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MIT and GUE (or, The Annotated Lurking Horror)

MIT

We have a fair number of games and events still to cover in the ongoing history of Infocom that’s been biting such a good-sized chunk out of this blog for so long, but the end is slowly heaving into sight. The same was also true, albeit in a less certain and more intuitive way, for those actually at Infocom at the time of The Lurking Horror‘s release. The winds of the industry were quite clearly blowing against them, and even if they could manage to eke out another hit or two it wasn’t at all clear how they could remake themselves to conform to the new order in the longer term. Meanwhile some of the Imps were beginning to wonder what the point of surviving as a developer of interactive fiction might be anyway. They knew how to make rock-solid text adventures in their traditional style, but they didn’t quite know how to advance beyond that. Given that they were unlikely to ever make a better game in that traditional style than Trinity, and that their players had proved unreceptive to their one attempt to radically upend the formula with A Mind Forever Voyaging, that was a problem. Infocom wasn’t populated by the sort of people who are comfortable just reworking the status quo year after year.

All of these feelings must have fed into David Lebling’s decision to set his game for 1987 at a lovingly recreated MIT, known as GUE Tech in the game. With commercial pressures threatening to crush an Infocom that had long since lost control of their own destiny and artistic ennui threatening to crush the Imps’ souls as well, it was nice to think back to the simpler days at MIT where it had all begun as just another hacking exercise, where that original mainframe Zork had represented for Lebling and his earliest co-Implementors something so inspiring and genuinely new under the sun. By way of honoring those feelings, I thought we could also take one last lingering look back along with Lebling today. I’d like to take you on a guided tour through The Lurking Horror‘s MIT… oops, GUE. If you haven’t played this one before, or if it’s been a while, feel free to play along with me. I won’t solve the puzzles for you — although a little nudge here and there may be in the cards — but I will tell you a bit more about what you’re seeing. For what follows I’m hugely indebted to Janice Eisen (MIT Class of 1985), a Patreon supporter who not only pays me for each of these articles but all but did my job for me when it came to this one by sharing her own experiences of life at MIT as it was then and presumably still is today. So, come along with Janice and me and let us tell you a little about the place where Infocom began.

Whether you’re playing along or not, the map found in the center of the GUE Tech brochure that accompanies The Lurking Horror is well worth referring to now and throughout this tour. It roughly corresponds to the heart of the real campus, albeit with some important differences that I’ll be explaining when we come to them. If you’re feeling particularly motivated, you may also want to pull up MIT’s official campus map for comparison purposes. To orient yourself, know that the Great Dome is found on Building 10 on that map.

G.U.E. map

We start our adventurous evening one dark and snowy winter night in GUE Tech’s so-called “Computer Center,” which corresponds to MIT’s Building 13 (an ominous start, no?).

Terminal Room
This is a large room crammed with computer terminals, small computers, and printers. An exit leads south. Banners, posters, and signs festoon the walls. Most of the tables are covered with waste paper, old pizza boxes, and empty Coke cans. There are usually a lot of people here, but tonight it's almost deserted.

A really whiz-bang pc is right inside the door.

Nearby is one of those ugly molded plastic chairs.

Sitting at a terminal is a hacker whom you recognize.

Know first of all that this is not the place where so many future Infocom staffers worked throughout the 1970s, and created Zork near the end of that decade. That game was born on the second floor of a building some distance to the north of the campus core, described by Steven Levy in his seminal Hackers as “a building of mind-numbing dullness, with no protuberances and sill-less windows that looked painted onto its off-white surface.” It still looks about the same today, and houses MIT’s Center for Biomedical Engineering and Institute for Soldier Nanotechnologies among other tenants. Building 13, meanwhile, is not and never has been earmarked as a computer center; it houses the Material Sciences and Engineering Center among others.

That said, the description of the place, unholy mess included, is very typical of the computer labs that were and are scattered all over the campus. The hacker who inhabits it alongside us is certainly worth a look.

>examine hacker
The hacker sits comfortably on an office chair facing a terminal table, or perhaps it's just a pile of old listings as tall as a terminal table. He is typing madly, using just two fingers, but achieves speeds that typists using all ten fingers only dream of. He is apparently debugging a large assembly language program, as the screen of his terminal looks like a spray of completely random characters. The hacker is dressed in blue jeans, an old work shirt, and what might once have been running shoes. Hanging from his belt is an enormous ring of keys. He is in need of a bath.

It’s instructive to compare this depiction of a prototypical hacker — i.e., practically Richard Stallman in the flesh — with Michael Bywater’s “horrible nerd” from Bureaucracy. Lebling, while certainly not blind to his character’s annoying eccentricities, also shows a knowing familiarity that borders on affection. Bywater… doesn’t. Particularly knowing on Lebling’s part is the hacker’s typing ability, or if you like the lack thereof. Hackers have always looked on proper ten-fingered typing as a sure sign that the person in question is not one of them.

Richard Stallman

Richard Stallman

I trust I’m not giving too much away if I mention that that “enormous ring of keys” will become a critical part of the game. Strange as it may sound, keys, the more exotic the better, are in fact a status symbol at MIT. Keys imply knowledge of and access to the labyrinthine tunnels and cubbyholes that riddle the campus. “Roof-and-tunnel hacking,” something we ourselves will be indulging in on this snowy night, has always been a popular pastime at MIT, tolerated if not officially condoned by the administration and campus police — tolerated not least thanks to the fact that, contrary to The Lurking Horror‘s GUE Tech brochure, no known deaths can be attributed to the practice. Janice told me the story of joining a “very unofficial student-run tour of the roofs and tunnels” as a freshman. After making their way down a creepy old steam tunnel, they popped out through a grating in a sidewalk right in front of a campus policeman. “You’re not supposed to be in there! Go back the way you came!” he ordered, leaving them no choice but to scurry back down the tunnel. One can imagine a self-satisfied character like our hacker here leading just such a tour, flaunting his knowledge and his enormous ring of keys before the newbies.

The word “hack” itself originated at MIT, where it originally implied both campus explorations of the sort just described and the sort of clever and usually elaborate practical jokes in which MIT students, once again with the tacit acceptance of the campus police and administration, have always indulged. In time anything done in an original, clever, and/or cheeky way came to be called a “hack.” By the 1960s it was being applied to computing at MIT, to the burgeoning culture of unrepentant oddballs who spent their lives trying to make these strange new machines run better, faster, and smarter. As former MIT hackers got jobs in private business and accepted postings at other universities, the usage became universal.

But we do have an assignment to write, so let’s see what we’re up against.

>examine assignment
Laser printed on creamy bond paper, the assignment is due tomorrow. It's from your freshman course in "The Classics in the Modern Idiom," better known as "21.014." It reads, in part: "Twenty pages on modern analogues of Xenophon's 'Anabasis.'" You're not sure whether this refers to the movie "The Warriors" or "Alien," but this is the last assignment you need to complete in this course this term. You wonder, yet again, why a technical school requires you to endure this sort of stuff.

Many an MIT student over the years has doubtless wondered the same thing. Like all accredited American universities, MIT conforms to the “balanced person” ideal of education, which demands that each student take a smattering of humanities and other subjects outside her major during her first year or two at university. Derided as the requirement often is, I tend to feel we could use more balanced people in the world today. The collision between technology and the humanities at MIT in particular has yielded some fascinating results, such as Janet Murray’s Hamlet on the Holodeck and Nick Montfort’s work in many areas of computational creativity.

Buildings at MIT are, with only a few exceptions, referred to only by their numbers, and the same holds true for courses; thus the “better known” in the passage above is literally accurate. The prefix of “21” does indeed correspond to the Department of Humanities at MIT.

Let’s turn to that “really whiz-bang pc” and see if we can get to work.

>examine pc
This is a beyond-state-of-the-art personal computer. It has a 1024 by 1024 pixel color monitor, a mouse, an attached hard disk, and a local area network connection. Fortunately, one of its features is a prominent HELP key. It is currently turned off.

It’s a bit odd that The Lurking Horror refers to this machine as a PC at all; it’s obviously a workstation-class machine, generally considered a different species entirely from the more humble PC during the 1980s. Not only is this computer far beyond what would have been available to Lebling during his time at MIT, it’s also far beyond what the average student even in 1987 could hope to have at her disposal. It appears to represent a 3M workstation, a term first coined by Carnegie Mellon University professor Raj Reddy in the early 1980s. More of an aspiration than a practicality at that time, a 3M machine demanded at least 1 MB of memory, a display consisting of at least 1 million pixels, and a CPU capable of processing at least 1 million instructions per second. While a few such machines were available by 1987 and others were in the offing — after leaving Apple in 1985, Steve Jobs founded NeXT with this very specification in mind — very few were likely to be at the disposal of ordinary students looking to write Classics papers. Back in Lebling’s day, almost all of the work at the Laboratory for Computer Science was being done on text-only terminals — no mouse, no hard disk, no color, and for that matter no pixels that didn’t form textual characters — attached to a central DEC PDP-10. Indeed, this was largely the way that an increasingly anachronistic Infocom was still working in 1987. Nowadays, of course, a Raspberry Pi blows right past most of the 3M specification and just keeps on going for orders of magnitude afterward.

Let’s log in, shall we?

>turn on pc
The computer powers up, goes through a remarkably fast self-check, and greets you, requesting "LOGIN PLEASE:". The only sound you hear is a very low hum.

>login [you'll have to figure this out for yourself]
The computer responds "PASSWORD PLEASE:"

>type [this too]
The computer responds "Good evening. You're here awfully late." It displays a list of pending tasks, one of which is in blinking red letters, with large arrows pointing to it. The task reads "Classics Paper," some particularly ominous words next to it say "DUE TOMORROW!" and more reassuringly, a menu box next to that reads "Edit Classics Paper."

>click menu box
The menu box is replaced by the YAK text editor and menu boxes listing the titles of your files. The one for your paper is highlighted in a rather urgent-looking shade of red.

The “YAK” text editor is an obvious reference to Richard Stallman’s GNU project, an attempt to create a completely free and open-source operating system that he began at MIT in 1983. One of the tools Stallman brought to the GNU project at its founding was his everything-but-the-kitchen-sink text editor Emacs, a great favorite with hackers to this day. After years of uncertain progress, the utilities developed by Stallman and others for GNU were merged with Linus Torvalds’s new Unix-like kernel in the early 1990s to create the operating system known as “Linux” today — or “GNU/Linux,” as Stallman would undoubtedly correct me. The first two letters in the name of The Lurking Horror‘s YAK editor were and are very common in hacker acronyms, standing for “Yet Another.” As for yet another what in this instance… your guess is as good as mine.

Stallman was at MIT throughout the 1970s, but he worked for the other half of MIT computer research’s split personality, the AI Laboratory rather than the Laboratory for Computer Science. (The names were of little relevance, with the latter often conducting AI research and the former often wandering far afield from it.) His path doesn’t seem to have crossed those of the future Infocom crowd with any great frequency, especially given that the Laboratory for Computer Science always had the reputation of being the more pragmatic and commercially oriented of the two groups. He would have held Infocom in contempt for attempting to market their innovations. Never one to hold back his opinions, Stallman liberally bestowed epithets like “fascist” on those who defied his “free as in freedom” hacker ethics by, say, trying to install a reasonably secure password system onto the campus computer systems.

I’ll leave it to you to read the paper, which turns out to be something very different than expected, and to talk with the hacker about it; be sure to appreciate the “explosion in a teletype factory” line, one of the best Lebling ever wrote. Afterward let’s have a look in the kitchen.

Kitchen
This is a filthy kitchen. The exit is to the east. On the wall near a counter are a refrigerator and a microwave.

Sitting on the kitchen counter is a package of Funny Bones.

>open refrigerator
Opening the refrigerator reveals a two liter bottle of Classic Coke and a cardboard carton.


>x carton
This is a cardboard carton with an incomprehensible symbol scrawled on the top.

>open carton
Opening the cardboard carton reveals Chinese food.

A joke among MIT hackers had it that the four basic food groups were caffeine, sugar, salt, and grease. What with caffeine and sugar getting pride of place even on that list, the infamous switch to the New Coke formula in 1985 hit them particularly hard. When the Coca-Cola Company bowed to popular demand and reintroduced the old formula as “Coke Classic” just a few months later, many hackers latched onto the theory, since disproved, that it was all a big conspiracy to switch out real sugar for high-fructose corn syrup in their favorite drink.

The connection between hacking and Chinese food is just as longstanding. A Chinese menu is a system of flavor combinations that’s infinitely intriguing to a certain kind of mind, and thus MIT hackers have been haunting Boston Chinatown since the late 1950s. Many bought Chinese-English dictionaries in order to translate the Chinese menus that were normally only given to Chinese patrons; these were always much more interesting than the safe choices reserved for English speakers. Yes, sometimes the results of the hackers’ culinary experiments could be vile, but other times they could be magnificent. In a sense it didn’t really matter. It was all just so interesting, yet another fascinating system to hack.

A favorite of the future Infocom staffers, as it was of many MIT hackers, was a place called The House of Roy, presided over by the inimitable Roy himself, whose sense of humor was surprisingly in sync with that of his favorite non-Chinese patrons. I love this anecdote from a regular customer:

We asked for tea and Roy (we think this was the family name) told Suford she would be allowed to go into the kitchen and make it for us. When she returned she informed us that the kitchen was ruled over by a large tom cat. (“Did you pet him?” “No, he was on duty.”) When we queried the owner his response was that the cat kept down vermin and was safer than chemicals. We asked about the Health Inspector and were told “cat cleaner than Health Inspector.”

Roy had only recently died at the time that The Lurking Horror was written, his beloved restaurant closed. Lebling pays tribute to this lost and lamented MIT institution by including it as the only nonfictional “Favorite Hangout” in his GUE Tech brochure.

If we put the Chinese food in the microwave for far too long — don’t try this at home without saving first! — we get an interesting description when we look at it again.

>x chinese food
This is a carton of radioactive Szechuan shrimp. Lovely red peppers poke out of the sauce.

The association of microwaves with nuclear bombs, and particularly the now ubiquitous slang to “nuke” one’s food, would appear to be another MITism that has entered the larger culture. Janice remembers hearing the slang during her time there as an undergraduate in the early 1980s, yet online etymologies claim its first documented use dates from 1987, the very year of The Lurking Horror.

At this point I’ll leave you to do something for the hacker and get something from him in return. Once you’ve taken care of that, let’s head for the elevator to begin to explore the rest of the campus.

>s
Elevator
This is a battered, rather dirty elevator. The fake wood walls are scratched and marred with graffiti. The elevator doors are open. To the right of the doors is an area with floor buttons (B and 1 through 3), an open button, a close button, a stop switch, and an alarm button. Below these is an access panel which is closed.

>x graffiti
"'God is dead' --Nietzsche
'Nietzsche is dead' --God"

The elevator doors slide closed.

>g
"Tech is hell."

>g
"I.H.T.F.P."

The nickname of simply “Tech” in reference to MIT is like many traditions there in that it goes back one hell of a long way. Between its founding in Boston in 1861 and its move across the Charles River to Cambridge in 1916, MIT was more commonly referred to as “Boston Tech” than by its official name. In student parlance part of the nickname stuck around even after the move.

“I.H.T.F.P.” is another phrase with which all too many students are casually familiar. Sometimes described as the university’s unofficial motto, it stands for “I hate this fucking place.” Much as so many come to cherish their time at the university, the graffiti highlights a fact that can often get lost amid descriptions of all of the assorted traditions and tomfoolery (often one and the same) that go on at MIT: the fact that it is indeed, as Infocom’s GUE Tech brochure says, “a high-pressure school.” In fact, it’s the most demanding STEM university in the world. For decades there have been dark jokes among the student population about suicide, along with suspicions that the actual suicide rate is not being accurately reported. How’s that for a spot of horror?

Let’s take the elevator down a floor — be sure to check out that access panel first! — and then head out to the street.

>n
You enter the freezing, biting cold of the blizzard.

Smith Street
Smith Street runs east and west along the north side of the main campus area. At the moment, it is an arctic wasteland of howling wind and drifting snow. On the other side of the street, barely visible, are the lidless eyes of streetlights. The street hasn't been plowed, or if it has been, it did no good.

Massachusetts winters can be every bit as brutal as the one described here; they’re as much a fixture of life at MIT as any other tradition. As for the streets themselves: MIT’s Vassar Street is slyly replaced here by Smith Street, Smith being another of the “Seven Sisters” of prestigious, historically female liberal-arts colleges. Just down Smith Street to the east is an innocuous-looking “temporary building” with one hell of a story to tell.

>s
You push your way into the comparative warmth of a laboratory.

It is pitch black.

>turn on flashlight
The flashlight clicks on.


Temporary Lab
This is a laboratory of some sort. It takes up most of the building on this level, all the interior walls having been knocked down. (One reason these temporary buildings are still here is their flexibility: no one cares if they get more or less destroyed.) A stairway leads down, and a door leads north.

There is a metal flask here.

>get flask
Taken.


>d
Temporary Basement
During the Second World War, some temporary buildings were built to house war-related research. Naturally, these buildings, though flimsy and ugly, are still around. This is the basement of one of them. The basement extends west, a stairway leads up, and a large passage is to the east.

This rattletrap of a structure corresponds to the real MIT’s now long-gone Building 20, one of the most storied places on the campus. It was built quickly and cheaply in 1943 to house vital wartime research into radar. The expectation was that it would be destroyed as soon as the war was over. But, with postwar attendance booming thanks to the G.I. Bill and research space at a premium, no one quite got around to it for more than fifty years. Building 20 was a famously ramshackle place, showing ample evidence of its cheap and rushed construction. Walls were made of exposed plywood; ceilings were hidden above a tangle of pipes and wiring; floors were treacherously uneven; the roof leaked; windows never really fit right, and had a disconcerting habit of falling off entirely; the whole structure creaked alarmingly in the winds that blew right through its interior. It was sweltering in the summer and freezing in the winter, and coated with a litigator’s wet dream worth of asbestos and lead-based paint. Yet the people who worked inside it loved the place, dubbing it their “plywood palace.”

Building 20

Building 20 would be of great historical importance were it only for the World War II research that went on there. Research into radar was funded almost as lavishly as the Manhattan Project, and was even more important for actually winning the war; “Radar won the war, and the atom bomb ended it,” goes the old saying. Much of that war-winning effort was centered right here.

But that was only the beginning. In later years countless other groups moved in and out of Building 20, doing important research into physics (an early atomic accelerator was built here, as was the world’s first atomic clock); linguistics (Noam Chomsky worked here for many years); neurology (Jerome Lettvin’s pioneering experiments on the relationship between the eyes and brains of frogs took place here); acoustics (Amar Bose, founder of Bose Corporation, worked here). Researchers loved Building 20 precisely because it was such a dump. They could feel free to drill holes in walls for cables — or knock them down entirely for that matter — and do plenty of other things that would require reams of paperwork and several safety reviews and months of bureaucratic wrangling to do anywhere else.

Most fascinating of all for our purposes, Building 20 is also Ground Zero for hacker culture. During the late 1950s it was the home of the Tech Model Railroad Club, about half of which consisted of typical train enthusiasts and half of which were there for the intrinsic interest of the plumbing, so to speak: all those wires and switches and diodes found underneath the big tables that supported the track layout. Much of the vocabulary they developed remains with us to the present day: a bad design was “losing”; a broken piece was “munged” (“mashed until no good”); unnecessary extra pieces were “cruft”; and, yes, a “hack” was a particularly clever technical feat, and “hacking” was… you get the idea. This diction and, even more importantly, the way of thinking behind it was transferred into a new field when a former TMRC member and current MIT professor invited some members to have a go at a new toy: a home-built something called the TX-0, one of the first transistorized computers and one of the first designed to be programmed and operated interactively rather than functioning as essentially a huge static calculating and collating machine. Several of the men who had helped design it went on to form Digital Equipment Corporation, donating the very first complete prototype computer they ever made, of their debut PDP-1 model, to MIT for more TMRC alumni to swarm over. Thus cemented, the links among DEC, MIT, and hacker culture persisted through the heyday of the original PDP-10 Zork and on into the 1980s. Infocom’s own aging PDP-10, on which The Lurking Horror itself was written, was just one more testament to the durability of those links.

Building 20 was demolished at last in 1999 to make room for the Stata Center, a massive slab of postmodern architecture, sort of a 21st-century Sagrada Família, that was opened in 2004. In the tradition of its predecessor, the Stata Center has been plagued by leaks, plumbing problems, and structural failures since its opening. Perhaps a ghost or two lives on?

The Lurking Horror departs from reality in giving its version of Building 20 a basement and an underground connection to the central buildings of the campus. In the game’s defense, visitors to Building 20 often remarked that the ground floor was so dank and dark that it felt like a basement. For reasons that have been lost to history, MIT chose to label that ground floor, normally Floor 1 in the university’s nomenclature, as Floor 0, as if it was indeed a basement. Just after the building was demolished in 1999, a student hack stuck an elevator in the midst of the rubble leading to a “previously hidden” subbasement stretching five stories below ground-level, presumably home of some top-secret and quite possibly nefarious government research. Aliens, anyone? These days the joke is that Building 20 is actually still standing, but hidden behind an invisibility field — perhaps a gift of those same aliens?

At some point you’ll meet an urchin skulking about down here in the basement.

>x urchin
This is an urchin. He's a youngish teenager wearing a ski hat, running shoes, and a bulky, suspiciously bumpy, threadbare parka. He's jumpy, and looks suspiciously at you.

I’m going to spoil things just to the extent of telling you that what he’s carrying beneath his parka is a pair of bolt cutters. It appears that this fellow is a bicycle thief, a consistent plague on the MIT campus since time immemorial. Kids like this one who hang about, usually for shady purposes, are indeed known as “urchins” in student parlance. When their crimes get particularly blatant, “urchin alerts” are sent out to the affected areas to warn students and faculty to keep a close eye on their valuables.

At this point you’ll likely want to do something about those old pallets off to the east and then do a bit of exploring in that direction. When you’re ready, let’s go all the way west and down the stairs to the subbasement, and then squeeze northwest through the crack.

Tomb
This is a tiny, narrow, ill-fitting room. It appears to have been a left over space from the joining of two preexisting buildings. It is roughly coffin shaped. The walls are covered by decades of overlaid graffiti, but there is one which is painted in huge fluorescent letters that were apparently impossible for later artists to completely deface. On the floor is a rusty access hatch locked with a huge padlock.

>read graffiti
It reads "The Tomb of the Unknown Tool."

The Tomb of the Unknown Tool is a real place at MIT, and another semi-legendary one at that. Legend has it that long ago there was an MIT student who was trying to study — to “tool” in student parlance; similarly, the noun “tool” is a dismissive term for a good, conventionally diligent student — but couldn’t because of all the loud parties in his dorm. So he found a little cubbyhole far underground, filled with heating and air-conditioning pipes and ducts, and made it his home, eating there, sleeping there, and most of all tooling there in peace. The unknown tool himself was long gone even by the time Lebling first arrived at MIT in the late 1960s, but his legend lives on. Always an early destination of aspiring roof-and-tunnel hackers, the real Tomb is situated in roughly the same location as the one that’s found in the game. And its walls are indeed covered with graffiti left behind by the many who have visited.

Tomb of the Unknown Tool

The Lurking Horror is actually not the first game in which Lebling referred to the Tomb of the Unknown Tool. The original PDP-10 Zork includes a “Tomb of the Unknown Implementors,” with graffiti of its own that says to “Feel Free!”

In that spirit, feel free to go through the hatch here and explore even deeper. When you’re ready, let’s go southeast from the Tomb, up twice, south to the Infinite Corridor (which we’ll come back to in just a moment), and finally west into the great outdoors again.

Mass. Ave.
This is the main entrance to the campus buildings. Blinding snow obscures the stately Grecian columns and rounded dome to the east. You can barely make out the inscription on the pediment (which reads "George Vnderwood Edwards, Fovnder; P. David Lebling, Architect"). West across Massachusetts Avenue are other buildings, but you can't see them.

The Rogers Building

We’re now standing at the front door to MIT. The address of the imposing building that stands here, 77 Massachusetts Avenue, is the official address of the institution as a whole. Erected in 1939, the Rogers Building (Building 7) gets its name from that of MIT’s founder, William Barton Rogers. It also bears his name on its pediment, although no “Architect” is credited.

Massachusetts Avenue is the only MIT street name that remains unaltered in the game. That it shows up in abbreviated form as the location name is not accidental; it’s universally pronounced “Mass. Ave” by students.

But it’s cold out here, no? Let’s go back inside.

Infinite Corridor
The so-called infinite corridor runs from east to west in the main campus building. This is the west end. Side corridors lead north and south, and a set of doors leads west into the howling blizzard.

There is a plastic container here.

There is a largish machine being operated down the hall to the east.

The Infinite Corridor during MIThenge.

The Infinite Corridor during MIThenge.

The Infinite Corridor is another source of much MIT lore. It’s the longest university corridor in the world, stretching east from the Rogers Building under the Great Dome and across the pre-World War II heart of the campus to Building 8 — a distance of 825 feet. One of the most celebrated events at MIT is the so-called “MIThenge,” when twice per year the sun shines just perfectly into the corridor to illuminate it down its entire length. If all that wasn’t enough to ensure the Infinite Corridor’s notoriety, many fondly remembered hacks have also taken place here. A popular theme for decades had been to deck out the Corridor like a highway of one sort or another, often complete with lane markings, road signs, and billboards.

>get container
Taken.

>x container
It's a plain plastic container with something written on it. The plastic container is closed.

>read container
"Frobozz Magic Floor Wax (and Dessert Topping)"

The joke above isn’t quite original, and for once it’s not an MIT-specific in-joke. It harks back to a classic skit from the very first season of Saturday Night Live, in which Gilda Radner, Dan Aykroyd, and Chevy Chase bond over Shimmer, a floor wax and dessert topping. One can imagine Lebling laughing at this around the same time he was working on Maze War at MIT, the world’s first networked multiplayer first-person shooter which he helped create almost two decades before Doom.

Moving down the Infinite Corridor to the east, we come upon a maintenance man.

A maintenance man is here, riding a floor waxer.

The maintenance man’s presence is a very subtle shade of in-joke. MIT’s housekeeping and custodial staff tended to do their work in the middle of the night, when the campus was largely deserted. Hackers like Lebling and company, however, tended to keep exactly the same sorts of odd hours, another tradition that stretched all the way back to the days of the TX-0; “legitimate” users always kept that machine booked during the day, leaving it available only during the nighttime for the likes of the Tech Model Railroad Club. Hackers were often the only students that the janitors and housekeepers ever actually encountered, and some surprising and kind of sweet friendships formed thanks to the forced proximity between these very different walks of life.

This particular maintenance man, however, definitely doesn’t want to be our friend. I recommend that you deal with him now, if you can. If you’ve been dutifully gathering up the stuff you come across, you should have everything you need. I’m going to go south from the center of the Infinite Corridor, but you don’t want to follow me to where I go next unless you save first because the door will lock behind us, and for once our master key won’t open it (a rather pointless bit of cruelty on the whole, although to his credit Lebling does warn us).

Great Court
In the spring and summer, this cheery green court is a haven from classwork. Right now, the majestic buildings of the main campus are almost invisible in the howling blizzard. A locked door bars your way to the north.

We’re standing now at the center of the original 1916 Cambridge campus, designed by architect William Welles Bosworth. This court was also known as the Great Court at the real MIT until 1974, when it was renamed Killian Court after former MIT president James Rhyne Killian. Despite the rechristening, the old name stuck around for a long time, especially among folks like Lebling who were here before the change. MIT architecture in general is noted for its complete disharmony, a riot of mismatched buildings that seems to include at least one example of every American architectural school of the last century along with plenty of bland beige buildings with no discernible style at all. This original part of the campus, however, is coolly neoclassical, the lushly manicured central court bordered by trees, the buildings on either side forming arms that seem to bid the world to enter, much like St. Peter’s Basilica. It’s here, the only really bucolic place on campus, that commencement ceremonies are held every year.

Killian Court

Back inside — and assuming you’ve dealt with the janitor — let’s go up, up, up, all the way to the very tiptop of the Great Dome. You’ll need to solve a puzzle or two to manage it, but I’m sure you’re up to it.

You scramble up the icy surface of the dome, almost slipping a few times, but finally you make it to the top.

On the Great Dome
This is the very top of the Great Dome, a favorite place for Tech fraternities to install cows, Volkswagen Beetles, giant birthday candles, and other bizarre objects. The top is flat, round, and about five feet in diameter. It's very windy, which has kept the snow from accumulating here. The only way off is down.

In the exact center of the flat area is a bronze plug.

Bitter, bone-cracking cold assaults you continuously. The temperature and the blizzard conditions are both horrible.

Despite interlopers like the Stata Center, the Great Dome, referred to affectionately by students as “the center of the universe,” still stands as the most enduring architectural image of MIT. As the game has made evident, just getting up here at all is a major feat of roof-and-tunnel hacking. For the even more ambitious, it’s also the ultimate location for an MIT hack (in the practical-joking sense, that is). Over the years a police cruiser, an Apollo Lunar Module, a Doctor Who phone box, a self-propelled solar-powered subway car, and a living cow have all appeared up here. The Great Dome has been coated with tin foil and has been turned into R2-D2, Tolkien’s One Ring, a giant cupcake, and a Halloween pumpkin, while the lights that illuminate it at night seem to change color constantly to celebrate one occasion or another. One of the earliest and most legendary of the Great Dome hacks occurred in 1959, when a complete working Volkswagen was torn down, carted up to the Dome, and reassembled there in the course of one long night.

A fire engine perches on the Great Dome.

A fire engine perches on the Great Dome.

After you’ve investigated thoroughly up here, let’s get back to ground level and go east to the end of the Infinite Corridor. Going north, we pass through the Nutrition Department.

>n
Fruits and Nuts
This is the central corridor of the Nutrition Building. The main building is south, and a stairway leads down.

The MIT Nutrition Department is indeed referred to with a certain contempt as “Fruits and Nuts” by hackers. (Think back to those four basic food groups…)

Going down the stairs here and then southeast takes us to the basement of the Brown Building. Let’s go up to the lobby and outside again.

Brown Building
This is the lobby of the Brown Building, an eighteen-story skyscraper which houses the Meteorology Department and other outposts of the Earth Sciences. The elevator is out of order, but a long stairway leads up to the roof, and another leads down to the basement. A revolving door leads out into the night.

>exit
You enter the freezing, biting cold of the blizzard.


Small Courtyard
This courtyard is a triumph of modern architecture. It is spare, cold, angular, overwhelming in size, and bears a striking resemblance to a wind tunnel whenever the breeze picks up. Right now this is true of the whole campus, though. A huge mass lurks nearby, and an almost featureless skyscraper is to the north.

>x mass
You see nothing special about it.

Bitter, bone-cracking cold assaults you continuously. The temperature and the blizzard conditions are both horrible.

Green Building

GUE’s Brown Building stands in for the real MIT’s Green Building, which is even taller, a full 21 stories and almost 300 feet. Built in 1964, it’s yet another architectural outlier in this campus full of outliers, not only the only structure of its kind at MIT but also the only one in Cambridge; no other building there comes close to its height. As such a blatant violation of MIT and Cambridge’s normal philosophy of “horizontal continuity,” its construction was greeted with considerable controversy, not to mention outrageous rumors about the methods used to circumvent Cambridge’s normal building laws. The first tenants found that its height and proximity to the rest of the campus created a sort of artificial wind tunnel, the breeze coming off the Charles River getting so amplified that on blustery days it was impossible to even open the doors. Luckily, there were also connecting tunnels (like the one we just came through) leading to other buildings, preventing a change in the weather from trapping people inside. The original doors were eventually replaced with revolving doors. These largely alleviated one problem, but, as the description from the game relates, the courtyard remains a remarkably unpleasant place, particularly in winter.

Not really one of MIT’s more beloved buildings for all of these reasons, the Green Building’s height and general prominence on campus have nevertheless made it a target for hacks to rival the popularity of the Great Dome. For almost as long as the Green Building has existed, it’s been a Halloween tradition to throw dozens or hundreds of pumpkins down from its roof. In 1974, a professor and some of his students launched a concerted effort to operate the world’s largest yo-yo from the roof of the building, but for once this ambitious hack never quite worked out. Since the advent of cheap LED lighting, the Green Building has taken on a new role as a massive billboard telling the world what MIT students are thinking about at any given time. In 2012, students made the national news by turning it into the world’s biggest game of Tetris, inviting passersby to have a go for all of Cambridge to see. (No pressure!)

The Big Sail

The undefined “huge mass” that Lebling describes is a sly dig at another polarizing structure that sits before the Green Building, Alexander Calder’s monumental slab of modernist sculpture The Big Sail. When it was erected just a year after the Green Building itself, conventional wisdom had it that its primary purpose was to alleviate the wind-tunnel effect. But campus officials insisted that, no, this… whatever it is… exists only for aesthetic purposes. Oh, well… what better spot for a Big Sail than a wind tunnel? It does look a bit like one of Lovecraft’s horrid winged creatures might, at least if you squint just right, so I suppose it makes a good fit for the game.

The Green Building really does house, among other departments, many of MIT’s Meteorology and Earth Science facilities. In that respect its controversial height has been a blessing: the roof supports much meteorological and radio equipment used in various experiments. Let’s head inside and up there now.

Top Floor
This is the top of the stairway. A door leads out to the roof here, and you can hear the wind blowing beyond. There is a sign on the door.

>read sign
It says "NO ADMITTANCE!" In smaller, hand-written letters below, it says "This means you!" and below that in different handwriting, it says "Who, me?"

>unlock door with key
The door is now unlocked.

>open door
You push the door open, revealing a windswept, snow-covered roof. Frigid wind whips snow into your face.

When Dave Lebling was at MIT, he used to make his way out to the roof of the Green Building through a fire door that was much like this one. Its sign read, “Positively No Admittance, Opening Door Sounds Alarm.” The first student to trepidatiously push it open found that it did no such thing, and thus was yet another interesting space opened for exploration.

Let’s head onward, shall we?

>exit
You enter the freezing, biting cold of the blizzard.


Skyscraper Roof
A low parapet surrounds a small roof here. The air conditioning cooling tower and the small protrusion containing the stairs are dwarfed by a semitransparent dome which towers above you. The blowing snow obscures all detail of the city across the river to the south.

>x dome
The dome is large and semitransparent. It's made of some sort of milky-colored plastic. It dominates the roof. You can climb up to the entrance via a short ladder.


Bitter, bone-cracking cold assaults you continuously. The temperature and the blizzard conditions are both horrible.

>u
You push your way into the welcoming warmth inside.

Inside Dome
You are inside a large domed area. The dome contains equipment that makes it clear it is a weather observation station. For some reason, it also contains a small peach tree. Wind whistles outside, and snow blasts against the semitransparent material of the dome.


Something smashes against the glass of the dome! You turn and see a dark shape clinging to the outside of the structure.

As you can see from the picture of the real Green Building, its roof supports a large dome much like this one, full of meteorological equipment, albeit one that is opaque rather than transparent. Lebling insists, however, that there was once another dome that was semi-transparent like this one. Further, he insists that there really was a tree inside said dome, although he’s not sure that it was actually a peach tree. No one he asked seemed to have any idea who put it there or what its purpose was. Mysteries like this aren’t particularly unusual at MIT. Incomprehensible equipment from one esoteric research project or another positively litters the campus, often stashed in the very out-of-the-way corners that make roof-and-tunnel hacking so enticing.

Given that, why not a burgeoning temple to an eldritch god as well? Let’s head for the last stop on our tour, The Department of Alchemy — as soon as you’ve investigated the dome thoroughly and dealt with that inconvenient monster, that is. Afterward, you want to go back down to the basement, up into Building 8, and south from the eastern end of the Infinite Corridor.

Chemistry Building
This corridor is lined with closed, dark offices. At the south end of the corridor is a door with a light shining behind it. There is something written on the door.

>read door
Painted on the door, in calligraphy indistinguishable from any other door at Tech, is the phrase "Department of Alchemy." You always used to wonder what was behind that door.

Department of Alchemy door

As was the case with the Tomb of the Unknown Tool, you may be surprised to learn that the Department of Alchemy is a real place at MIT — or, at any rate, that this Department of Alchemy door is real. Like in the game, it’s inside the Department of Chemistry, an example of a hack dating back many decades that was just too good to ever unhack. And, again like in the game, the real door conceals a laboratory. But the people inside do not attempt to summon blasphemous creations from the Beyond, at least as far as anyone knows.

Inside the door you’ll find a tricky — and very dangerous! — sequence awaiting you. You definitely want to save before this one, as you’re probably about to get sacrificed a few times before you get it all sorted. When you do (get it all sorted, that is), you’ll have a class ring at your disposal.

>x hyrax
The G.U.E. Tech class ring is a gold ring depicting a hyrax eating a twig. Such rings are familiarly known as "brass hyraxes."

MIT class ring

The actual MIT class ring shows, for some reason, an alleged beaver eating a twig. But it looks more like a rat, and is thus commonly referred to as a “brass rat.”

And at this point we’ve largely seen the sights in The Lurking Horror that relate back to MIT. But there’s still lots of puzzles to solve and a blasphemous evil to defeat, so I’ll leave you to it. Remember the four basic food groups — particularly the first — when you get tired, and remember that Hollywood Hijinx isn’t the only Infocom game that evinces a certain fascination with elevators. I hope you’ve enjoyed this little tour. If you have, I’m pretty sure there are a couple of virtual tip jars around here if you scroll to the top and look to the right. Good luck!

(If you’d like all of these annotations and more in a succinct form, feel free to download the gloss of the game that Janice Eisen so kindly prepared for me. This document was the basis for much of what I’ve written above.)

 
 

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The Lurking Horror

The Lurking Horror

Given the demographics of many readers of H.P. Lovecraft, not to mention players of the Call of Cthulhu RPG, it was inevitable that the Cthulhu Mythos would make it to the computer. The only real surprise is that it took all the way until 1987 for the first full-fledged digital work of Lovecraftian horror to appear. That it should have been among all the Imps of Infocom Dave Lebling who wrote said work is, on the other hand, no surprise. The most voracious and omnivorous reader of all in an office full of them, Lebling was also the only Imp with deep roots in the world of tabletop RPGs; he had to have been aware of Sandy Petersen’s game even if he had never played it.

Running neck and neck as he was with Steve Meretzky for the title of most prolific and recognizable Imp, Lebling was pretty much given carte blanche to choose his projects. Thus his rather vague proposal, for a “kind of H.P. Lovecraft game set at a kind of MIT-ish place,” was all that was needed to set the ball rolling. Not that, even discounting Lebling’s track record, there was a lot of risk in the proposition: horror, while relatively uncommon in adventure games to date, was a fictional genre with obvious appeal for the typical player, and Lovecraft was as good a point of entry as any. Indeed, the graphical adventure Uninvited, which had thrown a bit of Lovecraft into its blender along with lots of other hoary old horror tropes, was doing quite well commercially at the very instant that Lebling was making his proposal. Horror was a perfect growth market for adventure authors and players tired of fantasy, science fiction, and cozy mysteries.

The Lurking Horror‘s title inauspiciously harks back to “The Lurking Fear,” a story from Lovecraft’s Edgar Allan Poe-aping early years that’s not all that fondly regarded even by aficionados. “The tempo increases imperceptibly from sluggish to slow” over the course of the story, and “the awful crescendo of terror that we have been promised is more of an anticlimax,” writes Lovecraft biographer and critic Paul Roland. Ah, well… at least it has a great title, as well as a gloriously cheesy opening line that comes perilously close to “It was a dark and stormy night”: “There was thunder in the air on the night I went to the deserted mansion atop Tempest Mountain to find the lurking fear.”

The game casts you as a freshman at “GUE Tech,” a stand-in for MIT. It’s the end of the term, and your twenty-page paper on “modern analogues of Xenophon’s ‘Anabasis'” is due tomorrow. Lebling cleverly updates the classic Lovecraftian setup of a scholar coming upon a strange and foreboding document in an archive somewhere for the computer age. As you try to work on the paper inside the computer center, alone but for one occasionally helpful but usually infuriating hacker, you find that a strange file has replaced your own, a combination of “incomprehensible gibberish, latinate pseudowords, debased Hebrew and Arabic scripts, and an occasional disquieting phrase in English.” Your directory has somehow gotten mixed up with that of the “Department of Alchemy,” says the hacker. You’ll have to go down there to see if they can help you out. If you first help him out with a little problem of his own, he’s even kind enough to provide you with a key that will open most of the doors down there. And so you set off into the bowels of the university, deserted thanks to the blizzard raging outside on this dark winter night, all the while trying not to think about all the students that have been disappearing lately. Down there in the basements and steam tunnels you’ll encounter the full monty: a zombified janitor; a blood-encrusted sacrificial altar; hordes of rats running who knows where; an insane scientist trying to summon creatures from the beyond; lots of slime and general grossness; and, at last, the tentacled beastie at the heart of it all, who seems to be worming his way into the campus’s computer network to do… well, we’re never quite sure, but chances are it’s not good.

This last is The Lurking Horror‘s one really original contribution to Mythos lore, mixing it up with a bit of William Gibson-style cyberpunk; Neuromancer, another book Lebling had to have read, was the talk of science fiction at the time. The mash-up here anticipates a whole sub-genre (sub-sub-genre?) of stories, even if The Lurking Horror doesn’t do a whole lot with the premise beyond introducing it.

But then much the same thing could be said about the game’s relationship to Lovecraft in general. While most of the surface tropes are present and accounted for, most of the subtext of Lovecraft’s cosmic horror — humanity’s aloneness in a cold and unfeeling cosmos, the utter alienness of the Mythos that places it beyond our conceptions of good and evil, the sheer hopelessness of fighting powers so much greater than ourselves — is conspicuously absent. Likewise the actual creatures and gods of the Cthulhu Mythos; the only proper name from Lovecraft to be found here is that of the author himself, appearing as the name of a file on your computer by way of credit where it’s due. At the time that Lebling was writing the game, Arkham House was still emphatically claiming copyright to Lovecraft’s works, and companies like Chaosium who made use of the Mythos were paying licensing fees. Although Arkham’s claim would eventually prove dubious enough that Chaosium and others would drop the license and continue business as usual without it, it was likely copyright concerns that prompted Lebling not to name names. Unlike many computer games that would follow, The Lurking Horror also evinces no obvious debt to the Call of Cthulhu tabletop RPG beyond the bare fact that both are games that build on Lovecraft’s writings. It’s all enough to make me feel a little embarrassed about the two-article buildup I’ve given this game, afraid that this article might now come across like the mother of all anticlimaxes. I can only ask you to be patient, and to know that those last two articles will pay off in spades down the road, when we encounter games that dig much deeper into Mythos lore than this one does.

The Lurking Horror

Even the language of The Lurking Horror doesn’t quite ever go all-in for Lovecraft in all his unhinged glory. While Lebling gets some credit for using “debased” in an extract I’ve already quoted, there’s not a single “blasphemous” or “eldritch” to be found. Part of the ironic problem here, if problem it be, is that Lebling is just too careful a writer — too good a writer? — to let his id run wild in a babble of feverish adjective in that indelible H.P. Lovecraft way. Consider for example this scene, which finds you peering down through a manhole into a pit of horror.

>look in plate
You peer through the hole, shining your light into the stygian darkness below. The commotion below is growing louder, and suddenly you catch a glimpse of things moving in the pit. Without consciously realizing you have done it, you slam the panel shut, reeling away from the source of such images. Now you know what has been done with the missing students...

Lovecraft would doubtless describe this scene as “indescribable,” and then go nuts describing it. Lebling throws in a Lovecraftian “stygian,” but otherwise much more elegantly describes it as indescribable without having to resort to the actual word, and then… doesn’t describe it. His final line is more subtly chilling than anything Lovecraft ever wrote, a fine illustration of the value of a little restraint. Lebling, it seems, subscribes to the school of horror writing promoted by Edmund Wilson in his famous takedown of Lovecraft, which claims the very avoidance of the overwrought adjectives that Lovecraft loved so much to be key to any effective tale.

Perhaps of more concern than Lebling’s failings as a 1980s reincarnation of Lovecraft is the fact that The Lurking Horror, despite some effectively creepy scenes like the one above, ultimately isn’t all that scary. As I noted in my review of the simultaneously released Stationfall, I find that game, ostensibly another of Steve Meretzky’s easygoing science-fiction comedies, far more unnerving in its latter half than this game ever becomes. The default house voice of Infocom is a sly tone of gentle humor, an unwillingness to take it all too seriously. Just that tone creeps into a number of their more straight-laced works, this one among them, and rather cuts against the grain of the fiction. And in this game in particular one senses a conflict in Lebling that’s far from unique among writers following in Lovecraft’s wake: he wants to pay due homage to the man, but he’s also never quite able to take him seriously. At times The Lurking Horror reads more like a Lovecraft parody than homage, a line that is admittedly thin with a writer as ridiculous in so many ways as Lovecraft. Even more broadly, it sometimes feels like a parody of horror in general. The disembodied hand whom you can befriend, for instance, not only doesn’t feel remotely Lovecraftian but is actually a well-worn trope from about a million schlocky B-movies, played here as it often is there essentially for laughs. After striking an appropriately ominous note at the very end of the game, when an egg of the creature you’ve finally destroyed apparently spawns and flies off to begin causing more havoc, Lebling just can’t leave it at that. Instead he closes The Lurking Horror with a bit of macabre slapstick that’s more Tales From the Crypt than Call of Cthulhu.

>get stone
You pick up the stone. It has a long jagged crack that almost breaks it in half. As you pick it up, you feel it bump to one side. Then, as you are holding it in your hand, something pushes its way out through the crack, breaking the stone into two pieces. Something small, pale, and damp blinks its watery eyes at you. It hisses, gaining strength, and spreads membranous wings. It takes to the air, at first clumsily, then with increased assurance, and disappears into the gloom. One eerie cry drifts back to where you stand.

Something rises out of the mud, slowly straightening. The hacker, mud-covered and weak, staggers to his feet. "Can I have my key back?" he asks.

But the most important reason that The Lurking Horror doesn’t stick to its Lovecraftian guns is down to the other, perhaps even more interesting thing it also wants to be: a tribute to MIT, the university where Infocom was born and where Dave Lebling himself spent more than a decade hacking code, eating Chinese food, and exploring roofs and tunnels.

In choosing to look back with more than a hint of nostalgia rather than to gaze resolutely forward, The Lurking Horror was part of a general trend at Infocom during these latter years of the company’s history, part and parcel of the same phenomenon that saw Steve Meretzky bringing back Floyd at last for Stationfall and, after five years without a Zork, the Imps suddenly pulling out that old name that had made them who they were twice in the space of less than a year. By 1987, with sales far from what they once were and their new corporate overlords at Activision understandably concerned about that reality, a sneaking suspicion that they may be nearing the end game must have been percolating through the ranks. Thus the desire to look back, to appreciate — and not without a little wistfulness — just where they’d been. Lebling himself, meanwhile, was fast closing in on forty, a time that brings a certain reflective state of mind if not a full-fledged crisis to many of us. Whatever else it is, The Lurking Horror is also a very personal game for Dave Lebling, by far the most personal he would ever write.

Since I’ve been writing this blog, I’ve found myself growing more and more skeptical of parser-based interactive fiction’s ability to handle elaborate plotting worthy of a novel or even a novella. The Infocom ideal that was printed on their boxes for all those years, of “waking up inside a story,” was, I’ve come to believe, always something of a lost cause. In compensation, however, I’ve come to be ever more impressed by how good the form is at evoking a sense of place. Despite the name we all chose to apply to our erstwhile text adventures long ago, which I’m certainly not going to try to change now, architecture or landscaping may provide better metaphors for what interactive “fiction” does best. (It’s for this reason, for the record, that I’ve long since backed away from trying to painstakingly define “ludic narrative,” and moved away from an exclusive focus on digital storytelling for this blog as a whole.)

Given all that, I’m particularly fascinated by games like this one that embrace that great — greatest? — strength of the medium by letting us explore a real place. For all of the interactive fiction that’s been made during Infocom’s heyday and after, that’s been done surprisingly little. Only three Infocom games, of which this is the second, attempt to recreate real or historical places. I find The Lurking Horror particularly interesting because the landscape of MIT that it chooses to show us is so personally meaningful to Lebling, turning it into a sort of architecture of memory as well as physical space. I really want to do this aspect of the game justice, and so I have something special planned for you for next week’s article: an in-game guided tour of GUE/MIT.

For now, though, I’ll just note that The Lurking Horror is a worthwhile game if also a somewhat schizophrenic one. The comedy cuts against the horror; the Lovecraft homage cuts against the MIT homage. There’s a lot that Lebling wants to do here, and the 128 K Z-Machine just isn’t quite enough to hold it all. It’s one of the few standard-sized Infocom games that I find myself wishing had been made for the roomier Interactive Fiction Plus format. Still, nothing that is here is really objectionable. The puzzles are uniformly well-done, even if, oddly given that this game came out so close on the heels of Hollywood Hijinx, some of them once again revolve around an elevator. (I suspect a bit of groupthink, not surprising given the collaborative nature of Hollywood Anderson’s game.) And the writing is fine, even if it does feel slightly strangled at times by the space limitations. The Lurking Horror feels a little like a missed opportunity, but it wouldn’t feel that way if what’s here — especially its recreation of MIT student life — wasn’t compelling already.

Infocom had high hopes for both Stationfall and The Lurking Horror, these two simultaneously released games of seemingly high commercial appeal written by their two most prolific and recognizable authors. The pair inspired the last really audacious promotional event in Infocom’s history — indeed, their most expensive and ambitious since the grand Suspect murder-mystery party of two-and-a-half years before. For the 1987 Summer Consumer Electronics Show in Chicago — yes, that era-capping CES again — they rented the Field Museum of Natural History for hundreds of guests, as they had each of the two previous years, and sprung for a local rock band to liven the place up. This time, however, they also hired the famed Second City comedy troupe, incubator of talents like Dan Aykroyd and John Belushi, to come in and perform improvisational comedy (“InfoProvisation”) based largely on Infocom games. From The Status Line‘s article on the event, complete with great 1980s pop-culture references:

Through a hilarious sequence of skits using very few props (a couple of chairs and a piano), the audience saw a computerized dating simulator, roared at a romance between a next-generation computer and a piece of has-been software, met Stationfall’s Floyd, visited GUE Tech, and even had the opportunity to affect the course of a scene or two.

In a tribute to the best-selling Leather Goddesses of Phobos, three vignettes, set in a singles bar and interspersed throughout the program, showed real-life versions of the three playing modes. Tame would have made Mother Teresa proud, but by the time they went from suggestive to lewd, it was enough to make Donna Rice blush.

Steve Meretzky (second from left) and Dave Lebling (second from right) ham it up with Second City.

Steve Meretzky (second from left) and Dave Lebling (second from right) ham it up with Second City.

Steve Meretzky and Dave Lebling even got to join the troupe onstage for a few of the skits. (This must have been a special thrill for Meretzky, who, judging by his love for Woody Allen and for performing in Infocom’s in-office productions, had a little of the frustrated comedian/actor in him, like his erstwhile writing partner Douglas Adams.)

But if the Second City gala harked back to the glory days of Infocom in some ways, the present was all too present in others. The new, cheap packaging was hard for fans to overlook, as was the fact that the principal feelie in The Lurking Horror, a packet of “rattlesnake eggs,” had nothing to do with the game. It looked like something that someone in marketing had just plucked off the discount rack at the local novelty shop — which was in fact largely what it was, as was proved when the final package came out with an equally inexplicable rubber centipede in place of the eggs; apparently it could be sourced even cheaper. The Second City event did get a write-up in newspapers all over the country thanks to being picked up by the Associated Press, but, alas, seems to have done little for actual sales of Stationfall and The Lurking Horror, neither of which reached 25,000 copies. For the regular CES attendees who, whether fans of Infocom’s games or not, had grown to love their parties, this final blowout and its underwhelming aftermath was just one more way that that Summer 1987 edition of the trade show marked the end of an era.

Infocom, however, still wasn’t quite done with The Lurking Horror. A few months after all of the Chicago hoopla, a new version of the game, released only for the Commodore Amiga, reached stores. This one sported digitized sound effects to accompany some of its most exciting moments, a first for Infocom and the first sign of an interest in technical experimentation — not to say gimmickry — that would increasingly mark their last couple of years as a going concern. In this case the innovation came directly from an Activision that was very motivated to find ways to spruce up Infocom’s product line. But, unlike so many of Activision’s suggestions, Infocom actually greeted this one with a fair amount of enthusiasm.

It all began with a creative and innovative programmer named Russell Lieblich, who had come to Activision after spending some time at Peter Langston’s idealistic original incarnation of Lucasfilm Games. During the Jim Levy era Lieblich had been allowed to indulge his artistic muse at Activision, resulting in the interesting if not terribly playable commercial flops Web Dimension and Master of the Lamps. That sort of thing wasn’t going to fly in the new Bruce Davis era, so Lieblich, a talented musician as well as programmer, retrenched to concentrate on the technical aspects of computer audio, a field where he would spend much of his long career in games still to come. Of most relevance to Infocom was the system he developed for playing back digitized sounds recorded from the real world. Infocom had a playtester play through The Lurking Horror again, making a list of everywhere where he could imagine a sound effect. Lebling and others then pruned the list to those places where they felt sound would be most effective, and sent the whole thing off to Lieblich to hack into the Amiga version of the Z-Machine interpreter. At least a few other machines were theoretically capable of playing short digitized sounds of reasonable fidelity as well — the Apple Macintosh and IIGS and the Atari ST would have made excellent candidates — but sound was only added to the Amiga version, an indication of just what an afterthought the whole project really was.

As afterthoughts go, it’s not bad, although the fidelity of the sounds isn’t particularly high even by the standards of other Amiga games of the day. I doubt you’d be able to recognize “the squeal of a rat,” “the creak of an opening hatch,” or “the distinctive ‘thunk’ of an axe biting into flesh” — that’s how The Status Line describes some of the sounds — for what they’re supposed to be if you didn’t have the game in front of you telling you what’s happening. Still, they are creepy in an abstract sort of way, and certainly startling when they play out of the blue. While hardly essential, they do add a little something if you’re willing to jump through a few hoops to get them working on a modern interpreter. Whether the addition of a handful of sound effects was enough to make Amiga owners, madly in love with their computers’ state-of-the-art audiovisual capabilities, consider buying an all-text game was of course another matter entirely.

Next week we’ll put Lovecraft to bed for a while (doubtless dreaming one of his terrible dreams of “night-gaunts”), but will take a deeper dive into the other part of The Lurking Horror‘s split personality, its nostalgic tribute to MIT and student life therein. If you haven’t played The Lurking Horror yet, or if you have but it’s been a while, you may want to wait until then to join me on a guided tour that I think you’ll enjoy.

(Sources: As usual with my Infocom articles, much of this one is drawn from the full Get Lamp interview archives which Jason Scott so kindly shared with me. Thanks again, Jason! Other sources include: the book Game Design Theory and Practice by Richard Rouse III; The Status Line of Summer 1987, Fall 1987, Winter 1987, and Winter/Spring 1988.)

 
 

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Stationfall

Stationfall

It’s all too easy to underestimate Steve Meretzky. Viewed from on high, his career is a long series of broad science-fiction or fantasy comedies — fun enough, sure, but not exactly the most challenging fare. Meretzky, it would seem, learned what worked for him in 1983 when he wrote his first game Planetfall and then just kept on doing it. The lukewarm commercial and critical response to his one great artistic experiment, 1985’s A Mind Forever Voyaging, only hardened the template that would hold true for the remainder of his career.

Such a dismissive summary, however, is unfair in at least a couple of ways. First of all, it fails to give due credit to Meretzky’s sheer design craft. By the time he entered the second half of the 1980s with a few games under his belt, he was second to no one on the planet in his ability to craft entertaining and fair puzzles, to weave them together into a seamless whole, and to describe it all concisely and understandably. Secondly, and more subtly, his games weren’t always quite as safe as they first appeared. Merezky often if not always found ways within his established templates to challenge his players’ expectations and give critics like me something to talk about all these years later: the endearing Floyd and his shocking death in Planetfall; the political statement in the era of Ronald Reagan and the Moral Majority that sex could be fun rather than dirty — arguably more effective in its easy-going way than A Mind Forever Voyaging‘s more hectoring tone — that’s embedded within Leather Goddesses of Phobos. Nowhere are Meretzky’s talent for pure game design and his willingness to slyly subvert his wheelhouse genre more highlighted than in Stationfall, his game of 1987.

A sequel to Planetfall had been quite a long time coming. Floyd had offhandedly promised one at the end of that game, but any plans Meretzky may have had to turn it into a franchise were overwhelmed by Infocom’s need to get the next Enchanter trilogy game done, the need for a Douglas Adams collaborator, and soon enough by new ideas from Meretzky himself. After the Activision buyout, with Infocom in general becoming much more willing to mine their own past in search of that elusive, much-needed hit, he debated for some time whether to do a Planetfall sequel at last or a new Zork game. In the end Brian Moriarty took Zork, and thus the die was cast. Meretzky’s sixth and, as it would transpire, final all-text adventure game would be a sequel to his first.

Stationfall reunites you almost immediately with Floyd, the lovable robot companion who remains for most players the most memorable aspect of Planetfall. Your exploits in the first game led to a promotion from Ensign Seventh Class to Lieutenant First Class, but your actual duties aren’t much more interesting now than they were then. Instead of pushing a mop around, you now spend your days pushing paper around. Your assignment for today is to take a space truck from your ship to a nearby space station to pick up a set of “Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms” — something of an Infocom in-joke, an extrapolation of Meretzky’s love for real-life “memo hacking”. You pick up a robot from the pool to help you on the trip, and, lo and behold, it turns out to be good old Floyd, whom you’ve seen “only occasionally since he opted for assignment in the Stellar Patrol those five long years ago.” When you and Floyd arrive at your destination, you find it deserted. Where has everyone gone? Much like in Planetfall, you will have to figure out what happened here and how to stop it from continuing to happen if you hope to escape alive.

Floyd is in as fine a form as ever. Some parts of his schtick are recycled from the first game, other parts adorably new.

>sit in pilot seat
You are now in the pilot seat. Floyd clambers into the copilot seat, his feet dangling a few centimeters short of the floor. "Let Floyd launch the spacetruck? Please? Floyd has not crashed a truck in over two weeks!"

>floyd, launch spacetruck
"Floyd changed his mind. Controls too scary-looking."

As in the first game, part of the genius of Floyd is that you never know quite what he really looks like. You hear at various times that he has legs, eyes, can cry oily tears and can smile, but you get no explicit description. This leaves each player to construct her own idealized image, whether based on kittens or puppies or children or whatever represents the ultimate Cute for her personally.

Floyd, of course, simply has to be in any game that dares to bill itself as a sequel to Planetfall. More notable is just how thoroughly Stationfall embraces the idea of being a sequel in other ways. The deserted planetside research complex has been replaced with a deserted space station, but otherwise the environments are remarkably similar. Like in Planetfall, you’re racing against a deadly disease that will kill you if you take too long. Other aspects of Stationfall are so faithful to the original as to feel downright anachronistic in an Infocom game of this late vintage. Hunger and sleep timers make their first appearance in years, and the environment is liberally sprinkled, although not quite so maddeningly as in Planetfall, with red herrings and rooms whose only purpose is to add verisimilitude. Among the latter, for example, are the ubiquitous “SanFacs,” included here just as they were in Planetfall as an answer for every kid who ever watched Star Trek and asked just where you pooped aboard the Enterprise. The returning elements are so numerous as to feel pointless to try to exhaustively catalog: the yucky but good-tasting goo that is the staple of your diet; the tape spools you use in combination with the library’s reader to ferret out clues; the magnetic key cards that are cruelly easy to corrupt and thereby lock yourself out of victory (one of my few quibbles with a mostly superb game design); the control-room monitors that helpfully break down the status of every subsystem into a simple green, yellow, or red. It’s all so similar that the differences, like the realization that your goal this time isn’t to actually repair the station, arrive as something of a shock.

Yet if Stationfall is by conscious choice a throwback, it’s also a testament to just how far Steve Meretzky had come as a designer in the four years since Planetfall. That first game he ever wrote can feel at times like it’s rambled out of its maker’s control, leaving its various bits and pieces to dangle unconnected in the breeze. Stationfall in contrast is air-tight; even its red herrings are placed with purpose. Meretzky knows exactly what he’s doing at every juncture, is in complete control of his craft; all of its bits and pieces fit together seamlessly. Particularly noticeable is just how much better of a writer Meretzky has become, the continuation of a trend that began to reach a certain fruition in 1986’s Leather Goddesses, the game for which Infocom’s unsung hero Jon Palace made a special effort to help him to “sensualize” his text. Almost entirely gone now are the off-hand, even lazy descriptions that creep into Meretzky’s early games, when he tended to tell too much and show too little in his hurry to get to the next really exciting part. I’m tempted to give you an example at this point, but, textual sensualizing or no, he still isn’t the kind of writer that dazzles you with his poetry. Stationfall‘s text is rather impressive in the cumulative. After playing for a long while, you begin to realize that its simple, sturdy diction has quietly given you a pretty darn good sense of where you are and what you’re doing.

Lest it all start to feel too dry, the robots are a constant source of amusement. I say “robots” here because early on you find another friend to join you and Floyd, a gangly, chatty metal nerd named Plato — C-3PO to Floyd’s R2-D2 — who proves almost as lovable.

"I am quite surprised to discover you here," says the robot. "I have not seen a soul for a day now, perhaps more. But look, here I am forgetting my manners again. I am known as Plato to the humans on this station, and I am most gratified to make your acquaintance."


Plato reaches the last page of his book. "Heavens! It appears to be time for another jaunt to the library. Would you care to accompany me, my boisterous friend?"

"Oh boy yessiree!" says Floyd, bounding off after Plato. "I hope they have copies of my favorite comic, THE ADVENTURES OF LANE MASTODON!"

Floyd really ought to go into advertising as a product-placement expert…

The remainder of this article will spoil the plot and ending of Stationfall (and Planetfall as well), along with a couple of the final puzzle solutions. If you want to experience Stationfall unspoiled, by all means go do so and come back later. The experience of playing with no preconceptions is well worth having.

And then, perhaps at about the point when you’re really starting to appreciate just what a well-crafted and charming traditional adventure game you’re playing, Stationfall starts to get deeply, creepily weird.

Like so much else in Stationfall, its darker shadings don’t arise completely out of the blue. Some of the same atmosphere of dread and paranoia was lurking beneath the surface goofiness in Planetfall as well; the background to that game was after all a devastating pandemic that was slowly killing you as well as you messed about with Floyd and chowed down on colored goo. Stationfall, however, slowly becomes darker and more subversive than its predecessor ever dared. To understand the difference between the games, we might begin by noting how their plots unfold. In Planetfall you can revive virtually the entire population of the planet Resida after discovering the cure for the pandemic that has struck it, effectively turning back the clock and making everything right again — including, as it turns out, the supposedly “dead” Floyd. In Stationfall, dead is dead; the crew of the space station is gone and they’re not coming back. It feels like the work of an older, more world-weary writer. Yet even that description doesn’t quite get to the heart of the tonal shift that Stationfall undergoes over the course of your playing. It becomes a comedic text adventure filtered through the sensibility of David Lynch, unsettling and just somehow off in ways that are hard to fully describe.

But describe it I must — that’s why we’re here, isn’t it? — so maybe I should start by explaining what’s actually going on on this station. In yet one more homage to Planetfall, it has indeed been infected by a deadly virus. This, however, is a virus of another stripe, computerized rather than biological. It infects any machinery with which it comes into contact, causing the gadgets that make life possible in space to gradually “turn against their creators.” This, then, is the fate that’s been suffered by the people who used to crew the station. As you wander about the station and time passes, you begin to see more and more evidence of the process that’s underway. The automatic doors, for instance, no longer whisk efficiently open and shut for you, but open “barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!” (This progression doesn’t quite make logical sense, as the station has already killed its entire crew, but it’s so effective in context that I’m happy not to nitpick unduly.)

Creepiest of all is what begins to happen to Plato and your old buddy Floyd. The messages describing their antics begin to change, subtly at first but then unmistakably.

Floyd produces a loud burp and fails to apologize.


Floyd stomps on your foot, for no apparent reason.


Floyd meanders in. "You doing anything fun?" he asks, and then answers his own question, "Nope. Same dumb boring things." You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.

"Let us take a stroll, Floyd," says Plato, tucking his book under one arm. "Tagging along after this simpleton human is becoming tiresome." He breezes out. Floyd hesitates, then follows.

It’s Plato who tries to kill you first, whereupon Floyd comes to your rescue one last time. But his resistance to the virus won’t last much longer. When you try to hug him to thank him for his deed, “Floyd sniffs, ‘Please leave Floyd alone for a while.'” He shows up from time to time after that, growing ever more rude and petulant. And then he’s simply gone, who knows where, doing who knows what. By now any traces of goofy comedy are long gone. Many players of Planetfall have described how much they missed Floyd after his final sacrifice for their sake, how empty and lonely the complex suddenly felt. Yet that feeling of bereavement was as nothing compared to the creeping dread you’re now feeling, waiting for Floyd to show up again, quite possibly to kill you, as everything around you continues to feel ever more subtly, dangerously wrong.

And then, if you survive long enough, you make it to the climax and you do indeed meet Floyd again, in another deeply unsettling scene that juxtaposes the old, playful companion you used to know with whatever it is he’s become: “Floyd is standing between you and the pyramid, his face so contorted by hate as to be almost unrecognizable. You also wonder where he picked up that black eye patch.” You can picture the old Floyd coming across an eye patch like that and putting it on with one of his squeals of delight. Now, though… it’s all just so wrong.

To win Stationfall you have to kill Floyd. It’s the strangest, most disturbing ending to an Infocom game this side of Trinity — far more disturbing in my eyes than that of Infidel, Mike Berlyn’s stab at an interactive tragedy, in that that game held you always at an emotional remove from the doomed persona you played, who was never depicted as anything other than a selfish jerk anyway. This, though… this is Floyd, the most beloved character Infocom ever created.

>put foil on pyramid
As you approach the pyramid, Floyd levels his stun ray at you, so you quickly back off.


Floyd fires his stun ray nonchalantly in your direction, laughing, as though taunting you. You feel part of your leg go numb.

>shoot floyd with zapgun
The bolt hits Floyd squarely in the chest. He is blown backwards, against the pedestal, and slumps to the deck.


>put foil on pyramid
The foil settles over the pyramid like a blanket, reflecting the pyramid's evil emanations right back into itself. A reverberating whine, like an electronically amplified beehive, fills the room. The whine grows louder and louder, the pyramid and its pedestal begin vibrating, and the sharp smell of ozone assaults you.


The noise and the smell and the vibration overwhelm you. As your knees buckle and you drop to the deck, the pyramid explodes in a burst of intense white light. The explosion leaves you momentarily blinded, but you can hear a mechanized voice on the P.A. system, getting slower and deeper like a stereo disc that has lost its power: "Launch aborted -- launch -- abort --"

The replica pyramids fade to darkness, and a subtle change in background sound tells you that the space station's systems and machinery are returning to their normal functions.

Still dazed, you crawl over to Floyd, lying in a smoking heap near the blackened pedestal. Damaged beyond any conceivable repairs, he half-opens his eyes and looks up at you for the last time. "Floyd sorry for the way he acted. Floyd knows...you did what you...had to do." Wincing in pain, he slowly reaches over to touch your hand. "One last game of Hider-and-Seeker? You be It. Ollie ollie..." His voice is growing weaker. "...oxen..." His eyes close. "...free..." His hand slips away from yours, and he slumps backwards, lifeless. One of his compartments falls open, and Floyd's favorite paddleball set drops to the deck.

In the long silence that follows, something Plato said echoes through your mind. "...think instead about the joy-filled times when you and your friend were together." A noise makes you turn around, and you see Oliver, the little robot that stirred such brotherly feelings in Floyd. Toddling over to you on unsteady legs, he looks uncomprehendingly at Floyd's remains, but picks up the paddleball set. Oliver looks up at you, tugs on the leg of your Patrol uniform, and asks in a quavering voice, "Play game... Play game with Oliver?"

I complained at some length in my article on Planetfall about the ending to that game, how it undercut the pathos of Floyd’s noble sacrifice by bringing him back, all repaired and shined up and good as new again. The natural first question to ask here, then, is why he’s not similarly repairable this time.

Setting aside such practical questions in the name of dramatic effect, I’m not entirely sure how to feel about this scene. Even more so than that of Floyd’s first death (itself a bit of one-upsmanship inspired by Electronic Arts’s early “Can a Computer Make You Cry?” advertisements), it feels a little manufactured. It’s as if Meretzky, having failed to stick to his dramatic guns the first time around, has decided to make up for it with interest by not only killing Floyd for good this time but by making you put him down yourself. On the other hand, the scene’s very tonal discordance feels part and parcel of the increasingly surreal journey the game as a whole has become. The appearance of a new “baby” robot that’s apparently supposed to make everything all better feels for me like the strangest element of all. It’s common in tragic literature going back to Shakespeare and well before to end an orgy of death and destruction with a glimmer of hope in the form of new life, a reminder that a new spring always follows every winter and that life in all its comedy and tragedy and joy and pain does go on for the world at large. Yet if that’s the intent here it’s handled rather clumsily. It just feels like Floyd is being replaced, and only adds to the Lynchian oddity of the whole experience. I suspect the weirdness of this final scene is due more to the tone finally starting to get away from Meretzky — aided no doubt by the fact that he was pushing right up against the limits of the 128 K Z-Machine, and didn’t have space to write more — than authorial intent. Nevertheless, effectively weird it is, the perfect ending to what’s evolved (devolved?) into a perfect horror.

One final oddity about Stationfall is how little discussion the strange, creepy, off-putting experience it morphs into has prompted. Janet Murray, the MIT and Georgia Tech professor who’s largely responsible for Planetfall‘s reputation in academia thanks to writing about it in her seminal book Hamlet on the Holodeck, appears not to even be aware of this second and final chapter to Floyd’s story. Most contemporary reviewers in the trade press likewise never hinted at the darkness that eventually envelops the game, probably because, pressed for time as always, they never got that far. Indeed, Stationfall must be the perfect test to see if reviewers have really played the game they write about. Only Computer Gaming World‘s Scorpia, although most interested as usual in giving puzzle hints, noted in passing that “there is one aspect of the ending that may give some people trouble.”

A subversive nightmare slipped into the garb of a middling fan-servicing sequel, Stationfall is in its way one of the most fascinating games Infocom ever published, evidence of a determination to keep challenging players’ expectations even as the curtain began to lower. In forcing you to kill Floyd, that most beloved personification of Infocom’s art, is Steve Meretzky making a statement about what the world was doing to Infocom through its increasing disinterest? That’s perhaps a stretch. Is the final effect Stationfall has on the player planned or accidental? That’s also difficult to know. All I can say is that it creeps me the hell out while still managing to be a superbly crafted traditional text adventure. I for one find it far more unnerving than Infocom’s ostensible first horror offering, The Lurking Horror, which was ironically released simultaneously with this game. Who would have guessed that Steve Meretzky could do scary this well? Who would have guessed from reading the box of Stationfall — “Floyd is back in the boffoid sequel to Planetfall.”; “The puzzles will challenge your intellect, the humor will keep you laughing, and Floyd will win your heart.” — that you’d end up creeping around the deserted station feeling like this? Many a horror movie starts under similarly innocuous circumstances, but the effect is lessened by the fact that the audience knows what they’ve signed up for, knows they just bought tickets to a scary movie. The question for them isn’t whether things will go south, but when. Playing Stationfall unspoiled for the first time is like walking into a Ghostbusters film that turns halfway through into the The Exorcist. A bait and switch? Perhaps, but a brilliantly effective one. Like, come to think of, much of Steve Meretzky’s career.

 
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Posted by on September 10, 2015 in Digital Antiquaria, Interactive Fiction

 

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…and Into the Fire

When Infocom’s loyal fans received their New Zork Times newsletter for the spring of 1986, they were surprised not only by the shocking acquisition by Activision that was announced therein but also by the issue’s letterhead. Replacing The New Zork Times was a simple “* * * *.” It seemed that a certain Gray Lady in New York City had belatedly — very belatedly, in light of the fact that she had published several articles about Infocom — gotten wind of the title of the newsletter and decided that it wasn’t kosher at all. “You are endangering vital Times Company assets,” she had written, without deigning to clarify in exactly what way. The bottom line, however, was clear enough: “I am asking our attorney to take the necessary steps.”

This obviously wasn’t a fight that Infocom was going to win. After apologizing to “the millions of people who had bought The New York Times hoping to receive ‘* * * *,'” they initiated a contest to seek out a new name, the ironic prize a subscription to The New York Times. Cliff Tuel of San Jose had the winning suggestion, The Status Line, although I must say that my personal favorites are The Gnu Yak Times (“All the gnus’ wee feet leave prints”), The Old Zork Times, and The New York Times (“Really give them something to complain about!”). Tuel declined his Times subscription, saying he lacked a bird cage that needed lining, and asked for a free Infocom game instead, thus enabling a delighted Infocom to write that “The New York Times can’t be given away!”

Amid all the turbulence that had led to the Activision acquisition, the need to retire the name that had been on Infocom’s newsletter since Mike Dornbrook had founded The Zork Users Group back in 1981 was a fairly minor problem, one to be dealt with with as much grace and good humor as possible — in the case of Infocom that always meant a considerable amount of both — and put behind them. Seen with the benefit of hindsight, though, it represents the beginning of the slow erosion of Infocom’s identity that would mark this final era of their existence, a process of bargaining with powers greater than themselves that slowly leached away more and more autonomy, more and more personality, from this proud little troupe that had always done things their own way. By the time that process came to its inevitable painful anticlimax three years later, some at Infocom would wonder if it mightn’t have been better to have just let the company go under in 1986.

Perhaps Infocom, desperate as they were to see Activision as an unmitigated savior, should indeed have been more conscious from the beginning of what the acquisition must really mean. Yet that was hard to do as a jovial Jim Levy joined in the usual Infocom insanity to take part in an impromptu “InfoWedding,” hastened to declare at every opportunity his love for their games, and always used the word “merger” — never “acquisition” — when describing the new “partnership.” It was almost enough to cause one to forget where all of the actual power resided. Brian Moriarty continues to refer to Levy even today almost dismissively, as “a fairly benign guy” (a turn of phrase that always brings to mind the old “mostly harmless” gag from The Hitchhiker’s Guide to the Galaxy). Infocom hastened to declare in their newsletter that all would remain business as usual: “We’ll still be the Infocom you know and love.”

But the reality is that few companies buy other companies in order to just leave them alone and let them continue to go about their business, regardless of what they first say to the nervous employees of said companies. Levy did have quiet plans of his own for Infocom, plans that, if fully known, might have left the latter feeling less sanguine about their future. Alex Smith, a videogame historian who recently interviewed Levy at some length, describes his plans thus: “He never planned to isolate Infocom as a separate entity doing its own thing. He knew as well as anyone that interactive fiction was the past, not the future, but he did believe the Implementors could help lead us into that future hand in hand with Activision game designers.” Entering into such a partnership as the clear junior partner must be, at best, an uncomfortable adjustment for a company that wasn’t used to answering to anyone. Whatever else happened in the Activision/Infocom relationship — and plenty would — nothing was ever going to be quite the same again for the latter.

While Jim Levy’s bigger plans remained for the long term, to be put into practice perhaps after Infocom had had some time to adjust to their new reality, Activision had an immediate impact on Infocom’s day-to-day operations in at least one very important respect. Following a 1985 in which Infocom’s output dipped to just three new works of interactive fiction, plus Cornerstone and the graphical multiplayer game Fooblitzky, many fans had begun to speculate on the company’s overall health as well as its commitment to the genre which had made it what it was. With Infocom now firmly and unambiguously a specialist in adventure games again, Activision encouraged them to make something of a statement by releasing a lot of interactive fiction before 1986 was out. Eager to cooperate and just as eager as Activision was to tell the world that they were “back,” Joel Berez and his management team crafted an ambitious release schedule. In addition to a pair of Zork and Enchanter trilogy collector’s sets and the already released Ballyhoo and Trinity, they pushed the Imps to finish four more new games. All seemed like they had real commercial potential with one demographic or another. There was Leather Goddesses of Phobos, a game for which, in deference to Steve Meretzky’s proven comedic touch and most of all to the time-honored maxim that Sex Sells, they had very high hopes; Moonmist, a second collaboration between Stu Galley and seasoned children’s author Jim Lawrence that would be, after the Tom Swift-in-all-but-name Seastalker, Nancy Drew with the serial numbers filed away; Hollywood Hijinx, a product of first-time author “Hollywood” Dave Anderson and an old-school puzzlefest of the sort that a large percentage of Infocom’s hardcore fans still adored above any other sort of game; and Bureaucracy, a satirical comedy with a uniquely long and troubled development history already behind it which would nevertheless have the huge advantage of having Douglas Adams’s name on the box.

It was all too ambitious. Eager to please as they might have been, Infocom had never before pushed out four games in six months, and really wasn’t equipped to do it now without compromising quality in ways no one was willing to do. Management only compounded the problem by remaining in denial about this reality for far too long. Jon Palace became the unfortunate point man ordered to find a way to finish, package, and polish the two games that were least far along, Hollywood Hijinx and Bureaucracy, in record time. When he told his managers that this was impractical, and asked if he could just focus on getting one or the other out in time, his request was denied; management wanted both. In the end, both projects spilled into the following year, Hollywood Hijinx appearing in January and Bureaucracy not until March. Palace:

That was a hard lesson learned. We missed the Christmas season. As Steve Meretzky likes to say, games need a certain amount of time, and just putting more resources on them doesn’t make it happen faster. You can’t use nine women to have a baby in one month.

The episode precipitated some of the first cracks in the relationship between Activision and Infocom, began to engender a slowly hardening perception of the latter on the part of the former as an undisciplined gang of artistes who just wouldn’t knuckle down to the hard-headed business of selling games, who greeted every suggestion with a long explanation of why they, special little flowers that they were, just couldn’t manage it. As for Infocom’s perception of Activision… well, much more on that momentarily.

Whatever Activision’s perception, at this stage Infocom was still striving mightily to please both their customers by making quality games and their new masters by making lots more of them. Including the two titles that had slipped from 1986, Infocom released no fewer than eight games over the course of 1987, followed by another that slipped into January of 1988. It marked by far the most prolific outpouring in the company’s history.  While the expanded release schedule allowed room for one or two unabashed experiments, Infocom’s management was every bit as aware as Activision’s that they could really use a big hit or three among that group. As Infocom looked over their plans for the year on New Years Day 1987 they must have felt like they had as close to a can’t-miss lineup as they could possibly craft. It included games like Douglas Adams’s Bureaucracy, better late than never; Stationfall, the long-awaited sequel to one of their most beloved early titles, featuring copious amounts of Floyd the lovable robot; The Lurking Horror, a leap into horror fiction that seemed especially well-timed on the heels of ICOM’s dire but very successful Uninvited. For the coup de grâce, they planned to cap the year with Beyond Zork, their first use since 1982 of their strongest brand by a mile, a brand the Imps had previously rejected ever using again. They now proved far more willing than in earlier years to compromise their artistic ideals a bit for the sake of commercial concerns. Figuring that if you can’t beat ’em you might as well join ’em, Beyond Zork would combine traditional text-adventure mechanics with the randomized combat and character leveling of a CRPG, a genre whose popularity seemed to be growing in inverse proportion to the decline of Infocom’s brand of adventure game. Infocom was truly pulling out all the stops for this one, for which they were designing yet another new version of their venerable Z-Machine that would allow for an onscreen automap, a windowing system, mouse input, more sophisticated text formatting, and a character-based graphics system that, if not quite what most people thought of when they thought of graphics in an adventure game in 1987, was certainly as close as Infocom had ever come.

The verdict on whether what would turn out to be the last great outpouring of all-text Infocom games was ultimately a good or a bad thing remains mixed to this day. Some who were at Infocom believe it was all far, far too much, especially given that their employee rolls remained stuck at about 40 people who were now being expected to produce almost twice the product of earlier years. It’s hard to imagine how this increased workload couldn’t have had an effect on the end result. And indeed, some of the games of 1987 do show signs of stress in the form of puzzles that could have used a bit more thought or ideas that aren’t quite fully formed. Further, Mike Dornbrook for one believes that by 1987 there was simply a very finite number of diehards willing to buy all-text adventure games at all, and that even many of these people were unwilling to buy eight of them in a single year. Thus, he believes, Infocom’s 1987 games to a large extent ended up cannibalizing one another’s sales. (Dornbrook actually lobbied fruitlessly at the time that Infocom should be going in the opposite direction, should be pouring all of their resources into just one or two major epics per year, a very radical idea that would have entailed the upending of the one-author one-game model of creation that had been with the company almost since the beginning.) Set against these practical concerns, however, must be the fact that the expanded release schedule allowed some welcome new voices that I for one would certainly not want to be without. Amy Briggs’s absolutely delightful Plundered Hearts alone is more than argument enough for the policy in my eyes.

Infocom’s newfound prolificacy undoubtedly contributed to the decision to retire Mike Dornbrook’s old matrix of fiction genres and difficulties that had been instituted along with the gray-box era of standardized packaging back in 1984. Beginning with Hollywood Hijinx, these categories were replaced on the box covers with a simple “Interactive Fiction” label and an author credit. It’s hard to mourn their disappearance too much. The difficulty rankings in particular were arguably worse than useless, having far too often been motivated more by how difficult Infocom’s marketing department would like for a given game to be than by the reality. (Particular lowlights included the infamously hard yet “Standard” level Hitchhiker’s Guide to the Galaxy and the “Advanced” yet almost trivial Infidel.) Of late the genre tags had also been looking increasingly strained as the Imps continued to explore new fictional territory. (Was the mournful Cold War tragedy Trinity really what people were looking for when they set out to buy a “Fantasy” game? Was Leather Goddesses of Phobos science fiction or was it “pure” comedy?) Looking back, the loss of the matrix seems once again most impactful in the symbolic rather than the practical sense, as one more piece of Infocom’s old identity bargained away.

Bruce Davis

Bruce Davis

If the character of the earliest changes wrought by the Activision acquisition can be and were debated, both now and at the time, those that began to take hold after January of 1987 leave far less room for discussion. Everyone at Infocom at the time agrees that most of them were nothing less than devastating. The trouble all stemmed from the toppling of Jim Levy and the ascent of one Bruce Davis, the man destined to go down in Infocom lore as Al Vezza’s successor in the role of the great villain of the story. While some of the Imps can now find it in their hearts to forgive Vezza for the Cornerstone debacle and all of his other mistakes, none seem willing to extend the same courtesy to Davis. The wounds he inflicted still fester all these years later, and former Infocom staffers, so balanced and level-headed and even wise when discussing most topics, can sometimes begin to sound like shrill conspiracy theorists when the topic turns to Davis. Marc Blank:

My sense of Bruce Davis is that he thought that companies made money by suing people, not by making products. He didn’t like the fact that Infocom had been bought in the first place, and he arranged to make it fail and shut it down.

Mike Dornbrook:

He was a lawyer who had no games experience. I don’t know that he even had much business experience, other than as a legal consultant.

He thought like a lawyer, not an entrepreneur. He didn’t seem to care what the moral/ethical deal was, but what he could get away with in court.

As we’ll see, Davis did much to earn such vitriol. At the same time, though, these characterizations of him are hardly fair. Far from lacking any experience in business, Davis had cut his teeth in the games industry as the head of Imagic, a developer and publisher that had followed in the footsteps of Jim Levy and Activision to enjoy a couple of very successful years as a third-party purveyor of titles for the Atari VCS during that platform’s boom period. After the Great Videogame Crash of 1983 Davis had, ironically in light of the role he would later play as Infocom’s nemesis-in-chief, tried to jump onto the bookware bandwagon that had arisen largely as a reaction to Infocom’s success, creating a line of interactive fiction in partnership with Bantam Books called Living Literature. When that proved not to be a success, the remnants of Imagic wound up at Activision. (See Scott Stilphen’s comment below for more on this.) Among those remnants was Davis himself, who worked for Activision initially as a freelance consultant hired by a board that was growing more and more restive under Jim Levy’s leadership, concerned by his continual investing in quirky, high-concept titles like Alter Ego and Portal and by his complete dismissal of some of the most popular genres in gaming, such as the CRPG. (Levy had, for instance, rejected Interplay’s The Bard’s Tale as “nicheware for nerds,” leaving Electronic Arts to pick it up and turn it into a massive hit.)

In his role as consultant, Davis had pushed hard to convince Activision to purchase not Infocom but rather Sierra, whose animated graphical adventures he believed, correctly, to be the direction the industry at large must go in the years to come. Mike Dornbrook claims that Davis actually negotiated the purchase with Ken Williams, only to have Jim Levy and the board reject it “over a fairly small difference of opinion on price.” (“I suspect that he would have messed up Sierra, though,” notes Dornbrook.) Conversely, Davis adamantly opposed Levy’s purchase of Infocom, believing — again, it must be admitted, correctly — that text adventures were on their way out and that the price Activision was paying was far too high. He did have a point. Neither purchaser nor purchasee had made a single quarterly profit in years, and Infocom’s recent sales showed worrying evidence of a steady downward slide even absent the damage done by Cornerstone. Nevertheless, Jim Levy got his way one last time; he got his preferred adventure-game company. But he was on borrowed time. In mid-January 1987, following yet another underwhelming Christmas season, with the huge nest egg Activision had collected during the videogame boom now wiped out by more than three straight years of big losses, Davis orchestrated what Dornbrook calls an “underhanded coup” to oust Levy and take over his role of CEO. Life at Infocom got hugely more difficult from that moment forward.

That said, to imagine that Davis was deliberately conspiring to destroy Infocom strikes me as quite the stretch. He may very well have felt that Activision had gotten a raw deal on the purchase, but, having staked his reputation on his ability to turn Activision around, he was hardly in a position to exorcise a personal grudge that must impact their all-important bottom line. Looking at Infocom from his office on the other coast, he saw an under-performing subsidiary that needed to change the way it operated in order to become a good citizen of Activision’s corporate family. He took it upon himself to effect the necessary changes, without paying any undue heed to the complaints of this undisciplined bunch who, what with all of the absurd antics they called their “culture,” didn’t seem all that concerned about the fact that their games weren’t selling well and that they were continuing to lose money. This was a drastic misreading of Infocom — everyone cared very much indeed and desperately wanted to turn their fortunes around — but there it was.

The first indication the average Infocom fan received that the times they were a-changing came when Infocom’s third and fourth games of 1987, Stationfall and The Lurking Horror, were released simultaneously in June. Replacing the classic gray-box packaging was something that looked almost the same at first glance but was… well, there’s no kinder way to put it: it looked, and was, much cheaper. Replacing the old bound-in “browsie” was a conventional manual dropped into a depressingly conventional shrink-wrapped box. Feelies to set the stage could still be found therein, but they were dramatically reduced in quantity and quality. The era of classy Infocom packaging was over just like that, one more piece of their identity stolen away.

Unsurprisingly, the change was the result of a Bruce Davis initiative. In the name of streamlining the operations of the parent company and all of its subsidiaries and taking advantage of economies of scale, he demanded that everyone use the same size and style of box and that all products be manufactured in the same plant. For Infocom, who had always been intimately involved with every detail of the packaging of their games and who had worked with the same local assembly company for years, the resulting compromises and loss of oversight felt positively emasculating. Nor did it save them any money. Mike Dornbrook claims that they were billed twice as much for each of the new cheap, flimsy packages, and that Activision’s packager, unused to assembling boxes full of so many little goodies, kept screwing up to boot, leaving out instruction manuals or dropping in the wrong disks.

But the cheaper packaging was only one consequence of being expected to conform to Activision’s company-wide distribution model, and quite possibly one of the less damaging at that. Something else was going on behind the scenes, less immediately obvious to the casual buyer but devastating to Infocom’s business model. Mike Dornbrook:

When Bruce Davis took over Activision, he told the sales force that the strategy was to clear the shelves: this is a hits-driven business, products have a two- or three-month shelf life. Get them out there, then get them off the shelves to make room for new product.

When he announced that, I made a point of saying to him that that wasn’t at all the business model that worked for us. What we’d been doing was putting out four to five really strong games per year, with the hope that one of them would become a really strong back-catalog title that would sell for years and years to come. When he came in in 1987, Zork I and some of the other early games were still selling well at retail. About half of our total yearly sales came from the back catalog. And most of the profits came from the back catalog. We invested a ton of money in the new games in the hope that one of them would become a back-catalog [perennial].

He threw that out. He threw out half of our sales and completely changed our financial model. When we told that he’d just thrown out half our sales, his response was to do twice as many games, do eight games per year instead of four. But the whole industry was going in the direction of investing more in each title. Games were becoming more elaborate. We couldn’t halve the amount of work we put into a game and stay competitive, halve the budget. But that’s what we were ordered to do.

Infocom had previously charged retailers and distributors a stiff 15-percent restocking fee on product which was returned to them, causing them to think twice before placing large orders on new titles but also creating a strong incentive to keep catalog titles on their shelves. Under Davis, Activision adopted exactly the opposite stance, trying to create a buzz for new releases by encouraging distributors and retailers to order massive quantities, which they could return for no penalty if necessary to clear space for the next big hit. Dave Lebling:

Activision bought into the “sell huge, accept returns” theory. That did not help Infocom because it meant that there was an easy choice for a distributor or a retail store when new stuff came in and they were short on shelf space: “Here’s this Infocom stuff. It sells, but it sells slowly. And here’s this new game that might be a huge hit! Let’s send the Infocom stuff back. Activision is accepting returns now.” That essentially destroyed the Infocom back list in one stroke.

Activision was equally uninterested in another major Infocom revenue center: the InvisiClues line of hints books that, as much or more so than the games, sold steadily if unspectacularly as catalog items over periods of years. Moonmist, Infocom’s last game of 1986, also became their last to receive the full-fledged InvisiClues treatment. After that they experimented with combining somewhat stripped-down clues for two recent games in one hint booklet in the hope that, having purchased hints for the game they were having trouble with, buyers would be encouraged to buy the other game for which they already had hints to hand. It doesn’t appear to have worked out all that well, especially given that the combinations were essentially random, based strictly on what games came out at around the same times and possessing none of the thematic consistency that might make each pairing particularly appealing to players with certain interests. By the end of 1987 the InvisiClues line was being phased out entirely in favor of in-game hint systems. Thus was yet another piece of the iconic Infocom experience lost, along with one more important source of revenue.

Infocom was trapped in a strange and awkward position. Increasingly associated with where computer gaming had been rather than where it was going, they were controlled by a parent obsessed with the Now of ephemeral hit-making, a parent which seemed almost to be actively trying to erase the rich heritage that was perhaps their greatest remaining strength in the marketplace. Trying to find a way to make all that old stuff new again to accord with Activision’s business model, Infocom indulged in a flurry of repackaging: a pair of themed collections, one of “Classic Mysteries” and the other of “Classic Science Fiction”; “Solid Gold” editions of the big older hits Zork I, Hitchhiker’s, Leather Goddesses, Planetfall, and Wishbringer that included in-game hints to replace the InvisiClues that were no longer being made.

Included among the supplementary materials in Activision’s 1996 Masterpieces of Infocom collection is a document that’s fascinating in a very uncomfortable sort of way: the minutes of a meeting that took place at Infocom during this confused and confusing period. Specifically, the meeting occurred on April 29, 1987. It shows the company wrestling with what feels like a full-on identity crisis, a far cry from their confident, brash, even arrogant glory days.

There was a great deal of discussion about defining what it is we do. For example, do we just do I.F.?  Do we do anything that has an English parser in it?  Do we have to have puzzles?  Do we have to have stories? If you do a point-and-click interface (like Deja Vu) is it still “what we do”?

There was a lot of discussion of what the market is.  Do we think there is any realistic chance of doing “mass-market” stuff?  Reading and typing make us a minority taste immediately. What if you don’t have to read and/or type?  Can you do a good I.F. game with a point-and-click interface?  Deja Vu has one approach, Labyrinth another.

What makes our games enjoyable?  Lots of different things were mentioned: Puzzles, story, humor, exploration, etc.

They struggle with the trade press’s general disinterest in Infocom, which they believe to be born of that perpetual bane of the text adventure in general: the fact that a modern, sophisticated one looks pretty much the same at a glance as a creaky, simplistic one.

Some people in the market seem to believe that I.F. technology, particularly ours, hasn’t advanced in years.  They don’t notice the small improvements in the parser and substrate, probably because to a casual observer, our newest games look a lot like our first ones.

(Apparently, Personal Computing is doing a piece on new stuff, and said they weren’t including anything of ours (when asked) because it’s “old hat.”)

Some ideas for changing this opinion:

  • Graphic title screens.
  • “Illuminated” text adventures (as XZIP will permit).
  • Sound.
  • Friendlier parser (knows about common “first-time” mistakes).
  • Better demos (a demo mode, or a demo with speech recognition and speech synthesis for output).

There was a fair amount of discussion about whether it is worth doing any kind of graphics unless it is “the best.”  Is it worthwhile merely equalling the level of graphics in The Pawn?  I think the consensus was that doing good graphics (such as an “illuminated” adventure with Pawn-quality graphics) was better than doing nothing.

A friendlier parser that might make it possible to learn how to play without reading the manual was proposed.  It was pointed out that we do this already (to some extent) in games such as Seastalker and Wishbringer.  Might be nice to do even better, though.

The consensus was that these things should not all be introduced at once (waiting until they’ve all been designed and implemented), but rather one thing at a time, whenever we have a game that wants to use them. Of course, given our manpower shortage, we can hardly do it any other way.

That last paragraph says much about how things would play out over the balance of 1987: it became, among other things, the Year of the Technological Gimmick at Infocom. The Z-Machine had remained clean, simple, and remarkably stable for years, changed only in very straightforward, commonsense ways to support the new Interactive Fiction Plus line of 256 K story files. Now, however, it was about to be extended — some might say “tortured” — in about a dozen different ways at once, making, as Graham Nelson puts it, “a mess of the system of opcodes (designed by committee).” Some of the torturing was necessary simply to bring Infocom’s games to parity with the latest innovations from Britain’s Magnetic Scrolls and Level 9, the other two companies in the English-speaking world still actively trying to push forward the art and technology of the text adventure. Thus Infocom added an undo command, command-line recall and editing, and programmable function keys among other unflashy but welcome conveniences to their games. Perhaps the most welcome of all of these was the simplest: beginning with Bureaucracy, “x” finally became a synonym for the verb “examine,” which was getting used ever more frequently as the games’ worlds and text grew ever richer. These final additions put the bow on the Infocom model for interactive fiction destined to be adopted as standard best practice by the hobbyist community that would arise after their demise.

Other innovations from this period proved less long-lived. There’s a whiff of desperation clinging to the cheesy sound effects that were shoehorned into The Lurking Horror and Sherlock: Riddle of the Crown Jewels — “We may still not know how to do graphics, but we can do sound!” — and the less said about the pointless real-time element that was added to Border Zone the better. And then there were the tangle of additions — colors, new typefaces, character graphics, windows, mouse support — that made Beyond Zork into what Infocom liked to call an “illuminated” text adventure. At some point, one senses, Infocom just started throwing everything at the wall in the hope that some of it would stick, would make the world forget that the one thing it kept actually asking Infocom for — beautiful bit-mapped illustrations like those found in the Magnetic Scrolls games — wasn’t being delivered. Graphics of that stripe remained impossible as long as Infocom remained tied to that big character-oriented DECSystem-20 that had been at the heart of their development process since the very beginning.

The gimmicks didn’t help very much. Infocom’s ambitious slate of games for 1987, conceived with such high hopes, turned into a cavalcade of disappointments as the year wore on; 1987 also became the Year of the 20,000-Seller. Some, like Bureaucracy, did a bit better than 20,000 while still falling short of expectations. Some, like Border Zone, Infocom’s single worst-selling all-text adventure ever, did considerably worse. But most hovered right there around 20,000 copies, a fraction of what even the least commercially imposing Infocom games had been selling during 1983 and 1984. Beyond Zork, their ace in the hole, their all but guaranteed blockbuster, proved in its way the biggest heartbreaker of all. Its sales topped 40,000 copies, a darn sight better than any other game of the year but still far below expectations; the big games of previous years had topped 100,000 in sales as a matter of course. Underwhelming as it was in relative terms, Beyond Zork was successful enough to nudge the slimmed-down Infocom into profitability one last time in the fourth quarter of 1987, the first time the company had managed such a feat since the same quarter of 1983. Yet what might have looked like a hopeful sign was really a mirage. Beyond Zork‘s sales clearly weren’t going to buoy them for long, and they had nothing in the immediate pipeline that looked remotely as promising. Clearly something had to give. Infocom was simply not justifiable for Activision as an ongoing concern selling games in numbers like these, and Bruce Davis was fast running out of patience.

Given Davis’s unwillingness to listen to Infocom, his determination to, as Stu Galley puts it, “be rigorous” with what he saw as a “bad investment,” it was tempting to lay all of these problems at his feet and be done with it. Indeed, that’s a temptation from which many former Infocom staffers are far from immune even today. In their more thoughtful moments, however, they have to acknowledge that Infocom’s problems extended far beyond Davis. Dave Lebling:

Activision had managed to mess things up so badly from our point of view that the fact that the industry as a whole was having problems was something we didn’t begin to actually get until later. But we got it later. Sales were off, some of which we thought, I still think rightly, was due to Activision’s lousy policies. But some of it was just that there were a lot of games out there on a lot of subjects, and the influx of better and better graphics were having an impact.

Any argument that Bruce Davis was simply incompetent must reckon with the fact that, problem child Infocom’s travails notwithstanding, he accomplished everything he had promised for Activision as a whole and then some during 1987. In the fiscal year which ended on March 31, 1987, Activision had lost no less than $14.6 million (a sizable chunk of which was due to the Infocom acquisition). In the year ending March 31, 1988, they made $3.6 million, marking the company’s first profitable fiscal year since 1982-83. Davis accomplished this remarkable turnaround via a series of shrewd moves that showed him to be anything but incompetent. He leveraged Activision’s far-reaching and efficient distribution network, a legacy of their glory days when games like Pitfall! sold huge numbers through the mass merchandisers, to build a large network of smaller “affiliated publishers” who paid for access to it. These rolls included the likes of Lucasfilm Games, New World Computing, Access Software, Firebird and Rainbird, and in some markets Sierra. Within a year of Davis’s taking over, Computer Gaming World was fretting that Activision and Electronic Arts were effectively dividing the entire industry into two camps via their extensive, dueling networks of affiliates. Under Davis, Activision had gone from also-ran to a potential engulfer and devourer in an amazingly short time.

For their own games, Activision homed in on categories that were proven commercial winners and largely discarded the rest. The new focus paid off. The first year of Davis’s stewardship yielded several substantial hits, colorful fast-paced titles slow-pitched right down the center of the mainstream to hit the prototypical gamer of the era, the teenage boy, right in his sweet spot. Teenage boys loved karate; thus the slick action-adventure The Last Ninja and a beat-em-up called Chop ‘N Drop (known as International Karate + in Europe) did very well. They also loved Arnold; thus the success of Predator. And of late they were returning to the standup arcades; thus a port of the arcade hit Rampage became a “mega-hit” for Activision in turn on home computers. The new management team preferred to see themselves as realistic, hardheaded businesspeople replacing Jim Levy’s artsy-fartsy dreamers, whose era they often referenced obliquely in interviews. “Now we’ve focused in on the products that have been most successful for us,” said product manager Mark Beaumont in one. “We’re channeling in on those areas that work best and not taking too many forays into the never-never land of ‘who knows what this product is.'” Director of corporate communications Loretta Stagnitto elaborated further in another:

Games like Web Dimension, Alter Ego, and Portal were truly innovative, but the consumer was more interested in action-oriented, strategy games, and/or fantasy/role-playing titles. In other words, the programs weren’t geared to the needs of the average user. Then the company spent a lot of money trying to convince everybody they wanted those types of programs, instead of publishing what the people really wanted. It was a very confusing time in Activision’s history.

Davis himself indulged in what verged on open gloating at his predecessor’s expense: “We’ve been making money and we plan to continue it forever, and if we don’t, you can talk to the next guy.” The idea was to get product out there quickly to capitalize on the latest trends in television, movies, the arcades.

It was only Infocom that stubbornly resisted the new approach. Jon Palace:

We had a summit at some rather dreary hotel in Cambridge. We were sitting around a big U-shaped table, and one of the heads of Activision said, “Our motto is, if you can’t be best be first.” All of the Activision people nodded their heads. And all of the Infocom people were looking at each other thinking, “That doesn’t sound good for us.”

Smug character that he may have been, cold fish with little passion for games as anything other than commodities that he may also have been, the inconvenient truth lurking at the root of the story of Infocom’s final years is that Bruce Davis was also largely right about the direction of the industry. It was becoming more and more driven by hits; licenses were getting ever more important; shelf lives were shrinking; the types of games being produced were becoming more homogenized; a handful of players were playing a bigger and bigger role, increasingly dictating the terms under which the industry as a whole operated. Whether Bruce Davis was more symptom or cause of these realities was almost irrelevant. These truths weren’t and never would be universal; there still was and would remain room for people doing interesting, bold, creative work. (Thankfully, or I wouldn’t have much more to talk about on this blog.) But the question at hand was whether Infocom, having sold their souls to a company now so determined to play in the mainstream, could find a sustainable niche whilst remaining recognizably themselves. If they could, the next question must be whether the commercially ambitious Davis would be content to let them remain there. And the answers weren’t looking very good.

Still, real life is messy and eras are never all one thing, and to paint too gloomy a picture of life at the latter-day Infocom would be a mistake. Amid all the stress and angst there remained plenty of space for all of the usual crazy antics, plus a few new ones to boot. For instance, the hermit-crab races, one of the all-time legendary Infocom absurdities, started up only at this late date. Likewise some of the best and most entertaining promotional ideas, like the “Marathon of the Minds” that brought together teams of high-school or university students to assault the latest game until one of them solved the thing or everyone dropped from sheer exhaustion. The Status Line that reported on it all was a New Zork Times by another name that still smelled as sweet to the loyal fans still buying the games; it actually expanded in size and production values during 1987. If the picture it painted of life inside CambridgePark Drive — a life of nonstop fun and creativity unbound — wasn’t exactly the whole story, it wasn’t exactly a lie or a PR snow job either. Infocom, whatever the era, was a pretty great place to be. One suspects that the dawning realization that the end may be near only made everyone that much more determined to enjoy it.

Most of all, there remained — and remain — that last run of games to attend to, tarnished a bit here and there by the rushed schedule and the other drawbacks of life under Bruce Davis, but still oozing design craft and consistently failing in interesting ways even when they do fail. Like players at the time of their release, we should be sure to enjoy them while they last. So, settle in. The end may be approaching, but we’ve still got a lot to talk about.

(Sources: As usual with my Infocom articles, much of this one is drawn from the full Get Lamp interview archives which Jason Scott so kindly shared with me. Thanks again, Jason! Other sources include: personal correspondence with Mike Dornbrook, for which I also offer my heartfelt thanks; The New Zork Times/Status Line of Spring 1986 and Summer 1986; Computer Gaming World of March 1988 and April 1988; Compute! of November 1987 and August 1988; Commodore Magazine of July 1989; InfoWorld of June 25 1984 and October 3 1988; Down From the Top of Its Game, an academic paper on Infocom’s history; and the supplementary materials included with Activision’s 1996 Masterpieces of Infocom collection.)

 
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Posted by on September 5, 2015 in Digital Antiquaria, Interactive Fiction

 

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Bureaucracy

 

“Writing a book is staring at a piece of paper until your forehead bleeds.”

— Douglas Adams

Shortly after the release of his second Hitchhiker’s Guide to the Galaxy novel, with the money now pouring in and showing no signs of stopping, Douglas Adams moved from his dingy little shared flat in Islington’s Highbury New Park to a sprawling place on Upper Street. Later to be described down almost to the last detail as Fenchurch’s flat in So Long, and Thanks for All the Fish, the place had one floor that consisted of but a single huge L-shaped room that, coming complete as it did with a bar, was perfect for the grand parties he would soon be holding there.

There was just one problem: he couldn’t get his bank to acknowledge the fact that he had moved. For the rest of his life Adams swore up and down that he had done everything exactly as one was supposed to, had dutifully gone personally down to his local branch of Barclays Bank, filled out a change-of-address form, and handed it to a woman behind the counter. Barclays duly acknowledged the change — and sent said acknowledgement to his old address in Highbury New Park. Adams wrote them back, pointing out the mistake, which the bank promptly and contritely apologized for. Said apology was sent, once again, to Highbury New Park. This cycle continued, as Adams told the story anyway, for no less than two infuriating years. Toward the end of that period, having tried politeness, bluster, threats, and reason, he resorted to charm and outright bribery in a letter to one Miss Wilcox of Barclays, gifting her with a book and even holding out a tempting possibility of marriage to a hugely successful author — namely, him — if she would just change his damn address in her bank’s computers already.

My address is at the top of this letter. It is also at the top of my previous letter to you. I am not trying to hide anything from you. If you write to me at this address I will reply. If you write to me care of my accountant, he will reply, which would be better still. If you write to me at Highbury New Park, the chances are that I won’t reply because your letter will probably not reach me, because I don’t live there any more. I haven’t lived there for two years. I moved. Two years ago. I wrote to you about it, remember?

Dear Miss Wilcox, I am sure you are a very lovely person, and that if I were to meet you I would feel ashamed at having lost my temper with you in this way. I’m sure it’s not your fault personally and that if I had to do your job I would hate it. Let me take you away from all this. Come to London. Let me show you where I live, so that you can see it is indeed in Upper Street. I will even take you to Highbury New Park and introduce you to the man who has been living there for the past two years so that you can see for yourself that it isn’t me. I could take you out to dinner and slip you little change-of-address cards across the table. We could even get married and go and live in a villa in Spain, though how would we get anyone in your department to understand that we had moved? I enclose a copy of my new book which I hope will cheer you up. Happy Christmas.

History does not record whether this passionate missive was the one that finally did the trick.

Most writers collect interesting, humorous, and/or frustrating incidents as they go about their daily lives, jotting them down literally or metaphorically for future use, and Douglas Adams was certainly no exception. He tried to shoehorn this one into Life, the Universe, and Everything, his third Hitchhiker’s novel, via an extended riff about a change-of-address card that fouls up a planet’s central computer systems so badly that they initiate a nuclear Armageddon, but it just didn’t work somehow. The whole sequence ended up getting condensed down to a one-line gag in an extract from the in-book Hitchhiker’s Guide, listing “trying to get the Brantisvogan Civil Service to acknowledge a change-of-address card” as one of life’s great impossibilities. Still, he continued to believe the anecdote was worthy of more than that, worthy of more even than becoming just another of the arsenal of funny stories with which he amused journalists, fans, and party attendees alike.

It seems that it was the process of making the infuriating, subversive, brilliant Hitchhiker’s game with Infocom that first prompted Adams to think about making a game out of his travails with Barclays, along with the insane bureaucratic machinations of modern life in general. It was at any rate during Steve Meretzky’s visit to England to work on the Hitchhiker’s game with him that he first mentioned the idea. Meretzky, busy trying to get this game finished in the face of the immovable force that could be Adams’s talent for procrastination, presumably just nodded politely and tried to get his focus back to the business at hand.

Seven or eight months later, however, with the Hitchhiker’s game finished and selling like crazy, Adams stated definitively to Mike Dornbrook of Infocom that he’d really like to do a social satire of contemporary life called Bureaucracy before turning to the sequel. Asked by Electronic Games magazine at about this time whether he would “soon” be starting on the next Hitchhiker’s game, his answer was blunt: “No. I really feel the need to branch out into fresh areas and clear my head from Hitchhiker’s. I certainly have enjoyed working with Infocom and would very much like to do another adventure game, but on a different topic.”

The desire of this boundlessly original thinker to just be done with Hitchhiker’s, to do something else for God’s sake, certainly isn’t hard to understand. What had begun back in 1978 as a one-off six-episode radio serial, produced on a shoestring for the BBC, had seven years later ballooned into a second radio serial, four novels, a television show, a stage production, a pair of double albums, and now, so everyone assumed, a burgeoning series of computer games. Adams himself had a hand to a lesser or (usually) a greater extent in every single one of these productions, not to mention having spent quite some time drafting and fruitlessly hawking a Hitchhiker’s movie script to Hollywood. It had been all Hitchhiker’s all day every day for seven years.

Being the soul of comedy for millions of young science-fiction nerds had never been an entirely comfortable role for Adams. Sometimes the gulf between him and his most loyal fans could be hard to bridge, could leave him feeling downright estranged. Eugen Beers, his publicist, describes the most obsessive of his fans in terms that bring to mind a certain beloved old Saturday Night Live skit:

One of my abiding memories is how much he loathed book signings. It’s always a scary time for an author when you actually meet your fans, and Douglas had some of the ugliest and certainly some of the most boring people I’ve ever met in the whole of my life. They would come up to him to get their book signed and say, “I notice on page 45 you refer to…” and Douglas would say, “I haven’t got a clue what they’re talking about.”

Beers notes that Adams was “incredibly patient, in fact patient beyond anything I would have been.” Yet, and ungenerous as Beers’s description of the fans may be, the disconnect was real. Adams’s heroes growing up had been The Goon Show and later Monty Python, not Arthur C. Clarke or Robert A. Heinlein. He desperately wanted to prove himself as a humorist of general note, not just that wacky Hitchhiker’s guy that the nerds all like. Yes, Hitchhiker’s had made him rich, had paid for that wonderful Islington flat and all those lavish parties, but at some point enough had to be enough.

Infocom’s great misfortune was to have barely begun their own Hitchhiker’s odyssey just as Adams finally decided to bring his to an end. On the one hand, Adams’s desire to explore new territory must have sounded a sympathetic chord for many of the Imps; they had after all refused to continue the Zork series beyond three games out of a similar desire to not get stereotyped. But on the other hand they all had, and not without good reason, envisioned Hitchhiker’s as a cash cow that would last Infocom for the remainder of the decade, a new guaranteed bestseller appearing like clockwork every Christmas to buoy them over whatever financial trials the rest of the year might have brought. For Mike Dornbrook it must have felt like a nightmare repeating. First he had been deprived far too soon of the Zork series, the first of which still remained Infocom’s best-selling game; now it looked like something similar was happening even more quickly to the would-be Hitchhiker’s series, whose first game had become their second best-selling. In describing why he was “concerned” about making Bureaucracy Infocom’s Douglas Adams game for 1985 and pushing the next Hitchhiker’s game to 1986 at best, Dornbrook unconsciously echoes Adams’s own reasoning for wanting to move on: “The whole financial deal we had signed with him was based on a bestselling line of books that was very, very popular, very well-known. He hadn’t proved himself at anything else yet, for one thing. It was a little hard telling him that…”

It was a little hard to tell him, so Dornbrook and Infocom largely didn’t out of a desire to keep Adams happy. As his current contract with Infocom only covered Hitchhiker’s games, it was necessary to negotiate a new one for Bureaucracy. Dornbrook had some hopes of getting Adams at something of a discount, given that he’d be coming this time without the Hitchhiker’s name attached, but he was stymied even in this by Ed Victor, Adams’s tough negotiator of an agent. Infocom was left saddled with a game that they didn’t really want to do, which they would have to pay Adams for as if it was one that they wanted very badly indeed.

As Dornbrook and other staffers have occasionally noted over the years, there was nothing in Infocom’s Hitchhiker’s contract that technically prevented them from just going off and doing the next Hitchhiker’s game on their own, whether in tandem with or instead of Bureaucracy. The contract simply gave Infocom the right to make up to six Hitchhiker’s games for the cost of a certain percentage of the revenue generated thereby, full stop. They’ve stated that it was their respect for Adams as a writer and as a person that prevented them from ever seriously considering making Hitchhiker’s games without him. I don’t doubt their sincerity in saying this, but it’s also worth noting that to go down that route would be to play with some dangerous fire. While Adams may have been personally sick to death of Hitchhiker’s, he had shown again and again that he considered the franchise to be his and his alone, that if anything got done with it he wanted to do it — or at least to closely oversee it — himself. Not only would a unilateral Infocom Hitchhiker’s game almost certainly spoil their relationship with him for all time, but it risked becoming a public-relations disaster if Adams, never shy of stating his opinions to the press, decided to speak out against it. And could any of the Imps, even Steve Meretzky, really hope to capture Adams’s voice? An Adams-less Hitchhiker’s game risked coming off as a cheap knock-off, as everything that Infocom’s carefully crafted public image said their games weren’t.  Thus Bureaucracy — and, for now, Bureaucracy alone — it must be.

In light of its being rather forced upon them in the first place and especially of the exhausting travail that actually making it would become, it’s difficult for most old Infocom staffers to appreciate Bureaucracy‘s intrinsic merits as a concept. Seen in the right light, however, it’s a fairly brilliant idea. Douglas Adams was of course hardly the first to want to satirize the vast, impersonal machines we create in an effort to make modern life manageable, machines that can not only run roughshod over the very individuals they’re meant to serve but that can also trample the often well-meaning people who are sentenced to work within them, even their very creators. What was the Holocaust but a triumph of institutional inertia over the fundamental humanity of the people responsible for its horrors? Years before those horrors Franz Kafka wrote The Trial, the definitive comedy about the banality of bureaucratic evil, a book as funny in its black way as anything Douglas Adams ever wrote. Just to make its black comedy complete, all three of Kafka’s sisters later perished in the Holocaust. Set against those events, Adams’s struggle with Barclays Bank to get his address changed seems like the triviality it truly was.

What, though, to make of this idea of a satire of the bureaucratic impulse as interactive fiction? I think there’s a germ of genius in there, a germ of something as brilliant and subversive as anything in the Hitchhiker’s game. Playing a text adventure — yes, even one of Infocom’s — is to often feel like you’re interacting with the world’s pettiest and most remorseless bureaucrat. We’re all only too familiar with sequences like this one, which as it happens is taken from the eventual finished version of Bureaucracy:

>put blank cartridge in computer
[This story isn't allowed to recognise the word "blank."]

[Your blood pressure just went up.]

>i
You're holding an unlabelled cartridge, an address book, a small piece of laminated card, an airline magazine, $57.50, an envelope containing a memo, a power saw, a Swiss army knife, a coupon booklet, a damaged painting of Ronald W. Reagan, a flyer, a Popular Paranoia magazine, your passport, your Boysenberry computer (containing an eclipse predicting cartridge), a small case and a hacksaw. You're wearing a digital wristwatch, and you have a deposit slip and a wallet in your pocket.

>put unlabelled cartridge in computer
You'd have to take out the eclipse predicting cartridge to do that.

>get eclipse cartridge
You're holding too much already.

>drop painting
You drop the damaged painting of Ronald W. Reagan.

You're beginning to feel normal again.

>put unlabelled cartridge in computer
You'd have to take out the eclipse predicting cartridge to do that.

>get eclipse cartridge
You take the eclipse predicting cartridge out of your Boysenberry computer.

>put unlabelled cartridge in computer
The unlabelled cartridge slips into your Boysenberry computer with a thrilling little click...

One of Adams’s initial ideas was to have a blood-pressure monitor that would increase every time you got into a tussle with the parser like the one above. This idea made it into the finished game. Yet there are signs, fleeting clues, that that should only have been a beginning, that he would have gone much further, that his idea was to create a game that would end up as, among other things, a self-referential commentary on the medium of interactive fiction itself, a further venturing down the road that the Hitchhiker’s game had already started on with its lying parser and its willingness to integrate your typos into its story. Tim Anderson of Infocom recalls a puzzle involving a pile of boxes, of which you needed to specify one that the parser would obstinately refuse to recognize. How fun such a game could have been is very much up for debate; it sounds likely to run afoul of all of the issues of playability and fairness that make Hitchhiker’s the last game in the world to be emulated by a budding designer of interactive fiction. Nevertheless, I would love to see that original vision of Bureaucracy. While some pieces of it survived into the finished game in the form of the blood-pressure monitor and the snooty, bureaucratic tone of the parser, for the most part it became a different game entirely — or, rather, several different games. Therein lies a tale — and most of the finished game’s problems.

Endeavoring as always to keep Adams happy, Infocom assigned as his partner on the new game no less august an Imp than Marc Blank, who along with Mike Berlyn had been one of the two possible collaborators Adams had specifically requested for the Hitchhiker’s game; he’d had to be convinced to accept Steve Meretzky in their stead. Alas, Blank turned out to be a terrible choice at this particular juncture. He was deeply dissatisfied with the current direction of the company and more interested in telling Al Vezza and the rest of the Board about it at every opportunity than he was in writing more interactive fiction. Bureaucracy thus immediately began to languish in neglect. This precedent would take a long, long time to break. The story at this point gets so surreal that it reads like something out of a Douglas Adams novel — or for that matter a Douglas Adams game. Infocom therefore included it in the finished version of Bureaucracy as an Easter egg entitled “The Strange and Terrible History of Bureaucracy.”

Once upon a time Douglas Adams and Steve Meretzky collaborated on a game called The Hitchhiker's Guide to the Galaxy. Everyone wanted a sequel, but Douglas thought it might be fun to do something different first. He called that something Bureaucracy, and wanted Marc Blank to work on it with him. Of course, Marc was busy, and Douglas was busy, and by the time they could both work on it, they were too busy to work on it. So, Jerry Wolper [a programmer who had collaborated with Mike Berlyn on Cutthroats] got a free trip to Las Vegas to talk to Douglas about it before it was decided to let it rest for a while instead. Jerry decided to go back to school, so Marc and Douglas spent some time on Nantucket looking at llamas, drinking Chateau d'Yquem, and arguing about puzzles. Nothing much happened for a while, except that Marc and Douglas got distracted again. Paul DiLascia [a senior member of the Cornerstone development team] decided to give it a try, but changed his mind and kept working on Cornerstone. Marc went to work for Simon and Schuster, and Paul went to work for Interleaf. Jeff O'Neill finished Ballyhoo, and, casting about for a new project, decided to take it on, about the time Jerry graduated. Jeff got a trip to London out of it. Douglas was enthusiastic, but busy with a movie. Progress was slow, and then Douglas was very busy with something named Dirk Gently. Jeff decided it was time to work on something else, and Brian Moriarty took it over. He visited England, and marvelled at Douglas's CD collection, but progress was slow. Eventually he decided it was time to work on something else. Paul made a cameo appearance, but decided to stay at Interleaf instead. So Chris Reeve and Tim Anderson took it over, and mucked around a lot. Finally, back in Las Vegas, Michael Bywater jumped (or was pushed) in and came to Boston for some serious script-doctoring, which made what was there into what is here. In addition, there were significant contributions from Liz Cyr-Jones, Suzanne Frank, Gary Brennan, Tomas Bok, Max Buxton, Jon Palace, Dave Lebling, Stu Galley, Linde Dynneson, and others too numerous to mention. Most of these people are not dead yet, and apologise for the inconvenience.

Trying to unravel in much more detail this Gordian knot that consumed more than twice as much time as any other Infocom game is fairly hopeless, not least because no one who was around it much wants to talk about it. The project, having been begun to some extent under duress, soon become a veritable albatross, a bad joke for which no one can manage to summon up much of a laugh even today. Jon Palace is typical:

There may be some fun things left in the game, but it left such a bad taste in my mouth. At some point it became, the less I can have to do with it the better. It wasn’t fun doing that game. Bureaucracy is the only game I can remember that was just downright not fun to do.

The natural question, then, is just what went so horribly awry for this game alone among all the others. Infocom’s official version of the tale neglects only to assign the blame where it rightfully belongs: solidly on the doorstep of Douglas Adams.

Adams was a member of a species that’s not as rare as one might expect: the brilliant writer who absolutely hates to write, who finds the process torturous, personally draining to a degree ironically difficult to capture in words. Even during the seven-year heyday of Hitchhiker’s, when he was to all external appearances quite industrious and prolific indeed, he was building a reputation for himself among publishers and agents as one of the most difficult personalities in their line of business, not because he was a jerk or a prima donna like many other authors but simply because he never — never — did the work he said he was going to do when he said he was going to do it. The stories of the lengths people had to go to to get work out of him remain enshrined in publishing legend to this day. Locking him into a small room with a word processor and a single taskmaster/minder and telling him he wasn’t allowed out until he was finished was about the only method that was remotely effective.

It wasn’t as if Infocom had never seen this side of Douglas Adams before. His procrastination had also threatened to scupper the Hitchhiker’s game for a while. They had, however, as they must now have been realizing more and more, gotten very lucky there. With Infocom’s star on the ascendant at that time, the publishing interests around Adams had clearly seen a Hitchhiker’s Infocom game as a winning proposition all the way around. They had thus mobilized to make it part of their 1984 full-court press on their embattled author that had also yielded So Long, and Thanks for All the Fish, the overdue fourth Hitchhiker’s novel. Infocom, meanwhile, had fortuitously paired Adams with Steve Meretzky, the most self-driven, efficient, and organized of all the Imps, who always got his projects done and done on time — as evidenced by his sheer prolificacy as an author of games, gamebooks, and lots and lots of fake memos. Even with Meretzky’s boundless creative energy on Infocom’s side, it had taken colluding with Adams’s handlers to isolate the two of them in a hotel in Devon to get Adams to follow his partner’s example and buckle down and work on the game.

With the industry now shifting under Infocom’s feet in ways that were hardly to their advantage, with Cornerstone threatening to sink the company even if they could find a way to keep selling lots of games, with the project in question a one-off that no one knew much about rather than another entry in the Hitchhiker’s line-up, Infocom lacked the leverage with Adams or his handlers to do anything similar for Bureaucracy. And Meretzky was staying far, far away, having apparently decided that he’d done his time in Purgatory with Douglas Adams and had earned the right to work on his own projects. Thus despite allegedly “working on” Bureaucracy personally for almost two years, despite all of the face-to-faces in Las Vegas, Nantucket, and London, Adams’s contributions at the end of that time amounted to little more than the rough idea he had brought to Infocom in the first place: the name, the blood-pressure monitor, and a few vague puzzle ideas like the boxes that sounded interesting but that no one other than him quite understood and that he never deigned to properly explain. Meretzky:

Douglas’s procrastination seemed much worse than it was with Hitchhiker’s. That seems odd because he did the first game only grudgingly, since he had already done Hitchhiker’s for several different media, but Bureaucracy was what he most wanted to do. Perhaps the newness and excitement of working in interactive fiction had worn off; perhaps he had more distractions in his life at that point; perhaps it was that the succession of people who had my role in Bureaucracy didn’t stay with the project for more than a portion of its development cycle and therefore never became a well-integrated creative unit with Douglas; perhaps it was that, lacking the immovable Christmas deadline that Hitchhiker’s had, it was easier to let the game just keep slipping and slipping.

Brian Moriarty is less diplomatic: “Douglas Adams was a very funny man, very witty, a very good writer, and also very, very lazy. Anyone who knew Douglas will tell you that he really didn’t like to work very much.” Just to add insult to injury, when Adams did rouse himself to work on a game project it turned out to be for a competing developer. In January of 1986 he spent several days holed up in London with a sizable chunk of the staff of Lucasfilm Games, contributing ideas and puzzles to their Labyrinth adventure game. That may not sound like the worst betrayal in the world at first blush, but consider again: he devoted more time and energy to this ad-hoc design consultation than he ever had to what was allegedly his own game, the one Infocom had started making at his specific request.

The succession of Imps who were assigned to the project were forced to improvise with their own ideas in face of the black hole that was Adams’s contribution. Details of exactly who did what are, however, once again thin on the ground. The only Imp I’ve heard claim specific credit for any sequence that survived into the final game is Moriarty, who remembers doing a bit where you’re trying to order a simple hamburger in a fast-food joint, only to get buried under a bewildering barrage of questions about exactly how you’d like it. The inevitable punchline comes when a “standard, smells-like-a-dog’s-ear burger with nothing on it” is finally delivered, regardless of your choices.

By late 1986, as the Bureaucracy project was closing in fast on its two-year anniversary, it was not so much a single big game as a collection of individual little games connected together, if at all, by the most precarious of scaffolding, each reading not like a game by Douglas Adams but a game by whatever Imp happened to be responsible for that section. Not only had Adams’s ideas for leveraging the mechanics of program and parser in service of his theme been largely abandoned, but at some point a fairly elaborate satire of paranoid conspiracy theorists — sort of an interactive Illuminatus! trilogy — had gotten muddled up with the satire of impersonal bureaucratic institutions in general. As the recent revelations about the National Security Agency have demonstrated, the two all too often do go together. Still, those parts of Bureaucracy had wandered quite far afield from everyday frustrations like trying to get a bank to accept a change-of-address form. It had all become quite the mess, and nobody had much energy left to try to sort it out.

If you had polled Infocom’s staff at this point on whether they thought Bureaucracy would ever actually be finished, it’s unlikely that many would have shown much optimism. The project remained alive at all not due to any love anyone had for it but rather out of what was probably a forlorn hope anyway: that getting this game out and published would pave the way to the next Hitchhiker’s game, to another potential 300,000-plus seller. Having done their part in getting Bureaucracy done, with or without Adams, Infocom hoped he would do his by returning to Hitchhiker’s with them. Few who knew Adams well would have bet much on that particular quid pro quo, but hope does spring eternal.

And then, miraculously, more than a glimmer of real hope did appear from an unlikely quarter. Marc Blank was long gone from Infocom by then, but had continued to keep in touch with his old friends among the Imps. At the November 1986 COMDEX trade show in Las Vegas, he bumped into Michael Bywater, a good friend of Douglas Adams and a fellow writer — in fact, a practitioner of his own brand of arch British humor that, if you squinted just right, wasn’t too different from that of Adams himself. Knowing the fix his old friends were still in with the game he had been the first to work on so long ago, a light bulb went off in Blank’s head. He hastily brokered a deal among Infocom, Adams, and Bywater, and the last arrived in the Boston area within days to hole up in a hotel room for an intense three weeks or so of script-doctoring. Infocom’s Tim Anderson, the latest programmer assigned to the project, stayed close at hand to insert Bywater’s new text and to implement any new puzzles he happened to come up with.

Jumbling the chronology as we’re sometimes forced to around here in the interest of other forms of coherency, we’ve already met Bywater in the context of his personal and professional relationship with Anita Sinclair and Magnetic Scrolls, and the salvage job he would do on that company’s Jinxter nine months or so after performing the same service for Infocom. As arrogant and quick to anger as he can sometimes be (one need only read his comments in response to Andy Baio’s misguided and confused article on the would-be second Hitchhiker’s game to divine that), everyone at Infocom found him to be a delight, not least because here at last was a writer who was more than happy to actually write. In a few weeks he rewrote virtually every word in the game in his own style — a style that was more caustic than Adams’s, but that nevertheless checked the right “British humor” boxes. Just like that, Infocom had their game, which they needed only test and publish to finally be quit of the whole affair forever. Right?

Well, this being the Game That Just Wouldn’t Be Finished, not quite. Janice Eisen, a current reader and supporter of this blog and an outside playtester for Infocom back in the day, recalls being given a version of Bureaucracy for testing that was largely the same structurally as the released version and that seemed to sport Bywater’s text, but that nevertheless differed substantially in one respect. The ultimate villain in this version, the person responsible for all of the bureaucratic tortures you’ve been subjected to, was not, as in the final version, a bitter computer nerd seeking to exact vengeance on the world and (for some reason) on you for his inability to get a date, but rather none other than Britain’s Queen Mother. As a satirical theme it’s classic Bywater. He was and remains a self-described republican, seeing the monarchy as setting “an appalling example to the whole nation by making clear that there’s at least one thing — head of state — that you can’t achieve but can only be born to.”

Some weeks after testing this version of Bureaucracy at home as usual, Janice, who lived close to Infocom’s offices, got a call asking if she could come in to test what would turn out to be the final version on-site. She was also told she could bring a friend of hers, another Infocom fan but not a regular tester, to join in. They spent a Saturday playing through the game, with a minder on-hand to give them answers to puzzles if necessary to make sure they got all the way through the game. It’s not absolutely clear whether Bywater was involved in the further rewriting made necessary by the replacement of the Queen Mother with the nerd, but the lavishly insulting descriptions of the latter — “ghastly,” “sniveling,” “ratty,” and “ineffectual” number amongst the adjectives — sound nothing like any of the Imps’ styles and very much like Bywater’s. When she asked why Infocom had made the changes — she had enjoyed the Queen Mother much more than the nerd — Janice was told that Infocom had feared that they were going too far into the realm of politics, that they were afraid that the Queen Mother, 86 years old at the time, might die while the game was still a hot item, making them look “terrible.” (This fear would prove unfounded; she would live for another fifteen years.)

So, it was a tortured, cobbled, disjointed creation that finally reached store shelves against all odds in March of 1987, and apparently one that had been subject to the final violation of a last-minute Bowdlerization. For all that, though, it’s a lot better game than you might expect, a better game even than most of the Infocom staffers, having had it so thoroughly spoiled in their eyes by the hell of its creation, are often willing to acknowledge. I quite like it on the whole, even if I have to temper that opinion with a lot of caveats.

Bureaucracy shows clear evidence of the fragmented process of its creation in being divided into four vignettes that become, generally not to the game’s benefit, steadily more surreal and less grounded in the everyday as they proceed. The first, longest, and strongest section begins after you have just gotten a new job and moved to a new neighborhood. Your new employer Happitec is about to send you jetting off to Paris for an introductory seminar. You just need to “pick up your Happitec cheque, grab a bite of lunch, a cab to the airport, and you’ll be living high on the hog at Happitec’s expense.” Naturally, it won’t be quite that easy. It’s here that the game pays due homage to the episode that first inspired it: your mail had been misdelivered thanks to “a silly bit of bother with your bank about a change-of-address card.” Subsequent sections have you trying to board your flight at the airport; dealing with the annoyances of a transcontinental flight, which include in this case something about an in-flight emergency that will force you to bail out of the airplane; and finally penetrating the dastardly nerdy mastermind’s headquarters somewhere in the jungles of Africa.

Much of Bureaucracy‘s personality is of course down to Bywater (about whom more in a moment), but I’m not sure that he comprises the whole of the story. I’d love to know who wrote my favorite bit, which is not found in the game proper but rather in one of the feelies. Your welcome letter from Happitec is such a perfect satire of Silicon Valley’s culture of empty plastic Utopianism that it belongs on the current television show of the same name. The letterhead’s resemblance to Apple’s then-current Macintosh iconography is certainly not accidental.

Bureaucracy

From the cult of personality around Happitec’s “founder and president” to the way it can’t even be bothered to address you by name to the veiled passive-aggressive threat with which it concludes, this letter is just so perfect. All it’s missing is a reference to “making the world a better place.”

Bywater, for his part, acquits himself more than well enough as the mirror-universe version of Douglas Adams, almost as witty and droll but more casually cruel. His relentless showiness makes him a writer whom I find fairly exhausting to try to read in big gulps, but he always leaves me with a perfect little bon mot or two to marvel over.

This is the living room of your new house, a pretty nice room, actually. At least, it will be when all your stuff has arrived as the removals company said they would have done yesterday and now say they will do while you're on vacation. At the moment, however, it's a bit dull. Plain white, no carpets, no curtains, no furniture. A room to go bughouse in, really. Another room is visible to the west, and a closed front door leads outside.


This deeply tacky wallet was sent to you free by the US Excess Credit Card Corporation to tell you how much a person like you needed a US Excess card, what with your busy thrusting lifestyle in today's fast-moving, computerised, jet-setting world. Needless to say, you already had a US Excess card which they were trying to take away from you for not paying your account, which, equally needless to say, you had paid weeks ago.


The stamp on the leaflet is worth 42 Zalagasan Wossnames (the Zalagasans were too idle to think of a name for their currency) and shows an extremely bad picture of an Ai-Ai. The Ai-Ai is of course a terribly, terribly rare sort of lemur which is a rare sort of monkey so altogether pretty rare, so rare that nobody has ever seen one, which is why the picture is such a blurred and rotten likeness. Actually, come to think of it, since nobody has ever seen the real thing, the picture might in fact be a really sharp, accurate likeness of a blurred and rotten animal.


The machine says: "Jones here. I'm the new tenant of your old house. There's a whole bunch of mail been arriving here for you. Urgent stuff from the Fillmore Fiduciary Trust. You know what I thought? I thought 'Do the right thing, Jones. Forward the guy's mail.' Then I found out about the termites. Then I found out about the nightly roach-dance. So I thought 'Rats.' I've returned your mail to your bank. Sort it out yourself."

So, when the scenario gives him something to work with Bywater can be pretty great. He’s much less effective when the game loses its focus on the frustrations of everyday existence, which it does with increasing frequency as it wears on and the situations get more and more surreal. He seems to feel obligated to continue to slather on heavy layers of snark, because after all he’s Michael Bywater and that’s what he does, but the point of it all begins rather to get lost. His description of your fellow passengers aboard an African airline as playing “ethnic nose flutes” is… well, let’s just say it’s not as funny as it wants to be and leave it at that. And his relentless picking away at the service workers you encounter — “The waiter squints at his pad with tiny simian eyes, breathing hard at the intellectual effort of it all.” — doesn’t really ring true for me, largely because I never seem to meet so many of these stupid and/or hateful people in my own life. Most of the people I meet seem pretty nice and reasonably competent on the whole. Even when I’m being gored on the bureaucratic horns of some institution or other, I find that the people I deal with are mostly just as conscious as I am of how ridiculous the whole thing is. As Kafka, who was himself an employee of an insurance company, was well aware, this is largely what makes bureaucracies so impersonal and vaguely, existentially horrifying. Ah, well, as someone who sees nothing cute about someone else’s baby — sorry, proud parents! — I can at least appreciate Bywater’s characterization of same as a “stupid, half-witted” thing emitting “hateful little bleats.”

The puzzles are perhaps the strangest mixture of easy and hard found anywhere in the Infocom catalog. The first two sections of the game are very manageable, with some puzzles that might almost be characterized as too easy and only a few that are a bit tricky; the best of these, and arguably the most difficult, is a delightful bit of illogical logic involving your bank and a negative check. When you actually board your flight and begin the third section, however, the difficulty takes a vertical leap. The linear run of puzzles that is the third and fourth sections of Bureaucracy is downright punishing, including at least three that I find much more difficult than anything in Spellbreaker, supposedly Infocom’s big challenge of a game for the hardcore of the hardcore. One is an intricate exercise in planning and pattern recognition taking place aboard the airplane (Bywater claims credit for having designed this one from scratch); one an intimidating exercise in code-breaking; one more a series of puzzles than a single puzzle really, an exercise in computer hacking that’s simulated in impressive detail. None of the three is unfair. (The puzzle that comes closest to that line is actually not among this group; it’s rather a game of “guess the right action or be killed” that you have to engage in whilst hanging outside the airliner in a parachute.) The clues are there, but they’re extremely subtle, requiring the closest reading and the most careful experimentation whilst being under, in the case of the first and the third of this group, time pressure that will have you restoring again and again. Bureaucracy raises the interesting question of whether a technically fair game can nevertheless simply be too hard for its own good. The gnarly puzzles that suddenly appear out of the blue don’t serve this particular game all that well in my opinion, managing only to further dilute its original focus and make it feel still more schizophrenic. I think I’d like them more in another, different game. At any rate, those looking for a challenge won’t be disappointed. If you can crack this one without hints, you’re quite the puzzler.

Although it’s Infocom’s third release in their Interactive Fiction Plus line of games that ran only on the “big” machines with at least 128 K of memory, Bureaucracy doesn’t feel epic in the way of A Mind Forever Voyaging and Trinity. A glance at the story file reveals that it doesn’t completely fill the extra space allowed by the newer Z-Machine, in contrast to the previous two games in the line that stuff the format to the gills. I would even say that quite a number of Infocom’s standard releases subjectively feel bigger. Bureaucracy became an Interactive Fiction Plus title more by accident than original intent, the extra space serving largely to give a chatty Michael Bywater more room to ramble and to allow stuff like that elaborate in-game computer simulation. And given the way the game was made, I’d be surprised if its code was particularly compact or tidy.

Despite all of the pain of its creation and the bad vibes that clung to it for reason of same, Infocom released Bureaucracy with relatively high hopes that the Douglas Adams name, still printed on the box despite his minimal involvement, would be enough to sell a substantial number of copies even absent the Hitchhiker’s name. Adams, showing at least a bit more enthusiasm for promoting Bureaucracy than he had for writing it, gave an interview about it to PBS’s Computer Chronicles television program, during which it becomes painfully apparent that he has only the vaguest notion of what actually happens in the game he supposedly authored. He also appeared on Joan Rivers’s late-night talk show; she declared it “the funniest computer game ever,” although I must admit that I find it hard to imagine that she had much basis for comparison. None of it helped all that much. As was beginning to happen a lot by 1987, Infocom was sharply disappointed by their latest hoped-for hit’s performance. Bureaucracy sold not quite 30,000 copies, a bit better than the Infocom average by this point but short of Hitchhiker’s numbers by a factor of more than ten.

The game’s a shaggy, disjointed beast for sure, but I still recommend that anyone with an appreciation of the craft of interactive fiction give it a whirl at some point. If the hardcore puzzles at the end aren’t your bag, know that the first two sequences are by far its most coherent and focused parts. Feel free to just stop when you make it aboard the airplane; by that time you’ve seen about 75 percent of the content anyway. Whatever else it would or should have become, as Infocom’s only work of contemporary social satire Bureaucracy is a unique entry in their catalog, and in its stronger moments at least it acquits itself pretty well at the business. That alone is reason enough to treasure it. And as a lesson in the perils of staking your business on a single mercurial genius… well, let’s just say that the story behind Bureaucracy is perhaps worthwhile in its way as well.

(As usual with my Infocom articles, much of this one is drawn from the full Get Lamp interview archives which Jason Scott so kindly shared with me. Reader Janice Eisen took the time to correspond with me about her memories of testing Bureaucracy, for which I owe her huge thanks. Other sources include the two Douglas Adams biographies, Hitchhiker by M.J. Simpson and Wish You Were Here by Nick Webb; the Family Computing of September 1987; the Electronic Games of April 1985; and the audio of Steve Meretzky and Michael Bywater’s joint conversation in London back in 2005.)

 
 

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