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The Sierra Network

Ken Williams got the online religion early or late, depending on how you look at it. Despite running a company whose official name was Sierra On-Line — admittedly, the second part of the name was already being de-emphasized by the end of the 1980s, and would eventually be dropped entirely — he had paid no more attention than most of his peers to the rise of commercial online services like CompuServe. Sierra maintained a modest presence in such places, even agreed to the occasional online chat, but telecommunication was hardly central to their business strategy during the first eight years or so of their existence. All that began to change, however, when a new service called Prodigy made a splashy entrance in 1988.

Almost a decade after CompuServe’s consumer service had been born, Prodigy breezily declared themselves to be the “first consumer online service,” full stop. In so doing, they demonstrated a certain chutzpah in which they would never be lacking, and which would decidedly fail to endear them to most others in their industry. Yet underneath the bluster there was perhaps an honest aspirational vision. Backed by the unlikely partners of Sears and IBM, Prodigy desired to be, to coin a phrase, the online service for the rest of us. They became the first service after the Commodore 64-only QuantumLink to allow access only through a graphical front-end which they themselves provided to their customers. There would be no scrolling green text for their subscribers, but rather attractive screen layouts full of color and even pictures. Preferring to see themselves as the next step in traditional, top-down mass media — the natural successor or at least adjunct to newspapers, magazines, and television — they hewed to this philosophy to the complete exclusion of the user-driven initiatives that had done so much to build the other online services: things like chat, file libraries, and self-organizing communities of interest. (Incredibly, online chat, the killer app that had first gone up on CompuServe in the Dark Ages of 1980, wouldn’t arrive on Prodigy until 1994.)

In compensation, Prodigy planned to offer more content from Big Media than had ever been seen online before, alongside enough online shopping to make any brick-and-mortar mall stroller green with envy. Indeed, it was typical mall shoppers rather than typical computer hobbyists that they were really trying to reach. Rather than hosting chats with the likes of computer-game developers and NASA engineers, they curated question-and-answer forums with such mainstream celebrities as the fitness diva Jane Fonda and the famed sportscaster Howard Cosell. Further, they offered all of this at a flat rate, a first for the industry. The monthly subscription price of $10 — a price which would only buy you about two hours at best on any of the other services — was augmented by online advertising that took full advantage of the graphical front end. In this area as well, then, Prodigy became a pioneer, albeit of a perhaps more dubious stripe.

Prodigy went live on April 11, 1988. From the moment he first logged on later that year, Ken Williams was excited by what he saw there in a way he had never been by CompuServe or any of the other text-based services. He called Prodigy “a preview of the future” in his “President’s Corner” of Sierra’s corporate magazine.

I boot it up in the morning, and I’m greeted with a “front page” that gives headlines on the major news stories of the day. Beside each headline is a number to punch up the text of the feature, which is written in a professional journalistic style. After the front page, I can check the price of my company’s stock through Prodigy’s Dow Jones service. Because I’m a West Coaster and Wall Street opens before I get out of bed each morning, the stock price I see represents the price of my stock as it was within the last fifteen minutes (not what it was after closing last night).

I can also catch the up-to-date prices of other publicly-traded home-software companies or I can check to see if any of the top computer makers has made a big announcement. I also check the local weather, and occasionally the weather of a city I’m to travel to that day (Prodigy will give me a report for almost anywhere), and I always, always read the PC Industry Column by Stewart Alsop III.

If I have time during the morning (but usually at night), I’ll access one of the “interactive magazine” sections of Prodigy. Among the writers for Prodigy are Gene Siskel (of Siskel and Ebert’s At the Movies), Sylvia Porter (finances), Jane Fonda (fitness), Jolian Block (taxes), and a host of others. Each of these people contributes a column worth reading, and the columns are written when news happens, not just once a week or once a month.

It’s great to have this online magazine rack constantly available, but the best part of Prodigy is that you can write the writers. Recently I saw a Gene Siskel review of the movie Parents on Prodigy. As I enjoy such offbeat movies, and Gene appeared to have similar taste, I wrote him a quick note asking if he could recommend similar films. The next day when I booted up the service I had a short note waiting from Gene that contained the names of two other films I would like. Once, I didn’t like a Stewart Alsop column, and I got my aggressions out immediately by sending him a note of disagreement (no response from Stewart was given or expected). I consider this interactivity to be the major plus of this interactive-magazine format.

The reasons for Ken Williams’s immediate enthusiasm for Prodigy aren’t hard to divine in the context of his strategic vision for Sierra and his industry. As we saw in my last article, he was convinced that computers were simply too hard to use, and that the path to more universal acceptance of his company’s products lay in smoothing out the rough edges of being a computer gamer, in commodifying games like any other form of mass media. If this process entailed the loss of some of hacker culture’s old can-do spirit of empowered creativity, well, such was the price of progress; tellingly, and even as he rejected making games for the platform himself, Williams was a great admirer of Nintendo and their carefully-curated walled garden of cartridge-based videogames. Prodigy in the online space, like Nintendo in the console space, was moving in the direction he hoped to take Sierra in the computer-game space.

Yet the example of Prodigy was also more to Ken Williams than just an object marketing lesson from a related industry. It woke him up to the possibilities — the possibilities, that is, for Sierra themselves — in the online space. Williams, in short, wanted in on that action which he was coming to believe would do so much to shape the future not only of computers but of media in general.

In 1989, a new terminal program from an outside programmer reached Sierra by a somewhat circuitous route that wound through their close relationship with Radio Shack. They chose to revise it and publish it as one of their rare forays into application software. Sierra’s On-Line — yes, the name is a little too cute — was designed, in what was fast becoming the typical Sierra fashion, to make going online just that little bit easier for people who didn’t eat and breathe baud rates and transfer protocols. It shipped, for instance, with a script that would do all the work of getting you logged in and signed up with CompuServe for the first time for you, following up that helping hand with a guided tour of the service. (Ken Williams himself may have been most enamored with Prodigy, but that didn’t mean Sierra would ignore the only online service with more than half a million subscribers in 1989.) After that introduction, many tasks could be automated by clicking big, friendly onscreen buttons, sort of an attempt to bring the Prodigy experience to CompuServe. Previous terminal programs, ran Sierra’s marketing line, had been “too complex and intimidating for the average user to want to tackle; one look at a two- or three-inch thick manual, and most people decided they weren’t really all that interested in going online.” Sierra’s On-Line, by contrast, would make online life “available to a much wider audience than before. With a program this easy, convenient, and inexpensive, going online would be within the reach of anyone with a computer and a telephone.”

While there’s no indication that Sierra’s On-Line became a particularly big seller, much less revolutionized the online demographic in the way the company seemed to have hoped, it is illustrative of their thinking as the 1990s loomed. Ditto the “Sierra BBS” which they set up around the same time, sporting enough incoming telephone lines to let 32 people be online at once. Sierra claimed that over 35,000 people were visiting each month by the end of 1989, getting hints for the games and downloading demos, patches, and curiosities like a “3-D Animated Christmas Card” and a standalone version of “Astro Chicken,” an action game embedded in Space Quest III. And at the same time, Sierra became a great booster of Prodigy. In addition to setting up a big presence on the new service proper, they took to dropping signup kits directly into their game boxes, thus getting them into the hands of hundreds of thousands of gamers.

In a 1990 address, Steve Jobs, a visionary who gets lots of credit for the many things he got right but little blame for the equal number of things he got wrong, said that the 1990s would be “the decade of interpersonal computing.” When he said it, he was talking of small-scale connectivity via LANs, not the wide-scale connectivity that was already being enabled by services like CompuServe and Prodigy, much less the epoch-making invention that would be the World Wide Web. Ken Williams responded, rightly, that Jobs was “thinking too small. I agree that ‘interpersonal computing’ — the idea that the individual computer owner will soon find himself acting as part of a bigger connected computer community — is the next step in the evolution of personal computing. But I disagree with Jobs’s vision of the company office as the birthplace of this technology.”

Even as Jobs was articulating his narrow vision of interpersonal computing to an industry conference, Williams had put Sierra to work attempting to forward his own, more expansive view of computing’s future in a more direct fashion than even the Prodigy relationship entailed. On October 31, 1990, Sierra quietly announced that they had begun testing a new, self-standing online service of their own, one that would go far beyond the Sierra BBS. Ken Williams, from the press release:

Sierra is interested in extending our core product-development technology to have multiplayer capabilities. Our long-term goal is to have games, similar to those we now sell, which can be played simultaneously by large groups of people over a wide-area network. We have no plans currently to announce any particular product, any timetable for roll-out, or even any sense of what form a national roll-out might take — e.g., whether we would operate our own network or offer our product through some existing network. This announcement is only made to correct misinformation that may have been leaked by our testers. Whereas we are very excited about this test, it is much too early to speculate as to whether it might lead to some marketable product. We should know more by early next year, at which time we will be able to comment further.

And so, with slightly under 1000 volunteer testers located in the Los Angeles area, a modest slate of classic parlor games like chess and bridge, and heaps of caveats like those above, The Sierra Network was born.

The test “yielded amazing results,” reported another press release the following May: “Many of our testers had never touched a computer before, but were suddenly averaging 20 hours per week and more on TSN.” In choosing the testers, Sierra had deliberately reached out beyond the demographic that typically played computer games, even going so far as to loan computers to those of their non-techie guinea pigs that needed them. Ken Williams had been inspired by his mother, an avid bridge player, to make that game a special priority, as he did the people of her advanced age who tended most frequently to play it — i.e., the least likely of all people to use a computer under normal circumstances.

The influence of Prodigy could be seen all over The Sierra Network, from the graphical interface that was designed to be easy enough for that much-abused least-common denominator, the proverbial grandmother, to the plan for flat-rate pricing of about $12 per month. It’s thus somewhat ironic to note that Prodigy itself was in danger of crashing in flames at the same time that The Sierra Network was getting off the ground. The former service’s membership had soared by 1991 to 600,000, but, as might have been predicted had its administrators looked more closely at the experience of CompuServe and other predecessors, a big chunk of those subscribers were proving more interested in interacting with one another than they were in engaging with the curated content Prodigy and their corporate-media partners provided. This was throwing the financial model all out of whack. Prodigy responded by censoring forum discussions, by limiting email to 30 messages per month, and by raising the subscription price to $15 per month. Some of their subscribers organized a so-called “Cooperative Defense Committee” to fight back, precipitating an internecine conflict the likes of which has never quite been seen before or since. Members of the user resistance claimed Prodigy was reading their emails, and a rumor spread, never to be conclusively proved or disproved, that Prodigy’s software was snooping through the contents of subscribers’ hard drives — thus providing the service with another dubious first as the centerpiece of the first notable spyware scandal in the history of the computer industry. Although the civil war had little obvious effect on the service’s overall subscriber count, which only continued to grow in a bullish environment for the idea of interpersonal computing in general, it cost Prodigy something less tangible but equally precious. After the great PR debacle of 1991, Prodigy would never again enjoy the prestige and influence of their first moment in the sun. Their thunder would increasingly be stolen by America Online, a service launched with much the same aspirations toward mainstream, non-computer-geek Middle America, but one which would prove to be much better managed in the long run.

So, as Sierra charged ahead with their own online service they had object lessons, should they choose to heed them, that managing such a service — especially at flat-rate pricing — was more difficult and expensive than it might first appear to be. In addition to Prodigy, they could look to PlayNet, the service which seven years before had tried to offer at discount prices to owners of Commodore 64 computers a suite of simple board and card games not all that dissimilar from those of the nascent Sierra Network, only to go bust within a few years, largely because little PlayNet had been unable to negotiate the favorable terms with the big telecommunications firms that might have made their business viable. Sierra too, while a big wheel in the computer-game industry, was next to nothing in the eyes of the telecom giants. Yet they believed they could overcome the factors that had killed PlayNet and nearly done in even Prodigy by using their basic service almost as a loss leader for premium content in the form of bigger, meatier games. Ken Williams described The Sierra Network as the cable television of online services. Sure, you could pay a fairly small flat fee and just get the basic package, but to get the online equivalent of HBO you’d have to pay a premium. The folks at Dynamix were already testing an online version of their hit World War I dogfighting simulator Red Baron, and Sierra planned to make two new “theme parks,” called SierraLand and LarryLand, available to subscribers at additional cost by 1992.

On May 6, 1991, Sierra announced that The Sierra Network was officially a go, being spun off as a wholly-owned subsidiary of the parent company. They intended to make it available to most of California at the flat rate of $12 per month by the end of the month, and to the entire country at that rate within a year. In the meantime, subscribers outside of California could gain access for $5 per month plus $2 per hour, still far cheaper than most other online services of the day.

As one might expect, though, early paying members were heavily concentrated in California. Far from being a disadvantage, this situation was in some ways just the opposite. When wildfires burned more than a thousand homes to the ground in northern California, The Sierra Network’s subscribers put together an impromptu emergency-response center to keep everyone updated on the fires’ current course. During happier times, subscribers organized pot lucks and picnics in the non-virtual world. And, inevitably, romance soon sprouted from this fertile soil of friendship; the first Sierra Network marriage proposal took place as early as August 30, 1991.

But Sierra’s ambitions for the service had of course always extended well beyond California. On June 1, 1992, they rolled out, just as they had promised, nationwide flat-rate pricing: $13 per month, with a usage cap of 30 hours per month to head off the sorts of heavy users who had so nearly been the death of Prodigy. To date, the service had been growing at a reasonable if not breathtaking pace despite going virtually un-promoted outside of Sierra’s own magazine, surpassing 25,000 subscribers in the first year. If not enough to set CompuServe, Prodigy, or America Online shaking in their boots, it still wasn’t bad for a service that offered little beyond games and socializing; even a non-gaming something as basic as email had taken months to arrive. Now, with the nationwide roll-out underway in earnest, Sierra launched the biggest advertising blitz in their history to that point, encompassing glossy print and even television. To accommodate the expected surge in subscriptions, the parent company found their online subsidiary their own space, moving them into a building that had formerly been the home of a local Oakhurst steakhouse known as The Old Barn. (The place had been a popular stop for tourists to nearby Yosemite National Park; there was a bit of a problem with trail-weary hikers turning up, marching in through the front door, and asking for a menu without ever noticing the changed signage.)

Ken Williams’s cable-television-inspired “premium packages” also started to come online — and also just as promised — during 1992. For the extra price of $4 per month per package, subscribers could access SierraLand, an online amusement park complete with white-water rafting, mini-golf, a videogame arcade, and paintball; LarryLand, an online casino, a veritable Lost Wages straight out of Leisure Suit Larry in the Land of the Lounge Lizards; and MedievaLand, whose centerpiece was The Shadow of Yserbius, a more limited but better-looking multiplayer CRPG than America Online’s Neverwinter Nights. The truly hardcore could get access to it all, plus unlimited online time, for the low, low price of $150 per month — still a bargain compared to what some people were shelling out just to chat on services like CompuServe.

Ken Williams’s greatest business hero was Walt Disney. He particularly admired Uncle Walt’s talent for turning his cartoon characters into indelible icons of international pop culture, and strove to do the same for the stars of Sierra’s games. In the early 1990s, Larry Laffer, whose gradual transformation from the skeevy pervert of the first Leisure Suit Larry game to lovable loser was by then complete, suddenly started turning up everywhere: on tee-shirts; on coffee mugs; as an opponent in the casual-game collection Hoyle Book of Games; as the proprietor of LarryLand on The Sierra Network; even as the ersatz software mogul behind The Laffer Utilities, a collection of otherwise businesslike MS-DOS add-ons. If Larry never quite became the mainstream icon Sierra wished, you certainly can’t fault them for lack of effort.

To their credit, Sierra had understood from the beginning that the socializing that took place around the games would be at least as important as the games themselves to their subscribers; in this sense at least, they were the polar opposite of Prodigy’s benighted management. “Where people meet people to have fun,” ran The Sierra Network’s early tagline, consciously placing the “people” part before the “fun” of the games. “Playing [offline board and card] games has very little to do with gaming,” wrote Ken Williams. “An evening playing bridge with friends has more to do with the quality of your relationship with your friends than with the actual card-playing.” Sierra worked hard to recreate this chummy atmosphere in an online context.

Even as the various components of The Sierra Network might point back to PlayNet, to Neverwinter Nights, or (in the case of the online Red Baron) to GEnie’s Air Warrior, Ken Williams’s animating vision of the service made it stand out from an online marketplace of increasingly indistinguishable offerings. In the eyes of most modern gamers, the single-player plot-heavy adventure games that are still Sierra’s most famous vintage stock-in-trade might seem to exist at the opposite end of a continuum from the shorter-form grab-and-go games that made up the majority of The Sierra Network’s offerings. Yet Williams didn’t see things that way at all at the time.

In my recent conversation with Judith Pintar, she mentioned how she came to see CompuServe as a sort of virtual space with a spatial architecture of its own, a maze of twisty little passages winding through chat rooms, discussion boards, and online games. While that may have been an idiosyncratic take on CompuServe — an outgrowth of her unique personality — it was one that Ken Williams wanted to make real for everybody on The Sierra Network. To an extent rivaled only by Habitat, the earlier but brief-lived online community Lucasfilm Games had created for QuantumLink, he strained to turn The Sierra Network into an embodied space not at all far removed from the virtual spaces inside his company’s adventure games. Just as much as Sierra’s offline adventure games, their online service was to be a form of “interactive multimedia.” The Sierra Network, Williams had long since declared, was nothing less than “my vehicle for experimenting with virtual reality.” His vision was perhaps summed-up best in a tossed-off line he offered even while the premium “theme parks” were still twinkles in their developers’ eyes: “Wouldn’t it be nice if you could play our games, but all the other characters you ran into were real people?”

The first step a new subscriber took on the service was to make an avatar using the “FaceMaker” program, choosing an age, a sex, a race, a hair style and color, a facial expression, and more; it all added up to an almost infinite range of possibility. Some subscribers tried to construct avatars that looked pretty much like they themselves did — or at least like idealized versions of themselves — but others used The Sierra Network as an opportunity to try out entirely different identities. Such practices, which became known among the subscribers as “masquerading,” weren’t discouraged by the service’s administrators. On the contrary: a single subscriber was allowed to have multiple avatars, and plenty took advantage of that, putting on different looks, personalities, and even genders to suit their mood of any given evening. “Being us, whoever we are, is tough work,” said Jeffrey Leibowitz, The Sierra Network’s director of marketing. “It’s nice sometimes to not be you.” Marketing considered adopting as a slogan “Be all that you can’t be,” a great riff on the United States Army’s longtime slogan of “Be all that you can be,” but it was sadly rejected in the end, probably out of fear of offending delicate patriotic sensibilities.

The Sierra Network wasn’t a collection of services that you used; it was rather a geography of places that you visited.

The sense of embodied physicality was perhaps the key thing that made The Sierra Network so precious to the many — and there are a surprising number of them — who remember it with such nostalgic fondness today. The terminology of a cyber-space is all over Sierra’s own way of talking about the service — sometimes, one senses, for calculated reasons, but other times for unconscious reasons, simply because that terminology seemed the best to use to describe an experience of this nature. So, you didn’t sign into SierraLand or LarryLand, you went there. And once there, you didn’t enter commands or even click buttons; you strolled the midway of the amusement park or the aisles of the casino, looking for something — or someone — that caught your interest. Even the simplest games on The Sierra Network were constructed with this eye toward embodied virtual space; when you played bridge, you saw the table along with your partner and your opponents sitting across it, just as if you were really there. What if online life writ large had eschewed the metaphors of print from the beginning for embodied virtual reality? The Sierra Network takes us as close as we’re likely to get to answering that counter-factual.

By 1992, a real buzz was growing up around online services in general. America Online had an IPO that spring which exceeded all expectations, attracting committed backing from such influential patrons as Microsoft co-founder Paul Allen. Ross Perot, an independent candidate for President of the United States who would manage to attract 18.9 percent of the vote that November, was making news with his proposals for an “electronic town hall,” where citizens across the nation could come together to discuss the issues of the day with the politicians who served them.

The Sierra Network fit right into this zeitgeist, attracting considerable mainstream attention of its own. Noted tech pundit John Dvorak called it nothing less than “the future of telecommunications.” The Washington Post‘s business section wrote about it using words that might have been cribbed directly from Sierra’s own press releases: “If TSN takes off, it could define a new medium — the merger of computer games and online information services into a form of entertainment never seen before. TSN could ultimately propel Sierra into the big leagues, pushing the company far beyond its current annual sales of about $50 million.” Alan Truscott, arguably the world’s foremost authority on the game of bridge, promoted The Sierra Network’s online version of his favorite pastime via his New York Times column on same: “Playing on Sierra is less impersonal than it sounds. From a list of those available, designated by first names or code names, you invite three others to play. Each player designs a face that may or may not be an accurate portrait of themselves, which shows on your computer screen. It is easy to discuss bidding methods, conduct a postmortem, or simply chat.” “It would be wrong to suppose,” he concluded, “that playing bridge in one’s home while linked by computer and telephone to three other players must be an unsocial activity.”

Playing bridge on The Sierra Network.

By some metrics, then, The Sierra Network was doing quite well. Doubtless thanks not least to all this positive press, total subscription revenues jumped from a paltry $266,000 in the first year all the way to $2.825 million in the second.  And yet one stubborn fact couldn’t be disguised by all the good news: Ken Williams’s pet online service just wasn’t making Sierra any money. In fact, it was costing them a bundle. Unusually for this company that saw themselves as a maker of “premium” products with premium prices to match, Sierra had priced their service far too aggressively to ever turn a profit even with the optional packages. They had misjudged the cost of maintaining the computing and networking infrastructure to run the service, misjudged the speed at which telecommunications costs in general would decrease, and misjudged their ability to negotiate with the telecom giants as a paltry $50-million-a-year company.

Nor was the news unadulteratedly positive even on the demand side. By the spring of 1993, Sierra Network membership was showing ominous signs of having already plateaued, or even of having started going in the other direction. Many of the most basic aspects of running an online service — things that companies like CompuServe had been doing for years with apparent ease — were a huge struggle for Sierra. Their service crashed with disconcerting regularity, and they could never seem to catch up to customers’ demands on their bandwidth; trying to connect to The Sierra Network for a casual game of backgammon could often be, as Sierra’s marketing director John Williams put it, like trying to get through to Microsoft’s customer support right after the release of a new version of MS-DOS. In addition to spotty reliability and connectivity, another big problem the service faced in trying to further build its membership rolls was the very fact that it was so exclusively games-focused. The typical pattern on CompuServe or America Online was for customers to sign up with plenty of sober, practical reasons in mind or at least on the tongue — online news, online stock-market quotes, etc. — and then get inadvertently hooked on chat and games. The Sierra Network couldn’t pull the same bait and switch, for the simple reason that it lacked the same bait. To sign up for The Sierra Network, you had to be willing to say up-front that this was strictly an entertainment expense — strictly an indulgence, if you will. For some reason, many potential subscribers — even the ones with gigantic cable-television bills — seemed to find that a hard admission to make.

In the fiscal year ending March 31, 1993, Sierra as a whole turned the wrong kind of corner after years of steady profitability, posting an ugly loss of $12.3 million. While the reasons for this stark downturn extended well beyond the money being spent on The Sierra Network — fodder for future articles on this site — the latter certainly wasn’t helping the situation any. The online service alone lost $5 million that year. To this point, it had cost its parent $7.5 million over and above the revenue it had managed to generate during the period of its existence — or about the cost of making ten single-player multimedia adventure games and then giving them all away for free. Sierra was in the confusing position of having collected a fair number of subscribers for their online service, yet not seeing those numbers translate into less red ink on the bottom line. The annual report for fiscal 1993 reflects the frustration this was causing inside the parent company. “There can be no assurance that costs will not become prohibitive and threaten the economic viability of the network,” it states. “Further, there can be no assurance the revenue growth rate will continue into the future or that The Sierra Network will ever become profitable.” Ken Williams had had high hopes for The Sierra Network — hopes, one might even say, that brought him as close as such a hard-nosed businessman could ever come to real idealism — but he had never been noted for his patience with money-losing ventures. “To obtain necessary funding of our marketing campaigns and new product-development efforts for The Sierra Network,” concludes the annual report, “we sought a strategic partner who could bring capital, a well-respected brand name, and a large customer base.” That partner was to be AT&T. “If you’re a young online service out to compete with the big boys,” wrote John Williams in Sierra’s magazine, “AT&T is the kind of friend you want to have.”

On July 28, 1993, the deal was consummated after months of talks. AT&T bought a 20-percent stake in The Sierra Network, while General Atlantic Partners, a venture-capital firm who had done much to broker the deal, bought another 20 percent. But of almost more import than the initial sale was the statement that the long-term plan was for AT&T “eventually to assume controlling interest.” Sierra, trying to dig themselves out of a financial hole, were gradually divesting from their grandest experiment.

Because it made little sense to continue to call an online service that would be run with decreasing input from Sierra proper The Sierra Network, it was rechristened The ImagiNation Network. In a letter to his subsidiary’s employees, Ken Williams said the things that bosses generally do under such circumstances, promising that “there will be no significant changes as a result of this partnership” — right before informing his charges of all the things that would be changing. For example, they would soon be moving out of The Old Barn and, indeed, out of Oakhurst entirely, with its “inadequate communications links and unreliable electric power.” Instead of continuing as a closed playground curated solely by Sierra, ImagiNation would become “open” to “developers of entertainment, information, and transaction software and services.” In keeping with this new spirit of openness, a bridge of sorts would be built between ImagiNation and Prodigy to allow the latter’s 2.2 million subscribers access to all the delights of SierraLand, LarryLand, and MedievaLand. Thus Ken Williams and his online service came full circle, back to the original motivator.

On November 15, 1994, AT&T bought all remaining ImagiNation shares from Sierra and General Atlantic Partners for $40 million. While the former was still under contract to provide technical support and even to build occasional additions and enhancements, their active role in steering the service ended here if not earlier. In their eyes it was now, depending on which Sierra insider was doing the looking, either a failed experiment or a worthwhile venture that had had to be set free in order to reach its full potential. Sadly, the verdict of history would lean toward holders of the first view.

There is, however, one fascinating might-have-been associated with this final stage of The Sierra Network story. Among the documents in the Sierra archive at the Strong Museum of Play is a letter to Ken Williams from Bill Gates of Microsoft. It’s dated May 5, 1993, and is written in response to the impending initial buy-in by AT&T, which was already an open secret in the tech sector by that date. Gates, it seems, had wanted in on The Sierra Network himself. He’s more than a little miffed that Williams chose AT&T over Microsoft.

I am really disappointed you didn’t talk with us further after we sent our first proposal for working together on your Network. We feel that working with us would have provided the best deal for your shareholders since we would have paid more than AT&T and would have provided more of an outlet for the creative work at Sierra. Some of the key differences between the AT&T and Microsoft proposals are:

A. We believe in the entertainment service. We would have put some of our best people onto scaling up the marketing and technology immediately. AT&T is simply hiring a new person in and seeing what happens while adding priorities relating to new platforms when the focus should be cementing over 200,000 subscribers.

B. All of our online efforts would have been focused on the one network, providing for synergy. AT&T has their Eastlink, Telescript, and other consumer-network efforts completely separated from TSN.

C. Microsoft is focused on online activities. If you had spent more time with Bob Allen and me, the difference would have become clear.

Just why Ken Williams spurned such an enthusiastic, deep-pocketed, and comparatively agile suitor in favor of the rather hidebound AT&T is unknown to me. Had he chosen another course, the latter-day history of his personal passion project would, at the very least, have been very different.

As it happened, though, the most interesting and innovative stage of the former Sierra Network’s history was already behind it by the time Bill Gates wrote his letter. SierraLand, LarryLand, and MedievaLand remained around for some time to come, descending gradually into a homey decrepitude, but AT&T struggled with little success to build anything new and compelling around them. On August 7, 1996, America Online bought the service from AT&T for an undisclosed amount. There its last remnants were gradually engulfed and devoured by its owner’s higher-profile offerings. And thus passed into history Ken Williams’s unique, perhaps impractical but certainly romantic vision for an embodied online community — for, one might even say, the online service as virtual world. It would be many years before our real world would see its like again.

(Sources: the book On the Way to the Web: The Secret History of the Internet and Its Founders by Michael A. Banks; Sierra’s official magazines from Spring 1989, Fall 1989, Spring 1990, Summer 1990, Spring 1991, Summer 1991, Fall 1991, Spring 1992, Fall 1992, Winter 1992, June 1993, Summer 1993, and Holiday 1993; Computer Gaming World of November 1991 and December 1992; Electronic Games of December 1992; New York Times of April 12 1988, May 2 1993, July 18 1993, and August 19 1993; Washington Post of November 9 1992; San Francisco Chronicle of August 7 1996; Matt Barton’s YouTube interview with Susan Manley; press releases, annual reports, and other internal and external documents from the Sierra archive at the Strong Museum of Play.)

 
 

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Sierra at the Cusp of the Multimedia Age

By 1990, life for the programmers and artists who made adventure games for Sierra On-Line had settled down into a predictable pattern. Even-numbered years were King’s Quest years, when the company pulled out all the stops to deliver a new iteration of their flagship series that incorporated all the latest technologies — that looked and sounded better than anything they had ever done before. Odd-numbered years offered a chance to decompress, letting the creative teams apply the techniques that had been developed for King’s Quest to other games — games that were often more eclectic and, to this writer’s mind at least, more interesting — while the marketing people had more time to devise promotional strategies for same. Not coincidentally, Leisure Suit Larry in the Land of the Lounge Lizards and Hero’s Quest: So You Want to Be a Hero, Sierra’s two most successful non-King’s Quest series debuts to date, had each been launched in an odd year. Sierra was making enough games by the dawn of the 1990s that even a King’s Quest year would see the release of plenty of other, non-King’s Quest games. But everyone knew where management’s priorities lay when it came time for Roberta Williams to start to think about King Graham and Daventry once again.

Thus there was never any doubt that King’s Quest V would dominate the agenda for 1990, just as there wasn’t that Ken and Roberta Williams would demand that it be an audiovisual showstopper. The Williamses and their fellow travelers were feeling their oats a bit, and by no means entirely without reason. Following the near-implosion of 1983 and 1984, Sierra had been steadily profitable for half a decade, their gross revenues growing throughout that time at a steady year-by-year clip. Unlike so many other computer-game makers, they hadn’t been damaged very much at all by the arrival of Nintendo and the resurgence of the once dead-and-buried console market; the existence of those events, so cataclysmic for so many of their peers, could never even have been guessed at from a glance at Sierra’s bottom line. While heretofore strident console haters like Trip Hawkins of Electronic Arts swallowed their pride and begged Nintendo for a license, Ken Williams stuck to his guns. Sierra published, as their press releases and annual reports never failed to proclaim, “premium-priced entertainment-software products for the high end of the consumer market” — i.e., for home computers. They hadn’t suffered the identity crisis of their peers, and their strong sense of exactly what kind of products they ought to be making was continuing to pay off.

Which isn’t to say that their business wasn’t evolving in other ways. As Sierra accelerated into a decade which they and many others believed would be marked by a merging of the interactive entertainments coming out of Northern California with the non-interactive entertainments coming out of Southern California, they took on more and more of a studio mentality, in which the programmers who wrote the code for the games would just be one part of a creative whole, no more important — indeed, quite possibly less important — than the artists who illustrated them or the composers who scored them. And nowhere was this new philosophy of game production more in evidence than in the hiring of Bill Davis as “creative director” in July of 1989.

Bill Davis, looking tragically hip in his photo shoot for Sierra’s corporate magazine.

Davis came to Sierra with no experience at all in interactive media, but with a long resume as a television director and animator that included clients like McDonald’s, Burger King, Toyota, NBC, The Children’s Television Workshop, and MacMillan and Co. His work had appeared on Sesame Street, The Electric Company, and The Tonight Show, and a short film he had made on his own time had recently been shown at the Annecy International Animated Film Festival. He was brought in explicitly to “Hollywoodize” Sierra — even if a good part of what that term encompassed in Ken Williams’s view might simply have been seen as smart, effective project management by someone else. Davis:

At Sierra, projects are getting so large, and we are getting so many projects, [that] we are concerned about losing quality. We are going to take some of the techniques that have been used in the film industry to manage gigantic feature projects and apply them here. I think we’ll gain in efficiency along the way also. It will enable many more people to work on a project, finish that project quickly, and not lose quality.

With a storyboard you are able to visualize an entire project at the beginning and locate the pitfalls, the problem areas, ahead of time, before anyone sits down at a computer to work on anything. We won’t have to trash large sections of a game that have been developed because they don’t work with another part of the game. We should be able to prevent those types of things from happening.

The conceptual core of Davis’s approach — and the one that smacked most of Hollywood — was indeed storyboarding, a technique which traditional animators had been using since time immemorial. According to an article published in Sierra’s magazine, “a storyboard might be likened to a comic strip of the whole game on paper, laid out on a large bulletin board. The game designer, the art designer, the lead programmer, and the music director meet in front of the storyboard to familiarize all concerned with all facets of the project. It is here that any problems — technical or otherwise — are brought up and worked out between these four.”

The obvious disadvantage in relying so heavily on this technique drawn from a linear form of media in a game-development context is the simple reality that games are not a linear form of media. Setting aside claimed gains in efficiency which I have no reason to doubt, I fancy I can spot some unforeseen ramifications of the approach in some of the games which would be created using it, with their tendencies to trap the player in unwinnable states if she approaches things in the “wrong” order. Bob Bates of Legend Entertainment once said to me that Sierra games seemed to him to be global “state machines,” as opposed to the more granularly simulated, object-focused games of Infocom and Legend. While this comparison doesn’t hold up on a technical level — the object-oriented language Sierra used to program their SCI engine is actually remarkably similar in conception to Infocom’s ZIL — I believe there’s something to be said for it on a philosophical level.

Nevertheless, Sierra had made their bed with Davis’s storyboard-driven methodology. The veteran game developers working there, who had previously enjoyed virtual free rein to make games using whatever methodology they wished, were now expected to lie in it. With less or more grumbling, they all did so.

King’s Quest V was absolutely stunning to look at in its day, and still looks quite lovely today.

The changes Davis had been hired to implement began to affect the developers immediately after his arrival, but the new process wouldn’t be tested out in its entirety until work began on King’s Quest V some months later. In addition to the new development process, that game would, as per usual for a King’s Quest, mark the beginning of a new technological generation of Sierra adventure games. King’s Quest IV back in 1988 had heralded the arrival of the new, more flexible SCI game engine, along with full orchestral soundtracks for those with the hardware to hear them. Those changes may have seemed big at the time, but they were as nothing compared to Sierra’s latest plans. King’s Quest V would replace its predecessor’s 16-color EGA graphics with 256-color VGA graphics, and would replace its text parser with an entirely mouse-driven point-and-click interface. True to their leader’s analog roots, Davis’s artists were now expected to paint all of the scenes for the game by hand on paper; their work was then digitized, giving the Sierra games of this era a distinctive painterly quality that remains lovely to look at. Whatever else you can say about it, King’s Quest V represented the most dramatic single visual leap forward which Sierra’s games ever had or ever would make — comparable to the leap which King’s Quest IV had made two years before in terms of audio.

In design terms, however, King’s Quest V was just the latest in a long string of lowlights. If anything, it was even worse than the series’s dubious norm. Whether because of Bill Davis’s rigid storyboarding methodology or because of Roberta Williams’s endemic carelessness as a designer, or perhaps both, it’s often described as the absolute nadir of the series in terms of dead ends and nonsensical puzzles. The cognitive dissonance that existed between the series’s designs and the way the games were marketed continued to be as perplexing as it was hilarious. As always, the latest King’s Quest was positioned with one leg in what we might call the pure gaming space, the other in the edutainment space. “Come into the world of King’s Quest V… and bring the family!” trumpeted Sierra’s advertising to accompany appropriately wholesome, family-friendly art. Perhaps the lesson it was meant to impart to the little ones — at least to those of them with serious aspirations of solving it — was that it’s a cruel old world out there, appearances can be deceptive, and you can never trust anyone — least of all an adventure game with Roberta Williams’s name on the box.

Adorable young King’s Quest fans (and one or two confused adults) dress up for a Sierra photo contest. Too bad the game secretly wants to lead them down some blind alley and never let them out again…

But none of that ultimately mattered to Sierra’s bottom line. Justifiably heralded as the beginning of a new era of Sierra adventure gaming upon its release just in time for the Christmas of 1990, King’s Quest V was sold and bought on the basis of its “vivid game scenes, lifelike animation, and breathtaking soundtrack.” Children continued to love the series for all these reasons, while parents continued to see it as a safe choice in a perilous gaming landscape. King’s Quest, in short, had long since become one of the handful of gaming brands that even those who didn’t play games at all might recognize. The Software Publishers Association honored it as the best adventure of 1990, and even Computer Gaming World, normally the most skeptical of the magazines, elected to contradict their lukewarm initial review, get with the program, and make it their adventure of the year as well. Sierra claimed that out of the gate King’s Quest V became the fastest-selling single computer game in the history of the industry. In its first three months on the market, it sold 160,000 copies; in its first fifteen months, more than 300,000 copies. And, even more encouragingly in terms of Sierra’s future prospects, the rapturous reception accorded to the potent combination of 256-color graphics with a point-and-click interface wasn’t confined to their most iconic series. Space Quest IV, the second game developed under the new methodology and technology, marketed more to the teen demographic than the tweens of King’s Quest, hit 100,000 units before its own first ninety days were up.

And there was yet more technological progress in the offing. Huge leap forward though they were, VGA and point-and-click only comprised two-thirds of the major advances Sierra was unveiling for those King’s Quest V buyers who had the right hardware. CD-ROM had been lurking out there for years now, offering almost inconceivable amounts of storage, a prospect which inspired both excitement and fear among computer-game developers and publishers; after all, what could you actually do with 650 MB worth of space? Sierra stormed into the 1990s determined to answer that question. The imagined multimedia future into which CD-ROM would lead the world had had much to do with their hiring of Bill Davis, a man who presumably knew how to make all the rich multimedia content that would be needed to fill all those megabytes.

Roberta Williams takes one of her star turns on the title screen to the CD-ROM version of Mixed-Up Mother Goose.

For their first foray into CD-ROM, Sierra chose Mixed-Up Mother Goose, a charming little educational game of scrambled nursery rhymes which Roberta Williams had first put together in the non-King’s Quest year of 1987. Sierra admitted frankly to choosing it for their first CD-ROM experiment because it was “a relatively small game,” “less expansive than a King’s Quest or Space Quest adventure.” But, having made that concession to practicality, they made few others. In addition to the expected redoing of all the graphics and the conversion to a point-and-click interface, professional actors were hired to voice every line of dialog. Intended as a showpiece and a proof of concept as much as a commercial product, Mixed-Up Mother Goose delivered in fine fashion on the former counts at least. At an industry conference, no less a personage than Bill Gates used it as the grand finale of his presentation on multimedia computing, calling it the “most compelling use of multimedia to date.” Sony chose to make it a pack-in product with their CD-ROM drives.

As befitted its series’s flagship status, King’s Quest V too had been earmarked for CD-ROM from the beginning. There were some early hopes of producing the CD release in tandem with the diskette-based release, but those fell by the wayside in the rush to get the latter done in time for Christmas. King’s Quest V instead shipped on CD in August of 1991, the first of Sierra’s full-fledged adventure games to do so. It featured the talents — admittedly, sometimes the somewhat dubious talents — of more than fifty voice actors. Ken Williams himself coined the term which the industry at large would soon be using to describe such CD-based re-releases of older games: “talkies,” a reference harking back to the period when silent films were being replaced by films with sound. Williams and many others believed that the changes the talkies would bring to the games industry would be every bit as disruptive as those they had brought to cinema all those years ago.

Indeed, Sierra felt that CD-ROM placed them on the cusp of nothing less than a technological and aesthetic media revolution. The company’s history to date had been marked by a slow move away from text: the illustrated text adventures of their earliest days had given way to the animated adventure games that were born with the first King’s Quest, and now the text parsers in those games had given way to a point-and-click interface. CD-ROM would mark the final step in that journey, offering up an immersive multimedia environment built entirely from pictures and animations, from sound and music. Sierra’s Oakhurst, California, campus already included a video-capture studio and a sound studio, and the company was investing heavily in custom hardware and software for merging the analog real world into the digital world of their games. Multimedia wasn’t just a buzzword for Sierra; it was the necessary future of their business.

Taping a scene for Police Quest 3 at Sierra’s in-house video-production facility.

But, as so many others had been doing for so long now, Sierra chafed at the excruciatingly slow progress of CD-ROM, the key to this future, into the homes of their customers. The fact was that building a CD-ROM-capable gaming computer was as expensive as it was confusing. Still, Sierra felt that their own recent history provided grounds for optimism: in the face of expense and confusion, they had succeeded in driving their customers toward sound cards at the tail end of the previous decade, so much so that by 1991 Sound Blaster and Ad Lib cards and their equivalents had found a home in most MS-DOS gamers’ computers. Sierra had accomplished this feat via a two-pronged strategy that addressed the issue from both the supply and demand side of the equation. On the supply side, they had published games — beginning, naturally, with a King’s Quest — which made spectacular use of sound, to such an extent that anyone without a sound card had to feel like she was missing out on a big chunk of the experience. And on the demand side, they had tried to ease their customers’ confusion by endorsing certain sound cards and even selling them directly at discount prices through their magazine.

Now, Sierra tried a similar strategy for CD-ROM. In the fall of 1991, they began selling a “multimedia upgrade kit” directly to their loyal customers for $795. It included a CD-ROM drive, a CD-friendly sound card, a copy of Microsoft Windows with the “multimedia extensions” included, and a selection of CD-based software published by Sierra and others. Yet Sierra’s CD-ROM push wouldn’t prove as immediately fruitful as had their sound-card push; at almost $800, one of these multimedia kits was a much harder sell than a $200 sound card. CD-ROM wouldn’t finally break out on a wide scale among computer owners until 1993, fully eight years after it had first been heralded as the next big revolution in computing. In the meantime, the vast majority of Sierra’s games would continue to ship on floppy disks; with the economics of the situation being what they were, only the more high-profile titles even saw a CD-based release.

While CD-ROM thus continued to wait in the wings where it had already stood for so long, the technological innovations of the disk-based King’s Quest V were more than impressive enough for most gamers. As was typical of a non-King’s Quest year, most of Sierra’s other established series — including Space Quest, Police Quest, and Leisure Suit Larry — got a new iteration in 1991. But the most interesting Sierra adventure game of the year was a one-off called Conquests of the Longbow: The Legend of Robin Hood.

Christy Marx with her husband Peter Ledger, who worked on her games as an illustrator.

Christy Marx, the creator of that game, had a resume which seemed perfectly attuned to the new philosophy of game development which Bill Davis had inculcated at Sierra. Like Davis, she had a background in traditional cartoons and animation, having worked through most of the 1980s as a writer on the Saturday-morning-television beat: penning episodes of G.I. Joe, Dino Riders, and Teenage Mutant Ninja Turtles, and even creating her own cartoon series, Jem and the Holograms, which ran for 65 episodes between 1985 and 1988. In the midst of it all, she had also found time to create her own limited-run comic-book series, Sisterhood of Steel.

Conquests of the Longbow was actually the second game which Marx wrote and designed for Sierra. It followed the Arthurian Conquests of Camelot: The Search for the Grail, released as one of Sierra’s last parser-based games in 1990. (The pair together must vie with The Colonel’s Bequest for most tortured use ever of Sierra’s “Quest” trademark.) Conquests of Camelot is unusually earnest for a vintage Sierra adventure, rich in setting and character, but it’s clear that Marx struggled to master the interactive dimension of her new medium. Certainly the game resoundingly fails to put its best foot forward. The first area most players will visit after leaving Arthur’s castle hits you first with two of the all-time worst examples of the hideous action sequences, disliked by virtually everyone, which Sierra was always shoehorning into their adventure games, then follows them up with a long string of riddles. As you might expect after a beginning like that, it doesn’t take much longer for a maze to rear its ugly head, thus completing the adventure-game trifecta of lazy design.

Conquests of the Longbow draws from a slightly later period in the mythical history of England than does Conquests of Camelot, taking place during the time of King Richard the Lionheart’s captivity in Austria (an era and a story which will ring familiar to anyone who has played Cinemaware’s Defender of the Crown). It’s by no means immune to the problems typical of Sierra adventure games of its vintage: its version of Sherwood Forest is pointlessly large and empty; the linear plot — surely exhaustively storyboarded beforehand — leaves you flailing about for triggers to advance the timeline; at least one or two of the puzzles are far too obscure for their own good. Yet by way of compensation it offers an embarrassment of other riches, including an authentic Medieval board game that’s very engaging in its own right and a real chance to sculpt the Robin Hood you envision — whether you prefer to make him a short-tempered killer or clever trickster or something else entirely. There are even multiple endings, based on the decisions you made throughout the game, that feel organic rather than contrived.

Even more so than that of any of Sierra’s established series, Marx’s sensibility benefits hugely from the step up to VGA graphics. Her writing, so much subtler than the Sierra norm, combines with the fine work of Sierra’s talented art team and some lovely music to create an experience that drips with the atmosphere of Merry Olde England. Marx had, she said, “adored” Robin Hood since she was a small girl, and that passion comes through almost strong enough to make even a design curmudgeon like me forgive her her sins. At any rate, Conquests of the Longbow certainly strikes this reviewer as more engaging than yet more madcap antics of Roger Wilco or Larry Laffer.

And in commercial terms as well, Christy Marx’s second game was surprisingly successful even in the face of such competition. The issue of Sierra’s official magazine dating from the spring of 1992 has it as the company’s biggest current seller, edging out Police Quest 3, Leisure Suit Larry 5, and King’s Quest V. Its commercial performance was undoubtedly helped greatly by a fortuitous coincidence: the second biggest cinematic blockbuster of 1991 was a movie called Robin Hood: Prince of Thieves.

Despite her second game’s success, Marx left Sierra after its completion to return to writing for non-interactive media — a pity, as it seemed she was just starting to get the hang of writing and designing with interactivity in mind. If her trajectory had continued, her next game might have been amazing.

Important as adventure games still were for Sierra during this period, they were no longer the virtual sum total of the company’s offerings, as they had been for a period during the latter 1980s. For all that Ken Williams had entered the new decade determined to make Sierra’s name synonymous with interactive storytelling in the multimedia age, he was determined to diversify as well. By way of accomplishing that goal, Sierra announced on March 27, 1990, the acquisition of Dynamix, a small but well-respected Oregon-based development house that had been founded in 1984 and had since delivered an eclectic mix of original games and ports to various publishers. Of late, they had focused on the crazily disparate genres of 3D vehicle simulations and cinematic adventure games. With Sierra’s in-house developers having the latter category well in-hand, it was the former which most excited Ken Williams — even though he personally was something of a simulation hater. (“Are there any planes, tanks, or automobiles this industry hasn’t done fifty times already?” he had asked almost plaintively just before the Dynamix opportunity presented itself.) Dynamix soon showed him how wise he had been to go with his market research over his personal preferences by gifting Sierra with Red Baron, a superb World War I dog-fighting simulation that became their biggest non-adventure hit since the pre-King’s Quest years, even in the midst of an unexpected glut of similarly-themed games from other publishers.

With Dynamix delivering the goods for the hardcore joystick jockeys, Williams pushed his in-house teams to branch out from adventure games and produce what we today would call “casual” games, targeted at traditionally non-gaming demographics. In fairly short succession, Sierra churned out three separate volumes of Hoyle Book of Games, collections of classic card and board games named after Edmond Hoyle, the eighteenth century’s foremost authority on such matters. The release of special versions of these titles that were designed to run nicely on the black-and-white laptop computers of the day revealed exactly what sorts of customers Sierra was hoping to appeal to.

Another vaguely casual product was something called Jones in the Fast Lane, a computerized board game with a strong resemblance to the old family classic Careers that had first come to Sierra as an unsolicited outside submission. It could be played alone, but that was rather missing the point; it really wanted to be played with up to three others during a high-tech family board-game night. Fun in short doses, but a little too shallow and random to be given the status of classic alongside its likely inspiration, it nevertheless found two great patrons in Ken Williams and Bill Davis, the latter of whom personally shepherded the project to completion. In a measure of the priority it was given as a potential new direction, it became Sierra’s second-ever CD-ROM product, beating even the CD-based King’s Quest V to market. But it never sold all that well despite a big promotional push, and Sierra would never again make anything quite like it.

While casual games had dominated the non-adventure agenda for 1990, education was the big watchword of 1991. Throughout Sierra’s history, their interest in this market had ebbed and flowed. Sometimes they had gone after it enthusiastically, as when they had signed big licensing deals with Disney and Jim Henson of Muppets fame in the mid-1980s; other times, not so much, although, as releases like Mixed-Up Mother Goose and the pseudo-educational gloss that was often placed on King’s Quest show, they never entirely abandoned the market. Now the educational tide was flowing back in again, with Ken Williams having decided that the audiovisual potential of the latest computers would make such products much more appealing to parents and educators. Thus the new “Sierra Discovery Series.” Corey and Lori Ann Cole, the husband-and-wife team behind the successful Quest for Glory adventure series, agreed to take a year off from that series to each design an educational product. The former made the middle- and high-school-focused Castle of Dr. Brain, the latter the elementary-school-focused Mixed-Up Fairy Tales. And other “educational adventures” were in the works for a 1992 release.

Sierra’s pitch for this latest educational initiative was designed to address the permanent existential angst/guilt of modern parents: the fear that their children watched too much television. Educational adventures offered a healthier alternative that wouldn’t be any more taxing on the parents and that would be even more appealing to the children themselves.

Why do children spend so many hours watching TV? This is a question you often hear from concerned parents and teachers. The answer is simple: because the world of TV is one of color, fun, and adventure. It’s an escape from the child’s everyday world. Who wouldn’t want that? But many people are concerned about the passive nature of TV watching. It just isn’t that stimulating for children’s minds.

What if there were something else the child could be doing? Something with equal color and sound and fantasy, but this time the child could jump right through the screen and into the action? Better yet, what if the child could actually learn something while having fun? If you have a personal computer in your home, you already have the first ingredient for enriching your child’s everyday life.

What harried parent could refuse a pitch like that?

While the individual products did more or less well, Ken Williams must have been at least somewhat gratified when he glanced at that aforementioned sales chart for the spring of 1992. Yes, the top four items on the list were all conventional Sierra adventure games — but, tellingly, none of the remaining six titles were.

In all of these initiatives, Williams was chasing a vision of computer gaming’s future which stood in marked contrast to that of many of Sierra’s peers. Even as they hunkered down in the face of the ongoing Nintendo storm to focus on the games and the gamers that had gotten them this far, Sierra chased a broader, more inclusive vision of interactive entertainment — chased a near-future with something for everyone in the stereotypical suburban family. In the Sierra household of Williams’s dreams, 14-year-old Johnny would play Castle of Dr. Brain at school and Space Quest at home; nine-year-old Mary would play Mixed-Up Fairy Tales at school and King’s Quest at home; Dad would play Hoyle on his laptop on business trips; Mom and Dad together would put in some quality time with Leisure Suit Larry in the evenings after the kids were in bed; and the whole family would gather in the living room on a Sunday afternoon for a game of Jones in the Fast Lane.

In keeping with this vision, Sierra’s design staff too was shockingly diverse by the standards of their industry. At one point in 1991, four different women were designing games for Sierra; I’m hard pressed to come up with another developer that was employing even one female designer. Ken Williams wasn’t particularly idealistic, and he certainly was no social activist; he was merely a businessman who believed that he needed to expand the appeal of his products in order to grow his business. Nor did his version of inclusivity extend overly far; his insistence that Sierra’s white-bread games were premium entertainment products, with prices to match, ensured that. Nevertheless, Sierra stood out from the pack of other publishers who were all tripping over each other as they chased after the same group of 12-to-35-year-old single white males.

Ken Williams didn’t keep his vision to himself. Quite the contrary: on the theory that a rising tide lifts all boats, he pushed the other publishers to broaden their own views of who constituted a potential customer. He railed ceaselessly against what he saw as the needless complications of being an MS-DOS gamer: of needing to know a dozen technical terms just to read the minimum specifications printed on a box and thereby know whether your computer could run any given game; of needing to know how to swap expansion cards in and out and configure their IRQ settings; of needing to know how to get around in MS-DOS itself, how to configure extended and expanded memory and set up a custom startup script for almost every new game you purchased. He believed — correctly, it seems to me — that all of these technical complexities restricted the market for computer games to the sorts of personalities who reveled in them, preventing entire potential genres of computer entertainment from ever being explored. As head of the Software Publishers Association Standards Committee, he pushed his colleagues to adopt a standard nomenclature for listing system requirements, and pushed them to adopt a voluntary Hollywood-style standard for rating game content as well before one was imposed on them from outside the industry; he succeeded in the former task, but, for the time being anyway, failed at the latter. He was thrilled when a consortium led by Microsoft published, after much lobbying from him among many others, a standard set of minimum specifications for a so-called “Multimedia Personal Computer. ” The idea behind it was that a customer could purchase a system with the MPC logo on the box and then know that she could purchase any piece of software sporting the same logo in the assurance that it would work on her computer — no muss, no fuss, no parsing of fine-print technical specifications.

Sierra’s most obvious ally in their mission to broaden the demographic for home-computer software was Broderbund. The two companies bore many similarities. Both had been formed way back in the dark ages of 1980 — Broderbund under the alternate spelling of “Brøderbund” — and both remained at bottom family businesses, run by the Williams family in the case of Sierra, by the Carlston family in the case of Broderbund. The Williamses and the Carlstons had been close friends in the early days of what Doug Carlston referred to as the “software brotherhood,” and a certain sense of kinship between these two rare survivors of that formative period had managed to carry through into this very different era of the early 1990s, as had a similar philosophy about the future of their industry. To if anything an even greater extent than Sierra, Broderbund was actually succeeding in the mission of putting their products into the hands of Middle America at large. Their Carmen Sandiego series constituted the most successful edutational products of their time, so popular that Broderbund was putting the final touches on a deal to bring it to television as a children’s quiz show. Their Print Shop posters and banners were an inescapable presence at pot lucks, weddings, and school dances from sea to shining sea. They distributed SimCity, a game which had recently caused a sensation in high-brow newspapers and magazines that normally had no interest in such things. And, if you insisted on a traditional videogame perfect for the traditional teenage-boy player, they had Prince of Persia, a massive platform- and world-spanning hit of the sort that other computer-game publishers — even the similarly-inclined Sierra — simply didn’t produce in those days.

Following the collapse of Mediagenic, Sierra and Broderbund vied for the title of second-biggest publisher of consumer software, trailing only Electronic Arts; this fact alone must stand as strong evidence for the assertion that their shared strategy of broader outreach was a wise one. It therefore sent a shock wave through the industry when on March 8, 1991, Sierra published a blandly written press release stating that the two companies intended to merge. Such a merger would create by far the biggest company in the industry — by far the biggest, most powerful company the industry had ever known.

Looked at strategically, the merger made a lot of sense for reasons beyond the sheer size of the behemoth it would create. Broderbund had never been strong in adventure games, and felt unequipped for the merger of Hollywood and Silicon Valley which everyone, not least Ken Williams, insisted was at the very least a big part of the inevitable future of computer gaming; Sierra, by contrast, had been the first name in graphic adventures for more than a decade, and had invested heavily in that anticipated future. Broderbund also lacked the expertise in high-performance simulations which Sierra had acquired through Dynamix; such hardcore products might not be the most important aspect of the future envisioned by the Williamses and the Carlstons, but all signs pointed to them remaining a solid profit center for a long, long time to come. For their part, Broderbund had managed to create, through careful product curation and brilliant marketing, no less than four of the sort of immediately recognizable Middle American brands which Sierra so coveted, in the form of the aforementioned Carmen Sandiego, The Print Shop, SimCity, and Prince of Persia; the only remotely comparable brand which Sierra possessed was King’s Quest. Broderbund, then, needed Sierra’s technology; Sierra needed Broderbund’s brands and branding expertise. It seemed a match made in heaven.

But then, just three weeks after the merger was announced, another press release stated quietly that it had fallen through. The two parties said that, while they still held one another “in the highest regard,” they just hadn’t been able to come to an agreement on the terms of the merger. The reasons aren’t hard to divine. For all the historical, strategic, and philosophical parallels between the two companies, internally they were very different places. Ken Williams may have changed his public image dramatically since the days when he had played the role of the software industry’s Hugh Hefner, peddling Softporn to the nation’s youth from his Jacuzzi, and Sierra too may not have been playing host to quite the same number of wild parties as in the early days, but it remained a free-wheeling place cast in the image of its hard-charging, gleefully profane boss. The Carlstons, meanwhile, were a religious family, the children of a theologian, clean-cut and clean-living, and the rest of their company had largely followed their example. Officially, the deal would have been an acquisition of Broderbund by Sierra, although both parties were careful to state that this was just to satisfy the financial folks — that it was really a merger of equal partners. Still, word filtered through the industry grapevine that Ken and Roberta Williams had acted like they “owned the place” when they dropped in on Broderbund for a visit, angering the staff there. The Carlstons, who to their immense credit always walked the walk more than they talked the talk of Christian morality, valued their employees like extensions of their own family, and grew deeply concerned when Ken Williams shifted the discussion to possible “redundancies.” Soon after, they apparently nixed the deal.

Had it gone off, the merger would have created a more dominant entity than our own timeline’s consumer-software industry has ever produced. As such, it provides an intriguing ground for what-if speculations — even if, what with absolute power corrupting so absolutely, it was probably better for the industry as a whole that it never happened.

Even as it was, though, Sierra had little room to complain about the state of their business in the first couple of years of the 1990s. Their gross revenues increased by $6 million for the fiscal year ending on March 31, 1991, topping $35 million. The following fiscal year, they increased even more, to $43 million, with the company remaining healthily profitable throughout the period despite major ongoing investments in research and development. By any standard, they were on an admirable upward trajectory, having made more money than the last every year since fiscal 1985, having been profitable since fiscal 1987. Once CD-ROM dropped — it had to someday, right? — who knew how high they could soar.

But CD-ROM wasn’t the only aspect of home computing’s shiny future on which Sierra was banking. Ken Williams had gotten the online religion, and here too Sierra was jumping in with both feet. Next time, we’ll turn our attention to that great adventure.

(Source: Sierra’s corporate magazines from Fall 1989, Spring 1990, Summer 1990, Fall 1990, Spring 1991, Summer 1991, Fall 1991, Spring 1992; Computer Gaming World from March 1991, May 1991, and June 1991; press releases, annual reports, and other internal and external documents from the Sierra archive at the Strong Museum of Play. And my thanks go to Corey Cole, who took the time to answer some questions about this period of Sierra’s history from his perspective as a developer there.)

 
 

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Timequest

Do I detect some innuendo here? No, couldn’t be! A cigar is just a cigar, right?

Spellcasting 101: Sorcerers Get All the Girls, Legend Entertainment’s debut title, had striven to tick every box a parser-driven game possibly could to ensure commercial success in the games market of the early 1990s. It was a fantasy game, traditionally adventurers’ favorite fictional genre; it was written by Steve Meretzky, the lost and lamented Infocom’s most famous author; it had a strong, fairly linear plot line to keep the action moving and keep the player on track; and of course it topped off everything else with the added attraction of sex.

Timequest, Legend’s second game, had none of this going for it. As a time-travel story, it was ostensibly science fiction, but was far more interested in real-world history; it was written by Bob Bates, another former Infocom author but one whose name and games only the most devoted of the old fans recognized; it had little plot to speak of beyond the beginning and the endgame, with a huge middle that was almost aggressively non-linear; and it was usually fairly sober where Spellcasting 101 was silly and titillating. For all these reasons, Timequest was considered by even its author to be an “experiment.”

Its experimental nature wasn’t down to any radical design innovations. On the contrary: if anything its approach was more typical of text adventures past than that of Spellcasting 101Timequest was rather a commercial experiment, which sought to answer the question of whether gamers in 1991 would still buy a game like this one — buy a game that was complicated, nonlinear, and somewhat difficult. As such, it hearkened back to a theme which had been a hidden undercurrent of Bob Bates’s career in games to date. Raised in a family where really hard puzzles had been a hobby of many, he had originally taken the name of Challenge — the first text-adventure developer he founded, half a decade before he founded Legend — quite literally. Infocom, as he judged it, was going soft by the mid-1980s, focusing too much on easier, more accessible games. Challenge would make hard games for the hardcore puzzlers Infocom was now disappointing.

As things transpired, however, that vision of Challenge never came to fruition. Bates wound up writing games for Infocom instead of in competition with them, and wound up hewing to the directives coming down from them to continue down the road of accessibility. But he never forgot what he had originally intended Challenge to be, and, after co-founding Legend, he jumped at the chance to finally make a game cast in that mold.

Indeed, the game most obviously similar to the one he was now embarking upon has a well-earned reputation as one of the most difficult adventure games ever made. Sierra’s 1982 text adventure Time Zone is, like Timequest, a merry nonlinear romp through history, allowing its player to visit seven continents in eight time periods, ranging from 400 million BC to 4082 AD, with no guidance whatsoever beyond “go forth to explore and solve puzzles.” Even the people who made Time Zone were shocked when someone — likely with a lot of crowd-sourced help from the early online community The Source — managed to solve it in mere weeks rather than months or years.

But the reality of the finished Timequest is actually less intimidating than either that specific point of comparison — a game which Bob had never played or even heard of at the time he began his own time-travel epic — or the general buildup I’ve been giving it might imply. Whatever his stated aspirations for creating a challenging adventure, Bob Bates, throughout his career one of the great advocates for fairness and sanity in adventure design, seems almost congenitally incapable of treating his players too badly. The difficulty of Timequest doesn’t really live in the individual puzzles, about which I’ve actually heard some players complain that they’re too straightforward. No, the difficulty, to whatever extent it exists, is rather bound up in the sheer size of the thing. It’s almost as vast in area as Time Zone and much, much vaster in its historical detail, with a field of play sprawling over six locations in nine time periods, ranging from 1361 BC to 1940 AD. Sherlock: Riddle of the Crown Jewels and Arthur: The Quest for Excalibur had already demonstrated — the former in somewhat more compelling fashion than the latter — Bob’s love for history. Timequest, then, was his chance to let that love run wild on a stage that was almost as large as human history itself.

The framing story behind this grand journey through time and space makes only as much sense as it needs to in order to set the adventure in motion, and winds up making even less sense once all is said and done and the inevitable final time-travel twist has been piled on top. It seems — at the beginning, anyway, which is as far as I’ll go here — that a rogue agent of the Temporal Corps of 2090 AD has set off to deliberately wreck the time stream and thus remake all of human history. To do so, he’s visited ten examples of what we might refer to as historical choke points — pivotal, transformational moments — ranging from the brief-lived Roman dictatorship of Julius Caesar in 44 BC to Britain’s refusal to surrender to Nazi Germany in 1940 AD. Although re-doing these events which the rogue agent has undone will be the goal of your quest, you’ll have to visit many more than just these places and times in your “interkron” in order to accomplish that goal, collecting vital objects and information from each possible place and time. Meticulous note-taking — a keeping track of everywhere you’ve been and what you’ve done and found there — is a must. One or two tricky puzzles aside, it’s this combinatorial explosion that’s the real source of Timequest‘s difficulty.

In other ways, though, Timequest rather belies its conception as an experimental throwback to the adventures of yore, as it does its status as a point of comparison with the infamously unfair Time Zone. In what can only be regarded as a remarkable design feat in its own right, Timequest implements all its sprawl while making it very nearly impossible to lock yourself out of victory. (Bob and I have found two exceptions to that rule, one involving a rock you find on the street outside the residence of a certain famous French emperor and the other a lighter used by a certain famous British prime minister, but both are the results of oversights rather than intentional design decisions.)

Sometimes the lengths Timequest goes to to save you from yourself can be almost comical. If, for instance, you fail to visit the stands in the Colosseum of Rome in 44 BC and buy some focaccia from a vendor before the chariot races end and the place is locked down, never fear, Bob Bates has got your back — or your head, as the case may be.

I should love Timequest, given the love for history and the love for challenging-but-fair adventure games which I happen to share with its designer. Yet I have to say that I’m slightly less excited by some of the details of its execution than I am by the core idea. By far the biggest adventure game Legend would ever make in terms of breadth, it’s also, unfortunately but perhaps inevitably, the shallowest in terms of implementation depth. Much that ought to work, but that isn’t required to solve the puzzles, simply fails to work for no good reason. These flaws can feel particularly jarring to the modern player, what with the accepted sweet spot in interactive fiction having long since moved from sparsely implemented epics like this one to smaller but deeper, more richly implemented games.

There’s just not that much to do or even to look at in many of the time/location combinations you visit in Timequest — only as much as is absolutely required by the game’s puzzles and plot. That said, it should also be said that the sparsity isn’t uniform; the various locations fare quite differently by this standard. Dover, England, is reasonably well-done, while Rome feels like the most lovingly fleshed-out of all of the places, with lots of new details to observe when you visit it in a new time and a real sense of a passage of time that reveals both continuities and changes. Predictably enough given the game’s point of origin, the non-European locales —  Peking, Mexico, Baghdad, and Cairo — fare much less well, often remaining in a sort of under-implemented stasis for spans of hundreds or thousands of years. Even the historical choke points that claim to deal with these cultures wind up referring back to their influence on Western history: you must prevent the Arab world in 800 AD from extending its dominion into Europe; similarly, you must make sure that Genghis Khan conquers Peking in 1215 AD only to make sure he doesn’t get frustrated and lash out at Europe instead; you must make sure Hernando Cortez of Spain succeeds in conquering the Aztecs in 1519 AD. Freely acknowledged by Bob as a byproduct of his own American upbringing, the Euro-centric tunnel vision makes this game that claims to be about the entirety of human history rather more provincial than that claim would imply.

Timequest waxes a bit judgmental on the subject of Aztec civilization. But then, if you can’t get judgmental about a civilization with a penchant for human sacrifice on a massive scale, what can you get judgmental about? (Bob’s take on the subject does stand in marked contrast to Neil Young’s “Cortez the Killer,” one of rock music’s many great songs with painfully stupid lyrics.)

But I don’t want to criticize Bob too heavily for this failing; steeped in Western history as I am as well, I’m sure I’d have a hard time doing much better. A fairer point of criticism is a more generalized sense of sketchiness, not only in the implementation but also in the writing. Simply put, Bob’s words here don’t often read as hugely considered — or even as read by anyone much at all prior to the game’s release. In a game that’s intended to evoke history, that’s intended to show changing cultures across huge swathes of time, the fact that the writing often doesn’t even try to evoke any sense of atmosphere is, to say the least, unhelpful. Absolutely everyone you meet speaks in the diction of a late-twentieth-century American — except for those you meet in Dover, who spend their time sitting around in the pub speaking Cockney, whether it’s 1361 BC or 1940 AD. (I’ve heard of the timelessness of English pub life, but this is ridiculous.) Combined with the sparse implementation, the dashed-off writing rather smacks of a game released before its time, finished in a last-minute frenzy and pushed out the door. When I asked Bob about this, he didn’t recall feeling like the game had been released too soon; nevertheless, the impression remains, and that’s damning enough in itself.

My final point of contention with Timequest applies to a couple of the puzzles. I won’t spoil either of them here — you’ll have to wait for the conversation with Bob that follows this review for that — but I will say that each hovers right on the borderline of what I consider fair, and each could have been improved greatly in my opinion by either one more little nudge or one less level of complexity. Had Timequest been produced at Infocom when the latter’s storied adventure-making machine was running at its peak mid-1980s efficiency, these are the sorts of puzzles which probably wouldn’t have made it unchanged into the finished product. For that matter, Jon Palace, Infocom’s unsung hero in matters of quality control and so much else, would probably have demanded that the writing be punched up a bit as well. With all its strengths in terms of scope and vision, Timequest also serves to demonstrate that Legend, despite the best of intentions and an understandable eagerness to claim the mantle of heir to Infocom, didn’t quite have the institutional resources at their disposal — at least not yet — to entirely live up to that heritage.

For me, then, Timequest is a mixed bag, a game I certainly don’t hate but one I wish I could love a little more than I do. Of course, it’s possible that my love for the idea of a globe- and century-trotting time-travel game perversely makes me judge the execution of same more harshly than I otherwise might. I can only say that Timequest, while a huge improvement on the likes of Time Zone, still isn’t the time-travel adventure of my dreams.

For Legend as well, Timequest wound up falling into an unsatisfying middle ground, proving neither a dismal flop nor a rousing commercial success. Despite garnering a coveted Computer Gaming World cover feature upon its release in May of 1991, it failed to sell as well as had Spellcasting 101 — nor even as well as would Spellcasting 201, which would be released a few months later in 1991. Legend was thus forced to judge their commercial experiment to have been a qualified failure. Future Legend adventure games, including those from Bob Bates himself, would hew to the Spellcasting rather than the Timequest model in terms of design. It’s hard to lament this turn of events too terribly, given that that approach would yield some very strong work, including some games that are in my opinion considerably stronger than Timequest. But for players who loved big, traditional, wide-open, non-linear text adventures, Timequest was indeed the end of the line in terms of boxed commercial games. Thankfully, an amateur interactive-fiction community — or, perhaps better said, communities — were picking up steam, ready to take up the slack.


Bob Bates on Timequest (or, Hoisting Bob Bates with His Own Petard)

When I first started talking to Bob Bates about Legend’s early history some time ago, we agreed that it would make an interesting exercise for him to revisit Timequest, his largest and most challenging adventure game ever, and see what he himself thought of it now, more than a quarter of a century since he last played it. He’s since taken time out of his busy schedule to do just that. I talked to Bob twice over the course of an endeavor that wound up taking much longer than he had anticipated: we talked once when he was midway through the game, then again just after he finished it. What follows are some of the highlights of those two conversations, at least as they pertain to Timequest. (Bob and I do have a bad tendency to wander off-topic.) For anyone who’s ever wished there was a way to put the designer of the game you’re playing through the same pain you’re going through, this dose of schadenfreude is for you.

In the text that follows, my comments and questions are in boldface and Bob’s responses are in normal print. We do spoil parts of the game, obsessing in particular over two questionable puzzles involving a sultan’s harem and the entrance to the endgame, so you may wish to postpone reading our conversation for the time being if you haven’t yet played the game and would like to tackle it completely unspoiled. And naturally, those of you who have played the game and know the puzzles of which we speak will find what follows most enlightening of all — although I did sneak in some footnotes to explain some of the finer points to the uninitiated.


Part 1: Our intrepid author feels a bit lost within his own game…

So, how goes it with Timequest?

Well… I’m not done. As I play, I’m sitting here going, “Oh, my God, I can’t believe I did that!” The number of restore puzzles that are in there… the overall level of difficulty is so much greater than anything I would make today.

Ha!

But before we get into your recent experiences in the game, maybe we could talk just a little about this idea of Timequest as an experiment to see if there was still a market for a very complicated, very taxing adventure game. That’s a theme that goes back even further in your career. You’ve mentioned before that you took the name of your first company, Challenge, quite literally. You had thought that Infocom was losing their edge, becoming too accessible. You wanted to create more difficult games, harking back to the early Infocom games. Of course, that vision changed once you started actually working for Infocom.

Maybe you could talk about this desire to do a really difficult adventure game, and to what extent Timequest in fact met that standard. It’s a very difficult game in that it demands a lot of note-keeping and planning from the player, but I think that most of the actual puzzles — with maybe one or two exceptions, which we can talk about later — are fairly straightforward. It’s more the combinatorial-explosion factor that makes it more difficult.

I come from a family of puzzle-doers — doers of hard puzzles. During the four years I spent living in England, I was exposed to the English style of crossword puzzle. Are you familiar with English as opposed to American crossword puzzles?

Are you referring to acrostics, or…

No. English crossword puzzles are regular crossword puzzles, but they’re an order of magnitude more difficult. In an American crossword, a clue might be “a kind of boat,” and the answer might be “yacht” or “raft” — very straightforward. English crosswords rely on really obscure puns and references and clues hidden within the clues themselves. A clue might be “united undone.” And the answer is “untied.” In other words, if you “undo” the word “united” by scrambling the letters, you come up with “untied.” That would be considered a no-brainer clue. Take that and make it much harder, where the answer involves a Medieval English word for “plow” or something. They have dictionaries dedicated to these really obscure words. These are the kinds of puzzles my family did; my dad was a cryptographer for the NSA. That’s the level of mental challenge I was used to.

I therefore thought everybody was the same. As you grow up, you think your family is normal and does the things all families do. So, when I’d play an Infocom game, I’d say, “Yeah, okay, it’s hard. But it’s not really hard. Isn’t there a market for really hard?” And that of course was the mistake of Challenge: no, there wasn’t a sufficiently large market for really hard.

So, Infocom comes along and I do games for them. The push there was to make the games easier. Then Infocom went away, and the point-and-click adventure games that were left out there weren’t hard at all. It’s not so much that I wanted to make a really, really hard game with Timequest. I just wanted to make one that was as hard as a Standard-difficulty Infocom game. I wanted to find out if the Infocom market was still there, but hidden within this larger market of point-and-click players. Is there still a market for a reasonably difficult game, or do we have to make all of our games easier?

I have to assume, based on the games Legend went on to release after Timequest, that the answer to that question was yes — that you did have to make all of your games easier. I like the Gateway games and Eric the Unready a lot, but they’re different from Timequest in that they’re much more narrative-driven games — there’s a constantly unfolding plot pushing you through, so that you always have a pretty good idea of what you should be doing. But in Timequest you’re just thrown into this huge labyrinth of time periods and locations, and the game just kind of says, “Okay, figure it out.”

Yeah… I had started out to make a Standard-difficulty Infocom game, but it turns out I made a game that was harder than that. I didn’t understand why people found it more difficult than I had intended. I’m speaking with two minds here because as I play the game now, I’m saying, “What was I thinking?” Now I’m playing like a player instead of like the designer, having not looked at it for a quarter of a century. I’ve forgotten most things in the game, so I’m approaching it fresh.

I remember being bewildered that people were finding the game so hard to approach. I’d put in these mission papers with the critical events. Obviously what you needed to do was to go to the time periods and locations that were called out and look at what clues and puzzles were there, then fan out from there. But I remember the testers saying they didn’t know where to start. So I said, “Okay, I’ll make it even easier.” When you first get into the time machine — the interkron — it will be preset to Rome in 44 BC — a clear indication of where you should go. That’s a self-contained little puzzle environment. When you finish with that, Cleopatra tells you to come see her. So, obviously the next thing to do is to go to Cairo in that same year. And then you can continue to go to the places in the briefing papers. That was my thinking at the time.

Fast-forward to two weeks ago. I picked up the game and started to play, and realized I had no idea where to go or what to do. So, I started in the oldest time slot on the left-hand side of the map — Mexico, 1361 BC — and worked my way across the map. Then I went to the next one, 44 BC, and did the same, and so on and so on. I’ve been doing that for the last ten hours or so, and just before this call I got up to Dover in 1215 AD and the King John puzzle.

My notes are pretty funny. “I did this, then I died. So I restored. I tried this and I died. So I restored. Then I learned this — but I died.” Here I am, priding myself on being a designer who doesn’t make restore puzzles… and, my God, they’re all over the place!

When I played the game, I did exactly as you are. I started in 1361 BC and visited each location, then continued chronologically forward. After visiting a location, I would mark in my notes whether I thought I had done everything there — usually you have a pretty good idea — or whether there were obviously still things to be done, which probably meant I was missing an item from another location. So I lawn-mowered through all of the locations and time periods once. Then I had a big collection of stuff, and I could start through all of the locations that were not yet solved again. I did that two or three times, and I was ready for the endgame. There were only one or two puzzles that really gave me a hard time. Otherwise, I think it was the need for note-keeping and just the logistics of the whole thing that might be a challenge for some players. The puzzles themselves, taken in isolation, are usually quite straightforward.

That’s exactly how it seems to me. I look at some of these puzzles and say, “Well, that’s obvious.” And I do have some memories of some of the puzzles. So, when I came across the Aztec who is looking for the Feathered Serpent… my notes really are kind of funny: “I guess I have to find something that makes me look like that.” And I remember that when I get to the Spanish Armada I find a helmet that plays into the Mexican puzzle line. I’m thinking maybe that helmet has a feather plume or something on it.

Then when the Aztec temple has been built, there’s a maze — I can’t believe I did a maze puzzle, but there it is — and I found a costume there. So obviously I’ve got to go back wearing the costume. But I still haven’t fully solved that. I went back and the guy killed me anyway. Yeah… there’s a guy who throws a spear at me, and I haven’t figured out how to deal with him.

Yeah, you have about two turns before he kills you…

Yeah. How’s that for a restore puzzle?

So, my impressions are the same as yours. I found some chalk in Dover, then I got to Cairo and there’s a deaf beggar standing there with a slate. Okay, “give chalk to beggar.” That’s not brain surgery.

Although I haven’t figured out what these messages are that Vettenmyer is leaving. [1]Zeke Vettenmyer is the guy we’re chasing, the one who’s mucked up the time stream. The showdown with him will come in the endgame.

Really, you don’t remember that?

No!

It becomes very important…

The weird thing is that you get a point for each one. I know myself, and I know that it’s really unlikely that I would allow the player to end the game without getting all the points. Maybe I would have done that back in the day, but it doesn’t seem like a part of my personality. I remember having a conversation with Steve Meretzky at one point about the difficulty of ensuring that the points come out right. I said, “Boy, this is really hard!” And he said, “No, it’s not hard at all.” I said, “Why not?” He said, “When you get to the end, for the last puzzle, you just take the total number of points there are supposed to be in the game and give the player the number of points still needed to get to that.” And I thought, Wow! There’s one thing in the world that I’m more particular about than Meretzky.

I think you could finish Timequest without all the points if you didn’t collect all the messages, but you would almost have to be relying on outside knowledge — a walkthrough or hint book, or you would have to have played before and just not have bothered to collect the messages this time through. They’re telling you something which you need to know.

Yeah, that sounds like me. I’m thinking maybe I can arrange them in some order so the first letters or the last letters spell something out. Or maybe take the first word of the first message, second word of the second message, etc. So, I’m just writing them down. At some point I figure I’ll need them. [2]Bob has hit upon the solution already. Each of the 19 messages has a number embedded within it in some fashion, from “Zeke is number one!” to “This is the last message I will leave you in the nineteen-hundreds.” First, you have to arrange the messages in numerical order; then, you have to read down the first letter of each message to learn the password to the endgame area. Bob and I will discuss this puzzle at more length — including why I don’t like it all that much — in our second chat.

Good strategy!

And again, knowing myself, I’d bet that one of the reasons they’re scattered about like this is that I had a lot of locations with nothing to do. Even now as I play the game I’m annoyed when I get to a location where I can’t do anything. I probably used the messages to make at least some of those places not completely worthless. It would surprise me if I left any location completely barren. I’m a designer who wants to reward the player for what he does. If someone does the equivalent of a pixel hunt by, as you put it, “lawn-mowering” through all these locations, he should be rewarded for that. I hope every location does turn out to have something worthwhile.

Timequest has a lot of restore puzzles, but there aren’t any places where you can do something wrong and lock yourself out of victory without realizing it, except perhaps for one or two situations that I believe were the result of oversights rather than deliberate design decisions.

Yeah. When that happens, your wristlet vibrates to tell you you’ve screwed up. That’s a mechanic that was put in in order to avoid the “dead man walking” syndrome. That’s something I work hard to avoid.

So, even though you saw Timequest as a kind of throwback to a more classic form of adventure game, that aspect of it is really quite modern, quite forward-looking. Sierra at this time, for instance, was still littering their games with dead ends. And that is of course the thing most players hate worst of all. If a game kills you… okay, you died — restore, life goes on. But to get to the end of the game and realize you needed to have done something 1000 turns ago, that’s just the worst.

Yes, I was certainly aware of that, and would have figured it into my design: to be able to quickly know when you’re in trouble or you’ve done something wrong, and to know that the designer isn’t going to screw you over.

There’s a lot, including that, that I like a lot about Timequest, but there are also some things that don’t thrill me so much. And of course it’s often more educational to talk about where a game falls down a bit than what it does well. So, I thought I would tell you a couple of ways in which I thought Timequest was a little bit lacking.

That would be fine as long as they aren’t things I haven’t encountered yet.

Okay. One is very general, so let me start there.

I couldn’t help but notice that there’s more detail in some places than others, so much so that I wonder if the game was a bit rushed. For instance, the Rome setting is done very well. It feels very fleshed-out; as you visit Rome in different time periods you get a real sense of how the city is changing. But for Mexico, there are several time periods where it just seems like the same place. I’m curious if you noticed that yourself while playing the game now, and if you recall what might have led to that disparity on the design side.

It wasn’t time pressure. It’s more what I knew, what I could bring to the party. I know a lot about English and European history. I don’t know much at all about other regions’ history. And of course the written record for other regions isn’t always there.

I wanted to spread the game out across the world and spread it across cultures that had existed for a very long time. For that reason, Dover, Rome, and Cairo were obvious. Then I looked at a map thinking, okay, what can I do in the Americas? I couldn’t do in anything in North America; we just don’t know enough about those Native American cultures. But there was this rich culture in Central America. But what fits my model there? Well, we’ve got this really unusual occurrence where this guy — Cortez — shows up and conquers the Aztecs. How could that have happened? So, I went with this myth about the Feathered Serpent, which has some basis in history.

So the whole Mexico scenario is built around this one almost unchanging temple complex for two reasons. One of the cool things about a time-travel game is that you can do things in the past that affect the future. By the time this game was being made, mazes were already a subject of much consternation and controversy among players. But I’d done a maze in Arthur where instead of dropping items you have to make marks on the wall. So I did a maze which really wouldn’t be a maze at all if you saw it when it was being built. You had to follow these footprints and write down the directions because in a later time period it would all be dark.

When I first got to the maze, while it was being constructed, I started trying to write on the walls like in Arthur. But now that I’ve solved it I remember my thinking clearly.

The other reasons is that I really don’t know much about Mexican history. I have no idea what the game will do when I get to 1940 AD Mexico because the Mexico puzzle sequence kind of stops before that. [3]The game just tells you that you can’t go there.

I think you’ll be surprised and possibly a little disappointed…

There’s probably just another message from Vettenmyer or something.

And the same applies to China. I’d never been to China; I’d never been to Mexico either.

Yes, Peking as well feels very static. It feels like pretty much the same place over a span of thousands of years. Rome and Dover have a much greater sense of changing times.

Yes. You can read about the history when you first enter a time period, but it’s not really important in Peking or Mexico. Whereas in the European locations it is more important.

And often the non-European scenarios end up being important for the effect they could have on European history. So, in one choke point Genghis Khan is trying to invade Peking; if he doesn’t succeed, he’ll turn on Europe instead. And at another point you have to prevent the Muslim lands in the Middle East from taking over Europe. So you’re looking at the histories of these cultures through the lens of their possible effect on European history.

Yeah, that’s just because of me; who I am and what I know.

So, have you gotten to the puzzle sequence that takes place in Baghdad in 800 AD, where you have a sultan and a vizier who’s having an affair with a woman in the sultan’s harem?

Yeah, I’ve solved that one.

Okay. I thought that puzzle had one layer too many.

Yeah, I still don’t understand it.

Yeah. When you can solve a puzzle without understanding it, that’s a problem. Back in Zork II there was this puzzle about the Bank of Zork that everybody hates. Most players would just randomly stumble on the solution and continue, but that’s not satisfying at all.

I’ll tell you exactly where I am with the harem puzzle right now. I’m looking at the vizier, who’s really dressed strangely, wondering if there’s some sort of ROYGBIV puzzle going on. But I think he’s wearing one color too few. If it’s not that, there must be some relationship between the colors and women. The women have all these colored veils, so I’m wondering if it’s a “Dance of the Seven Veils” thing. Should I take all the veils off? But the plural “veils” isn’t even recognized by the game. So, it can’t be that.

So, I brute-forced it. I put on a veil and went and offered a fig to the vizier. Nothing happened. Another veil. Nothing happened. Another veil. And something happened. I figure there must be a clue someplace telling what color of veil you’re supposed to wear. [4]The sultan’s vizier is suspected of having an affair with one of the wives in the sultan’s harem, and you’ve been charged with figuring out the facts of the case. The vizier is wearing a near-rainbow of colors on his person, while each of the six wives wears a veil corresponding to one of the colors he’s wearing. You need to disguise yourself in the veil of the wife with whom he’s having an affair, then go to him and give him a fig to signal a secret rendezvous later that night, thus setting up a chance for you to catch the two of them in flagrante delicto. That’s the easy part. The hard part is identifying which of the six veils to wear — i.e., identifying which is the wife he’s having the affair with before you actually catch them in the act.

There are two ways to “solve” this problem. Bob, and by all indications the vast majority of people who’ve ever played the game, treated it as a trial-and-error puzzle and brute-forced it, trying each veil in succession and restoring if it’s the wrong one. (Thank the stars it’s not randomized!) The “correct” solution is to lie on a divan in the area, whereupon all six women will give you a simultaneous massage, each choosing a different body part. (Hey, you… get your mind out of the gutter!) Only one wife is wearing a veil which corresponds to the color the vizier is wearing on her favored body part. She’s the guilty one. Why should this be? Well, we get into that very pertinent question later in the conversation…

Would you like me to tell you what the clue is?

Let me speculate just a little more.

Okay.

Are the colors the vizier is wearing relevant?

Yes. That’s key.

But it’s nothing to do with ROYGBIV?

No. It’s more devious than that.

Okay. Ohhh…. no, I don’t want you to tell me!

Should we table it until next time?

Yes. We’ll just mark it down for now as a bad puzzle.

For what it’s worth, that is in my opinion by far the worst puzzle in the game. That’s as bad as it gets.

So far, I agree with you. If I can figure out what I was thinking, I’ll let you know if I think it was a good idea or not. But right now, it seems kind of stupid. I probably only solved it because I have some trace memory of giving somebody a fig. But maybe I would have figured it out.

Giving him the fig isn’t the part that’s so problematic. The problem area is figuring out which of the veils to wear while you’re doing it. There’s one woman he’s having the affair with; you have to be wearing her veil. The very subtle clue tells you which woman’s veil you have to steal.

The puzzle’s only saving grace is that you can turn it into a save-and-restore puzzle, trying each veil in succession. But if you try the wrong veil — and there are six possibilities, so your first choice most likely will not be the right one — the game doesn’t give you any sign that you’re on the right track but just have the wrong veil. So, you’re likely to try something else rather than plow through all six veils by brute force.

Yeah. The only thing I can say in self-defense is that once you’re in there with the harem, you can’t escape back out until you solve the puzzle. Thank God for that! Otherwise, you’d think you had to go out and find some object. Any time I put a player in that kind of situation, it’s a strong indication that the puzzle is solvable from there. If they’re trapped somewhere, there should be a way out.

But I’ll try to figure it out, then we can talk more about it. There’s got to be some relation between what he’s wearing and which of the wives it is, but it certainly wasn’t obvious to me. I definitely brute-forced it.

Well, you’re on the right track.

That’s about all the questions I can ask you today without spoiling anything for you. Shall we reconvene in a week or so?

That sounds good. I’ve made pretty good progress with my lawn-mowering. My sense is that another several hours should do it.


Part 2: A triumphant Bob Bates celebrates having corrected the time stream — and without hints, as he is at pains to emphasize…

So! You finished, huh?

Yes, I finished.

Congratulations!

Thank you! And I’m happy to say that I finished without hints — mostly because I would have been horrifically embarrassed otherwise. But it was a close call. There were a couple of times I thought I was totally hosed. It was really only knowing myself that led me to the endgame. Here were all these places, and there were some that I’d blocked off, like modern-day Mexico. I’d obviously blocked them off because I didn’t want the player to go there and have nothing to do, which implied that there was something to do in every other place. And I knew I was missing a message. So, I thought, the way to attack this was to find a spot where nothing had happened and to pay really close attention.

That’s how I found the breeze in the Mexican temple — although if I’d been really on the ball I would have found it earlier. In that location in a previous time period, I’d noticed a place with reinforced walls. I should have marked that as an important spot. But then there was an interim time period where you could go to that spot and the passage up wasn’t there. That seems wrong. If they had planned it from the start with reinforced walls, that passage should have been there by the time they finished the temple. A minor point.

There were two puzzles in the game that I really didn’t care for. One we already discussed, but we should maybe discuss it a bit more now. That was of course the business in the harem. Did you ever work out where the missing clue was for that puzzle?

No, I didn’t have the time. I spent way too much time on solving the rest of the game. I thought that if I went back and looked carefully there would be some clue. I thought this even when I first encountered it. There must be something that the vizier does that creates a connection to one of the colors.

Okay. Let me try to remember and explain how this worked. Each woman in the harem is of course wearing a veil of a different color. If you lie on the divan there, they all come together to give you a massage — which sounds like something from a Spellcasting game rather than Timequest, but there you go.

Oh!

Did you not do that?

I did not.

Okay. Each woman massages a different body part.

I remember that! As soon as you mentioned the massage, I thought to myself that everyone would take a different body part.

You have to make note of what color goes with what body part.

Sure.

Oh, boy. I had this in my head ten days ago. Isn’t the vizier wearing some gloves?

He is.

And the gloves… I think they’re green?

I thought they were yellow…

Okay, that could be. But the woman that massaged your hands was wearing the same color as the vizier’s gloves. So you have to make a connection — which doesn’t really make a lot of sense — between the colors the women are wearing and the colors the vizier is wearing.

I thought it had something to do with the purple slipper. I ended up going through the entire game carrying a purple slipper.

Let me look in the hint book…

Okay, the gloves are actually green. The answer starts by saying, “This is pretty complicated”; the hint-book author must have been sneaking in a little design commentary. “The guilty wife is the one whose color matches the color of the piece of the vizier’s clothing that he wears on the part of the body she is massaging.” So, the vizier is described as dressed like a peacock, with all these different colors. If you compare the color of the woman who massages each body part to the color of that same body part on his clothing, the only one that matches is the hands with the green gloves. That’s the clue.

I’ll tell you what I think the problem with this puzzle is. I assumed that all players would lie on the divan — which, by the way, you can’t even call a “couch” or “bed” in the game. It’s the same problem as assuming that players will talk to all the characters, which is a huge problem in this game. Maybe in that era of game-making and game-playing you could assume that everybody would talk to every character, but I wouldn’t assume that today.

But once somebody lies on the divan, I’m not so upset with this puzzle. The words are very clear: “Each woman massages a different part of your body.” And when you look at one of them: “She’s covered from head to toe in a green veil. She is massaging your wrists and hands with a firm but feminine touch.” Once you’ve got all the women so specifically linked to a color and so specifically linked to a body part, then when you look at the picture of the vizier wearing colors that are so vivid and weird and out of place…

Well, I shouldn’t defend the puzzle, but I think the problem is not the connection between the colors. It’s needing the player to lie on the divan in the first place.

When I played I did lie on the divan, but I was nevertheless stumped by it. Some games deal in a very surreal or abstract sort of logic, but Timequest isn’t one of those games; it’s quite grounded. There’s usually very practical reasoning behind the puzzles. I don’t want to use the word “realistic” because it’s obviously not terribly realistic. But there’s a certain physicality to the logic. But this puzzle doesn’t have that sort of real-world logic behind it. Why should the woman wearing the color that corresponds with what the vizier is wearing on her favorite body part suddenly be the one who’s having the affair with him? It just strikes me as very obscure, and doesn’t fit with the style of the other puzzles in the game.

Yeah, I can see that. I’m sure my thinking was that the vizier and the woman wanted a secret way to signal to each other — a secret message between lovers. “We are aligned.” But yes, that’s too obscure.

The problem, then, is maybe that that doesn’t come through to the player. That happens sometimes to writers of adventure games. They have something in their head, but they don’t realize it’s not actually in the game — only in their head.

Yes. I would say that’s entirely accurate. There’s nothing that describes the color choice as a secret signal. Nothing leads you in that direction. I get that. It’s not well-constructed — and not well-explained afterwards.

Yeah, there’s only meta-logic or game logic to it. No real-world logic.

Yeah. The sultan could have said something like, “I’m sure these people have a way of signaling each other.” But that’s just not here.

When I was taking notes about the game, I said about this puzzle that it seemed like you just got a little bit too cute. You took things one level further than they needed to go. I think there’s the makings of a really good puzzle there, but it’s just a little bit too obscure.

I’d say it’s not well-grounded, which is kind of what you said before. And not well-communicated.

I’m astonished with this game, actually. One of the things I believe today, and thought I always believed, is that you should be able to figure out a good, fair puzzle without having to die to get information about it. Restore puzzles are bad! Well, my God… this game violates that principle up, down, left, and right. I’m really surprised at it.

The other puzzle I thought could have used a bit more of a nudge was the one that leads you into the endgame. You collect all these messages, then you have to arrange them in the order of the number that’s included in one way or another in each one, and then you have to take the first letter of each to learn the password to enter the endgame. As far as I know, nothing ever said that this was some sort of cryptographic puzzle. I was left at a loss. I had solved the whole game excepting the endgame, and I knew I had just one location left which I hadn’t done anything in, and I knew I needed a password of some sort there. And I knew all that had to involve these messages in some way. But it never really occurred to me to look at them in that way — to ask how I could find a secret message in them. I don’t think it’s necessarily as bad a puzzle as the harem puzzle, but that was the other place where I got stuck and had to go to the hints. Then all I needed was the nudge telling me there was a secret message hidden in there. As soon as I had that nudge, I figured it out quite quickly. I thought that nudge could maybe have been in the game proper without hurting things.

There actually is a nudge. It’s pretty subtle, and I won’t really defend it, but it is there. The sixth message to me, when I read it, leaped off the page like a trumpet call: “Numbers are important when you have no sixth sense and everything seems out of order.”

Okay. I did arrange them all in the correct order before I got the hint. But it never occurred to me to read the first character of each message.

Yeah. To any doer of British crosswords, this would have been second nature. To me, as soon as I knew there were many messages and that they were important, it was pretty clear what I needed to do.

One thing I’ve always hated in adventure games is riddles.

You and me both!

The reason I hate riddles is that you either get it or you don’t, and there’s no middle ground. If you don’t get it, it’s like a door slammed in your face. Your reaction to this strikes me as “riddleish.” Why should I look at the first letter? If I don’t know to do that, then I just don’t know to do that. And there’s nothing that tells you. The sixth clue says to put the messages in order. It would be good if something here said something like, “The thing that comes first is the most important.” It’s a case of a designer thinking that what he knows is known by everybody. The waters that I swim in are these kinds of puzzles. I stand guilty as charged of thinking something was obvious when it wasn’t.

It’s perhaps similar to the harem puzzle in that it feels kind of divorced from the game’s world, kind of abstract.

Well, I don’t agree with that totally. Clearly Zeke is taunting you, clearly he’s sending you messages, testing you. He’s challenging you to figure them out.

One interesting thing is that you can figure it out even if you don’t have all the messages. When I was missing the 17th message, I had “ZEKE IN TOWER, SAY E_ST.” Pretty clearly the password is “east.”

Yeah, I think that’s kind of a nice aspect of this puzzle. If you went through the whole game and somehow missed a few messages, you could still solve the puzzle and win the game.

Anyway, I liked the endgame proper a lot. Do you have any comments on that aspect of the game?

It seems to me that near the end of the game there should be a hard puzzle, kind of a capstone. In Timequest, that turned out to be what I think of as this nice little figure-eight, going backwards and forwards in time. It was difficult enough that I had to sit down and write it all out. It’s totally a restore puzzle, which is horrible. It was difficult, but it was nice.

Yeah. There is a difference, which many adventure-game designers fail to understand, between a fair but difficult puzzle and an unfair puzzle. Your final puzzle was difficult, but it was fair and satisfying to solve.

The final thing I’d like to talk about, that bothered me a little bit about the game, has nothing to do with the puzzles or even the design per se. I felt the game was a little lacking in atmosphere. Everybody that you meet, except I think for the people in Dover, speak a very flat, neutral American dialect of English. I think it was explained somewhere that you had some sort of translation technology, but in a lot of locations I just never felt much of a sense of place or even sense of history. This is something we kind of touched on last time we talked; the places that do that best tend to be the European locations. Rome was the best at it. Dover was pretty good too, although it was a little odd that they were talking in a sort of Cockney dialect in 1361 BC. And the pub there never changed, which could of course be read as a commentary on the nature of British pub life.

But some of the text in general…well,  I say this because I’ve played your other games, and know you can write better descriptions than some of what is here. For instance, I’m looking at a screenshot here from the bedroom above the tavern in Dover in 1588 AD: “This is the tavern’s east bedroom. It seems to be a clean and comfortable room with a hardwood floor and a spacious bed. Despite this, there appears to be a leak in the ceiling which has stained the wall.” Why are we using these imprecise weasel verbs like “seems”? If I’m standing in a room looking around, does it “seem” to be clean and comfortable? Wouldn’t I know whether it’s clean and comfortable? Why does there “appear” to be a leak in the ceiling? Again, wouldn’t I know? I feel like the writing is generally stronger in your other games.

I think it’s basically a matter of skill — or a lack thereof — that breaks down into a couple of areas.

I just finished writing a novel that I started in 1995. One of the reasons it took so long to write — apart from the fact that there were big swathes of time when I had to set it aside — is that I’d send a rough draft to a reader, and they’d say, “It’s interesting, but I had some problems with it.” Two things I had to learn how to do over time.

One is exactly what you’re talking about: a sense of place. In the novel, I’d have a scene that might say, “So-and-so walks to the back of the church, kneels down, and starts to pray.” And then I’d go on from there. Readers would ask, “But what is the church like?” You know… it’s a church! Everybody knows what a church is like! It was only after being beaten over the head by many readers over a period of many years that I accepted that you have to describe the environment for the reader in such a way that they can picture it in their own mind. This was a problem for me because I don’t get pictures in my mind when I’m reading other people’s stuff. The author goes to great lengths to describe the environment, and I say, “Yeah, yeah, I get it. I’m in a church.” I don’t care. It doesn’t matter to me because I’m plot-driven.

So, as a creator, I didn’t think it was worth spending time on. But I learned that I had to say that it’s a dark church with the light filtering down from a window high on the wall, and you can see the dust motes in the air, and you can smell the incense, and you can hear the echoing footsteps, and so on. I think, okay, what can I do for sight? What can I do for sound? What can I do for smell? What can I do for touch? I run down this list. That’s something that took me years and years to learn how to do. Timequest was made well before I learned that lesson. And there are further lessons to be learned. One reader recently noted that I give sensual information, which is great, but I never interpret what it means to the character. Does he remember when he was a child in church? That’s a level of sophistication I haven’t yet gotten to. It’s a huge flaw in my writing, and certainly in the period of time of Timequest.

In Timequest, my goal was to impart the information the player needed to solve the puzzle. My first writing hero was E.B. White with his Elements of Style. Never put in a word that’s redundant or unnecessary.

When I was writing my game, I was very nervous about describing things too much because anything I described I had to implement.

Exactly! You say, “There’s a red wall here.” The player types, “look at red wall,” and gets back, “You don’t see any red wall here.” So, you say instead, “The room is the color of blood.” Anything to avoid having to implement an object that the player can try to interact with.

It’s a huge problem, and it’s made even worse in a game like Timequest with pictures. Then you have what I call the “farging artist problem.” The artist draws a window with curtains and pictures on the walls…

… and then everyone tries to “examine curtains.”

Exactly. So, you find yourself having to do a bunch of handling that you don’t want to do.

But that was just the first of your criticisms of the writing. The second one is also spot-on. During the last round of revisions of the novel, I realized that everybody in it sounded the same. That’s exactly what you just said about Timequest, and it’s entirely accurate. Maybe there are a couple of spots where I managed to give people a characteristic speaking style, but I’ll bet you that the priests in Mexico probably sound exactly the same as the Chinese emperors, who sound exactly the same as the Baghdad sultan. They probably all have the same freaking voice, which is this kind of pseudo-fantasy, formalized diction: “Here it is that I will go!” “I say this to you!” Again, it comes back to skill. I didn’t have the skill as a writer at that time in my life to even know that this was an issue.

Fair enough. The writing accomplishes what it needs to. It tells you everything you need to know, succeeds very well on a practical, game-playing level. But I could have used a little bit more of a sense of place and history. You don’t get as much of that as you maybe could.

Yeah. The history is present, but in a pretty unsatisfactory way. When you first come out in a new place, there’s a little lump of text which tells you what’s happened in this place since the last time period. Rome has fallen and is in disrepair, or the Mongols have taken over. There is that little paragraph to set the historical context.

But that’s telling, and I think the game needed a little bit more showing. The old cliché of creative writing that you always show and never tell isn’t really true, but you do have to have a balance.

But I think I’ve hit you with more than enough complaints by now. I don’t have too much else. Is there anything else you have to say about Timequest before we wrap up?

I guess I would just say that I tried.

Don’t get me wrong. I don’t think the game is a disaster or anything…

No, I understand.

For every game I did at Legend, I remember feeling as we came down to the end that it was ripped out of my hands. There was always more that I wanted to do. But at the end it was always, “Bob, you have to stop. Step away from the keyboard!”

I think every game developer knows that feeling.

Yeah. I hauled out my time sheets from that period. There are some where I get to the office at 6:00 in the morning, leave at 8:00 the following morning. There’s this saying that an artist never finishes a painting, he only abandons it. That makes sense to me. The game isn’t done; you just have to stop.

We could say the same about this discussion, but it’s probably time to wrap it up. Thanks so much for doing this!

You’re more than welcome. And remember, point of pride: I solved it without hints!

I’m glad you’ll review the game before you share this conversation. There’s the thing as it stands, on its own, in the world. And then there’s something completely different: what was the guy trying to do, what did he have in mind, what did other people think, etc. Those are separate things.

Yeah, the criticism and the history.

Right. But thanks for your interest in it! And thanks for all the work you’re doing in this field.

And let’s see here… “Feel the wall”: “It feels just like you imagined a wall would feel.”

Well, at least it’s implemented.

Yeah! There you go!


You can download a copy of Timequest ready for playing under DOSBox from right here. And be sure to check out Bob Bates’s latest adventure Thaumistry: In Charm’s Way, a game guaranteed to be free of weasel verbs, die-and-restore puzzles, and weird fixations with the fashion accoutrements of ninth-century Baghdad.

Footnotes

Footnotes
1 Zeke Vettenmyer is the guy we’re chasing, the one who’s mucked up the time stream. The showdown with him will come in the endgame.
2 Bob has hit upon the solution already. Each of the 19 messages has a number embedded within it in some fashion, from “Zeke is number one!” to “This is the last message I will leave you in the nineteen-hundreds.” First, you have to arrange the messages in numerical order; then, you have to read down the first letter of each message to learn the password to the endgame area. Bob and I will discuss this puzzle at more length — including why I don’t like it all that much — in our second chat.
3 The game just tells you that you can’t go there.
4 The sultan’s vizier is suspected of having an affair with one of the wives in the sultan’s harem, and you’ve been charged with figuring out the facts of the case. The vizier is wearing a near-rainbow of colors on his person, while each of the six wives wears a veil corresponding to one of the colors he’s wearing. You need to disguise yourself in the veil of the wife with whom he’s having an affair, then go to him and give him a fig to signal a secret rendezvous later that night, thus setting up a chance for you to catch the two of them in flagrante delicto. That’s the easy part. The hard part is identifying which of the six veils to wear — i.e., identifying which is the wife he’s having the affair with before you actually catch them in the act.

There are two ways to “solve” this problem. Bob, and by all indications the vast majority of people who’ve ever played the game, treated it as a trial-and-error puzzle and brute-forced it, trying each veil in succession and restoring if it’s the wrong one. (Thank the stars it’s not randomized!) The “correct” solution is to lie on a divan in the area, whereupon all six women will give you a simultaneous massage, each choosing a different body part. (Hey, you… get your mind out of the gutter!) Only one wife is wearing a veil which corresponds to the color the vizier is wearing on her favored body part. She’s the guilty one. Why should this be? Well, we get into that very pertinent question later in the conversation…

 
 

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King of Space

The interesting if badly flawed hypertext novel King of Space was born in the late 1980s, when an English professor and aspiring novelist named Sarah Smith met Mark Bernstein of Eastgate Systems at a MacWorld show. “Want to write me something?” Bernstein asked. Smith, who had owned a home computer for ten years already and was a longtime devotee of the text adventures published by Infocom and others, agreed.

At this early date, Bernstein hadn’t yet completed the acquisition of Storyspace, the hypertext-authoring system destined to be the bedrock technology of what I refer to as the Eastgate school. He therefore developed an engine from scratch for Smith’s project, running under HyperCard on the Macintosh; he called it in various places “KingWriter” or “Hypergate.” Smith provided him with the text and the design, and he, with the occasional help of an artist named Matthew Mattingly and a composer named Michael Druzinsky, translated it to the computer.

I ordered King of Space directly from Eastgate some time ago, at the same time that I ordered Michael Joyce’s afternoon, a story for my previous article on the literary movement Eastgate once attempted to foster. It arrived in a simple gray folio containing an instruction booklet and a hand-labelled, obviously hand-burned CD. I would need, the package helpfully informed me, 1 MB of memory and a hard disk in my Macintosh to run it. Given the game’s obscurity even in the days when those minimum system requirements would have been significant, I felt like an intrepid digital explorer, venturing into a realm few had ever visited before me, as I moved the files into a vintage-Mac emulator and began to play.

From the moment that I first turned my attention to the Eastgate school, I had been particularly intrigued by King of Space among the more than forty works of hypertext which they published in their heyday because it lives at the opposite end of a continuum from afternoon, a story and the many similar Eastgate works created in Storyspace. Belying the name of the tool used to create them, those are mostly stateless word salads with little coherent plot or narrative drive. King of Space, by contrast, does have a story it wants to share with you, one which you can guide to some extent by making a series of clearly-delineated choices, much like in a Choose Your Own Adventure novel or a modern choice-based digital interactive fiction. As such, it feels more approachable than was the Eastgate norm to those of us not steeped in the post-structuralist literary theory so many Storyspace works were crafted to illuminate.

King of Space pays homage to Adventure and Zork. One does have to wonder, however, whether most of the academics who were virtually the only ones to play it got the reference.

As the name would imply, King of Space is a science-fiction story. By her own account “a science-fiction fan since the day she got the adult librarian to let her read The Day of the Triffids,” Sarah Smith approaches the genre without contempt, although she does evince a bit of that over-eagerness in her world-building which is so common when “literary” authors make the jump to science fiction. In particular, her story’s introduction is just way, way too dense, the sort of thing you can read five times over and still not make any sense of:

Fifty years ago, Nicholsun’s Plague devastated the Asteroids. The Plague made its victims mindlessly loyal to anyone who gave off a tailored rho-pheromone. Its effects are hereditary. The Terran Empire has quarantined the Asteroids.

Tam Rosse, rebel against the Terrans, has been bred for resistance to the Plague. Escaping from prison, he finds the derelict greatship Lady Nii. The Nii could save his revolution. But to get it, he must fight “King” Brady, the only human aboard the ship, and the ship’s half-mad interface, the Lady Nii herself, Brady’s ally and lover.

Tam Rosse is himself being hunted by the virgin Priestess of Pallas, who emits the rho-pheromone. She needs a lover, bodyguard, and slave. Tam Rosse needs her bioengineering skill.

But the Priestesses of Pallas are part of a fertility cult. To gain her full powers, the Priestess must lose her virginity — and the Plague is spread sexually. How resistant is Tam Rosse? And how resourceful?

Got all that? There will be a quiz later.

Thankfully, it all settles down into a fairly conventional adventure story — at least on the surface — once you get started. You play as Tam Rosse, the aforementioned fugitive from injustice. The lifeboat in which you made your escape is almost out of energy when you come upon the Lady Nii and its inhabitants. Your first task must be to get inside, after which the adventure of exploring a strange spaceship ensues. It’s perfectly possible to approach the whole experience as a sort of high-brow take on Starcross or Rendezvous with Rama.

But of course, this is still an Eastgate work, which means there are agendas at play beyond the space opera at the surface. From Smith’s introductory materials:

For me, the most important writer of “hypermedia” in this century has been James Joyce in Finnegans Wake. King of Space explores two Joycean issues, non-linear narration and sexual mythologies, within the framework of a science-fiction space opera.

Smith then proceeds to describe these two facets of her game, in reverse order from that in which she first listed them. So, let’s begin, as she does, with the “sexual mythologies.”

Mythology of Sex: King of Space deals with the same group of sexual myths depicted in The Golden Bough: the impotent king and the rescue of the land; ritual defloration; depiction of the male as king, lover, protector, but also as persecutor, Bad Father, and rapist; depiction of the female as fertility deity, sex goddess, Castrating Mother, and the land itself. That is, the stories concern myths of female experiences of violence, such as rape, and female rites of passage, such as childbirth, as well as their male equivalents.

It should be clear by now that King of Space is obsessed with sex and reproduction; womb imagery is everywhere in both the text and the occasional illustrations that accompany it. It also seems to be interested in subverting some of the expectations that surround these eternal human concerns. Tam Rosse, cast in the role of the swashbuckling male hero, finds himself struggling to resist the sexual advances of the Priestess. Should he succumb, he faces the loss of his very identity. It isn’t difficult to draw a parallel with the plight of so many women throughout human history, facing marriage as the sublimation of whatever individual identity society currently allows them into the stereotypical roles of wife and mother. (“I haven’t much of my own way at present, but you see, when I’m married I shan’t have it at all,” says Alice Vavasor of her upcoming nuptials in Trollope’s Victorian classic Can You Forgive Her?. “You can’t wonder that I shouldn’t be in a hurry.”)

Yet the archetype of the Priestess, the female sex goddess who is deeply dangerous to men, is of course hardly an uncommon one in myth. This and other references to mythologies of sex are indeed interesting to catalog, but I’m not quite sure what Sarah Smith is really trying to do with them. I’m not sure, in other words, why King of Space should qualify as an exploration of sexual mythologies as opposed to an homage or evocation — a ticking off of the boxes that Smith lists so peremptorily in the extract above. I have no problem with homage, and, indeed, would prefer it to a more polemical approach. It’s just that… well, what, for instance, is the “male equivalent” of childbirth? Smith’s statements about her own work’s premise seems more dashed-off than considered.

And yet the fact does remain that, if we can manage to stop stressing over all this business about sexual mythologies, the story is a reasonably engaging one. I wouldn’t say that Smith’s prose soars, but neither does it conspicuously try to soar and come crashing back to earth like a wingless 747, as is the case for that of so many other writers of the Eastgate school. As a printed novella, it would be a serviceable if less than earth-shattering work of science fiction.

As an interactive work, however, it rather falls down on the job. Let’s consider what Smith herself has to say about this aspect of King of Space.

Non-linear narrative: King of Space has only one story, a rite of passage — not linear because it happens to several people in several ways, but by no means a story without structure. A character needs to undergo a rite; the character makes a choice; the character takes a journey; the character undergoes a test; the character succeeds or fails at the rite. Because this is a computerized novel, some of the choices are given to the reader, and tests are presented as games. Tests and stories lead into one another and are resolved by each other.

King of Space is less well-stocked with choices than a traditional computer game; only a few of the possible stories around these characters are told here. The characters in King of Space are bound by their past and their nature, so that choices they appear to have are blocked. This can be frustrating when you come to it with game-playing expectations — perhaps too frustrating. Let us know.

I find these paragraphs more than a little amusing. I hardly know what to say about the elaborate attempt to justify the mini-games that pop up now and again — more on them momentarily — as “tests” which the character undergoes on his journey; I suspect Smith may have been reading a bit too much Joseph Campbell. The tacit assertion that readers who fail to appreciate works of the Eastgate school do so because they approach them as — gasp! — games would become an all-purpose way of deflecting criticism in academic circles in the years to come. For my own part, I don’t hesitate to call King of Space a “game” because that’s what we as a culture have, for better or for worse, decided to call interactive works like this one. To call it anything else would be to create a false distinction.

So then, writers of narrative games ever since the form’s invention have been coming up with more- or less-compelling justifications for the fact that you can’t just do whatever you want to in their stories. I suppose Smith’s assertion that her characters “are bound by their past and their nature” will do as well as any. But really, Sarah… are you sure it wasn’t because you were working with a very limited hypertext system, and couldn’t build in a lot of real choice without the combinatorial explosion overwhelming you? One of King of Space‘s biggest problems is that it rather forgets that it’s supposed to be an interactive narrative at all for long stretches of time. There are places where a dozen or more screens full of text can go by without you being offered a single choice about anything. Needless to say, this does nothing to foster engagement.

Here we have one of many examples of fake interactivity. You can “look for the air cylinders” until the end of time; the story won’t progress until you “take the software.”

Even when you do appear to have options, it’s often only an appearance of interactivity. King of Space often uses head-fakes dating as far back as the pioneering interactive movie Kinoautomat to keep the story funneling down a manageable pathway. Many — perhaps most — of the choices it presents aren’t really choices at all, yielding little better than a paragraph or two of text whose gist is, “You can’t do that,” and a return to the previous menu. Other choices are accepted, but merge back into a main narrative through-line very quickly.

Anyone who’s seen The Fool’s Errand has seen this before.

Still, Smith was more aware than most Eastgate authors of what was going on in the field of mainstream computer games, and you can see this knowledge in her work. Indeed, she has named as one of King of Space‘s main inspirations Thomas M. Disch’s text adventure Amnesia. Given this background, we perhaps shouldn’t be too surprised that, in addition to the branching (or allegedly branching) choices, King of Space is occasionally broken up by the minigames — excuse me, “tests” — which Smith alluded to above. These are a mixed bag — sometimes trivial, sometimes all but impossible. Many of them bear a marked similarity to the puzzles found in The Fool’s Errand, leading me to believe that either Smith or Bernstein — or both — must have played Cliff Johnson’s puzzling classic. Personally, I got completely stymied by a re-implementation of another gaming classic, one that may very well have gotten Eastgate sued had King of Space not remained so very obscure. There comes a point where you’re expected to fend off an attack from enemy spacecraft by playing the most baffling version of Tetris ever created. Slow, awkward, and confusing as all get-out — you’re apparently meant to repair systems on your ship by lining up certain sequences of blocks — this minigame utterly defeated me, preventing me from ever reaching the end of the story. There’s a germ of a good idea in there, but the implementation… well, suffice to say that it needs some work.

This image illustrates some of the endemic sloppiness of King of Space. We’ve been provided with a map of the Lady Nii, albeit one that serves little purpose in this hypertext narrative. (Sarah Smith does often seem like she’d really rather be designing a text adventure.) Note how the text carelessly spills across boundaries and how the map runs off the edge of the (non-sizable) window, as if nobody could be bothered to take the time to get it right.

This leads us to some of the larger questions that surround the Eastgate works in general — questions which have always left the whole enterprise so ripe for charges of disingenuity. The works invariably employ non-standard, non-intuitive interfaces. But is this really, as the apologists claim, out of a wish to jar the reader/player out of her conventional frame of mind, or is it just because no one at Eastgate knew how to design a good interface? Where, in other words, is the boundary between aesthetic choice and technical incompetence? I suspect the complete lack of a save system in King of Space, a game that could take some hours to play to completion, is down to the latter, although it wouldn’t surprise me to see some theoretical argument marshaled in the opposite direction. Surely the fact that the whole rickety construct crashes with excruciating regularity wasn’t intentional. Or is this too “problematizing the relationship between reader and author” or some such? Call me hidebound, but I feel that if you’re going to charge $25 for a piece of software, as Eastgate did (and continues to do) for this one, then you need to do better than that.

King of Space claims to boast 25 separate endings, but you usually wind up dead-ended at a black screen like this. I’m not entirely sure whether this is intentional or down to another of the bugs that infest the program.

At the level of writing and design as well, similar questions haunt the Eastgate catalog. I have no problem with “difficult” books in the abstract; James Joyce’s Ulysses is among my favorite novels, and, while Finnegans Wake has defeated me on multiple occasions, I have little doubt that there is genius lurking in those daunting pages. Some themes don’t admit themselves to simplicity or conventional readability, just as some nonfictional subjects are just too complex to trivialize. Yet a difficult work has to justify the effort that must go into reading it. Nothing I’ve seen from the Eastgate school has met this standard. When confronted with a confusing pile of disconnected verbiage, one has to ask whether it’s written that way out of thematic necessity or simply because the writer doesn’t know how to produce a conventionally interesting narrative. Indeed, it might be a good idea to require of all would-be James Joyces that they first show that they can write a compelling work of conventionally-structured fiction, as Joyce himself did with Portrait of the Artist as a Young Man. After you demonstrate that ability, we’ll be able to take your post-structuralist experimentation more seriously.

Having said that, I should also note that the previous paragraph’s complaints apply more to the Eastgate corpus as a whole than they do to King of Space. Sarah Smith’s sole interactive work is in fact among the most accessible, readable works Eastgate published — perhaps not an overly high bar to clear, but there you go. Smith published her first traditional novel the year after King of Space, and went on to a successful and ongoing career as a writer of historical mysteries. I haven’t had the pleasure of reading any of them — yet — but I’m told by people I trust that she’s quite good.

King of Space, however, displays a good writer who desperately needed to be paired with a good game designer working for a company which understood game development — not least the need to test and to collect feedback. As it is, under any terms — literary or ludic, take your choice — this pile of poorly implemented, un-original puzzle games joined to a text that too often forgets it’s supposed to be telling an interactive story just doesn’t cut it.

On that note, and barring any surprising future discoveries, I do believe this article will mark the end of this blog’s coverage of the Eastgate school. I’ve largely satisfied myself that the Eastgate works’ obscurity is justified, and would rather spend my time on other subjects. And of course I’m sure that you don’t want to read article after article like this one, full of my flailing away at their pretensions, any more than I want to keep writing them. At some level, I’m still in love with the idea of what Eastgate once tried to be during those heady early days of hypertext. But the execution is, to say the least, lacking. So, albeit not without some reluctance, we shall leave these oddities snug in their ivory tower and move on to more rewarding forms of digital antiquaria.

(For general background sources on Eastgate’s history, see my previous article on the subject. Your best bet for seeing a bit of King of Space in action — short, that is, of going through the trouble buying it from Eastgate and getting it running — is to visit the Washington State University at Vancouver Electronic Literature Lab’s “traversal.”)

 
 

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A Conversation with Judith Pintar

Judith Pintar was responsible for what popular consensus holds to be the two best games ever created using AGT. She wrote 1991’s Cosmoserve herself, then organized the team of authors that created 1992’s Shades of Gray. Both works are inextricably bound up with the online life of their era. Cosmoserve is a simulation and gentle satire of daily life on CompuServe, the most popular of the pre-World Wide Web commercial online services, while Shades of Gray was created by people who had met one another only on CompuServe, who used a CompuServe chat room as their primary means of communication. Given that I’ve written so voluminously on the text adventures of Infocom and others over the years, and given I’ve spent most of the last two months chronicling the net before the Web, a conversation with Judith about text adventures on CompuServe seemed the perfect way to tie the two strands together.

As it happened, though, I got much more than I’d bargained for. Although Cosmoserve and Shades of Gray were written many years ago now, Judith’s interest in interactive fiction has never abated. For years she’s been using it as a tool for pedagogical purposes in the classes she teaches, and she’s recently started some fascinating projects in the realm of what we might call massively-multiauthored interactive fiction. I hope you enjoy this transcript of our wide-ranging conversation on such subjects as the pros and cons of AGT, the life and times of the CompuServe Gamers Forum, the fostering of empathy through interactivity, and the plight of verbally-oriented computer programmers in a STEM-heavy world.


Thank you for agreeing to do this so close to Christmas! It’s a great gift for me and my readers.

I’m so delighted that you got in touch with me. I’ve been a fan of your historical work.

It made a huge difference to me when I realized you had released your extended review and treatment of Cosmoserve in your IF history. It was at a really low point in my academic life, and I found it, and thought, “Oh, my God! This is who I am!” It was very nice.

Anyway, I like your writing style and your approach to the history of IF a lot. I teach from your work.

Thank you!

I played Cosmoserve and Shades of Gray for the first time… oh, must be fifteen years ago now. I had a job working in IT on the graveyard shift. We had twelve-hour shifts, from 7 PM to 7 AM, and a lot of the time there just wasn’t that much to do. I couldn’t play a conventional computer game, but I could play IF games because it would just look like I was working at a terminal, typing commands. So I went through the back-history of AGT, a lot of the games nobody ever plays anymore.

And that’s when I played Cosmoserve and Shades of Gray, which I think were probably just about the two best things that were ever done with AGT. It was a very limited system in some ways, but you certainly bent it to your will.

I was always a big cheerleader for AGT. It is true that I went into the Pascal source code for both CosmoServe and Shades of Gray, but most of the changes I made were to increase the available resources in order to accommodate the size of these games. I believed at the time that people’s complaints about AGT were not reasonable, that you could do pretty much whatever you wanted with the language if you were creative and diligent. I still believe this. Until Inform 7 came along, AGT was my IF teaching language of choice.

But obviously the technology improved with TADS and Inform. They’re more flexible languages; AGT had a fair number of assumptions about the world and so on built into it. TADS and Inform of course had some as well, but they could be modified much more easily.

And I do think one other thing that came in with what we think of as the modern IF community, with Curses and the first IF competition and so on in 1993 and 1994, was a strong ethic of quality, of testing games and taking the work very seriously. From my standpoint, that’s something that’s missing in a lot of the AGT work. There was more of a tendency for people to just write games and put them out there without seeking out much feedback or focusing on adding that final polish. So, it wasn’t strictly a matter of technology. There was a cultural shift as well.

I’m not sure that’s completely fair. Some different rules maybe came in with the IF Competition that took over from the AGT Competition, and it certainly broadened the number of people who were involved, but I think the situation is more complex.

I think it’s more accurate to say that there were multiple IF worlds. In CompuServe Gamers Forum, people were writing games and sharing them and critiquing them. Even the contest format really had its origins in the AGT Contest. There was no Internet around, so depending on what bulletin board or users group you were a member of, you could run in different circles. The people who wrote AGT games weren’t necessarily in the same circles as those who formed the modern community, and when AGT fell away, it was really…

Well, in my case, for example, I was not very motivated to learn TADS, because I was publicly identified with AGT. I felt protective of it, and of David Malmberg and what he had achieved with AGT, and what his contest did for popularizing the writing of IF in those early days.

I know it looks like I disappeared from the IF world. I had been a presence in the early 1990s, I was being interviewed, I was very active on CompuServe Gamers Forum, etc., etc. And then I just seemed to be gone. I wasn’t actually. I just went to graduate school. I was still writing IF and teaching AGT at a point when David announced he would no longer be maintaining it. That left me without a language. I could program in Pascal, but I wasn’t really able to take it over. When CompuServe was bought by AOL, that left me without my community too, though I was still part of the larger IF world. I never stopped writing and teaching IF.

Well, the “IF community” has always been very fragmented. You have this sort of central community associated with the IF Comp, which is the most academically respected today. But you also have a whole community of people working in a language called ADRIFT, which is easier to use than Inform or TADS. It’s not really a programming-oriented but a database-based system, where you can put a game together using a GUI. Then for a long time there was an “adult” interactive-fiction community, who focused on textual pornography. I’m not really sure how active they still are.

Is it true that they continued to use AGT?

Yes, they stuck with AGT for a long, long time. To whatever extent AGT developed a bad reputation among the larger IF community, I think that may have contributed somewhat to it. Many of the AIF people were using AGT to churn out a lot of junk games meant only for the purpose of getting off. They stuck with AGT well past 2000. If they’re still around, I suspect many of them may still be using it.

My sense of AGT comes from the fact that I taught it to middle-school and high-school kids. I found it to be a really wonderful teaching language. Just a few years ago, I got an email from an old student who now runs a children’s game conference in Austin. He credits that to the fact that I taught him to write games in AGT in the early 1990s.

I actually ported Cosmoserve to Inform; that’s how I learned Inform 7. Going from AGT to Inform 7 was very interesting. There are things — and you must believe me here! — that AGT does better and makes easier than Inform 7, even though Inform 7 is clearly a wildly more powerful language.

It might be useful to look back here to the earliest days of home computers, when BASIC was around, with line numbers and single-letter variable names, GOTO statements everywhere — everything “real” programmers hate.  So, people came along to tell all these computer owners that they should be using Pascal or some other more proper programming language. One famous computer scientist said that anyone who learned BASIC would be “mutilated beyond hope of regeneration.”

But during that era ordinary people were actually programming computers. They were writing games, writing little tools for their own use. That was part of the ethos of owning a computer. The old computer magazines were all very programming-oriented.

Today our programming languages are very well-engineered, excellent tools for professional programmers making heavy-duty applications, but we really do lack any modern equivalent to what BASIC used to be: something not so pretty, not so formally or theoretically correct, but that ordinary people can just pick up and make something with. Maybe in the context of IF it was AGT that was filling that role, to be replaced by slicker languages like TADS and Inform that lacked the same approachability.

I do have a story about AGT that you might like. Earlier I wrote about a game that officially won the 2nd AGT Contest — but it was the first real Contest. That was A Dudley Dilemma by Lane Barrow. I looked him up and interviewed him for the blog, as I’m interviewing you now. We talked quite a lot about his game’s design and what he would do differently if he made it today. He got inspired to pick up the old AGT tools and make some changes, changing a few things that by modern standards were a bit borderline on the fairness scale. That new version’s on the IF Archive now. He said he was shocked at how quickly he was able to pick up AGT again after not using it for 25 or maybe close to 30 years.

So, that’s a story you might appreciate. I never created anything with AGT, so I can’t speak to it that much.

But maybe we could go back and lay some groundwork about the person you were when you created Cosmoserve and Shades of Gray. I’m always amazed by the huge range of backgrounds and experiences that people working in IF have. The thing that leaps out first from your biography is that you were a Celtic harpist throughout the 1980s. That’s certainly an unusual career choice. Would you care to talk a bit about it?

Sure. I’ll tell you the skeleton story.

My BA from the University of Wisconsin was in folklore. It was a degree I put together myself because in my junior year I realized I had no major. So, I made an interdisciplinary major from courses I had already taken: Old Norse, Old English, Greek Mythology. This was the age of Joseph Campbell, and we were all sort of questing.

One summer I hitchhiked through Britain trying to find a harp-maker. My idea about this was intensely romantic, completely based on wanting to be a storyteller — a storyteller needed a harp. I ended up finding a harp-maker in Wales. I had to go back to get it six months later.

To my complete surprise, I was able to play this instrument. I took to it. I learned to play by composing. So I was really quickly performing original music in Milwaukee and around the Midwest.

On the strength of my folklore degree, I applied for a job in the Milwaukee Public School System as a storyteller, even though I had never told a story out loud. I got the job, which was terrifying. I thought I would go in front of a class with my harp and go “pling, pling” and tell little stories, but they walked me into a gym with 500 students waiting for me. I tanked so bad that first time.

Somehow I did become a professional storyteller. I played the harp and told stories in the folk-music circuit, at Renaissance fairs, at Celtic music festivals. I had also landed a recording contract with Sona Gaia, an imprint of the Narada new-age music label. My albums included liner notes with stories that had originally been performed live.

In 1987, I needed to make my third album, so I moved to Colorado, up in the mountains, with two wolf-hybrid dogs and my harp and a little pickup truck. I needed a computer, so for $1000 I bought a used PCs Limited XT clone, 8 MHz in “turbo” mode. On this computer was GAGS by Mark Welch, the precursor to AGT. It was shareware, so I sent a check to Mark Welch. He wrote back to tell me that GAGS was now AGT, and Dave Malmberg was maintaining it. So I purchased AGT.

One fun thing in Cosmoserve is that GAGS is running there.

Yeah, there’s a little GAGS game in there. Is there some in-joke to that, associated with being in Wisconsin on a dairy farm? It was kind of a non sequitur for me as a player. I was thinking, okay, why am I here of all places?

That’s a joke on me! I’m from Milwaukee, I wrote that cow game.

That was your first game?

It was one of them. My first games were written in a cabin in the mountains of Colorado. How’s that for a romantic beginning?

Very nice!

When you first got this copy of GAGS, was that actually your first exposure to text adventures?

No, no, no. Infocom, man! Infocom!

Okay, so you were already a hardcore Infocom fan.

My mom was a high-school math teacher, and she in the 1970s was as tech-savvy as a math teacher could be. Our first personal computer was an Apple II. My first gaming experience was typing in little BASIC text adventures. So, going back to the late 1970s and early 1980s, I was already writing IF, as much as that was possible in BASIC. Then I started playing the Infocom games at home with family and friends. I think I may own them all. So, as an Infocom freak, it was very exciting to find GAGS. It was the first time I realize it would be possible to author a full-length game.

Do you have any favorites in the Infocom catalog that spring to mind?

Well, I loved Zork. How do you not love Zork? And what’s the one that has all the little robots?

That’s Suspended.

Okay. I would say that of all the Infocom games I was most influenced by Suspended.

Interesting. That’s in some ways the most unusual Infocom game. It’s more of a strategy game that’s played in text than a traditional text adventure. It was also, incidentally, the game that prompted Douglas Adams to decide he wanted to make The Hitchhiker’s Guide to the Galaxy into an Infocom game. Now that you mention it, I fancy I can see some of it in Cosmoserve.

Absolutely. I wanted to shift or jar the player out of reading text and fool them into being present. I believe I succeeded because I got many emails from people telling me that when they played Cosmoserve they referred to it as “going online.” It felt to them like they were going online when they played. Of course, it looked identical to CompuServe. The logon screen was identical in what it said, and also in how long it took to load. There was some metalepsis because there were limits to how far I could make AGT imitate it. But I did pretty well in some places. When the virus infects your own computer and you do “chkdsk” in DOS, and it starts to show that you have all these files that are replicating at this incredible speed and things are starting to get corrupted, people would quit the game, terrified I had infected their computer.

So, backing up just for a moment, how did you end up on CompuServe in the first place?

I moved at the end of 1988 to Santa Cruz, California, with my husband-to-be. There I became an artist-in-residence and started to teach IF. And it was at that point or possibly earlier that I joined CompuServe Gamers Forum. That was huge for me; that was my IF community. More than an IF community. We talked all kinds of games.

It was very pleasant, very civil. There wasn’t a lot of trolling that I recall. Maybe partly because you were paying to be there. And it was really well-moderated. There was always a sysop present in the scheduled public chats.

My handle was Teela Brown. She’s a character in Larry Niven’s Ringworld; she’s the luckiest woman in the world. That’s how I felt in that era of my life. It’s still my handle now with the Interactive Fiction Technology Foundation.

I just have to say that I’m so excited about your work on CompuServe. I’m really so happy that you’ve written about CompuServe because I have a lot of sorrow about it as kind of a lost world. If Cosmoserve can help your project, that would be awesome.

Yeah. The problem is that in histories of these things the focus always goes to the early ARPANET, the invention of TCP/IP, etc. Which is important — incredibly important — but a huge part of contemporary online culture can’t actually be traced back to the ARPANET and early Internet. It was CompuServe that invented and/or popularized real-time chat, e-commerce, online travel reservations, online newspapers, online encyclopedias, much of online gaming, etc., etc. Few people seem to remember that. If you look at what you do on the Internet today, at least as much stems from the early commercial online services as from the early Internet. They should both be given their due.

One of the great tragedies for me as a historian is that all of this stuff that took place on CompuServe has apparently been lost forever. I can go back to look at Usenet discussions that took place 30 years ago; that stuff is still there. CompuServe unfortunately is a different story. That sad reality makes Cosmoserve hugely valuable as more than just an adventure game.

I actually just learned this year that CompuServe is a lost world, that there is no backup. It occurred to me then to be grateful that I had done this. I couldn’t now replicate the experience.

Yes. This to me is one of the fascinating things about text adventures. Unlike the vast majority of games, they’re very personal works, and they tend to be much more reflective of the lives of the people that made them. Of course, you have Cosmoserve, which shows what it was like to log onto this long-gone online service. But it goes even beyond that.

In the case of A Dudley Dilemma, Lane Barrow was a PhD student at Harvard, and he wrote a game about being a PhD student at Harvard. Son of Stagefright, which won the AGT Contest the year after A Dudley Dilemma, was written by a guy who was very active in community theater, so he set his game in the theater where he and his friends would put on plays. Or there’s a game called Save Princeton which was written by a young man who was a student at Princeton at the time, and he included all his friends in the game. That sort of thing is kind of frowned on in IF circles today because it’s not artistic or high-falutin’ enough, but at the same time, when I play that game now there’s actually something very poignant about it. I see all these bright kids who think they’ve got the world figured out, who are going to do this or do that after university. One of them has a Twin Peaks poster on his dorm-room wall; it’s a total time capsule. I wonder where these people are today.  Maybe it resonates more with me than it might with others because I was about their age at about the same time. But I do think that that personal, time-capsule quality is kind of overlooked when people talk about IF.

Yes, I agree. I haven’t read anything addressing that. It’s very interesting.

So, how would you describe the discussions on CompuServe? Was there a lot of talk about how games should be made, what is good and bad design, what is fair and unfair?

Absolutely. We talked about everything, and we absolutely had conversations about what made a good game. There were people in Gamers Forum who wrote games as well as played games. It was really easy to get beta testers.

Those were the people who beta-tested Cosmoserve, which I submitted to the AGT Contest and won. The next year I didn’t want to submit another game; I thought that wasn’t fair. So I decided to organize Shades of Gray instead.

The CompuServe Gamers Forum was a real place to me. It had a geography. There were rooms where you could enter and talk to people, and there was a library. It might seem strange that I would simulate CompuServe through IF, which is traditionally so map-based. But for me CompuServe was mapped too. Gamers Forum had an entirely different feel from other Forums. You traveled between them. They all felt like different geographic destinations in a work of IF. But there were other people there too. You could go into a Forum conference room at any time, day or night, and somebody might be there.

So I recreated that in Cosmoserve. You can just go to a conference and see if anybody is there. Sometimes they are, and sometimes they aren’t. That part feels really real.

And it’s not a bug in Cosmoserve the way the number of people who are supposedly in the Forum always changes. It’s randomized in Cosmoserve as a joke because I never believed it was true on CompuServe.

In terms of the Gamers Forum members who were writing text adventures, were they all or mostly all working with AGT? TADS came out in 1990, but it wasn’t used anywhere near as much as AGT during the early 1990s.

I wouldn’t say we were an AGT community. People were experimenting with many game-making systems — not just IF but other sorts of games as well. We tried all of them, so there was a discussion about tools too, and comparisons. We were pretty eclectic. We didn’t have an identity like the newsgroups had, of being an IF community. We IF people were just in there, fairly integrated. There was no sense of shame, no sense that we were lesser than other kinds of games at all. It was just one of the kinds of games that were being played by everyone.

I assume you as well were playing other kinds of games — certainly by 1990 or so, with Infocom gone. Do you recall what other games you were playing?

Sure. We played all the Sierra Online games. We enjoyed them, despite people having an attitude about the writing, that the general quality of game writing had declined when games went graphic. But that didn’t stop us from playing them! We all loved Myst when it came out too, and there were barely any words there at all.

I was also a big NetHack addict. It’s one of my favorite games ever. I like to teach it.

Have you ever ascended?

I have!

Congratulations!

Thanks!

I talk about that game because it shows that a good game can evoke emotion using an ASCII character. You cry when your pet dies. Your heart beats hard when the wizard is chasing you, even though it’s just a little letter going across the screen. So I always talk about that game in game-design classes. The power is in the design. You can have gorgeous graphics and interesting mechanics, and it can still be emotionally empty and touch you not at all. NetHack for me is very powerful.

So, as you’re working on Cosmoserve, it’s obviously a huge technical challenge to bend AGT in that direction. You’ve hinted that you were fairly friendly with David Malmberg. Did he help at all with the changes you had to make for Cosmoserve?

No, no. I hacked it. I did have to tell him that I had done it because I was concerned that I was cheating, but he wasn’t bothered. You can’t compile my game files with the regular compiler.

It started out as just a straight-up game, but as it went on it got bigger and there were things I wanted to do, especially how things printed to the screen. Because I was concerned about cheating in the contest, I did less than I might have. The rumors of my hacking are exaggerated! You didn’t need to change the program to do great things with AGT.

One thing about Cosmoserve that’s interesting is that you published it in 1991, but it’s set in 2001. You’re extrapolating what’s going to happen to computer technology in the future. You assume, as anyone might, that Intel would continue with the “x86” nomenclature instead of coming out with the Pentium line, so you have this “786” computer in there. And then it’s funny that you’re still using DOS ten years on.

It’s true that whenever you set a story in the future you have to live with what you imagined. I did imagine that there would be GUIs, but that R.J. Wright himself would still want to use DOS. This is also a self-reference. I miss DOS tremendously. I never liked GUIs. I’m verbally-oriented, not visually-oriented, and I was imagining that I would never give up DOS. On my desktop right now, my garbage can is called “Unnecessary Metaphor.” I used to be able to delete a file by typing “delete,” but now I have to imagine that the file is a little piece of paper and I have to physically pick it up and drag it to a little picture of a garbage can to get rid of it. I hated that from the first time that I saw it.

I thought of R.J. Wright too as the kind of person who into the 21st century would still be using DOS. But I was also imagining that there would be VR.

Yes, that’s a huge contrast. DOS and VR!

Right, I imagined more and less. I imagined VR would be more immersive and multiplayer than it is now, and I imagined that DOS would make it.

And there’s another thing: I never imagined the fall of Borland. The “Orfland” products that the player uses in Cosmoserve, and the quest to get Orfland customer service to provide a patch, are an affectionate send-up of Borland products — Turbo Pascal, Paradox, etc. — and the Borland Forum on CompuServe. When we lived in Santa Cruz my husband did some contract programming for Borland, so we were also in their corporate social circle.

A funny story from that era: while I was writing Cosmoserve, which was really a full time job for months and months, cash was tight. So I tried office temping, though I had no prior work experience. All I wrote on my application at the temp agency under skills, as I recall, was “Can Type Real Fast.” I got one job — I was sent to Borland CEO Philippe Kahn’s office, to type all the info from his personal Rolodex into his very large, state of the art mobile phone. Now, this Rolodex was jaw-dropping. It had in it the personal addresses and home phone numbers of pretty much every important personage in computing: Gates, Jobs, Wozniak, everybody. It took two days to finish the job because as soon as Philippe found out I was a musician we spent a lot of time hanging out and talking. I had heard his band, the Turbo Jazz Band, play at a big Borland employee gathering — he plays sax and flute. So we compared our experiences of composing and improvising and performing and recording and by the time I was finished, we were like friends, just fellow musicians, and we gifted each other with our latest CDs. I remember him as a charismatic man at the top of his game. I was going to write him into a sequel to Cosmoserve, but then Borland fell, and of course I never wrote that sequel. I did name my cat Philippe though.

One aspect of Cosmoserve which a modern player might not be too excited about is the time element. It’s a game which you really have to play several times. When I played it, I had to make a schedule for myself. First I’d go on these reconnaissance missions to see what was going on where and when. Then I could use my schedule to make a winning run. As I’m sure you know, there are a lot of modern players who absolutely hate that approach.

That actually got fixed in the 1997 release. I went to the IF Archive and asked them to switch out the old Cosmoserve version for the new version. And they said no, they wouldn’t delete it, because it didn’t belong to me anymore; it belonged to the public, but they’d be happy to add the new version. That was the moment I realized that there was a history of IF bigger than any individual game or designer. Now, being on the IFTF board, I love that caretaking our shared history is part of my job.

The new Inform 7 version of Cosmoserve is much more pleasant to play. I instituted a more comprehensive hint system in every part of the game so that the player can move through the game more smoothly.

I must not have played the 1997 version because I remember this fairly intense time pressure. But I’m an old-school player; I played the Infocom mysteries that were also constructed like this. So, if I know a game is constructed that way going in, it’s not a deal-breaker for me.

Just as a design question, how did you approach removing the time pressure?

I just started the story earlier in the day. The player now has nearly 24 hours to get their Pascal program ready for the courier coming to pick it up the next morning. That seems to be enough time, though I will be looking for additional beta-testing feedback on that. I also removed the much-hated “you must eat pizza or you will die” mechanic. If someone really misses these old-style pressure puzzles they can still play the original version. But the Inform 7 version is more pleasant for the modern player.

Then I also added a hint system using Aunt Edna. Did the version you played have Aunt Edna?

I think I remember her coming by and complaining that I’ll never get a girlfriend or a boyfriend if I keep living like this.

In the new Inform 7 version, you can send her away if you don’t want her. But she’s basically giving you hints to get you through the first phase in your house, to get you online faster. Without breaking the mood, she’ll give you hints to get that first part solved.

And then I’m in the game as Teela Brown. I always was, in VR, but I really improved that so that the game is tracking what you’ve done and not done. Instead of a big laundry list of things you can ask me, which breaks the mood, if you ask me for a hint I’ll tell you, “You need to do this by this time of night” or “This happened at 7:00 and you missed it,” so you don’t go all the way to the end of the game and realize, oh, my, God, I needed to have done this thing. That’s horrible; everybody hates that.

So, let’s talk about Shades of Gray just a little. Which part of that was yours?

The Tarot card reader.

Okay. She’s kind of the jumping-off point to all of the different vignettes.

Yes. I wrote the code that links them all. I also took the individual pieces and made them narratively coherent.

Shades of Gray was unusual for its era in that there’s an overt message to the game; it’s trying to say something. Infocom had done a little bit of that with A Mind Forever Voyaging and Trinity, but their options were always limited by being a commercial game company, by not wanting to offend anybody. Steve Meretzky at Infocom had a lot of ideas for other very political games, and his managers always said, no, you can’t do that.

Of course, later on in the IF community there would be a lot of people making very self-consciously “literary” games. But that was a little later than the AGT era. Do you recall how you decided you wanted to make a game that would not just be another adventure game, that would leave the player with a message?

We didn’t start with that. I started with a message asking who wanted to make a game for the next Competition. And a bunch of people said yes, they did. The team I wound up putting together included Mark Baker, Steve Bauman, Belisana, Hercules, Mike Laskey, and Cindy Yans in addition to myself.

There were a lot of logistics just getting to the nitty-gritty of game design. We didn’t have any clear idea what the game would be. And of course, trying to drive a carriage with twelve horses is really, really difficult. Everybody wanted to do their own thing.

We let people do that for a while while we continued to discuss themes, but pretty soon we came to the idea of moral ambiguity. Robin Hood is a scoundrel from the Sheriff’s point of view, for example. We wanted to show that life and politics are nuanced.

Belisana came up with the overarching narrative, and she wrote the ending.

Was she responsible for the Haiti historical material?

Yes.

For an American in 1992, that’s a little bit of an esoteric choice of subject. Did she have some connection to Haiti? Do you know where that came from?

I don’t. She came up with the idea and we all loved it. Without giving away any spoilers here, it is fair to say that this is a story about American history, as much as it is about Haiti. And she executed it brilliantly, in her vignette, and in the game ending.

Yes, that was definitely the most powerful part of the game for me.

The making of Shades of Gray was a CompuServe story, a pretty profound one, about what the service made possible, collaboratively. We didn’t know anything about each other personally. We were fellow forum members who became a team.

It was expensive to go on CompuServe; you had to pay per minute. So you rationed the amount of time you spent online. You wrote all your messages offline, then logged on to send them.  In order to do Shades of Gray on CompuServe, I had to convince the Gamers Forum to give us the “free flag.”

And this meant you got to be online for free?

Yes. Anybody involved with the project would get a free flag while they were working on this game. Not only did we get this free flag, but we got a room of our own. I never met any of the other people who worked on the game. That’s really normal now, in the age of the Internet, but at that time it was really strange.

We talked and talked and talked about what Shades of Gray would be; everybody had their own ideas. We had this general theme of moral ambiguity. Everybody wrote their code separately, then I had the job of taking it all and merging it, which was insanely difficult. And we won the AGT Competition. They had to make a special “group project” category for us, to be fair to the shorter games.

Creating Shades of Gray was really fun, and I’d say that the game was more influential on my career path in IF than Cosmoserve was. It’s the inspiration for what I do now at the University of Illinois at Urbana-Champaign, where my students engage in massive, ongoing  collaborative IF.

Wow!

I’ve just finished my third year teaching Inform 7 in an IF programming and design course at the U of I. Besides working on their own games, students collaborate on a game that is set on our campus — that is, if our campus had toilet stalls collapsing into underground tunnels with zombies gnawing on the bones of graduate students. Called The Quad Game, it’s an IF sandbox with hundreds of locations and fifty or so endings — so far. It is rough in patches and extravagantly incomplete, deliberately so.

On the first day of class I let the students play the game in groups, each group setting out in a different direction from the center of the campus. I ask them to write down everything that happens that is annoying or buggy or incomplete. I really encourage them to complain. Then I tell them to write at the top of the paper, “To Do.” By the end of the semester they will have to fix it all.

More ambitiously, I’m in the process of developing a public history/collaborative programming project called The Illinois Map. I usually explain it as something like Wikipedia-meets-Minecraft. The vision is to get the entire state of Illinois to become programming literate, by learning the Inform 7 language in order to write interactive, immersive games that simulate key moments in Illinois history.

The site will be like Wikipedia in that every project submitted will need to be referenced. Someone who wants to write a simulation on Abraham Lincoln’s career as a lawyer, for example, will have to provide historical background with primary sources and a justification for why their simulation is historically significant, using secondary sources. They also have to come up with a compelling little story, and then write the Inform 7 code to carry it out.

I’ve taught another IF class for the last two years in which students submit an Illinois Map proposal as their final project– I’ve got fifty of these ready to go as soon as the site is ready. They’re at various stages of narrative development and coding sophistication, but that’s the point. Like Wikipedia, multiple people will be able to collaborate on revising and improving the various parts of any project page.

I imagine that a High School Social Studies teacher will send their students to the Illinois Map. A student will search to see if anybody has done anything on their hometown, and lo and behold: there’s already a little game somebody has started. Maybe the research is good, but the story is lame and the code is pretty weak. They can give some feedback, suggest some edits, or offer code corrections. If their project veers too much, they can submit a new one.

They will gain status as they contribute to the Map, and will aspire to become proficient enough to take the best projects and incorporate them into a Master Game that will let players explore Illinois history from one end to the other, from its prehistoric beginnings to its imagined future.

And do you hope to release this publicly at some point?

The Quad Game is already available to the public. I’ve got some grant-writing to do before the Illinois Map goes live.

Then the other thing I’m working on is to teach Inform 7 inside an Inform 7 game. I want to write a game where the object is to write code, and where the code the player is writing changes the game they’re playing. You can see my first pass at that. What you get at the end is code which you can cut and paste and drop into Inform to play it.

A couple of people have done something similar to that. A game called Informatory some years ago taught not Inform 7 but Inform 6. And then Andrew Plotkin, whom I’m sure you know, made a game called Lists and Lists to teach a dialect of LISP.

That was actually one of my first languages! I learned LISP, then Pascal, then C++.

I have found Inform 7 to be an ideal first programming language. It introduces the concepts students need to pass a Python class: objects, inheritance, recursion, variables, loops, lists, tables, but it teaches them through story.  I don’t know of a Python course that doesn’t make you learn these concept through algebra. But Inform 7 teaches data relationships and ontologies through metaphor, which everyone’s brain is wired to understand. Pedagogically I call this approach “narrative-based computational thinking.”

This approach is also academically practical. We have an informatics minor here for which students must complete a CS class. These students come from any number of programs across campus — business, arts, journalism — and some of them have a hard time passing a CS course. We had the idea that students taking my Inform 7 class would be able to get through a Python class afterwards, no problem. I think that’s true, but I don’t have the research — yet! We’re going to try to demonstrate it.

I would like to make Inform 7 as ubiquitous as PowerPoint. I think it could be a breakthrough in widespread programming literacy.

So, I think you and I agree with each other philosophically. Our sense of the significance of IF, of where it belongs in the world.

I’m a very strange case. I got my first computer when I was quite young. I grew up with computers, have always loved them. At the same time, though, in everything apart from computers I’m a very verbally-oriented person. When I’d take standardized tests, I’d always score fifteen or twenty points higher on the verbal versus the math component. 

In a way, I think I’ve always seen programming a little bit differently. When I write code, my algorithms aren’t necessarily that wonderful, but I load up the code with commentary. So, the Inform 7 natural-language approach feels very natural to me. In a sense, I was already describing what I was doing in natural language, then having to translate it down to C or whatever. With Inform 7, I don’t have to take the second step.

I know you’re very busy with these massively collaborative IF projects, but have you ever thought about doing another game on your own or as part of a smaller team?

I never stopped writing games. I just didn’t release them publicly. I had won the two competitions I entered, so I was done with competitions, but competitions were how games were still being released. So for a decade or more, I mostly shared my games with my students, as tutorials, sort of like Emily Short’s games in the Inform 7 Cookbook.

But now I do have an Inform 7 game of my own in beta. I wrote it just because it was fun, and for the technical challenge. It’s an IF poker game. You’re Alice, and you’re falling down the well as you play poker with the white rabbit. You’re going down as the rabbit is going up. The cards are scattered randomly through the well. He picks up cards and you pick up cards, and the game keeps track of your hands. But the cards are alive; they fight with each other. So, there’s a story, but you can only access it by having certain cards together in your hand. On the one hand you’re trying to win the poker game, but on the other you can’t really win unless you have in your hand the right characters who will reveal information to you to get the backstory. This was so much fun to write.

Then I have another massive project…

Instead of publishing my sociology dissertation as an academic book, I wrote a novel based on my field experiences in Croatia in the late 1990s. I spent much of that time in Dubrovnik, where Game of Thrones and Star Wars both have filmed. The story tells the 1500-year history of Dubrovnik as a series of failed love affairs. I never found an agent to represent this opus — no one liked the asynchronous relationship between the contemporary story and the vignettes. It finally occurred to me that the real problem was that I had written a novel with the narrative sensibility of an IF. It needs to be read in a non-linear way.

So, now I want to turn it into an actual IF. I’m thinking of making it a multi-platform work where I would use Twine for some aspects of the game along with some parser-based elements. Maybe I can weigh in on the battle between choice-based and parser-based IF by embracing them both. And it also fulfills my other idea, which is IF as historical simulation. I’m interested in broadening IF beyond both games and literature. All of that is packed into the project, which unfortunately I can’t afford to take the time to do. I will eventually get to it.

That’s a very interesting direction which is under-explored. If you look at IF’s intrinsic qualities, probably the thing it does best of all — certainly the thing it does most easily — is setting. It can be an incredibly powerful tool for putting you in a place, whether it’s a fantastical place or an historical place. That’s actually something that comes more naturally to the form than narrative or plot, although ever since Infocom there’s been this huge focus on “waking up inside a story,” as they liked to put it.

Certainly IF as history hasn’t been done all that much. Trinity did it of course, and there’s a game called 1893: A World’s Fair Mystery that did it very well, but most IF tends to veer off toward science fiction or fantasy.

Yes. That’s what I’m investigating pedagogically: how to use IF in history classes, in social-science classes. An example of a student project from a class taught on American minority groups:

In Illinois in the early 1990s we had a controversy over a Native American burial mound which had become a museum called Dixon Mounds in Lewiston, Illinois. They had open graves; they’d been open since the 1930s, when an amateur anthropologist found this place and put up a museum around it. In the 1990s Native Americans started protesting Dixon Mounds. It was a really tangled couple of years between people who supported the museum and people coming into town to protest; one governor got involved, then another, etc.

So, my students studied this last year. Then they were divided up into six groups and they wrote an IF simulation of the same physical place from six different points in history: at the point when the people who made the burial mounds lived, then later when another Native group lived in the area, then when the bones were found, then when the museum was active, then the protests, and finally the present, when a new museum has covered the bones. The idea is to explore this geographic space through time, using real sources to make responsive NPCs. So a player going into the games could find out about the controversy by talking to people and experiencing it.

It’s not fun. A lot of the students in their reflections at the end of the semester said, “I wish you’d just let us write games.” To them I said, “Well, take my other class!” But the question on the table is whether a game can create empathy. Can we write a simulation that will cause players not to “have fun” — although it would be nice if they could enjoy themselves — and not even just to learn what happened, but to see another perspective.

I think you’re right that IF’s potential for this sort of thing has been under-explored. I really need to play Trinity again. I think I could use it to show my students what’s possible at the high end.

You know, games are or can be so good at fostering empathy. When you read a book or watch a movie, you’re always at a certain remove. But when you play a game, that’s you in the game.

And if you can put a player in the role of somebody else and say, “Okay, walk a mile in these shoes,” maybe you can do some good. What about a game that places you in the role of a Palestinian dealing with the situation in Jerusalem? Somebody who supports the recently announced move of the American embassy to Jerusalem, who believes the Israelis are entirely right and the Palestinians entirely wrong… well, we kind of come back to what your team did in Shades of Gray, right? Maybe if you put that player in the role of somebody from the other side, you can actually foster some empathy, make the player realize that there are two sides to this story.

Yes. I mentioned that I did role-playing with my students before they started to write code. It was based on an approach to classroom role-playing called “Reacting to the Past.” It’s a new thing in history education. You have these really complicated games which sometimes take a whole semester to play. The students immerse themselves in a character, become that character. They read historical documents and learn to act as that character. Some of these games are fairly brutal. You might be a slave owner and have to make speeches arguing for slavery. It can be difficult for students to do this, but it gets inside history in a way that’s incredibly powerful.

In reviews of that approach, there are stories like what you’re describing, where somebody takes the role of somebody politically opposite to their own point of view. It’s not that they change their mind, but that they come away with a more nuanced view of the opposition — they understand where the others are coming from.

I’m trying to see whether I can use some of these techniques in computer games. Can I get students writing scenarios, writing characters, that will provide the same thing for players?

Last year a student wrote a game for The Illinois Map where you start out in a Holocaust museum. You’re just looking at objects in the museum, learning a little bit of history. Then you open a closet door and find yourself on the streets of Skokie, Illinois. There’s a big protest going on. You start to chat with people, and realize these are Holocaust survivors and others protesting the fact that the KKK wants to have a rally here. Of course, you’re on their side because you’ve just come out of the Holocaust museum. But then a guy from the ACLU is there, and starts to talk to you about free speech.

And that’s the whole scenario. It just takes you and drops you into that morally ambiguous moment. And that’s the end of the game. These are the kinds of things I’m encouraging my students to write — not huge games, just moments.

Some students are working on a simulation of the Springfield race riots of 1908. You start as a little African-American girl hiding in the attic of her house, peeking out the window watching the riot approach. Then you shift to being a white teenager on the ground, with the riot going past you. Your father is there, going to the riot. As the player, you can go or not go. Just the power of that juxtaposition is really effective.

What if our way of teaching history incorporated interactivity and immersion? I can’t say I’m succeeding. I’m just trying. I can’t suggest it to anybody else until I myself try it.

You’ve been involved with an amazing range of pursuits over your life. In addition to the things we’ve talked about today, you’ve worked as a sociologist, studied trauma in Croatia, written a history of hypnotism. Why so many eclectic choices?

I would say that the thing that connects my entire career is narrative and the power of storytelling — collective storytelling, collective memory, collaborative storytelling. I have an academic interest in that, and I have a creative interest as well. Let’s Tell a Story Together… the name of your IF history. There’s something fairly profound in that. It’s why IF really is different from other types of games and other types of literature.

I think that may be a good note to leave on. Thank you again for doing this!

Thank you! This has been so much fun!

The feeling is mutual. This has been great. Take care, Judith.


Do remember to check out Judith’s personal projects and her fascinating classroom experiments, both now and in the future. I know that I for one will be watching with interest to see how her work evolves.

 
 

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