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Wishbringer

Brian Moriarty, 1985

Brian Moriarty, 1985

Brian Moriarty was the first of a second wave of Infocom authors from very different and more diverse backgrounds than the original Imps. Their fresh perspectives would be a welcome addition during the latter half of the company’s history. Some of the second wave all but stumbled through the doors of Infocom, but not Moriarty — not at all Moriarty. His arrival as an Imp in September of 1984 marked the fruition of a calculated “assault on Infocom” — his words, not mine — that had taken over two years to bring off.

Moriarty’s personal history is perfect for an Imp, being marked by a mix of technical and literary interests right from his grade-school years. After taking a degree in English Literature from Southeastern Massachusetts University in 1978, he found a job in a Radio Shack store, where he spent hours many days playing with the TRS-80s. He didn’t buy a computer of his own, however, until after he had become a technical writer at Bose Corporation in Framingham, Massachusetts. It was there in 1981 that a colleague brought in his new Atari 800 to show off. Moriarty succumbed to the greatest Atari marketing weapon ever devised: the classic game Star Raiders. He soon headed out to buy an Atari system of his own.

Along with the computer and Star Raiders, Moriarty also brought home a copy of Scott Adams’s Strange Odyssey. He played it and the other Scott Adams games obsessively, thinking all the while of all the ways they could be better. Then one day he spotted Infocom’s Deadline on the shelf of his local Atari dealer. From its dossier-like packaging to its remarkable parser and its comparative reams of luxurious text, it did pretty much everything he had been dreaming about. Moriarty knew in an instant what he wanted to do, and where he wanted to do it. How great to learn that Infocom was located right there in the Boston area; that, anyway, was one problem less to deal with. Still, Infocom was a tiny, insular company at this point, and weren’t exactly accepting resumes from eager Atari enthusiasts who’d never designed an actual game before.

So Moriarty put Infocom in his long-range planning folder and went for the time being somewhere almost as cool. Back at Radio Shack, he’d worked with a fellow named Lee Pappas, whom he’d been surprised to rediscover behind the counter of the local Atari dealer when he’d gone to buy his 800 system. Pappas and a friend had by then already started a little newsletter, A.N.A.L.O.G. (“Atari Newsletter and Lots of Games”). By the end of 1982 it had turned into a full-fledged glossy magazine. Pappas asked Moriarty, who’d already been a regular contributor for some months, if he’d like to come work full-time for him. Moriarty said yes, leaving his safe, comfortable job at Bose behind; it was “the best career move I ever made.”

A.N.A.L.O.G. was a special place, a beloved institution within and chronicler of the Atari 8-bit community in much the same way that Softalk was of the Apple II scene. Their articles were just a little bit more thoughtful, their type-in programs a little bit better, their reviews a little bit more honest than was the norm at other magazines. Moriarty, a graceful writer as well as a superb Atari hacker, contributed to all those aspects by writing articles and reviews and programs. Life there was pretty good: “It was a small group of nerdy guys in their 20s who loved computer games, ate the same junk foods, and went to see the same science-fiction movies together.”

Still, Moriarty didn’t forget his ultimate goal. Having advanced one step by getting himself employed in the same general industry as Infocom, he set about writing his first adventure game to prove his mettle to anyone — Infocom, perhaps? — who might be paying attention. Adventure in the Fifth Dimension appeared in A.N.A.L.O.G.‘s April/May 1983 issue. A necessarily primitive effort written mostly in BASIC and running in 16 K, it nevertheless demonstrated some traits of Moriarty’s later work by mixing a real place, Washington D.C., with fantastic and surreal elements: a group of aliens have stolen the Declaration of Independence, and it’s up to you to track down an entrance to their alternate universe and get it back. A year later, Moriarty continued his campaign with another, more refined adventure written entirely in assembly language. Crash Dive! pits the player against a mutineer aboard a nuclear submarine, a scenario much more complex and plot-heavy than the typical magazine-type-in treasure hunt. It even included a set of Infocom-style feelies, albeit only via a photograph in the magazine.

Crash Dive!'s "feelies"

With two games under his belt, Moriarty applied for a position as a game designer at Infocom, but his resume came right back to him. Then a colleague showed him a posting he’d spotted on the online service CompuServe. It was from Dan Horn, manager of Infocom’s Micro Group, looking for an expert 6502 hacker to work on Z-Machine interpreters. It took Moriarty about “45 seconds” to answer. Horn liked what he saw of Moriarty, and in early 1984 the latter started working for the former in the building where the magic happened. His first project involved, as chance would have it, another submarine-themed game: he modified the Atari 8-bit, Commodore 64, and Apple II interpreters to support the sonar display in Seastalker. Later he wrote complete new interpreters for the Radio Shack Color Computer and the ill-fated Commodore Plus/4.

He was tantalizingly close to his goal. Having broken through the outer gates, he just needed to find a way into the inner keep of the Imps themselves. He took to telling Berlyn, Blank, Lebling, and the rest about his ambition every chance he got, while also sharing with them his big idea for a game: a grand “historical fantasy” that would deal with no less weighty a subject than the history of atomic weapons and their implications for humanity. It seemed the perfect subject for the zeitgeist of 1984, when the Cold War was going through its last really dangerous phase and millions of schoolchildren were still walking around with souls seared by the previous year’s broadcast of The Day After.

Moriarty got his shot at the inner circle when a certain pop-science writer whom Infocom had hired to write a game was allegedly found curled up beneath his desk in a little ball of misery, undone by the thorny syntax of ZIL. This moment marks the end of Marc Blank’s dream of being able to hire professional writers off the street, set them down with a terminal and a stack of manuals, and wait for the games to come gushing forth. From now on the games would be written by people already immersed in Infocom’s technology; the few outside collaborations to come would be just that, collaborations, with established programmers inside Infocom doing the actual coding.

That new philosophy was great news for a fellow like Brian Moriarty, skilled coder that he was. The Imps decided to reward his persistence and passion and give him a shot. Only thing was, they weren’t so sure about the big historical fantasy, at least not for a first game. What they really had in mind was a made-to-order game to fill a glaring gap in their product matrix: a gentle, modestly sized game to introduce newcomers to interactive fiction — an “Introductory”-level work. And it should preferably be a Zorkian fantasy, because that’s what sold best and what most people still thought of when they thought of Infocom. None of the current Imps were all that excited about such a project. Would Moriarty be interested? He wasn’t about to split hairs over theme or genre or anything else after dreaming of reaching this point for so long; he answered with a resounding “Absolutely!” And so Brian Moriarty became an Imp at last — to no small consternation from Dan Horn, who’d thought Moriarty had come to Infocom to do “great work for me.”

It’s kind of surprising that it took Infocom this long to perceive the need for a game like the one that Moriarty would now be taking on as his first assignment. Their original matrix had offered only games for children — “Interactive Fiction Junior” — below the “Standard” level. Considering that even the hard-as-nails Hitchhiker’s Guide to the Galaxy was labelled “Standard,” the leap from “Junior” to “Standard” could be a daunting one indeed. Clearly there was room for a work more suitable for adult novices, one that didn’t condescend in the way that Seastalker, solid as it is on its own terms, might be perceived to do. Infocom had now decided to make just such a game at last — although, oddly, the problematic conflations continued. Rather than simply add a fifth difficulty level to the matrix, they decided to dispense with the “Junior” category entirely, relabeling Seastalker an “Introductory” game. This might have made existing print materials easier to modify, but it lost track entirely of Seastalker‘s original target demographic. Infocom claimed in The New Zork Times that “adults didn’t want a kid’s game; in fact, kids didn’t want a kid’s game.” Which rather belied the claim in the same article that Seastalker had been a “success,” but there you go.

Moriarty was a thoughtful guy with a bit of a bookish demeanor, so much so that his inevitable nickname of “Professor” actually suited him really well. Now he started thinking about how he could make an introductory game that wouldn’t be too condescending or trivial to the Infocom faithful who would hopefully also buy it. He soon hit upon the idea of including a magic MacGuffin which would allow alternate, simpler solutions to many puzzles at a cost to the score — literally a Wishbringer. The hardcore could eschew its use from the start and have a pretty satisfying experience; beginners could, after the satisfaction and affirmation of solving the game the easy way, go back and play again the hard way to try to get a better score. It was brilliant, as was the choice not to make using the Wishbringer just a “solve this puzzle” button but rather an intriguing little puzzle nexus in its own right. First the player would have to find it; then she would have to apply it correctly by wishing for “rain,” “advice,” “flight,” “darkness,” “foresight,” “luck,” or “freedom” whilst having the proper material components for the spell on hand, a perfect primer for the spellcasting system in the Enchanter trilogy. The wishes would, like in any good fairy tale, be limited to one of each type. So, even this route to victory would be easier but still in its own way a challenge.

At first Moriarty thought of making Wishbringer a magic ring, but what with The Lord of the Rings and a thousand knock-offs thereof that felt too clichéd. Anyway, he wanted to include it in the box as a feelie, and, cost concerns being what they were, that meant the ring would have to be a gaudy plastic thing like those ones bubble-gum machines sometimes dispensed in lieu of a gumball. Then he hit upon the idea of making Wishbringer a stone — “The Magick Stone of Dreams.” Maybe they could make the one in the package glow in the dark to give it that proper aura and distract from its plasticness? Marketing said it was feasible, and so the die (or stone) was cast. Thus did Wishbringer become the first and only Infocom game to be literally designed around a feelie. Moriarty spent some nine months — amidst all of the Hitchhiker’s and Cornerstone excitement, the high-water mark that was Christmas 1984, an office move, and the dawning of the realization that the company was suddenly in big, big trouble — learning the vagaries of ZIL and writing Wishbringer.

Wishbringer

For all that it’s a much subtler work lacking the “Gee whiz!” quality of Seastalker, Wishbringer does feel like a classic piece of children’s literature. It casts you as a postal carrier in the quietly idyllic village of Festeron, which is apparently located in the same world as Zork and shares with that series an anachronistic mixing of modernity with fantasy. (I’m sure someone has figured out a detailed historical timeline for Wishbringer‘s relation to Zork as well as geography and all the rest, but as usual with that sort of thing I just can’t be bothered.) You dream of adventure — in fact, you’re interrupted in the middle of such a daydream as the game begins — but you’re just a mail carrier with a demanding boss. Said boss, Mr. Crisp, gives you a letter to deliver to the old woman who is proprietor of Ye Olde Magick Shoppe up in the hills north of town. On your way there you should explore the town and enjoy the lovely scenery, because once you make the delivery everything changes. The letter turns out to be a ransom note for the old woman from “The Evil One,” demanding Wishbringer itself in return for the safe return of her cat: “And now, now it claims my only companion.”

"It's getting Dark outside," the old woman remarks, and you can almost hear the capital D. "Maybe you should be getting back to town."

The old woman hobbles over to the Magick Shoppe door and opens it. A concealed bell tinkles merrily.

"Keep a sharp eye out for my cat, won't you?" She speaks the words slowly and distinctly. "Bring her to me if you find her. She's black as night from head to tail, except for one little white spot... right HERE."

The old woman touches the middle of your forehead with her finger. The light outside dims suddenly, like a cloud passing over the sun.

So, Wishbringer is ultimately just a hunt for a lost cat, a quest I can heartily get behind. But as soon as you step outside you realize that everything has changed. The scenery becomes a darker, more surreal riot reminiscent in places of Mindwheel. Mailboxes have become sentient (and sometimes carnivorous); Mr. Crisp has turned into the town’s petty dictator; a pet poodle has turned into a vicious hellhound. The game flirts with vaguely fascistic imagery, as with the giant Boot Patrols that march around the town enforcing its nightly curfew. (This does lead to one glaring continuity flaw: why is the cinema still open if the whole city is under curfew?) There’s a creepy dread and a creepy allure to exploring the changed town, a reminder that, as the Brothers Grimm taught us long ago, ostensible children’s literature doesn’t necessarily mean all sunshine and lollypops.

Like so much of Roberta Williams’s work, Wishbringer plays with fairy-tale tropes. But Moriarty is a much better, more original writer than Williams, not to mention a more controlled one. (Witness the way that the opening text of Wishbringer foreshadows the climax, a literary technique unlikely to even occur to Williams.) Rather than appropriate characters and situations whole cloth, he nails the feeling, balancing sweetness and whimsy with an undercurrent of darkness and menace that soon becomes an overcurrent when day turns to night and the big Change happens. The closest analogue I can offer for the world of Wishbringer is indeed the Brothers Grimm — but perhaps also, crazy as this is going to sound, Mr. Rogers’s Neighborhood of Make-Believe. Wishbringer has that same mixing of playfulness with a certain gravitas. There’s even some talking platypuses, one of very few examples of direct borrowing from Moriarty’s inspirations.

The other examples almost all come from Zork, including a great cameo from the good old white house and mailbox. And of course every Zork game has to have grues somewhere. The grues’ refrigerator light is my favorite gag in the whole game; it still makes me chuckle every time I think about it.

You have stumbled into the nesting place of a family of grues. Congratulations. Few indeed are the adventurers who have entered a grue's nest and lived as long as you have.

Everything is littered with rusty swords of elvish workmanship, piles of bones and other debris. A closed refrigerator stands in one corner of the nest, and something... a small, dangerous-looking little beast... is curled up in the other corner.

The only exit is to the west. Hope you survive long enough to use it.

 

Snoring fitfully, the little beast turns away from the light of the small stone and faces the wall.

>open refrigerator
A light inside the refrigerator goes out as you open it.

Opening the refrigerator reveals a bottle and an earthworm.

The little beast is stirring restlessly. It looks as if it's about to wake up!

>close refrigerator
A light inside the refrigerator comes on as you close it.

Indeed, while Moriarty is generally thought of as Infocom’s “serious” author on the exclusive basis of his second game Trinity, Wishbringer is full of such funny bits.

Wishbringer is very solvable, but doing so is not trivial even if you let yourself use the stone; this is of course just as Moriarty intended it. You may not even find the stone until a good third or more of the way through the game, and it definitely won’t help you with everything thereafter. Played without using the stone, I’m not sure that Wishbringer is really all that much easier than the average mid-period Infocom game at all. The most objectionable aspects for the modern player as well as the most surprising to find in an “Introductory” game are the hard time limits; you’re almost certain to need to restart a few times to fully explore Festeron before the Change and still deliver the letter in time, and you may need a few restores to get everything you need to done after the Change. An inventory limit also sometimes complicates matters; Infocom had been slowly losing interest in this sort of purely logistical problem for years, but Wishbringer demonstrates that even in an introductory game they weren’t quite there yet. Still, those are design sins worth forgiving in light of Wishbringer‘s charms — assuming you think them sins at all. Like the determination to make you work a bit for a solution even if you use the stone, they could be seen as a good thing. Wishbringer, we should remember, was meant to serve as an introduction to Infocom’s catalog as a whole, in which players would find plenty of other timers and inventory limits and puzzles that refuse to just disappear in a poof of magic. Wishbringer‘s refusal to trivialize its purpose is really quite admirable; there’s even a (thankfully painless) pseudo-maze.

Wishbringer was released in June of 1985, six full months after Infocom’s previous game Suspect. That gap would turn out to be the longest of Infocom’s productive middle years, and had left many fans worried about the company’s future and whether Cornerstone meant the end of games. Infocom’s idea that there were people potentially interested in interactive fiction but eager for a gentler version of the form turned out to be correct. Wishbringer turned into one of Infocom’s last genuine hits; Billboard software charts from the second half of 1985 show it and Hitchhiker’s regularly ensconced together inside the Top 20 or even Top 10, marking the last time Infocom would have a significant presence there. It sold almost 75,000 copies in its first six months, with a lifetime total perhaps as high as 150,000. To the best of my reckoning it stands as about Infocom’s fifth best-selling game overall.

Sales figures aside, Wishbringer‘s “Introductory” tag and its gentle, unassuming personality can make it an easy game amongst the Infocom canon to dismiss or overlook. That would be a shame to do, however; it’s one of the most likeable games Infocom ever did. While not one of Infocom’s more thematically or formally groundbreaking games and thus not one of their more discussed, it continues to be enjoyed by just about everyone who plays it. It’s the sort of game that may not come up that often when you ask people about their very favorites from Infocom, but mention it to any Infocom fan and you’ll almost always get back an “Oh, yes. I really liked that one.” Rather than bury its light charm under yet more leaden pontification, I’ll just suggest you play it if you haven’t already.

(Jason Scott’s interviews for Get Lamp informed much of this article. Interviews with Moriarty of various vintages can be found online at The IF Archive, Adventura CIA, Electron Dance, and Halcyon Days. Also useful was Moriarty’s “self-interview” in the January/February 1986 AmigaWorld; his picture above comes from that article. Adventure in the Fifth Dimension was published in the April/May 1983 A.N.A.L.O.G.; Crash Dive! in the May 1984 A.N.A.L.O.G., the last to which Moriarty contributed.)

 
 

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Down From the Top

Infocom's display at the 1985 Winter CES.

Infocom’s display at the 1985 Winter CES.

Infocom entered 1985 filled with ebullient optimism. They had just released their fastest-selling game ever, The Hitchhiker’s Guide to the Galaxy; hosted two splashy Manhattan press conferences, just like the big boys, the first to announce Hitchhiker’s and the second to announce their debut business product, the Cornerstone database; signed a lease to leave the cramped environs of their offices on Wheeler Street and take over an entire floor of a modern, stylish office complex on CambridgePark Drive that had an atrium for God’s sake. That January’s Consumer Electronics Show saw Infocom put out the most lavish (and expensive) trade-show effort they would ever tackle, including a big show-floor display for the games as well as the soon-to-be-released Cornerstone and a memorable murder-mystery party with a cast of thousands to promote their latest game, Dave Lebling’s Suspect.

It was a heady time indeed. Infocom, who had been successful at everything they’d attempted thus far, were going to continue to pioneer a whole new form of interactive literature at the same time that they became the next Lotus-style sensation in business software. They were a smart bunch of people, and every decision they’d made so far had proved to be the correct one. Why should that change now?

Well, it was about to change in a hurry. By year’s end Infocom would be a shell of the company it had been less than twelve months before, in financial free fall and willing to give up all of their higher hopes of January in return for simple survival. It was, to say the least, a humbling experience, as suddenly this bunch who had never known failure seemed to experience little but. To understand that crazy year, understand how Infocom got from here to there, we have to step back again to 1984. Having already told the story of Infocom the Interactive-Fiction Pioneer in 1984, it’s time to tell the shadow history of Infocom the Would-Be Business-Software Company.

Brian Berkowitz shows off his baby at Winter CES.

Brian Berkowitz shows off his baby at Winter CES.

I’ve described already in an earlier article how Cornerstone — known until quite late in the game as the InfoBase — was first proposed by Brian Berkowitz and Richard Ilson, a pair of programmers the Imps knew well from MIT’s Artificial Intelligence Lab, when Infocom was enjoying the first rush of popular success that followed the Zork games and Deadline. I also told how the InfoBase graduated from research project to major strategic initiative during 1983. In January of 1984 Al Vezza took the title of CEO from Joel Berez, and started planning how to spend the $2 million loan he had just secured from the Bank of Boston to make the InfoBase, still just a bunch of ideas and code and prototypes, a real commercial product.

Vezza was determined to get only the best for his pet project. In March, he hired as head of Business Products John Brackett, yet another MIT alum who had already spent more than twenty years working in the computer industry. Brackett had a technical and, if you like, a philosophical background that seemed perfect for Infocom. His previous company SofTech had been, along with Apple, a licensee of the University of California San Diego’s Pascal-driven P-Machine, inspiration for Infocom’s own Z-Machine. SofTech and Brackett had done good business for several years selling and supporting the P-Machine to application developers, until the arrival of the IBM PC established MS-DOS as the standard for business computing and made cross-platform portability, at least for the time being, less of a priority there.

The InfoBase itself was being built using an expanded version of Infocom’s core Z-Machine technology. Like the game developers, InfoBase developers did their coding and initial testing on the company’s big DECSystem-20 minicomputer. Only occasionally would the code be moved to microcomputers for testing on the new interpreters that were also being developed. When it became clear that the DEC was getting overtaxed by so many users, Vezza signed a lease to bring in a complete new DECSystem-20 in May for the exclusive use of Business Products, a commitment of hundreds of thousands of dollars. Meanwhile he and Brackett kept hiring; soon Business Products people outnumbered Consumer Products (i.e., games) people, and the inevitable resentments started to fester in earnest.

The games people — even those who actively opposed or just weren’t much interested in the InfoBase itself — had few or no problems with the technical people who worked in Business Products. Those folks were largely in the mold of Berkowitz and Ilson, a couple of MIT hackers with much the same values and working habits as the Imps themselves; if things had gone slightly differently, people like Marc Blank and Dave Lebling must have realized, they could have been writing the database while the database people wrote the games. Both projects were, at their core, just Interesting Coding Projects, every hacker’s lifeblood. No, it was the suits who started to arrive en masse as the InfoBase got closer to release who really stirred up ire. Included in this group were the office managers and the HR directors and the financial planners and no fewer than fourteen well-scrubbed business-marketing experts. “They weren’t even on the same planet,” said Tim Anderson later. “These guys were showing up at work at nine in suits.” Steve Meretzky became a ringleader of an ongoing subversion of Vezza and Brackett’s attempts to transform Infocom into just another buttoned-down corporation like their role models and everyone’s favorite business-software success story, Lotus. “Memo hacking” was one of his favorite strategies.

A certain HR manager, hired from DEC, arrived with a binder full of “memo templates” to be used for all intra-office communication. She loved memos so much that people were soon just calling her “Memos.” When she sent out a memo instructing everyone on the proper care of their office plants, Meretzky decided enough was enough. He and a few co-conspirators surreptitiously replaced the original memo in everyone’s in-box with another, which said that the company was now offering a service to take care of employees’ house plants; it seemed there was concern in management that, what with the long hours everyone was working, said plants were being neglected. An included multi-page questionnaire asked for the location of each plant as well as such essential information as the song it preferred to have sung to it while being watered. Some people took it seriously, mostly — and much to Meretzky and company’s delight — the poor humorless souls in business marketing and the other more buttoned-down wings of the company. HR rushed around to put a cover sheet on each memo saying it was not to be taken seriously, whereupon Meretzky and company added a cover sheet of their own saying the cover sheet saying not to take the memo seriously should itself not be taken seriously. “Immense confusion” followed.

Not learning her lesson, Memos was soon distributing a “Flowers and Fruit Basket Request Form,” for sending out condolences to employees’ families who were experiencing a bereavement. Meretzky did her one better, creating a “Flowers and Fruit Basket Request Form Form”; the idea would later show up in Stationfall as the “Request for Stellar Patrol Issue Regulations Black Form Binders Request Form Form.”

Al Vezza

Al Vezza

While Memos took her lumps, Public Enemy #1 for much of Consumer Products was Al Vezza himself. The humor at Infocom was always irreverent but almost never cruel or crude. That related to Vezza, however, was often an exception; some of the more popular Vezza epithets, which we shan’t get into here, were both. One former employee, normally a model of good temper and equanimity, still says of Vezza today, “There are very few people in my life that I’ve really disliked — and Al is definitely one of them.”

I find with most who engender such negativity that, while it’s hard to argue that it’s not their fault, there’s also something a bit sad about the person in question. Vezza’s professional character was defined by a number of toxic combinations. He was a thoroughly conventional thinker, of the sort who sourced all of his wisdom from business self-help books, yet nevertheless believed himself to be a bold innovator. He was arrogant and dismissive of opinions of others, particularly of those younger than him, yet also deeply insecure. At risk of playing pop psychologist, I’ll posit that some of his attitudes may stem from his experience at the MIT AI Lab. Despite having no advanced degree himself, he had parlayed a role as essentially J.C.R. Licklider’s administrative assistant into one of considerable power and influence, even serving as an undergraduate thesis adviser. Perhaps he learned there that he had to in some sense fake surety and authority despite continuing to feel intimidated by his often brilliant charges. His insecurity manifested itself in a tendency to micromanage that drove everyone around him crazy, while the lack of faith in his people that it implied destroyed morale and created storms of negative feelings. For Vezza the business was all too personal. Infocom was “his” company, first proposed and organized by him, his way to make his mark on the world. He seemed to regard the games and the company’s current reputation, which had been built with little input from him, as a sort of hijacking of something rightfully his. Now he was determined to reclaim his original vision for Infocom.

He also seemed determined that his means to that end should be the original company he had founded in 1979, and under its original name. The Board had held serious debates already during the spring and summer of 1983 about whether it made sense to create both games and business applications under the Infocom banner. In one of his rare Board meeting appearances, even Licklider offered support for making the budding Business Products division a company unto itself. That way, “employees might feel they’re contributing to their own company rather than engaged in rivalry with the other division.” Marc Blank was still more ominously prescient: he was “afraid that [Business Products] division might sink the company unless it’s made more separate.” Vezza, however, was resistant, and the Board seemed reluctant to directly challenge him on this as on many other subjects.

Immediately after Vezza’s ascendancy, Mike Dornbrook paid him a visit in his office to try again:

“Al, I really think it’s a mistake to have this product and the games business all under one umbrella,” I said. “I would honestly not put that out as Infocom. I think Infocom now means adventure games, and it will confuse the people who are buying adventure games as to what we’re all about. And I think it will actually be a detriment to any business product, that it’s coming from a games company.

“You can have the same shareholders. Just divide the company into two entities. We can share the building. We can share computers. But have two separate legal entities, and raise money for the business entity separately, and keep the [Business Products] books separately from the gaming business.”

His response to me was, “You don’t understand finance.” So I walked out of the room thinking, oh well, I tried.

Weeks later, with Brackett installed as head of Business Products and a whole associated bureaucracy falling into place, it would be too late to change course even had Vezza had a change of heart. The decision to do the InfoBase under the Infocom banner would prove to be perhaps the worst of many unwise choices made during Vezza’s reign. Dave Lebling describes the problems that resulted:

When they [Vezza and the Board] went out to look for capital to build [the InfoBase] into a real product or to continue to build the games into an even “realer” product or to move them forward, what they found was that investors who were interested in the business product would look at the other part of the ledger sheet and say, “Why are these games here? What is this about? Are you guys insane?” And the people who were looking at the games part would say, “Oh, wow! Cool ideas! You guys got a great business going here. But what is this stupid business thing?”

In retrospect, with that wonderful 20/20 hindsight we all have, it would have been better to have two companies.

Due to the issues Lebling describes as well as a general closing of the financial spigots in a maturing industry, Vezza and company found venture capitalists much less positively disposed to give Infocom their money than they had anticipated. In the end they would manage to secure only $500,000 in free-and-clear capital, from the state-run Massachusetts Capital Resource Company. Despite the Board’s having given lip service to maintaining at least a modicum of a financial firewall between Business Products and Consumer Products, the former ended up sucking up virtually all of the profits of the latter, leaving precious little funding for a whole range of projects that Blank and Berez felt were essential for Infocom to maintain their position as leading lights in games. Projects to expand the size and complexity of the stories they could tell; to dramatically improve their already industry-leading parser; to build a cross-platform graphics system that would let them add pictures to their games; to experiment with multi-player networked interactive fiction; to expand into entirely new genres beyond adventure gaming — all were starved for funds, forced to be dramatically scaled back or cancelled entirely. Seeing this essential work go so neglected, Berez and particularly Blank argued with the other, business-centric members of the Board with less and less civility, all but paralyzing the company as a whole at times. The newest Board member, Ray Stata, threw his hands up in despair at the June 6, 1984 meeting: “I won’t be polite anymore — company management is terrible!”

Infocom is Hiring

When there was no more money lying around for them in Consumer Products, the ever-expanding Business Products division — full-time employees at Infocom would peak at 110 by June of 1985, up from 20 two years before — began financing itself through a series of loans, putting the whole company under a cloud of increasingly dangerous financial obligations and further raising the ire of Berez and Blank.

Cornerstone

The InfoBase, now called Cornerstone, shipped at last on January 31, 1985, at a suggested retail price of $500. For all the culture clashes it had engendered, there was more than a little of the Infocom game DNA in its presentation and packaging as well as the DEC-authored, Z-Machine-derived software on the disks themselves. Infocom, with the aid of the invaluable folks at G/R Copy, was really good at putting their best foot forward in presenting their products, and Cornerstone was no exception; just the name alone was a great, classy choice. The packaging was an elaborate affair, a glossy slipcover over a solid plastic box that popped open accordion-style to reveal no fewer than three spiral-bound, 200-plus-page manuals. There was even a feelie, a “Don’t Panic!” button that varied only in color from the one found in the Hitchhiker’s package.

Having never seriously used a relational database in my life, I’m eminently unqualified to offer a thorough review of Cornerstone from personal experience here. However, I feel confident in saying based on my dabblings and the reviews it received in the contemporary press that it’s a somewhat peculiar mixture of the innovative and the misguided. Cornerstone’s mantra, claim to fame, and primary selling point was to be “the database system for the non-programmer.” This rhetoric was quite clearly directed against the leading PC database of the era, Ashton-Tate’s dBase III, an application so quirky and fiddly that it can come off almost like a satire of user-hostile DOS-era application software. Doing virtually anything with dBase III required learning its esoteric, proprietary command language, a process as complicated as that of learning to program in any other language. While it had been in development just a bit too long to embrace the new paradigm of the full-fledged mouse-driven GUI, Cornerstone nevertheless strained to be a friendlier experience than dBase III, with features like automatic command completion, extensive in-program help, menus, even a system of what would later come to be called “Wizards” to walk users through common tasks via prompts and questions.

A certain sort of user fell in love with Cornerstone, in some cases continuing to use it for years after it went out of print. Marc Blank has told of going to his dentist well after his tenure with Infocom finished and realizing that the receptionist was using it to take down his billing information. Andrew Kaluzniacki, who worked in Infocom’s Micro Group during Cornerstone’s development, noticed four years after leaving that his aunt, a veterinarian, was running it in her office. She said “she loved it. It was easy and she was able to do the database work herself without ever really knowing she was using a database.”

Yet for other sorts of users Cornerstone had at least two huge failings. The first was a byproduct of Infocom’s decision to make it an interpreted product, running through a Z-Machine-like interpreter, rather than writing native code. It was a decision that had made a certain amount of sense back when the project had first been conceived in 1982, when the business-computing market was still comparatively wide open, a mixture of CP/M machines and the new IBM PCs and even still a fair number of Apple IIs, Radio Shack TRS-80s, and Commodore PETs. By 1985, however, that had all changed; much as Apple might have liked to see the young Macintosh as a viable challenger, the business market was owned by IBM PCs and clones running MS-DOS. Anyone serious enough about a database to be willing to spend $500 on it was virtually guaranteed to have this setup. On these machines, especially the many lower-end models still using the original 4.77 MHz 8088 CPU, Cornerstone ran noticeably slowly in comparison to the competition. Sometimes more than noticeably: a PC Magazine reviewer simply gave up trying to run their longest benchmark test when their next-to-longest took 3.5 hours to complete. John Brackett had left his previous company SofTech precisely because demand for their own portable P-Machine system had flagged due to the IBM PC’s adoption as the universal business standard. That no one at Infocom, including Brackett himself, made the obvious connection here almost beggars belief. The DECSystem-20 and virtual machines seemed to be so ingrained in Infocom’s culture that no one could imagine an alternative. In the end Cornerstone was never released for a single platform other than the IBM PC. All that money spent on the DEC, all that programming time and energy sunk into designing the virtual machine and writing its interpreters, all that speed lost in the final product — all were for naught. Cornerstone wasn’t poorly designed on a technical level; most everyone involved with Infocom agrees that it was technically rather brilliant. But much of that brilliance was unnecessary, costly brilliance.

Cornerstone’s other crippling flaw was, ironically given its tagline, its lack of programmability. Ease of use is a wonderful thing, but there comes a time when you need to just write a script to get something more complicated done. In Cornerstone, this was impossible. Just months after its release a company called Ansa Software debuted Paradox, a database which for $700 offered similar ease of use along with a built-in programming language for more complicated tasks and the speed benefits of native execution. If there was a final nail in Cornerstone’s coffin, this was it.

Given Cornerstone’s strengths and weaknesses, Infocom might have done much better to position it as a consumer-level application, sort of a “database for the rest of us” for lighter users like the aforementioned dentist and veterinarian, and even for home users who just wanted to keep track of a stamp or record collection. With the home market still divided among at least half a dozen commercially viable but incompatible platforms, its cross-platform portability could have been a real asset here. Infocom did make a last desperate gesture in that direction long after it became clear that Cornerstone would not be challenging dBase III, reducing the price to $100 and promoting it in The New Zork Times as a way for writers to keep track of their sources, for a church to keep track of its congregation (pull out all single members aged between 21 and 30 and invite them to a Young Singles dance!), for a softball league to keep track of its schedule and teams and players — or, yes, for a stamp collector to keep tabs on her collection. As Infocom at last admitted, “Many of the people who would most benefit from Cornerstone just couldn’t afford it [at the original price].” But by then Vezza and the rest of Business Products was gone, and Infocom was just trying to get something — anything — out of a failed product. To the list of Vezza’s mistakes must thus be added his lack of flexibility and his determination to compete only head-to-head with the big boys rather than seeking out the cracks and seams in the market.

Another one for the list: Infocom signed the lease for their new digs on CambridgePark Drive, which carried with them a rent of more than $600,000 per year, six weeks before releasing Cornerstone, and months before they’d have any clear idea of how much of a success it would be. As the Smiths once sang, “You Just Haven’t Earned It Yet, Baby.” They were simply assuming it would be a hit, and, what with the rent and all the debt, essentially betting the company on that assumption.

125 CambridgePark Drive today. Infocom occupied much of the fifth floor.

125 CambridgePark Drive today. Infocom occupied much of the fifth floor.

For most of the old timers, those days in March of 1985 when Infocom packed up everything inside the Wheeler Street offices and moved it all to CambridgePark Drive were sad ones indeed, in their way even sadder than the final closure of Infocom more than four years later (the latter came almost as a relief for many). Wheeler Street had been a “funky” place that felt right for a small creative company, full of interesting little nooks and crannies and a sense of “artisanship.” It even had a pool, where many office parties ended up. The adjectives the former employees use to describe CambridgePark, however, are all of a very different kind. “Soulless” comes up a lot; “buttoned-down”; “light, but not in a good way”; “colorless”; “not as fun.” Infocom lost something with the move that they would never regain.

Infocom’s expansion and contraction happened so quickly that the two actually intersect with one another. Already within weeks of the move to CambridgePark disappointing sales forced the adoption of what Consumer Products came to cheekily label the “InfoAusterity Program,” which first meant only the loss of such perks as the $400-per-week office-party budget. If those of you working in offices today aren’t exactly bubbling over with sympathy for such a loss, never fear; it would get much, much worse.

Infocom was still hiring as the InfoAusterity measures were put in place, bringing in a last few programmers to work on Cornerstone interpreters for other platforms. Mike Morton started in June of 1985 as a 68000-programming expert, tasked with bringing Cornerstone to platforms like the Macintosh and the new Atari ST. The day before his first day of work, he got a phone call from HR: “We’re all taking a 15% pay deferral for the next six months. Do you still want to start tomorrow?” Morton came in anyway, to work for a bare few months before the 68000 project and all other Cornerstone-related work was cancelled amidst three waves of layoffs that wracked the company through the fall. (An Atari ST version of Cornerstone was apparently largely completed, and was sneaked out of the company by persons unknown to wind up on pirate BBSs. However, it was never officially sold and doesn’t appear to have survived to the present day.) In three months Infocom’s employee rolls went from 110 to 40. To all the other objections about CambridgePark was now added another: the place was suddenly, depressingly half empty. It would remain that way — in fact, increasingly emptier — for the rest of Infocom’s life.

Softball, summer 1985. In six months six of the eight people here would be gone.

Softball, summer 1985. In six months six of the eight people here would be gone.

As most anyone who’s been through the experience can attest, layoffs are an incredibly painful thing for a company — especially a small, closely knit company like Infocom — to go through. Yes, it was mostly Cornerstone people rather than games people who were let go, but even some of them, like the original parents of Cornerstone Berkowitz and Ilson themselves, had been around for literally years and were liked by everyone. As Marc Blank puts it, there’s “nothing worse, nothing more horrible” inside a company than a layoff. Andrew Kaluzniacki:

At the point you start talking about who isn’t going to make it, who do we really need to succeed… that takes a lot of the fun out of it. There wasn’t anybody at Infocom that I didn’t want to have around. These were all great people.

John Brackett made his exit during this period when the whole Business Products division was essentially shuttered. But the most jarring loss of all was that of Marc Blank, the man who had arguably done more than anyone else to make Infocom what it was by implementing the company’s legendary parser, co-designing Zork and the Z-Machine, writing the landmark Deadline that changed all the rules about what a text adventure could do and be, and, articulate and personable fellow that he was, serving as Infocom’s de facto spokesman and face to the world.

Blank wasn’t actually the first of the old guard to leave. Early in the year Mike Berlyn had quit. It seems he desperately wanted to work with his wife Muffy as his official co-designer, but was prevented from doing so by Infocom’s bar against employing spouses or family. When management refused to bend the rules, he and Muffy decided to start their own design studio, Brainwave Creations. In a sense it was perfect timing; Berlyn got to experience most of the happiest days at Infocom with none of the later, more painful ones. From the standpoint of Infocom’s fans, it may also have been a good move. Berlyn, who could be difficult and stubborn whilst still remaining well-liked, had approached the final two of his three interactive-fiction projects at Infocom with less than complete enthusiasm, and the results had sometimes shown it. His departure opened up opportunities for others who were more excited about the work, while giving Berlyn the chance to do interesting work in his own right with other approaches to adventure games.

Blank’s departure, however, carried with it no hidden blessings for anyone other than Blank himself. As things had gone increasingly sideways over the course of 1985, he had made himself more and more of a gadfly at the Board meetings.

I’d been very unhappy there for a while. I was on the Board of Directors. At the meetings the Business Products people would say, “Well, things are turning around, but we’re still spending a lot of money.”

I would say, “When does it hit a wall? When do we shut it down so that we don’t lose the rest of the company?” No one wanted to discuss it. We needed money for games; we couldn’t be cutting things this close. The response was always to ignore the problem. I got more and more frustrated, saying, “What’s the plan? We’re spending this much money, we’re down to this much cash…” No one really wanted to deal with it.

So I started taking more time off. I started getting into flying more; I’d had a pilot’s license for years.

[My fiancée and I] decided we’d take a trip to Europe. I hadn’t had a real vacation in a while. We went to different places: Switzerland, Germany, Italy. We happened to be in Sardinia at this very nice resort when I got a call.

The caller said that there’d been a layoff, and all these people who’d worked for me had been laid off. And someone else was now VP of Product Development [Blank’s official title at Infocom].

I said, “Okay… what’s my job now?”

“Well… you don’t have a job now.”

I said, “So you’re calling me on vacation to fire me?”

He said, “Well, yeah. It’s too bad, but, you know, things are bad…”

I said, “I’ll come right back!”

He said, “No, no… enjoy your vacation!”

In my experience, when a company is having a lot of trouble and going down people act in very different ways. Some people act very badly; some people do very well; some people try to fight; some people say, “Who cares? Move on!” There was all sorts of that. There were Business Products people who wanted to quit; talks of mutinies and various things. Nobody really knows what to say or do.

But, you know, my head was already out of there. I wasn’t being listened to at the Board level, so it was really frustrating being there. The Business Products people, the managers were… just incompetent. I don’t know what else to say. The business people knew nothing about business, and the marketing guy didn’t know anything about marketing. They were academics trying to run a business.

Realistically, they did me a favor. I didn’t really want to be there. I’ve seen this happen in other places. If you’re a founder of a company, it’s hard to quit. You’re giving up. Nobody wants to walk away from their own thing. What happens in a lot of cases is that people who are ready to go kind of telegraph it. Then they’re done a favor by being fired.

I’d arranged for it to happen. It was for the best under those circumstances.

As Cornerstone-focused as this article has so far been, it’s important at this point to explain that Infocom’s financial problems did not all arise from that failure. Infocom had sold 725,000 games worth $10 million in 1984. They judged that their game sales were likely to continue to steadily increase, especially with the unprecedented new exposure Hitchhiker’s was bringing them. They therefore budgeted for a 30% increase in game sales, to $13 million. For all the talk of Cornerstone as the company’s real future, for all the alleged rumblings in some quarters about giving games up entirely if it succeeded, they budgeted for first-year sales in Business Products of a (they thought) relatively modest $5 million.

Cornerstone missed that goal by more than $3 million. Still, for all the bad decisions and enormous waste it has justifiably come to represent, Cornerstone may have been a survivable lesson learned for Infocom but for one thing: their games sales also fell off dramatically in 1985. Infocom sold about 511,000 games that year, a decline of almost 30% rather than the expected rise.

The sales breakdown for the year makes interesting reading. It actually imparts a surprising lesson: it could have been even worse but for a few big titles. Zork I, while its sales finally began to decline relative to previous years, nevertheless sold over 63,000 copies, while Hitchhiker’s all but carried the rest of the catalog on its back with sales of 166,000. If 1985 looks ugly now, just imagine what it would have looked like had Infocom not managed that high-profile deal. Throw in Wishbringer, by far the most successful of Infocom’s three new works of interactive fiction for 1985, and you’ve accounted for half of the company’s sales right there. The other games from earlier years fell off a veritable cliff, to the extent that the classic, hugely influential Deadline barely broke four digits. This was an ominous sign for a company that had always been defined by strong catalog sales, by games that just sold and sold and sold. It was a sign that the sales base was being whittled down to dabbling stragglers who bought Zork and Hitchhiker’s and (to a lesser extent) the introductory-level Wishbringer alongside a hardcore of perhaps a few tens of thousands who already had the old games and so just bought the new. Infocom, in other words, was no longer growing its loyal customer base. This was in its way as dangerous to the company’s future as the whole Cornerstone fiasco.

The natural thing to do at this point is to ask why this was happening. Much can be explained by the general downturn with which everyone in the industry was struggling. Consumers seemed to be particularly losing interest in text-adventure games, if the performances of bookware lines like Telarium and the Synapse Electronic Novels are any guide. Infocom had seemed virtually immune to trends during previous years, but that was clearly no longer the case now. With graphics and sound getting better and better even on some platforms like the Commodore 64 that had been around quite a while, with new approaches and whole new genres appearing, the subtle pleasures of text were getting harder and harder to sell. It wasn’t as if no one at Infocom had been aware of these changes; Marc Blank in particular had battled desperately to get the Board to properly fund new initiatives that could keep the company competitive. Thus we come around again to Cornerstone, which we should recognize as being most significant not for the money it cost Infocom but for the money it prevented Infocom from using for other things (not that these two interpretations aren’t ultimately largely two sides of the same coin).

Infocom fell a good $7 million short of what they’d expected to earn in 1985 even in a worst-case scenario. By year’s end losses were projected to be in the neighborhood of $4 to $5 million, many times more than the company had made over the course of its entire lifetime. The Bank of Boston suddenly cut their line of credit, forcing some of the founders to mortgage their homes to keep the doors open. As the layoffs went on, Vezza and the Board were forced to start looking desperately for a buyer to save them.

It was a humiliating process. So full of hope and hubris just a year before, now they were forced to go hat-in-hand looking for a lifeline. Still nurturing the dream that Cornerstone could be turned around with a proper injection of capital, Vezza went to his heroes at Lotus, a company that had once been neighbors with Infocom inside the Wheeler Street office complex. They weren’t interested. He went to Simon & Schuster, whose CEO had wined and dined them in his penthouse suite just a year before and tendered an offer they’d kill to receive now. The bookware boom being dead and buried, he wasn’t interested anymore either. Infocom — what was left of it — spent the Christmas of 1985 once again thinking about what the next year would bring. Only now instead of visions of success and prosperity their heads were filled with futile-feeling scheming about how they might somehow survive to see another Christmas. Forget changing the world of literature or the world of business software; at this point, mere survival would feel like a dream come true.

As much of a downer as this article has inevitably been, I do want to conclude by noting that Infocom’s unique culture, this playground for smart, creative people, proved remarkably… well, if not impervious to all the pain and chaos, at least able to rise above it more often than not. No truer sign of that can we find than by looking at Infocom’s games of the year. While reduced — one odd board/computer game hybrid which I’ll also be covering aside — to just three games thanks to all the distractions, each of those three games is an interactive-fiction landmark in its own way. We’ll get into the much happier story of Infocom’s actual games of 1985 next time.

(My two golden geese for this article were my usual two for everything Infocom related: Jason Scott’s Get Lamp interviews and, particularly valuable this time out, Down From the Top of Its Game. Also useful, sometimes in a reading-between-the-lines sense, were contemporary issues of Infocom’s newsletter The New Zork Times.)

 

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Macware

Macware

In the Macintosh software artists confronted that rarest of things, a completely new canvas. It wasn’t just a case of the Mac being better than the PCs that had come before; they’d had plenty of experience already dealing with that. No, the Mac was not so much better as fundamentally different. For all the possibilities opened up by the Mac’s mouse, its toolbox of GUI widgets accessible by any program, its crisp high-resolution screen, and its ability to make practical use of sampled sound recorded from the real world, there were also lots of caveats and restrictions. The black-and-white display and the lack of handy joysticks, not to mention the lack of obvious ways to get out of the windows-and-mouse paradigm, meant that many or most existing games would make little sense on the Mac. All Mac software, games included, would have to strike off in entirely new directions rather than building on the stuff that was already out there. That, of course, was very much how Steve Jobs and company had intended things to be on their paradigm-shifting creation. The original Mac team has mentioned almost to a person how excited they were at the launch to see what people would make with Macintosh, what they could do with this new set of tools. Game programmers were as eager as anyone to take up the challenge.

And some of them were to be found right there at Apple. Indeed, the Mac’s first great game far predates the launch. Like so much else on the Mac, it was born on the Lisa.

Through the Looking Glass, née Alice

Through the Looking Glass, née Alice

At some point in the middle stages of the Lisa’s long gestation, a programmer specializing in printer interfacing named Steve Capps started tinkering in his spare time with Alice, a game inspired by the chess motif running through Lewis Carroll’s Through the Looking Glass. The player moved a piece representing Alice in real time around a chess board which was laid out in a striking 3D perspective, trying to stomp on all of the opposing pieces before they stomped on her. It was a simple concept, but, what with the player being subject to the normal movement rules of whatever chess piece she chose to play as in the beginning, one admitting of surprising depth. None other than the Lisa team’s head of systems programming, Bruce Daniels, introduced the Mac people to Alice. With the affable Daniels acting as intermediary, Capps soon received a Mac prototype along with the Mac team’s heartfelt request that he port Alice to it, a request to which he quickly acceded. It made a better fit to the Lisa’s more playful younger brother anyway, and, thanks to the Mac’s 3 extra MHz of clock speed, even ran more smoothly.

Alice became an obsession of the Mac team, with marketer Joanna Hoffman a particular devotee. She complained constantly that the game was too easy, prompting the obliging Capps to tweak it to increase the challenge. As Capps himself has since acknowledged, this probably wasn’t all to the good; the game that would eventually see commercial release is extremely challenging. Other suggestions, like the one from Steve Wozniak that the mouse cursor should shrink as it moved “deeper” into the board to emphasize the 3D perspective, were perhaps more productive. Steve Jobs showed little interest in the game itself (one of the many constants running through his career is an almost complete disinterest in games), but was very intrigued by the programming talent it demonstrated. Alice became Capps’s ticket to the Mac team in January of 1983, where he did stellar work on the Finder and other critical parts of the first version of MacOS.

As the big launch approached, Capps was understandably eager to explore the commercial potential of this game that had entranced so many of his colleagues. Trip Hawkins, who had continued to stay in touch with goings-on inside Apple even after resigning from the Lisa team, was sniffing around with proposals to release Alice under the Electronic Arts aegis, with whose accessible-but-arty early lineup it would have made an excellent fit. Steve Jobs, however, had other ideas. Feeling that the game should come out under Apple’s own imprint, he delivered a classically Jobsian carrot — that Apple would do an excellent job packaging and promoting the game — and stick — that, since Alice had been created by an Apple employee on the Apple campus using prototype Apple hardware and proprietary Apple software, it was far from clear that the game belonged to said employee in the first place, and legal trouble might just be the result if Capps decided to assume it did. And so Capps agreed to allow his game to become the first and only such that Apple themselves would ever release for the Mac.

The Through the Looking Glass package

The Through the Looking Glass package

The discovery of a database application already trading under the name of “Alice” necessitated a name change to the less satisfactory Through the Looking Glass. But otherwise Apple’s packaging of the game, made to look like an original edition of the novel that had inspired it — albeit one sporting a hidden Dead Kennedys logo, a tribute to Capps’s favorite band — was beautiful and perfect. EA couldn’t have done any better.

The marketing, though, was another story. Through the Looking Glass became a victim of Apple’s determination in the wake of the Lisa’s failure to reposition the Mac as their serious business computer, to shove the fun aspects of the machine under the carpet as something shameful and dangerous. Thus Capps’s game got nary a mention in Apple’s voluminous advertising that first year, and mostly languished as a dusty curiosity on dealers’ shelves. The game has gone on to become something of a cult classic as well as a treasured piece of Macintosh lore, but Trip Hawkins would doubtless have done a much better job of actually selling the thing.

Others also had good reason to be frustrated with Apple’s fear of fun. Infocom received a visit from Guy Kawasaki, today the most famous of all Apple’s early “Mac evangelists,” well before the Mac’s launch. In the words of Dan Horn, head of Infocom’s Micro Group, Kawasaki “begged” Infocom to get their games onto the Mac, and delivered several prototypes to make it happen. It turned out to be unexpectedly challenging. The pre-release version of MacOS that Infocom received with the prototypes was so buggy that they finally decided to throw it out altogether. They wrote their own simple window and menu manager instead, packaging it onto self-booting disks that dumped the player straight into the game. When the Mac debuted, Infocom’s catalog of ten games represented something like 50% of the machine’s extant software base. But by now the winds of change had blown at Apple, and Infocom couldn’t get Kawasaki or anyone else to even return their phone calls. No matter; Mac early adopters were a more accepting lot than much of Apple’s executive wing. Infocom did quite well on the Macintosh, especially in those earliest days when, Through the Looking Glass and a bare few others excepted, their games were the only ones in town.

Ultima III on the Mac

Ultima III on the Mac

Still, Infocom was hardly the only gaming veteran to test the Macintosh waters. Sierra and Origin Systems demonstrated how pointless it could be to try to force old paradigms into new via their ports of, respectively, Ultima II and III to the Mac. The latter is a particular lowlight, with Ultima‘s traditional alphabet soup of single-letter commands just jumbled into a couple of long menus helpfully labeled “A-M” and “N-Z.” Thankfully, most either did original work or took a lot more care to make their ports feel like native-born citizens of the Macintosh.

Sargon III on the Mac

Sargon III on the Mac

Dan and Kathleen Spracklen, creators of the long-lived Sargon line of chess programs, ported the latest iteration Sargon III to the Mac complete with a new mouse-based interface and absolutely loads of learning aids and convenience features hanging from its menus. None other than Bill Atkinson, architect of QuickDraw and MacPaint, paused to note how the Mac version of Sargon III changed his very concept of what a chess program was, from an opponent to be cowed to something more positive and friendly, like the Mac itself.

I have to set Sargon III on the easy level. The challenge used to be seeing if the computer could beat you. The challenge now is for the computer to teach you, by leading you, giving you hints, letting you take back moves.

Bill Budge ported Pinball Construction Set, the program whose GUI interface presaged a largely Mac-inspired revolution in games when it appeared on the Apple II, to the Mac itself. As he himself noted, however, what was revolutionary on the Apple II was “just another program” on the Mac. Still, the Mac Pinball Construction Set did let you load your MacPaint pictures in as fodder for your custom pinball tables, a demonstration of one of the less immediately obvious parts of the new Mac Way: its emphasis on crafting applications that cooperate and complement rather than compete with one another.

Bill Atkinson's MacPaint

Bill Atkinson’s MacPaint

Bill Budge's MousePaint

Bill Budge’s MousePaint

Budge also went the other way, creating what amounted to an Apple II port of MacPaint called MousePaint that copied the original right down to the little Apple logo in the upper left of the menu bar. Packaged with Apple’s first mouse for the II line, MousePaint is one of the more obvious examples of the impact the Mac was already having on more modest platforms. (Budge also claimed to be working on a space simulation, but, like his vaunted Construction Set Construction Set and so much else during his years in the wilderness, it would never see the light of day.)

Much other early Mac entertainment also evinced the Pinball Construction Set approach of giving you ways to make your own fun, an ethos very much in keeping with that of the machine itself. MasterPieces, for instance, let you carve your MacPaint drawings up into jigsaw puzzles, while MacMatch let you use them to create matched-pair puzzles like the old game show Concentration. Still other programs weren’t technically games at all, but no less entertaining for it: things like Animation Toolkit; MusicWorks, which made the first spectacular use of the Mac’s four-voice sound capabilities; HumanForms, which let you make people, Mr. Potato Head-style, out of assorted body parts. Defender clones may have been in short supply on the Mac, but this heady, intellectual stripe of playfulness was everywhere by the time the machine entered its troubled second year. Thus Balance of Power felt like a perfect fit when it arrived that summer.

A magazine-published screenshot of the lost original Balance of Power

A magazine-published screenshot of the lost original Balance of Power

A creation of programmer, designer, writer, theorist, and industry gadfly Chris Crawford, Balance of Power is an ambitious geopolitical simulation of the contemporary world circa 1985. It places you in charge of either the United States or the Soviet Union, seeking to extend your sphere of influence over as many as possible of the sixty other countries in the game in a high-stakes game of Cold War brinksmanship. It’s a grandiose concept indeed, and becomes even more so when you consider the sheer amount of information Crawford has packed in — stuff such as number of physicians per million people, average daily caloric intake, and average school enrollment for each country. Not only would earlier machines have drowned under such a tsunami of data, but making it accessible and relatable would also have been nearly impossible. In Balance of Power, it’s all organized into neat menus and windows, as fine an example of the Mac’s ability to make information visually immediate and relevant as anything that came out those first couple of years. Before too long all grand strategy games would be like this.

Significant as it is as a waystation on the road to Civilization, Balance of Power is also a huge landmark of the serious-games movement. Simply put, this game has a rhetorical agenda. Boy, does it have an agenda. Pushing your opponent too far results in nuclear war, and the most famous piece of text Crawford has ever written.

You have ignited a nuclear war. And no, there is no animated display of a mushroom cloud with parts of bodies flying through the air. We do not reward failure.

It’s as powerful a statement now as then on not only the foolishness of jingoist brinksmanship but also on the seemingly perpetual adolescence of much of the mainstream games industry. Yet, and speaking here as someone who is quite sympathetic to Crawford’s agenda on both counts, it’s also kind of disingenuous and unfair and, well, just kind of cheap.

The problem here is that the game simply assumes bad faith on my part, that I’ve touched off a nuclear war so I can see body parts and mushroom clouds. In actuality, however, the body-parts-and-mushroom-clouds crowd is highly unlikely to have ever gotten this far with the cerebral exercise that is Balance of Power. It’s more likely that I’ve tried to play the game within the rules Crawford has given me and simply failed, simply pushed a bit too hard. It’s important to note here that playing within Crawford’s rules requires that I engage in brinksmanship; I can win only by pushing my luck, aggressively trying to spread my political agenda through as much of the world as possible at my fellow superpower’s expense so that I can end up with more “prestige points” than them. There is neither a reward nor any real mechanism for engendering détente and with it a safer world. Given that vacuum, I don’t really like being scolded for playing the game the only way that gives me any hope of success on the game’s own terms. To compound the problem, it’s often all but impossible to figure out how close your opponent actually is to the proverbial big red button, hard to know whether, say, Indonesia is really considered worth going to war over or not. Nuclear war, when it comes, can seem almost random, arising from a seemingly innocuous exchange after half a dozen computerized Cuban Missile Crises have passed harmlessly. There may arguably be a certain amount of rhetorical truth to that, but it hardly makes for a satisfying game. Perhaps more attention paid to presenting a real picture of the state of mind of your opponent and less to that mountain of 95% useless statistics could have helped — an ironic complaint to make about a game by Chris Crawford, coiner of the term “process intensity” and perpetual complainer about the prevalence of static data as opposed to interactive code in modern games.

I don’t want to belabor this too much more lest our real purpose here get entirely derailed, but will just note that Balance of Power falls into the trap of too many serious games to come as well as too many of Crawford’s own games in simply being not much fun to play. Crawford would doubtless simultaneously agree with and dismiss my complaints as a product of a body-parts-and-mushroom-clouds sensibility while noting that he aspires to something higher than mere fun. Which is fair enough, but I tend to feel that for a game to achieve any other rhetorical goal it must be engrossing in a way that Balance of Power just isn’t. Anyway, everything of ultimate note that it has to tell us about geopolitics is contained in the quote above. If like in the movie War Games the only way to win is not to play, why charge people $50 for the non-experience? Suffice to say that, like plenty of other works I’ve written about on this blog, Balance of Power garners historical importance and even a certain nobility simply for existing when it did and trying the things it did.

I want to end this little survey today with a less rarefied game that’s of at least equal historical importance. It’s the product of a small Chicago-area company called ICOM Simulations which had already been kicking around the industry for a few years under the name of TMQ Software. Formed by Tod Zipnick in 1981, TMQ’s most ambitious pre-Mac product had been File-Fax, a database manager for the Apple II that garnered a positive review or two but few sales. Other than that, they’d mostly specialized in doing action-game ports to various platforms for the likes of Atarisoft, Coleco, and even EA. When the Mac arrived, they figured their odds of making a splash with original games in that new ecosystem were far better than they were on the congested likes of the Apple II.

Déjà Vu. Note the multiple layers of containment.

Déjà Vu. Note the multiple layers of containment.

ICOM’s big idea was to translate the traditional parser-driven adventure game into the new visual paradigm of the Mac. The goal was essentially to do for the adventure what MacOS had done for the command-line-driven operating systems that preceded it, in pretty much exactly the same ways. The underlying world model of the MacVenture engine is that of a text adventure, divided into discrete interconnected rooms which can contain other objects with their own unique properties, including the one representing you the player. In a MacVenture, however, you interact with objects not by typing sentences but by constructing them visually, tapping one of eight verbs and an object to go with it — whether something in the room that you see represented graphically before you, something in your inventory (also represented as a set of draggable pictographs), an exit, or just your “Self.” You can add an indirect object by “OPERATING” one object (first click) on another (second click). You can pick up an object in the room just by dragging it to your inventory; drop it by dragging it back into the room. Objects can and often do contain other objects: you can “OPEN” the trench coat in your inventory to open a window showing you what’s in its pockets, “OPEN” the wallet you find there to open still another window with its contents, and so on down the hierarchy tree.

In the fall of 1985, when the first MacVenture debuted in the form of a two-fisted private-eye caper called Déjà Vu, it was an absolute stunner, the sort of thing that could stop people in their tracks when they stumbled across it running on an in-store computer. And it’s still a fine interface, very intuitive and, a few quibbles about clutter resulting from the small screens of its era aside, very practical and enjoyable today.

It’s all too typical in the industry for a game with the shiny technical innovations of Déjà Vu to coast on them, for the actual design inside the engine to be little more than a tech demo. Nor is ICOM’s pedigree as a collection of hardcore programmer’s programmers all that comforting. I thus didn’t expect to think too much of Déjà Vu as a game when I played it for this article. I must say, though, that ICOM surprised me there.

Déjà Vu begins on December 7, 1941(!), when you wake up in a bathroom stall inside a deserted bar with no memory of who you are or how you got there or who or what you emptied three shots from your revolver into or why you seem to have a veritable cocktail of drugs flowing through your veins. Yes, amnesia is a cliché premise in adventure games, not least because it’s so damn convenient for a genre that’s really good at exploration and backstory but usually not so good at here-and-now plotting. Yet it can also be a compelling premise, in mystery fiction as well as games, and it works here. The mystery of who you are and how you got to that bathroom stall is intriguing, its unraveling compelling, with complications like the dead mobster that you soon also find in the bar (with three of your bullets in him, naturally) coming thick and fast. In contrast to so many games of its era, Déjà Vu is also pretty solvable. Oh, it’s very old school, with an unforgiving time limit — the drugs in your system will eventually kill you if you can’t find the antidote — and the occasional random death. You’ll need to save early and often and plan your forays carefully. Yet if you’re willing to do that you’ll find you can probably crack the case pretty much unassisted, and have a pretty good time doing it.

Déjà Vu doesn’t take itself all that seriously, but it doesn’t treat its whole premise as just a breeding ground for jokes either. As a relatively coherent work of fiction, it stands amongst the top tier of 1980s adventure games. The jokes that are there mostly fit to the setting and are, shocker of shockers, genuinely funny as often as not. Much of the humor pokes fun at the protagonist, hardly unusual for early adventure games, but it doesn’t feel so personally insulting here because the game does a good enough job with characterization that you actually feel it to be sneering at the character you’re playing rather than you personally. About the only unfortunate aspect is an ugly series of juvenile jokes about an overweight woman, the sort of thing that can trigger a mild epiphany today about just how much certain social mores have changed — and, mind you, very much for the better — in the last thirty years.

Credit for Déjà Vu‘s surprisingly satisfying design largely goes to Craig Erickson. The story behind it was written by Kurt Nelson, Mark Waterman did the visuals, and Darin Adler, Steve Hays, and Todd Squires were the technical architects of the engine itself. Like Balance of Power, Déjà Vu was published by Mindscape, a company dating like EA from the big second wave of publishers and which, also like EA, was publishing some of the most interesting and audacious games in the industry during the mid-1980s. (That said, ICOM fell in with Mindscape largely out of convenience, because they were literally right down the road in an adjacent suburb of Chicago.) And also like Balance of Power, Déjà Vu was a hit by the modest standards of the early Macintosh software market, the big breakthrough that ICOM had been seeking for years. Tod Zipnick soon put his programmers to good use porting the MacVenture engine to other platforms, including not only the Mac’s mice-and-windows-and-68000-based competitors the Atari ST and Commodore Amiga but also the likes of the IBM PC, the Commodore 64, eventually even (in ports done by the Japanese company Kemco) the Nintendo Entertainment System — yet another sign of the importance of the Mac not just as a platform but as a concept and an engine of innovation.

ICOM has tended to be overlooked in histories of the graphic adventure, which mostly dwell on Sierra (whose King’s Quest debuted the year before Déjà Vu) and LucasArts (whose Maniac Mansion debuted two years after). In truth, however, the MacVenture engine is at least as important as Sierra’s AGI or LucasArts’s SCUMM engines. While King’s Quest is a deserved landmark simply for mixing interactive graphics with adventure at all, the AGI engine is also something of an evolutionary dead end with some fairly intractable problems, most notably that of trying to translate the objects you see graphically on the screen into words the parser will understand. LucasArts’s innovations, meanwhile, are more formal than technical, a declaration that it is possible to write challenging, enjoyable graphic adventures without random deaths, unforeseeable dead ends, and incomprehensible puzzles. The actual interface mechanics of the early LucasArts games are essentially a hybrid of AGI and MacVenture that is more playable than the former but not quite so slick as the latter. Déjà Vu gave its players in 1985 a preview of what virtually all commercial adventure games would be like in five or seven years. For a fan of prose and parsers like me and presumably many of you, that makes its debut something of a bittersweet moment, representing as it does one more huge nail in the slowly building coffin of the commercial text adventure. But such is progress.

Three more MacVenture games followed Déjà Vu, one of them a direct sequel. We’ll revisit ICOM at some future date to talk more about them, as we also will the ongoing cottage industry that was Mac software in general. In the meantime, you can play Déjà Vu and all of the other MacVentures online courtesy of Sean Kasun.

Their days may be numbered, but there’s still plenty to be written about the prose-and-parser people as well. We’ll take up that thread again next time, when we start to look at yet another of Infocom’s would-be challengers.

(Significant magazine sources: Electronic Games of March 1985; Byte of March 1986; Family Computing of April 1986. Jason Scott’s interviews with Steve Meretzky and Dan Horn for Get Lamp were invaluable as always; thanks, Jason! See a retrospective by Tom Chick for another take on Balance of Power. The picture that opens this article was taken from the March 1985 Electronic Games, who I wish had lasted longer; in addition to great art that I love to steal, the magazine had an unusually thoughtful editorial voice.)

 
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Posted by on February 28, 2014 in Digital Antiquaria, Interactive Fiction

 

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Suspect

Suspect

(Warning: this article includes some spoilers.)

And finally there was Suspect. Dribbled out into Hitchhiker’s huge wake just as 1984 expired, David Lebling’s first exercise in ludic mystery and Infocom’s fifth title of 1984 still carries with it a certain inevitable air of the anticlimactic. But we always try to give every Infocom game its due around here, and Suspect will be no exception.

If you’ve played Deadline or The Witness, or even just read about them, you have a pretty good idea of what to expect from Suspect. Once again this is a game that you must not so much explore as dissect; must not work your way through linearly from introduction to climax but rather assault from every angle. You can expect to finish it successfully only after dozens of restarts, each of them a little fact-finding mission all its own. Then, when you’ve seen all the pieces, you can fit them together and plan your final mission, at the end of which you will hopefully walk away with a guilty verdict (on someone other than yourself, that is). That’s the ideal, anyway; more likely the first few times you try you’ll find you still don’t quite have enough evidence, and thus it’s back to restarting and looking for more.

Suspect completes a neat trilogy of mystery roles. In Deadline you played the detective investigating a murder; in The Witness a witness to a murder; and in Suspect, yes, the prime suspect in a murder. You play a newspaper reporter who’s invited by Veronica Ashcroft, a Maryland blue blood and old friend from university, to her annual Halloween bash. Soon after your arrival Veronica is found murdered in her office — offices are dangerous places in Infocom mysteries; that’s where the crime in all three of them takes place — with the lariat that goes with your cowboy costume wrapped around her neck. You have to find the real murderer before the detective that comes to investigate and his associate, your old friend Sergeant Duffy, arrest you for the crime.

While Suspect, like The Witness, hews very firmly to the sturdy template laid out by Deadline, it does reflect Infocom’s ever-growing sophistication. There are far more characters to interact with than in the earlier games, and far more to see and do. Indeed, the world of Suspect is in many ways the most complex Infocom had yet created. Every character in the game is constantly moving about the rather expansive grounds of Veronica’s estate, and they mostly react believably to events around them, whether said events are set off by you or someone else. Granted, it is kind of odd that no one seems to care all that much when they learn that Veronica’s just been murdered, to the extent that they just continue enjoying Veronica’s own party despite her unfortunate absence. Then again, exactly this sort of behavior is par for the course in many an Agatha Christie novel, so I suppose we can take it as in the spirit of the genre.

Dave Lebling is generally a deft, elegant writer. He doesn’t entirely let us down here, but he is somewhat hampered by the need to describe so many comings and goings. It can all begin to have something of a mechanistic feel, as if all these characters were models moving about the house on tracks.

>s
Long Hall South
This is almost the southern end of the long north-south hall. A large doorway opens into the southern end of the ballroom. Another door on the west is to a small closet.
Ostmann is off to the east.
Alicia heads off to the east.
Smythe heads off to the north.

>s
Long Hall Begins
Here the front hall and a long north-south hall fronting the ballroom intersect. Another hall starts south of here and goes east.
The Werewolf is to the west, heading toward the east.
Linda is to the west, heading toward the east.
Smythe is to the north, heading toward the south.

In his defense, Suspect is hardly alone among Infocom’s mysteries in having this wind-up-toy feel about it. The very depth of the simulation tends to cut against their literary sensibilities.

Still, Suspect also has room for whimsy. Lebling gifts us with more Easter eggs and in-jokes than any game this side of Sorcerer. Shout-outs for hardcore fans are everywhere. One of the party-goers is dressed as a “short, cuddly-looking robot”; another is a grue; moving a rug aside gets you “Under the rug you see a wooden trap door… No, sorry! That’s another story.” Indeed, the more superficial elements are some of the most entertaining. The game is a little time capsule of yuppie life in the early 1980s, from the BMW 320i in the garage to “Karma Chameleon” playing in the ballroom.

The charm extends to the feelies, the main exhibit of which is a little Miss Manners-style guidebook called Murder and Modern Manners. The humor therein bites a bit more sharply than was the norm for Infocom, with at least one paragraph that qualifies as genuine satire, on the subject of “Prison Projects”:

Poetry can be a wonderfully sensitive medium for expressing your remorse and anguish. The study of law will help you improve your oratory skills, a clear benefit when you make vehement pleas to the prison parole board. Writing books can also be quite rewarding: the first eight editions of this book were all highly successful and sold particularly well among guilt-ridden liberals. But perhaps the wisest choice is painting. Prisoners are perceived as having great depths of repressed artistic genius. There are literally thousands of deep-pocketed dilettantes who are willing to pay a fortune for prison art. Especially if the work is being done by prisoners with a background of violent crime.

Infocom and G/R Copy were able to enlist a name artist with a long history in high and commercial art, Alan E. Cober, to illustrate the box and the booklet in his distinctively spare, modern style. The economic woes that would beset the company very soon after Suspect would make such prestigious collaborators a thing of the past.

Alan E. Cober's illustration for Suspect

The actual mystery at the heart of it all is intriguing, if also damnably difficult to crack. Suspect is in fact the second very tough Infocom game in a row, following seven very solvable titles between Suspended and Hitchhiker’s. (Hitchhiker’s and Suspect together are almost enough to make me revise my premise that Infocom games trended generally easier as the company grew older.) When you put together the clues which are laced very subtly through the text and the storyworld to divine who’s responsible and how he, she, or they committed the crime, it’s a wonderful moment. Unfortunately, that’s just the first step. Actually proving what you know to the detective’s satisfaction is something else, a task made even more difficult by a lack of feedback; you never really know how close you actually are or which bits and pieces you’ve presented to the detective are actually important. It’s particularly difficult to figure out that you need to monitor one absolutely vital thing, the changes in the weather, and hard to know how to ply the detective with that information afterward. In spite of it all, I almost managed to solve the murder in my recent playthrough, aided no doubt by vague memories from years ago. I just neglected to do one key thing and therefore was short one key clue. I “EXAMINE”d Veronica’s party mask, but never “SEARCH”ed it. If this strikes you as rather a cheap move on the game’s part, I can’t say I disagree.

The final solution to the case doesn’t hang together quite as tightly as I’d like it to, a problem Suspect oddly shares with both of the mysteries that preceded it. I kept trying to find a good reason for Alicia to help Michael murder his wife; as the game itself says if you attempt to arrest her alone, she didn’t have any motive. I naturally suspected an affair between Michael and Alicia, but could find no evidence of this beyond seeing them dancing together briefly in the ballroom. Just as happened with both Deadline and The Witness, I was rather shocked when I secured a conviction. I thought there must still be more to discover.

Suspect would turn out to mark the end of the line for Infocom’s original, hardcore take on the interactive mystery novel. While they would continue to dabble in mystery, the later games would play more like conventional adventure games. It’s hard to say why a form that caused such excitement back when Deadline first appeared should peter out so relatively quietly. Certainly it’s clear that a significant number of Infocom fans, both then and now, dislike the form of play of the early mysteries intensely, even if enough enjoyed the format — or just let brand loyalty overcome their misgivings — to generate for Suspect fairly typical sales numbers for its period, just shy of 50,000 copies. But there was also perhaps something else: a feeling that, having invented the format with Deadline, Infocom didn’t quite know how to advance it. For all its additional polish, there’s nothing really new that Suspect brings to the table. It would be unfair to say it feels stale precisely, but it shares enough with its predecessors that it can feel a bit anonymous in their company. Suspect is certainly the least loved and least remembered of the three today. Of course, Infocom might have tried to shake up the approach with a hypothetical next game instead of abandoning it; just having the victim not be a blue blood and not die in her office would make a good start. But being as they never did, we’re left with a trilogy of games almost unique in adventuring history, and one which even comes with an overarching thematic progression. The only other role left for the player to enact was that of victim — and I’m not sure how Infocom could have managed that. Maybe by putting the whole format out of its misery, as they did.

An inevitable footnote to any discussion of Suspect must be the gala that Infocom held to promote it at the January 1985 CES. It was by far the largest party the company ever gave, yet another marker of the high-water point this period represents. They invited some 5000 people to the Hartland Mansion in Las Vegas, formerly one of Elvis Presley’s homes, for what must be the largest game of How to Host a Murder ever played. Customized letter openers, previously mailed to invitees, served for tickets as well as party favors; these are today one of the most cherished of all pieces of Infocom memorabilia. One of these also became the murder weapon, in a crime staged by an acting troupe in front of the crowds gathered in the mansion’s ballroom around a huge indoor pool. The next day’s Las Vegas Sun bore the headline “Murder Rocks CES!,” with the important detail that it was all just pretend hidden below the fold. It seemed like great publicity — until it prompted authorities to investigate, whereupon they determined that the house had not been zoned for hosting a public event of such a magnitude. Infocom was forced to return to Las Vegas to testify in court, but thankfully the owners of the house bore the brunt of the pain. Not as sexy as murder, perhaps, but such is life in the real world.

(As usual at this time of year, The Digital Antiquarian will be taking a little hiatus while my wife and I travel back to the good old U.S.A. for Thanksgiving with my friends and family. Will be back at it in two to three weeks, at which time we’ll shift back over to Britain to look at 1984 there. I’ll see you guys then.)

 
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Posted by on November 22, 2013 in Digital Antiquaria, Interactive Fiction

 

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Hitchhiking the Galaxy Infocom-Style

The Hitchhiker's Guide to the Galaxy

Given that Hitchhiker’s is both one of the most commercially successful text adventures ever released and one that oozes with interesting things to talk about, I thought I would look at the experience in more detail than I have any Infocom game in quite some time. As we’ll see, Hitchhiker’s is not least interesting in that it manages to represent both a step forward and a step back for Infocom and the art of interactive fiction. What follows is a sort of guided tour of the game.

The Hitchhiker's Guide to the Galaxy

As with any Infocom game, the experience of Hitchhiker’s for any original player began long before she put the disk in the drive. It began with the box and its contents. The Hitchhiker’s package is one of the most storied of all from this company that became so famous for their rich packages. It’s bursting with stuff, most of it irrelevant to the actual contents of the disk but all of it fun: an advertising brochure for the titular guidebook;[1]“As seen on Tri-D!” a microscopic space fleet;[2]Easily mistaken for an empty plastic baggie. a set of “peril-sensitive sunglasses”;[3]They turn opaque when danger is at hand to avoid upsetting your delicate sensibilities. The ones in the game package are, naturally, made of black construction paper. a piece of pocket fluff; a set of destruct orders for Arthur Dent’s house and the Earth; the obligatory “Don’t Panic!” button.[4]These were manufactured in huge quantities and given away for some time at trade shows and the like as well as being inserted into game boxes.

Impressive as the packaging is, not all of it was to Douglas Adams’s taste. He hated the gibbering green planet,[5]Or whatever it’s supposed to be. which had been designed and pressed into service by Simon & Schuster’s Pocket Books imprint without any input from him when they first began to publish the books in North America. He briefly kicked up a fuss when he saw it leering at him from the Infocom box as well, but Infocom’s contacts at Simon & Schuster, whom Infocom was considering allowing to buy them at just this time and thus preferred to remain on good terms with, had asked with some urgency that it be there. By the time Adams saw the box there wasn’t really time to change it anyway. And so the planet — and I have to agree with him that it’s pretty hideous — remained.

The game proper begins just where the books and the smorgasbord of other variations of Hitchhiker’s did: with you as Arthur Dent waking up hungover in bed on what is going to be “the worst day of your life.” You immediately get a couple of clues that this is not going to be your typical Infocom game. The first command you must enter is “TURN ON LIGHT,” a typical enough action to take upon waking up in a dark bedroom, perhaps, but one that could momentarily stump a seasoned adventurer, so accustomed to living in an object-oriented world where she can only interact with what the game tells her exists around her; the game, you see, never mentions the presence of a light switch or a light. Hitchhiker’s will continue to occasionally accept or demand inputs that you, the Seasoned Adventurer, just don’t expect to work. And then when you dutifully check your starting inventory, you learn that you have “no tea” and “a splitting headache.” Such mixing of the physical and the metaphysical amongst your possessions will also remain an ongoing theme.

Especially if you’re at all familiar with any of the other Hitchhiker’s manifestations, you probably won’t have too many problems getting out of the house and lying in front of Mr. Prosser’s bulldozer to stop (for the moment) the destruction of your house to make room for a new bypass. If you do misjudge things and get yourself killed, you get an early introduction to another of the game’s throughgoing traits: the narrator, or the computerized “game master” if you will, has a voice and personality all his own. Playing Hitchhiker’s is like having a conversation — often an infuriating one — with him.

>stand
The bulldozer driver gives a quick chew of his gum and slams in the clutch. The bulldozer piles into the side of your home.

Your home collapses in a cloud of dust, and a stray flying brick hits you squarely on the back of the head. You try to think of some suitable last words, but what with the confusion of the moment and the spinning of your head, you are unable to compose anything pithy and expire in silence.

>s
You keep out of this, you're dead. An ambulance arrives.

>don't panic
You keep out of this, you're dead and should be concentrating on developing a good firm rigor mortis. You are put in the ambulance, which drives away.

>pray
For a dead person you are talking too much. As the ambulance reaches the mortuary a fleet of Vogon Constructor ships unexpectedly arrives and demolishes the Earth to make way for a new hyperspace bypass.

We are about to give you your score. Put on your peril-sensitive sunglasses now. (Hit RETURN or ENTER when ready.) >

The narrator doesn’t just tell you what’s happening. He chats with you, messes with you, has fun at your expense, occasionally lies to you. This isn’t precisely new ground for Infocom; their games going back to Zork I had occasionally broken from being the neutral voice of the simulation to offer quips and funny responses. But it’s much, much more pronounced here, an integral part of the experience instead of just the odd response to the occasional misguided or intentionally bizarre input. A similar smart-alecky narrative voice was par for the course with other versions of Hitchhiker’s and, indeed, kind of Adams’s default persona as a writer. Certainly anyone who’s ever read a Dickens novel knows that a second- or third-person voice doesn’t mean the narrator isn’t a character in the work. But seeing it here… well, that feels significant for anyone who’d like to see interactive fiction as a defensible literary form. Chalk that up as a big step forward.

So, Ford Prefect arrives just as expected to return your towel preparatory to getting off this rock before the Vogons blow it up to make way for a hyperspace bypass. If you haven’t experienced it already, here you are also introduced to another dominant trait: the game’s often arbitrary cruelty. If you simply take the towel Ford offers, he marches away, the Vogons arrive, and it’s game over. No, you have to refuse the towel to force Ford to actually notice your situation and come to the snap decision to take you with him.[6]Ford Prefect’s name, by the way, is one of the subtler jokes in Hitchhiker’s, and one that was entirely lost on American readers. The Ford Prefect, you see, was once a model of automobile in Britain. When the Betelgeusian Ford Prefect chose the name as “nicely inconspicuous,” he did so because he had, as Adams himself later clarified, “mistaken the dominant life form” on the planet.

Ford convinces Prosser to take your place in front of the bulldozer, just like in the other Hitchhiker’s manifestations. You head for the pub, where you drink beer to fortify yourselves for the matter transference beam. Then Prosser wises up and knocks down your house after all, prompting you, reenacting the role of the Arthur you remember from the book, to run screaming out of the pub. On the way you meet a hungry dog, who is key to one of the most legendarily cruel puzzles in the game. You need to feed him. As for why… well, that you won’t learn until much later. Then the Vogons show up with appropriate pomp and circumstance, and you and Ford have a bare instant to make your escape.

You wake up in darkness. The puzzle that follows can almost be read as an homage to the original Adventure, which had a maze for which close reading was similarly key. It’s early evidence of another trait of Hitchhiker’s: a tendency to evoke and occasionally subvert the adventuring heritage that preceded it. For instance, it will later hit you with a blessedly fake maze. As David Lebling recently put it, the form by 1984 was old and established enough that it could be parodied.

>z
You can hear nothing, smell nothing, taste nothing, see nothing, feel nothing, and are not even certain who you are.

>z
There's nothing you can taste, nothing you can see, nothing you can hear, nothing you can feel, nothing you can smell, you do not even know who you are.

>z
There's nothing you can taste, nothing you can see, nothing you can hear, nothing you can feel, nothing you can smell, you do not even know who you are.

>z
You can see nothing, feel nothing, hear nothing, taste nothing, and are not entirely certain who you are.

>smell
(darkness)
It does smell a bit. There's something pungent being waved under your nose. Your head begins to clear. You can make out a shadow moving in the dark.

>examine shadow
The shadow is vaguely Ford Prefect-shaped.

Vogon Hold
This is a squalid room filled with grubby mattresses, unwashed cups, and unidentifiable bits of smelly alien underwear. A door lies to port, and an airlock lies to starboard.
In the corner is a glass case with a switch and a keyboard.
It looks like the glass case contains:
an atomic vector plotter
Along one wall is a tall dispensing machine.

Ford removes the bottle of Santraginean Mineral Water which he's been waving under your nose. He tells you that you are aboard a Vogon spaceship, and gives you some peanuts.

That “tall dispensing machine” marks the most famous puzzle ever to appear in an Infocom game, or in any text adventure by anyone for that matter. A whole mythology sprung up around it. Infocom did a booming business for a while in “I got the babel fish!” tee-shirts, while it’s still mentioned from time to time today — sometimes, one suspects, by folks who actually know it only as a trope — as the ultimate in cruel puzzles. Yet I’ve always been a bit nonplussed by its reputation. Oh, getting the babel fish from dispenser to auditory canal is a difficult, convoluted game of Mouse Trap which is made yet more difficult by the facts that the dispenser has only a limited number of fish and you have only a limited number of turns in which to work before you’re hauled off to the Vogon captain’s poetry reading. Still, solving this puzzle is far from an insurmountable task. You’re given good feedback upon each failure as to exactly what happened to intercept the babel fish on its journey, while your scope of possibility is somewhat limited by the fact that this is still quite early in the game, when there aren’t yet that many objects to juggle. I feel like its reputation probably stems from this fact that it’s met so early in the game. Thus even most casual players did encounter it — and, it being the first really difficult puzzle, and one of the first for which prior knowledge of the other Hitchhiker’s manifestations was of no use, many or most of those players likely never got any further. The Imps have often noted that most people never finished most of the Infocom games they bought. What with its mass appeal to people who knew nothing of Infocom or adventure games thanks to the license as well as its extreme difficulty, one would presume that Hitchhiker’s had an even more abysmal rate of completion than the norm.

Since solving the babel-fish puzzle[7]Or not. is something of a rite of passage for all adventurers, I won’t totally spoil it here. I will note, however, that the very last step, arguably the most difficult of all, was originally even more difficult.

A small upper-half-of-the-room cleaning robot flies into the room, catches the babel fish (which is all the flying junk it can find), and exits.

The original version didn’t have that crucial parenthesis; it was wisely added at the insistence of Mike Dornbrook, who felt the player deserved just a little nudge.

The babel fish, of course, lets you understand the Vogon language, which is in turn key to getting that atomic vector plotter that is for some reason on display under glass amidst the “smelly bits of alien underwear.” Also key to that endeavor is the Vogon poetry reading to which you’re soon subjected.[8]The original Hitchhiker’s radio serial mentions Vogon poetry as the third worst in the universe. The second is that of the Azgoths of Kria, while the first is that of Paul Neil Milne Johnstone of Earth. Rather astoundingly, Johnstone is actually a real person, a bunk mate of Adams’s back at Brentwood School who would keep him awake nights “scratching this awful poetry about swans and stuff.” Now, it was kind of horrible of Adams to call him out like that (and probably kind of horrible for me to tell this story now), but it just keeps getting better. Poor Johnstone, who was apparently an earnest poet into adult life but not endowed with much humor not of the unintentional stripe, wrote a letter to Time Out magazine that’s as funny as just about anything in Hitchhiker’s:

“Unfortunate that Douglas Adams should choose to reopen a minor incident; that it remains of such consequence to him indicates a certain envy, if not paranoia. Manifest that Adams is being base-minded and mean-spirited, but it is surely unnecessary for Steve Grant [a journalist to whom Adams had told the story] to act as a servile conduit for this pettiness.”

With Johnstone’s lawyers beginning to circle, Paul Neil Milne Johnstone became Paula Nancy Millstone Jennings in the book and later adaptations.
What you’re confronted with here is a puzzle far more cruel in my eyes than the babel-fish puzzle. It’s crucial that you get the Vogon captain to extend his reading to two verses; let’s not get into why. Unfortunately, at the end of the first verse he remarks that “you didn’t seem to enjoy my poetry at all” and has you tossed out the airlock. The solution to this conundrum is a bit of lateral thinking that will likely give logical, object-focused players fits: you just have to “ENJOY POETRY.”

>enjoy poetry
You realise that, although the Vogon poetry is indeed astoundingly bad, worse things happen at sea, and in fact, at school. With an effort for which Hercules himself would have patted you on the back, you grit your teeth and enjoy the stuff.

I’m not sure how to feel about this. It’s undeniably clever, and almost worth any pain for the great line “worse things happen at sea, and in fact, at school.” But at heart it’s guess-the-verb, or at least guess-the-phrase, a rather shocking thing to find in an Infocom game of 1984. Now maybe my description of Hitchhiker’s as both progressive and regressive starts to become clearer, as does Dornbrook’s assertion that Adams pushed Meretzky to “break the rules.” A comparison with the babel-fish puzzle shows Hitchhiker’s two puzzling personalities at their extremes. For all its legendary difficulty, the babel-fish puzzle feels to me like a vintage Meretzky puzzle: intricate but logical, responsive to careful reading and experimentation. “ENJOY POETRY,” on the other hand, is all Adams. You either make the necessary intuitive leap or you don’t. If you do, it’s trivial; if you don’t, it’s impossible.

In the session I played before writing this article, something else happened in the midst of the poetry-as-torture-device. Suddenly this long piece of text appeared, apropos of nothing going on at the time:

It is of course well known that careless talk costs lives, but the full scale of the problem is not always appreciated. For instance, at the exact moment you said "look up vogon in guide" a freak wormhole opened in the fabric of the space-time continuum and carried your words far far back in time across almost infinite reaches of space to a distant galaxy where strange and warlike beings were poised on the brink of frightful interstellar battle.

The two opposing leaders were meeting for the last time. A dreadful silence fell across the conference table as the commander of the Vl'Hurgs, resplendent in his black jewelled battle shorts, gazed levelly at the G'Gugvunt leader squatting opposite him in a cloud of green, sweet-smelling steam. As a million sleek and horribly beweaponed star cruisers poised to unleash electric death at his single word of command, the Vl'Hurg challenged his vile enemy to take back what it had said about his mother.

The creature stirred in its sickly broiling vapour, and at that very moment the words "look up vogon in guide" drifted across the conference table. Unfortunately, in the Vl'hurg tongue this was the most dreadful insult imaginable, and there was nothing for it but to wage terrible war for centuries. Eventually the error was detected, but over two hundred and fifty thousand worlds, their peoples and cultures perished in the holocaust.

You have destroyed most of a small galaxy. Please pick your words with greater care.

It incorporates an invalid input I had tried earlier, an attempt to look something up in the in-game version of the Hitchhiker’s Guide using syntax the game didn’t much like.[9]It’s fairly persnickety here; you can only “CONSULT GUIDE ABOUT” things. The little story is funny, especially if you haven’t recently read the novel version of Hitchhiker’s; it’s lifted verbatim from a passing riff near the end of the book, with only your invalid input replacing the novel’s version of Arthur’s comment that “I seem to be having tremendous difficulty with my lifestyle.”[10]Indeed, it seems to go relatively unremarked just how much text in the game is lifted directly from the novel, another artifact perhaps of the sheer difficulty of getting original prose out of Adams. More interesting to me, however, is what it represents conceptually. In incorporating a spurious input into the story in this way, it represents a sort of breaking of the fourth wall — a fascinating development in light of the fact that Infocom had spent a great deal of effort building said wall in the first place. By the time of Hitchhiker’s they scrupulously distinguished between what I’ll refer to as diegetic commands (things that cause things to happen in the storyworld) and non-diegetic — or, if you like, utility — commands (things like “SAVE” or “RESTORE” or, indeed, invalid inputs that don’t affect the storyworld). For instance, time passes in the story and the turn counter advances only in the case of the former. Infocom’s goal had long ago become to separate the undesirable challenge of interacting with the parser from the desirable one of interacting with the storyworld. Now along comes Adams to muddy it all up again. The difference, of course, is that early text adventures confused the layers of interface and simulation because they didn’t entirely know what they were doing. Adams and Meretzky break the formal rules the way artists do — consciously.

That’s not the end of the fellow in the jeweled battle shorts and his buddy; you’ll be meeting them again soon. But in the meantime you’re thrown out of the Vogon airlock[11]Although hopefully not before collecting the essential atomic vector plotter and picked up at the last possible second by the Heart of Gold, thanks to the magic of Infinite Improbability Physics. You end up in Darkness again, a motif that will continue to recur. You come out of it via another of the game’s most storied bits, the first of two incidents of it flat-out lying to you:

>listen
(to darkness)
You hear the deep and distant hum of a star drive coming from far above. There is an exit to port.

>w
You can't go that way.

>n
You can't go that way.

>s
(We were lying about the exit to port.) You emerge from a small doorway...

Entry Bay Number Two
This is an entry bay for the Heart of Gold. A corridor lies aft of here.
There is a sales brochure here.

"This looks like that incredible new Infinite Improbability Drive spaceship, the Heart of Gold!" says Ford, with growing excitement.

"Announcement, announcement. This is Eddie (the shipboard computer). We have just picked up two hitchhikers at an improbability factor of 2 to the 21,914 power to 1 against."

Just as you’d expect from the novel, you soon meet the masters of the Heart of Gold, two-headed party fiend Zaphod Beeblebrox and his Earthling girlfriend Trillian, née Tricia McMillan, whom you (Arthur) once tried to pick up at a party in London only to watch her leave with Zaphod.[12]I’ve always found Zaphod a hilarious character because he was such a walking, talking anachronism even in the early 1980s. He’s just so obviously a creature of the 1970s, from his hippy-dippy diction to his easygoing, lackadaisically stoned take on existence. He’d fit right in in Dazed and Confused. But from here things suddenly diverge from the novel. Your companions all bugger off to the sauna, conveniently removing themselves from the implementation equation and leaving you to explore the Heart of Gold and, eventually, a number of other realities to obtain a collection of tools,[13]Don’t ask. a collection of fluff,[14]Really don’t ask. and, stereotypical Englishman that you are, a good cup of tea. Ford helpfully leaves his copy of the Guide with you; you can “CONSULT” it about an impressive number of things. Some of these entries are just meant for fun, although they are once again often just recycled bits from the book. At least a few, however, are essential reading.

The Heart of Gold also contains the second instance of the game lying to you, this one much more extended.

>u
Corridor, Aft End
This is one end of a short corridor that continues fore along the main deck of the Heart of Gold. Doorways lead to aft and port. In addition, a gangway leads downward.

>s
That entrance leads to the Infinite Improbability Drive chamber. It's supposed to be a terribly dangerous area of the ship. Are you sure you want to go in there?

>yes
Absolutely sure?

>yes
I can tell you don't want to really. You stride away with a spring in your step, wisely leaving the Drive Chamber safely behind you. Telegrams arrive from well-wishers in all corners of the Galaxy congratulating you on your prudence and wisdom, cheering you up immensely.

>s
What? You're joking, of course. Can I ask you to reconsider?

>no
Engine Room
You're in the Infinite Improbability Drive chamber. Nothing happens; there is nothing to see.

>l
Engine Room
I mean it! There's nothing to see here!

>l
Engine Room
Okay, okay, there are a FEW things to see here. This is the room that houses the powerful Infinite Improbability Generator that drives the Heart of Gold. An exit lies fore of here.
Sitting in the corner is a spare, portable Improbability Generator.
There is an ionic diffusion rasp here.
There is a pair of hypersonic pliers here.

(Footnote 10)

>footnote 10
I guess it isn't all that dangerous a place after all.

Those footnotes which pop up from time to time are another of the game’s blizzard of new ideas — rather pointless really, but good fun.[15]Like (hopefully) the ones I’ve included in this article in homage. Or maybe this is my bid for literary greatness via my own version of Pale Fire.

If you experiment and use the Guide wisely, you’ll eventually find a way to transport yourself into about half a dozen little vignettes, sometimes still in the person of Arthur, sometimes in that of one of your three companions currently slumming it in the sauna. I won’t belabor most of these; this article has to end at some point, after all, and if you do play for yourself you deserve to discover something for yourself. But I do want to talk just a bit about one, or rather two that are closely interrelated, because they involve a puzzle often cited as an example of Hitchhiker’s extreme, downright un-Infocom-like cruelty.

One of the vignettes features our friend of the jeweled battle shorts. It seems that he and his erstwhile enemy have worked out the source of the misunderstanding that led to all those centuries of terrible war: a creature from Earth.[16]This would seem to belie the Guide‘s description of Earth as “harmless,” and even the revised description of it as “mostly harmless.” You’re transported onto the bridge of his flagship as he and his erstwhile enemy hurtle toward your planet, not yet destroyed by the Vogons in this vignette,[17]There’s a joke, or maybe an aphorism, in there somewhere. “Between a Vl’Hurg and a Vogon,” maybe? with malice in their hearts.

War Chamber
Spread before you, astonishingly enough, is the War Chamber of a star battle cruiser. Through the domed canopy of the ship you can see a vast battle fleet flying in formation behind you through the black, glittering emptiness of space. Ahead is a star system towards which you are hurtling at a terrifying speed.
There is an ultra-plasmic vacuum awl here.

Standing near you are two creatures who are gazing at the star system with terrible hatred in their eyes. One is wearing black jewelled battle shorts, and the other is wreathed in a cloud of green, sweet-smelling steam. They are engaged in conversation.

The fleet continues to hurtle sunwards.

If you’re like, oh, about 95% of players, your journey will end abruptly when the battle fleet, which in a fatal oversight on the part of our militant alien friends turns out to be microscopic by the scale of the Earth, is swallowed by a small dog. To prevent this, you needed to have taken the unmotivated (at the time) step of feeding something to the aforementioned dog way back on Earth in the first act of the game, before the Vogons arrived. Horribly cruel, no? Well, yes and no. Another of the vignettes — they appear in random order, thus justifying Meretzky’s assertion that Hitchhiker’s ends up representing one of the “most ruthlessly nonlinear designs we [Infocom] ever did” — has you replaying the opening sequence of the game again, albeit from the perspective of Ford Prefect. You can also feed the dog there. If you fail at a vignette, meanwhile — and that’s very easy to do — you usually “die,” but that’s not as bad as you might expect. You’re merely returned to the Heart of Gold, and can have another go at it later. This mechanism saves Hitchhiker’s repeatedly, and not least in the case of this puzzle, from accusations of relying on extensive learning by death.

Still, there should be no mistake: Hitchhiker’s is punishingly difficult for even the most experienced of adventurers, the most challenging Infocom release since Suspended and the one with the most elements of, shall we say, questionable fairness since the days of Zork II and Deadline. While it is possible to repeat the vignettes until you solve each overarching challenge, it’s painfully easy to leave small things undone. Having “solved” the vignette in the sense of completing its overarching goal, you’re then locked out of experiencing it again, and thus locked out of victory for reasons that are obscure indeed.[18]Zaphod’s sequence is particularly prone to this, to the extent that I’ll offer a hint: look under the seat! One or two puzzles give no immediate feedback after you solve them, which can lead you to think you’re on the wrong track.[19]I’m thinking particularly of growing the plant here. For virtually the entire game after arriving on the Heart of Gold you labor away with no clear idea what it is you’re really supposed to be accomplishing. Sometimes vital properties of things go undescribed just for the hell of it.[20]I’m speaking particularly of the brilliantly Adamsian “thing your aunt gave you that you don’t know what it is,” of which it’s vital to know — take this as another tip — that you can put things inside it, even though that’s never noted or implied by its description. And then many of these puzzles are… well, they’re just hard, and at least as often hard in the way of “ENJOY POETRY” as in the way of the babel fish. The “Standard” difficulty label on the box, which was placed there purely due to marketing needs, is the cruelest touch of all.

So, we must ask just how Hitchhiker’s became such an aberration in the general trend of Infocom games to become ever fairer and, yes, easier. Meretzky noted that trend in his interview for Get Lamp and was not, either back in the day or at the time of his interview, entirely happy about it. He felt that wrestling with a game for weeks or months until you had that “Eureka!” moment in the bathtub or the middle of a working day was a huge part of the appeal of the original Zork — an appeal that Infocom was gradually diluting. Thus Meretzky and Adams explicitly discussed his opinion that “adventure games were becoming a little too easy,” and that Hitchhiker’s could be a corrective to that. Normally puzzles that were exceptionally difficult had their edges rounded during Infocom’s extensive testing process. But that didn’t happen for Hitchhiker’s to the extent that it normally did, for a couple of reasons. First, many of these puzzles had been written not by any ordinary Imp but by Douglas Adams; for obvious reasons, Infocom was reluctant to step on his toes. Additionally, the testers didn’t have nearly as much time with Hitchhiker’s as with an ordinary Infocom game, thanks to Adams’s procrastination and the resultant delays and Infocom’s determination to get the game out in time for Christmas. The testers did a pretty good job with the purely technical side; even the first release of Hitchhiker’s is not notably buggy. But there wasn’t time for the usual revisions to the design as a whole even had there been a strong motivation to do them from Infocom’s side. Any lack of such motivation was not down to lack of complaining from the testers: Meretzky admits that they “strongly urged that the game be made easier.”

The decision to go ahead with such a cruel design has been second-guessed by folks within Infocom in the years since, especially in light of the declining commercial fortunes of the company’s post-Hitchhiker’s era. Jon Palace presented a pretty good summary of the too-difficult camp’s arguments in his own Get Lamp interview:

Some have argued that The Hitchhiker’s Guide to the Galaxy was one of the biggest mistakes we made because it introduced a huge audience to a relatively difficult game. The difficulty of the game and its design flaws[21]Palace was no fan of the dog-feeding puzzle in particular. may have turned off the largest new audience we could have had. Perhaps we should have made that game a lot easier. It’s very funny, and it’s got some terrific puzzles. But my point is that if it was the first time people were experiencing an Infocom game, because of the names “Hitchhiker’s Guide” and “Douglas Adams,” there was only so much Douglas Adams they could get out of it without working harder than they wanted to.

Steve Meretzky, on the other hand, remains unrepetant, as do Mike Dornbrook and others. Dornbrook’s argument, which strikes me as flawed, is essentially that most people didn’t finish most Infocom games anyway — even the easier ones — so Hitchhiker’s difficulty or hypothetical lack thereof didn’t make much difference. I suppose your attitude toward these issues says much about what you want Infocom’s games to be: accessible interactive stories with a literary bent or intricate puzzle boxes. It’s Graham Nelson’s memorable description of interactive fiction as a narrative at war with a crossword writ large yet again. For my part, I think interactive fiction can be either, an opinion apparently shared by Meretzky himself, the man who went on to write both the forthrightly literary A Mind Forever Voyaging and the unabashed puzzle box that is Zork Zero. Yet I do demand that my puzzle boxes play fair, and find that Hitchhiker’s sometimes fails me here. And while I have no objection to the concept of a tougher Infocom game for the hardcore who cut their teeth on Zork,[22]See 1985’s Spellbreaker, which unlike Hitchhiker’s was explicitly billed as exactly that and does a superb job at it. I’m not sure that Hitchhiker’s should have been that game, for the obvious commercial considerations Palace has just outlined for us.

And yet, and yet… it’s hard to see how some of the more problematic aspects of Hitchhiker’s could be divorced from its more brilliant parts. As a final example of that, I want to talk about — and, yes, spoil — one last puzzle, one of the last in the game in fact. By now you’ve collected all of the various bits and pieces from the vignettes and the narrative of the game has rejoined that of the book; the Heart of Gold has landed on the legendary lost planet of Magrathea. You’ve also managed to brew yourself a nice hot cup of tea. Now you need to get inside the room of Marvin the Paranoid Android to convince him to open the ship’s hatch to let you go exploring.

>s
Corridor, Aft End
This is one end of a short corridor that continues fore along the main deck of the Heart of Gold. Doorways lead to aft and port. In addition, a gangway leads downward.

>w
The screening door is closed.

>open door
The door explains, in a haughty tone, that the room is occupied by a super-intelligent robot and that lesser beings (by which it means you) are not to be admitted. "Show me some tiny example of your intelligence," it says, "and maybe, just maybe, I might reconsider."

>consult guide about intelligence
The Guide checks through its Sub-Etha-Net database and eventually comes up with the following entry:

Thirty million generations of philosophers have debated the definition of intelligence. The most popular definition appears in the Sirius Cybernetics Corporation android manuals: "Intelligence is the ability to reconcile totally contradictory situations without going completely bonkers -- for example, having a stomach ache and not having a stomach ache at the same time, holding a hole without the doughnut, having good luck and bad luck simultaneously, or seeing a real estate agent waive his fee."

>get no tea
no tea: Taken.

>i
You have:
no tea
tea
a flowerpot
The Hitchhiker's Guide
a towel
a thing your aunt gave you which you don't know what it is
a babel fish (in your ear)
your gown (being worn)

>open door
The door is almost speechless with admiration. "Wow. Simultaneous tea and no tea. My apologies. You are clearly a heavy-duty philosopher." It opens respectfully.

I’m not quite sure how you make that intuitive leap precisely fair, but I am pretty sure I wouldn’t want to live without it. Maybe Hitchhiker’s is fine just the way it is. Soon after, you drink that glorious cup of tea, a feat which, in possibly the most trenchant and certainly the funniest piece of social commentary on the nature of Britishness in the entire game, scores you a full 100 of the game’s total of 400 points. Soon after that you step onto the surface of Magrathea, where “almost instantly the most incredible adventure starts which you’ll have to buy the next game to find out about.” That game, of course, would never materialize. The ludic version of Arthur Dent has remained frozen in amber just outside the Heart of Gold for almost thirty years now, giving Hitchhiker’s claim to one final dubious title: that of the only game in the Infocom canon that doesn’t have an ending.

Crazy and vaguely subversive as it is, Hitchhiker’s would have a massive influence on later works of interactive fiction. Contemporaneous Infocom games are filled with what feels to modern sensibilities like an awful lot of empty rooms that exist only to be mapped and trekked across. Hitchhiker’s, on the other hand, is implemented deeply rather than widely. There are just 31 rooms in the entire game, but virtually every one of them has interesting things to see and do within it. Further, these 31 rooms come not in a single contiguous and unchanging block, but a series of linked dramatic scenes. The Heart of Gold, which contains all of nine rooms, is by far the biggest contiguous area in the game. Hitchhiker’s can thus lay pretty good claim to being the first text adventure to completely abandon the old obsession with geography that defined the likes of Adventure and Zork. Certainly it’s the first Infocom game in which map-making is, even for the most cartographically challenged amongst us, utterly superfluous. This focus on fewer rooms with more to do in them feels rather shockingly modern for a game written in 1984. Ditto the dynamism of most of the scenes, with things always happening around you that demand a reaction. The only place where you can just explore at your leisure is the Heart of Gold.

Many a later game, including such 1990s classics as Curses, Jigsaw, and The Mulldoon Legacy, have used linked vignettes like those in Hitchhiker’s to send the player hopscotching through time and space. More have followed its lead in including books and other materials to be “CONSULT”ed. Even a fair number[23]Not to mention this post. have latched onto the pointless but somehow amusing inclusion of footnotes. Less positively, quite a number of games both inside the interactive-fiction genre and outside of it have tried very hard to mimic Adams’s idiosyncratic brand of humor, generally to less than stellar effect.[24]Tolkien is about the only other generally good author I can think of who has sparked as much bad writing as Adams.

Hitchhiker’s is an original, with a tone and feel unique in the annals of interactive fiction. It breaks the rules and gets away with it. I’m not sure prospective designers should try to copy it in that, but they certainly should play it, as should everyone interested in interactive fiction. It’s easily one of the dozen or so absolutely seminal works in the medium. Fortunately, it’s also the most effortless of all Infocom games to play today, as the BBC has for some years now hosted an online version of it. Yes, there’s lots of graphical gilding around the lily, but at heart it’s still the original text adventure. If you’re interested enough in interactive fiction to make it this far in this article and you still haven’t played it, by all means remedy that right away.

(In addition to the various Get Lamp interviews, Steve Meretzky’s interview in the book Game Design Theory and Practice was very valuable in writing this article.)

Footnotes

Footnotes
1 “As seen on Tri-D!”
2 Easily mistaken for an empty plastic baggie.
3 They turn opaque when danger is at hand to avoid upsetting your delicate sensibilities. The ones in the game package are, naturally, made of black construction paper.
4 These were manufactured in huge quantities and given away for some time at trade shows and the like as well as being inserted into game boxes.
5 Or whatever it’s supposed to be.
6 Ford Prefect’s name, by the way, is one of the subtler jokes in Hitchhiker’s, and one that was entirely lost on American readers. The Ford Prefect, you see, was once a model of automobile in Britain. When the Betelgeusian Ford Prefect chose the name as “nicely inconspicuous,” he did so because he had, as Adams himself later clarified, “mistaken the dominant life form” on the planet.
7 Or not.
8 The original Hitchhiker’s radio serial mentions Vogon poetry as the third worst in the universe. The second is that of the Azgoths of Kria, while the first is that of Paul Neil Milne Johnstone of Earth. Rather astoundingly, Johnstone is actually a real person, a bunk mate of Adams’s back at Brentwood School who would keep him awake nights “scratching this awful poetry about swans and stuff.” Now, it was kind of horrible of Adams to call him out like that (and probably kind of horrible for me to tell this story now), but it just keeps getting better. Poor Johnstone, who was apparently an earnest poet into adult life but not endowed with much humor not of the unintentional stripe, wrote a letter to Time Out magazine that’s as funny as just about anything in Hitchhiker’s:

“Unfortunate that Douglas Adams should choose to reopen a minor incident; that it remains of such consequence to him indicates a certain envy, if not paranoia. Manifest that Adams is being base-minded and mean-spirited, but it is surely unnecessary for Steve Grant [a journalist to whom Adams had told the story] to act as a servile conduit for this pettiness.”

With Johnstone’s lawyers beginning to circle, Paul Neil Milne Johnstone became Paula Nancy Millstone Jennings in the book and later adaptations.

9 It’s fairly persnickety here; you can only “CONSULT GUIDE ABOUT” things.
10 Indeed, it seems to go relatively unremarked just how much text in the game is lifted directly from the novel, another artifact perhaps of the sheer difficulty of getting original prose out of Adams.
11 Although hopefully not before collecting the essential atomic vector plotter
12 I’ve always found Zaphod a hilarious character because he was such a walking, talking anachronism even in the early 1980s. He’s just so obviously a creature of the 1970s, from his hippy-dippy diction to his easygoing, lackadaisically stoned take on existence. He’d fit right in in Dazed and Confused.
13 Don’t ask.
14 Really don’t ask.
15 Like (hopefully) the ones I’ve included in this article in homage. Or maybe this is my bid for literary greatness via my own version of Pale Fire.
16 This would seem to belie the Guide‘s description of Earth as “harmless,” and even the revised description of it as “mostly harmless.”
17 There’s a joke, or maybe an aphorism, in there somewhere. “Between a Vl’Hurg and a Vogon,” maybe?
18 Zaphod’s sequence is particularly prone to this, to the extent that I’ll offer a hint: look under the seat!
19 I’m thinking particularly of growing the plant here.
20 I’m speaking particularly of the brilliantly Adamsian “thing your aunt gave you that you don’t know what it is,” of which it’s vital to know — take this as another tip — that you can put things inside it, even though that’s never noted or implied by its description.
21 Palace was no fan of the dog-feeding puzzle in particular.
22 See 1985’s Spellbreaker, which unlike Hitchhiker’s was explicitly billed as exactly that and does a superb job at it.
23 Not to mention this post.
24 Tolkien is about the only other generally good author I can think of who has sparked as much bad writing as Adams.
 
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Posted by on November 19, 2013 in Digital Antiquaria, Interactive Fiction

 

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