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Ten Great Adventure-Game Puzzles

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

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

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

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

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


1. Getting past the dragon in Adventure

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

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

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

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

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


2. Exploring the translucent maze in Enchanter

By Marc Blank and David Lebling, Infocom, 1983

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

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

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

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

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


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

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

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

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

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

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


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

By Douglas Adams and Steve Meretzky, Infocom, 1984

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

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

There is a satchel here.

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

Along one wall is a tall dispensing machine.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

By Steve Meretzky, Infocom, 1986

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

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

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

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

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

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

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

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


5. Escaping the pirate Lafond in Plundered Hearts

By Amy Briggs, Infocom, 1987

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

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

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

Lafond is leering, lip curled.

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

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

>drink wine
You empty the blue goblet of wine.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

>no
You shake your head, teeth clenched.

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

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

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

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

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

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

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

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

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

>z
Time passes...

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

>z
Time passes...


The butler's eyes are getting heavier.

>z
Time passes...

The butler collapses, head back, snoring loudly.

>s
You creep over the prostrate butler.

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

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


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

By Ron Gilbert, Lucasfilm Games, 1987

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

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

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

Bernard rings the doorbell.

Ed heads off to answer the door.

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

Dave searches Ed’s room.

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

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

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

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


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

By Lori Ann and Corey Cole, Sierra, 1989

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

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

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

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

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

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

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

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


8. Blunting the smith’s sword in Loom

By Brian Moriarty, Lucasfilm Games, 1990

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

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

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

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

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

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

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

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


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

By Ron Gilbert, Lucasfilm Games, 1990

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

 
 

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What’s the Matter with Covert Action?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 
 

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A Time of Endings, Part 2: Epyx

On a beautiful May day in 1987, Epyx held a party behind their offices to celebrate the completion of California Games, the fifth and latest in their hugely popular Games line of sports titles. To whatever extent their skills allowed, employees and their families tried to imitate the athletes portrayed in the new game, riding skateboards, throwing Frisbees, or kicking around a Hacky Sack. Meanwhile a professional BMX freestyler and a professional skateboarder did tricks to show them how it was really done. The partiers dressed in the most outrageous beachwear they could muster — typically for this hyper-competitive company, their outfits were judged for prizes — while the sound of the Beach Boys and the smell of grilling hamburgers and hotdogs filled the air. Folks from the other offices around Epyx’s came out to look on a little wistfully, doubtless wishing their company was as fun as this one. A good time was had by all, a memory made of one of those special golden days which come along from time to time to be carried along with us for the rest of our lives.

Although no one realized it at the time, that day marked the high-water point of Epyx. By 1990, their story would for all practical purposes be over, the company having gone from a leading light of its industry to a bankrupt shell at the speed of business.

In the spring of 1987, Epyx was the American games industry’s great survivor, the oldest company still standing this side of Atari and the one which had gone through the most changes over its long — by the standards of a very young industry, that is — lifespan. Epyx had been founded by John Connelly and Jon Freeman, a couple of tabletop role-players and wargaming grognards interested in computerizing their hobbies, way back in 1978 under the considerably less exciting name of Automated Simulations. They hit paydirt the following year with Temple of Apshai, the most popular CRPG of the genre’s primordial period. Automated Simulations did well for a while on the back of that game and a bevy of spinoffs and sequels created using the same engine, but after the arrival of the more advanced Wizardry and Ultima their cruder games found it difficult to compete. In 1983, a major management shakeup came to the moribund company at the behest of a consortium of investors, who put in charge the hard-driving Michael Katz, a veteran of the cutthroat business of toys. Katz acquired a company called Starpath, populated by young and highly skilled assembly-language programmers, to complete the transformation of the stodgy Automated Simulations into the commercially aggressive Epyx. In 1984, with the release of the huge hits Summer Games and Impossible Mission, the company’s new identity as purveyors of slick action-based entertainments for the Commodore 64, the most popular gaming platform of the time, was cemented. One Gilbert Freeman (no relation to Jon Freeman) replaced Katz as Epyx’s president and CEO shortly thereafter, but the successful template his predecessor had established remained unchanged right through 1987.

By 1987, however, Freeman was beginning to view his company’s future with some trepidation despite the commercial success they were still enjoying. The new California Games, destined for yet more commercial success though it was, was ironically emblematic of the long-term problems with Epyx’s current business model. California Games pushed the five-year-old Commodore 64’s audiovisual hardware farther than had any previous Epyx game — which is to say, given Epyx’s reputation as the absolute masters of Commodore 64 graphics and sound, farther than virtually any other game ever released for the platform, period. This was of course wonderful in terms of this particular game’s commercial prospects, but it carried with it the implicit question of what Epyx could do next, for even their most technically creative programmers were increasingly of the opinion that they were reaching an end point where they had used every possible trick and simply couldn’t find any new ways to dazzle. For a company so dependent on audiovisual dazzle as Epyx, this was a potentially deadly endgame.

Very much in tandem with the question of how much longer it would be possible to continue pushing the audiovisual envelope on the Commodore 64 ran concerns about the longevity of the platform in general. Jack Tramiel’s little computer for the masses had sold more and longer than anyone could ever have predicted, but the ride couldn’t go on forever. While Epyx released their games for other platforms as well, they remained as closely identified with the Commodore 64 as, say, Cinemaware was with the Commodore Amiga, with the 64 accounting for well over half of their sales most quarters. When that market finally took the dive many had been predicting for it for years now, where would that leave Epyx?

Dave Morse

It was for these big-picture reasons that Freeman brought a man with a reputation for big-picture vision onto Epyx’s board in January of 1987. All but unknown though he was to the general public, among those working in the field of home computers Dave Morse had the reputation of a veritable miracle worker. Just a few years before, he had found ways to let the brilliant engineering team at Amiga, Incorporated, create a computer as revolutionary in its way as the Apple Macintosh on a budget that would barely have paid Steve Jobs’s annual salary. And then, in a coup worthy of The Sting, he’d proceeded to fleece Atari of the prize and sail the ship of Amiga into the (comparatively) safe harbor of Commodore Business Machines. If, as Freeman was starting to suspect, it was going to become necessary to completely remake and remodel Epyx for a second time in the near future, Morse ought to be a darn good man to have on his team.

And indeed, Morse didn’t fail to impress at his first Epyx board meetings. In fact, he impressed so much that Freeman soon decided to cede much of his own power to him. He brought Morse on full-time as CEO to help run the company as an equal partner in May of 1987, the very month of the California Games cookout. But California Games on the Commodore 64 was the present, likely all too soon to be the past. For Freeman, Morse represented Epyx’s future.

Morse had a vision for that future that was as audacious as Freeman could possibly have wished. In the months before coming to Epyx, he had been talking a lot with RJ Mical and Dave Needle, two of his star engineers from Amiga, Incorporated, in the fields of software and hardware respectively. Specifically, they’d been discussing the prospects for a handheld videogame console. Handheld videogames of a sort had enjoyed a brief bloom of popularity in the very early 1980s, at the height of the first great videogame boom when anything that beeped or squawked was en vogue with the country’s youth. Those gadgets, however, had been single-purpose devices capable of playing only one game — and, because it was difficult to pack much oomph into such a small form factor, said game usually wasn’t all that compelling anyway. But chip design and fabrication had come a long way in the past five years or so. Mical and Needle believed that the time was ripe for a handheld device that would be a gaming platform in its own right, capable of playing many titles published on cartridges, just like the living-room-based consoles that had boomed and then busted so spectacularly in 1983. For that reason alone, Morse faced an uphill climb with the venture capitalists; this was still the pre-Nintendo era when the conventional wisdom held videogame consoles to be dead. Yet when he joined the Epyx board he found a very sympathetic ear for his scheme in none other than Epyx President Gilbert Freeman.

In fact, Freeman was so excited by the idea that he was willing to bet the company on it; thus Morse’s elevation to CEO. The plan was to continue to sell traditional computer games while Mical and Needle, both of whom Morse hired immediately after his own appointment, got down to the business of making what everybody hoped would be their second revolutionary machine of the decade. It would all happen in secret, while Morse dropped only the vaguest public hints that “it is important to be able to think in new directions.” This was by any measure a very new direction for Epyx. Unlike most game publishers, they weren’t totally inexperienced making hardware: a line of high-end joysticks, advertised as the perfect complement to their games, had done well for them. Still, it was a long way from making joysticks to making an entirely new game console in such a radically new form factor. They would have to lean very heavily on Morse’s two star engineers, who couldn’t help but notice a certain ironic convergence about their latest situation: Amiga, Incorporated, had also sold joysticks among other gaming peripherals in an effort to fund the development of the Amiga computer.

RJ Mical and Dave Needle in a very… disturbing picture. Really, perhaps it’s best if we don’t know any more about what’s going on here.

RJ Mical and Dave Needle were a pair of willfully eccentric peas in a pod; one journalist called them the Laurel and Hardy of Silicon Valley. While they had worked together at Amiga for quite some time by June of 1984, the two dated the real genesis of their bond to that relatively late date. When Amiga was showing their Lorraine prototype that month at the Summer Consumer Electronics Show in Chicago, they found themselves working together really closely for the first time, doing some jerry-rigging to get everything working for the demonstrations. They discovered that they understood each other in a way that “software guys” and “hardware guys” usually do not. “He was the first software guy I ever met,” remembered Needle in a joint 1989 interview, “who had more than an inkling of the real purpose of my work, which is building hardware platforms that you can launch software from.” “I could never get hardware guys to understand what I was doing,” interrupted Mical at this point in the same interview. “Dave couldn’t get software guys to understand what the guts could handle. We found ourselves a great match.” From that point forward, they were inseparable, as noted for their practical jokes and wacky antics as for their engineering brilliance. It was a true meeting of the minds, the funny bones, and, one might even say, the hearts. As illustrated by the exchange I’ve just quoted, they became the kind of friends who freely complete each other’s thoughts without pissing each other off.

The design they sketched for what they liked to call the “Potato” — for that was envisioned as its rough size and shape — bore much the same philosophical stamp as their work with Amiga. To keep the size and power consumption down, the Potato was to be built around the aged 8-bit 6502, the chip at the heart of the Commodore 64, rather than a newer CPU like the Amiga’s 68000. But, as in the Amiga, the chip at the Potato’s core was surrounded with custom hardware designed to alleviate as much of the processing burden as possible, including a blitter for fast animation and a four-channel sound chip that came complete with digital-to-analog converters for playing back sampled sounds and voices. (In the old Amiga tradition, the two custom chips were given the names “Suzy” and “Mikey.”) The 3.5-inch LCD display, with a palette of 4096 colors (the same as the Amiga) and a resolution of 160 X 102, was the most technologically cutting-edge and thus for many months the most problematic feature of the design; Epyx would wind up buying the technology to make it from the Japanese watchmaker Citizen, who had created it as the basis for a handheld television but had yet to use it in one of their own products. Still, perhaps the Potato’s most innovative and impressive feature of all was the port that let you link it up with your mates’ machines for multiplayer gaming. (Another visionary proposed feature was an accelerometer that would have let you play games by tilting the entire unit rather than manipulating the controls, but it would ultimately prove just too costly to include. Ditto a port to let you connect the Potato to your television.)

While few would question the raw talent of Mical and Needle and the small team they assembled to help them make the Potato, this sort of high-wire engineering is always expensive. Freeman and Morse estimated that they would need about two years and $4 million to bring the Potato from a sketch to a finished product ready to market in consumer-electronics stores. Investing this much in the project, it seemed to Freeman and Morse, should be manageable based on Epyx’s current revenue stream, and should be a very wise investment at that. Licking their chops over the anticipated worldwide mobile-gaming domination to come, they publicly declared that Epyx, whose total sales had amounted to $27 million in 1987, would be a $100 million company by 1990.

At first, everything went according to plan. Upon its release in the early summer of 1987, California Games became the hit everyone had been so confidently anticipating. Indeed, it sold more than 300,000 copies in its first nine months and then just kept on selling, becoming Epyx’s biggest hit ever. But after that nothing else ever went quite right for Epyx’s core business. Few inside or outside of the company could have guessed that California Games, Epyx’s biggest hit, would also mark the end of the company’s golden age.

From the time of their name change and associated remaking up through California Games, Epyx had been almost uniquely in touch with the teenage boys who bought the vast majority of Commodore 64 games. “We don’t simply invent games that we like and hope for the best,” said Morse, parroting Epyx’s official company line shortly after his arrival there. “Instead, we pay attention to current trends that are of interest to teenagers. It’s similar to consumer research carried out by other companies, except we’re aiming for a very specific group.” After California Games, though — in fact, even as Morse was making this statement — Epyx lost the plot of what had made the Games line so successful. Like an aging rock star grown fat and complacent, they decided to join the Establishment.

When they had come up with the idea of making Summer Games to capitalize on the 1984 Summer Olympics, Epyx had been in no position to pay for an official Olympic license, even had Atari not already scooped that up. Instead they winged it, producing what amounted to an Olympics with the serial numbers filed away. Summer Games had all the trappings — opening and closing ceremonies; torches; national anthems; medals of gold, silver, and bronze — alongside the Olympic events themselves. What very few players likely noticed, though, was that it had all these things without ever actually using the word “Olympics” or the famous (and zealously guarded) five-ring Olympic logo.

Far from being a detriment, the lack of an official license had a freeing effect on Epyx. Whilst hewing to the basic templates of the sports in question, they produced more rough-and-ready versions of same — more the way the teenage boys who dominated among their customers would have liked the events to be than the somewhat more staid Olympic realities. Even that original Summer Games, which looked itself a little staid and graphically crude in contrast to what would follow, found room for flashes of wit and whimsy. Players soon learned to delight in an athlete — hopefully not the one they were controlling — landing on her head after a gymnastics vault, or falling backward and cracking up spectacularly instead of clearing the pole vault. Atari, who had the official Olympic license, produced more respectful — read, boring — implementations of the Olympics that didn’t sell particularly well, while Summer Games blew up huge.

Seeing how positively their players responded to this sort of thing, Epyx pushed ever further into the realm of the fanciful in their later Games iterations. World Games and California Games, the fourth and fifth title in the line respectively, abandoned the Olympics conceit entirely in favor of gathering up a bunch of weird and wild sports that the designers just thought would be fun to try on a computer. In a final act of Olympics sacrilege, California Games even dropped the national anthems in favor of having you play for the likes of Ocean Pacific or Kawasaki. As California Games so amply demonstrated, the Games series as a whole had never had as much to do with the Olympics or even sports in general as it did with contemporary teenage culture.

But now Epyx saw another Olympics year fast approaching (during this period, the Winter and Summer Olympics were still held during the same year rather than being staggered two years apart as they are today) and decided to come full circle and then some, to make a pair of Games games shrouded in the legitimacy that the original Summer Games had lacked. Epyx, in other words, would become the 1988 Olympics’s version of Atari. In October of 1987, they signed a final contract of over 40 pages with the United States Olympic Committee (if ever a gold medal were to be awarded in legalese and bureaucratic nitpicking, the Olympic Games themselves would have to be prime contenders). Not only would Epyx have to pay a 10 percent royalty to the Olympic Committee for every copy of The Games: Winter Edition and The Games: Summer Edition that they sold, but the same Committee would have veto rights over every aspect of the finished product. Giving such authority to such a famously non-whimsical body inevitably spelled the death of the series’s heretofore trademark sense of whimsy. While working on the luge event a developer came up with the idea of sending the luger hurling out of the trough and into outer space after a major crash. The old Epyx would have been all over it with gusto. But no, said the stubbornly humorless Committee in their usual literal-minded fashion, lugers don’t ever exit the trough when they crash, they only spill over inside it, and that’s how the computer game has to be as well.

When The Games: Winter Edition appeared right on schedule along with the Winter Olympics themselves in February of 1988, it did very well out of the gate, just like any other Games game. Yet in time the word spread through the adolescent grapevine that this latest Games just wasn’t as much fun as the older ones. In addition to the stifling effect of the Olympic Committee’s bureaucracy, its development had been rushed; because of the need to release the Winter Edition to coincide with the real Winter Olympics, it had had to go from nothing to boxed finished product in just five months. The Summer Edition, which appeared later in the year to coincide with the Summer Olympics, was in some ways a better outing, what with Epyx having had a bit more time to work on it. But something was still missing. California Games, a title Epyx’s core teenage demographic loved for all the reasons they didn’t love the two stodgy new officially licensed Games, easily outsold both of them despite being in its second year on the market. That was, of course, good in its way. But would the same buyers turn out to buy the next big Games title in the wake of the betrayal so many of them had come to see the two most recent efforts to represent? It wasn’t clear that they would.

The disappointing reception of these latest Games, then, was a big cause of concern for Epyx as 1988 wore on. Their other major cause for worry was more generalized, more typical of their industry as a whole. As we’ve seen in an earlier article, 1988 was the year that the Nintendo Entertainment System went from being a gathering storm on the horizon to a full-blown cyclone sweeping across the American gaming landscape. Epyx was hardly alone among publishers in feeling the Nintendo’s effect, but they were all too well positioned to get the absolute worst of it. While they had, generally with mixed results, made occasional forays into other genres, the bulk of their sales since the name change had always come from their action-oriented games for the Commodore 64 — the industry’s low-end platform, one whose demographics skewed even younger than the norm. The sorts of teenage and pre-teen boys who had once played on the Commodore 64 were exactly the ones who now flocked to the Nintendo in droves. The Christmas of 1988 marked the tipping point; it was at this point that the Nintendo essentially destroyed the Commodore 64 as a viable platform. “Games can be done better on the 64 than on a Nintendo,” insisted Morse, but fewer and fewer people were buying his argument. By this point, many American publishers and developers had begun to come to Nintendo, hat in hand, asking for permission to publish on the platform, but this Epyx refused to do, being determined to hold out for their own handheld console.

It’s not as if the Commodore 64’s collapse entirely sneaked up on Epyx. As I noted earlier, Gilbert Freeman had been aware it might be in the offing even before he had hired Dave Morse as CEO. Over the course of 1987 and 1988, Epyx had set up a bulwark of sorts on the higher-end platforms with a so-called “Masters Collection” of more high-toned and cerebral titles, similar to the ones that were continuing to sell quite well for some other publishers despite the Nintendo onslaught. (The line included a submarine simulator, an elaborate CRPG, etc.) They also started a line of personal-creativity software similar to Electronic Arts’s “Deluxe” line, and began importing ever more European action games to sell as budget titles to low-end customers. All told, their total revenues for 1988 actually increased robustly over that of the year before, from $27 million to $36 million. Yet such figures can be deceiving. Because this total was generated from many more products, with all the extra expenses that implied, the ultimate arbiter of net profits on computer software plunged instead of rising commensurately. Other ventures were truly misguided by any standard. Like a number of other publishers, Epyx launched forays into the interactive VCR-based systems that were briefly all the rage as substitutes for Philips’s long-promised but still undelivered CD-I system. They might as well have just set fire to that money. The Epyx of earlier years had had a recognizable identity, which the Epyx of 1988 had somehow lost. There was no thematic glue binding their latest products together.

RJ Mical with a work-in-progress version of the Handy.

Meanwhile Epyx was investing hugely in games for the Potato — investing just about as much money in Potato software, in fact, as they were pouring into the hardware. Accounts of just how much the Potato’s development ended up costing Epyx vary, ranging from $4 million to $8 million and up. I suspect that, when viewed in terms of both hardware and software development, the figure quite likely skews into the double digits.

Whatever the exact numbers, as the curtain came up on 1989 Dave Morse, RJ Mical, and Dave Needle found themselves in a position all too familiar from the old days with Amiga, Incorporated. They had another nascent revolution in silicon in the form of the Potato, which had reached the prototype stage and was to be publicly known as the Epyx Handy. Yet their company’s finances were hopelessly askew. If the Handy was to become an actual product, it looked like Morse would need to pull off another miracle.

So, he did what he had done for the Amiga Lorraine. In a tiny private auditorium behind Epyx’s public booth at the January 1989 Winter Consumer Electronics Show, the inventors of the Handy showed it off to a select group of representatives from other companies, all of whom were required to sign a strict non-disclosure agreement before seeing what was still officially a top-secret project, even though rumors of the Handy’s existence had been spreading like wildfire for months now. The objective was to find a partner to help manufacture and market the Handy — or, perhaps better, a buyer for the entire troubled company. Nintendo had a look, but passed; they had a handheld console of their own in the works which would emerge later in the year as the Nintendo Game Boy. Sega also passed. In fact, just about everyone passed, as they had on the Amiga Lorraine, until Morse was left with just one suitor. And, incredibly, it was the very same suitor as last time: Atari. Déjà vu all over again.

On the positive side, this Atari was a very different company from the 800-pound gorilla that had tried to seize the Lorraine and carve it up into its component parts five years before. On the negative, this Atari was run by Jack Tramiel, Mr. “Business is War” himself, the man who had tied up Commodore in court for years after Atari’s would-be acquisition of the Amiga Lorraine had become Commodore’s. From Tramiel’s perspective, getting a stake in a potential winner like the Handy made a lot of sense; his Atari really didn’t have that much going for it at all at that point beyond a fairly robust market for their ST line in Europe and an ongoing trickle of nostalgia-fueled sales of their vintage game consoles in North America. Atari had missed out almost entirely on the great second wave of videogame consoles, losing the market they had once owned to Nintendo and Sega. If mobile gaming was destined to be the next big thing, this was the perfect way to get into that space without having to invest money Atari didn’t have into research and development.

For his part, Morse certainly knew even as he pulled the trigger on the deal that he was getting into bed with the most devious man in consumer electronics, but he didn’t see that he had much choice. He could only shoot from the hip, as he had five years before, and hope it would all work out in the end. The deal he struck from a position of extreme weakness — nobody could smell blood in the water quite like Jack Tramiel — would see the Handy become an Atari product in the eyes of the marketplace. Atari would buy the Handy hardware design from Epyx, put their logo on it, and would take over responsibility for its manufacturing, distribution, and marketing. Epyx would remain the “software partner” only, responsible for delivering an initial suite of launch titles and a steady stream of desirable games thereafter. No one at Epyx was thrilled at the prospect of giving away their baby this way, but, again, the situation was what it was.

At this point in our history, it becomes my sad duty as your historian to acknowledge that I simply don’t know precisely what went down next between Atari and Epyx. The source I’ve been able to find that dates closest to the events in question is the “Roomers” column of the December 1989 issue of the magazine Amazing Computing. According to it, the deal was structured at Tramiel’s demand as a series of ongoing milestone payments from Atari to Epyx as the latter met their obligations to deliver to the former the finished Handy in production-ready form. Epyx, the column claims, was unable to deliver the cable used for linking two Handys together for play in the time frame specified in the contract, whereupon Atari cancelled a desperately needed $2 million payment as well as all the ones that were to follow. The Handy, Atari said, was now theirs thanks to Epyx’s breach of contract; Epyx would just have to wait for the royalties on the Handy games they were still under contract to deliver to get more money out of Atari. In no condition to engage Atari in a protracted legal battle, Epyx felt they had no choice but to concede and continue to play along with the company that had just stolen their proudest achievement from them.

Dave Needle, who admittedly had plenty of axes to grind with Atari, told a slight variation of this tale many years later, saying that the crisis hinged on Epyx’s software rather than hardware efforts. It seems that Epyx had sixty days to fix any bugs that were discovered after the initial delivery of each game to Atari. But, according to Needle, “Atari routinely waited until the end of the time period to comment on the Epyx fixes. There was then inadequate time for Epyx to make the fixes.” Within a few months of inking the deal, Atari used a petty violation like this to withhold payment from Epyx, who, of course, needed that money now. At last, Atari offered them a classic Jack Tramiel ultimatum: accept one more lump-sum payout — Needle didn’t reveal the amount — or die on the vine.

A music programmer who went by the name of “Lx Rudis” is perhaps the closest thing to an unbiased source we can hope to find; he worked for Epyx while the Handy was under development, then accepted a job with Atari, where he says he was “close” with Jack Tramiel’s sons Sam and Leonard, both of whom played important roles within their father’s company. “The terms [of the contract] were quite strict,” he says. “Epyx was unable to meet all points, and Atari was able to withhold a desperately needed milestone payment. In the chaos that ensued, everyone got laid off and I guess Atari’s lawyers and Epyx’s lawyers worked out a ‘compromise’ where Atari got the Handy.”

No smoking gun in the form of any actual paperwork has ever surfaced to my knowledge, leaving us with only anecdotal accounts like these from people who weren’t the ones signing the contracts and making the deals. What we do know is that Epyx by the end of 1989 was bankrupt, while Atari owned the Handy outright — or at least acted as if they did. Although it’s possible that Tramiel was guilty of nothing more than driving a hard bargain, his well-earned reputation as a dirty dealer does make it rather difficult to give him the benefit of too much doubt. Certainly lots of people at Epyx were left feeling very ill-served indeed. Dave Morse had tried to tweak the tiger’s tail a second time, and this time he had gotten mauled. As should have been part of the core curriculum at every business school by this point: don’t sign any deal, ever, with Jack Tramiel.

Dave Morse, RJ Mical and Dave Needle walked away from the whole affair disgusted and disillusioned, having seen their baby kidnapped by the man they had come to regard as Evil incarnated in an ill-fitting pinstriped suit. Their one bitter consolation was that the Handy development system they’d built could run only on an Amiga. Thus Atari would have to buy dozens of specimens of the arch-rival platform for internal use, and suffer the indignity of telling their development licensees that they too would need to buy Amigas to make their games. It wasn’t much, but, hey, at least it was something to hold onto.

The erstwhile Epyx Handy made its public debut at the Summer Consumer Electronics Show in June of 1989 as the Atari Portable Entertainment System. But when someone pointed out that that name would inevitably get abbreviated to “APES,” Atari moved on from it, finally settling on the name of “Lynx,” a sly reference to the ability to link the machines together via cable for multiplayer action. Thus christened, the handheld console shipped on September 1, 1989. Recent unpleasantness aside, Mical and Needle had good cause to be proud of their work. One far-seeing Atari executive said that the Lynx had the potential to become a revolutionary hit on the level of the Sony Walkman of 1979, the product which largely created the idea of personal portable electronics as we think of them today. Now it was up to Atari to realize that potential.

The Nintendo Game Boy and the Atari Lynx

That part of the equation, alas, didn’t go as well as Atari had hoped. Just one month before the Lynx, Nintendo of America had released the Game Boy, their own handheld console. Purely as a piece of kit, the black-and-white-only Game Boy wasn’t a patch on the Lynx. But then, Nintendo has always thrived by transcending technical specifications, and the Game Boy proved no exception to that rule. Like all of their products, it was laser-targeted to the needs and desires of the burgeoning Generation Nintendo, with a price tag of just $90, battery life long enough to get you through an entire school week of illicit playing under the desk, a size small enough to slip into a coat pocket, and a selection of well-honed launch games designed to maximize its strengths. Best of all, every Game Boy came bundled with a copy of Tetris, an insanely addictive little puzzle game that became a veritable worldwide obsession, the urtext of casual mobile gaming as we’ve come to know it today; many a child’s shiny new Game Boy ended up being monopolized by a Tetris-addled parent.

The Lynx, by contrast, was twice as expensive as the Game Boy, ate its AA batteries at a prodigious rate, was bigger and chunkier than the Game Boy, and offered just three less-than-stellar games to buy beyond the rather brilliant Epyx port of California Games that came included in the box. Weirdly, its overall fit and finish also lagged far behind the cheap but rugged little Game Boy. Atari struggled mightily to find suppliers who could deliver the Lynx’s components on time and on budget with acceptable quality control. According to RJ Mical — again, not the most unbiased of sources — this was largely a case of Jack Tramiel’s chickens coming home to roost. “The new ownership of the Lynx had really bad reputations with hardware manufacturers in Asia and with software developers all over the world,” says Mical. “Suddenly all those sweet deals we’d made for low-cost parts for the Lynx dried up on them. They’d be like, ‘We remember you from five years ago. Guess what — the price just doubled!'” Mical claims that a “magnificent library” of Lynx games, the result of many deals Epyx had made with outside developers, fell by the wayside as soon as the developers in question learned that they’d have to deal from now on with Jack Tramiel instead of Dave Morse.

California Games on the Lynx’s (tiny) screen.

In the face of these disadvantages, the Lynx wasn’t the complete failure one could so easily imagine it becoming. It remained in production for more than five years, over the course of which it sold nearly 3 million units to buyers who wanted a little more from their mobile games than what the Game Boy could offer. By most measures, the Atari Lynx was a fairly successful product. It suffers only by comparison with the Game Boy, which spent an astonishing total of almost fifteen years in production and sold an even more astonishing 118.69 million units, becoming in the process Nintendo’s biggest single success story of all; in the end, Nintendo sold nearly twice as many Game Boys as they did of the original Nintendo Entertainment System that had done such a number on Epyx’s software business. So, a handheld game console did become worthy of mention in the same breath as the Sony Walkman, but it wasn’t the Atari Lynx; it was the Nintendo Game Boy.

Needless to say, Dave Morse’s old plan to make Epyx a $100 million company by 1990 didn’t come to fruition. In addition to all their travails with Atari, the Commodore 64 market, the old heart of their strength, had imploded like a pricked balloon. After peaking at 145 employees in 1988, when work on the Handy as well as games for it was buzzing, frantic layoffs brought Epyx’s total down to less than 20 by the end of 1989, at which point the firm, vowing to soldier on in spite of it all, went through a Chapter 11 bankruptcy. Just to add insult to the mortal injury Jack Tramiel had done them, they came out of the bankruptcy still under contract to deliver games for the Lynx. Indeed, doing so offered their only realistic hope of survival, slim though it was, and so they told the world they were through developing for computers and turned what meager resources they had left entirely to the Lynx. They wouldn’t even be a publisher in their own right anymore, relying instead on Atari to sell and distribute their games for them. Tramiel had, as the kids say today, thoroughly pwned them.

This zombie version of Epyx shambled on for a disconcertingly long time, plotting always for ways to become relevant to someone again without ever quite managing it. It finally lay down for the last time in 1993, when the remnants of the company were bought up by Bridgestone Media Group, a Christian advocacy organization with ties to one of Epyx’s few remaining employees. By this time, the real “end of the Epyx era,” as Computer Gaming World editor Johnny Wilson put it, had come long ago. In 1993, the name “Epyx” felt as much like an anachronism as the Commodore 64.

What, then, shall we say in closing about Epyx? If Cinemaware, the subject of my last article, was the prototypical Amiga developer, Epyx has a solid claim to the same title in the case of the Commodore 64. As with Cinemaware, manifold and multifarious mistakes were made at Epyx that led directly to the company’s death, mistakes so obvious in hindsight that there seems little point in belaboring them any further here. (Don’t try to design, manufacture, and launch an entirely new gaming platform if you don’t have deep pockets and a rock-solid revenue stream, kids!) They bit off far more than they could chew with the Handy. Combined with their failure to create a coherent identity for themselves in the post-Commodore 64 computer-games industry, it spelled their undoing.

And yet, earnest autopsying aside, when all is said and done it does feel somehow appropriate that Epyx should have for all intents and purposes died along with their favored platform. For a generation of teenage boys, the Epyx years were those between 1984 and 1988, corresponding with the four or five dominant years which the Commodore 64 enjoyed as the most popular gaming platform in North America. It seems safe to say that as long as any of that generation remain on the planet, the name of Epyx will always bring back memories of halcyon summer days of yore spent gathered with mates around the television, joysticks in hand. Summer Games indeed.

(Sources: Questbusters of November 1989; ACE of May 1990; Retro Gamer 18 and 129; Commodore Magazine of July 1988 and August 1989; Small Business Report of February 1988; San Francisco Business Times of July 25 1988; Amazing Computing of June 1988, November 1988, March 1989, April 1989, June 1989, August 1989, November 1989, December 1989, January 1990, and February 1990; Info of November/December 1989; Games Machine of March 1989 and January 1990; Compute!’s Gazette of April 1988; Compute! of November 1987 and September 1988; Computer Gaming World of November 1989, December 1989, and November 1991; Electronic Gaming Monthly of September 1989. Online sources include articles on US Gamer, Now Gamer, Wired, and The Atari Times. My huge thanks to Alex Smith, who shared his take on Epyx’s collapse with me along with some of the sources listed above.)

 
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Posted by on December 22, 2016 in Digital Antiquaria, Interactive Fiction

 

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Wasteland

Wasteland

We can mark the formal beginning of the Wasteland project to the day in December of 1985 when Brian Fargo, head of Interplay, flew out to Arizona with his employee Alan Pavlish to meet with Michael Stackpole. If all went well at the meeting, Pavlish was to join Stackpole and Ken St. Andre as the third member of the core trio who would guide the game to release. His role, however, would be very different from that of his two colleagues.

A hotshot programmer’s programmer, Pavlish, though barely twenty years old, had been kicking around the industry for several years already. Before Interplay existed, he’d done freelance work on Commodore VIC-20 games for their earlier incarnation as Boone Corporation, and done ports of games like Murder on the Zinderneuf to the Apple II and Commodore 64 for another little company called Designer Software. When Pavlish came to work for Interplay full-time, Fargo had first assigned him to similar work: he had ported the non-Interplay game Hacker to the Apple II for Activision. (In those pre-Bard’s Tale days, Fargo was still forced to accept such unglamorous work to make ends meet.) But Fargo had huge respect for Pavlish’s abilities. When the Wasteland idea started to take off while his usual go-to programming ace Bill Heineman [1]Bill Heineman now lives as Rebecca Heineman. As per my usual editorial policy on these matters, I refer to her as “he” and by her original name only to avoid historical anachronisms and to stay true to the context of the times. was still swamped with the Bard’s Tale games and Interplay’s line of illustrated text adventures, Fargo didn’t hesitate to throw Pavlish in at the deep end: he planned to make him responsible for bringing the huge idea that was Wasteland to life on the little 64 K 8-bit Apple II and Commodore 64.

However, when Fargo and Pavlish got out of their airplane that day it was far from certain that there would be a Wasteland project for Pavlish to work on at all. In contrast to St. Andre, Stackpole was decidedly skeptical, and for very understandable reasons. His experiences with computer-game development to date hadn’t been happy ones. Over the past several years, he’d been recruited to three different projects and put considerable work into each, only to see each come to naught in one way or another. Thanks largely to the influence of Paul Jaquays, [2]Paul Jaquays now lives as Jennell Jaquays. another tabletop veteran who headed Coleco’s videogame-design group during the first half of the 1980s, he’d worked on two games for the Coleco Adam, a would-be challenger in the home-computer wars. The more intriguing of the two, a Tunnels & Trolls adaptation, got cancelled before release. The other, an adaptation of the film 2010: Odyssey Two, was released only after the Adam had flopped miserably and been written off by Coleco; you can imagine how well that game sold. He’d then accepted a commission from science-fiction author cum game developer Fred Saberhagen to design a computer game that took place in the world of the latter’s Book of Swords trilogy. (Stackpole had already worked with Flying Buffalo on a board game set in the world of Saberhagen’s Berserker series.) The computerized Book of Swords had gone into stasis when it became clear that Berserker Works, the development company Saberhagen had founded, just didn’t have the resources to finish it.

So, yes, Stackpole needed some convincing to jump into the breach again with tiny Interplay, a company he’d never heard of. [3]Interestingly, Stackpole did have one connection to Interplay, through Bard’s Tale designer Michael Cranford. Cranford sent Flying Buffalo a Tunnels & Trolls solo adventure of his own devising around 1983. Stackpole thought it showed promise, but that it wasn’t quite there yet, so he sent it back with some suggestions for improvement and a promise to look at it again if Cranford followed through on them. But he never heard another word from him; presumably it was right about this time that Cranford got busy making The Bard’s Tale. Luckily for Interplay, he, Fargo, and Pavlish all got along like a house on fire on that December day. Fargo and Pavlish persuaded Stackpole that they shared — or at least were willing to accommodate — his own emerging vision for Wasteland, for a computer game that would be a game and a world first, a program second. Stackpole:

Programmers design beautiful programs, programs that work easily and simply; game designers design games that are fun to play. If a programmer has to make a choice between an elegant program and a fun game element, you’ll have an elegant program. You need a game designer there to say, “Forget how elegant the program is — we want this to make sense, we want it to be fun.”

I was at a symposium where there were about a dozen people. When asked to tell what we were doing, what I kept hearing over and over from programmer/game designers was something like “I’ve got this neat routine for packing graphics, so I’m going to do a fantasy role-playing game where I can use this routine.” Or a routine for something else, or “I’ve got a neat disk sort,” or this or that. And all of them were putting these into fantasy role-playing games. Not to denigrate their skills as programmers — but that’s sort of like saying, “Gee, I know something about petrochemicals, therefore I’m going to design a car that will run my gasoline.” Well, if you’re not a mechanical engineer, you don’t design cars. You can be the greatest chemist in the world, but you’ve got no business designing a car. I’d like to hope that Wasteland establishes that if you want a game, get game designers to work with programmers.

This vision, cutting as it does so much against the way that games were commonly made in the mid-1980s, would have much to do with both where the eventual finished Wasteland succeeds and where it falls down.

Ditto the game’s tabletop heritage. As had been Fargo’s plan from the beginning, Wasteland‘s rules would be a fairly faithful translation of Stackpole’s Mercenaries, Spies, and Private Eyes tabletop RPG, which was in turn built on the foundation of Ken St. Andre’s Tunnels & Trolls. A clear evolutionary line thus stretched from the work that St. Andre did back in 1975 to Wasteland more than a decade later. No CRPG to date had tried quite as earnestly as Wasteland would to bring the full tabletop experience to the computer.

You explore the world of Wasteland from a top-down perspective rather than the first-person view of The Bard's Tale. This screenshot and the ones that follow come from the slightly later MS-DOS port rather than the 8-bit original.

You explore the world of Wasteland from a top-down perspective instead of the first-person view of The Bard’s Tale. Note that this screenshot and the ones that follow come from the slightly later (and vastly more pleasant to play) MS-DOS port rather than the 8-bit original.

Early in the new year, Stackpole and St. Andre visited Interplay’s California offices for a week to get the process of making Wasteland rolling. St. Andre arrived with a plot already dreamed up. Drawing heavily from the recent ultra-violent action flick Red Dawn, it posited a world where mutually-assured destruction hadn’t proved so mutual after all: the Soviet Union had won the war, and was now occupying the United States. The player would control a group of American freedom fighters skulking around the farmlands of Iowa, trying to build a resistance network. St. Andre and Stackpole spent a month or more after their visit to California drawing maps of cornfields and trying to find ways to make an awful lot of farmers seem different from one another. (Some of this work can be seen in the Agricultural Center in the finished Wasteland.) But finally the pair had to accept the painful truth: the game they were designing was boring. “I said it will be the dullest game you ever saw,” remembers St. Andre, “because the Russians would be there in strength, and your characters start weak and can’t do anything but skulk and hide and slowly, slowly build up.”

St. Andre suggested moving the setting to the desert of the American Southwest, an area with which he, being born and raised in Arizona, was all too familiar. The region also had a certain thematic resonance, being intimately connected with the history of the atomic bomb. The player’s party might even visit Las Vegas, where folks had once sat on their balconies and watched the mushroom clouds bloom. St. Andre suggested nixing the Soviets as well, replacing them with “ravening monsters stalking through a radioactive wasteland, a few tattered humans struggling to survive against an overwhelming threat.” It meant chucking a fair amount of work, but Fargo agreed that it sounded too good to pass up. They might as well all get used to these sorts of false starts. Little would go smoothly or according to plan on this project.

After that first week at Interplay, St. Andre and Stackpole worked from home strictly in a design role, coming up with the plans for the game that were then left to Pavlish in California to implement in code — still an unusual way of working in the mid-1980s, when even many of the great designers, like Dan Bunten [4]In what must be a record for footnotes of this type, I have to also note that Dan Bunten later became Danielle Bunten Berry, and lived until her death in 1998 under that name. and Sid Meier, tended to also be great programmers. But St. Andre and Stackpole used their computers — a Commodore 64 in the case of the former, a battered old Osborne luggable in that of the latter — to do nothing more complex than run a word processor. Bundle after bundle of paper was shipped from Arizona to California, in the form of both computer printouts and reams of hand-drawn maps. St. Andre and Stackpole worked, in other words, largely the same way they would have had Wasteland been planned as a new tabletop adventure module.

Wasteland must be, however, one hell of a big adventure module. It soon became clear that the map-design process, entailing as it did the plotting of every single square with detailed descriptions of what it contained and what the party should be able to do there, was overwhelming the two. St. Andre:

I hadn’t thought a great deal about what was going to be in any of these places. I just had this nebulous story in my mind: our heroes will start in A, they’ll visit every worthwhile place on the map and eventually wind up in Z — and if they’re good enough, they’ll win the game. Certain things will be happening in different locations — monsters of different types, people who are hard to get along with, lots of comic references to life before the war. I figured that when the time came for me to design an area, the Indian Village, for example, I would sit down and figure out what would be in it and that would be it. Except that it started taking a long time. Every map had 1024 squares on it, and each one could do something. Even if I just drew all the buildings, I had to go back and say, “These are all square nine: wall, wall, wall, wall, wall. And if you bump into a wall you’ll get this message: ‘The Indians are laughing at you for walking into a wall.'” Whatever — a map that I thought I could toss off in one or two days was taking two weeks, and the project was falling further and further behind.

Fargo agreed to let St. Andre and Stackpole bring in their old Flying Buffalo buddies Liz Danforth and Dan Carver to do maps as well, and the design team just continued to grow from there. “The guys who were helping code the maps, correcting what we sent in, wanted to do some maps,” remembers Stackpole. “Everyone wanted to have his own map, his own thumbprint on the game.”

Even Fargo himself, who could never quite resist the urge to get his own hands dirty with the creations of this company he was supposed to be running from on high, begged for a map. “I want to do a map. Let me have Needles,” St. Andre remembers him saying. “So I said, ‘You’re the boss, Brian, you’ve got Needles.'” But eventually Fargo had to accept that he simply didn’t have the time to design a game and run a company, and the city of Needles fell to another Interplay employee named Bruce Balfour. In all, the Wasteland manual credits no fewer than eight people other than St. Andre and Stackpole with “scenario design.” Even Pavlish, in between trying to turn this deluge of paper into code, managed to make a map or two of his own.

Wasteland is one of the few computer games in history in which those who worked on the softer arts of writing and design outnumbered those who wrote the code and drew the pictures. The ratio isn’t even close: the Wasteland team included exactly one programmer (Pavlish) and one artist (Todd J. Camasta) to go with ten people who only contributed to the writing and design. One overlooked figure in the design process, who goes wholly uncredited in the game’s manual, was Joe Ybarra, Interplay’s liaison with their publisher Electronic Arts. As he did with so many other classic games, Ybarra offered tactful advice and generally did his gentle best to keep the game on course, even going so far as to fly out to Arizona to meet personally with St. Andre and Stackpole.

Those two found themselves spending as much time coordinating their small army of map designers as they did doing maps of their own. Stackpole:

Work fell into a normal pattern. Alan and I would work details out, I’d pass it down the line to the folks designing maps. If they had problems, they’d tell me, Alan and I would discuss things, and they’d get an answer. In this way the practical problems of scenario design directly influenced the game system and vice versa. Map designers even talked amongst themselves, sharing strategies and some of these became standard routines we all later used.

Stackpole wound up taking personal responsibility for the last third or so of the maps, where the open world begins funneling down toward the climax. St. Andre:

I’m fairly strong at making up stories, but not at inventing intricate puzzles. In the last analysis, I’m a hack-and-slash gamer with only a little thought and strategy thrown in. Interplay and Electronic Arts wanted lots of puzzles in the game. Mike, on the other hand, is much more devious, so I gave him the maps with difficult puzzles and I did the ones that involved walking around, talking to people, and shooting things.

The relationship between these two veteran tabletop designers and Pavlish, the man responsible for actually implementing all of their schemes, wasn’t always smooth. “We’d write up a map with all the things on it and then Alan would say, ‘I can’t do that,'” says St. Andre. There would then follow some fraught discussions, doubtless made still more fraught by amateur programmer St. Andre’s habit of declaring that he could easily implement what was being asked in BASIC on his Commodore 64. (Stackpole: “It’s like a duffer coming up to Arnold Palmer at an average golf course and saying, ‘What do you mean you can’t make that 20-foot putt? I can make a 20-foot putt on a miniature golf course.'”) One extended battle was over the question of grenades and other “area-effect” weapons: St. Andre and Stackpole wanted them, Pavlish said they were just too difficult to code and unnecessary anyway. Unsung hero Joe Ybarra solved that one by quietly lobbying Fargo to make sure they went in.

One aspect of Wasteland that really demonstrates St. Andre and Stackpole’s determination to divorce the design from the technology is the general absence of the usual numbers that programmers favor — i.e., the powers of two that fit so neatly into the limited memories of the Apple II and Commodore 64. Pavlish instinctively wanted to make the two types of pistols capable of holding 16 or 32 bullets. But St. Andre and Stackpole insisted that they hold 7 or 18, just like their real-world inspirations. As demonstrated by the 1024-square maps, the two did occasionally let Pavlish get away with the numbers he favored, but they mostly stuck to their guns (ha!). “It’s going to be inelegant in terms of space,” admits Stackpole, “but that’s reality.”

Logic like this drove Pavlish crazy, striving as he was to stuff an unprecedentedly complex world into an absurdly tiny space. Small wonder that there were occasional blowups. Slowly he learned to give every idea that came from the designers his very best try, and the designers learned to accept that not everything was possible. With that tacit agreement in place, the relationship improved. In the latter stages of the project, St. Andre and Stackpole came to understand the technology well enough to start providing their design specifications in code rather than text. “Then we could put in the multiple saving throws, the skill and attribute checks,” says St. Andre. “Everything we do in a [Tunnels & Trolls] solitaire dungeon suddenly pops up in the last few maps we did for Wasteland because Mike and I were doing the actual coding.”

When not working on the maps, St. Andre and Stackpole — especially the latter, who came more and more to the fore as time went on — were working on the paragraph book that would contain much of Wasteland‘s story and flavor text. The paragraph book wasn’t so much a new idea as a revival of a very old one. Back in 1979, Jon Freeman’s Temple of Apshai, one of the first CRPGs to arrive on microcomputers, had included a booklet of “room descriptions” laid out much like a Dungeons & Dragons adventure module. This approach was necessitated by the almost unbelievably constrained system for which Temple of Apshai was written: a Radio Shack TRS-80 with just 16 K of memory and cassette-based storage. Moving into the late 1980s, the twilight years of the 8-bit CRPG, designers were finding the likes of the Apple II and Commodore 64 as restrictive as Freeman had the TRS-80 for the simple reason that, while the former platforms may have had four times as much memory as the latter, CRPG design ambitions had grown by at least the same multiple. Moving text, a hugely expensive commodity in terms of 8-bit storage, back into an accompanying booklet was a natural remedy. Think of it as one final measure to wring just a little bit more out of the Apple II and Commodore 64, those two stalwart old warhorses that had already survived far longer than anyone had ever expected. And it didn’t hurt, of course, that a paragraph book made for great copy protection.

While the existence of a Wasteland paragraph book in itself doesn’t make the game unique, St. Andre and Stackpole were almost uniquely prepared to use theirs well, for both had lots of experience crafting Tunnels & Trolls solo adventures. They knew how to construct an interactive story out of little snippets of static text as well as just about anyone, and how to scramble it in such a way as to stymie the cheater who just starts reading straight through. Stackpole, following a tradition that began at Flying Buffalo, constructed for the booklet one of the more elaborate red herrings in gaming history, a whole alternate plot easily as convoluted as that in the game proper involving, of all things, a Martian invasion. All told, the Wasteland paragraph book would appear to have easily as many fake entries as real ones.

You fight some strange foes in Wasteland. Combat shifts back to something very reminiescent of The Bard's Tale, with the added tactical dimension of a map showing everyone's location that you can access by tapping the space bar.

For combat, the display shifts back to something very reminiscent of The Bard’s Tale, with the added tactical dimension of a map showing everyone’s location that you can access by tapping the space bar. And yes, you fight some strange foes in Wasteland

Wasteland‘s screen layout often resembles that of The Bard’s Tale, and one suspects that there has to be at least a little of the same code hidden under its hood. In the end, though, the resemblance is largely superficial. There’s just no comparison in terms of sophistication. While it’s not quite a game I can love — I’ll try to explain why momentarily — Wasteland does unquestionably represent the bleeding edge of CRPG design as of its 1988 release date. CRPGs on the Apple II and Commodore 64 in particular wouldn’t ever get more sophisticated than this. Given the constraints of those platforms, it’s honestly hard to imagine how they could.

Key to Wasteland‘s unprecedented sophistication is its menu of skills. Just like in Mercenaries, Spies, and Private Eyes, you can tailor each of the up to four characters in your party as you will, free from the restrictive class archetypes of Dungeons & Dragons (or for that matter Tunnels & Trolls). Skills range from the obviously useful (Clip Pistol, Pick Lock, Medic) to the downright esoteric (Metallurgy, Bureaucracy, Sleight of Hand). And of course career librarian St. Andre made sure that a Librarian skill was included, and of course made it vital to winning the game.

Also as in Mercenaries, Spies, and Private Eyes, a character’s chance of succeeding at just about anything is determined by adding her level in a relevant skill, if any, to a relevant core attribute. For example, to determine a character’s chance of climbing something using her Climb skill the game will also look to her Agility. The system allows a range of solutions to most of the problems you encounter. Say you come to a locked door. You might have a character with the Pick Lock skill try getting in that way. Failing that, a character with the Demolition skill and a little handy plastic explosives could try blasting her way in. Or a strong character might dispense with skills altogether and just try to bash the door down using her Strength attribute. Although a leveling mechanism does exist that lets you assign points to characters’ skills and attributes, skills also improve naturally with use, a mechanism not seen in any previous CRPG other than Dungeon Master (a game that’s otherwise about as different from Wasteland as a game can be and still be called a CRPG).

The skills system makes Wasteland a very different gameplay experience from Ultima V, its only real rival in terms of 8-bit CRPG sophistication at the time of its release. For all its impressive world-building, Ultima V remains bound to Richard Garriott’s standard breadcrumb-trail philosophy of design; beating it depends on ferreting out a long string of clues telling you exactly where to go and exactly what to do. Wasteland, by contrast, can be beaten many ways. If you can’t find the password the guard wants to let you past that locked gate, you can try an entirely different approach: shoot your way in, blow the gate open, pick the lock on the back door and sneak in. It’s perhaps the first CRPG ever that’s really willing to let you develop your own playing personality. You can approach it as essentially a post-apocalyptic Bard’s Tale, making a frontal assault on every map and trying to blow away every living creature you find there, without concerning yourself overmuch about whether it be good or evil, friend or foe. Or you can play it — relatively speaking — cerebrally, trying to use negotiations, stealth, and perhaps a little swindling to get what you need. Or you can be like most players and do a bit of both, as the mood and opportunity strikes you. It’s very difficult if not impossible to get yourself irretrievably stuck in Wasteland. There are always options, always possibilities. While it’s far less thematically ambitious than Ultima V —  unlike the Ultima games, Wasteland was never intended to be anything more or less than pure escapist entertainment — Wasteland‘s more flexible, player-friendly design pointed the way forward while Ultima V was still glancing back.

Indeed, a big part of the enduring appeal of Wasteland to those who love it is the sheer number of different ways to play it. Interplay picked up on this early, and built an unusual feature into the game: it’s possible to reset the entire world to its beginning state while keeping the same group of lovingly developed characters. Characters can advance to ridiculous heights if you do this enough, taking on some equally ridiculous “ranks”: “1st Class Fargo,” “Photon Stud,” etc., culminating in the ultimate achievement of the level 183 “Supreme Jerk.” This feature lets veteran players challenge themselves by, say, trying to complete the game with just one character, and gives an out to anyone who screws up her initial character creation too badly and finds herself overmatched; she can just start over again and replay the easy bits with the same party to hopefully gain enough experience to correct their failings. It takes some of the edge off one of the game’s most obvious design flaws: it’s all but impossible to know which skills are actually useful until you’ve made your way fairly deep into the game.

The very fact that re-playing Wasteland requires you to reset its world at all points to what a huge advance it represents over the likes of The Bard’s Tale. The first CRPG I know of that has a truly, comprehensively persistent world, one in which the state of absolutely everything is saved, is 1986’s Starflight (a game that admittedly is arguably not even a CRPG at all). But that game runs on a “big” machine in 1980s terms, an IBM PC or clone with at least 256 K of memory. Wasteland does it in 64 K, rewriting every single map on the fly as you play to reflect what you’ve done there. Level half of the town of Needles with explosives early in the game, and it will still be leveled when you return many days later. Contrast with The Bard’s Tale, which remembers nothing but the state of your characters when you exit one of its dungeon levels, which lets you fight the same big boss battles over and over and over again if you like. The persistence allows you the player to really affect the world of Wasteland in big-picture ways that were well-nigh unheard-of at the time of its release, as Brian Fargo notes:

Wasteland let you do anything you wanted in any order you wanted, and you could get ripple effects that might happen one minute later or thirty minutes later, a lot like [the much later] Grand Theft Auto series. The Ultima games were open, but things tended to be very compartmentalized, they didn’t ripple out like in Wasteland.

Wasteland is a stunning piece of programming, a resounding justification for all of the faith Fargo placed in the young Alan Pavlish. Immersed in the design rather than the technical end of things as they were — which is itself a tribute to Pavlish, whose own work allowed them to be — St. Andre and Stackpole may still not fully appreciate how amazing it is that Wasteland does what it does on the hardware it does it on.

All of which rather raises the question of why I don’t enjoy actually playing Wasteland a little more than I do. I do want to be careful here in trying to separate what feel like more objective faults from my personal issues with the game. In the interest of fairness and full disclosure, let me put the latter right out there first.

Put simply, the writing of Wasteland just isn’t to my taste. I get the tone that St. Andre and Stackpole are trying to achieve: one of over-the-top comic ultra-violence, like such contemporary teenage-boy cinematic favorites as the Evil Dead films. And they do a pretty good job of hitting that mark. Your characters don’t just hit their enemies in Wasteland, they “brutalize” them. When they die, enemies “explode like a blood sausage,” are “reduced to a thin red paste,” are “spun into a dance of death,” or are “reduced to ground round.” And then there’s some of the imagery, like the blood-splattered doctor in the infirmary.

Wasteland

The personal appeal you find in those quotes and that image, some of the most beloved among Wasteland‘s loyal fandom, says much about whether you’ll enjoy Wasteland as a whole. In his video review of the game, Matt Barton says that “you will be disgusted or find it hilarious.” Well, I must say that my own feelings rather contradict that dichotomy. I can’t quite manage to feel disgusted or outraged at this kind of stuff, especially since, in blessed contrast to so many later games, it’s almost all described rather than illustrated. I do, however, find the entire aesthetic unfunny and boring, whether it’s found in Wasteland or Duke Nukem. In general, I just don’t find humor that’s based on transgression rather than wit to be all that humorous.

I am me, you are you, and mileages certainly vary. Still, even if we take it on its own terms it seems to me that there are other problems with the writing. As CRPG Addict Chester Bolingbroke has noted, Wasteland can’t be much bothered with consistency or coherency. The nuclear apocalypse that led to the situation your characters find themselves in is described as having taken place in 1998, only ten years on from the date of Wasteland‘s release. Yet when the writers find it convenient they litter the game with absurdly advanced technology, from human clones to telepathic mind links. And the tone of the writing veers about as well, perhaps as a result of the sheer number of designers who contributed to the game. Most of the time Wasteland is content with the comic ultra-violence of The Evil Dead, but occasionally it suddenly reaches toward a jarring epic profundity it hasn’t earned. The main storyline, which doesn’t kick in in earnest until about halfway through the game, is so silly and nonsensical that few of even the most hardcore Wasteland fans remember much about it, no matter how many times they’ve played through it.

Wasteland‘s ropey plotting may be ironic in light of Stackpole’s later career as a novelist, but it isn’t a fatal flaw in itself. Games are not the sum of their stories; many a great game has a poor or nonexistent story to tell. To whatever extent it’s a triumph, Wasteland must be a triumph of game design rather than writing, one last hurrah for Michael Stackpole the designer before Michael Stackpole the novelist took over. The story, like the stories in many or most allegedly story-driven games, is just an excuse to explore Wasteland‘s possibility space.

And that possibility space is a very impressive one, for reasons I’ve tried to explain already. Yet it’s also undone, at least a bit, by some practical implementation issues. St. Andre and Stackpole’s determination to make an elegant game design rather than an elegant program comes back to bite them here. The things going on behind the scenes in Wasteland are often kind of miraculous in the context of their time, but those things are hidden behind a clunky and inelegant interface. In my book, a truly great game should feel almost effortless to control, but Wasteland feels anything but. Virtually every task requires multiple keystrokes and the navigation of a labyrinth of menus. It’s a far cry from even the old-school simplicity of Ultima‘s alphabet soup of single-keystroke commands, much less the intuitive ease of Dungeon Master‘s mouse-driven interface.

Some of Wasteland‘s more pernicious playability issues perhaps stem from an overly literal translation of the tabletop experience to the computer.  The magnificent simplicity of the Mercenaries, Spies, and Private Eyes system is much more clunky and frustrating on the computer. As you explore the maps, you’re expected to guess where a skill and/or attribute might be of use, then to try manually invoking it. If you’re not constantly thinking on this level, and always aware of just what skills every member of your party has that might apply, it’s very easy to miss things. For example, the very first map you’re likely to visit contains a mysterious machine. You’re expected to not just dismiss that as scenery, or to assume it’s something you’ll learn more about later, but rather to use someone’s Intelligence to learn that it’s a water purifier you might be able to fix. Meanwhile other squares on other maps contain similar descriptions that are just scenery. In a tabletop game, where there is a constant active repartee between referee and players, where everything in the world can be fully “implemented” thanks to the referee’s imagination, and where every player controls just one character whom she knows intimately instead of a whole party of four, the Mercenaries, Spies, and Private Eyes system works a treat. In Wasteland, it can feel like a tedious, mechanistic process of trial and error.

Other parts of Wasteland are equally heroic but arguably misguided attempts to translate things that are simple and intuitive on the tabletop but extremely difficult on the computer to the digital realm at all costs, full speed ahead and damn the torpedoes. There is, for instance, a convoluted and confusing process for splitting your party into separate groups that can be on entirely separate maps at the same time. It’s impressive in its way, and gives Wasteland claim to yet another first in CRPG history to boot, but one has to question whether the time and effort put into it might have been better spent making a cleaner, more playable computer game. Ditto the parser-based conversation engine that occasionally pops up. An obvious attempt to bring the sort of free-form conversations that are possible with a human referee to the computer, in practice it’s just a tedious game of guess-the-word that makes it far too easy to miss stuff. While I applaud the effort St. Andre and Stackpole and their colleagues at Interplay made to bring more complexity to the CRPG, the fact remains that computer games are not tabletop games, and vice versa.

And then there’s the combat. The Bard’s Tale is still lurking down at the foundation of Wasteland‘s combat engine, but Interplay did take some steps to make it more interesting. Unlike in The Bard’s Tale, the position of your party and their enemies are tracked on a graphical map during combat. In addition to the old Bard’s Tale menu of actions — “attack,” “defend,” etc. — you can move around to find cover, or for that matter charge up to some baddies and stave their heads in with your crowbars in lieu of guns.

Yet somehow combat still isn’t much fun. This groundbreaking and much beloved post-apocalyptic CRPG also serves as an ironic argument for why the vast majority of CRPG designers and players still favor fantasy settings. Something that feels important, maybe even essential, feels lost without the ability to cast spells. Not only do you lose the thrill of seeing a magic-using character level up and trying out a new slate of spells, but you also lose the strategic dimension of managing your mana reserves, a huge part of the challenge of the likes of Wizardry and The Bard’s Tale. In theory, the acquiring of ever more powerful guns and the need to manage your ammunition stores in Wasteland ought to take the place of spells and the mana reserves needed to cast them, but in practice it doesn’t quite work out like that. New guns just aren’t as interesting as new spells, especially considering that there really aren’t all that many of the former to be found in Wasteland. And you’re never very far from a store selling bullets, and you can carry so many with you anyway that it’s almost a moot point.

Most of all, there’s just too much fighting. One place where St. Andre and Stackpole regrettably didn’t depart from CRPG tradition was in their fondness for the wandering monster. Much of Wasteland is a dull slog through endless low-stakes battles with “leather jerks” and “ozoners,” an experience sadly divorced from the game’s more interesting and innovative aspects but one that ends up being at least as time-consuming.

For all these reasons, then, I’m a bit less high on Wasteland than many others. It strikes me as more historically important than a timeless classic, more interesting than playable. There’s of course no shame in that. We need games that push the envelope, and that’s something that Wasteland most assuredly did. The immense nostalgic regard in which it’s still held today says much about how amazing its innovations really were back in 1988.

As the gap between that year of Wasteland‘s release and Fargo, Pavlish, and Stackpole’s December 1985 meeting will attest, this was a game that was in development an insanely long time by the standards of the 1980s. And as you have probably guessed, it was never intended to take anything like this long. Interplay first talked publicly about the Wasteland project as early as the Summer Consumer Electronics Show in June of 1986, giving the impression it might be available as early as that Christmas. Instead it took fully two more years.

Thanks to Wasteland‘s long gestation, 1987 proved a very quiet year for the usually prolific Interplay. While ports of older titles continued to appear, the company released not a single original new game that year. The Bard’s Tale III, turned over to Bill Heineman following Michael Cranford’s decision to return to university, went into development early in 1987, but like Wasteland its gestation would stretch well into 1988. (Stackpole, who was apparently starting to like this computer-game development stuff, wrote the storyline and the text for The Bard’s Tale III to accompany Heineman’s design.) Thankfully, the first two Bard’s Tale games were continuing to sell very well, making Interplay’s momentary lack of productivity less of a problem than it might otherwise have been.

Shortly before Wasteland‘s belated release, St. Andre, Stackpole, and Pavlish, along with a grab bag of the others who had worked with them, headed out to the Sonoran Desert for a photo shoot. Everyone scoured the oddities in the backs of their closets and the local leather shops for their costumes, and a professional makeup team was recruited to help turn them all into warriors straight out of Mad Max. Bill Heineman, an avid gun collector, provided much of the weaponry they carried. The final picture, featured on the inside cover of Wasteland‘s package, has since become far more iconic than the art that appeared on its front, a fitting tribute to this unique team and their unique vision.

Some of the Wasteland team. Ken St. Andre, Michael A. Stackpole, Bill Dugan, Nishan Hossepian, Chris Christensen, Alan Pavlish, Bruce Schlickbernd.

Some of the Wasteland team. From left: Ken St. Andre, Michael Stackpole, Bill Dugan, Nishan Hossepian, Chris Christensen, Alan Pavlish, Bruce Schlickbernd.

Both Wasteland and The Bard’s Tale III were finished almost simultaneously after many months of separate labor. When Fargo informed Electronic Arts of the good news, they insisted on shipping the two overdue games within two months of each other — May of 1988 in the case of Wasteland, July in that of The Bard’s Tale III — over his strident objections. He had good grounds for concern: these two big new CRPGs were bound to appeal largely to the same group of players, and could hardly help but cannibalize one another’s sales. To Interplay, this small company that had gone so long without any new product at all, the decision felt not just unwise but downright dangerous to their future.

Fargo had been growing increasingly unhappy with Electronic Arts, feeling Interplay just wasn’t earning enough from their development contracts for the hit games they had made for their publisher. Now this move was the last straw. Wasteland and The Bard’s Tale III would be the last games Interplay would publish through Electronic Arts, as Fargo decided to carry out an idea he’d been mulling over for some time: to turn Interplay into a full-fledged publisher as well as developer, with their own name — and only their own name — on their game boxes.

Following a pattern that was already all too typical, The Bard’s Tale III — the more traditional game, the less innovative, and the sequel — became by far the better selling of the pairing. Wasteland didn’t flop, but it didn’t become an out-and-out hit either. Doubtless for this reason, neither Interplay nor Electronic Arts were willing to invest in the extensive porting to other platforms that marked the Bard’s Tale games. After the original Apple II and Commodore 64 releases, the only Wasteland port was an MS-DOS version that appeared nine months later, in March of 1989. Programmed by Interplay’s Michael Quarles, it sports modestly improved graphics and an interface that makes halfhearted use of a mouse. While most original players of Wasteland knew it in its 8-bit incarnations, it’s this version that almost everyone who has played it in the years since knows, and for good reason: it’s a far less painful experience than the vintage 8-bit one of juggling disks and waiting, waiting, waiting for all of those painstakingly detailed maps to load and save.

Wasteland‘s place in history, and in the mind of Brian Fargo, would always loom larger than its sales figures might suggest. Unfortunately, his ability to build on its legacy was immediately hampered by the split with Electronic Arts: the terms of the two companies’ contract signed all rights to the  Wasteland name as well as The Bard’s Tale over to Interplay’s publisher. Thus both series, one potential and one very much ongoing, were abruptly stopped in their tracks. Electronic Arts toyed with making a Bard’s Tale IV on their own from time to time without ever seeing the idea all the way through. Oddly given the relative sales numbers, Electronic Arts did bring a sequel of sorts to Wasteland to fruition, although they didn’t go so far as to dare to put the Wasteland name on the box. Given the contents of said box, it’s not hard to guess why. Fountain of Dreams (1990) uses Michael Quarles’s MS-DOS Wasteland engine, but it’s a far less audacious affair. Slipped out with little fanfare — Electronic Arts could spot a turkey as well as anyone — it garnered poor reviews, sold poorly, and is unloved and largely forgotten today.

In the absence of rights to the Wasteland name, Fargo initially planned to leverage his development team and the tools and game engine they had spent so long creating to make more games in other settings that would play much like Wasteland but wouldn’t be actual sequels. The first of these was to have been called Meantime, and was to have been written and designed by Stackpole with the help of many of the usual Wasteland suspects. Its premise was at least as intriguing as Wasteland‘s: a game of time travel in which you’d get to meet (and sometimes battle) historical figures from Cyrano de Bergerac to P.T. Barnum, Albert Einstein to Amelia Earhart. At the Winter CES in January of 1989, Fargo said that Meantime would be out that summer: “I am personally testing the maps right now.” But it never appeared, thanks to a lot of design questions that were never quite solved and, most of all, thanks to the relentless march of technology. All of the Wasteland development tools ran on the Apple II and Commodore 64, platforms whose sales finally collapsed in 1989. Interplay tinkered with trying to move the tool chain to MS-DOS for several years, but the project finally expired from neglect. There just always seemed to be something more pressing to do.

Somewhat surprisingly given the enthusiasm with which they’d worked on Wasteland, neither St. Andre nor Stackpole remained for very long in the field of computer-game design. St. Andre returned to his librarian gig and his occasional sideline as a tabletop-RPG designer, not working on another computer game until recruited for Brian Fargo’s Wasteland 2 project many years later. Stackpole continued to take work from Interplay for the next few years, on Meantime and other projects, often working with his old Flying Buffalo and Wasteland colleague Liz Danforth. But his name too gradually disappeared from game credits in direct proportion to its appearance on the covers of more and more franchise novels. (His first such book, set in the universe of FASA’s BattleTech game, was published almost simultaneously with Wasteland and The Bard’s Tale III.)

Fargo himself never forgot the game that had always been first and foremost his own passion project. He would eventually revive it, first via the “spiritual sequels” Fallout (1997) and Fallout 2 (1998), then with the belated Kickstarter-funded sequel-in-name-as-well-as-spirit Wasteland 2 (2014).

But those are stories for much later times. Wasteland was destined to stand alone for many years. And yet it wouldn’t be the only lesson 1988 brought in the perils and possibilities of bringing tabletop rules to the computer. Another, much higher-profile tabletop adaptation, the result of a blockbuster licensing deal given to the most unexpected of developers, was still to come before the year was out. Next time we’ll begin to trace the story behind this third and final landmark CRPG of 1988, the biggest selling of the whole lot.

(Sources: PC Player of August 1989; Questbusters of July 1986, March 1988, April 1988, May 1988, July 1988, August 1988, October 1988, November 1988, January 1989, March 1989. On YouTube, Rebecca Heineman and Jennell Jaquays at the 2013 Portland Retro Gaming Expo; Matt Barton’s interview with Brian Fargo; Brian Fargo at Unity 2012. Other online sources include a Michael Stackpole article on RockPaperShotgun; Matt Barton’s interview with Rebecca Heineman on Gamasutra; GTW64’s page on Meantime.

Wasteland is available for purchase from GOG.com.)

Footnotes

Footnotes
1 Bill Heineman now lives as Rebecca Heineman. As per my usual editorial policy on these matters, I refer to her as “he” and by her original name only to avoid historical anachronisms and to stay true to the context of the times.
2 Paul Jaquays now lives as Jennell Jaquays.
3 Interestingly, Stackpole did have one connection to Interplay, through Bard’s Tale designer Michael Cranford. Cranford sent Flying Buffalo a Tunnels & Trolls solo adventure of his own devising around 1983. Stackpole thought it showed promise, but that it wasn’t quite there yet, so he sent it back with some suggestions for improvement and a promise to look at it again if Cranford followed through on them. But he never heard another word from him; presumably it was right about this time that Cranford got busy making The Bard’s Tale.
4 In what must be a record for footnotes of this type, I have to also note that Dan Bunten later became Danielle Bunten Berry, and lived until her death in 1998 under that name.
 
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Posted by on February 26, 2016 in Digital Antiquaria, Interactive Fiction

 

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Beyond Zork

Beyond Zork

For a company that’s long since gone down into history as the foremost proponent of the all-text adventure game, Infocom sure spent a lot of years fretting over graphics. As early as 1982, well before starting their iconic text-only advertising campaign, they entered into discussions with Mark Pelczarski of Penguin Software about a possible partnership that would have seen Antonio Antiochia, writer and illustrator of Penguin’s hit adventure Transylvania, drawing pictures for Infocom games using Penguin’s The Graphics Magician. When that combination of Penguin’s graphics technology with Infocom’s text-only Z-Machine was judged impractical, the all-text advertising campaign went forward, but still Infocom refused to rule out graphics internally. On the contrary, they used some of the revenue from 1983, their first really big year, to start a graphics research group of their own under the stewardship of Mike Berlyn. But that attempt at a cross-platform graphics system, a sort of Z-Machine for graphical games, petered out almost as quietly as the Penguin deal, resulting only in Berlyn’s unique but ultimately underwhelming computerized board game Fooblitzky. Specifying a single set of graphics capabilities achievable by all of the diverse computers on the market meant that those graphics had to be very primitive, and, thanks to the fact that they were running through an interpreter, slow to boot. In the end Fooblitzky made it only to the Apple II, the Atari 8-bits, and the PC clones, and even that was a struggle. Certainly trying to combine this already problematic system with the sort of adventure game that was Infocom’s bread and butter seemed hopeless. Thus the graphics group was quietly dispersed amid all the other downsizing of 1985. Strike two.

After completing Trinity in 1986, Brian Moriarty decided to see if he could make the third time the charm. The fundamental problem which had dogged Infocom’s efforts to date had been the big DEC PDP-10 that remained at the heart of their development system — the same big mainframe that, once lauded as the key to Infocom’s success, was now beginning to seem more and more like a millstone around their necks. Bitmap graphics on the DEC, while possible through the likes of a VT-125 terminal, were slow, awkward, and very limited, as Fooblitzky had demonstrated all too well. Worse, mixing conventional scrolling text, of the sort needed by an Infocom adventure game, with those graphics on the same screen was all but impossible. Moriarty therefore decided to approach the question from the other side. What graphic or graphic-like things could they accomplish on the PDP-10 without losing the ability to easily display text as well?

That turned out to be, if far from the state of the art, nevertheless more than one might expect, and also much more than was possible at the time that they’d first installed their PDP-10. DEC’s very popular new VT-220 line of text-oriented terminals couldn’t display bitmap graphics, but they could change the color of the screen background and individual characters at will, selecting from a modest palette of a dozen or so possibilities. Even better, they could download up to 96 graphics primitives into an alternate character set, allowing the drawing of simple lines, boxes, and frames, in color if one wished. By duplicating these primitives in the microcomputer interpreters, Infocom could duplicate what they saw on their DEC-connected dumb terminals on the computer monitors of their customers. Like much of the game that would gradually evolve from Moriarty’s thought experiment, this approach marked as much a glance backward as a step forward. Character graphics had been a feature of microcomputers from the beginning — in fact, they had been the only way to get graphics out of two of the Trinity of 1977, the Radio Shack TRS-80 and the Commodore PET — but had long since become passé on the micros in light of ever-improving bitmap-graphic capabilities. Once, at the height of their success and the arrogance it engendered, Infocom had declared publicly that they wouldn’t do graphics until they were confident that they could do them better than anyone else. But maybe such thinking was misguided. Given the commercial pressure they were now under, maybe primitive graphics were better than no graphics at all.

Thus color and character graphics became the centerpieces of a new version of the Z-Machine that Dave Lebling, Chris Reeve, and Tim Anderson, Infocom’s chief technical architects, began putting together for Moriarty’s “experimental” project. This version 5 of the Z-Machine, the last to be designed for Infocom’s PDP-10-based development system, gradually came to also sport a host of other new features, including limited mouse support, real-time support, and the ability, previously hacked rather rudely into the old version 3 Z-Machine for The Lurking Horror, to play sampled sound files. The most welcome feature of all was one of the least flashy: an undo command that could take back your last turn, even after dying. Game size was still capped at the 256 K of the version 4 Z-Machine, a concession to two 8-bitters that still made up a big chunk of Infocom’s sales, the Commodore 128 and the Apple II. For the first time, however, this version of the Z-Machine was designed to query the hardware on which it ran about its capabilities, degrading as gracefully as possible on platforms that couldn’t manage to provide its more advanced features. The graphically primitive Apple II, for instance, didn’t offer color and replaced the unique character-graphic glyphs with rough approximations in simple ASCII text, while both 8-bitters lacked the undo feature. Mouse input and sound were similarly only made available on machines that were up to it. Infocom took to calling the version 5 games, of which Moriarty’s nascent project would be the first, “XZIPs,” the “X” standing for “experimental.” (Even after Moriarty’s game was released and the format was obviously no longer so experimental, the name would stick.)

Moriarty's new interface running on an Amiga. Note the non-scrolling status window at top left that currently displays the room description, and the auto-map at top right. You can move around by clicking on the map.

Moriarty’s new interface running on an Amiga. Note the non-scrolling status window at top left that currently displays the room description, and the auto-map at top right. You can move around by clicking on the map as well as by typing the usual compass directions.

The interface gracefully (?) degraded on the Apple II.

The same interface gracefully (?) degraded on the Apple II.

Of course, it was still up to Moriarty to decide how to use the new toolkit. He asked himself, “What can I do within the constraints of our technology to make the adventuring experience a little easier?” He considered trying to do away with the parser entirely, but decided that that still wasn’t practical. Instead he designed an interface for what he liked to call “an illuminated text adventure.” Once again, in looking forward he found himself to a surprising extent looking back.

In watching myself play, I found the command I typed most was “look.” So I said this is silly, why can’t the room description always be visible? After all, that’s what Scott Adams did in his original twelve adventures, with a split-screen showing the room description, exits, and your inventory at the top, while you type in the bottom. So I said, let’s take a giant step backward. The screen is split in half in most versions. On the left side of the top half is a programmable window. It can contain either the room description or your inventory. So as you walk from room to room, instead of the description coming in-line with your commands, as it does now in our games, this window is updated. If you say, “inventory,” the window changes to show your possessions.

Another thing I liked about the old Scott Adams games was the list of room exits at the top of the screen. That’s a part of writing room descriptions that has always bugged me: we have to have at least one sentence telling where the exits are. That takes up a lot of space, and there are only so many interesting ways to do that. So I said, let’s have a list of exits at the top. Now, that’s not such a revolutionary idea. I thought of putting in a compass rose and all this other stuff, but finally I came up with an onscreen map that draws a typical Infocom map — little boxes with lines and arrows connecting them. The right side of the upper screen has a little graphics map that draws itself and updates as you walk around. It shows rooms as boxes and lines as their connections. If you open a door, a line appears to the next room. Dark rooms have question marks in them. The one you’re in is highlighted, while the others are outlined.

This onscreen map won’t replace the one you draw yourself, but it does make it much easier to draw. It won’t show rooms you haven’t been to yet, but shows exits of your current room and all the exits of the adjoining rooms that you’ve visited.

There’s even more to this re-imagining of the text adventure. On machines equipped with mice, it’s possible to move about the world by simply clicking on the auto-map; function keys are now programmable to become command shortcuts; colors can be customized to your liking; even objects in the game can be renamed if you don’t like the name they came with. And, aware that plenty of customers had a strong traditionalist streak, Moriarty also made it possible to cut the whole thing off at the knees and go back to a bog-standard text-adventure interface at any time by typing “mode” — although, with exits now absent from room descriptions, it might be a bit more confusing than usual to play that way.

Remapping the function keys.

Remapping the function keys, just one of many useful bells and whistles.

But really, it’s hard to imagine any but the most hardcore Luddites choosing to do so. The new interface is smart and playable and hugely convenient, enough to make you miss it as soon as you return to a more typical text adventure, to wish that it had made it into more than the single Infocom game that would ultimately feature it, and to wonder why more designers haven’t elected to build on it in the many years since Infocom’s demise. Infocom wrote about the new interface in their Status Line newsletter that, “never a company to jump into the marketplace with gaudy or ill-conceived bells and whistles, we have always sought to develop an intelligently measured style, like any evolving author would.” It does indeed feel like a natural, elegant evolution, and one designed by an experienced player rather than a marketeer.

With the new interface design and the technology that enabled it now well underway, Moriarty still needed an actual game to use it all. Here he made another bold step of the sort that was rapidly turning his erstwhile thought experiment into the most ambitious game in Infocom’s history. It began with another open-ended question: “What kind of game would go well with this interface?” He settled on another first for Infocom: still a text adventure, but a text adventure “with very strong role-playing elements,” in which you would have to create a character and then build up her stats whilst collecting equipment and fighting monsters.

I spent a lot of time playing fantasy games like Ultima and Wizardry and, one that I particularly liked a lot, Xyphus for the Macintosh. And I realized it was fun to be able to name your character and have all these attributes instead of having just one number — a score — that says how well you’re doing. I thought it would be nice to adopt some of the conventions from this kind of game, so you don’t have one score, you have six or seven: endurance, strength, compassion, armor class, and so on. Your job in the game is, very much like in role-playing games, to raise these statistics. And your character grows as you progress through the puzzles, some of which cannot be solved unless you’ve achieved certain statistics. You can somewhat control the types of statistics you “grow” in order to control the type of character you have.

Viewing the state of your character

Viewing the state of your character.

In conflating the CRPG with the text adventure, Moriarty was, yet again, looking backward as much as forward. In the earliest days of the entertainment-software industry, no distinction was made between adventure games and CRPGs — small wonder, as text adventures in the beginning were almost as intimately connected with the budding tabletop RPG scene as were CRPGs themselves. Will Crowther, creator of the original Adventure, was inspired to do so as much by his experience of playing Dungeons and Dragons as he was by that of spelunking in Kentucky’s Mammoth Cave. Dave Lebling was a similarly avid Dungeons and Dragons player at the time that he, along with three partners, created the original mainframe Zork, the progenitor of everything that would follow for Infocom. It was Lebling who inserted Dungeons and Dragons-style randomized combat into that game, which survived as the battles with a certain troll and thief that served as many players’ introductions to the perils of life in the Great Underground Empire in Zork I on microcomputers. About the same time, Donald Brown was creating Eamon, the world’s first publicly available text-adventure creation system that also happened to be the first publicly available CRPG-creation system. When Byte magazine made the theme of its December 1980 issue “Adventure,” no editorial distinction was made between games where you wandered around solving puzzles and those where you wandered around killing monsters. Years before Infocom would adopt the term “interactive fiction” as their preferred name for their creations, Lebling described Zork for that issue as a “computerized fantasy simulation,” a term which today smacks much more of the CRPG than the text adventure. In the same issue Jon Freeman, creator of Temple of Apshai and many of its sequels, spent quite some pages laboriously describing his approach to adventuring, which offered “character variation” that “affects the game in many ways.” He struggles, with mixed results, to clarify how this is markedly different from the approach of Zork and Scott Adams. In retrospect, it’s obvious: he’s simply describing the difference between a CRPG and a text adventure. Over time this difference became clearer, even intuitive, but for years to come the two forms would remain linked in gamers’ minds as representing separate sub-genres more so than categories onto themselves. “Adventure-game columnists” like Computer Gaming World‘s Scorpia, for instance, continued to cover both into the 1990s and beyond.

That’s by no means inexplicable. The two forms shared plenty in common, like a story, a love of fantasy settings, and the need to explore a computer-simulated world and (usually) to map it. The forms were also connected in being one-shot games, long experiences that you played through once and then put aside rather than shorter experiences that you might play again and again, as with most action and strategy games of the period. And then there was the simple fact that neither would likely have existed in anything like the form we know them if it hadn’t been for Dungeons and Dragons. Yet such similarities can blind us, as it did so many contemporary players, to some fairly glaring differences. We’ll soon be seeing some of the consequences of those differences play out in Moriarty’s hybrid.

By the time that Moriarty’s plans had reached this stage, it was the fall of 1986, and Infocom was busily lining up their biggest slate of new games ever for the following year. It had long since been decided that one of those games should bear the Zork name, the artistic fickleness that had led the Imps to reject Infocom’s most recognizable brand for years now seeming silly in the face of the company’s pressing need for hits. Steve Meretzky, who loved worldbuilding in general, also loved the lore of Zork to a degree not matched even by the series’s original creators. While working on Sorcerer, he had assembled a bible containing every scrap of information then “known” — more often than not in the form of off-hand asides delivered strictly for comedic effect — about the Flathead dynasty, the Great Underground Empire, and all the rest of it, attracting in the process a fair amount of ridicule from other Imps who thought he was taking it all far, far too seriously. (One shudders to think what they would say about The Zork Compendium.) Now Meretzky was more than eager to do the next Zork game. Whirling dervish of creativity that he was, he even had a plot outline to hand for a prequel, which would explain just how the Great Underground Empire got into the sorry state in which you first find it in Zork I. But there was a feeling among management that the long-awaited next Zork game ought to really pull out all the stops, ought to push Infocom’s technology just as far as it would go. That, of course, was exactly what Moriarty was already planning to do. His plan to add CRPG elements would make a fine fit with the fantasy milieu of Zork as well. Moriarty agreed to make his game a Zork, and Meretzky, always the good sport, gave Moriarty his bible and proceeded to take up Stationfall, another long-awaited sequel, instead.

It was decided to call the new Zork game Beyond Zork, a reference more to its new interface and many technical advancements than to the content of the game proper. Having agreed to make his game a Zork, Moriarty really made it a Zork, stuffing it with every piece of trivia he could find in Meretzky’s bible or anywhere else, whilst recreating many of the settings from the original Zork trilogy as well as the Enchanter trilogy. Beyond Zork thus proclaimed to the world something that had always been understood internally by Infocom: that the Enchanter trilogy in a different reality — a better reality according to marketing director Mike Dornbrook’s lights — could have just as easily shipped as Zork IV through VI. But Moriarty didn’t stop there. He also stuffed Beyond Zork with subtler callbacks to almost the entire Infocom catalog to date, like the platypus, horseshoe, and whistle from Wishbringer and the magical umbrella from Trinity. Mr. Prosser, Arthur Dent’s hapless nemesis from The Hitchhiker’s Guide to the Galaxy, shows up as the name of a spell, and Buck Palace, the statuesque B-movie star from Hollywood Hijinx, is the default name for your character if you don’t give him another. There are so many references that upon the game’s release Infocom sponsored a contest to see who could spot the most of them. Especially in retrospect, knowing as we do that we are now coming close to the end of the line for Infocom, all of the backward glances can take on an elegiac quality, can make Beyond Zork feel like something of a victory lap for an entire era of adventure gaming.

I’m less pleased with the actual plot premise of Beyond Zork, which, as unplanned sequels so often tend to do, rather clumsily undermines the message of its predecessor. Moriarty’s game builds on Spellbreaker, which saw you destroying magic in the name of saving the world. The ending of Spellbreaker:

You find yourself back in Belwit Square, all the Guildmasters and even Belboz crowding around you. "A new age begins today," says Belboz after hearing your story. "The age of magic is ended, as it must, for as magic can confer absolute power, so it can also produce absolute evil. We may defeat this evil when it appears, but if wizardry builds it anew, we can never ultimately win. The new world will be strange, but in time it will serve us better."

Strange as it may sound, I judge that jarring last sentence to be nothing less than Dave Lebling’s finest moment as a writer. It’s an ending that can be read to mean many things, from an allegory of growing up and leaving childish things behind to a narrative of human progress as a whole — the replacing of a “God of the gaps” with real knowledge, simultaneously empowering and depressing in the way it can leach the glorious mystery out of life.

But still more depressing is the way that Beyond Zork now comes along to muck it up. You play a novice enchanter (where have we heard that before?) who, even as the wise and powerful hero of Spellbreaker sets about destroying magic, is dispatched by the Guild to retrieve the “Coconut of Quendor” that can safeguard it for a return at some point in the future. Why couldn’t Moriarty just leave well enough alone, find some other premise for his game of generic fantasy adventure? About the best thing I can say about the plot is that you hardly know it’s there when you’re actually playing the game; until the last few turns Beyond Zork is largely a plot-free exercise in puzzles, self-improvement (in the form of easily quantifiable statistics and equipment), and monster bashing.

On those terms, Beyond Zork seems to acquit itself quite well in the early going. Brian Moriarty remains the most gifted prose stylist among the Imps, crafting elegant sentences that must make this game, if nothing else, among the best written generic fantasies ever. Zork always had a bipolar personality, sometimes indulging in unabashed comedy and at others evoking majestic, windy desolation. Perhaps surprisingly in that it comes from the author of the doom-laden Trinity, Beyond Zork leans more toward the former than the latter. But then anyone who’s played Wishbringer knows that Moriarty can do comedy — and the juxtaposition of comedy with darker elements — very well indeed. I particularly like the group of Implementors you meet; this sort of meta-comedy was rapidly becoming another Zork tradition, dating back to the appearance of the adventurer from the original trilogy in Enchanter or, depending on how you interpret the ending of Zork III, possibly even earlier. Moriarty lampoons the reputation the Imps had within Infocom, usually expressed jokingly but not always without an edgy undercurrent, of being the privileged kids who always got all the free lunches and other perks, not to mention the public recognition, while the rest of the company, who rightfully considered themselves also very important to Infocom’s success, toiled away neglected and anonymous.

Ethereal Plane Of Atrii, Above Fields
The thunderclouds are compressed into a flat optical plane, stretching away below your feet in every direction.

A group of Implementors is seated around a food-laden table, playing catch with a coconut.

One of the Implementors notices your arrival. "Company," he remarks with his mouth full.

A few of the others glance down at you.

>x coconut
It's hard to see what all the fuss is about.

A tall, bearded Implementor pitches the coconut across the table. "Isn't this the feeb who used the word 'child' a few moves ago?" he mutters, apparently referring to you. "Gimme another thunderbolt."

>get coconut
The Implementors won't let you near.

A cheerful-looking Implementor catches the coconut and glares down at you with silent contempt.

"Catch!" cries the cheerful-looking Implementor, lobbing the coconut high into the air.

"Got it." A loud-mouthed Implementor jumps out of his seat, steps backwards to grab the falling coconut... and plows directly into you.

Plop. The coconut skitters across the plane.

>get coconut
As you reach towards the coconut, a vortex of laughing darkness boils up from underfoot!

"More company," sighs the cheerful-looking Implementor.

You back away from the zone of darkness as it spreads across the Plane, reaching out with long black fingers, searching, searching...

Slurp! The coconut falls into the eye of the vortex and disappears, along with a stack of lunch meat and bits of cutlery from the Implementors' table. Then, with a final chortle, the vortex draws itself together, turns sideways and flickers out of existence.

"Ur-grue?" asks the only woman Implementor.

"Ur-grue," nods another.

>ask implementors about ur-grue
"I think I just heard something insignificant," remarks an Implementor.

"How dull," replies another, stifling a yawn.

"This is awkward," remarks a loudmouthed Implementor. "No telling what the ur-grue might do with the Coconut. He could crumble the foundations of reality. Plunge the world into a thousand years of darkness. We might even have to buy our own lunch!" The other Implementors gasp. "And it's all her fault," he adds, pointing at you with a drumstick.

"So," sighs another Implementor, toying with his sunglasses. "The Coconut is gone. Stolen. Any volunteers to get it back?"

One by one, the Implementors turn to look at you.

"I'd say it's unanimous," smiles the cheerful-looking Implementor.

A mild-mannered Implementor empties his goblet of nectar with a gulp. "Here," he says, holding it out for you. "Carry this. It'll keep the thunderbolts off your back."

>get goblet
The Implementor smiles kindly as you take the goblet. "And now you will excuse us. My fellow Implementors and I must prepare for something too awesome to reveal to one as insignificant as you."

At first, the CRPG elements seem to work better than one might expect. Randomized combat in particular has for many, many years had a checkered reputation among interactive-fiction fans. It’s very difficult to devise a model for combat in text adventures that makes the player feel involved and empowered rather than just being at the mercy of the game’s random-number generator. There weren’t many fans of the combat in Zork I even back in the day, prompting Infocom to abandon it in all of their future games; only the usually pointless “diagnose” command remained as a phantom limb to remind one of Zork‘s heritage in Dungeons and Dragons. Even Eamon as time went by moved further and further away from its original incarnation as a sort of text-only simulation of Dungeons and Dragons, its scenarios beginning to focus more on story, setting, and puzzles than killing monsters.

Battling a rat-ant (say, is that a Starcross reference?) in Beyond Zork.

Battling a rat-ant (say, is that a Starcross reference?) in Beyond Zork.

Beyond Zork doesn’t entirely solve any of the problems that led to those developments, but it does smartly make the process of preparing for the combats more compelling than the combats themselves can possibly be. As you explore the world and solve puzzles, you level up and improve your ability scores. Among other things, this lets you fight better. You can also sell treasure for money, a nice twist on the treasure-hunt model of old-school text adventuring, and use it to buy better weapons, armor, and magic items. As you improve yourself through these means and others, you find that you can challenge tougher monsters. Thus, while the combat is still not all that interesting in itself — it still comes down to the same old “monster hits you for X points of damage, you hit monster for Y points of damage,”  rinse and repeat until somebody is done for — the sudden ability to win a battle in which you previously didn’t have a chance can feel surprisingly rewarding. Many of the monsters take the place of locked doors in more conventional text adventures, keeping you out of places you aren’t yet ready for. It feels about as satisfying to defeat one of these as it does to finally come across the key for a particularly stubborn lock in another game. Indeed, I wish that Moriarty had placed the monsters more carefully in order to guide you through the game in the right order and keep you from locking yourself out of victory by doing the right things in the wrong order, as I’ll describe in more detail shortly.

It also helps that the combats are usually quite low-stakes. While undo is disabled in combat — how ironic that Infocom introduced undo in their first game ever with a good reason not to allow it! — it’s always obvious very quickly when you’re over-matched, and usually fairly trivial to back away and go explore somewhere else before you get killed. One other subtle touch, much appreciated by a big old softie like me who can even start to feel bad for the monsters he kills in Wizardry, is that you rarely actually kill anything in Beyond Zork. Monsters usually “retreat into the darkness” or something similar rather than expiring — or at least before expiring. While I suspect Moriarty did this more to avoid implementing dead monster bodies than to make a statement, I’ll take my instances of mercy wherever I can find them.

Beyond Zork blessedly doesn’t take itself all that seriously, whether as a CRPG or as anything else. Instead of the painfully earnest orcs and dragons that populate most CRPGs, Beyond Zork‘s monsters are almost uniformly ridiculous: Christmas tree monsters singing dreadful carols (anyone who’s ever visited a shopping mall on Black Friday can probably relate), cruel puppets who attack by mocking you (they “recite your nightly personal habits in excruciating detail” among other attacks), dust bunnies (got any lemony-fresh Pledge handy?). In a sense Beyond Zork is just another genre exercise for Infocom, albeit in a ludic rather than a literary genre this time, and as usual for them it can sometimes feel as much parody as homage. There are alternate, puzzlely solutions that can be used to defeat many monsters in lieu of brute strength, and usually in more entertaining fashion at that. In fact, in many cases cleverness is the only way forward. Vital clues to the various monsters’ weaknesses are found in the game’s version of Dungeons and Dragons‘s Monster Manual, the accompanying feelie “The Lore and Legends of Quendor”; if only other companies offered such entertaining and clever copy protection! And if fighting fair and square or puzzling your way around the monsters aren’t enough alternatives for you, you can just use your Wand of Annihilation or other magic. Not just monsters but also many other problems can similarly be defeated in various ways. Beyond Zork is surprisingly flexible.

But, sadly, it’s often dangerously flexible. Which brings us to the part of this article where I have to tell you why, despite its many innovations, despite Moriarty’s usual fine writing, and despite some fine puzzles, Beyond Zork in my opinion just doesn’t add up to all that great of a game.  I think I can best explain how things go wrong by dissecting one particularly dismaying sequence in some detail.

Fair warning: heavy spoilers begin here!

So, I come upon a mother and baby hungus — “part sheep, part hippopotamus,” as “The Legends and Lore of Quendor” helpfully tells us — caught in a bad situation.

Quicksand
A strip of dry path winds alongside a pool of quicksand. You see a baby hungus stuck into the wet, gritty surface.

A mother hungus is standing nearby, gazing anxiously at her baby.

Luckily, I happen to have found a Stave of Levitation. What I need to do seems pretty obvious.

>point stave at baby
The baby hungus bellows with surprise as he rises out of the quicksand! Sweat breaks out on your forehead as you guide the heavy burden over the mud and safely down to the ground.

[Your strength just went down.]

The ungainly creature nuzzles you with his muddy snout, and bats his eyelashes with joy and gratitude. Then he ambles away into the jungle to find his mother, pausing for a final bellow of farewell.

[Your compassion just went up.]

Heartwarming, isn’t it? But you know what’s less heartwarming? The fact that I’ve just locked myself out of victory, that’s what. I needed to do something else, which we’ll get to in a moment, before rescuing the little fellow. It will, needless to say, likely be a long, long time before I realize that, especially given that the game actually rewards me by increasing my Compassion score. (As for the Strength loss, never fear, I’ll recover that automatically in a few turns.) This is terrible design, of the sort I expect from early Sierra, not late Infocom. I wrote in an earlier article that “we should reserve a special layer of Hell for those designs whose dead ends feel not just like byproducts of their puzzles and other interactive possibilities but rather intentional traps.” See you down below, Beyond Zork.

Beyond Zork is absolutely riddled with these sorts of traps, forcing you to restart many, many times to get through it, wondering all the while whether you didn’t render this latest puzzle you’re wrestling with insoluble a long time ago by some innocent, apparently correct action like the one above. What makes this even more baffling is that in other ways Beyond Zork is presented as an emergent, replayable experience, the sort of game where you take your lumps and move on until you either win or lose rather than constantly restoring and/or restarting to optimize your play. Taking a cue from the roguelike genre, large chunks of Beyond Zork‘s geography are randomly generated anew every time you play, as are the placement of most magic items and their descriptions; that Stave of Levitation I just used may be a Stave of Annihilation in another playthrough, forcing me to make sure I make good use of the various shops’ ability to identify stuff for me. As the manual tells you, “No two games of Beyond Zork are exactly alike!” But what’s the point of that approach when most of those divergent games leave you fruitlessly wandering about, blocked at every turn, wondering where you went wrong? Even an infamously difficult roguelike like NetHack at least puts you out of your misery when you screw up. By the time you do figure out how to tiptoe through this minefield of dead ends, you’ve internalized the whole game to such an extent that the randomness is just a huge annoyance.

The deterministic text adventure and the emergent CRPG end up rubbing each other raw almost every time they touch. When you discover a cool new magic wand or spell, you’re afraid to use it to vanquish that pesky monster you’ve been struggling with for fear that you’ll need to use it to solve some deterministic puzzle somewhere else. Yes, resource management was always a huge part of old-school dungeon crawls like Wizardry and The Bard’s Tale — arguably the hugest part, given that their actual combat engines were often little more sophisticated than that of Beyond Zork — but there was always a clear distinction between things you might need to solve puzzles and things for managing combat. The lack of same here is devastating; the CRPG aspects are really hard to enjoy when you’re constantly terrified to actually use any of the neat equipment you collect.

And just as the text adventure undermines the CRPG, the CRPG also undermines the text adventure. Near the hungi — never fear, we’ll return to that problem shortly! — I find this, yet another callback to Spellbreaker:

>w
Idol
A stone idol, carved in the likeness of a giant crocodile, stands in a clearing.

You see a tear-shaped jewel in its gaping maw.

You see a tear-shaped jewel on the idol's maw.

>x idol
This monstrous idol is approximately the size and shape of a subway train, not counting the limbs and tail. The maw hangs wide open, its lower jaw touching the ground to form an inclined walkway lined with rows of stone teeth. A tear-shaped jewel adorns the idol's face, just below one eye.


>enter idol
You climb up into the idol's maw.

The stone jaw lurches underfoot, and you struggle to keep your balance. It's like standing on a seesaw.

>get jewel
The idol's maw tilts dangerously as you reach upward!
Slowly, slowly, you draw your hand away from the tear-shaped jewel, and the jaw settles back to the ground.

>u
You edge a bit further into the open maw.

Creak! The bottom of the jaw tilts backward, pitching you helplessly forward...

This sequence begins a veritable perfect storm of problems, starting with the text itself, which contradicts itself and thus makes it hard to figure out what the situation really is. Is the jewel in the idol’s maw, on the idol’s maw (the weird doubled text is present in the original), or stuck to the idol’s face? Or are there two jewels, one stuck on his face and one in (on?) his maw? I’m still not sure. But let’s continue a bit further.

>turn on lantern
Click. The lantern emits a brilliant glow.

Inside Idol
This long, low chamber is shaped much like the gizzard of a crocodile. Trickles of fetid moisture feed the moss crusting the walls and ceiling.

>squeeze moss
The moss seems soft and pliant.

The moss is “Moss of Mareilon.” As described in “The Lore and Legends of Quendor,” squeezing it as I’ve just done will lead to a dexterity increase a few turns from now. And so we come to one of the most subtly nasty bits in Beyond Zork. To fully explain, I need to back up just a little.

Earlier in the game, in a cellar, I needed to climb a “stairlike spiral” of crates to get something on top of them. Alas, I wasn’t up to it thanks to a low dexterity: “You teeter uncertainly on the lowest crates, lose your balance, and sprawl to the ground. Not very coordinated, are you?” Luckily, some Moss of Mareilon was growing right nearby; I could squeeze it to raise my dexterity enough to get the job done.

So, when I come to the idol, and find more Moss of Mareilon growing conveniently just inside it, that combined with the description of my somewhat clumsy effort to grab the jewel leads to a very natural thought: that I need to squeeze the moss inside the idol to increase my dexterity enough to grab the jewel. I do so, then use a handy magic item to teleport out, then do indeed try again to grab the jewel. But it doesn’t work; I still can’t retrieve the jewel, still get pitched down the idol’s throat every time. After struggling fruitlessly with this poorly described and poorly implemented puzzle — more on that in a moment — I finally start thinking that maybe it can’t be solved because I didn’t give my character enough dexterity at the very beginning of the game. This can actually happen; Beyond Zork is quite possibly the only text adventure ever written in which you can lock yourself out of victory before you even enter your first command. (“The attributes of the ‘default’ [pre-created] characters are all sufficient to complete the story,” says the manual, which at least lets you know some of what you’re in for if you decide to create your own.) So, I create a brand new character with very good dexterity, and spend an hour or so, cursing all of the randomizations all the while, to get back to the idol puzzle. But I still can’t fetch the diamond, not even after squeezing the moss.

It does seem that the game has, once again, actively chosen to mislead me and generally screw me over here. But, intentionality aside, a more subtle but more fundamental problem is the constant confusion between player skill, the focus of a text adventure, and character skill, the focus of a CRPG. Let me explain.

A text adventure is a much more embodied experience than a CRPG. There’s a real sense that it’s you — or, increasingly in later games, a character that you are inhabiting — whom you are guiding through the simulated world. Despite the name, meanwhile, a CRPG is a more removed experience. You play a sort of life coach guiding the development of one or more others. Put another way, one genre emphasizes player skill, the other character skill. Think about what you spend the most time doing in these games. The most common activity in a text adventure is puzzle-solving, the most common in a CRPG combat. The former relies entirely on the wit of the player; the latter, if it’s done well, will involve plenty of player strategy, but it’s also heavily dependent on the abilities of the characters you guide. After all, no amount of strategy is going to let you win Wizardry or The Bard’s Tale with a level 1 party. CRPGs are process-intense simulations to a greater degree than text adventures, which rely heavily on hand-crafted content, often — usually in these early years — in the form of puzzles of one stripe or another. This led Jon Freeman in his Byte article to call text adventures, admittedly rather reductively, not simulations or even games at all but elaborate puzzle boxes built out of smaller puzzles: “It can be quite challenging to find the right key, the right moment, and the right command to insert it in the right lock; but once you do, the door will open — always.” In a CRPG, on the other hand, opening that lock might depend on a random number and some combination of a character’s lock-picking ability, the availability of a Knock spell, and/or the quality of the lock picks in her pack. More likely, the locked door won’t be there at all, replaced with some monster to fight. Sure things aren’t quite so common.

Of course, these distinctions are hardly absolute. CRPGs, for example, contained occasional player-skill-reliant puzzles to break up their combat almost from the very beginning. Muddying up the player-skill/character-skill dichotomy too much or too thoughtlessly can, however, be very dangerous, as Beyond Zork has just so amply demonstrated. While one hardly need demand an absolutely pure approach, one does need to know where the boundaries lie, which problems you can solve by solving a puzzle for yourself and to which you need to apply some character ability or other. Those boundaries are never entirely clear in Beyond Zork, and the results can be pretty ugly.

All that said, I still haven’t actually solved the idol puzzle. I guessed quite quickly that the description of standing on the idol’s maw as “like standing on a seesaw” was a vital clue. The solution, then, might be to place a counterweight at the front of the maw to keep it from pitching up and pitching me in. Yet the whole thing is so sketchily described and implemented that I remain unsure what’s actually happening. If I start piling things up inside the maw, they do fall down into the idol’s stomach along with me when I reach for the jewel — apparently, anyway; they’re not described as falling with me, but they do show up in the stomach with me once I get there. But if those things fall through, why not the jewel? If it’s sitting on the idol’s tongue, it’s hard to imagine why it wouldn’t. Or is it actually stuck to the idol’s face, and the stuff about it being in the maw is all a big mistake? Yes, we’re back to that question again. It’s worth noting that the quicksand area and the hungi therein are similarly subtly bugged. If I rescue the baby before doing something with the mother, he’s described as “ambling away into the jungle to find his mother” even though she’s right there, and, since I’ve just hopelessly screwed up, will now remain there forevermore.

The solution to the idol puzzle is clued in “The Lore and Legends of Quendor.” A hungus, it says, “will instantly charge at anything that dares to threaten its kin.” I have to attack the baby hungus and make use of the mother’s rage before rescuing her son.

>attack baby
[with the battleaxe]
Your battleaxe misses the baby hungus. It's just beyond your reach.

A sound like a snorting bull turns your attention to the mother hungus. It looks as if she's about to attack!

The mother hungus charges you. Ooof!

[Your endurance just went down.]

The baby hungus bellows helplessly, and its mother responds.

>ne
The baby hungus bellows mournfully as you walk away.


Birdcries
The unnerving cries of exotic birds echo in the treetops.

>z
Time passes.

The mother hungus storms into view!

>s
Idol
A stone idol, carved in the likeness of a giant crocodile, stands in a clearing.

You see a tear-shaped jewel in its gaping maw.

You see a tear-shaped jewel on the idol's maw.

>z

Time passes.

The mother hungus storms into view!

[Your endurance is back to normal.]

>enter maw
You climb up into the idol's maw.

The stone jaw lurches underfoot, and you struggle to keep your balance. It's like standing on a seesaw.

The mother hungus clambers onto the bottom of the idol's maw, snorting with rage!

>get jewel
The idol's maw tilts dangerously as you reach upward, standing on tiptoe to grasp the sparkling treasure...

Got it! The jewel pops off the idol's face, slips from your grasp and rolls down to the mother hungus's feet, where she promptly eats it, turns and lumbers off the jaw.

Creak! The bottom of the jaw tilts backward, pitching you helplessly forward...

Getting the jewel out of the hungus is another puzzle, but a much better one, so I won’t spoil it here. (No, it doesn’t involve a laxative…)

Spoilers end.

The sequence I’ve just described is probably the ugliest in the game, but other parts suffer to a greater or lesser degree from many of the same problems. Many of the bugs and textual confusions can doubtless be laid at the feet of an overambitious release schedule, while some of the sketchy implementation is likely down to the space limitations of even the 256 K Z-Machine. In recent correspondence with another Infocom aficionado, we talked about how Trinity, another 256 K game, really doesn’t feel all that huge, how much of the extra space was used to offer depth in the form of a larger vocabulary, richer text, and more player possibility rather than breadth in the form of more rooms and puzzles. Beyond Zork, by contrast, does feel quite huge, marks the most overstuffed game that Infocom had yet released. Considering that it must also support a full-fledged, if simplistic, CRPG engine, depth was quite obviously sacrificed in places.

But Beyond Zork‘s most fundamental failing is that of just not knowing what it wants to be. In an effort to make a game that would be all things to all people, the guaranteed hit that Infocom so desperately needed, Moriarty forgot that sometimes a game designer needs to say, no, let’s save that idea for the next project. Cognitive dissonance besets Beyond Zork from every angle. The deterministic, puzzle-oriented text adventure cuts against the dynamic, emergent CRPG. The cavalcade of in-jokes and references to earlier games, catnip for the Infocom hardcore, cuts against appealing to a newer, possibly slightly younger demographic who are fonder of CRPGs than traditional text adventures. The friendly, approachable interface cuts against a design that’s brutally cruel — sometimes apparently deliberately so, sometimes one senses (and this is in its way more damning to Brian Moriarty as a designer) accidentally so. Beyond Zork stands as an object lesson in the perils of mixing ludic genres willy-nilly without carefully analyzing the consequences. I want it to work, love many of the ideas it tries to implement. But sadly, it just doesn’t. It’s a bit of a mess really, not just difficult, which is fine, but difficult in all the wrong, unfun ways. Spellbreaker is a perfect example of how to do a nails-hard text adventure right. Beyond Zork, its parallel in the Zorkian chronology, shows how to do it all wrong. I expect more from Infocom, as, based on Wishbringer and Trinity, I do from Brian Moriarty as well.

Despite receiving plenty of favorable reviews on the basis of its considerable surface appeal, Beyond Zork didn’t turn into the hit that Infocom needed it to become. Released in October of 1987, it sold a little over 45,000 copies. Those numbers were far better than those of any of the other Infocom games of 1987, proof that the Zork name did indeed still have some commercial pull, but paled beside the best sellers of previous years, which had routinely topped 100,000 copies. Enough, combined with the uptick in sales of their other games for the Christmas season, to nudge Infocom into the black for the last quarter of 1987, Beyond Zork wasn’t enough to reverse the long-term trends that were slowly strangling them. Moriarty himself left Infocom soon after finishing Beyond Zork, tempted away by Lucasfilm Games, whose own adventure-gaming star was rising as Infocom’s fell, and where he would at last be able to fulfill his ambition to dump the parser entirely. We’ll be catching up with him again over there in due time.

(Sources: As usual with my Infocom articles, much of this one is drawn from the full Get Lamp interview archives which Jason Scott so kindly shared with me. Other sources include the book Game Design Theory and Practice by Richard Rouse III; Byte of December 1980; Questbusters of August 1987 and January 1988; Commodore Magazine of March 1988.

Beyond Zork is available for purchase as part of The Zork Anthology on GOG.com.)

 
 

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