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Category Archives: Interactive Fiction

And Onward to 1995…

No new article this week, folks. Sorry about that! It’s the usual story of a five-Friday month and a chance for me to catch my breath. I’ll have one for you next week.

In lieu of a proper article, some administrative announcements, plus a taster of what will be coming down the pipe in the months to come:

The especially attentive among you have doubtless noticed that we crossed the border into 1995 with my last piece. That means a new slate of ebooks for 1994, the year just finished. As always, their existence is thanks to Richard Lindner. In fact, he’s been extra busy this time: we’ve also put together an ebook gathering all of the Infocom articles, something a number of you have asked me for from time to time. It begins with Will Crowther and Don Woods’s Adventure, that necessary prelude to the Infocom story, and continues all the way through my relatively recent series on the resurrection of the Z-Machine and Graham Nelson’s creation of the Inform programming language for making new games in the Infocom spirit; that seemed to me an appropriately hopeful note to end on. You’ll find Richard Lindner’s email address inside all of the ebooks. If you enjoy them, please think about dropping him a line to thank him.

In other news, I did one of my rare podcast interviews a few weeks ago, with the nice folks from The Video Game History Foundation. The subject was the game-content controversy of the early 1990s and the three enduring institutions that came out of it: the Interactive Digital Software Association (now known as the Entertainment Software Association), the Entertainment Software Ratings Board, and the E3 trade show. I’m definitely a better writer than I am an on-air personality, but perhaps some of you will enjoy it nevertheless.

The coverage to come in the immediate future will be quite graphic-adventure-heavy, as we’re now getting into the genre’s last big boom. Rest assured that I haven’t given up on other genres; they’re just in a slight lull.

  • My next article will deal with The Dig, LucasArts’s second adventure game of 1995 — and what a tortured tale that one is!
  • Then we’ll move on to a very eventful and profitable era at Sierra, with special coverage reserved for the second Gabriel Knight game.
  • This was the year when the Interactive Fiction Renaissance really took flight, with the very first IF Competition and a downright stunning number of other big, rich games released. If you’re an old-school Infocom fan who hasn’t yet tried these games, you might just find yourself in heaven if you give them a chance, as they’re very much in the Infocom spirit, and written and implemented every bit as well.
  • We’ll continue to follow the story of Legend Entertainment in some detail, looking at both of their 1995 releases.
  • We’ll find time for The Dark Eye and I Have No Mouth and I Must Scream, a couple of moody, artsy adventure games with some very interesting personalities behind them.
  • We’ll look at some more attempts to bring full-motion-video interactive movies to the masses, with unusual and sometimes risque subject matter: titles like Voyeur and In the First Degree.
  • We’ll dive into the short and rather disappointing history of Boffo Games, a partnership between Steve Meretzky and Mike Dornbrook that brought us Meretzky’s final adventure game.
  • We’ll backtrack a bit to cover the story of New World Computing and the Might and Magic CRPG franchise, which will set the stage for the frightfully addictive strategy game Heroes of Might and Magic.
  • We’ll examine McKenzie & Co., a noble if somewhat confused attempt by a new studio called Her Interactive to make an adventure game that “girls will love!”
  • The big non-gaming story waiting in the wings is that of the World Wide Web, which began breaking into the public consciousness in a big way during 1995. I’ll try to do it justice via a multi-part series that will be slotted into all of the above… somewhere.

If you have a favorite game from 1995 that isn’t listed above, don’t panic. I always shuffle things around a bit for the sake of storytelling. I promise, for example, that Blizzard Entertainment will get their due a little later, as will the debut of Microsoft Windows 95, a truly momentous event in the history of both computer gaming and consumer computing as a whole. Of course, I’m always interested in hearing your suggestions of topics you think would be interesting, although I can’t guarantee that I’ll act on all of them. (Those I decline to pursue are generally the ones which I just don’t feel I have the requisite background and/or level of passion to turn into good articles. Believe me, it’s not you, it’s me.) And if you have a line on a valuable historical source — or if you happen to be one yourself — I’m always eager to hear from you.

And now for my obligatory annual fund-raising pitch: if you like what I do here and haven’t yet signed up to become a Patreon supporter, please think about doing so (assuming of course that your personal finances allow it). Your support will help ensure that this project can keep going for a long time to come. The same naturally goes for The Analog Antiquarian, this site’s alternate-week counterpart. (We’re nearing the end of the Alexandria story there, and will soon be making a brief sojourn in Rhodes before tackling the long arc of China’s history.)

Thanks so much for reading and helping out in all the different ways you do. See you next week!

 

Full Throttle

The adventure makers at LucasArts had a banner 1993. One of the two games they released that year, Day of the Tentacle, was the veritable Platonic ideal of a cartoon-comedy graphic adventure; the other, Sam and Max Hit the Road, was merely very, very good.

Following a quiet 1994 on the adventure front, LucasArts came roaring back in the spring of 1995 with Full Throttle, a game that seemed to have everything going for it: it was helmed by Tim Schafer, one of the two lead designers from Day of the Tentacle, and boasted many familiar names on the art and sound front as well. Yet it wasn’t just a retread of what had come before. This interactive biker movie had a personality very much its own. Many soon added it to the ranks of LucasArts’s most hallowed classics.

Sadly, though, I’m not one of these people…



It’s easy — perhaps a bit too easy — to read LucasArts’s first post-DOOM adventure game as a sign of the changes that id Software’s shareware shooter wrought on the industry after its debut in December of 1993. Action and attitude were increasingly in, complexity and cerebration more and more out. One can sense throughout Full Throttle its makers’ restlessness with the traditional adventure form — their impatience with convoluted puzzles, bulging inventories, and all of the other adventure staples. They just want to have some loud, brash fun. What other approach could they possibly bring to a game about outlaw motorcycle gangs?

The new attitude is initially bracing. Consider: after a rollicking credits sequence that plays out behind over-driven, grungy rock and roll, you gain control of your biker avatar outside a locked bar. Your first significant task is to get inside the bar. Experimenting with the controls, you discover that you have just three verb icons at your disposal: a skull (which encompasses eyes for seeing and a mouth for talking), a raised fist, and a leather boot. Nevertheless, the overly adventure-indoctrinated among you may well spend quite some time trying to be clever before you realize that the solution to this first “puzzle” is simply to kick the door in. Full Throttle is a balm for anyone who’s ever seethed with frustration at being told by an adventure game that “violence isn’t the answer to this one.” In this game, violence — flagrant, simple-minded, completely non-proportional violence — very often is the answer.

But let’s review the full premise of the game before we go further. Full Throttle takes place in the deserts of the American Southwest during a vaguely dystopian future — albeit not, Tim Schafer has always been at pains to insist, a post-apocalyptic one. You play Ben, a stoic tough guy of few words in the Clint Eastwood mold, the leader of a biker gang who call themselves the Polecats. “The reason bikers leaped out at me is that they have a whole world associated with them,” said Schafer in a contemporary interview, “but it’s not a commonplace environment. It’s a fantastic, bizarre, wild, larger-than-life environment.” And indeed, everything and everyone in this game are nothing if not larger than life.

Ben, the hero of Full Throttle.

The plot hinges on Corley Motors, the last manufacturer of real motorcycles in the country — for the moment, anyway: a scheming vice president named Adrian Ripburger is plotting to seize control of the company from old Malcolm Corley and start making minivans instead. When the Polecats get drawn into Ripburger’s web, Ben has to find a way to stop him in order to save his gang, his favorite model of motorcycle, and the free-wheeling lifestyle he loves. The story plays out as a series of boisterous set-pieces, a (somewhat) interactive Mad Max mixed with liberal lashings of The Wild One. Although I’m the farthest thing from a member of the cult of Harley Davidson — I’m one of those tree huggers who wonders why it’s even legal to noise-pollute like some of those things do — I can recognize and enjoy a well-done pastiche when I see one, and Full Throttle definitely qualifies.

Certainly none of this game’s faults are failures of presentation. As one might expect of the gaming subsidiary of Lucasfilm, LucasArt’s audiovisual people were among the best in the industry. They demonstrated repeatedly that the label “cartoon-comedy graphic adventure” could encompass a broader spectrum of aesthetics than one might first assume. While Day of the Tentacle was inspired by the classic Looney Tunes shorts, and Sam and Max Hit the Road by the underground comic books of the 1980s, Full Throttle‘s inspirations were the post-Watchmen world of graphic novels and trendy television: the game’s hyperactive jump cuts, oblique camera angles, and muddy color palette were all the rage on the MTV of Generation Grunge.


In fact, Schafer tried to convince Soundgarden, one of the biggest rock bands of the time, to let him use their music for the soundtrack — only to be rejected when their record company realized that “we weren’t going to give them any money” for the privilege, as he wryly puts it. Instead he recruited a San Francisco band known as the Gone Jackals, who were capable of a reasonable facsimile of Soundgarden’s style, to write and perform several original songs for the game. Bone to Pick, their 1995 album which included the Full Throttle tracks, would sell several hundred thousand copies in its own right on the back of the game’s success. All of this marked a significant moment in the mainstreaming of games, a demonstration that they were no longer siloed off in their own nerdy pop-culture ghetto but were becoming a part of the broader media landscape. The days when big pop-music acts would lobby ferociously to have their work selected for a big game’s in-world radio station were not that far away.

The Gone Jackals. Like so many rock bands who haven’t quite made it, they always seem to be trying just a bit too hard in their photographs…

Full Throttle‘s writing too has all the energy and personality one could ask for. If the humor is a bit broad and obvious, that’s only appropriate; Biker Ben is not exactly the subtle type. The voice acting and audio production in general are superb, as was the norm for LucasArts thanks to their connections to Hollywood and Skywalker Sound. Particular props must go to a little-known character actor named Roy Conrad, who delivers Ben’s lines in a perfect gravelly deadpan, and to Mark Hamill of Star Wars fame, who, twelve years removed from his last gig as Luke Skywalker, was enjoying a modest career renaissance in cartoons and an ever-increasing number of videogames. He shows why he was so in-demand as a voice actor here, tearing into the role of the villain Ripburger with a relish that belies his oft-wooden performances as an actor in front of cameras.

The sweetest story connected with Full Throttle is that of Roy Conrad, a mild-mannered advertising executive who decided to reconnect with his boyhood dream of becoming an actor at age 45 in 1985, and went on to secure bit parts in various television shows and movies. As you can see, he looked nothing like a leader of a motorcycle gang, but his voice was so perfect for the role of Ben that LucasArts knew they’d found their man as soon as they heard his audition tape. Conrad died in 2002.

But for all its considerable strengths, Full Throttle pales in comparison to the LucasArts games that came immediately before it. It serves as a demonstration that presentation can only get you so far in a game — that a game is meant to be played, not watched. And alas, actually playing Full Throttle is too often not much fun at all.

The heart of Full Throttle‘s problem is a mismatch between the type of game it wants to be and the type of game its technology allows it to be. To be sure, LucasArts tried mightily to adapt said technology to Tim Schafer’s rambunctious rock-and-roll vision. They grafted onto SCUMM (“Script Creation Utility for Maniac Mansion“), their usual adventure-game engine, a second, action-oriented engine called INSANE (“INteractive Streaming ANimation Engine”), which had been developed for 1993’s Star Wars: Rebel Assault, a 3D vehicular rail shooter. This allowed them to interrupt the staid walking-around-talking-and-solving-puzzles parts of Full Throttle with blasts of pure action. “We didn’t think it would fly if we told players they were a bad-ass biker,” says LucasArts animator Larry Ahern, “and then made them sit back and watch every time Ben did a cool motorcycle stunt, and then gave them back the cursor when it was time for him to run errands. With Full Throttle, I think the combination [of action and traditional adventure elements] made a lot of sense, but I think the implementation just didn’t live up to the idea.”

It most definitely did not: the action mini-games range from tedious to excruciating. Schafer elected to partially reverse LucasArts’s longstanding “no deaths and no dead ends” policy, sacrosanct since 1990’s The Secret of Monkey Island, by allowing the former if not the latter in Full Throttle. This decision was perhaps defensible in light of the experience he was hoping to create, but boy, can it get exhausting in practice. The second-to-worst mini-game is an interminable sequence inspired by the 1991 console hit Road Rash, in which you’re riding on your motorcycle trying to take out other bikers by using exactly the right weapon on each of them, wielded with perfect timing. Failure on either count results in having to start all over from the beginning. To be fair, the mini-game looks and sounds great, with electric guitars squealing in the background and your chopper’s straight pipes throbbing under you like a 21-gun salute every few seconds. It’s just no fun to play.

LucasArts sound man Clint Bajakian captures the sound of a straight-piped Harley. Full Throttle was the first LucasArts game, and one of the first in general, to have an “all-digital” soundtrack: i.e., all of the sound in the game, including all of the music, was sampled from the real world rather than being synthesized on the computer. This was another significant moment in the evolution of computer games.

The very worst of the action mini-games, on the other hand, is a rare moment where even Full Throttle‘s aesthetics fail it. Near the end of the game, you find yourself in a demolition derby that for my money is the worst single thing ever to appear in any LucasArts adventure. The controls, which are apparently meant to simulate slipping and sliding in the mud of a fairground arena, are indeed impossible to come to grips with. Worse, you have no idea what you’re even trying to accomplish. The whole thing is an elaborate exercise in reading the designers’ mind to set up an ultra-specific, ultra-unlikely chain of happenstance. I shudder to think how long one would have to wrestle with this thing to stumble onto the correct ordering of events. (Personally, I used a walkthrough — and it still took me quite some time even once I knew what I was trying to do.) Most bizarrely of all, the mini-game looks like a game from five or eight years prior to this one, as if someone pulled an old demo down off the shelf and just threw it on the CD. It’s a failure on every level.

The demolition derby, also known as The Worst LucasArts Thing Ever. No, really: it’s incomprehensibly, flabbergastingly bad.

All told, the action mini-games manage to accomplish the exact opposite of what they were intended to do: instead of speeding the story along and making it that much more exciting, they kill its momentum dead.

What, then, of the more traditional adventure-game sections threaded between the action mini-games and the many lengthy cut-scenes? Therein lies a somewhat more complicated tale.

Some parts of Full Throttle are competently, even cleverly designed. The afore-described opening sequence, for example, is a textbook lesson in conveying theme and expectation to the player through interactivity. It teaches her that any convoluted solutions she might conceive to the dilemmas she encounters are not likely to be the correct ones, and that this will be an unusually two-fisted style of adventure game, admitting of possibilities that its more cerebral cousins would never even consider. The first extended adventure section in the game sends you into a dead-ender town in search of a welding torch, a set of handlebars, and some gasoline, all of which you need to get your damaged bike back on the road after Ripburger’s goons have sabotaged it. The game literally tells you that you need these things and waits for you to go out and find them; it doesn’t attempt to be any trickier than that. And this is fine, being thoroughly in keeping with its ethos.

But threaded among the straightforward puzzles are a smattering that fail to live up to LucasArts’s hard-won reputation for always giving their players a fair shake. At one point in that first town, you have to trigger an event, then run and hide behind a piece of scenery. But said scenery isn’t implemented as an object that might bring it to your attention, and it’s very difficult to discover that you can walk behind it at all. In some adventure games, the ones that promise to challenge you at every turn and make you poke around to discover every single possibility, this puzzle might fit the design brief. Here, however, it’s so at odds with the rest of the game that it strikes me more as a design oversight than a product of even a mistaken design intent. Such niggles continue to crop up as you play further, and continue to pull you out of the fiction. One particularly infamous “puzzle” demands that Ben kick a wall over and over at random to discover the one tiny spot that makes something happen.

Do you see that thing shaped a bit like a gravestone just where the streetlight is pointing? It turns out you can walk behind that. Crazy world, isn’t it?

As time goes on, Full Throttle comes to rely more and more on one of my least favorite kinds of adventure puzzles: the pseudo-action sequence, where the designer has a series of death-defying action-movie events, improvisations, and coincidences in mind, and you have to muddle your way through by figuring just how he wants his bravura scene to play out. In other words, you have to fail again and again, using your failures as a way to slowly deduce what the designer has in mind. Fail-until-you-succeed gameplay can feel rewarding in some circumstances, but not when it’s just an exercise in methodically trying absolutely everything until something works, as it tends to be here. The final scene of the game, involving a gigantic cargo plane teetering on the edge of a cliff with a staggering quantity of explosives inside, becomes the worst of all of them by adding tricky timing to the equation.

It’s in places like this one that the mismatch between the available technology and the desired experience really comes to the fore. In a free-roaming 3D engine with the possibility of emergent behavior, the finale could be every bit as rousing as Schafer intended it to be. But in a point-and-click adventure engine whose world simulation goes little deeper than the contents of your inventory… not so much. Executing, say, a death-defying leap out of the teetering plane’s cargo hold on your motorcycle rather loses its thrill when said leap is the only thing the designer has planned for you to do — the only thing you’re allowed to do other than getting yourself killed. The leap in question is the designer’s exciting last-minute gambit, not yours; you’re just the stooge bumbling and stumbling to recreate it. So, you begin to wish that all of the game’s action sequences were proper action sequences — but then you remember how very bad the action-oriented mini-games that do exist actually are, and you have no idea what you want, other than to be playing a different, better game.



What happened? How did a game with such a promising pedigree turn out to be so underwhelming? There is no single answer, but rather a number of probable contributing factors.

One is simply the way that games were sold in 1995. Without its more annoying bits, Full Throttle would offer little more than two hours of entertainment. There’s room for such a game today — a game that could be sold for a small price but in big quantities through digital storefronts. In 1995, however, a game that cost this much to make could reach consumers only as a premium-priced boxed product; other methods of distribution just didn’t exist yet. And consumers who paid $30, $40, or $50 for a game had certain expectations as to how long it should occupy them, as was only reasonable. Thus the need to pad its length to make it suit the realities of the contemporary marketplace probably had more than a little something to do with Full Throttle‘s failings.

Then there’s the Star Wars factor. Many of the people who worked for LucasArts prior to 1993 have commented on what a blessing in disguise it was for George Lucas’s own games studio not to be able to make Star Wars games, a happenstance whose roots can be found in the very first contract Lucas signed to make Star Wars toys just before the release of the very first film in 1977. When another series of accidents finally brought the rights back to Lucasfilm, and by extension to LucasArts, in 1992, the latter jumped on Star Wars with a vengeance, releasing multiple games under the license every year thereafter. This was by no means an unmitigatedly bad thing; at least one of their early Star Wars games, TIE Fighter, is an unimpeachable classic, on par in its own way with any LucasArts adventure game, while many of them evince a free-spirited joie de vivre that’s rather been lost from the franchise’s current over-saturated, overly Disneyfied personification. But it did lead in time to a decline in attention to the non-Star Wars graphic adventures that had previously been the biggest part of LucasArts’s identity. So, it was probably not entirely a coincidence that the LucasArts adventure arm peaked in 1993, just as the Star Wars arm was getting off the ground. In the time between Sam and Max Hit the Road and Full Throttle, adventure games suddenly became a sideline for LucasArts, with perhaps a proportional drop-off in their motivation to make everything in a game like Full Throttle just exactly perfect.

Another factor, one which I alluded to earlier, was the general sense in the industry that the market was now demanding faster paced, more immediate and visceral experiences. And, I rush to add, games with those qualities are fine in themselves. It’s just that that set of design goals may not have been a good pairing with an engine and a genre known for a rather different set of qualities.

These generalized factors were accompanied by more specific collisions of circumstance. When studying the development history of Day of the Tentacle, one comes away with the strong impression that Tim Schafer was the creator most enamored with the jokes and the goofy fiction of the game, while his partner Dave Grossman obsessed mostly over its interactive structure and puzzle design. Perhaps we should not be surprised, then, that when Schafer struck out on his own we got a game with a sparkling fictional presentation and lousy interactive elements.

Full Throttle was not made on the cheap. Far from it: it was the first LucasArts adventure to cost over $1 million to produce. But the money that was thrown at it wasn’t accompanied by a corresponding commitment to the process of making good games. Its development was instead chaotic, improvised rather than planned; Tim Schafer personally took on the titles of Writer, Designer, and Project Leader, and seems to have been well out of his depth on at least the last of them. As a result, the game, which had originally been slated for a Christmas 1994 release, fell badly behind schedule and overran its budget, and what Larry Ahern describes as a “huge section” of it had to be cut out before all was said and done. (Another result of Full Throttle‘s protracted creation was its use of vanilla VGA graphics, which made it something of an anachronism in the spring of 1995, what with the rest of the industry’s shift to higher-resolution SVGA; fortunately, LucasArts’s artists were so talented that their work couldn’t be spoiled even by giant pixels.) During the making of Day of the Tentacle, the design team had regularly brought ordinary folks in off the street to play the latest build and give their invaluable feedback. This didn’t happen for Full Throttle. Instead there was just a mad rush to complete and release a game that nobody had ever really tried to play cold. Alas, this is an old story in the history of adventure games, and a more depressingly typical one than that of the carefully built, meticulously tested game. The only difference on this occasion was that it hadn’t used to be a story set in LucasArts’s offices.

Still, LucasArts paid little price at this time for departing from their old ethos that Design Matters. Full Throttle was greeted by glowing reviews from magazine scribes who were dazzled by its slick, hip presentation, so different from anything else on the gaming scene. For example, the usually thoughtful Charles Ardai of Computer Gaming World gave it four and a half out of five stars even as he acknowledged that “its weakest point is its gameplay.” For all that this might strike us today as the very definition of judging a book by its cover, such formulations were par for the course during the madcap multimedia frenzy of the mid-1990s. Tim Schafer claims that the game sold an eventual 1 million copies, enough to make MTV seriously consider turning it into a television cartoon.

Many of those buyers remember Full Throttle fondly today, although a considerable number of naysayers with complaints similar to the ones I’ve aired in this article have also joined the discussion since the game was remastered and re-released in 2017. It seems to me that attitudes toward this game in particular tend to neatly delineate two broad categories of adventure players. There are those who aren’t overly chuffed about puzzles and other issues of design, who consider a modicum of obtuseness to be almost an intrinsic part of the genre, and who thus don’t hesitate to reach for a walkthrough at the first sign of trouble. This is fair enough in itself; as I’ve said many times, there is no wrong way to play any game as long as you’re having fun. I, however, don’t tend to have much fun playing this way. I consider a good interactive design to be a prerequisite to a good game of any stripe. And when I reach for a walkthrough, I do so knowing I’m going to be angry afterward at either myself or the game. If it turns out to be a case of the latter… well, I’d rather just watch a movie.

And indeed, that has to be my final verdict on Full Throttle for those of you who share my own adventure-game predilections: just find yourself a video playthrough to watch, thereby to enjoy its buckets of style and personality without having to wrestle with all of the annoyances. If nothing else, Full Throttle makes for a fun cartoon. Pity about the gameplay.

(Sources: the book Full Throttle: Official Player’s Guide by Jo Ashburn; Computer Gaming World of November 1994 and August 1995; LucasArts customer newsletter The Adventurer of Winter 1994/1995 and Summer 1995; Retro Gamer 62; the “director’s commentary” from the 2017 re-release of Full Throttle. Online sources include interview with Tim Schafer by Celia Pearce and Chris Suellentrop.

A “remastered” version of Full Throttle is available for digital purchase.)

 

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The Best of Voyager

This article contains capsule reviews of ten of the discs that I most appreciate from the early years of The Voyager Company, along with some additional notes on their origins, courtesy of Bob Stein. Before starting in earnest, some explanations are in order:

I’ve always envisioned this history of digital interactivity as something of an interactive experience in its own right for its readers. I’ve always hoped that some percentage of you will be inspired to check out some of the artifacts I write about for yourself, inspired to go on your own journey through digital history and form your own judgments about what you find there. I’ve always done my best to facilitate that.

In the early years, that sometimes meant rolling up my sleeves and getting down in the weeds with the often-cranky emulators of now-obscure old computers, sharing ROM files and the like and even on one occasion packaging up a whole obsolete computer system in a (virtual) box. In the middle years, things got a bit easier, as I could generally just share disk images of the software I wrote about for you to try out on the more mature emulators of slightly later computers. And still more recently things have gotten easier yet, as most of the stuff I write about these days can be purchased as ready-to-run downloads from digital storefronts like GOG.com. (Indeed, the emergence of a permanent back catalog in a games industry that used to make a policy of forgetting its past is one of the most welcome developments I’ve had the pleasure to witness since I started this site.)

But when it comes to exploring the fascinating catalog of The Voyager Company, we’re kind of back to square one. The sad fact is that classic Macintosh emulation is far less mature than that of MS-DOS, early incarnations of Microsoft Windows, or even the Commodore 64 or Amiga. This isn’t, I rush to add, because the people who work on the three most prominent classic Mac emulators — each focusing on a distinct era of the long-lived platform — are any less capable than those working on other emulators, but just because it’s a big job and there aren’t a lot of people doing it in comparison to those endeavoring to preserve the more popular retro-gaming platforms.

The Voyager oeuvre has a particular knack for finding the weaknesses in the current generation of Mac emulators. Many of Voyager’s early releases are what’s known as “mixed-mode” CD-ROMs: CDs which combine a computer-specific “data track” with multiple other tracks of sound and/or music, readable by any audio-CD player. All of the extant emulators tend to choke horribly on these. Even the later Voyager releases, which generally aren’t mixed-mode, are often a tall order for the emulators, having been built using fiddly middleware like HyperCard or The Director, and being loaded to the gills with multimedia content to be played back using equally fiddly libraries like QuickTime. One usually can get them to work in the emulators, after a fashion, but they’re all too often glitchy and crash-prone.

I’m therefore going to recommend a radical solution to anyone interested in experiencing the Voyager discs I highlight below: don’t try to do it on an emulator. Get yourself a real vintage Macintosh instead.

Specifically, I recommend picking up a G3 iMac or iBook of the turn-of-the-millennium era. Apple sold millions and millions of these little machines, and they can still be found all over the place in North America and Europe: on online marketplaces, at swap meets, in charity shops, in your neighbors’ attic — or perhaps in your own. I bought a 1999-vintage iMac  here in Denmark — not exactly the cheapest country in the world — for the equivalent of $100 US a year and a half ago. I suspect that most of you can do much better than that if you’re willing to look around a bit.

These models have several other advantages beyond their ubiquity and cheapness. They’re easy to set up and take down, for one thing. And they’re just new enough to sport some very useful modern conveniences, like an Ethernet port and a USB port that can handle thumb drives, both a godsend for transferring files. Most importantly, they will run the entire Voyager product line more or less flawlessly. You just need to be sure you have some incarnation of MacOS 8 or 9 installed — the exact version really doesn’t matter — rather than OS X.

With your trusty iMac or iBook running MacOS 8 or 9 and a stack of blank CDs for burning to hand, there are only a couple of other things you need to know in order to dive into the Voyager catalog. All of the discs I describe below are hosted by The Macintosh Garden, a site which performs an invaluable service but which does have its idiosyncrasies. One of these is the use of the Mac favorite Stuff-It rather than a more universal standard as its compression tool of choice. If you use a modern Mac, you probably already have this software; if not, you’ll need to download it and install it on your everyday computer.

The files you’ll find inside the archives will be either ISO disc images, Toast images, or bin/cue images. The first can be burned to a physical CD-ROM for use on your vintage Mac directly from most modern operating systems. The second can be renamed with the extension “.iso” and burned the same way, if you don’t happen to own a modern Macintosh with Roxio Toast installed. The third is the most complicated, as it generally indicates one of the aforementioned mixed-mode CDs; you’ll need to have or acquire third-party software capable of burning these types of discs.

I must say that I’ve been immensely enjoying the tactility of using real hardware to explore the Voyager catalog. Perhaps you’ll feel the same. But the diehards among you can of course still try your luck with emulators; feel free to describe any information or solutions you discover in the process in the comments below. Note as well that a minority of the Voyager discs were also released in versions for Microsoft Windows, or as dual-platform discs that can run on either Mac or Windows. So, that might be another direction of inquiry for some of you in some cases.

And now on to what I really want to tell you about today…

 

AmandaStories (1991)



AmandaStories is one of those quietly influential works that can sometimes make my job so interesting. It’s the creation of a woman named Amanda Goodenough, who was the wife of HyperCard creator Bill Atkinson’s marriage counselor circa 1987. When the latter brought home a pre-release version of HyperCard, courtesy of his client, his wife started to use it to chronicle the adventures of her little black cat Inigo in the form of an interactive picture book.

Amanda Goodenough’s personal story — that of a thoroughly non-technical housewife who was able to create something remarkable thanks to the magic of HyperCard — made her a minor celebrity in the Macintosh world, a living symbol of HyperCard’s ethos of egalitarian creative empowerment. Bob Stein and his colleagues from Voyager first met her at the January 1988 Macworld show, where she was demonstrating her latest stories at the same time that they were demonstrating their HyperCard-and-laser-disc-driven exploration of the National Gallery of Art. They soon inked a deal to release her first four stories on floppy disk under the Voyager imprint. A second collection of stories followed a little later, this time starring a good-natured camel known simply as My Faithful Camel. The CD-ROM version featured here adds two more Inigo stories and supplements the silent black-and-white originals with colorized versions featuring occasional sound effects and music swells.

Yet what these AmandaStories led to is ultimately more important in the context of history than what they were. Among the people who admired them in those heady early days of HyperCard was a professional programmer and amateur Macintosh enthusiast named Rand Miller. They became a profound influence on The Manhole, the interactive picture book he created with his brother Robyn Miller; both works employ the same literally transparent interface, where everything happens as a result of clicking directly on the pictures on the screen rather than on buttons, menus, or other widgets. Voyager came very close to publishing The Manhole as well — “It was clear these guys were going somewhere,” says Stein — but was outbid in the end by Mediagenic.

After making a few more children’s titles, the Miller brothers decided to bring the same minimalist approach to an adventure game for adults. The result was 1993’s Myst, which sold at least 6 million boxed copies during the remaining years of the decade and created a whole sub-genre of adventures in its image. “We might have gotten Myst, and the world might have been very different,” muses Stein today of what is perhaps Voyager’s most obvious missed opportunity.

But they did at least get these stories which did so much to inspire Myst, and we can feel fortunate for that. AmandaStories remains as sweet and clever as ever, suitable for children and adults of any age.

 

I Photograph to Remember (1991)



I Photograph to Remember by the Mexican photographer Pedro Meyer tells the story in pictures of the last three years of his parents’ lives, a period during which both were diagnosed with cancer and died of the disease. It engages with the essentials of human life and death in a way that very few digital works dare to do. Meyer’s photographs of his parents’ decline are not always easy to look at, but the unflinching honesty of the presentation makes it a necessary antidote to the escapist entertainments that usually dominate our monitor screens. Anyone who has been a caregiver or even just a witness to someone approaching the end of all ends will recognize the story that unspools here, so unique to Meyer’s family but also so universal.

Once one looks beyond the sadness at its core, the origin story of I Photograph to Remember turns out to be rather amusing. Bob Stein:

I’m at a party talking to a guy I don’t know, and he’s telling me about this amazing CD-ROM he’s gotten, about Beethoven’s Ninth Symphony. When I tell him that I had a hand in making it, he invites me to his home and he shows me these 90 photographs that he took during this period of his parents’ lives. I realize that what’s he just done in effect is to give me a narrated slideshow, and that, because we can now show a high-resolution photograph on a computer screen with audio, we could publish that. It’s completely different from showing it on a television set, which just doesn’t have the resolution. And Pedro says, “Of course we should publish it on CD-ROM.” In retrospect, having known Pedro for years, I think he knew exactly what he was doing. He knew what was going to come out of that meeting; he’s very sly.

There was no question about which photographs we were going to show. And Pedro has this beautiful voice. All of that was a no-brainer. He hired a young man named Manuel Rocha to write the music. The first version was the most god-awful European synth-pop. I heard Pedro literally screaming at Manuel about this, telling him how terrible it was. I thought to myself, you can’t treat somebody like that; there’s no way that’s going to get the intended result. But he comes back a week or two later with a gorgeous soundtrack: minimalist and perfect. Who knows how you motivate people?

This is 1991. Up until that moment, as far as I know, nobody has used a computer to present deep emotional content. We showed it for the first time at this fancy conference that took place every year in Los Angeles. There were 500 people in the room, probably 95 percent men, all executives in suits. You could have heard a pin drop. People were stunned: “Oh, my God! This is what we can do with a computer?” That was exciting.

If there’s a complaint to be made about I Photograph to Remember today, it must be that the piece is hardly interactive at all, and could work just as well as a short film presented on a high-definition screen; once you’ve chosen whether you wish to hear Meyer’s narration in Spanish or English, it quite literally plays itself. But no matter: while I might quibble with Bob Stein’s claim that no computer-based work prior to this one attempted “to present deep emotional content,” there is no question that this one positively trembles with the ineffable joys and pains of our feeble mortal existences. If you’ve come to Voyager’s catalog looking for Art, you will most definitely find it here.

 

Last Chance to See (1992)



In the late 1980s, the BBC sent the humorist and novelist Douglas Adams and a zoologist named Mark Carwardine on a series of journeys to remote regions of the world in order to seek out some of our planet’s most unusual and endangered forms of wildlife. The 1989 television series which resulted became a book the following year, and finally this CD-ROM production two years after that. Bob Stein doesn’t think that highly of it, for perfectly coherent reasons: it’s little more than the raw text of the book read aloud by Adams, with occasional embedded sidebars to click on. It is, in other words, more of an ebook than an electronic book of the sort Stein was always trying to create.

Personally, though, I find that its formal limitations do little to diminish its impact. Douglas Adams was a unique mind who left us far too soon and wrote far too little even while he was with us. The Last Chance to See project was particularly welcome for giving him a chance to set aside silly two-headed aliens and towels in space in favor of things that really matter to our world. It’s poignant to hear him read his own words here, knowing that, although he would live for almost nine years after the release of this CD-ROM, he would never complete another book. Listening to his wit and wisdom, dealing not only with the ofttimes bizarre natural world but with the equally bizarre human foibles of the countries the two men visited, one can’t help but lament that fact.

But equally poignant are the fates of some of the strange animals Adams and Carwardine pursue. Few things can better bring home to you what we are losing than the act of listening to this CD-ROM and then looking up the current status of its subjects. The Yangtze river dolphin is probably extinct now; the northern white rhinoceros soon will be, given that the only two specimens that are left are both female. The title of Last Chance to See proved prophetic in those two cases at least, making it all the more precious for us today and those who will follow us as a document of wondrous creatures that used to be.

 

Poetry in Motion (1992)



Poetry in Motion repurposes footage captured for a 1982 documentary film of the same name, itself a work that occupies a special place in the history of Voyager: it was in fact the company’s very first product, published as a videotape in the short interim between Bob and Aleen Stein’s split with their Criterion Collection co-founder Roger Smith and their subsequent re-acquisition of the Criterion name. Bob Stein believes the film is better than the CD-ROM, but the latter does feature performances and interviews that the former lacks. Whichever format you choose to view it in, it’s a riotously good time, capturing the elder statesmen of the Beat Generation in a dialog of sorts with literary and musical up-and-comers, all set against the backdrop of the New York City and Toronto New Wave and No Wave scenes. Here you can see Allen Ginsberg belting out a spirited if harmonically challenged reading with a punk-rock backing band, and Tom Waits captured just as he is making the transition from his 1970s boozy-troubadour persona to the raucous cacophony of his 1980s records.

The Achilles heel of the CD-ROM Poetry in Motion, the primary source of Bob Stein’s dislike for it, is the usual one for Voyager products of this ilk: poor video quality. The film footage is a grainy postage stamp, so much so that it’s often difficult to determine exactly what it is you’re actually looking at. And yet the performances themselves are so bracing that they manage to carry you away anyway. Poetry in Motion is an indispensable snapshot of an instant in literary and musical history.

 

A Hard Day’s Night (1993)



The CD-ROM version of the classic 1964 Beatles film A Hard Day’s Night was Voyager’s most successful single product after the CD Companion to Beethoven, selling 100,000 copies in all — i.e., at least an order of magnitude more than the typical Voyager disc. And indeed, I can remember seeing it in software stores regularly during the mid-1990s, a memory I don’t have of any other Voyager product. This disc’s lodging in my brain may have something to do with my personal predilections; I’ve been a rabid Beatles fan ever since my cool big sister introduced them to me while my age was still in the single digits. But I do think that it also reflects the unusual reach of this particular Voyager CD-ROM, which was widely reviewed in such mainstream-media bastions as Entertainment Weekly magazine.

I won’t say too much about the film itself here, other than to note that it’s brilliant, the sights and sounds and excitement of a cultural revolution — thankfully not the kind advocated by Chairman Mao! — distilled into 87 potent minutes. More relevant for our purposes is Voyager’s approach to adapting the movie to this new medium of CD-ROM — if, that is, “adaptation” is even the right word. This is far from the ideal way to view A Hard Day’s Night for pleasure, whether for the first or hundredth time, given the absolutely awful video quality. But by way of compensation, it’s an innovative new way of studying the film. “Nobody was going to take this seriously as film,” Bob Stein says of the Voyager disc, “but we could do something fun with it.”

At first glance, the CD-ROM of A Hard Day’s Night might seem to have much in common with the laser-disc version of the film which Criterion had released earlier: the movie accompanied by a host of extras meant to deepen one’s understanding of it and to lend it context. Look closer, however, and differences quickly emerge. The CD-ROM’s approach is fundamentally textual, making it closer to an electronic book than the notion of a film on CD-ROM might initially imply: its core features are an extended essay by the respected Australian pop-culture journalist Bruce Elder and a complete copy of the shooting script. The latter is especially interesting, offering up the unique opportunity to watch the film in a window as one follows along in the script.

So, rather than being an early, technologically unsatisfactory example of what DVDs would later become, as one might be tempted to assume, the Voyager A Hard Day’s Night is in fact an example of a road not taken in film studies. DVDs and Blu-ray discs are able to combine what Voyager does here with superb video quality, and yet this capability has gone almost entirely unexplored. “To this day, it drives me crazy that Criterion has never tried to merge what we did with A Hard Day’s Night into their usual approach,” says Bob Stein. “Given that all the Criterion stuff is digital at this point, why can’t they associate the script of a movie with the movie itself?” Chalk it up as just one more symptom of our increasingly post-textual culture.

 

Who Built America? (1993)



Who Built America? is a CD-ROM adaption of a paper book of the same name by Roy Rosenzweig and Steve Brier: a history of the United States from 1876 to 1914. Bob Stein explains how one of Voyager’s most earnest attempts to realize the ideal of the electronic book came to be:

I was browsing the history section of the Harvard bookstore one day and this book popped out at me. It was from Knopf, so I figured it was somewhat credible, and the authors had a point of view which I liked. So, I got on the train to New York the next day and found the authors at Hunter College. I showed them the Beethoven CD-ROM, and said, “Let’s do something together.” They were techie kinds of guys; they were excited about it. We spent a year just talking, trying to figure out what the sweet spots were and what we could add to the equation by making their book electronic.

The breakthrough came for me when I realized that all history books are syntheses of the authors’ readings of documents, conversations they have, etc. Wouldn’t it be interesting to publish a history book including not just the synthesis that the book itself represents, but also with the documents that the synthesis was based on? In effect, let the readers participate as historians, reading the documents for themselves. That’s how we came up with these things we called “excursions”: at most points in the book, you can click on a link and see the original associated documents.

It’s not hard to grasp why Stein would find this particular history book so compelling, what with his own background as an activist for the workers of the world. Both its authored text and the many primary sources that branch off of it emphasize, almost to the exclusion of all else, the experiences of those marginalized and less empowered souls who do not tend to garner much attention in traditional narrative histories: immigrants, ex-slaves, racial and ethnic minorities, the working poor, etc. This determination to focus on the stories that are not usually told prevents the book from being a truly complete chronicle of Gilded Age America; the assassinations of two separate presidents are only a couple of the earthshaking events that it barely even bothers to mention.

And yet, if you go into it understanding the limitations imposed by the authors’ philosophy and perhaps ideology of history, you may just find what is present here extraordinarily compelling. I read literally every word over the course of many evenings, clicking on every link to read the primary-source documents, to view photographs and newspaper cartoons, to watch film clips and listen to songs, interviews, and other audio snippets. So very much of what you find in these excursions is, dare I say it, heartrending. A priceless cache of letters from Polish immigrants to the United States, writing to family members back in the Old World whom they will almost certainly never see in person again, is just one example. Who Built America? is a deeply empathetic social history of a fraught era whose legacy is still an inescapable reality of modern American life.

 

Baseball’s Greatest Hits (1994)



Voyager’s one foray into the world of sports was prompted to a large extent by the rediscovery of an artifact that’s sometimes been called “baseball’s Zapruder film”: a piece of 16mm footage shot by a fan during the 1932 World Series. It shows Babe Ruth hitting what is arguably the most famous home run in baseball history: his “called shot” home run, which receives its name from the tale that he pointed to exactly what corner of the park he planned to hit it to before taking the pitch. While the film is ultimately inconclusive — it appears to show Ruth making some sort of gesture, but it’s impossible to say more than that — it’s tremendous fun to watch it and to speculate about what one might be seeing.

But Baseball’s Greatest Hits has much more than one film clip to offer. It serves as a fine example of what made Voyager different from most of the others rushing to put content onto CD-ROM during the 1990s. Baseball fans’ love of statistics is famous; this made the sport a natural subject for any number of unimaginative encyclopedic CD-ROM data dumps from companies such as Microsoft.

Baseball’s Greatest Hits, on the other hand, is something else entirely. Rather than focusing on the numbers, it’s interested in the legends and lore of America’s Pastime, making it as legitimate a form of social history as the likes of Who Built America?. The heart of this curated collection is a timeline of “Great Moments,” stretching from the 1932 called-shot game to the 1993 World Series. Each great moment is introduced by the unmistakable voice of Mel Allen, the longstanding announcer for the New York Yankees, who died just a few years after this disc appeared. The great moment then goes on to feature radio and/or television clips from the day in question, excerpts from newspaper accounts, and score cards and the like for the stats-heads. The end result is not only a wonderful celebration of baseball, that most lore-rich of all American sports, but also a window into the 60 years of American history that’s reflected by these fields of dreams. Bob Stein:

It’s a fantastic disc.  I’m not a huge baseball fan, but I loved that disc. How come there’s nothing that good now on the Internet, 25 years later? It’s one of the things we did that you look at and wonder… it was great then, how come nobody’s done it since?

I don’t know, Bob. I can say only that Baseball’s Greatest Hits is one of my favorites too of all the Voyager discs, and one I’d encourage everyone to try, baseball fan or no.

 

People: 20 Years of Pop Culture (1994)



“We wanted to experiment with something that you could theoretically sell at a supermarket check-out,” says Bob Stein of what appears at first glance to be the cheesiest disc Voyager ever published. “I wasn’t embarrassed that we did it, but I wasn’t particularly proud of it.” Certainly no one would ever accuse People magazine of being any bastion of hard-hitting journalism, nor of reflecting anything but the most conventional of mainstream conventional wisdom.

And yet this archive of the magazine’s cover stories between 1974 and 1994 is by turns nostalgic, funny, surprising, and informative when revisited today. The magazine’s very ethos of hewing so firmly to the middle of the road in all matters makes it a telling barometer of which way the cultural winds were blowing on any given week. Often this archive serves to illustrate how much the world has changed, as when it treats the virulent white suprematism and segregationism of the former Alabama governor and presidential candidate George Wallace as little more than a minor personal foible. For people of a certain age like your humble writer here, it’s constantly bringing on a burst of remembrance, of some actor or television show from your childhood that you haven’t thought of in ages. Flipping through the pages reveals a cornucopia of the petty scandals that once kept people talking in those supermarket-checkout lines — Gary Hart and Donna Rice, Vanessa Williams — and the equally inescapable, “heart-warming” human-interest stories of the moment — the boy in the bubble, the girl down the well — all chronicled in delightfully awful purple prose. From time to time amidst it all, the magazine manages to transcend itself, as in a 1987 piece on the tragedy of the AIDS epidemic, describing the lives and deaths of some of the disease’s victims with compassion and a notable lack of judgment. (Of course, that same lack could be taken as an indicator of American society’s glacially shifting attitudes toward homosexuality in general. Again, People magazine is nothing if not a faultless barometer of the mainstream.)

This disc may be the closest thing to a guilty pleasure in Voyager’s catalog. If so, I plead guilty as charged: I love it unashamedly.

 

Ephemeral Films: 1931 to 1960 (1994)



Ephemeral Films collects 38 pieces of celluloid flotsam and jetsam, the sort of movies that will most definitely never be considered for the Criterion Collection: promotional films, corporate training films, educational films for the classroom, etc. They come from the collection of Rick Prelinger, a tireless archiver of pop-culture ephemera who was toiling in obscurity when Bob Stein first met him. “When I saw what he was doing,” says Stein, “which was basically dumpster diving outside some of the most important producers of educational and inspirational films, I started calling him a media archaeologist. I convinced him to work with me to publish some of the films. We chose them and edited them so they would be more compact and interesting.” Prelinger would go on to an important career, working with organizations like the Internet Archive and his and his wife’s own Prelinger Library.

The highlights (lowlights?) here are legion: an Oldsmobile advertisement from 1931 that’s stuffed from top to bottom with sexual innuendo; the 1940 film where a creepy male doctor teaches women how to “relax”; the 1946 promo reel pushing mass-produced homes made out of steel of all building materials on the country’s returning GIs; the 1956 celebration of consumerism known as “Two-Ford Freedom,” which promises that housewives never again will need to feel like “prisoners in their own homes.” (It seems the 1950s were not big on public transport, cycling, or even walking…)

But my personal favorite is the timeless classic A Date with Your Family, a stultifying “social-guidance film” made for the classrooms of 1950. “The women of this family feel that they owe it to the men of the family to look relaxed, rested, and attractive at dinnertime,” says the narrator approvingly; tellingly, the sons have spent their time before dinner doing homework while the daughter spent hers with her mother in the kitchen. “The boys greet their dad as though they were genuinely glad to see him, as though they really missed him and are eager to talk to him,” the narrator continues without a trace of irony. “Pleasant, unemotional conversation helps digestion,” we learn. “Let Father and Mother guide the conversational trend. After all, they made all this possible.”

Films like these are as hilarious as they are horrifying; The Stepford Wives has nothing on them. Taken as a whole, Ephemeral Films explains in the course of an evening or two why the country needed Elvis Presley and the Beatles.

 

The Complete Maus (1994)



Maus by Art Spiegelman is a landmark in the history of the comic as an art form, being the first graphic novel to be taken seriously by the literary establishment. It’s based upon many hours of interviews which Spiegelman conducted with his father, a survivor of Auschwitz who immigrated to the United States from his native Poland after the war. In translating his father’s harrowing stories to the comics medium, Spiegelman turned the Jews into mice — thus the title, which is German for “mouse” — and the Nazis into cats. It took him some twenty years in all to complete the work, which was published in its final form in 1991, long after the death of the man whose travails it chronicled. Bob Stein:

The Museum of Modern Art in New York did an exhibit on Maus. I went to see it. It had a lot of audio of his father and sketches. I said, “This should be a CD-ROM.” Then one day out of the blue we got a phone call from Art’s agent, saying, “Art wants to make a CD-ROM out of Maus.” Obviously, we said yes.

But it turned out that Art did not give a flying fuck about CD-ROM. He wanted somebody who was stupid enough to take on the task of digitizing the 20,000 sketches he had made when he was creating Maus. That was what he wanted, to preserve the sketches. We did that, of course, in return for the right to make the Maus CD-ROM.

The CD-ROM contains the graphic novel in its entirety, supplemented by many of those concept sketches, by film clips and photographs of the places mentioned in the novel, by interviews with Art Spiegelman, and, most intriguingly of all in my opinion, by some of the recordings he made of his father telling the stories that later became the comic. I’ve heard it said that this is not the ideal way to read Maus for the first time, that the work was designed for the paper page and is best experienced there. That may very well be, but this CD-ROM was my own first encounter with it, and I found it a very affecting experience indeed. Real aficionados of comics — I’m afraid I’m not one of these; my wife is the reader of graphic novels in our family — will doubtless find deeper layers of interest than I did, what with all of the insight on process to be discovered here. One might go so far as to say that this CD-ROM is what the Criterion Collection might have been if it had focused on books rather than movies.

 

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Bob Stein and Voyager

Voyager tends to be overlooked in almost every survey because we didn’t really fit into anybody’s category. Librarians didn’t really pay much attention. The computer world never cared. Hollywood never really cared. We touched all these industries, but because we weren’t central to any of them and didn’t really ally with any of them in particular, we were in fact always an outlier.

— Bob Stein

In 1945, Vannevar Bush, an advisor to the American government on the subjects of engineering and technology, published his landmark essay “As We May Think,” which proposed using a hypothetical machine called the memex for navigating through an information space using trails of association. In the decades that followed, visionaries like Ted Nelson adapted Bush’s analog memex to digital computers, and researchers at Xerox PARC developed point-and-click interfaces that were ideal for the things that were by now being called “hypertexts.” Finally, in 1990, Tim Berners-Lee, a British computer scientist working at the European Organization for Nuclear Research in Geneva, created the World Wide Web, which moved hypertext onto the globe-spanning computer network known as the Internet. By the mid-1990s, a revolution in the way that all of us access and understand information was underway.

So runs a condensed history of the most life-changing invention in the realm of information transmission and retrieval since Gutenberg’s printing press. But, like any broad overview, it leaves out the many nooks and crannies where some of the interesting stories and artifacts can be found.

Tim Berners-Lee himself has told how the creation of the World Wide Web was more of a process of assembly than invention from whole cloth: “Most of the technologies involved in the Web had been designed already. I just had to put them together.” To wit: a very workable implementation of hypertext, eminently usable by everyday people, debuted on the Apple Macintosh in 1987, two and a half years before the first website went live. Over the course of that period of time, Apple’s HyperCard was used weekly by millions of people. When combined with the first CD-ROM drives, it gave those lucky people their first heady taste of what computing’s future was to hold for everyone. Even long after the Web had started to hum in earnest, locally hosted experiences, created in HyperCard and similar middleware environments like The Director, were able to combine hypertext with the sort of rich multimedia content that wouldn’t be practical over an Internet connection until after the millennium. This was the brief heyday of the CD as a publishing medium in its own right, a potential rival to the venerable paper-based book.

These CD-based hypertexts were different from the Web in some other, more fundamental or even philosophical ways than that of mere audiovisual fidelity. The Web was and is a hyper-social environment, where everyone links to everyone else — where, indeed, links and clicks are the very currency of the realm. This makes it an exciting, dynamic place to explore, but it also has its drawbacks, as our current struggles with online information bubbles and conscious disinformation campaigns illustrate all too well. Hypertextual, multimedia CD-ROMs, on the other hand, could offer closed but curated experiences, where a single strong authorial voice could be preserved. They were perhaps as close as we’ve ever come to non-fiction electronic books: not paper books which have simply been copied onto an electronic device, like ebooks on the Amazon Kindle and its ilk, but books which could not possibly exist on paper — books which supplement their text whenever necessary with sound and video, books consciously designed to be navigated by association. How strange and sad it is to think that they only existed during a relatively brief interstitial period in the history of information technology, when computers could already deliver hypertext and rich multimedia content but before the World Wide Web was widely enough available and fast enough to do everything we might ask of it.

The gold standard for electronic books on CD-ROM were the ones published by the Voyager Company. These productions ooze personality and quality, boasting innovative presentations and a touching faith in the intelligence of their readers. I would go so far as to say that there’s been no other collection of works quite like them in the entire history of electronic media. They stand out for me as some of my most exciting discoveries in all the years I’ve been writing these chronicles of our recent digital past for you. I’m delighted to bring you their story today.



The founder and head of Voyager was one Bob Stein. He was surely one of the most unlikely chief executives in the annals of American business, a man immortalized by Wired magazine as both “the most far-out publishing visionary in the new world” and “the least effective businessman alive.”

Stein was born in New York City in 1946, the son of a wealthy jewelry importer. His upbringing was, as he described it to me, “extremely privileged,” with all the best schools and opportunities that his parents’ money could buy. In high school, he imagined becoming an accountant or a lawyer. But he wound up going to Columbia University as a psychology undergraduate instead, and there he was swept up in the radical politics of the hippie generation. He found a home in the Revolutionary Communist Party, a group which hewed to the China of Chairman Mao in the internecine split that marked the international communist movement. Stein:

I was a revolutionary. I am not a revolutionary anymore, but, although my ideology has shifted, it hasn’t changed. I think we’re still many, many years away from making a judgment about the [Chinese] Cultural Revolution. Anything that is that broad, that encompasses a billion people over a ten-year period, is going to have so many facets to it. I will go to my grave saying that, from one perspective, the Cultural Revolution was the high point of humanity at the point when it happened. We’d never seen a society that was so good for so many of its people. That doesn’t mean it was good for everybody; intellectuals in particular suffered if they were not onboard with what was happening. And intellectuals are the ones who tell the story. So, a lot of the stories are told by intellectuals who didn’t do well during the Cultural Revolution. It was a hard time in China for a lot of people — but I don’t fault the Chinese for trying. Whether they failed is not as interesting to me as whether they tried.

Stein spent the late 1960s and most of the 1970s as a committed communist revolutionary, even as he was also earning a graduate degree in education from Harvard and working as a teacher and grass-roots community activist. Over the years, however, he grew more and more frustrated as the worldwide communist revolution he had been promised failed to materialize.

By the time I was in my early thirties, it became clear that revolution was much, much further away than I had thought when I signed up, as it were. So I made the extremely selfish decision to go do something else with my life. I did that because I could. With degrees from Columbia and Harvard, the world was my oyster. If a white guy like me wanted to come in from the cold, nobody looked askance. I remember walking down the street in New York with my daughter just after I left the Party, heading to some meeting I had set up with the president of CBS, whom I didn’t know, but I knew how to write a letter. She turned to me and said, “You know, you couldn’t be doing this transition if you didn’t have the background you have.”  And that was right. It wasn’t that I had any illusion that I was suddenly doing from the inside what I couldn’t do from the outside, it was that I was going to do something interesting and of value to humanity. I wasn’t making revolution anymore, but I would do things that had social value.

The question, of course, was just what those things should be. To the extent that he was aware of it at all, Stein had been unimpressed by the technological utopianism of organizations like Silicon Valley’s People’s Computer Company and Homebrew Computer Club. As a thoroughgoing Maoist, he had believed that society needed to be remade from top to bottom, and found such thinking as theirs naïve: “I didn’t think you could liberate humanity by doing cool shit on computers.”

Stein’s eureka moment came in the bathroom of the Revolutionary Communist Party’s Propaganda Headquarters in Chicago. (Yes, a place by that name really existed.) Someone had left a copy of BusinessWeek there, presumably to help the party faithful keep tabs on the enemy. In it was an article about MCA’s work on what would become known as the laser disc, the first form of optical media to hit the consumer market; each of the record-album-sized discs was capable of storing up to one hour of video and its accompanying audio on each of its sides. Unlike the later audio-only compact disc, the laser disc was an analog rather than digital storage medium, meaning it couldn’t practically be used to store forms of data other than still and moving images and audio. Nevertheless, it could be controlled by an attached computer and made to play back arbitrary snippets of same. “It just seemed cool to me,” says Stein.

Shortly afterward, he and his wife Aleen Stein left the Party and moved to Los Angeles, where he spent his afternoons in the library, trying to make a plan for his future, and his nights working as a waiter. The potential of random-access optical media continued to intrigue him, leading him in the end into a project for Encyclopedia Britannica.

I failed Physics for Poets; I’ve never been technically oriented. I read an article where the chief scientist for Encyclopedia Britannica talked about putting the entire encyclopedia on a disc. I didn’t realize he meant that you could just do a digital dump; I thought he meant you could put it on there in a way that was interesting. So I wrote a letter to Random House asking if I could buy the rights to the Random House encyclopedia, which I quite liked; it was much less stodgy than the Encyclopedia Britannica.

A friend of mine asked me what I was into these days, and I sent her a copy of the letter, forgetting that her father was on the board of Encyclopedia Britannica. A few weeks later, I got a call from Chuck Swanson, the president of Encyclopedia Britannica. “If you know so much,” he said, “why don’t you come and talk to us?” I didn’t know anything!

I found this guy at the University of Nebraska who had made a bunch of videodiscs for the CIA, and I convinced him to come with me to Chicago to provide the gravitas for the meeting. We did a demo for Chuck Swanson and Charlie Van Doren, who was the head of editorial; he was like a kid in a candy store, he fell in love with this shit. They hired me to go away for a year and write a paper.

Stein was fortunate in having made his pitch at just the right time. Traditional print publishers like Encyclopedia Britannica were just beginning to reckon with the impact that the nascent personal-computer revolution was likely to have on their businesses; at almost the same instant that Stein was having his meeting, no less staid a publishing entity than the Reader’s Digest Corporation was investing $3 million in The Source, one of the first nationwide telecommunications services for everyday computer users. In time, when such things proved to catch on slower than their most wide-eyed boosters had predicted, print publishing’s ardor for electronic media would cool again, or be channeled into such other outlets as the equally short-lived bookware boom in computer games.

Stein’s final paper, which he sent to Encyclopedia Britannica in November of 1981, bore the dizzyingly idealistic title of “Encyclopedia Britannica and the Intellectual Tools of the Future.” He still considers it the blueprint of everything he would do in later years. Indeed, the products which he imagined Encyclopedia Britannica publishing would have fit in very well with the later Voyager CD-ROM catalog: Great Moments in History: A Motion Picture Archive; Please Explain with Isaac Asimov; Space Exploration: Past, Present, and Future; Invention and Discovery: The History of Technology; Everyday Life in the American Past; Origins: Milestones in Archaeological Discovery; Computers: The Mystery Unraveled; A Cultural History of the United States; Britannica Goes to London; The Grand Canyon: A Work in Progress. He pleaded with the company to think in the long term. From the report:

The existing [laser-disc] market is so small that immediate returns can only be minimal. To put this another way, if only the next couple of years are considered, more money can be made by investing in bonds than in videodiscs. On the other hand, the application of a carefully designed program now can minimize risks and put Encyclopedia Britannica in a position to realize impressive profits in a few years when the market matures. Three years from now, when other publishers are scrambling to develop video programs, Encyclopedia Britannica will already have a reputation for excellence and enjoy wide sales as a result. Furthermore, the individual programs we have described are designed to be classics that would be sold for many years.

As we’ll see, this ethic of getting in on the ground floor right now, even though profits might be nonexistent for the nonce, would also become a core part of Voyager’s corporate DNA; it would be a company perpetually waiting for a fondly predicted future when the financial floodgates would open. Encyclopedia Britannica, however, wasn’t interested in chasing unicorns at this time. Stein was paid for his efforts and his report was filed away in a drawer somewhere, never to be heard of again.

But Stein himself no longer had any doubts about what sorts of socially valuable things he wanted to work on. His journey next took him to, of all places, the videogame giant Atari.

At the time, the first wave of videogame mania was in full swing in the United States, with Atari at its epicenter, thanks to their Atari VCS home console and their many hit standup-arcade games. They quite literally had more money than they knew what to do with, and were splashing it around in some surprising ways. One of these was the formation of a blue-sky research group that ranged well beyond games to concern itself with the future of computing and information technology in the abstract. Its star — in fact, the man with the title of Atari’s “Chief Scientist” — was Alan Kay, a famous name already among digital futurists: while at Xerox PARC during the previous decade, he had developed Smalltalk, an object- and network-oriented programming language whose syntax was simple enough for children to use, and had envisioned something he called the Dynabook, a handheld computing device that today smacks distinctly of the Apple iPad. Reading about the Dynabook in particular, Stein decided that Alan Kay was just the person he needed to talk to. Stein:

I screwed up my courage one day and contacted him, and he invited me to come meet him. Alan read the [Encyclopedia Britannica] paper — all 120 pages of it — while we were sitting together. He said, “This is great. This is just what I want to do. Come work with me.”

Stein was joining a rarefied collection of thinkers. About half of Kay’s group consisted of refugees from Xerox PARC, while the other half was drawn from the brightest lights at the Massachusetts Institute of Technology’s Architecture Machine Group, another hotbed of practical and theoretical innovation in computing.

Atari’s corporate offices were located in Silicon Valley, while both Stein and Kay lived in Los Angeles. In a telling testimony to the sheer amount of money at Atari’s disposal, they allowed the two to commute to work every day by airplane. Kay would sit next to Stein on the plane and “talk at me about two things I didn’t really know much about: music and computers. But I knew how to nod, so he thought I was understanding, and kept talking.”

Amidst this new breed of revolutionary dreamers, Stein found himself embracing the unwonted role of the practical man; he realized that he wanted to launch actual products rather than being content to lay the groundwork for the products of others, as most of his colleagues were. He took to flying regularly to New York, where he attempted to interest the executives at Warner Communications, Atari’s parent company, in the ideas being batted around on the other coast. But, while he secured many meetings, nothing tangible came out of them. After some eighteen months, he made the hard decision to move on. Once again, his timing was perfect: he left Atari just as the Great Videogame Crash was about to wreck their business. Less than a year later, Warner would sell the remnants of the company off in two chunks for pennies on the dollar, and Alan Kay’s research group would be no more.

Working independently now, Stein continued to try to interest someone — anyone — in pursuing the directions he had roughed out in his paper for Encyclopedia Britannica and refined at Atari. He got nowhere — until a spontaneous outburst set him on a new course: “At a boring meeting with RKO Home Video, I said off the top of my head, ‘How about selling me a very narrow right to Citizen Kane and King Kong? They said, ‘Sure.'” For the princely sum of $10,000, Stein walked away with the laser-disc rights to those two classic films.

Now all those hours spent hobnobbing with Warner executives paid off. Being idea-rich but cash-poor, Stein convinced a former Warner senior vice president named Roger Smith, who had been laid off in the wake of the Atari implosion, to put up his severance package as the capital for the venture. Thus was formed the Criterion Collection as a partnership between Bob and Aleen Stein and Roger Smith. The name is far better known today than that of Voyager — for, unlike Voyager, Criterion is still going as strong as ever.

The Criterion Citizen Kane and King Kong hit the market in November of 1984, causing quite the stir. For all that our main interest in this article is the later CD-ROMs of Voyager, it’s impossible to deny that, of all the projects Stein has been involved with, these early Criterion releases had the most direct and undeniable influence on the future of media consumption. Among many other innovations, Criterion took advantage of a heretofore little-remarked feature of the laser disc, the ability to give the viewer a choice of audio tracks to go with the video; this let them deploy the first-ever commentary track on the King Kong release, courtesy of film historian and preservationist Ron Haver. Stein describes how it came about:

At that time, and I don’t think it’s all that different today, transferring an old film to video meant sitting in a dark room (which cost hundreds of dollars per hour) making decisions about the correct color values for each individual shot. That was Ron’s job, and somewhat coincidentally, King Kong was his favorite film, and he kept us entertained by telling countless stories about the history of the film’s production. Someone said, “Hey, we’ve got extra sound tracks… why don’t we have Ron tell these stories while the film is playing?” Ron’s immediate reaction was “Are you kidding, NO WAY!”  The idea seemed too perfect to pass up, though, so I asked Ron if being stoned might help. He thought for a moment and said, “Hmmm! That might work.”  And so the next day we recorded Ron telling stories while the film played.


Criterion also included deleted scenes, making-of documentaries, and other materials in addition to the commentary. In doing so, they laid out what would become standard operating procedure for everyone selling movies for the home once the DVD era arrived twelve years later.

Still, Stein himself believes that the real bedrock of Criterion’s reputation was the quality of the video transfer itself. The Criterion name became a byword for quality, the brand of choice for serious aficionados of film — a status it would never relinquish amidst all the changes in media-consumption habits during the ensuing decades.

So, when Bob Stein dies, his obituary is almost certain to describe him first and foremost as a co-founder of the Criterion Collection, the propagator of a modest revolution in the way we all view, study, and interact with film. Yet Criterion was never the entirety of what Stein dreamed of doing, nor perhaps quite what he might have wished his principal legacy to be. Although he had an appreciation for film, he didn’t burn for it with the same passion evinced by Criterion’s most loyal customers. That description better fit his wife Aleen, who would come to do most of the practical, everyday work of managing Criterion. “I’m a book guy,” he says. “I love books.” The Criterion Collection made quality products of which he was justifiably proud, but it would also become a means to another end, the funding engine that let him pursue his elusive dream of true electronic books.

The company known as Voyager was formed already in 1985, the result of a series of negotiations, transactions, and fallings-out which followed the release of the first two Criterion laser discs. The shakeup began when Roger Smith left the venture, having found its free-wheeling hippie culture not to his taste, and announced his determination to take the Criterion name with him. This prompted the Steins to seek out a new partner in Janus Films, a hallowed name among cineastes, a decades-old art-film distributor responsible for importing countless international classics to American shores. Together they formed the Voyager Company — named after the pair of space probes — to continue what Criterion had begun. Soon, however, it emerged that Smith was willing to sell them back the Criterion name for a not-unreasonable price. So, the logic of branding dictated that the already established Criterion Collection continue as an imprint of the larger Voyager Company.

Stein’s dreams for electronic books remained on hold for a couple of years, while the Criterion Collection continued to build a fine reputation for itself. Then, in August of 1987, Apple premiered a new piece of software called HyperCard, a multimedia hypertext authoring tool that was to be given away free with every new Macintosh computer. Within weeks of HyperCard’s release, enterprising programmers had developed ways of using it to control an attached laser-disc player. This was the moment, says Stein, that truly changed everything.

I should note at this juncture that the idea of doing neat things with an ordinary personal computer and an attached laser-disc player was not really a new one in the broad strokes. As far back as 1980, the American Heart Association deployed a CPR-training course built around an Apple II and a laser-disc player. Other such setups were used for pilot training, for early-childhood education, and for high-school economics courses. In January of 1982, Creative Computing magazine published a type-in listing for what was billed as the world’s first laser-disc game, which required a degree of hardware-hacking aptitude and a copy of the laser-disc release of the 1977 movie Rollercoaster to get working. Eighteen months later, laser-disc technology reached arcades in the form of Dragon’s Lair, which was built around 22 minutes of original cartoon footage from the former Disney animator Don Bluth. When the Commodore Amiga personal computer shipped in 1985, it included the ability to overlay its graphics onto other video sources, a feature originally designed with interactive laser-disc applications in mind.

Nevertheless, the addition of HyperCard to the equation did make a major difference for people like Bob Stein. On the one hand, it made controlling the laser-disc player easier than ever before — easy enough even for an avowed non-programmer like him. And on the other hand, hypertexts rather than conventional computer programs were exactly what he had been wanting to create all these years.

Voyager’s first ever product for computers began with an extant laser disc published by the National Gallery of Art in Washington, D.C., which included still images of the entirety of the museum’s collection along with scattered video snippets. From this raw material, Stein and two colleagues created the National Gallery of Art Laserguide, a tool for navigating and exploring the collection in a multitude of ways. It caused a big stir at the Macworld Expo in January of 1988: “We became stars! It was fucking magic!” Shortly thereafter, Stein demonstrated it on the television show The Computer Chronicles.


Exciting as experiments like this one were, they couldn’t overcome the inherent drawbacks of the laser disc. As I noted earlier, it was an analog medium, capable of storing only still or moving images and audio. And, as can be seen in the segment above, using it in tandem with a computer meant dealing with two screens — one connected to the computer, the other to the laser-disc player itself. The obvious alternative was the compact disc, a format which, although originally developed for music, was digital rather than analog, and thus could be adapted to store any kind of data and to display it right on a computer’s monitor.

After a tortuously protracted evolution, CD-ROM was slowly sputtering to life as at least a potential proposition for the commercial marketplace. Microsoft was a big booster, having sponsored a CD-ROM conference every year since 1985. The first CD-based software products could already be purchased, although they were mostly uninspiring data dumps targeted at big business and academia rather than the polished, consumer-oriented works Stein aspired to make.

Moving from laser discs to CDs was not an unmitigated positive. The video that an attached laser-disc player could unspool so effortlessly had to be encoded digitally in order to go onto a CD, then decoded and pushed to a monitor in real time by the computer attached to the CD-ROM drive. It was important to keep the file size down; the 650 MB that could be packed onto a CD sounded impressive enough, but weren’t really that much at all when one started using them for raw video. At the same time, the compression techniques that one could practically employ were sharply limited by the computing horsepower available to decompress the video on the fly. The only way to wriggle between this rock and a hard place was to compromise — to compromise dramatically — on the fidelity of the video itself. Grainy, sometimes jerky video, often displayed in a window little larger than a postage stamp, would be the norm with CD-ROM for some time to come. This was more than a little ironic in the context of Voyager, a company whose other arm was so famed for the quality of its movie transfers to laser disc. Suffice to say that no Voyager CD-ROM would ever look quite as good as that National Gallery of Art Laserguide, much less the Criterion King Kong.

Still, it was clear that the necessary future of Voyager were CDs rather than laser discs. Looking for a proof of concept for an electronic book, Stein started to imagine a CD-ROM that would examine a piece of music in detail. He chose that theme, he likes to say only half jokingly, so that he could finally figure out what it was Alan Kay had been going on about in the seat next to his during all those airplane rides of theirs. But there was also another, more practical consideration: it was possible to create what was known as a “mixed mode” CDs, in which music and sound were stored in standard audio-CD format alongside other forms of data. These music tracks could be played back at full home-stereo fidelity by the CD-ROM drive itself, with minimal intervention from the attached computer. This usage scenario was, in other words, analogous to that of controlling an attached laser disc, albeit in this case it was only sound that could be played back so effortlessly at such glorious fidelity.

Thus it came to pass that on January 1, 1989, one Robert Winter, a 42-year-old music professor at UCLA, received a visitor at his Santa Monica bungalow: it was Bob Stein, toting an Apple CD-ROM drive at his side. “I thought it was the strangest-looking thing,” Winter says. He had known Stein for some seven years, ever since the latter had sat in on one of his classes, and had often complained to him about the difficulty of writing about music using only printed words on the page; it was akin to “dancing about architecture,” as a famous bit of folk wisdom put it. These complaints had caused Stein to tag him as “a multimedia kind of guy”; “I had no idea what he meant,” admits Winter. But now, Stein showed Winter how an Apple Macintosh equipped with HyperCard and a CD-ROM drive could provide a new, vastly better way of writing about music — by adding to the text the music itself for the reader to listen along with, plus graphics wherever they seemed necessary, with the whole topped off by that special sauce of hypertextual, associative interactivity. The professor took the bait: “I knew then and there that this was my medium.”

Robert Winter became such a star that he was hired by a company called Chinon to pitch their CD-ROM drives.

The two agreed to create a meticulous deconstruction of a towering masterpiece of classical music, Ludwig van Beethoven’s Ninth Symphony. Winter:

I simply asked myself, “What is it I would like to know?” It occurred to me that I would like to know what is happening as the piece is playing. I start [my users] at the bubble-bath level, then the score, then the commentary, and a more detailed commentary.

The heart of the program was the “Close Reading,” where one could read a description of each passage, then listen to it from the same screen — or flip to the score to see what it looked like in musical notation, or flip to a more detailed, technical explanation, always with the chance to listen just a button-click away. Lest the whole experience become too dry, Winter sprinkled it with the wit that had made him a favorite lecturer at his university and a frequent guest commentator on National Public Radio. He equated stability in music with “an apartment you can make the rent on”; conflict in music was “sparring with a boss who doesn’t know how to give strokes.” When it came time for that section of the symphony, the one which absolutely everyone can hum — i..e, the famous “Ode to Joy” — “We’ve arrived!” flashed in big letters on the screen. The text of the poem by Friedrich Schiller which Beethoven set to music for the choir to sing was naturally also included, in the original German and in an English translation. Winter even added a trivia game; answer a question correctly, and Beethoven would wink at you and say, “Sehr gut!” aloud.


“I don’t think anything is any good if it doesn’t have a point of view,” said Bob Stein on one occasion. In being so richly imbued with its maker Robert Winter’s personality and point of view, the CD Companion to Beethoven’s Ninth Symphony was a model for all of the Voyager CDs to come. “You don’t set his CD-ROMs aside when you’ve exhausted the gimmicks,” wrote Wired magazine of Winter’s interactive works years later. “You keep coming back to them. There always seems to be more intellectual matter – more substance – to uncover.” This too would be the case for Voyager’s CDs in general. They would really, earnestly engage with their subject matter, rather than being content to coast on the novelty of their medium like most of their peers. “It is one of the few producers to offer actual ideas on CD-ROM,” wrote Wired of Voyager itself.

Stein and Winter brought their finished product to the Macworld Expo of August of 1989, where it caused just as much of a sensation as had the National Gallery of Art laser disc nineteen months before. “People stood there for thirty minutes as if they were deer in front of headlights,” says Winter. He claims that many at the show bought CD-ROM drives just in order to run the CD Companion to Beethoven. If it was not quite the first consumer-oriented CD-ROM, it was among the most prominent during the format’s infancy. “We’ve finally seen what CD-ROM was made for!” said Bill Gates upon his first viewing of the program. Like all of its ilk, its initial sales were limited by the expensive hardware needed to run it, but it was written about again and again as an aspirational sign of the times that were soon to arrive. “It takes us up to Beethoven’s worktable and lays bare the whole creative process,” enthused the Los Angeles Herald. Voyager was off and running at last as a maker of electronic books.

Their products would never entirely escape from the aspirational ghetto for a variety of reasons, beginning with their esoteric, unabashedly intellectual subject matter, continuing with the availability of most of them only on the Macintosh (a computer with less than 10 percent of the overall market share), and concluding with the World Wide Web waiting there in the wings with a whole different interpretation of hypertext’s affordances. The CD Companion to Beethoven, which eventually sold 130,000 copies on the back of all the hype and a version for Microsoft Windows,[1]This version bore the title of Multimedia Beethoven. would remain the company’s most successful single product ever; the majority of the Voyager CD-ROMs would never break five digits, much less six, in total unit sales. Yet Stein would manage to keep the operation going for seven years by hook or by crook: by “reinvesting” the money turned over by the Criterion Collection, by securing grants and loans from the Markle Foundation and Apple, and by employing idealistic young people who were willing to work cheap; “If you’re over 30 at Voyager,” said one employee, “you feel like a camp counselor.” Thanks not least to this last factor, the average budget for a Voyager CD-ROM was only about $150,000.

During the first couple of years, Robert Winter’s CD-ROMs remained the bedrock of Voyager; in time, he created explorations of Dvorak, Mozart, Schubert, Richard Strauss, and Stravinsky in addition to Beethoven. By 1991, however, Voyager was entering its mature phase, pushing in several different directions. By 1994, it was publishing more than one new CD per month, on a bewildering variety of subjects.

In the next article, then, we’ll begin to look at this rather extraordinary catalog in closer detail. If any catalog of creative software is worth rediscovering, it’s this one.

(Sources: the book The DVD and the Study of Film: The Attainable Text by Mark Parker and Deborah Parker; Wired of December 1994 and July 1996; CD-ROM Today of June/July 1994; Macworld of November 1988; New York Times of November 8 1992; the 1988 episode of the Computer Chronicles television show entitled “HyperCard”; Phil Salvador’s online interview with Bob Stein. The majority of this article is drawn from a lengthy personal interview with Bob Stein and from his extensive online archives. Thank you for both, Bob!)

Footnotes

Footnotes
1 This version bore the title of Multimedia Beethoven.
 

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The Ratings Game, Part 4: E3 and Beyond

In 1994, the Consumer Electronics Show was a seemingly inviolate tradition among the makers of videogame consoles and game-playing personal computers. Name a landmark product, and chances were there was a CES story connected with it. The Atari VCS had been shown for the first time there in 1977; the Commodore 64 in 1982; the Amiga in 1984; the Nintendo Entertainment System in 1985; Tetris in 1988; the Sega Genesis in 1989; John Madden Football in 1990; the Super NES in 1991, just to name a few. In short, CES was the first and most important place for the videogame industry to show off its latest and greatest to an eager public.

For all that, though, few inside the industry had much good to say about the experience of actually exhibiting at the show. Instead of getting the plum positions these folks thought they deserved, their cutting-edge, transformative products were crammed into odd corners of the exhibit hall, surrounded by the likes of soft-porn and workout videos. The videogame industry’s patently second-class status may have been understandable once upon a time, when it was a tiny upstart on the media landscape with a decidedly uncertain future. But now, with it approaching the magic mark of $5 billion in annual revenues in the United States alone, its relegation at the hands of CES’s organizers struck its executives as profoundly unjust. Wherever and whenever they got together, they always seemed to wind up kibitzing about the hidebound CES people, who still lived in a world where toasters, refrigerators, and microwave ovens were the apex of technological excitement in the home.

They complained at length as well to Gary Shapiro, the man in charge of CES, but his cure proved worse than the disease. He and the other organizers of the 1993 Summer CES, which took place as usual in June in Chicago, promised to create some special “interactive showcase pavilions” for the industry. When the exhibitors arrived, they saw that their “pavilions” were more accurately described as tents, pitched in the middle of an unused parking lot. Pat Ferrell, then the editor-in-chief of GamePro magazine, recalls that “they put some porta-potties out there and a little snack stand where you could pick up a cookie. Everybody was like, ‘This is bullshit. This is like Afghanistan.'” It rained throughout the show, and the tents leaked badly, ruining several companies’ exhibits. Tom Kalinske, then the CEO of Sega of America, remembers that he “turned to my team and said, ‘That’s it. We’re never coming back here again.'”

Kalinske wasn’t true to his word; Sega was at both the Winter and Summer CES of the following year. But he was now ready and willing to listen to alternative proposals, especially after his and most other videogame companies found themselves in the basement of Chicago’s McCormick Place in lieu of the parking lot in June of 1994.

In his office at GamePro, Pat Ferrell pondered an audacious plan for getting his industry out of the basement. Why not start a trade show all his own? It was a crazy idea on the face of it — what did a magazine editor know about running a trade show? — but Ferrell could be a force of nature when he put his mind to something. He made a hard pitch to the people who ran his magazine’s parent organization: the International Data Group (IDG), who also published a wide range of other gaming and computing magazines, and already ran the Apple Macintosh’s biggest trade show under the banner of their magazine Macworld. They were interested, but skeptical whether he could really convince an entire industry to abandon its one proven if painfully imperfect showcase for such an unproven one as this. It was then that Ferrell started thinking about the brand new Interactive Digital Software Association. The latter would need money to fund the ratings program that was its first priority, then would need more money to do who knew what else in the future. Why not fund the IDSA with a trade show that would be a vast improvement over the industry’s sorry lot at CES?

Ferrell’s negotiations with the IDSA’s members were long and fraught, not least because CES seemed finally to be taking the videogame industry’s longstanding litany of complaints a bit more seriously. In response to a worrisome decline in attendance in recent editions of the summer show, Shapiro had decided to revamp his approach dramatically for 1995. After the usual January CES, there would follow not one but four smaller shows, each devoted to a specific segment of the larger world of consumer electronics. The videogame and consumer-computing industries were to get one of these, to take place in May in Philadelphia. So, the IDSA’s members stood at a fork in the road. Should they give CES one more chance, or should they embrace Ferrell’s upstart show?

The battle lines over the issue inside the IDSA were drawn, as usual, between Sega and Nintendo. Thoroughly fed up as he was with CES, Tom Kalinske climbed aboard the alternative train as soon as it showed up at the station. But Howard Lincoln of Nintendo, very much his industry’s establishment man, wanted to stick with the tried and true. To abandon a known commodity like CES, which over 120,000 journalists, early adopters, and taste-makers were guaranteed to visit, in favor of an untested concept like this one, led by a man without any of the relevant organizational experience, struck him as the height of insanity. Yes, IDG was willing to give the IDSA a five-percent stake in the venture, which was five percent more than it got from CES, but what good was five percent of a failure?

In the end, the majority of the IDSA decided to place their faith in Ferrell in spite of such reasonable objections as these — such was the degree of frustration with CES. Nintendo, however, remained obstinately opposed to the new show. Everyone else could do as they liked; Nintendo would continue going to CES, said Lincoln.

And so Pat Ferrell, a man with a personality like a battering ram, decided to escalate. He didn’t want any sort of split decision; he was determined to win. He scheduled his own show — to be called the Electronic Entertainment Expo, or E3 — on the exact same days in May for which Shapiro had scheduled his. Bet hedging would thus be out of the question; everyone would have to choose one show or the other. And E3 would have a critical advantage over its rival: it would be held in Los Angeles rather than Philadelphia, making it a much easier trip not only for those in Silicon Valley but also for those Japanese hardware and software makers thinking of attending with their latest products. He was trying to lure one Japanese company in particular: Sony, who were known to be on the verge of releasing their first ever videogame console, a cutting-edge 32-bit machine which would use CDs rather than cartridges as its standard storage medium.

Sony finally cast their lot with E3, and that sealed the deal. Pat Ferrell:

My assistant Diana comes into my office and she goes, “Gary Shapiro’s on the phone.” I go, “Really?” So she transfers it. Gary says, “Pat, how are you?” I say, “I’m good.” He says, ‘”You win.” And he hangs up.

E3 would go forward without any competition in its time slot.

Howard Lincoln, a man accustomed to dictating terms rather than begging favors, was forced to come to Ferrell and ask what spots on the show floor were still available. He was informed that Nintendo would have to content themselves with the undesirable West Hall of the Los Angeles Convention Center, a space that hadn’t been remodeled in twenty years, instead of the chic new South Hall where Sony and Sega’s big booths would have pride of place. Needless to say, Ferrell enjoyed every second of that conversation.


E3 1993

The dawn of a new era: E3 1995.

Michael Jackson, who was under contract to Sony’s music division, made an appearance at the first E3 to lend his star power to the PlayStation.

Jack and Sam Tramiel of Atari were also present. Coming twelve years after the Commodore 64’s commercial breakout, this would be one of Jack’s last appearances in the role of a technology executive. Suffice to say that it had been a long, often rocky road since then.

Lincoln’s doubts about Ferrell’s organizational acumen proved misplaced; the first E3 went off almost without a hitch from May 11 through 13, 1995. There were no less than 350 exhibitors — large, small, and in between — along with almost 38,000 attendees. There was even a jolt of star power: Michael Jackson could be seen in Sony’s booth one day. The show will be forever remembered for the three keynote addresses that opened proceedings — more specifically, for the two utterly unexpected bombshell announcements that came out of them.

First up on that first morning was Tom Kalinske, looking positively ebullient as he basked in the glow of having forced Howard Lincoln and Nintendo to bend to his will. Indeed, one could make the argument that Sega was now the greatest single power in videogames, with a market share slightly larger than Nintendo’s and the network of steadfast friends and partners that Nintendo’s my-way-or-the-highway approach had prevented them from acquiring to the same degree. Settling comfortably into the role of industry patriarch, Kalinske began by crowing about the E3 show itself:

E3 is a symbol of the changes our industry is experiencing. Here is this great big show solely for interactive entertainment. CES was never really designed for us. It related better to an older culture. It forced some of the most creative media companies on earth to, at least figuratively, put on gray flannel suits and fit into a TV-buying, furniture-selling mold. Interactive entertainment has become far more than just an annex to the bigger electronics business. Frankly, I don’t miss the endless rows of car stereos and cellular phones.

We’ve broken out to become a whole new category — a whole new culture, for that matter. This business resists hard and fast rules; it defies conventional wisdom.

After talking at length about the pace at which the industry was growing (the threshold of $5 billion in annual sales would be passed that year, marking a quintupling in size since 1987) and the demographic changes it was experiencing (only 51 percent of Sega’s sales had been to people under the age of eighteen in 1994, compared with 62 percent in 1992), he dropped his bombshell at the very end of this speech: Sega would be releasing their own new 32-bit, CD-based console, the Saturn, right now instead of on the previously planned date of September 2. In fact, the very first units were being set out on the shelves of four key retailers — Toys “R” Us, Babbage’s, Electronics Boutique, and Software Etc. — as he spoke, at a price of $399.

Halfhearted claps and cheers swept the assembly, but the dominant reaction was a palpable consternation. Many of the people in the audience were working on Saturn games, yet had been told nothing of the revised timetable. Questions abounded. Why the sudden change? And what games did Sega have to sell alongside the console? The befuddlement would soon harden into anger in many cases, as studios and publishers came to feel that they’d been cheated of the rare opportunity that is the launch of a new console, when buyers are excited and have already opened their wallets wide, and are much less averse than usual to opening them a little wider and throwing a few extra games into their bag along with their shiny new hardware. Just like that, the intra-industry goodwill which Sega had methodically built over the course of years evaporated like air out of a leaky tire. Kalinske would later claim that he knew the accelerated timetable was a bad idea, but was forced into it by Sega’s Japanese management, who were desperate to steal the thunder of the Sony PlayStation.

Speaking of which: next up was Sony, the new rider in this particular rodeo, whose very presence on this showcase stage angered such other would-be big wheels in the console space as Atari, 3DO, and Philips, none of whom were given a similar opportunity to speak. Sony’s keynote was delivered by Olaf Olafsson, a man of extraordinary accomplishment by any standard, one of those rare Renaissance Men who still manage to slip through the cracks of our present Age of the Specialist: in addition to being the head of Sony’s new North American console operation, he was a trained physicist and a prize-winning author of literary novels and stories. His slick presentation emphasized Sony’s long history of innovation in consumer electronics, celebrating such highlights as the Walkman portable cassette player and the musical compact disc, whilst praising the industry his company was now about to join with equal enthusiasm: “We are not in a tent. Instead we are indoors at our own trade show. Industry momentum, accelerating to the tune of $5 billion in annual sales, has moved us from the CES parking lot.”

Finally, Olafsson invited Steve Race, the president of Sony Computer Entertainment of America, to deliver a “brief presentation” on the pricing of the new console. Race stepped onstage and said one number: “$299.” Then he dropped the microphone and walked offstage again, as the hall broke out in heartfelt, spontaneous applause. A $299 PlayStation — i.e., a PlayStation $100 cheaper than the Sega Saturn, its most obvious competitor — would transform the industry overnight, and everyone present seemed to realize this.

The Atari VCS had been the console of the 1970s, the Nintendo Entertainment System the console of 1980s. Now, the Sony PlayStation would become the console of the 1990s.

“For a company that is so new to the industry, I would have hoped that Sony would have made more mistakes by now,” sighed Trip Hawkins, the founder of the luckless 3DO, shortly after Olafsson’s dramatic keynote. Sam Tramiel, president of the beleaguered Atari, took a more belligerent stance, threatening to complain to the Federal Trade Commission about Sony’s “dumping” on the American market. (It would indeed later emerge that Sony sold the PlayStation essentially at cost, relying on game-licensing royalties for their profits. The question of whether doing so was actually illegal, however, was another matter entirely.)

Nintendo was unfortunate enough to have to follow Sony’s excitement. And Howard Lincoln’s keynote certainly wouldn’t have done them any favors under any circumstances: it had a downbeat, sour-grapes vibe about it, which stood out all the more in contrast to what had just transpired. Lincoln had no big news to impart, and spent the vast majority of his time on an interminable, hectoring lecture about the scourge of game counterfeiting and piracy. His tone verged on the paranoid: there should be “no safe haven for pirates, whether they board ships as in the old days or manufacture fake products in violation of somebody else’s copyrights”; “every user is a potential illegal distributor”; “information wants to be free [is an] absurd rationalization.” He was like the parent who breaks up the party just as it’s really getting started — or, for that matter, like the corporate lawyer he was by training. The audience yawned and clapped politely and waited for him to go away.

The next five years of videogame-console history would be defined by the events of this one morning. The Sega Saturn was a perfectly fine little machine, but it would never recover from its botched launch. Potential buyers were as confused as developers by its premature arrival, those retailers who weren’t among the initial four chosen ones were deeply angered, and the initial library of games was as paltry as everyone had feared — and then there was the specter of the $299 PlayStation close on the horizon for any retail-chain purchasing agent or consumer who happened to be on the fence. That Christmas season, the PlayStation was launched with a slate of games and an advertising campaign that were masterfully crafted to nudge the average age of the videogame demographic that much further upward, by drawing heavily from the youth cultures of rave and electronica, complete with not-so-subtle allusions to their associated drug cultures. The campaign said that, if Nintendo was for children and Sega for adolescents, the PlayStation was the console for those in their late teens and well into their twenties. Keith Stuart, a technology columnist for the Guardian, has written eloquently of how Sony “saw a future of post-pub gaming sessions, saw a new audience of young professionals with disposable incomes, using their formative working careers as an extended adolescence.” It was an uncannily prescient vision.

Sony’s advertising campaign for the PlayStation leaned heavily on the heroin chic. No one had ever attempted to sell videogames in this way before.

The PlayStation outsold the Saturn by more than ten to one. Thus did Sony eclipse Sega at the top of the videogame heap; they would remain there virtually unchallenged until the launch of Microsoft’s Xbox in 2001. By that time, Sega was out of the console-hardware business entirely, following a truly dizzying fall from grace. Meanwhile Nintendo just kept trucking along in their own little world, much as Howard Lincoln had done at that first E3, subsisting on Mario and Donkey Kong and their lingering family-friendly reputation. When their own next-generation console, the Nintendo 64, finally appeared in 1996, the PlayStation outsold it by a margin of three to one.

In addition to its commercial and demographic implications, the PlayStation wrought a wholesale transformation in the very nature of console-based videogames themselves. It had been designed from the start for immersive 3D presentations, rather than the 2D, sprite-based experiences that held sway on the 8- and 16-bit console generations. When paired with its commercial success, the sheer technical leap the PlayStation represented over what had come before made it easily the most important console since the NES. In an alternate universe, one might have made the same argument for the Sega Saturn or even the Nintendo 64, both of which had many of the same capabilities — but it was the PlayStation that sold to the tune of more than 100 million units worldwide over its lifetime, and that thus gets the credit for remaking console gaming in its image.

The industry never gave CES another glance after the success of that first E3 show; even those computer-game publishers who were partisans of the Software Publishers Association and the Recreational Software Advisory Council rather than the IDSA and ESRB quickly made the switch to a venue where they could be the main attraction rather than a sideshow. Combined with the 3D capabilities of the latest consoles, which allowed them to run games that would previously have been possible only on computers, this change in trade-show venues marked the beginning of a slow convergence of computer games and console-based videogames. By the end of the decade, more titles than ever before would be available in versions for both computers and consoles. Thus computer gamers learned anew how much fun simple action-oriented games could be, even as console gamers developed a taste for the more extended, complex, and/or story-rich games that had previously been the exclusive domain of the personal computers. Today, even most hardcore gamers make little to no distinction between the terms “computer game” and “videogame.”

It would be an exaggeration to claim that all of these disparate events stemmed from one senator’s first glimpse of Mortal Kombat in late 1993. And yet at least the trade show whose first edition set the ball rolling really does owe its existence to that event by a direct chain of happenstance; it’s very hard to imagine an E3 without an IDSA, and hard to imagine an IDSA at this point in history without government pressure to come together and negotiate a universal content-rating system. Within a few years of the first E3, IDG sold the show in its entirety to the IDSA, which has run it ever since. It has continued to grow in size and glitz and noise with every passing year, remaining always the place where deals are made and directions are plotted, and where eager gamers look for a glimpse of some of their possible futures. How strange to think that the E3’s stepfather is Joseph Lieberman. I wonder if he’s aware of his accomplishment. I suspect not.


Postscript: Violence and Videogames



Democracy is often banal to witness up-close, but it has an odd way of working things out in the end. It strikes me that this is very much the case with the public debate begun by Senator Lieberman. As allergic as I am to all of the smarmy “Think of the children!” rhetoric that was deployed on December 9, 1993, and as deeply as I disagree with many of the political positions espoused by Senator Lieberman in the decades since, it was high time for a rating system — not in order to censor games, but to inform parents and, indeed, all of us about what sort of content each of them contained. The industry was fortunate that a handful of executives were wise enough to recognize and respond to that need. The IDSA and ESRB have done their work well. Everyone involved with them can feel justifiably proud.

There was a time when I imagined leaving things at that; it wasn’t necessary, I thought, to come to a final conclusion about the precise nature of the real-world effects of violence in games in order to believe that parents needed and deserved a tool to help them make their own decisions about what games were appropriate for their children. I explained this to my wife when I first told her that I was planning to write this series of articles — explained to her that I was more interested in recording the history of the 1993 controversy and its enormous repercussions than in taking a firm stance on the merits of the arguments advanced so stridently by the “expert panel” at that landmark first Senate hearing. But she told me in no uncertain terms that I would be leaving the elephant in the room unaddressed, leaving Chekhov’s gun unfired on the mantel… pick your metaphor. She eventually brought me around to her point of view, as she usually does, and we agreed to dive into the social-science literature on the subject.

Having left academia behind more than ten years ago, I’d forgotten how bitterly personal its feuds could be. Now, I was reminded: we found that the psychological community is riven with if anything even more dissension on this issue than is our larger culture. The establishment position in psychology is that games and other forms of violent media do have a significant effect on children’s and adolescents’ levels of aggressive behavior. (For better or for worse, virtually all of the extant studies focus exclusively on young people.) The contrary position, of course, is that they do not. A best case for the anti-establishmentarians would have them outnumbered three to one by their more orthodox peers. A United States Supreme Court case from 2011 provides a handy hook for summarizing the opposing points of view.

The case in question actually goes back to 2005, when a sweeping law was enacted in California which made it a crime to sell games that were “offensive to the community” or that depicted violence of an “especially heinous, cruel, or depraved” stripe to anyone under the age of eighteen. The law required that manufacturers and sellers label games that fit these rather subjective criteria with a large sticker that showed “18” in numerals at least two-inches square. In an irony that plenty of people noted at the time, the governor who signed the bill into law was Arnold Schwarzenegger, who was famous for starring in a long string of ultra-violent action movies.

The passage of the law touched off an extended legal battle which finally reached the Supreme Court six years later. Opponents of the law charged that it was an unconstitutional violation of the right to free speech, and that it was particularly pernicious in light of the way it targeted one specific form of media, whilst leaving, for example, the sorts of films to which Governor Schwarzenegger owed his celebrity unperturbed. Supporters of the law countered that the interactive nature of videogames made them fundamentally different — fundamentally more dangerous — than those older forms of media, and that they should be treated as a public-health hazard akin to cigarettes rather than like movies or books. The briefs submitted by social scientists on both sides provide an excellent prism through which to view the ongoing academic debate on videogame violence.

In a brief submitted in support of the law, the California Chapter of the American Academy of Pediatrics and the California Psychological Association stated without hesitation that “scientific studies confirm that violent video games have harmful effects [on] minors”:

Viewing violence increases aggression and greater exposure to media violence is strongly linked to increases in aggression.

Playing a lot of violent games is unlikely to turn a normal youth with zero, one, or even two other risk factors into a killer. But regardless of how many other risk factors are present in a youth’s life, playing a lot of violent games is likely to increase the frequency and the seriousness of his or her physical aggression, both in the short term and over time as the youth grows up. These long-term effects are a consequence of powerful observational learning and desensitization processes that neuroscientists and psychologists now understand to occur automatically in the human child. Simply stated, “adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school.”

In a recent book, researchers once again concluded that the “active participation” in all aspects of violence: decision-making and carrying out the violent act [sic], result in a greater effect from violent video games than a violent movie. Unlike a passive observer in movie watching, in first-person shooter and third-person shooter games, you’re the one who decides whether to pull the trigger or not and whether to kill or not. After conducting three very different kinds of studies (experimental, a cross-sectional correlational study, and a longitudinal study) the results confirmed that violent games contribute to violent behavior.

The relationship between media violence and real-life aggression is nearly as strong as the impact of cigarette smoking and lung cancer: not everyone who smokes will get lung cancer, and not everyone who views media violence will become aggressive themselves. However, the connection is significant.

One could imagine these very same paragraphs being submitted in support of Senator Lieberman’s videogame-labeling bill of 1994; the rhetoric of the videogame skeptics hasn’t changed all that much since then. But, as I noted earlier, there has emerged a coterie of other, usually younger researchers who are less eager to assert such causal linkages as proven scientific realities.

Thus another, looser amalgamation of “social scientists, medical scientists, and media-effects scholars” countered in their own court brief that the data didn’t support such sweeping conclusions, and in fact pointed in the opposite direction in many cases. They unspooled a long litany of methodological problems, researcher biases, and instances of selective data-gathering which, they claimed, their colleagues on the other side of the issue had run afoul of, and cited studies of their own that failed to prove or even disproved the linkage the establishmentarians believed was so undeniable.

In a recent meta-analytic study, Dr. John Sherry concluded that while there are researchers in the field who “are committed to the notion of powerful effects,” they have been unable to prove such effects; that studies exist that seem to support a relationship between violent video games and aggression but other studies show no such relationship; and that research in this area has employed varying methodologies, thus “obscuring clear conclusions.” Although Dr. Sherry “expected to find fairly clear, compelling, and powerful effects,” based on assumptions he had formed regarding video game violence, he did not find them. Instead, he found only a small relationship between playing violent video games and short-term arousal or aggression, and further found that this effect lessened the longer one spent playing video games.

Such small and inconclusive results prompted Dr. Sherry to ask: “[W]hy do some researchers continue to argue that video games are dangerous despite evidence to the contrary?” Dr. Sherry further noted that if violent video games posed such a threat, then the increased popularity of the games would lead to an increase in violent crime. But that has not happened. Quite the opposite: during the same period that video game sales, including sales of violent video games, have risen, youth violence has dramatically declined.

“The causation research can be done, and, indeed, has been done,” the brief concludes, and “leaves no empirical foundation for the assertion that playing violent video games causes harm to minors.”

The Supreme Court ruled against California, striking down the law as a violation of the First Amendment by a vote of seven to two. I’m more interested today, however, in figuring out what to make of these two wildly opposing views of the issue, both from credentialed professionals.

Before going any further, I want to emphasize that I came to this debate with what I honestly believe to have been an open mind. Although I enjoy many types of games, I have little personal interest in the most violent ones. It didn’t — and still doesn’t — strike me as entirely unreasonable to speculate that a steady diet of ultra-violent games could have some negative effects on some impressionable young minds. If I had children, I would — still would — prefer that they play games that don’t involve running around as an embodied person killing other people in the most visceral manner possible. But the indisputable scientific evidence that might give me a valid argument for imposing my preferences on others under any circumstances whatsoever just isn’t there, despite decades of earnest attempts to collect it.

The establishmentarians’ studies are shot through with biases that I will assume do not distort the data itself, but that can distort interpretations of that data. Another problem, one which I didn’t fully appreciate until I began to read some of the studies, is the sheer difficulty of conducting scientific experiments of this sort in the real world. The subjects of these studies are not mice in a laboratory whose every condition and influence can be controlled, but everyday young people living their lives in a supremely chaotic environment, being bombarded with all sorts of mediated and non-mediated influences every day. How can one possibly filter out all of that noise? The answer is, imperfectly at best. Bear with me while I cite just one example of (what I find to be) a flawed study. (For those who are interested in exploring further, a complete list of the studies which my wife and I examined can be found at the bottom of this article. The Supreme Court briefs from 2011 are also full of references to studies with findings on both sides of the issue.)

In 2012, Ontario’s Brock University published a “Longitudinal Study of the Association Between Violent Video Game Play and Aggression Among Adolescents.” It followed 1492 students, chosen as a demographic reflection of Canadian society as a whole, through their high-school years — i.e., from age fourteen or fifteen to age seventeen or eighteen. They filled out a total of four annual questionnaires over that period, which asked them about their social, familial, and academic circumstances, asked how likely they felt they were to become violent in various hypothetical real-world situations, and asked about their videogame habits: i.e., what games they liked to play and how much time they spent playing them each day. For purposes of the study, “action fighting” games like God of War and our old friend Mortal Kombat were considered violent, but strategy games with “some violent aspects” like Rainbow Six and Civilization were not; ditto sports games. The study’s concluding summary describes a “small” correlation between aggression and the playing of violent videogames: a Pearson correlation coefficient “in the .20 range.” (On this scale, a perfect, one-to-one positive or negative correlation would 1.0 or -1.0 respectively.) Surprisingly, it also describes a “trivial” correlation between aggression and the playing of nonviolent videogames: “mostly less than .10.”

On the surface, it seems a carefully worked-out study which reveals an appropriately cautious conclusion. When we dig in a bit further, however, we can see a few significant methodological problems. The first is its reliance on subjective, self-reported questionnaire answers, which are as dubious here as they were under the RSAC rating system. And the second is the researchers’ subjective assignment of games to the categories of violent and non-violent. Nowhere is it described what specific games were put where, beyond the few examples I cited in my last paragraph. This opacity about exactly what games we’re really talking about badly confuses the issue, especially given that strange finding of a correlation between aggression and “nonviolent” games. Finally, that oft-forgotten truth that correlation is not causation must be considered. When we add third variables to the mix — a statistical method of filtering out non-causative correlations from a data set — the Pearson coefficient between aggressive behavior and violent games drops to around 0.06 — i.e., well below what the researchers themselves describe as “trivial” — and that for nonviolent games drops below the threshold of statistical noise; in fact, the coefficient for violent games is just one one-hundredth above that same threshold. For reasons which are perhaps depressingly obvious, the researchers choose to base their conclusions around their findings without third variables in the mix — just one of several signs of motivated reasoning to be found in their text.

In the interest of not belaboring the point, I’ll just say that other studies I looked at had similar issues. Take, for example, a study of 295 students in Germany with an average age of thirteen and a half years, who were each given several scenarios that could lead to an aggressive response in the real world and asked how they would react, whilst also being asked which of a list of 40 videogames they played and how often they did so. Two and a half years later, they were surveyed again — but by now the researchers’ list of popular videogames was hopelessly out of date. They were thus forced to revamp the questionnaire with a list of game categories, and to retrofit the old, more specific list of titles to match the new approach. I’m sympathetic to their difficulties; again, conducting experiments like this amidst the chaos of the real world is hard. Nevertheless, I can’t help but ask how worthwhile an experiment which was changed so much on the fly can really be. And yet for all the researchers’ contortions, it too reveals only the most milquetoast of correlations between real-world aggression and videogame violence.

Trying to make sense of the extant social-science literature on this subject can often feel like wandering a hall of mirrors. “Meta-analyses” — i.e., analyses that attempt to draw universal findings from aggregations of earlier studies — are everywhere, with conclusions seemingly dictated more by the studies that the authors have chosen to analyze and the emphasis they have chosen to place on different aspects of them than by empirical truth. Even more dismaying are the analyses that piggyback on an earlier study’s raw data set, from which they almost invariably manage to extract exactly the opposite conclusions. This business of studying the effects of videogame violence begins to feel like an elaborate game in itself, one that revolves around manipulating numbers in just the right way, one that is entirely divorced from the reality behind those numbers. The deeper I fell into the rabbit hole, the more one phrase kept ringing in my head: “Garbage In, Garbage Out.”

Both sides of the debate are prone to specious reasoning. Still, the burden of proof ultimately rests with those making the affirmative case: those who assert that violent videogames lead their players to commit real-world violence. In my judgment, they have failed to make that case in any sort of thoroughgoing, comprehensive way. Even after all these years and all these studies, the jury is still out. This may be because the assertion they are attempting to prove is incorrect, or it may just be because this sort of social science is so darn hard to do. Either way, the drawing of parallels between violent videogames and an indubitably proven public-hazard like cigarettes is absurd.

Some of the more grounded studies do tell us that, if we want to find places where videogames can be genuinely harmful to individuals and by extension to society, we shouldn’t be looking at their degree of violence so much as the rote but addictive feedback loops so many of them engender. Videogame addiction, in other words, is probably a far bigger problem for society than videogame violence. So, as someone who has been playing digital games for almost 40 years, I’ll conclude by offering the following heartfelt if unsolicited advice to all other gamers, young and old:

Play the types of games you enjoy, whether they happen to be violent or nonviolent, but not for more than a couple of hours per day on average, and never at the expense of a real-world existence that can be so much richer and more rewarding than any virtual one. Make sure to leave plenty of space in your life as well for other forms of creative expression which can capture those aspects of the human experience that games tend to overlook. And make sure the games you play are ones which respect your time and are made for the right reasons — the ones which leave you feeling empowered and energized instead of enslaved and drained. Lastly, remember always the wise words of Dani Bunten Berry: “No one on their death bed ever said, ‘I wish I had spent more time alone with my computer!’” Surely that statement at least remains as true of Pac-Man as it is of Night Trap.

(Sources: the book The Ultimate History of Video Games by Steven L. Kent; Edge of August 1995; GameFan of July 1995; GamePro of June 1995 and August 1995; Next Generation of July 1995; Video Games of July 1995; Game Developer of August/September 1995. Online sources include Blake J. Harris’s “Oral History of the ESRB” at VentureBeat, “How E3 1995 Changed Gaming Forever” at Syfy Games, “The Story of the First E3” at Polygon, Game Zero‘s original online coverage of the first E3, “Sega Saturn: How One Decision Destroyed PlayStation’s Greatest Rival” by Keith Stuart at The Guardian, an interview with Olaf Olafsson at The Nervous Breakdown, and a collection of vintage CES photos at The Verge. Last but certainly not least, Anthony P’s self-shot video of the first E3, including the three keynotes, is a truly precious historical document.

I looked at the following studies of violence and gaming: “Differences in Associations Between Problematic Video-Gaming, Video-Gaming Duration, and Weapon-Related and Physically Violent Behaviors in Adolescents” by Zu Wei Zhai, et. al.; “Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study” by Christopher J. Ferguson and John C.K. Wang; “Growing Up with Grand Theft Auto: A 10-Year Study of Longitudinal Growth of Violent Video Game Play in Adolescents” by Sarah M. Coyne and Laura Stockdale; “Aggressive Video Games are Not a Rick Factor for Mental Health Problems in Youth: A Longitudinal Study” by Christopher J. Ferguson and C.K. John Wang; “A Preregistered Longitudinal Analysis of Aggressive Video Games and Aggressive Behavior in Chinese Youth” by Christopher J. Ferguson; “Social and Behavioral Heath Factors Associated with Violent and Mature Gaming in Early Adolescence” by Lind Charmaraman, et. al.; “Reexamining the Findings of the American Psychological Association’s 2015 Task Force on Violent Media: A Meta-Analysis” by Christopher J. Ferguson, et. al.; “Do Longitudinal Studies Support Long-Term Relationships between Aggressive Game Play and Youth Aggressive Behavior? A Meta-analytic Examination” by Aaron Drummond, et. al.; “Technical Report on the Review of the Violent Video Game Literature” by the American Psychological Association; “Exposure to Violent Video Games and Aggression in German Adolescents: A Longitudinal Study” by Ingrid Möller and Barbara Krahé; “Metaanalysis of the Relationship between Violent Video Game Play and Physical Aggression over Time” by Anna T. Prescitt, et. al.; “The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect,Cognition, and Behavior” by Nicholas L. Carnagey and Craig A. Anderson; “Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review” by Craig A. Anderson, et. al.; “Violent Video Games: The Effects of Narrative Context and Reward Structure on In-Game and Postgame Aggression” by James D. Sauer, et. al.; “Internet and Video Game Addictions: Diagnosis, Epidemiology, and Neurobiology” by Clifford J. Sussman, et. al.; “A Longitudinal Study of the Association Between Violent Video Game Play and Aggression Among Adolescents” by Teena Willoughby, et. al. My wife dug these up for me with the help of her university hospital’s research librarian here in Denmark, but some — perhaps most? — can be accessed for free via organs like PubMed. I would be interested in the findings of any readers who care to delve into this literature — particularly any of you who possess the social-science training I lack.)

 

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