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The Beast Within: A Gabriel Knight Mystery

Personally, I’ve never been one to imagine small things.

— Jane Jensen

When Jane Jensen first said that she would like to make a dark-tinged, adult-oriented mystery of a Sierra adventure game, revolving around an antihero of a paranormal detective named Gabriel Knight, her boss Ken Williams wasn’t overly excited about the idea. “Okay, I’ll let you do it,” he grumbled. “But I wish you’d come up with something happier!”

What a difference a year and a half can make. At the end of that period of time, Gabriel Knight: Sins of the Fathers was a hit, garnering vive la différence! reviews and solid sales from gamers who appreciated its more sophisticated approach to interactive storytelling. Rather than remaining an outlier in the company’s catalog, it bent Sierra’s whole trajectory in its direction, as Ken Williams retooled and refocused on games that could appeal to a different — and larger — demographic of players.

There was no question whatsoever about a sequel. In January of 1994, just six weeks after the first Gabriel Knight game had shipped, Jane Jensen was told to get busy writing the second one.



She was more than ready to do so. In fact, she already knew exactly what she wanted the second story to be: a tale of werewolves, Richard Wagner, and Ludwig II, the (in)famously eccentric last king of an independent Bavaria. She’d developed a fascination for all of these subjects when she’d spent nine months living in Germany just before coming to Sierra. “It was initially the plot for the first game,” she says, “but when I started looking at it, I felt I needed to go back further in the characters’ history.” Now, having told how a New Orleans pulp-novel writer, bookstore owner, lady’s man, and general layabout named Gabriel Knight became a “Schattenjäger” — a “shadow hunter” of things that go bump in the night — she was ready to send him to Germany to face The Beast Within.

Very early on during the design phase if not right away, The Beast Within was earmarked to become the second of a new generation of Sierra adventures, which were to be built around filmed snippets of live actors. It was an enormous change from the hand-painted pixel graphics of the first game, but Jensen was, as she says, “all for it.” Although shooting on location in Germany would have been her dream scenario, there was no way the budget would stretch that far. Instead her actors would have to perform in front of a blue screen that would be filled in with computer-generated backgrounds after the shoot, as was the norm for these kinds of productions.

In lieu of taking the whole project to Germany, she did convince management to allow her to bring a piece of that country to Sierra’s offices in Oakhurst, California. During the second half of 1994, she and other Sierra staffers made three separate trips to Germany, spending more than a month there in all, painstakingly photographing among other places Munich’s city center, the Wagner Museum in Bayreuth, and Neuschwanstein, “mad king” Ludwig’s fairy-tale castle. These photos were then touched up as necessary to serve as the scenery behind the actors. This in itself represented a marked change in approach from the 3D-modeled backgrounds employed by Phantasmagoria, Sierra’s first game of this type. It was a wise choice for this project; while the mixing of media is by no means always seamless, the photographic look gives The Beast Within an unusually strong atmosphere of place. The hazy, slightly washed-out look of the backgrounds — an unavoidable byproduct of the state of digital imaging at the time — contributes to rather than detracts from the mood. “We were lucky in all three of the trips over there in that it was fairly overcast, so we didn’t have any harsh, direct lighting on most of the things,” says Nathan Gams, the project’s creative director and chief photographer. “We wanted a soft, gloomy kind of European spring feel. It kind of reflects the alien place where Gabriel is at this time.”

With the background images duly captured, it was time to think about the foreground actors. The budget only allowed for the Screen Actors Guild minimum wage, which precluded “name” stars such as Tim Curry and Mark Hamill, both of whom had provided voice acting in the first game.

Sierra wound up casting in the role of Gabriel one Dean Erickson, a 36-year-old with an interesting story behind him. He had been working in finance on Wall Street at age 30, when he suddenly decided that he wanted to be an actor instead, despite having never performed in so much as a high-school play prior to that point. Six years on from that decision, his chief claim to fame was a bit part in three episodes of the sitcom Frasier. Jane Jensen was initially uncertain that he had the chops to play the role of Gabriel, even though in appearance he was “spookily like what I would have thought the character would be”: “It was more a matter of being sure that he could play all the different faces of Gabriel Knight.” But she allowed herself to be convinced in the end.

Dean Erickson and Jane Jensen.

“I would like to be the lead guy in major features,” Erickson himself said at the time, “and hopefully my performance in this will lead someone to believe that I can help carry a movie.” Hope does tend to spring particularly eternal in Hollywood. In the world of reality rather than Hollywood fantasy, a much older and perhaps wiser Dean Erickson would come to look back on The Beast Within as the best that things ever got for him as an actor, what with “making SAG scale for three and a half months in an idyllic setting under controlled conditions with nice people.”

It was intense in that we shot fairly quickly, only one or two takes per shot. But we were mostly shooting on an air-conditioned sound stage in a beautiful part of the country during the summer near a lake. We worked mostly nine to five, Monday through Friday, so it was about the best situation one could have as an actor. It truly couldn’t have worked out better, other than maybe getting work afterwards.

The role of Grace Nakimura, Gabriel’s strait-laced research assistant and potential love interest, went to Joanne Takahashi, a stage actress and print-advertising model who was also trying to break through in Hollywood. Meanwhile a Polish actor named Peter Lucas would all but steal the show in the role of the darkly enigmatic Baron Friedrich Von Glower, who slowly emerges as the principal antagonist of the story. The cast was rounded out with more than 40 other speaking parts, all recruited like the leads from the ranks of Hollywood hopefuls flashing their SAG membership cards.

Sierra’s original choice as director was an in-demand music-video maker named Mark Miremont, whose grainy, hyperkinetic productions can be credited with inculcating much of the look of MTV during the grunge era. It would have been intriguing indeed to see what he might have done with The Beast Within. But those plans fell through at the last minute, and Sierra instead hired a less distinctive aesthetic personality named Will Binder, a graduate of UCLA film school who had recently been serving as a director’s assistant in such films as The Scent of a Woman.[1]This résumé would later lead to my favorite ever interview opening, from the adorably fannish website Adventure Classic Gaming: “You have worked with some of the best actors in the business — Al Pacino, Michael J. Fox, Bruce Boxleitner, Mira Furlan, Philip Seymour Hoffman, and of course, Dean Erickson and Joanne Takahashi.” Two of these names are not like the others…

Before talking about how any of these folks performed, it’s only fair that we take a moment to appreciate just how awkward this style of “film-making” really was. The difficulties and constraints extended even to the clothing worn by the cast; the chroma-keying process which allowed the programmers to superimpose the live actors over the digitized photographic backgrounds came complete with many restrictions, as noted by costumer Marcelle Gravel:

There are a lot of limitations in terms of colors. [We can’t use] anything that is close to blue or anything white that can reflect the blue, or any green that has a little blue in it. Sometimes black doesn’t work because when it gets wrinkled, it reflects.

So the wardrobe has to be very safe. Gabriel was supposed to be wearing a black jacket, a white tee-shirt, and blue jeans — an American uniform. It is James Dean, Marlon Brando, all those people. And when I started Gabriel, I can’t use black, I can’t use white, I can’t use blue. So what am I going to do to create that effect?

He ended up wearing green. Since he’s got the red hair, I think the green has a good effect on him.

The blue screen also meant that much or most of the evolved language of film had to be tossed. The camera wasn’t allowed to swoop or soar; it had to remain stock still if the computer-generated backgrounds were to look coherent after they were inserted. Thus the scenes had to be staged and blocked like live-theater productions which happened to perform for a camera rather than a live audience.

Making an interactive story, in which scenes could occur in many different orders, played havoc with the actors’ ability to inhabit their roles. Will Binder:

[The player] can jump around during the game at any point, so the actor has to have a neutral emotion at the start of each scene. [The scene currently being filmed] could [be] before a big scene happened or could [be] after a big scene.

In a regular movie, you would like to tell [the actor], “Okay, this just happened: you just broke up with your girlfriend.” Or, “An hour ago you found out some information about a person you have been dealing with.”

In the game,  [the player] can go anywhere [they] want. So there is no linear progression.

Joanne Takahashi:

With this shoot, you are taking so many different paths you are not sure where the character is going. It is a challenge.

I am just feeling it through and letting things come to me as I go along. It was something to adjust to because a lot of what actresses do is inspired by what they are feeling. That was a difficult challenge, but that was a requirement on this kind of project.

Most of the actors were not technically oriented, and had little concept of how the scenes they were shooting would be cobbled together into a coherent final product. Certainly there was nothing like the daily rushes of conventional filmmaking, which help actors understand how a production is coming together while the shoot is still progress. The actors working on The Beast Within were swimming blind in unknown waters.

Keeping all that in mind, then, how did the actors do?

Dean Erickson is a rather counterintuitive case in some ways. On the one hand, he badly misses the mark of the Gabriel Knight that Jane Jensen likes to describe. Far from a cool lady-killer, he radiates discomfort in his own skin virtually every moment he spends onscreen; he’s forever sighing and twitching and glancing nervously away as if looking for direction (which he quite possibly is, come to think of it), coming across as a guy for whom propositioning a girl comes as naturally as foreign languages. (American to the core, Gabriel has managed to avoid picking up a word of German during the months he’s already spent in the country.) Needless to say, nothing about this performance will convince you that Erickson is Hollywood leading-man material.

And yet Erickson’s take on Gabriel kind of works despite itself. His discomfort before Will Binder’s cameras mirrors that which any born-and-bred New Orleanian would feel after being transplanted to such an utterly foreign clime as southern Germany. For all of Erickson’s manifest limitations as an actor, I have to say that I like his Gabriel more than I do the one Tim Curry voice-acted in Sins of the Fathers. He’s relatable in his way, and, if he doesn’t exactly radiate masculine virility, nor does he come across like a member of the #metoo Most Wanted brigade, as Curry’s Gabriel too often did. He’s not bad company on the whole, once you get used to his incessant fidgeting. In achieving this much, he fulfills the first and most important criterion of any good adventure-game protagonist.

Will Binder directs Joanne Takahashi. She needed all the help she could get.

But Joanne Takahashi’s Grace is, alas, less likeable. This is a problem in that Grace steps up to almost equal time with Gabriel in this second game; the player controls her rather than Gabriel through two and a half of the game’s six chapters. Her apparently unrequited affection for Gabriel and jealousy of his beautiful German secretary Gerde are doubtless intended to be endearing, but are written and acted with all the subtlety of a wrecking ball to the head. Whether because she’s got them old lovesick blues or because she’s just made that way, Grace is bitchy toward everyone and everything she encounters for much of the game. Only toward the end, when she’s finally accepted that Gerde isn’t after her man and that Gabriel really needs her help, does she start to lighten up a bit. But even then, the actress who plays her remains stiff as a board.

Peter Lucas by contrast gives by far the most natural performance, as Baron Von Glower, the libertine leader of a mysterious big-game hunting club which Gabriel stumbles upon in the course of his investigations. Every time he appears, he lights up the screen with his romance-novel looks and his enticing aura of danger; his scenes with Gabriel flare with far more sexual tension than Gabriel ever strikes up with Grace. Lucas’s onscreen performance stands out as one of the best of the entire full-motion-video era of gaming — granted, not an overly high bar to clear, but we should give him his props nevertheless.

The smoldering attraction between Gabriel and Van Glower is remarkable in the context of its time. Mass-market computer games just didn’t go to these places in 1995. If the beats of the plot can be read as allegorical in a thoroughly retrograde way — Gabriel must overcome the temptation of lycanthropy, which in turn becomes accidentally or purposefully associated with homosexuality in the script, in order to return to the good girl Grace — what we see on the screen never feels as judgmental as that formulation would imply. (It is perhaps not completely inappropriate to mention at this juncture that Jane Jensen has become a successful writer of gay romance fiction in recent years.)


The Beast Within took over Sierra’s new Oakhurst sound stage in May of 1995. Filming there lasted almost four months in all. At its conclusion, the crew moved to Seattle for a few days to shoot the game’s climactic scenes on location in the city’s opera house, complete with many of the local opera company’s own players. Here the constraints imposed by the game’s peculiar technological stew fell away, and Will Binder got to shoot something resembling scenes from a proper movie. He was a lucky guy; very few other full-motion-video productions from the 1990s ponied up for a full-fledged location shoot.



Coming to this article, I had fonder memories of The Beast Within than Sins of the Fathers, and I was curious to find out whether that impression would hold up. I was gratified that it generally did. The game is as shaggy as its namesake even if one looks beyond the uneven acting, being full of unnecessary stumbling blocks in its interactivity that prevent me from giving it a full-throated recommendation here or making a place for it in my personal Hall of Fame, where fairness to the player is a prerequisite. But it’s a fascinating piece of work all the same, created as it was just at the apogee of that window of time when interactive narratives starring “real” actors were considered the necessary future of gaming by big companies like Sierra — so much so that they were building million-dollar sound stages for themselves to churn them out with the alacrity of any Hollywood studio. Jane Jensen would never get a chance to work on a scale like this again. And it must be said that she made the most of it: the overweening ambition of The Beast Within — the sheer grandiosity of it all — makes it a sight to behold. This is a computer game for which an opera was composed, for God’s sake. Everyone involved with it was unabashedly shooting for the moon.

The game opens several months after the conclusion of Sins of the Fathers, when a very reluctant Gabriel has moved into his ancestral castle in Germany to take up the family business of shadow-hunting. Meanwhile Grace has been left behind in New Orleans to run his old bookstore.

One dark night, a group of German villagers straight out of Hammer Horror central casting knocks on the front door of Gabriel’s castle. “We have come for the Schattenjäger,” says their leader. It seems that a little girl living in another small town near Munich has been killed — by, the visitors believe, a werewolf. (“At least she died quickly,” says the village patriarch to her grieving father, a line so hilariously tone deaf that one has to assume it was intended to be funny.) Gabriel has his doubts, but he agrees to take the case. His investigations will eventually lead him to the hunting club led by Baron Von Glower.

When Grace learns of the case, she hightails it to Germany, but doesn’t join up directly with Gabriel. Instead she occupies herself with research on the real or mythical history of lycanthropy. She learns that Ludwig II, king of Bavaria from 1864, seems to have become a werewolf himself while still a young man, and that this may account for much of his legendarily strange behavior. Further, she discovers that he told his friend Richard Wagner of his plight, prompting the latter to compose a magical opera which he hoped would be able to drive out the curse. But he was unable to complete it before Ludwig died under mysterious circumstances in 1886 — he had become a persistent irritant to the new, Prussia-dominated united Germany, making his death fodder for all sorts of conspiracy theories — and the opera was never performed. What there was of it was lost, seemingly forever — until the dogged Grace digs it up again. She soon has urgent need of it, as Gabriel has by now gotten himself infected with the curse.

All of this is mind-bogglingly ridiculous, of course, but the game leans into it with a commitment that would make Dan Brown proud, and darned if it doesn’t do a pretty good job of selling it. The Beast Within is nothing if not a slow burn. Gabriel doesn’t meet his first indubitable werewolf in the flesh until over two-thirds of the way in, while Grace’s chapters involve little more than poring over musty books and museum exhibits, giving them at times more of the flavor of an educational CD-ROM than an adventure game.

Much of Grace’s time is spent touring Neuschwanstein Castle, complete with the obligatory tourist audio guide.

Clearly Jane Jensen was touched by the wistful, sorrowful life of Ludwig, enough so as to make it the thematic bedrock of her game. She saw parallels with a certain modern eccentric whose days would also end in tragedy and controversy:

He was a real misfit, never in sync with the world. He lived in a fantasy world, and because he had a lot of money, he could surround himself with fantasy, not unlike Michael Jackson now.

As time went on, he got more and more beaten down by the world. His relationships never worked out, and he was always disillusioned. He was a very sensitive soul who was just hurt by everything, who kept retreating and withdrawing.

When he was young, he was very much a Prince Charming type. And of course his end was very tragic. So I just think it is a very beautiful, sad story of a life.

Grace’s historical research and Gabriel’s more active investigations meet only in the sixth and final chapter of the game, when the former arranges a public premiere of the lost opera in order to cure the latter of the affliction he’s picked up. The audacity of this bit is almost unbelievable. Not only did the game’s soundtrack composer Robert Holmes — also Jane Jensen’s husband — dare to write an opera, he had the colossal cheek to make it a lost Wagner opera. It took him “about a week,” as he remembers it. (One has to assume that the real Wagner devoted somewhat more time to his masterworks). I’m in no way qualified to judge the worthiness of Holmes’s opera, but I must assume it to be dire enough to send aficionados running from the room with their hands over their ears. Nevertheless, here’s to ambition. One certainly can’t accuse this game of pulling any of its punches.

All of its interest in place and history can rather overshadow its bona fides as a work of horror. Much of the time, it’s more eerie than terrifying, more melancholy than thrilling; suffice to say that it lives in a place far removed from the schlocky sensationalism of Roberta Williams’s Phantasmagoria. When the time finally does come to confront werewolves nose to snout, however, The Beast Within doesn’t disappoint. There’s one scene in the penultimate chapter — anyone who’s played the game will know which one I’m talking about — that’s unsettling enough to give you nightmares. While it’s easy enough to laugh off Phantasmagoria‘s cartoonish execution scenes, you won’t be laughing at this one. If the climax in the opera house is ironically less horrifying than what comes immediately before it, fair enough; one scene like that should be enough for any game.

All of which is to say that The Beast Within is a richly textured, admirably complex work of fiction in many ways. At its best and judged in the context of its time, it was one of the most impressive interactive narratives yet attempted on a computer by 1995. But alas, it isn’t always this best version of itself. What with so much love having been so clearly poured into the game from so many different quarters, I can’t help but wonder why Jane Jensen couldn’t manage to make it just a little bit better. Mixed in with all of its rarefied intellectual and thematic aspirations is plenty of B-movie amateurishness. The language barrier gets erected and torn down willy-nilly, depending on whether Jensen wants to make a plot element out of it or not at any given instant; particularly amusing is the Schattenjäger library in Gabriel’s family castle, consisting of a bunch of Medieval texts helpfully written in modern English. There’s no reason that plausible ways around the language problems couldn’t have been built into the game’s puzzle structure, doing much for its sense of mimesis and potentially even for its character-building in the process. (Perhaps Grace needs to enlist the help of the hated Gerde to translate?) Similarly, the game’s timeline makes no sense whatsoever. Gabriel and Grace’s separate investigations overlap with one another in ways that would only be possible if one or both had a time machine to hand.

These may strike some as the pettiest of niggles, but the fact is that continuity matters in the crafting of believable fictions of any stripe. No credible book-publishing house or film studio would allow a story to go out in such a state as this one. Plot may stand at a lower rung on the artistic totem pole than character or theme in the minds of many, but even most of these will acknowledge that a coherent plot is a necessary prerequisite to those other things.

The Beast Within has some really good puzzles that stretch the interface beyond the typical “use item X on hotspot Y.” One, for example, requires you to construct a fake telephone message by splicing together snippets of recorded speech.

And then there is the interactive design. Jane Jensen resisted any pressure that may have come her way to dumb down The Beast Within in the manner of Phantasmagoria: her game is full of real puzzles worthy of the name, in some cases pretty good ones. In fact, it fares considerably better on this metric than Sins of the Fathers. Nevertheless, there remains a smattering of bad design choices that serve to pull you out of the game every time you feel yourself on the verge of becoming truly immersed in its world. A few of the puzzles hinge on the sort of moon logic for which adventure games have been so often justifiably criticized. (Using a cuckoo clock on a potted plant? Really, Jane?) Even one example of this sort of thing can be ruinous to the player’s experience, in that it destroys her trust in the game’s interactive design at the same time that it demolishes the integrity of its fiction.

In Grace’s chapters, Jensen lays claim to the dubious status of being the inventor of the hidden-object genre: you have to pixel-hunt your way through several big areas, looking for that one tiny thing you overlooked the last dozen times through. You see, this game really, really wants you to know everything possible about Richard Wagner and King Ludwig II: it won’t let the plot proceed until you’ve clicked on every last hotspot on every last detail in every last musty little corner of their respective museum and castle — in a few cases twice. Finding it all can be a challenge even if you’re playing directly from a walkthrough.

And when we get to the big finale, Jensen falls into the common trap of assuming that the ending of an adventure game ought to be much harder than what has come before. (In reality, the opposite is true; the player has already done lots of thinking during the mushy middle, and now just wants an exciting climax followed by victory, with a minimum of fuss.) One key puzzle here hinges on manipulating an object in a way that the interface has never allowed before and never even hinted was a possibility. And the literal last action you need to do in the game is a tricky exercise in perfect timing and precise clicking that’s also out of keeping with everything that’s come before, so much so that you could easily assume you’ve missed something and waste hours looking for it.

But regular readers have heard similar litanies of design sins from me many times before, so I won’t belabor these issues further here. The Beast Within is yet another checkered product of Sierra’s creative culture, which, in marked contrast to such other adventure specialists as Infocom, LucasArts, and Legend Entertainment, never emphasized outside play-testing or even serious discussion of the craft of design in the abstract. Interesting and engaging as it is in its present state, it could have been so much better, if only a process had been put in place to make it better. Whatever the merits of his year-to-year choices as a businessman, Ken Williams’s failure to do so — a byproduct of his personal disinterest in actually playing his company’s games — will always stand as his biggest single lapse in my book.


Wagner’s Lost Opera, the grand finale to The Beast Within. Most games, then and since, have tended to front-load their most impressive scenes so that everyone — not least potential buyers — can see them. This one’s willingness to hold off until the very end says something, I think, about the spirit of grandiose (operatic?) idealism that marked the whole project.

The Beast Within: A Gabriel Knight Mystery shipped on six CDs less than a week before the Christmas of 1995, half a year after Phantasmagoria had been greeted with huge sales and much mainstream-press attention. Everything about this latest release reflected the current ebullient mood at Sierra, where everyone was convinced they were about to truly hit the big time, with a vastly expanded customer base. For example, the box was careful not to say that this was “Gabriel Knight 2,” for fear of scaring away that new generation of buyers, who might not be keen on starting a series in the middle and might be even less keen on playing an “old-fashioned” game like Sins of the Fathers.

Indeed, even Sierra’s new fictional genre of choice reflected the new focus on the mainstream. Horror was a less stereotypically nerdy ghetto than fantasy or science fiction, yet one that was still fairly well-suited to adventure-game modes of interaction. So, after never touching the genre for the first decade and change of their existence, Sierra was now all over it. Three of the five domestically-developed adventures they released in 1995 were horror games. (The third companion to Phantasmagoria and The Beast Within in this respect was the lower-profile Shivers, a solitary Myst-style first-person puzzler created by a breakaway team at Bright Star, Sierra’s educational-software subsidiary.)

In comparison to the adventure-lite Phantasmagoria, The Beast Within was perhaps a wolf in sheep’s clothing: it was, as we’ve seen, a game that evinced a full measure of respect for its audience’s collective intelligence, with challenging puzzles and complex present-day and historical mysteries to tease out. Still, there’s little reason to believe it was because of this that it failed to sell anywhere near as well as its predecessor. The mainstream magazines and newspapers that had covered the older game as a curiosity showed little interest in the newer one; ditto the many people who had bought Phantasmagoria strictly to show off their new multimedia computer systems. That left only the traditional adventure market, the same people who had bought Sins of the Fathers. It seemed that Sierra was suddenly back to square one.

This state of affairs was, to say the least, deeply disconcerting to everyone there, as they all found themselves having to adjust their paradigm of gaming’s necessary future at lightning speed. Sierra programmer Greg Tomko-Pavia expressed the collective confusion in a contemporary online interview whose frankness presumably wouldn’t have endeared it to his managers:

I must say that I’m surprised Phantasmagoria has done so well. Presently, we’ve sold over 700,000 copies — more than any other Sierra game. I can’t account for it. In my opinion, Phantasmagoria suffered from weak writing, acting, and direction. I don’t understand why Gabriel Knight 2, to my mind superior in every detail, isn’t doing nearly so well. What do I know? I just write code!

At the time of The Beast Within‘s release, Sierra was already filming their third big interactive horror film on their Oakhurst sound stage, a sequel-in-name-only to Phantasmagoria subtitled A Puzzle of Flesh. Its garish grindhouse aesthetic made its two boundary-pushing predecessors look downright prudish — which was, one supposes, further progress of a sort. But it would prove the last production of its type. Once it too had disappointed in the marketplace, its feverish courting of controversy having largely come up dry, the facility Sierra had built with such pride and at such expense would be used only occasionally, for 3D motion captures and the like. It was now clear that gaming writ large was going in a different direction entirely, leaving the sound stage a fork in a world of soup.

As for Gabriel and Grace: against all the odds, they would return for one final game, but that would be a more constrained production than this one, using one of the 3D engines that were taking over the industry. There’s a world-weariness about that game — a sense of existential despair on the part of its creators that’s almost palpable when playing it — that you won’t find in this one, which was created by a team who saw only limitless potential everywhere they looked. The Beast Within is the product of a rare moment when the creative and the commercial impulse seemed united as one. For all its frustrating infelicities, it positively soars with its makers’ enthusiasm, with their bracing willingness to just try. Neither Jane Jensen nor any of the rest of them realized how lucky they were to be given the time and money to do so.

Six months after the release of The Beast Within, Roberta Williams, who was always the bellwether of the current creative direction of Sierra, gave a new verdict on the current state of adventure games that contradicted everything Sierra had been saying and doing for the past couple of years:

I believe adventure games have now gotten too plot-heavy. Not just ours, but also a lot of our competitors’ games. I think game designers need to get back to the game and forget all this wanna-be-writer-and-director stuff. They don’t realize people just want to play a game. They want to have control over what happens. Video clips are fine — if they’re very short, to the point, concise, and then… get out of there.

The times, they were still a-changing.

(Sources: the books Influential Game Designers: Jane Jensen by Anastasia Salter and The Beast Within: Official Player’s Guide by Corey Sandler with Jane Jensen; Computer Gaming World of November 1995 and February 1996; Sierra’s customer newsletter InterAction of Fall 1994, Spring 1995, Fall 1995, Holiday 1995, Spring 1996, and Summer 1996. Online sources include Anthony Larme’s interview with Greg Tomko-Pavia, “The Making of… the Gabriel Knight Trilogy” at Edge Online, Andrea Santorio’s interview with Jane Jensen, Martin Bourassa’s interview with Dean Erickson, Jane Jensen and Robert Holmes’s appearance on a Reddit “Ask Me Anything,” and Ingrid Heyn’s interview with Will Binder.

Now re-titled with the numeral Sierra once eschewed, Gabriel Knight 2: The Beast Within is available as a digital purchase at GOG.com.)

Footnotes

Footnotes
1 This résumé would later lead to my favorite ever interview opening, from the adorably fannish website Adventure Classic Gaming: “You have worked with some of the best actors in the business — Al Pacino, Michael J. Fox, Bruce Boxleitner, Mira Furlan, Philip Seymour Hoffman, and of course, Dean Erickson and Joanne Takahashi.” Two of these names are not like the others…
 
 

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Making Sierra Pay

Scenes from the Phantasmagoria set, with Roberta Williams in pride of place at center.

At the conclusion of my previous article on Sierra Online’s corporate history, we saw how Ken and Roberta Williams moved their company’s headquarters from the tiny Northern California town of Oakhurst to the Seattle suburb of Bellevue, home to Microsoft among others, in September of 1993. They did so for a mixture of personal and professional reasons, as Ken has since acknowledged. Their children were getting older, for one thing, and the schools in Oakhurst were far from world-class. Additionally, life in general as the biggest fish of all in the fishbowl of a company town that Oakhurst had become wasn’t always pleasant; for example, Ken has claimed that his kids were at times bullied by “the children of former Sierra employees who had a grudge against Sierra.” Some other former employees suspect still another reason for the move to Bellevue, one that Ken neglects to mention: the fact that Washington State had no personal income tax, while California’s was the highest in the nation.

Still, there are no grounds to doubt that the public reason Ken gave for the move back in the day was indeed a major part of the calculation: the need to recruit the sort of seasoned business talent that could take Sierra to the next level. The company’s annual revenues had grown every single year since 1987, more often than not substantially, and this was of course wonderful. But less wonderful was the fact that profits had never been as high as that progression would imply; Sierra had a knack for spending almost every dime they earned. Of late in fact, the bottom line had dipped sharply into loss territory even as revenues continued their steady climb. Under pressure from his shareholders, Ken Williams realized that he had to find a way to make his company start to pay off. He believed that doing so must entail assembling the kind of top-flight management team which could only be found in a big city. He’d been seeking a rock star of a chief financial officer for a long time from Oakhurst to no avail. Ken Williams:

I had hired a San Francisco-based company, Heidrick & Struggles, to lead the search, and after months of getting nowhere I called my contact at Heidrick in frustration. “Why do you keep sending me B and C level candidates?” I asked. I was tired of having my time wasted interviewing candidates who were not at the level I was seeking. The answer came back without hesitation: “Ken, you’re aren’t getting it. No A player wants to move to Oakhurst.”

Nine months after the move to Bellevue, Ken finally found his rock star in the form of one Mike Brochu, a financial whizz who had spent the last nineteen years working for Burlington Resources. The man whom Ken still describes as “probably the best hire I ever made” was a garrulous Texan who “inspired confidence in everyone around him.” Not coincidentally, Sierra began to display a newly hard-nosed, bottom-line-focused attitude toward their business from virtually the moment of his arrival. As one of his first projects, Brochu led the negotiations that resulted in the sale of The ImagiNation Network, Sierra’s visionary but perpetually money-losing online-gaming service, to AT&T for $40 million in cash in November of 1994.

Meanwhile Sierra implemented a significant shift in their product-development strategy. For many years now, the heart of the company’s identity had been a set of long-running adventure-game series, most of which worked the word “quest” somewhere into their title. Dodgy from the standpoints of both writing and design though they sometimes were, they’d all displayed enough lovable qualities to worm their way into fans’ hearts. I’ve described in earlier articles how Sierra fandom could feel like belonging to a big extended family. These games, then, were the cousins whom you could always expect to see at the family reunion every couple of years, dressed perhaps a bit differently than last time around but always the same person at bottom. They were comfortingly predictable, and that was exactly how the fans liked them.

But for all that these ramshackle, puzzle-heavy adventure games were good at cementing the loyalty of the already converted, they were less equipped to unleash the sort of explosive growth Sierra was now after. It was a pivotal moment in the history of the personal computer, as Ken Williams and Mike Brochu well recognized. In 1994, more home computers would be sold than televisions, as consumers, tempted by the ease of use of Microsoft Windows, the magic of multimedia, and rumors of a thing called the World Wide Web, jumped onboard the computing bandwagon in staggering numbers. These people didn’t know a King’s Quest from an Ultima. Reaching them would require a different sort of game: fresher, hotter in the Marshall McLuhan sense, more in tune with what they were seeing on television and at the movies. It seemed like it was now or never for Sierra to capture their interest, even if it meant that some of the old fans were left feeling a bit abandoned.

So, Sierra’s new Bellevue management team took a hard look at their existing series in order to decide which were expendable and which were not. King’s Quest, the company’s longstanding flagship series, which already enjoyed a measure of name recognition outside the traditional computer-gaming ghetto, would have been an obvious keeper even if it hadn’t been the baby of Roberta Williams. Leisure Suit Larry also had proven appeal with non-traditional demographics, and was thus also a no-brainer to keep around. Space Quest was an edge case, but the managers decided to green-light one more game, if only to throw a bone to the old-school fans. But Police Quest would get revamped from a line of adventure games into a line of tactical 3D action games, while Quest for Glory would get the axe entirely. Going forward, the main focus would be on bigger-budget adventures employing filmed human actors, for which Sierra was now building their own sound stage down in Oakhurst at considerable cost. They would make fewer of this new type of adventure, but each of them would be a flashy, high-fidelity production, able to appeal to a mass market weaned on big-screen televisions and CD players. The idea was to make the release of each Sierra adventure from now on a real event.

Unfortunately, the transition from one product strategy to another came with a pitfall: it would take some time to bring it off, meaning that 1994 would be an unusually quiet year in terms of new games. And that reality, combined with the new management team’s more hard-nosed attitude, meant that some of the folks in Oakhurst must lose their jobs. Among them were Corey and Lori Cole, the husband-and-wife team behind Quest for Glory, who saw their roles cancelled along with the fifth game in their series, the most impressive of all the series in the Sierra lineup in terms of design ambition and innovation. Corey recalls a scene which made it all too clear to everyone present that Sierra was now being run as a business, not a family: “All employees in the meeting were handed envelopes; about half of them contained ‘pink slips’ notifying them that they no longer worked for Sierra. Those employees were escorted back into the building and watched as they retrieved personal belongings from their desks.” Layoffs are never easy. Corey especially remembers the sight of Gano Haine, who had worked on Sierra’s two EcoQuest games and Pepper’s Adventures in Time, standing in the parking lot crying: “Sierra had been her dream, and she was so thrilled to have gotten the job there.”

During this year of wrenching transition, Sierra released just one new Oakhurst-built adventure game, making it their least prolific year in that respect in almost a decade. Thankfully for the bean counters, the game in question was the latest installment in Sierra’s most bankable adventure series of them all. King’s Quest VII: The Princeless Bride was a typical entry in a series that had been Sierra’s ever-evolving technological showpiece since 1984. But then, that description in itself implies innovation on at least a technical front, and this the new entry certainly delivered.

The King’s Quest VII opening movie. Ken Williams has often said that Walt Disney was one of his biggest role models. With King’s Quest VII, this influence became almost distressingly literal.

Although it did not employ filmed actors, King’s Quest VII was indicative in another way of Sierra’s new direction: rather than an interactive movie, it aimed to be an interactive cartoon worthy of comparison to the likes of Disney, an ambition which required it to look beyond Sierra’s own stable of talented in-house artists for some of its visuals. Ken Williams first reached out to an up-and-coming animation studio known as Pixar. He even spoke personally with Steve Jobs, Pixar’s chairman and majority owner, but in the end the studio proved to be simply too busy working on Toy Story, their first full-length feature film, to take on this task as well. So, Sierra ended up contracting sequences out to no fewer than four other outside animation studios, in addition to employing their own artists to create what truly was an audiovisual extravaganza by the standards of its time. King’s Quest VII went full Disney, as Charles Ardai described in his review for Computer Gaming World magazine.

I tried this game on my mother (a big fairy-tale fan), who asked, “Is that a game from Disney?” When I replied in the negative, she said, “But they’re trying to do Disney, right?”

They are indeed. From the opening frames, where drops of dew in an enchanted forest drop on the tummy of an enchanted ladybug, to the scene a few seconds later in which lovely Princess Rosella sings her royal heart out in a tuneful paean to her about-to-be-lost adolescence, King’s Quest VII exudes Disney-like quality from each of its cel-animated poses.

Every frame is beautiful, every line is neat and pert, the camera soars and glides, and the notes of the musical score tinkle out in bounding effervescence like the fizz out of a bottle of soda pop. This is the Disney of The Little Mermaid or Beauty and the Beast, or Aladdin, if you deduct that film’s adult-targeted sense of irony. It’s the Disney of The Sword in the Stone and of Alice in Wonderland, light and fluffy as a soufflé. It’s not the Disney of Bambi or Snow White; here even the menaces are adorable bits of whimsy. If the villains ever frighten, it’s only for a brief time, and then everyone gets together again for one more song.

It matters not at all that the game is from Sierra rather than Disney. It is true to the Disney spirit.

Along with the mouth-watering new look, the game showed some welcome design evolution over Roberta Williams’s earlier work. Four years after LucasArts’s The Secret of Monkey Island had pointed the way, King’s Quest VII finally managed to free itself from the countless hidden dead ends that had always made playing a Roberta Williams game feel like playing make-believe with a sadist. Player deaths, on the other hand, were still copious, and still so unclued as to be essentially random, but were now at least relatively painless. Rather than expecting you to save every five minutes, the game was now kind enough to return you to the point you were at before you were so foolish as to look at the wrong thing or dilly-dally in the wrong room a second too long. In fact, save files as such disappeared altogether; exiting the game now automatically bookmarked your progress.

These changes all existed in the name of making the game more welcoming to brand new players, out of the hope that they could be convinced to give it a try despite the ominous Roman numeral after its name. To further emphasize that this was a kinder, gentler King’s Quest, it used a radically simplified interface built around a one-click-does-it-all mouse cursor. More oddly, Sierra made it possible to play any of its chapters at any time, meaning you could start with the climax and work backward to the prologue if you were so inclined. (The real point of this feature, of course, was to let you watch each chapter’s opening movie without having to get your hands dirty with the actual game, if you happened to be one of the many people who typically bought each new King’s Quest as a tech demo for their latest computer.)

But alas, in other ways this latest entry really was just another King’s Quest. The writing from Roberta Williams and Lorelei Shannon, her latest apprentice co-designer, was the usual scattershot blend of fairy-tale and pop-culture ephemera, lacking sufficient wit or imagination to be all that compelling even as pastiche, while the puzzle design was made less infuriating than usual only by the lack of dead-player-walking situations. Both the writing and the puzzles got noticeably worse as the game wore on, evidence perhaps of a lead designer who was feeling increasingly bored with her big series, and was in fact already working on her next, very different game. All of this was doubly disappointing coming on the heels of King’s Quest VI, a game which had seemed to herald a series that was at last beginning to take its craft a bit more seriously. Even the much-vaunted look of King’s Quest VII, although impressive in its individual parts, made for a rather discordant jumble when taken in the aggregate, being the work of so many different teams of animators.

Nevertheless, King’s Quest VII sold very well upon its release in November of 1994, as games in the series always did. Meanwhile Dynamix, the most consistent of Sierra’s subsidiary studios, delivered solid performers in the non-adventure games Aces of the Deep, Front Page Sports: Football ‘Pro 95, and Metaltech: EarthSiege. Most of all, though, it was the ImagiNation windfall that turned what would otherwise have been an ugly year into one that actually looked pretty good on the bottom line: $83.4 million in revenues, up from $59.5 million in 1993, with an accompanying $12 million profit, in contrast to an $8.6 million loss the previous year. Now it was up to the new product strategy to keep the party going in 1995.

The first big test of that strategy was to be the game that Roberta Williams had been working on concurrently with King’s Quest VII. Phantasmagoria would take full advantage of the Oakhurst sound stage Sierra had just built. It was to be a play against type worthy of any pop diva: Roberta, the family-friendly “queen of adventure gaming,” was going dark and sexy. “With Phantasmagoria,” wrote Sierra’s marketers, “Roberta Williams has created a superbly written interactive story, fraught with horror and suspense, and totally in the player’s control at all times.” Bill Crow, the mastermind of Sierra’s new sound stage, believed that “Phantasmagoria is going to open the market to a much broader audience of game players. We’re now starting to deliver an audiovisual experience that’s much closer to what the average consumer can relate to.” With Phantasmagoria, in other words, computer games were about to burst out of their nerdy ghetto to become sophisticated entertainments for discerning adults.

How times do change. Today Phantasmagoria is more or less a laughingstock, a tidy microcosm of everything that was wrong with the full-motion-video era of adventure games. In truth, some of its bad rap is a bit exaggerated; it’s not really any worse than dozens of other similarly dated productions of the mid-1990s. Certainly plenty of other games had equally cheesy acting, equally clueless writing, and equally trivial gameplay. Phantasmagoria‘s modern reputation for hilarious ineptitude stems to a large extent from its mainstream prominence in its heyday. The wave of hype that Sierra unleashed, much of it issuing from the mouth of Roberta herself, is catnip for snarky reviewers like yours truly, who can’t help but throw it all back in her face. “I want to explore games with a lot of substance and deep emotions,” Roberta said. But Phantasmagoria is so very, very much not that kind of game. If you squint just right, you can see what she was trying to create: a game of claustrophobic psychological horror, an interactive version of The Shining. But alas, nobody involved had the chops to pull it off.

Phantasmagoria revolves around a couple of artsy newlyweds named Adrienne and Don, a novelist and a photographer respectively. As the story begins, they’ve just moved into a rambling old mansion on a sparsely inhabited island off the coast of New England. They’re the first people to attempt to live in the house, we soon learn, in almost a century. The last person to do so before them was a strange stage magician named Carno the Magnificent, who went through pretty young wives at a prodigious rate — all of them abruptly disappearing from the island, never to be seen again. In the end, Carno himself disappeared, and that was that for the house until our heroes turn up. It comes as a surprise to absolutely no one except them when the place turns out to be haunted by a malevolent spirit. It quickly begins to take over the mind of Don, leaving Adrienne, the character the player controls, to try to sort out the mystery before her husband murders her like Carno killed all of his wives.

Somewhat surprisingly in light of Sierra’s mass-market aspirations, they never attempted to hire “name” actors for Phantasmagoria in the way that Origin Systems was doing at the time for the Wing Commander franchise. The role of Adrienne went to Victoria Morsell, whom Sierra rather ambitiously described as a “film, TV, and theater star,” having apparently confused bit parts with starring ones. Still, she does a decent job within the awkward constraints of her task. David Homb in the role of Don, on the other hand, is just awful; his wooden performance comes off as more creepy before the horror starts, when he’s trying to play a loving husband and failing at it abjectly, than it does after his head starts metaphorically spinning around. The rest of the cast is a similarly mixed bag.

Sierra hired a director named Peter Maris, with a long run of schlocky ultra-low-budget films behind him, for a shoot that wound up taking fully four months. Even given that his oeuvre wasn’t exactly of Oscar caliber, his complete disregard for pacing is bizarre. Phantasmagoria‘s seven CDs — yes, seven — are filled with interminable sequences where Adrienne disassembles a brick chimney piece by piece, or breaks through a wooden door board by board, or applies her morning makeup layer by agonizing layer. Indeed, Adrienne insists on stopping and preening herself at each of the many mirrors in the house throughout the game, and we’re forced to watch and wait while she does so, hoping against hope that something interesting might happen this time around. (For all of Roberta Williams’s status as a female pioneer in a male-dominated industry, her games’ view of gender isn’t always the most progressive.) All of this, combined with the clumsy, overly wordy script, makes the game seem much longer than the few hours it actually takes to play. There’s a (bad) 90-minute horror flick worth of plot-advancing footage here at the best; Sierra could easily have ditched three of the seven CDs without losing much at all.

The much-vaunted “adult” content is rather less than it’s cracked up to be. The opening movie includes the least sexy sex scene in the history of media. Ken Williams says that it was originally to have shown Adrienne topless, but Sierra lost their nerve in the end: “When it came time to release the game, we edited it to only show some side boob.” Given how weird and awkward it already is, we can only be thankful for their last-minute fit of prudishness.

Nor is the game remotely scary, although it does get gruesome — a very different quality — from time to time. These sequences come when Adrienne is visited by visions of the murders that took place long ago in the different rooms of the house, or, in the latter stages of the game, when she herself meets an unfortunate end thanks to a failure on the player’s part. For better or for worse, the methods of murder might just be the most creatively inspired parts of the game: Carno kills one wife by sticking a funnel into her mouth and stuffing disgusting offal down her throat, another by shackling her into a machine that twists her head around until her neck snaps, while Adrienne can get her head sliced in two by an axe blade or her face literally ripped off by a demon. These scenes are certainly gross and shocking in their way, but it’s all strictly B-movie-slasher fare — Friday the 13th Part V rather than the Shining vibe Roberta was going for.

The scene which prompts by far the most discussion today takes place out of the blue one morning, when Don creeps up behind Adrienne at her bedroom mirror and proceeds to… well, to rape her. Needless to say, this is a disturbing place for even an adults-only game to go. Roberta Williams is hopelessly out of her writerly depth here; in contemporary interviews, she seems utterly oblivious to the real trauma of rape, describing the scene as nothing more than a plot device to show Don’s descent into evil. Its one saving grace is the fact that no one involved is up to the task of making the rape seem remotely realistic; Don humps and thrusts a bit without ever actually taking his boxer shorts off, and that’s that. (One can only hope that Sierra didn’t shoot a more explicit version of this scene…) Afterward Adrienne, rather in contrast to Roberta’s stated desire to explore “deep emotions,” just cleans herself up and gets on with her day, apparently none the worse for wear. Even amidst the more lackadaisical sexual politics of 1995, the scene prompted considerable discussion and a measure of public outrage here and there. Australia’s Office of Film and Literature Classification refused to accept the game because of it, with the result that it was effectively banned from sale in that country.

So much for Phantasmagoria the movie. In terms of gameplay, it isn’t up to all that much at all. Its reliance on canned snippets of static video dramatically limits the scope of its interactivity, while its determination to be as accessible as possible means that all of its puzzles are broadly obvious; a version of that tired old adventure saw, the locked door with a key in the keyhole on the other side and a handy nail and newspaper, is about as complicated as things ever get. The simplified interface from King’s Quest VII makes a return, it’s once again possible to play the chapters in any order you choose, and bookmarks once more replace save files in the game’s terminology, although it is at least possible to make your own bookmarks whenever you like now.

In a way, all of this is a blessing: it lets you power right on through Phantasmagoria, laughing at it all the while, without getting hung up on the design flaws that dog most of Roberta Williams’s games. I’m not generally a fan of high camp, but even I could probably enjoy Phantasmagoria with the right group of friends. If ever a game was ripe for the Mystery Science Theater 3000 treatment, it’s this one.


Note the ESRB rating at the bottom right of the Phantasmagoria box. In the face of the internecine split over rating systems among computer-game publishers, Sierra generally backed the ESRB over its rival the RSAC. (The much more extreme sequel-in-name-only Phantasmagoria: A Puzzle of Flesh would go with the RSAC in order to avoid the ESRB’s dreaded “Adults Only” rating, which most retailers refused to touch.)

Adrienne just can’t resist a mirror.

Objects in your inventory can be viewed as rotatable 3D models, a capability that debuted in King’s Quest VII. Indeed, Phantasmagoria‘s environments were all built using 3D-modeling software rather than being hand-drawn pixel art. This is the only way Sierra could possibly have included more than 1000 different views in the game, as their marketers proudly told anyone who would listen; the typical old-style Sierra adventure had less than 100. But the new approach didn’t lead to increased environmental interactivity — rather the opposite, I’m afraid.

Adrienne with psycho-hubby Don. Both wear the same clothes for all seven days of the game, a fact that has prompted much joking over the years. This was judged necessary so that the developers could mix and match video sequences as needed. The outfit that Adrienne wears is actually the one that Victoria Morsell, the actress who portrayed her, just happened to turn up in on the first day of filming. “By the time the filming for Phantasmagoria was complete,” wrote Sierra in their customer newsletter, “duct tape, patches, and prayers were all that held Tori’s pants together. She had worn them to the set every single day of the fifteen weeks of filming.”

One of Carno’s ingenious execution devices. Sierra had these props built by local Oakhurst craftsmen, prompting much discussion in the town about just what it was they were up to inside the building that housed their sound stage.

The real horrors of Phantasmagoria are Harriet and her son Cyrus, a pair of bumpkin ingrates who are meant to serve as comic relief. They’re exactly as unfunny as this screenshot looks.



But that, of course, is now. When it was released in the summer of 1995, accompanied by the most lavish marketing campaign Sierra had ever sprung for, Phantasmagoria was hailed as the necessary future of gaming — and not just by Sierra’s own marketers. All of the drawbacks of its technical approach, which would have still been present even with better writing, designing, acting, and directing, were overlooked by industry scribes eager to see the fusion of Silicon Valley and Hollywood. “For horror fans,” wrote Computer Gaming World, “Phantasmagoria is a signal event, one of the most powerful titles ever released in the genre, and easily the most single-mindedly horrific.” In a fit of exuberance, Roberta Williams let slip her dream of becoming “the Steven Spielberg of interactivity.” Thus she must have reveled most of all in the mainstream-press coverage. USA Today, Entertainment Weekly, and Billboard all gave the game positive reviews; “Hotly awaited and, well, just hot, Phantasmagoria lives up to the advance billing,” wrote the last. Notices like these easily made up for the refusal of some squeamish retailers, among them the national chain Comp USA, to stock the game at all.

Every article was sure to mention the game’s budget of fully $4 million, an absolutely astronomical sum by the standards of the time, and one which Sierra too trumpeted for all it was worth in their advertising. In truth, much of that money had gone into the building of the Oakhurst sound stage that Sierra planned to use for many more games, but no one was going to let such details get in the way of a headline about a $4 million computer game. Phantasmagoria became a massive hit; its sales soared past the magic mark of 1 million units and just kept right on going. It was a perfect game to take home with a shiny new computer, the perfect way to show your friends and neighbors what your new wundermachine could do. The window of time in which a game like this could have success on a scale like this was to prove sharply limited, but Phantasmagoria managed to slip through behind Sherlock Holmes Consulting Detective, The 7th Guest, and Myst just before said window slammed shut. It would prove the last such sparkling success among its peculiar species of game.

But what a success it was while it lasted. Phantasmagoria still stands as the best-selling game ever released by an independent Sierra. Small wonder that Ken and Roberta Williams both remember it so fondly today. Rather than a laughingstock, they remember Phantasmagoria as a mainstream-press darling and chart-topping hit, and love it for that. Thus Ken continues to describe it as “awesome,” while Roberta still names it as her favorite of all the games she made. It was all too easy in 1995 to believe that Phantasmagoria really was the future of gaming writ large.

The Oakhurst folks finished three other adventure games that year, with more mixed commercial results. Space Quest 6, which was made with a lot of the traditional Sierra style but without a lot of enthusiasm from upper management, validated the latter’s skepticism when it failed to sell all that well, signifying the end of that series. Torin’s Passage, a workmanlike fantasy adventure in the King’s Quest mold by Al Lowe of Leisure Suit Larry fame, was another mediocre performer, one whose reason for existing at all at this juncture was a little hard to determine. Finally, the second of the new generation of Sierra adventures, built like Phantasmagoria around filmed actors, was The Beast Within: A Gabriel Knight Mystery. I’ll return to it in my next article.

Yet Oakhurst was no longer the be all, end all of Sierra. In the new corporate order envisioned by Ken Williams and Mike Brochu, the adventure games that came out of Oakhurst were to be only a single piece of the overall Sierra puzzle. They planned to build an empire from Bellevue that would cover all of the bases in consumer-oriented software. Already over the course of the previous half-decade, Sierra had acquired the Oregon-based jack-of-all-trades games studio Dynamix, the Delaware-based educational-software specialist Bright Star, and the artsy French games studio Coktel Vision. Now, in the first year after Brochu’s hiring, they made no fewer than six more significant acquisitions: the Texas-based Arion Software, maker of the recipe-tracking package MasterCook; the Washington-based Green Thumb Software, maker of Land Designer and other tools for gardeners; the British Impressions Software, maker of a diverse lineup of strategy games; the Massachusetts-based Papyrus Design Group, a specialist in auto-racing simulations; the Washington-based Pixellite Group, the maker of Print Artist, a software package for creating signs and banners; and the Utah-based Headgate Studios, a specialist in golf simulations.

Of all the other products Sierra released in 1995, the one that came closest to matching Phantasmagoria‘s success came from good old reliable Dynamix. “I was in a high-level meeting,” remembers Dynamix’s founder Jeff Tunnell, “and the sales manager for all of Sierra said, ‘These fishing games are selling in Japan on the Nintendo.’ Everybody started laughing. But I said, ‘I’ll do one.'” Like Phantasmagoria, Trophy Bass was consciously designed for a different demographic than the typical computer game; it looked more at home on the shelves of Walmart than Electronics Boutique or Software Etc. It shocked everybody by outselling all other Sierra games in 1995, with the exception only of Roberta Williams’s big adventure, becoming in the process the best-selling game that Dynamix ever had or ever would make. Thanks to it, the later 1990s would see a flood of other fishing and hunting games, most of them executed with less love than Trophy Bass. Hardcore computer gamers scoffed at these simplistic knockoff titles and the supposed simple-minded rednecks who played them, but they sold and sold and sold.

Along with Phantasmagoria and other Sierra products like The Incredible MachineTrophy Bass provided proof positive that there were any number of new customer bases out there just waiting to be tapped, made up of people who were looking for something a bit less demanding of their time and energy than the typical computer game for the hardcore, with themes other than the nerdy staples of science fiction, fantasy, and military simulations. Whatever his faults and mistakes — you know, those ones which I haven’t hesitated to describe at copious length in these articles — Ken Williams realized earlier than most that these people were out there, and never stopped trying to reach them, even as he also navigated the computer-game market as it was currently constituted. For this, he deserves enormous credit.

As Sierra came out of 1995, he had good reason to feel pleased with himself. Revenues had nearly doubled over those of the previous year, to $158.1 million, and even all of the acquisitions couldn’t prevent the company from clearing over $16 million in profits. With Electronic Arts, the only publisher of consumer software with equal size and clout, now investing more and more heavily in console games, Sierra seemed to stand on the verge of complete dominance of the exploding marketplace for home-computer software. Ken’s longstanding dream of selling software to everyone was so close to fruition that he could taste it. And as for Roberta: her own dream of becoming the Steven Spielberg of interactivity seemed less and less far-fetched each day.

If you had told the pair that Roberta would never get the chance to make another point-and-click adventure game, or that the Oakhurst sound stage would be written off as a colossal blind alley and decommissioned within the next few years, or that neither of them would still be working for Sierra by that point, or that Sierra’s Oakhurst branch as a whole would be shuttered well before the millennium… well, they would presumably have been surprised, to say the least.

(Sources: the books Phantasmagoria: The Official Player’s Guide by Lorelei Shannon and Not All Fairy Tales Have Happy Endings: The Rise and Fall of Sierra On-Line by Ken Williams, Computer Gaming World of February 1995 and November 1995, Los Angeles Times of November 14 1995, Sierra’s customer newsletter InterAction of Fall 1994, Holiday 1994, Spring 1995, and Holiday 1995; press releases, annual reports, and other internal and external documents from the Sierra archive at the Strong Museum of Play. Video sources include a vintage making-of-Phantasmagoria video and Matt Chat 201. Other online sources include “How Sierra was Captured, Then Killed, by a Massive Accounting Fraud” by Duncan Fyfe at Vice, Sierra’s SEC filing for 1996, Anthony Larme’s Phantasmagoria fan site, the Adventure Classic Gaming interview with Roberta Williams, Ken Williams’s comments in a Sierra Gamers discussion of King’s Quest opening movies, and the current MasterCook website. And my thanks go to Corey Cole, who took the time to answer some questions about this period of Sierra’s history from his perspective as a developer there.)

 
 

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The Dig

As you would imagine, a lot of the things you can do in a comedy game just don’t work when trying to remain serious. You can’t cover up a bad puzzle with a funny line of self-referential dialog. Er, not that I ever did that. But anyway, it was also a challenge to maintain the tone and some semblance of a dramatic arc. Another challenge was cultural — we were trying to build this game in an environment where everyone else was building funny games, telling jokes, and being pretty outlandish. It was like trying to cram for a physics final during a dorm party. It would have been a lot easier to join the party.

— Sean Clark, fifth (and last) project lead on The Dig

On October 17, 1989, the senior staff of LucasArts[1]LucasArts was known as Lucasfilm Games until the summer of 1992. To avoid confusion, I use the name “LucasArts” throughout this article. assembled in the Main House of Skywalker Ranch for one of their regular planning meetings. In the course of proceedings, Noah Falstein, a designer and programmer who had been with the studio almost from the beginning, learned that he was to be given stewardship of an exciting new project called The Dig, born from an idea for an adventure game that had been presented to LucasArts by none other than Steven Spielberg. Soon after that bit of business was taken care of, remembers Falstein, “we felt the room start to shake — not too unusual, we’d been through many earthquakes in California — but then suddenly it got much stronger, and we started to hear someone scream, and some glass crash to the floor somewhere, and most of us dived under the mahogany conference table to ride it out.” It was the Loma Prieta Earthquake, which would kill 63 people, seriously injure another 400, and do untold amounts of property damage all around Northern California.

Perhaps Falstein and his colleagues should have taken it as an omen. The Dig would turn into a slow-motion fiasco that crushed experienced game developers under its weight with the same assiduity with which the earthquake collapsed Oakland’s Nimitz Freeway. When a finished version of the game finally appeared on store shelves in late 1995, one rather ungenerous question would be hard to avoid asking: it took you six years to make this?



In order to tell the full story of The Dig, the most famously troubled project in the history of LucasArts, we have to wind the clock back yet further: all the way back to the mid-1980s, when Steven Spielberg was flying high on the strength of blockbusters like Raiders of the Lost Ark and E.T.: The Extra-Terrestrial. During this period, many years before the advent of Prestige TV, Spielberg approached NBC with a proposal for a new anthology series named Amazing Stories, after the pulp magazine that had been such an incubator of printed science fiction in the 1930s and 1940s. He would direct the occasional episode himself, he promised, but would mostly just throw out outlines which could be turned into reality by other screenwriters and directors. Among those willing to direct episodes were some of the most respected filmmakers in Hollywood: people like Martin Scorsese, Irvin Kershner, Robert Zemeckis, and Clint Eastwood. Naturally, NBC was all over it; nowhere else on the television of the 1980s could you hope to see a roster of big-screen talent anything like that. The new series debuted with much hype on September 29, 1985.

But somehow it just never came together for Amazing Stories; right from the first episodes, the dominant reaction from both critics and the public was one of vague disappointment. Part of the problem was each episode’s running time of just half an hour, or 22 minutes once commercials and credits were factored in; there wasn’t much scope for story or character development in that paltry span of time. But another, even bigger problem was that what story and characters were there weren’t often all that interesting or original. Spielberg kept his promise to serve as the show’s idea man, personally providing the genesis of some 80 percent of the 45 episodes that were completed, but the outlines he tossed off were too often retreads of things that others had already done better. When he had an idea he really liked — such as the one about a group of miniature aliens who help the residents of an earthbound apartment block with their very earthbound problems — he tended to shop it elsewhere. The aforementioned idea, for example, led to the film Batteries Not Included.

The episode idea that would become the computer game The Dig after many torturous twists and turns was less original than that one. It involved a team of futuristic archaeologists digging in the ruins of what the audience would be led to assume was a lost alien civilization. Until, that is, the final shot set up the big reveal: the strange statue the archaeologists had been uncovering would be shown to be Mickey Mouse, while the enormous building behind it was the Sleeping Beauty Castle. They were digging at Disneyland, right here on Planet Earth!

The problem here was that we had seen all of this before, most notably at the end of Planet of the Apes, whose own climax had come when its own trio of astronauts stranded on its own apparently alien world had discovered the Statue of Liberty half-buried in the sand. Thus it was no great loss to posterity when this particular idea was judged too expensive for Amazing Stories to produce. But the core concept of archaeology in the future got stuck in Spielberg’s craw, to be trotted out again later in a very different context.

In the meantime, the show’s ratings were falling off quickly. As soon as the initial contract for two seasons had been fulfilled, Amazing Stories quietly disappeared from the airwaves. It became an object lesson that nothing is guaranteed in commercial media, not even Steven Spielberg’s Midas touch.

Fast-forward a couple of years, to when Spielberg was in the post-production phase of his latest cinematic blockbuster, Indiana Jones and the Last Crusade, which he was making in partnership with his good friend George Lucas. Noah Falstein of the latter’s very own games studio had been drafted to design an adventure game of the movie. Despite his lack of a games studio of his own, Spielberg was ironically far more personally interested in computer games than Lucas; he followed Falstein’s project quite closely, to the point of serving as a sort of unofficial beta tester. Even after the movie and game were released, Spielberg would ring up LucasArts from time to time to beg for hints for their other adventures, or sometimes just to shoot the breeze; he was clearly intrigued by the rapidly evolving world of interactive media. During one of these conversations, he said he had a concept whose origins dated back to Amazing Stories, one which he believed might work well as a game. And then he asked if he could bring it over to Skywalker Ranch. He didn’t have to ask twice.

The story that Spielberg outlined retained futuristic archaeology as its core motif, but wisely abandoned the clichéd reveal of Mickey Mouse. Instead the archaeologists would be on an actual alien planet, discovering impossibly advanced technology in what Spielberg conceived as an homage to the 1950s science-fiction classic Forbidden Planet. Over time, the individual archaeologists would come to distrust and eventually go to war with one another; this part of the plot hearkened back to another film that Spielberg loved, the classic Western The Treasure of the Sierra Madre. Over to you, Noah Falstein — after the unpleasant business of the earthquake was behind everybody, that is.

Noah Falstein

The offices of LucasArts were filled with young men who had grown up worshiping at the shrines of Star Wars and Indiana Jones, and who now found themselves in the completely unexpected position of going to work every day at Skywalker Ranch, surrounded by the memorabilia of their gods and sometimes by the deities themselves. Their stories of divine contact are always entertaining, not least for the way that they tend to sound more like a plot from one of Spielberg’s films than any plausible reality; surely ordinary middle-class kids in the real world don’t just stumble into a job working for the mastermind of Star Wars, do they? Well, it turns out that in some cases they do. Dave Grossman, an aspiring LucasArts game designer at the time, was present at a follow-up meeting with Spielberg that also included Lucas, Falstein, and game designer Ron Gilbert of Maniac Mansion and Monkey Island fame. His account so magnificently captures what it was like to be a starstruck youngster in those circumstances that I want to quote it in full here.

The Main House at Skywalker is a pretty swanky place, and the meeting is in a boardroom with a table the size of a railroad car, made of oak or mahogany or some other sort of expensive wood. I’m a fidgety young kid with clothes that come pre-wrinkled, and this room makes me feel about as out of place as a cigarette butt in a soufflé. I’m a little on edge just being in here.

Then George and Steven show up and we all say hello. Now, I’ve been playing it cool like it’s no big deal, and I know they’re just people who sneeze and drop forks like everybody else, but… it’s Lucas and Spielberg! These guys are famous and powerful and rich and, although they don’t act like any of those things, I’m totally intimidated. (I should mention that although I’ve been working for George for a year or so at this point, this is only the second time I’ve met him.) I realize I’m really fairly nervous now.

George and Steven chit-chat with each other for a little bit. They’ve been friends a long time and it shows. George seems particularly excited to tell Steven about his new car, an Acura I think – they’re not even available to the public yet, but he’s managed to get the first one off the boat, and it’s parked conspicuously right in front of the building.

Pretty soon they start talking about ideas for The Dig, and they are Rapid-Fire Machine Guns of Creativity. Clearly they do this a lot. It’s all very high-concept and all over the map, and I have no idea how we’re going to make any of it into a game, but that’s kind of what brainstorming sessions are all about. Ron and Noah offer up a few thoughts. I have a few myself, but somehow I don’t feel worthy enough to break in with them. So I sit and listen, and gradually my nervousness is joined by embarrassment that I’m not saying anything.

A snack has been provided for the gathering, some sort of crumbly carbohydrate item, corn bread, if I remember correctly. So I take a piece – I’m kind of hungry, and it gives me something to do with my hands. I take a bite. Normally, the food at Skywalker Ranch is absolutely amazing, but this particular corn bread has been made extra dry. Chalk dry. My mouth is already parched from being nervous, so it takes me a while before I’m able to swallow the bite, and as I chomp and smack at it I’m sure I’m making more noise than a dozen weasels in a paper bag, even though everyone pretends not to notice. There are drinks in the room, but they have been placed out of the way, approximately a quarter-mile from where we’re sitting, and I can’t get up to get one without disrupting everything, and I’m sure by now George and Steven are wondering why I’m in the meeting in the first place.

I want to abandon the corn bread, but it’s begun falling apart, and I can’t put it down on my tiny napkin without making a huge mess. So I eat the whole piece. It takes about twenty minutes. I myself am covered with tiny crumbs, but at least there aren’t any on the gorgeous table.

By now the stakes are quite high. Because I’ve been quiet so long, the mere fact of my speaking up will be a noteworthy event, and anything I say has to measure up to that noteworthiness. You can’t break a long silence with a throwaway comment, it has to be a weighty, breathtaking observation that causes each person in the room to re-examine himself in its light. While I’m waiting for a thought that good, more time goes by and raises the bar even higher. I spend the rest of the meeting in a state of near-total paralysis, trying to figure out how I can get out of the room without anyone noticing, or, better yet, how I can go back in time and arrange not to be there in the first place.

So, yes, I did technically get to meet Steven Spielberg face-to-face once while we were working on The Dig. I actually talked to him later on, when he called to get hints on one of our other games (I think it was Day of the Tentacle), which he was playing with his son. (One of the lesser-known perks of being a famous filmmaker is that you can talk directly to the game designers for hints instead of calling the hint line.) Nice guy.

The broader world of computer gaming’s reaction to Spielberg’s involvement in The Dig would parallel the behavior of Dave Grossman at this meeting. At the same time that some bold industry scribes were beginning to call games a more exciting medium than cinema, destined for even more popularity thanks to the special sauce of interactivity, the press that surrounded The Dig would point out with merciless clarity just how shallow their bravado was, how deep gaming’s inferiority complex really ran: Spielberg’s name was guaranteed to show up in the first paragraph of every advertisement, preview, or, eventually, review. “Steven Spielberg is deigning to show an interest in little old us!” ran the implicit message.

It must be said that the hype was somewhat out of proportion to his actual contribution. After providing the initial idea for the game — an idea that would be transformed beyond all recognition by the time the game was released — Spielberg continued to make himself available for occasional consultations; he met with Falstein and his colleagues for four brainstorming sessions, two of which also included his buddy George Lucas, over the course of about eighteen months. (Thanks no doubt to the prompting of his friend, Lucas’s own involvement with The Dig was as hands-on as he ever got with one of his games studio’s creations.) Yet it’s rather less clear whether these conversations were of much real, practical use to the developers down in the trenches. Neither Spielberg nor Lucas was, to state the obvious, a game designer, and thus they tended to focus on things that might yield watchable movies but were less helpful for making a playable game. Noah Falstein soon discovered that heading a project which involved two such high-profile figures was a less enviable role than he had envisioned it to be; he has since circumspectly described a project where “everyone wanted to put their two cents in, and that can be extremely hard to manage.”

In his quest for a game that could be implemented within the strictures of SCUMM, LucasArts’s in-house point-and-click adventure engine, Falstein whittled away at Spielberg’s idea of two teams of archaeologists who enter into open war with one another. His final design document, last updated on January 30, 1991, takes place in “the future, nearly 80 years since the McKillip Drive made faster-than-light travel a possibility, and only 50 years since the first star colonies were founded.” In another nod back to Spielberg’s old Amazing Stories outline that got the ball rolling, an unmanned probe has recently discovered an immense statue towering amidst other alien ruins on the surface of a heretofore unexplored planet; in a nod to the most famous poem by Percy Shelley, the planet has been named Ozymandias. Three humans have now come to Ozymandias to investigate the probe’s findings — but they’re no longer proper archaeologists, only opportunistic treasure hunters, led by a sketchy character named Major Tom (presumably a nod to David Bowie). The player can choose either of Major Tom’s two subordinates as her avatar.

A series of unfortunate events ensues shortly after the humans make their landing, over the course of which Major Tom is killed and their spaceship damaged beyond any obvious possibility of repair. The two survivors have an argument and go their separate ways, but in this version of the script theirs is a cold rather than a hot war. As the game goes on, the player discovers that a primitive race of aliens living amidst the ruins are in fact the descendants of far more advanced ancestors, who long ago destroyed their civilization and almost wiped out their entire species with internecine germ warfare. But, the player goes on to learn, there are survivors of both factions who fought the apocalyptic final war suspended in cryogenic sleep beneath the surface of the planet. Her ultimate goal becomes to awaken these survivors and negotiate a peace between them, both because it’s simply the right thing to do and because these aliens should have the knowledge and tools she needs to repair her damaged spaceship.

This image by Ken Macklin is one of the few pieces of concept art to have survived from Noah Falstein’s version of The Dig.

For better or for worse, this pared-down but still ambitious vision for The Dig never developed much beyond that final design document and a considerable amount of accompanying concept art. “There was a little bit of SCUMM programming done on one of the more interesting puzzles, but not much [more],” says Falstein. He was pulled off the project very early in 1991, assigned instead to help Hal Barwood with Indiana Jones and the Fate of Atlantis. And when this, his second Indiana Jones game, was finished, he was laid off despite a long and largely exemplary track record.

Meanwhile The Dig spent a year or more in limbo, until it was passed to Brian Moriarty, the writer and designer of three games for the 1980s text-adventure giant Infocom and of LucasArts’s own lovely, lyrical Loom. Of late, he’d been drafting a plan for a game based on The Young Indiana Jones Chronicles, the franchise’s slightly disappointing foray into television, but a lack of personal enthusiasm for the project had led to a frustrating lack of progress. Moriarty was known as one of the most “literary” of game designers by temperament; his old colleagues at Infocom had called him “Professor Moriarty,” more as a nod to his general disposition than to the milieu of Sherlock Holmes. And indeed, his Trinity is as close as Infocom ever got to publishing a work of high literature, while his Loom possesses almost an equally haunting beauty. Seeing himself with some justification as a genuine interactive auteur, he demanded total control of every aspect of The Dig as a condition of taking it on. Bowing to his stellar reputation, LucasArts’s management agreed.

Brian Moriarty

Much of what went on during the eighteen months that Moriarty spent working on The Dig remains obscure, but it plainly turned into a very troubled, acrimonious project. He got off on the wrong foot with many on his team by summarily binning Falstein’s vision — a vision which they had liked or even in some cases actively contributed to. Instead he devised an entirely new framing plot.

Rather than the far future, The Dig would now take place in 1998; in fact, its beginning would prominently feature the Atlantis, a Space Shuttle that was currently being flown by NASA. A massive asteroid is on a collision course with Earth. Humanity’s only hope is to meet it in space and plant a set of nuclear bombs on its surface. Once exploded, they will hopefully deflect the asteroid just enough to avoid the Earth. (The similarity with not one but two terrible 1998 movies is presumably coincidental.) You play Boston Low, the commander of the mission.

But carrying the mission out successfully and saving the Earth is only a prelude to the real plot. Once you have the leisure to explore the asteroid, you and your crew begin to discover a number of oddities about it, evidence that another form of intelligent being has been here before you. In the midst of your investigations, you set off a booby trap which whisks you and three other crew members light years away to a mysterious world littered with remnants of alien technology but bereft of any living specimens. Yet it’s certainly not bereft of danger: one crew member gets killed in gruesome fashion almost immediately when he bumbles into a rain of acid. Having thus established its bona fides as a serious story, a million light years away from the typical LucasArts cartoon comedy, the game now begins to show a closer resemblance to Falstein’s concept. You must explore this alien world, solve its puzzles, and ferret out the secrets of the civilization that once existed here if you ever hope to see Earth again. In doing so, you’re challenged not only by the environment itself but by bickering dissension in your own ranks.

This last element of the plot corresponded uncomfortably with the mood inside the project. LucasArts had now moved out of the idyllic environs of Skywalker Ranch and into a sprawling, anonymous office complex, where the designers and programmers working on The Dig found themselves in a completely separate building from the artists and administrators. Reading just slightly between the lines here, the root of the project’s troubles seems to have been a marked disconnect between the two buildings. Moriarty, who felt compelled to create meaningful, thematically ambitious games, became every accountant and project planner’s nightmare, piling on element after element, flying without a net (or a definitive design document). He imagined an interface where you would be able to carry ideas around with you like physical inventory items, a maze that would reconfigure itself every time you entered it, a Klein bottle your characters would pass through with strange metaphysical and audiovisual effects. To make all this happen, his programmers would need to create a whole new game engine of their own rather than relying on SCUMM. They named it StoryDroid.

A screenshot from Moriarty’s version of The Dig. Note the menu of verb icons at the bottom of the screen. These would disappear from later versions in favor of the more streamlined style of interface which LucasArts had begun to employ with Sam and Max Hit the Road.

There were some good days on Moriarty’s Dig, especially early on. Bill Tiller, an artist on the project, recalls their one in-person meeting with Steven Spielberg, in his office just behind the Universal Studios Theme Park. Moriarty brought a demo of the work-in-progress, along with a “portable” computer the size of a suitcase to run it. And he also brought a special treat for Spielberg, who continued to genuinely enjoy games in all the ways George Lucas didn’t. Tiller:

Brian brought an expansion disk for one of the aerial battle games Larry Holland was making. Spielberg was a big computer-game geek! He was waiting for this upgrade/mission expansion thing. He called his assistant in and just mentioned what it was. She immediately knew what he meant and said she’d send it home and tell someone to have it installed and running for him when he arrived. I decided at that moment I would have an assistant like that someday.

Anyway, when we were through we told him we had a few hours to kill and wondered what rides we should get on back at the theme park. He said the E.T. ride, since he helped design it. It was brand new at the time. His people said that he was really crazy about it and wanted to show it off to everyone. One of his assistants took us there on a back-lot golf cart. We didn’t have to get another taxi. We didn’t even have to stand in line! They took us straight to the ride and cut us in the line in front of everyone, like real V.I.P.s. Everyone had to stand back and watch, probably trying to figure out who we were. All I remember is Brian with the stupid giant suitcase going through the ride.

But the best part of the whole thing for me was [Spielberg’s] enthusiasm. He really likes games. This wasn’t work to him to have to hear us go on about The Dig.

Brian Moriarty’s version of The Dig was more violent than later versions, a quality which Steven Spielberg reportedly encouraged. Here an astronaut meets a gruesome end after being exposed to an alien acid rain.

But the bonhomie of the Universal Studios visit faded as the months wore on. Moriarty’s highfalutin aspirations began to strike others on the team — especially the artists who were trying to realize his ever-expanding vision — as prima-donna-ish; at the end of the day, after all, it was just a computer game they were making. “I used to tell Brian, when he got all excited about what people would think of our creation, that in ten years no one will even remember The Dig,” recalls Bill Eaken, the first head artist to work under him. He believes that Moriarty may even have imagined Spielberg giving him a screenwriting or directing job if The Dig sufficiently impressed him. Eaken:

I liked Brian. Brian is a smart and creative guy. I still have good memories of sitting in his office and just brainstorming. The sky was the limit. That’s how it should be. Those were good times. But I think as time went on he had stars in his eyes. I think he wanted to show Spielberg what he could do and it became too much pressure on him. After a while he just seemed to bog down under the pressure. When all the politics and Hollywood drama started to impede us, when it wasn’t even a Hollywood gig, I [got] temperamental.

The programming was a complete disaster. I had been working for several years at LucasArts at that time and had a very good feel for the programming. I taught programming in college, and though I wasn’t a programmer on any games, I understood programming enough to know something was amiss on The Dig. I went to one of my friends at the company who was a great programmer and told him my concerns. He went and tried to chat with the programmers about this or that to get a look at their code, but whenever he walked into the room they would shut off their monitors, things like that. What he could see confirmed my worries: the code was way too long, and mostly not working.

The project was “completely out of control and management wouldn’t listen to me about it,” Eaken claims today. So, he quit LucasArts, whereupon his role fell to his erstwhile second-in-command, the aforementioned Bill Tiller. The latter says that he “liked and disliked” Moriarty.

Brian was fun to talk with and was very energetic and was full of good ideas, but he and I started to rub each other the wrong way due to our disagreement over how the art should be done. I wanted the art organized in a tight budget and have it all planned out, just like in a typical animation production, and so did my boss, who mandated I push for an organized art schedule. Brian bristled at being restricted with his creativity. He felt that the creative process was hindered by art schedules and strict budgets. And he was right. But the days of just two or three people making a game were over, and the days of large productions and big budgets were dawning, and I feel Brian had a hard time adjusting to this new age.

Games were going through a transition at that time, from games done by a few programmers with little art, to becoming full-blown animated productions where the artists outnumber the programmers four to one. Add to the mix the enormous pressure of what a Spielberg/Lucas project should be like [and] internal jealousy about the hype, and you have a recipe for disaster.

He wanted to do as much of the game by himself as possible so that it was truly his vision, but I think he felt overwhelmed by the vastness of the game, which required so much graphics programming and asset creation. He was used to low-res graphics and a small intimate team of maybe four people or less. Then there is the pressure of doing the first Spielberg/Lucas game. I mean, come on! That is a tough, tough position for one guy to be in.

One of LucasArt’s longstanding traditions was the “pizza orgy,” in which everyone was invited to drop whatever they were doing, come to the main conference room, eat some pizza, and play a game that had reached a significant milestone in its development. The first Dig pizza orgy, which took place in the fall of 1993, was accompanied by an unusual amount of drama. As folks shuffled in to play the game for the very first time, they were told that Moriarty had quit that very morning.

We’re unlikely ever to know exactly what was going through Moriarty’s head at this juncture; he’s an intensely private individual, as it is of course his right to be, and is not at all given to baring his soul in public. What does seem clear, however, is that The Dig drained from him some fragile reservoir of heedless self-belief which every creative person needs in order to keep creating. Although he’s remained active in the games industry in various roles, those have tended to be managerial rather than creative; Brian Moriarty, one of the best pure writers ever to explore the potential of interactive narratives, never seriously attempted to write another one of them after The Dig. In an interview he did in 2006 for Jason Scott’s film Get Lamp, he mused vaguely during a pensive interlude that “I’m always looking for another Infocom. But sometimes I think we won’t give ourselves permission.” (Who precisely is the “we” here?) This statement may, I would suggest, reveal more than Moriarty intended, about more of his career than just his time at Infocom.

At any rate, Moriarty left LucasArts with one very unwieldy, confused, overambitious project to try to sort out. It struck someone there as wise to give The Dig to Hal Barwood, a former filmmaker himself who had been friends with Steven Spielberg for two decades. But Barwood proved less than enthusiastic about it — which was not terribly surprising in light of how badly The Dig had already derailed the careers of two of LucasArts’s other designers. Following one fluffy interview where he dutifully played up the involvement of Spielberg for all it was worth — “We’re doing our best to capture the essence of the experience he wants to create” — he finagled a way off the project.

At this point, the hot potato was passed to Dave Grossman, who had, as noted above, worked for a time with Noah Falstein on its first incarnation. “I was basically a hedge trimmer,” he says. “There was a general feeling, which I shared, that the design needed more work, and I was asked to fix it up while retaining as much as possible of what had been been done so far — starting over yet again would have been prohibitively expensive. So I went in with my editing scissors, snip snip snip, and held a lot of brainstorming meetings with the team to try to iron out the kinks.” But Grossman too found something better to do as quickly as possible, whereupon the game lay neglected for the better part of a year while much of Moriarty’s old team went to work on Tim Schafer’s Full Throttle: “a project that the company loved,” says Bill Tiller, drawing an implicit comparison with this other, unloved one.

In late 1994, The Dig was resurrected for the last time, being passed to Sean Clark, a long-serving LucasArts programmer who had moved up to become the producer and co-designer of Sam and Max Hit the Road, and who now saw becoming the man who finally shepherded this infamously vexed project to completion as a good way to continue his ascent. “My plan when I came in on the final incarnation was to take a game that was in production and finish it,” he says. “I didn’t get a lot of pressure or specific objectives from management. I think they were mainly interested in getting the project done so they could have a product plan that didn’t have The Dig listed on it.” Clark has admitted that, when he realized what a sorry state the game was actually in, he went to his bosses and recommended that they simply cancel it once and for all. “I got a lot of resistance, which surprised me,” he says. “It was hard to resist the potential [of having] a game out there with a name like Spielberg’s on it.” In a way, George Lucas was a bigger problem than Spielberg in this context: no one wanted to go to the boss of bosses at LucasArts and tell him they had just cancelled his close friend’s game.

Sean Clark with a hot slice. Pizza was a way of life at LucasArts, as at most games studios. Asked about the negative aspects of his job, one poor tester said that he was “getting really, really tired of pizza. I just can’t look at pizza anymore.”

So, Clark rolled up his sleeves and got to work instead. His first major decision was to ditch the half-finished StoryDroid engine and move the project back to SCUMM. He stuck to Brian Moriarty’s basic plot and characters, but excised without a trace of hesitation or regret anything that was too difficult to implement in SCUMM or too philosophically esoteric. His goal was not to create Art, not to stretch the boundaries of what adventure games could be, but just to get ‘er done. Bill Tiller and many others from the old team returned to the project with the same frame of reference. By now, LucasArts had moved offices yet again, to a chic new space where the programmers and artists could mingle: “Feedback was quick and all-encompassing,” says Tiller. If there still wasn’t a lot of love for the game in the air, there was at least a measure of esprit de corps. LucasArts even sprang for a couple more (reasonably) big names to add to The Dig‘s star-studded marque, hiring the science-fiction author Orson Scott Card, author of the much-admired Ender’s Game among other novels, to write the dialogue, and Robert Patrick, Arnold Schwarzenegger’s principal antagonist from Terminator 2, to head up the cast of voice actors. Remarkably in light of how long the project had gone on and how far it had strayed from his original vision, Steven Spielberg took several more meetings with the team. “He actually called me at home one evening as he was playing through a release candidate,” says Sean Clark. “He was all excited and having fun, but was frustrated because he had gotten stuck on a puzzle and needed a hint.”

Clark’s practicality and pragmatism won the day where the more rarefied visions of Falstein and Moriarty had failed: The Dig finally shipped just in time for the Christmas of 1995. LucasArts gave it the full-court press in terms of promotion, going so far as to call it their “highest-profile product yet.” They arranged for a licensed strategy guide, a novelization by the king of tie-in novelists Alan Dean Foster, an “audio drama” of his book, and even a CD version of Michael Land’s haunting soundtrack to be available within weeks of the game itself. And of course they hyped the Spielberg connection for all it was worth, despite the fact that the finished game betrayed only the slightest similarity to the proposal he had pitched six years before.

Composer Michael Land plays timpani for The Dig soundtrack. One can make a strong argument that his intensely atmospheric, almost avant-garde score is the best thing about the finished game. Much of it is built from heavily processed, sometimes even backwards-playing samples of Beethoven and Wagner. Sean Clark has described, accurately, how it sounds “strange and yet slightly familiar.”


But the reaction on the street proved somewhat less effusive than LucasArts might have wished. Reviews were surprisingly lukewarm, and gamers were less excited by the involvement of Steven Spielberg than the marketers had so confidently predicted. Bill Tiller feels that the Spielberg connection may have been more of a hindrance than a help in the end: “Spielberg’s name was a tough thing to have attached to this project because people have expectations associated with him. The general public thought this was going to be a live-action [and/or] 3D interactive movie, not an adventure game.” The game wasn’t a commercial disaster, but sold at less than a third the pace of Full Throttle, its immediate predecessor among LucasArts adventures. Within a few months, the marketers had moved on from their “highest-profile product yet” to redouble their focus on the Star Wars games that were accounting for more and more of LucasArts’s profits.

One can certainly chalk up some of the nonplussed reaction to The Dig to its rather comprehensive failure to match the public’s expectations of a LucasArts adventure game. In a catalog that consisted almost exclusively of cartoon comedies, it was a serious, even gloomy game. In a catalog of anarchically social, dialog-driven adventures that were seen by many gamers as the necessary antithesis to the sterile, solitary Myst-style adventure games that were now coming out by the handful, it forced you to spend most of its length all alone, solving mechanical puzzles that struck many as painfully reminiscent of Myst. Additionally, The Dig‘s graphics, although well-composed and well-drawn, reflected the extended saga of its creation; they ran in low-resolution VGA at a time when virtually the whole industry had moved to higher-resolution Super VGA, and they reflected as well the limitations of the paint programs and 3D-rendering software that had been used to create them, in many cases literally years before the game shipped. In the technology-obsessed gaming milieu of the mid-1990s, when flash meant a heck of a lot, such things could be ruinous to a new release’s prospects.

But today, we can presumably look past such concerns to the fundamentals of the game that lives underneath its surface technology. Unfortunately, The Dig proves far from a satisfying experience even on these terms.

An adventure game needs to be, if nothing else, reasonably good company, but The Dig fails this test. In an effort to create “dramatic” characters, it falls into the trap of merely making its leads unlikable. All of them are walking, talking clichés: the unflappable Chuck Yeager-type who’s in charge, the female overachiever with a chip on her shoulder who bickers with his every order, the arrogant German scientist who transforms into the villain of the piece. Orson Scott Card’s dialog is shockingly clunky, full of tired retreads of action-movie one-liners; one would never imagine that it comes from the pen of an award-winning novelist if it didn’t say so in the credits. And, even more unusually for LucasArts, the voice acting is little more inspired. All of which is to say that it comes as something of a relief when everyone else just goes away and leaves Boston Low alone to solve puzzles, although even then you still have to tolerate Robert Patrick’s portrayal of the stoic mission commander; he approaches an unknown alien civilization on the other side of the galaxy with all the enthusiasm of a gourmand with a full belly reading aloud from a McDonald’s menu.

Alas, one soon discovers that the puzzle design isn’t any better than the writing or acting. While the puzzles may have some of the flavor of Myst, they evince none of that game’s rigorous commitment to internal logic and environmental coherence. In contrast to the free exploration offered by Myst, The Dig turns out to be a quite rigidly linear game, with only a single path through its puzzles. Most of these require you just to poke at things rather than to truly enter into the logic of the world, meaning you frequently find yourself “solving” them without knowing how or why.

But this will definitely not happen in at least two grievous cases. At one point, you’re expected to piece together an alien skeleton from stray bones when you have no idea what said alien is even supposed to look like. And another puzzle, involving a cryptic alien control panel, is even more impossible to figure out absent hours of mind-numbing trial and error. “I had no clue that was such a hard puzzle,” says Bill Tiller. “We all thought it was simple. Boy, were we wrong.” And so we learn the ugly truth: despite the six years it spent in development, nobody ever tried to play The Dig cold before it was sent out the door. It was the second LucasArts game in a row of which this was true, indicative of a worrisome decline in quality control from a studio that had made a name for themselves by emphasizing good design.

At the end of The Dig, the resolution of the alien mystery is as banal as it is nonsensical, a 2001: A Space Odyssey with a lobotomy. It most definitely isn’t “an in-depth story in which the exploration of human emotion plays as important a role as the exploration of a game world,” as LucasArts breathlessly promised.

So, The Dig still manages to come across today as simultaneously overstuffed and threadbare. It broaches a lot of Big Ideas (a legacy of Falstein and Moriarty’s expansive visions), but few of them really go anywhere (a legacy of Grossman and Clark’s pragmatic trimming). It winds up just another extended exercise in object manipulation, but it doesn’t do even this particularly well. Although its audiovisuals can create an evocative atmosphere at times, even they come across too often as disjointed, being a hodgepodge of too many different technologies and aesthetics. Long experience has taught many of us to beware of creative expressions of any stripe that take too long to make and pass through too many hands in the process. The Dig only proves this rule: it’s no better than its tortured creation story makes you think it will be. Its neutered final version is put together competently, but not always well, and never with inspiration. And so it winds up being the one thing a game should never be: it’s just kind of… well, boring.

As regular readers of this site are doubtless well aware, I’m a big fan of LucasArts’s earlier adventures of the 1990s. The one complaint I’ve tended to ding them with is a certain failure of ambition — specifically, a failure to leave their designers’ wheelhouse of cartoon comedy. And yet The Dig, LucasArts’s one concerted attempt to break that mold, ironically winds up conveying the opposite message: that sometimes it’s best just to continue to do what you do best. The last of their charmingly pixelated “classic-look” adventure games, The Dig is sadly among the least satisfying of the lot, with a development history far more interesting than either its gameplay or its fiction. A number of people looked at it with stars in their eyes over the six years it remained on LucasArts’s list of ongoing projects, but it proved a stubbornly ill-starred proposition for all of them in the end.

(Sources: the book The Dig: Official Player’s Guide by Jo Ashburn; Computer Gaming World of March 1994, September 1994, September 1995, October 1995, December 1995, and February 1996; Starlog of October 1985; LucasArts’s customer newsletter The Adventurer of Spring 1993, Winter 1994, Summer 1994, Summer 1995, and Winter 1995. Online sources include Noah Falstein’s 2017 interview on Celebrity Interview, Falstein’s presentation on his history with Lucasfilm Games for Øredev 2017, the “secret history” of The Dig at International House of Mojo, the same site’s now-defunct Dig Museum,” ATMachine’s now-defunct pages on the game, Brian Moriarty’s 2006 interview for Adventure Classic Gaming, and Moriarty’s Loom postmortem at the 2015 Game Developers Conference. Finally, thank you to Jason Scott for sharing his full Get Lamp interview archives with me years ago.

The Dig is available for digital purchase on GOG.com.)

Footnotes

Footnotes
1 LucasArts was known as Lucasfilm Games until the summer of 1992. To avoid confusion, I use the name “LucasArts” throughout this article.
 

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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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