they clash with the strategic game; we end up with two “great games” that never make a cohesive whole. This dissonance never allows the player to settle into that elusive sense of total immersion which some call “flow.” Meier believes that Pirates! works where Covert Action doesn’t because the former’s mini-games are much shorter and much less complicated — getting the player back to the big picture, as it were, quickly enough that she doesn’t lose the plot of what the current situation is and what she’s trying to accomplish.

It’s an explanation that makes a certain sense on its face, yet I must say that it’s not one that really rings true to my own experiences with either games in general or Covert Action in particular. Certainly one can find any number of games which any number of players have hugely enjoyed that seemingly violate the Covert Action rule comprehensively. We could, for instance, look to the many modern CRPGs which include “sub-quests” that can absorb many hours of the player’s time, to no detriment to the player’s experience as a whole, at least if said players’ own reports are to be believed. If that’s roaming too far afield from the type of game which Covert Action is, consider the case of the strategy classic X-Com, one of the most frequently cited of the seeming Covert Action rule violators that paradoxically succeed as fun designs. It merges an overarching strategic game with a game of tactical combat that’s far more time-consuming and complicated than even the breaking-and-entering part of Covert Action. And yet it must place high in any ranking of the most beloved strategy games of all time. As we continue to look at specific counterexamples like X-Com or, for that matter, Pirates!, we can only continue to believe in the Covert Action rule by applying lots of increasingly tortured justifications for why this or that seemingly blatant violator nevertheless works as a game. So, X-Com, Meier tells us, works because the strategic game is relatively less complicated than the tactical game, leaving enough of the focus on the tactical game that the two don’t start to pull against one another. And Pirates!, of course, is just the opposite.

I can only say that when the caveats and exceptions to any given rule start to pile up, one is compelled to look back to the substance of the rule itself. As nice as it might be for the designers of Covert Action to believe the game’s biggest problem is that its individual parts were just each too darn ambitious, too darn good, I don’t think that’s the real reason the game doesn’t work.

So, we come back to the original question: just what is the matter with Covert Action? I don’t believe that Covert Action‘s core malady can be found in the mini-games, nor for that matter in the strategic game per se. I rather believe the problem is with the mission design and with the game’s fiction — which, as in so many games, are largely one and the same in this one. The cases you must crack in Covert Action are procedurally generated by the computer, using a set of templates into which are plugged different combinations of organizations, masterminds, and plots to create what is theoretically a virtually infinite number of potential cases to solve. My thesis is that it’s at this level — the level of the game’s fiction — where Covert Action breaks down; I believe that things have already gone awry as soon as the game generates the case it will ask you to solve, well before you make your first move. The, for lack of a better word, artificiality of the cases is never hard to detect. Even before you start to learn which of the limited number of templates are which, the stories just feel all wrong.

Literary critics have a special word, “mimesis,” which they tend to deploy when a piece of fiction conspicuously passes or fails the smell test of immersive believability. Dating back to classical philosophy, “mimesis” technically means the art of “showing” a story — as opposed to “diegesis,” the art of telling. It’s been adopted by theorists of textual interactive fiction as well as a stand-in for all those qualities of a game’s fiction that help to immerse the player in the story, that help to draw her in. “Crimes against Mimesis” — the name of an influential Usenet post written in 1996 by Roger Giner-Sorolla — are all those things, from problems with the interface to obvious flaws in the story’s logic to things that just don’t ring true somehow, that cast the player jarringly out of the game’s fiction — that reveal, in other words, the mechanical gears grinding underneath the game’s fictional veneer. Covert Action is full of these crimes against mimesis, full of these gears poking above the story’s surface. Groups that should hate each other ally with one another: the Colombian Cartel, the Mafia, the Palestine Freedom Organization (some names have been changed to protect the innocent or not-so-innocent), and the Stasi might all concoct a plot together. Why not? In the game’s eyes, they’re just interchangeable parts with differing labels on the front; they might as well have been called “Group A,” “Group B,” etc. When they send messages to one another, the diction almost always rings horribly, jarringly wrong in the ears of those of us who know what the groups represent. Here’s an example in the form of the Mafia talking like Jihadists.

If Covert Action had believable, mimetic, tantalizing — or at least interesting — plots to foil, I submit that it could have been a tremendously compelling game, without changing anything else about it. Instead, though, it’s got this painfully artificial box of whirling gears. Writing in the context of the problems of procedural generation in general, Kate Compton has called this the “10,000 Bowls of Oatmeal Problem.”

I can easily generate 10,000 bowls of plain oatmeal, with each oat being in a different position and different orientation, and mathematically speaking they will all be completely unique. But the user will likely just see a lot of oatmeal. Perceptual uniqueness is the real metric, and it’s darn tough. It is the difference between an actor being a face in a crowd scene and a character that is memorable.

Assuming that we can agree to agree, at least for now, that we’ve hit upon Covert Action‘s core problem, it’s not hard to divine how to fix it. I’m imagining a version of the game that replaces the infinite number of procedurally-generated cases with 25 or 30 hand-crafted plots, each with its own personality and its own unique flavor of intrigue. Such an approach would fix another complaint that’s occasionally levied against Covert Action: that it never becomes necessary to master or even really engage with all of its disparate parts because it’s very easy to rely just on those mini-games you happen to be best at to ferret out all of the relevant information. In particular, you can discover just about everything you need in the files you uncover during the breaking-and-entering game, without ever having to do much of anything in the realm of wire-tapping suspects, tailing them, or cracking their codes. This too feels like a byproduct of the generic templates used to construct the cases, which tend to err on the safe side to ensure that the cases are actually soluble, preferring — justifiably, in light of the circumstances — too many clues to too few. But this complaint could easily be fixed using hand-crafted cases. Different cases could be consciously designed to emphasize different aspects of the game: one case could be full of action, another more cerebral and puzzle-like, etc. This would do yet more to give each case its own personality and to keep the game feeling fresh throughout its length.

The most obvious argument against hand-crafted cases, other than the one, valid only from the developers’ standpoint, of the extra resources it would take to create them, is that it would exchange a game that is theoretically infinitely replayable for one with a finite span. Yet, given that Covert Action isn’t a hugely compelling game in its historical form, one has to suspect that my proposed finite version of it would likely yield more actual hours of enjoyment for the average player than the infinite version. Is a great game that lasts 30 hours and then is over better than a mediocre one that can potentially be played forever? The answer must depend on individual circumstances as well as individual predilections, but I know where I stand, at least as long as this world continues to be full of more cheap and accessible games than I can possibly play.

But then there is one more practical objection to my proposed variation of Covert Action, or rather one ironclad reason why it could never have seen the light of day: this simply isn’t how Sid Meier designs his games. Meier, you see, stands firmly on the other side of a longstanding divide that has given rise to no small dissension over the years in the fields of game design and academic game studies alike.

In academia, the argument has raged for twenty years between the so-called ludologists, who see games primarily as dynamic systems, and the narratologists, who see them primarily as narratives. Yet at its core the debate is actually far older even than that. In the December 1987 issue of his Journal of Computer Game Design, Chris Crawford fired what we might regard as the first salvo in this never-ending war via an article entitled “Process Intensity.” The titular phrase meant, he explained, “the degree to which a program emphasizes processes instead of data.” While all games must have some amount of data — i.e., fixed content, including fixed story content — a more process-intensive game — one that tips the balance further in favor of dynamic code as opposed to static data — is almost always a better game in Crawford’s view. That all games aren’t extremely process intensive, he baldly states, is largely down to the laziness of their developers.

The most powerful resistance to process intensity, though, is unstated. It is a mental laziness that afflicts all of us. Process intensity is so very hard to implement. Data intensity is easy to put into a program. Just get that artwork into a file and read it onto the screen; store that sound effect on the disk and pump it out to the speaker. There’s instant gratification in these data-intensive approaches. It looks and sounds great immediately. Process intensity requires all those hours mucking around with equations. Because it’s so indirect, you’re never certain how it will behave. The results always look so primitive next to the data-intensive stuff. So we follow the path of least resistance right down to data intensity.

Crawford, in other words, is a ludologist all the way. There’s always been a strongly prescriptive quality to the ludologists’ side of the ludology-versus-narratology debate, an ideology of how games ought to be made. Because processing is, to use Crawford’s words again, “the very essence of what a computer does,” the capability that in turn enables the interactivity that makes computer games unique as a medium, games that heavily emphasize processing are purer than those that rely more heavily on fixed data.

It’s a view that strikes me as short-sighted in a number of ways. It betrays, first of all, a certain programmer and systems designer’s bias against the artists and writers who craft all that fixed data; I would submit that the latter skills are every bit as worthy of admiration and every bit as valuable on most development teams as the former. Although even Crawford acknowledges that “data endows a game with useful color and texture,” he fails to account for the appeal of games where that very color and texture — we might instead say the fictional context — is the most important part of the experience. He and many of his ludologist colleagues are like most ideologues in failing to admit the possibility that different people may simply want different things, in games as in any other realm. Given the role that fixed stories have come to play in even many of the most casual modern games, too much ludologist rhetoric verges on telling players that they’re wrong for liking the games they happen to like. This is not to apologize for railroaded experiences that give the player no real role to play whatsoever and thereby fail to involve her in their fictions. It’s rather to say that drawing the line between process and data can be more complicated than saying “process good, data bad” and proceeding to act accordingly. Different games are at their best with different combinations of pre-crafted and generative content. Covert Action fails as a game because it draws that line in the wrong place. It’s thanks to the same fallacy, I would argue, that Chris Crawford has been failing for the last quarter century to create the truly open-ended interactive-story system he calls Storytron.

Sid Meier is an endlessly gracious gentleman, and thus isn’t so strident in his advocacy as many other ludologists. But despite his graciousness, there’s no doubt on which side of the divide he stands. Meier’s games never, ever include rigid pre-crafted scenarios or fixed storylines of any stripe. In most cases, this has been fine because his designs have been well-suited to the more open-ended, generative styles of play he favors. Covert Action, however, is the glaring exception, revealing one of the few blind spots of this generally brilliant game designer. Ironically, Meier had largely been drawn to Covert Action by what he calls the “intriguing” problem of its dynamic case generator. The idea of being able to use the computer to do the hard work of generating stories, and thereby to be able to churn out infinite numbers of the things at no expense, has always enticed him. He continues to muse today about a Sherlock Holmes game built using computer-generated cases, working backward from the solution of a crime to create a trail of clues for player to follow.

Meier is hardly alone in the annals of computer science and game design in finding the problem of automated story-making intriguing. Like his Sherlock Holmes idea, many experiments with procedurally-generated narratives have worked with mystery stories, that most overtly game-like of all literary genres; Covert Action‘s cases as well can be considered variations on the mystery theme.  As early as 1971, Sheldon Klein, a professor at the University of Wisconsin, created something he called an “automatic novel writer” for auto-generating “2100-word murder-mystery stories.” In 1983, Electronic Arts released Jon Freeman and Paul Reiche III’s Murder on the Zinderneuf as one of their first titles; it allowed the player to solve an infinite number of randomly generated mysteries occurring aboard its titular Zeppelin airship. That game’s flaws feel oddly similar to those of Covert Action. As in Covert Action, in Murder on the Zinderneuf the randomized cases never have the resonance of a good hand-crafted mystery story. That, combined with their occasional incongruities and the patterns that start to surface as soon as you’ve played a few times, means that you can never forget their procedural origins. These tales of intrigue never manage to truly intrigue.

Suffice to say that generating believable fictions, whether in the sharply delimited realm of a murder mystery taking place aboard a Zeppelin or the slightly less delimited realm of a contemporary spy thriller, is a tough nut to crack. Even one of the most earnest and concentrated of the academic attempts at tackling the problem, a system called Tale-Spin created by James Meehan at Yale University, continued to generate more unmimetic than mimetic stories after many years of work — and this system was meant only to generate standalone static stories, not interactive mysteries to be solved. And as for Chris Crawford’s Storytron… well, as of this writing it is, as its website says, in a “medically induced coma” for the latest of many massive re-toolings.

In choosing to pick up Covert Action primarily because of the intriguing problem of its case generator and then failing to consider whether said case generator really served the game, Sid Meier may have run afoul of another of his rules for game design, one that I find much more universally applicable than what Meier calls the Covert Action rule. A designer should always ask, Meier tells us, who is really having the fun in a game — the designer/programmer/computer or the player? The procedurally generated cases may have been an intriguing problem for Sid Meier the designer, but they don’t serve the player anywhere near as well as hand-crafted cases might have done.

The model that comes to mind when I think of my ideal version of Covert Action is Killed Until Dead, an unjustly obscure gem from Accolade which, like Murder on the Zinderneuf, I wrote about in an earlier article. Killed Until Dead is very similar to Murder on the Zinderneuf in that it presents the player with a series of mysteries to solve, all of which employ the same cast of characters, the same props, and the same setting. Unlike Murder on the Zinderneuf, however, the mysteries in Killed Until Dead have all been lovingly hand-crafted. They not only hang together better as a result, but they’re full of wit and warmth and the right sort of intrigue — they intrigue the player. If you ask me, a version of Covert Action built along similar lines, full of exciting plotlines with a ripped-from-the-headlines feel, could have been fantastic — assuming, of course, that MicroProse could have found writers and scenario designers with the chops to bring the spycraft to life.

It’s of course possible that my reaction to Covert Action is hopelessly subjective, inextricably tied to what I personally value in games. As my longtime readers are doubtless aware by now, I’m an experiential player to the core, more interested in lived experiences than twiddling the knobs of a complicated system just exactly perfectly. In addition to guaranteeing that I’ll never win any e-sports competitions — well, that and my aging reflexes that were never all that great to begin with — this fact colors the way I see a game like Covert Action. The jarring qualities of Covert Action‘s fiction may not bother some of you one bit. And thus the debate about what really is wrong with Covert Action, that strange note of discordance sandwiched between the monumental Sid Meier masterpieces Railroad Tycoon and Civilization, can never be definitely settled. Ditto the more abstract and even more longstanding negotiation between ludology and narratology. Ah, well… if nothing else, it ensures that readers and writers of blogs like this one will always have something to talk about. So, let the debate rage on.

(Sources: the books Expressive Processing by Noah Wardrip-Fruin and On Interactive Storytelling by Chris Crawford; Game Developer of February 2013. Links to online sources are scattered through the article.

If you’d like to enter the Covert Action debate for yourself, you can buy it from GOG.com.)

 
 

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