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From Squadron to Wingleader

Chris Roberts and Richard Garriott, 1988

At the Summer Consumer Electronics Show in June of 1989, Origin Systems and Brøderbund Software announced that they wouldn’t be renewing the distribution contract the former had signed with the latter two years before. It was about as amicable a divorce as has ever been seen in the history of business; in this respect, it could hardly have stood in greater contrast to the dust-up that had ended Origin’s relationship with Electronic Arts, their previous distributor, in 1987. Each company was full of rosy praise and warm wishes for the other at a special “graduation party” Brøderbund threw for Origin at the show. “Brøderbund has been one of the few affiliated-label programs that truly helps a small company grow to a size where it can stand on its own and enter the real world,” said Origin’s Robert Garriott, making oblique reference to the more predatory approach of Electronic Arts. In response, Brøderbund’s Gary Carlston toasted that “it’s been rewarding to have helped Origin pursue its growth, and it’s exciting to see the company take this step,” confirming yet one more time Brøderbund’s well-earned reputation as the nice guys of their industry who somehow kept managing to finish first. And so, with a last slap on the rump and a final chorus of “Kumbaya,” Brøderbund sent Origin off to face the scary “world of full-service software publishing” alone.

It was a bold step for Origin, especially given that they still hadn’t solved a serious problem that had dogged them since their founding in the Garriott brothers’ family garage six years earlier. The first two games released by the young company back in 1983 had been Ultima III, the latest installment in Richard Garriott’s genre-defining CRPG series, and Caverns of Callisto, an action game written by Richard’s high-school buddy Chuck Bueche. Setting the frustrating pattern for what was to come, Ultima III soared up the bestseller charts, while Caverns of Callisto disappeared without a trace. In the years that followed, Origin released some non-Ultima games that were moderately successful, but never came close to managing a full-on hit outside of their signature franchise. This failure left them entirely dependent for their survival on Richard Garriott coming up with a new and groundbreaking Ultima game every couple of years, and on that game then proceeding to sell over 200,000 copies. Robert Garriott, as shrewd a businessman as any in his industry, knew that staking his company’s entire future on a single game every two years was at best a risky way to run things. Yet, try as he might, he couldn’t seem to break the pattern.

Origin had a number of factors working against them in their efforts to diversify, but the first and most ironic among them must be the very outsize success of Ultima itself. The company had become so identified with Ultima that many gamers barely realized that they did anything else. As for other folks working in the industry, they had long jokingly referred to Origin Systems as “Ultima Systems.” Everyone knew that the creator of Ultima was also the co-founder of Origin, and the brother of the man who directed its day-to-day operations. In such a situation, there must be a real question of whether any other game project, even a potentially great one, could avoid being overshadowed by the signature franchise, could find enough oxygen to thrive. Added to these concerns, which would be applicable to any company in such a situation, must be the unique nature of the cast of characters at Origin. Richard Garriott’s habit of marching around trade-show floors in full Lord British regalia, his entourage in tow, didn’t always endear him to the rest of the industry. There were, it sometimes seemed, grounds to question whether Richard himself knew that he wasn’t actually a monarch, just a talented kid from suburban Houston with nary a drop of royal blood coursing through his veins. At times, Origin Systems could feel perilously close to a cult of personality. Throw in the company’s out-of-the-way location in Austin, Texas, and attracting really top-flight projects became quite a challenge for them.

So, when it came to games that weren’t Ultima Origin had had to content themselves with projects one notch down from the top tier — projects which, whether because they weren’t flashy enough or were just too nichey, weren’t of huge interest to the bigger publishers. Those brought in enough revenue to justify their existence but not much more, and thus Robert Garriott continued to bet the company every two years on his brother’s latest Ultima. It was a nerve-wracking way to live.

And then, in 1990, all that changed practically overnight. This article and the one that follows will tell the story of how the house that Ultima built found itself with an even bigger franchise on its hands.


Chris Roberts

By the end of the 1980s, the North American and European computer-game industries, which had heretofore existed in almost total isolation from one another, were becoming slowly but steadily more interconnected. The major American publishers were setting up distribution arms in Europe, and the smaller ones were often distributing their wares through the British importer U.S. Gold. Likewise, the British Firebird and Rainbird labels had set up offices in the United States, and American publishers like Cinemaware were doing good business importing British games for American owners of the Commodore Amiga, a platform that was a bit neglected by domestic developers. But despite these changes, the industry as a whole remained a stubbornly bifurcated place. European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever.

With a British father and an American mother, Chris Roberts had been a trans-Atlantic sort of fellow right from the start. His father, a sociologist at the University of Manchester, went with his wife to Guatemala to do research shortly after marrying, and it was there that Chris was conceived in 1967. The mother-to-be elected to give birth near her family in Silicon Valley. (From the first, it seems, computers were in the baby’s blood.) After returning for a time to Guatemala, where Chris’s father was finishing his research, the little Roberts clan settled back in Manchester, England. A second son arrived to round out the family in 1970.

His first international adventure behind him, Chris Roberts grew up as a native son of Manchester, developing the distinct Mancunian intonation he retains to this day along with his love of Manchester United football. When first exposed to computers thanks to his father’s position at Manchester University, the boy was immediately smitten. In 1982, when Chris was 14, his father signed him up for his first class in BASIC programming and bought a BBC Micro for him to practice on at home. As it happened, the teacher of that first programming class became a founding editor of the new magazine BBC Micro User. Hungry for content, the magazine bought two of young Chris’s first simple BASIC games to publish as type-in listings. Just like that, he was a published game developer.

Britain at the time was going absolutely crazy for computers and computer games, and many of the new industry’s rising stars were as young or younger than Roberts. It thus wasn’t overly difficult for him to make the leap to designing and coding boxed games to be sold in stores. Imagine Software published his first such, a platformer called Wizadore, in 1985; Superior Software published a second, a side-scrolling shooter called Stryker’s Run, in 1986. But the commercial success these titles could hope to enjoy was limited by the fact that they ran on the BBC Micro, a platform which was virtually unknown outside of Britain and even inside of its home country was much less popular than the Sinclair Spectrum as a gaming machine. Being amply possessed of the contempt most BBC Micro owners felt toward the cheap and toy-like “Speccy,” Roberts decided to shift his attention instead to the Commodore 64, the most popular gaming platform in the world at the time. This decision, combined with another major decision made by his parents, set him on his unlikely collision course with Origin Systems in far-off Austin, Texas.

In early 1986, Roberts’s father got an offer he couldn’t refuse in the form of a tenured professorship at the University of Texas. After finishing the spring semester that year, he, his wife, and his younger son thus traded the gray skies of Manchester for the sunnier climes of Austin. Chris was just finishing his A-Levels at the time. Proud Mancunian that he was, he declared that he had no intention of leaving England — and certainly not for a hick town in the middle of Texas. But he had been planning all along to take a year off before starting at the University of Manchester, and his parents convinced him to at least join the rest of the family in Austin for the summer. He agreed, figuring that it would give him a chance to work free of distractions on a new action/adventure game he had planned as his first project for the Commodore 64. Yet what he actually found in Austin was lots of distractions — eye-opening distractions to warm any young man’s heart. Roberts:

The weather was a little nicer in Austin. The American girls seemed to like the English accent, which wasn’t bad, and there was definitely a lot… everything seemed like it was cheaper and there was more of it, especially back then. Now, the world’s become more homogenized so there’s not things you can only get in America that you don’t get in England as well. Back then it was like, the big American movies would come out in America and then they would come out in England a year later and stuff. So I came over and was like, “Ah, you know, this is pretty cool.”

There were also the American computers to consider; these tended to be much more advanced than their British counterparts, sporting disk drives as universal standard equipment at a time when most British games — including both of Roberts’s previous games — were still published on cassette tapes. In light of all these attractions, it seems doubtful whether Roberts would have kept his resolution to return to Manchester in any circumstances. But there soon came along the craziest of coincidences to seal the deal.

Roberts had decided that he really needed to find an artist to help him with his Commodore 64 game-in-progress. Entering an Austin tabletop-gaming shop one day, he saw a beautiful picture of a gladiator hanging on the wall. The owner of the shop told him the picture had been drawn by a local artist, and offered to call the artist for him right then and there if Roberts was really interested in working with him. Roberts said yes, please do. The artist in question was none other than Denis Loubet, whose professional association with Richard Garriott stretched back to well before Origin Systems had existed, to when he’d drawn the box art for the California Pacific release of Akalabeth in 1980.

Denis Loubet

After years of working as a contractor, Loubet was just about to be hired as Origin’s first regular in-house artist. Nevertheless, he liked Roberts and thought his game had potential, and agreed to do the art for it as a moonlighting venture. Loubet soon showed what he was working on to Richard Garriott and Dallas Snell, the latter of whom tended to serve as a sort of liaison between the business side of the company, in the person of Robert Garriott, and the creative side, in the person of Richard. All three parties were as impressed by the work-in-progress as Loubet had been, and they invited Chris to Origin’s offices to ask if he’d be interested in publishing it through them. Prior to this point, Roberts had never even heard of Origin Systems or the Ultima series; he’d grown up immersed in the British gaming scene, where neither had any presence whatsoever. But he liked the people at Origin, liked the atmosphere around the place, and perhaps wasn’t aware enough of what the company represented to be leery of it in the way of other developers who were peddling promising projects around the industry. “After my experiences in England, which is like swimming in a big pool of sharks,” he remembers, “I felt comfortable dealing with Origin.”

Times of Lore

All thoughts of returning to England had now disappeared. Working from Origin’s offices, albeit still as a contracted outside developer rather than an employee, Roberts finished his game, which came to be called Times of Lore. In the course of its development, the game grew considerably in scope and ambition, and, as seemed only appropriate given the company that was to publish it, took on some light CRPG elements as well. In much of this, Roberts was inspired by David Joiner’s 1987 action-CRPG The Faery Tale Adventure. American influences aside, though, Times of Lore still fit best of all into the grand British tradition of free-scrolling, free-roaming 8-bit action/adventures, a sub-genre that verged on completely unknown to American computer gamers. Roberts made sure the whole game could fit into the Commodore 64’s memory at once to facilitate a cassette-based version for the European market.

Unfortunately, his game got to enjoy only a middling level of sales success in return for all his efforts. As if determined to confirm the conventional wisdom that had caused so many developers to steer clear of them, Origin released Times of Lore almost simultaneously with the Commodore 64 port of Ultima V in 1988, leaving Roberts’s game overshadowed by Lord British’s latest. And in addition to all the baggage that came with the Origin logo in the United States, Times of Lore suffered all the disadvantages of being a pioneer of sorts in Europe, the first Origin title to be pushed aggressively there via a new European distribution contract with MicroProse. While that market would undoubtedly have understood the game much better had they given it a chance, no one there yet knew what to make of the company whose logo was on the box. Despite its strengths, Times of Lore thus failed to break the pattern that had held true for Origin for so long. It turned into yet another non-Ultima that was also a non-hit.

Times of Lore

But whatever the relative disappointments, Times of Lore at least wasn’t a flop, and Chris Roberts stayed around as a valued member of the little Origin family. Part of the reason the Origin people wanted to keep him around was simply because they liked him so much. He nursed the same passions for fantasy and science fiction as most of them, with just enough of a skew provided by his British upbringing to make him interesting. And he positively radiated energy and enthusiasm. He’s never hard to find in Origin group shots of the time. His face stands out like that of a nerdy cherub — he had never lost his facial baby fat, making him look pudgier in pictures than he was in real life — as he beams his thousand-kilowatt smile at all and sundry. Still, it was hardly his personality alone that made him such a valued colleague; the folks at Origin also came to have a healthy respect for his abilities. Indeed, and as we’ve already seen in an earlier article, the interface of Times of Lore had a huge influence on that of no less vital an Origin game than Ultima VI.

Alas, Roberts’s own next game for Origin would be far less influential. After flirting for a while with the idea of doing a straightforward sequel to Times of Lore, he decided to adapt the engine to an even more action-oriented post-apocalyptic scenario. Roberts’s first game for MS-DOS, Bad Blood was created in desultory fits and starts, one of those projects that limps to completion more out of inertia than passion. Released at last in 1990, it was an ugly flop on both sides of the Atlantic. Roberts blames marketplace confusion at least partially for its failure: “People who liked arcade-style games didn’t buy it because they thought Bad Blood would be another fantasy-role-play-style game. It was the worst of both worlds, a combination of factors that contributed to its lack of success.” In reality, though, the most telling factor of said combination was just that Bad Blood wasn’t very good, evincing little of the care that so obviously went into Times of Lore. Reviewers roundly panned it, and buyers gave it a wide berth. Thankfully for Chris Roberts’s future in the industry, the game that would make his name was already well along at Origin by the time Bad Blood finally trickled out the door.

Bad Blood

Had it come to fruition in its original form, Roberts’s third game for Origin would have marked even more of a departure for him than the actual end result would wind up being. Perhaps trying to fit in better with Origin’s established image, he had the idea of doing, as he puts it, “a space-conquest game where you take over star systems, move battleships around, and invade planets. It was going to be more strategic than my earlier games.” But Roberts always craved a little more adrenaline in his designs than such a description would imply, and it didn’t take him long to start tinkering with the formula. The game moved gradually from strategic battles between slow-moving dreadnoughts in space to manic dogfights between fighter planes in space. In other words, to frame the shift the way the science-fiction-obsessed Roberts might well have chosen, his inspiration for his space battles changed from Star Trek to Star Wars. He decided “it would be more fun flying around in a fighter than moving battleships around the screen”; note the (unconscious?) shift in this statement from the player as a disembodied hand “moving” battleships around to the player as an embodied direct participant “flying around” herself in fighters. Roberts took to calling his work-in-progress Squadron.

To bring off his idea for an embodied space-combat experience, Roberts would have to abandon the overhead views used by all his games to date in favor of a first-person out-the-cockpit view, like that used by a game he and every other BBC Micro veteran knew well, Ian Bell and David Braben’s Elite. “It was the first space game in which I piloted a ship in combat,” says Roberts of Elite, “and it opened my eyes to the possibilities of where it could go.” On the plus side, Roberts knew that this and any other prospective future games he might make for Origin would be developed on an MS-DOS machine with many times the processing power of the little BBC Micro (or, for that matter, the Commodore 64). On the negative side, Roberts wasn’t a veritable mathematics genius like Ian Bell, the mastermind behind Elite‘s 3D graphics. Nor could he get away in the current marketplace with the wire-frame graphics of Elite. So, he decided to cheat a bit, both to simplify his life and to up the graphics ante. Inspired by the graphics of the Lucasfilm Games flight simulator Battlehawks 1942, he used pre-rendered bitmap images showing ships from several different sides and angles, which could then be scaled to suit the player’s out-the-cockpit view, rather than making a proper, mathematically rigorous 3D engine built out of polygons. As becomes clear all too quickly to anyone who plays the finished game, the results could be a little wonky, with views of the ships suddenly popping into place rather than smoothly rotating. Nevertheless, the ships themselves looked far better than anything Roberts could possibly have hoped to achieve on the technology of the time using a more honest 3D engine.

Denis Loubet, Roberts’s old partner in crime from the early days of Times of Lore, agreed to draw a cockpit as part of what must become yet another moonlighting gig for both of them; Roberts was officially still supposed to be spending his days at Origin on Bad Blood, while Loubet was up to his eyebrows in Ultima VI. Even at this stage, they were incorporating little visceral touches into Squadron, like the pilot’s hand moving the joystick around in time with what the player was doing with her own joystick in front of the computer screen. As the player’s ship got shot up, the damage was depicted visually there in the cockpit. Like the sparks and smoke that used to burst from the bridge controls on the old Star Trek episodes, it might not have made much logical sense — haven’t any of these space-faring societies invented fuses? — but it served the purpose of creating an embodied, visceral experience. Roberts:

It really comes from wanting to put the player in the game. I don’t want you to think you’re playing a simulation, I want you to think you’re really in that cockpit. When I visualized what it would be like to sit in a cockpit, those are the things I thought of.

I took the approach that I didn’t want to sacrifice that reality due to the game dynamics. If you would see wires hanging down after an explosion, then I wanted to include it, even if it would make it harder to figure out how to include all the instruments and readouts. I want what’s taking place inside the cockpit to be as real as what I’m trying to show outside it, in space. I’d rather show you damage as if you were there than just display something like “damage = 20 percent.” That’s abstract. I want to see it.

Squadron, then, was already becoming an unusually cinematic space-combat “simulation.” Because every action-movie hero needs a sidekick, Roberts added a wingman to the game, another pilot who would fly and fight at the player’s side. The player could communicate with the wingman in the midst of battle, passing him orders, and the wingman in turn would communicate back, showing his own personality; he might even refuse to obey orders on occasion.

As a cinematic experience, Squadron felt very much in tune with the way things in general were trending at Origin, to such an extent that one might well ask who was influencing whom. Like so many publishers in this era in which CD-ROM and full-motion video hovered alluringly just out of view on the horizon, Origin had begun thinking of themselves more and more in the terms of Hollywood. The official “product development structure” that was put in place around this time by Dallas Snell demanded an executive producer, a producer, an assistant producer, a director, an assistant director, and a lead writer for every game; of all the positions on the upper rungs of the chart, only that of lead artist and lead programmer wouldn’t have been listed in the credits of a typical Hollywood film. Meanwhile Origin’s recent hire Warren Spector, who came to them with a Masters in film studies, brought his own ideas about games as interactive dramas that were less literal than Snell’s, but that would if anything prove even more of an influence on his colleagues’ developing views of just what it was Origin Systems really ought to be about. Just the previous year, Origin had released a game called Space Rogue, another of that long line of non-Ultima middling sellers, that had preceded Squadron in attempting to do Elite one better. A free-form player-directed game of space combat and trading, Space Rogue was in some ways much more ambitious than the more railroaded experience Roberts was now proposing. Yet there was little question of which game fit better with the current zeitgeist at Origin.

All of which does much to explain the warm reception accorded to Squadron when Chris Roberts, with Bad Blood finally off his plate, pitched it to Origin’s management formally in very early 1990. Thanks to all those moonlighting hours — as well as, one suspects, more than a few regular working hours — Roberts already had a 3D space-combat game that looked and played pretty great. A year or two earlier, that likely would have been that; Origin would have simply polished it up a little and shipped it. But now Roberts had the vision of building a movie around the game. Between flying a series of scripted missions, you would get to know your fellow pilots and follow the progress of a larger war between humanity and the Kilrathi, a race of savage cats in space.

Having finally made the hard decision to abandon the 8-bit market at the beginning of 1989, Origin was now pushing aggressively in the opposite direction from their old technological conservatism, being determined to create games that showed what the very latest MS-DOS machines could really do. Like Sierra before them, they had decided that if the only way to advance the technological state of the art among ordinary consumers was to release games whose hardware requirements were ahead of the curve — a reversal of the usual approach among game publishers, who had heretofore almost universally gone where the largest existing user base already was — then that’s what they would do. Squadron could become the first full expression of this new philosophy, being unapologetically designed to run well only on a cutting-edge 80386-based machine. In what would be a first for the industry, Chris Roberts even proposed demanding expanded memory beyond the traditional 640 K for the full audiovisual experience. For Roberts, stepping up from a Commodore 64, it was a major philosophical shift indeed. “Sod this, trying to make it work for the lowest common denominator—I’m just going to try and push it,” he said, and Origin was happy to hear it.

Ultima VI had just been completed, freeing personnel for another major project. Suspecting that Squadron might be the marketplace game changer he had sought for so long for Origin, Robert Garriott ordered a full-court press in March of 1990. He wanted his people to help Chris Roberts build his movie around his game, and he wanted them to do it in less than three months. They should have a preview ready to go for the Summer Consumer Electronics Show at the beginning of June, with the final product to ship very shortly thereafter.

Jeff George

Responsibility for the movie’s script was handed to Jeff George, one of the first of a number of fellow alumni of the Austin tabletop-game publisher Steve Jackson Games who followed Warren Spector to Origin. George was the first Origin employee hired explicitly to fill the role of “writer.” This development, also attributable largely to the influence of Spector, would have a major impact on Origin’s future games.

Obviously inspired by the ethical quandaries the Ultima series had become so known for over its last few installments, Chris Roberts had imagined a similarly gray-shaded world for his game, with scenarios that would cause the player to question whether the human empire she was fighting for was really any better than that of the Kilrathi. But George, to once again frame the issue in terms Roberts would have appreciated, pushed the game’s fiction toward the clear-cut good guys and bad guys of Star Wars, away from the more complicated moral universe of Star Trek. All talk of a human “empire,” for one thing, would have to go; everyone at Origin knew what their players thought of first when they thought of empires in space. Jeff George:

In the context of a space opera, empire had a bad connotation that would make people think they were fighting for the bad guys. The biggest influence I had on the story was to make it a little more black and white, where Chris had envisioned something grittier, with more shades of gray. I didn’t want people to worry about moral dilemmas while they were flying missions. That’s part of why it worked so well. You knew what you were doing, and knew why you were doing it. The good guys were really good, the bad guys were really bad.

The decision to simplify the political situation and sand away the thorny moral dilemmas demonstrates, paradoxical though it may first seem, a more sophisticated approach to narrative rather than the opposite. Some interactive narratives, like some non-interactive ones, are suited to exploring moral ambiguity. In others, though, the player just wants to fight the bad guys. While one can certainly argue that gaming has historically had far too many of the latter type and far too few of the former, there nevertheless remains an art to deciding which games are best suited for which.

Glen Johnson

Five more programmers and four more artists would eventually join what had been Chris Roberts and Denis Loubet’s little two-man band. With the timetable so tight, the artists were left to improvise large chunks of the narrative along with the game’s visuals. By imagining and drawing the “talking head” portraits of the various other pilots with which the player would interact, artist Glen Johnson wound up playing almost as big a role as Jeff George in crafting the fictional context for the game’s dogfights in space. Johnson:

I worked on paper first, producing eleven black-and-white illustrations. In most games, I would work from a written description of the character’s likes, dislikes, and personality. In this case, I just came up with the characters out of thin air, although I realized they wanted a mixture of men and women pilots. I assigned a call sign to each portrait.

Despite the lack of time at their disposal, the artists were determined to fit the movements of the characters’ mouths to the words of dialog that appeared on the screen, using techniques dating back to classic Disney animation. Said techniques demanded that all dialog be translated into its phonetic equivalent, something that could only be done by hand. Soon seemingly half the company was doing these translations during snatches of free time. Given that many or most players never even noticed the synchronized speech in the finished game, whether it was all worth it is perhaps a valid question, but the determination to go that extra mile in this regard does say much about the project’s priorities.

The music wound up being farmed out to a tiny studio specializing in videogame audio, one of vanishingly few of its kind at the time, which was run by a garrulous fellow named George Sanger, better known as “The Fat Man.” (No, he wasn’t terribly corpulent; that was sort of the joke.) Ever true to his influences, Chris Roberts’s brief to Sanger was to deliver something “between Star Wars and Star Trek: The Motion Picture.” Sanger and his deputy Dave Govett delivered in spades. Hugely derivative of John Williams’s work though the soundtrack was — at times it threatens to segue right into Williams’s famous Star Wars theme — it contributed hugely to the cinematic feel of the game. Origin was particularly proud of the music that played in the background when the player was actually flying in space; the various themes ebbed and swelled dynamically in response to the events taking place on the computer screen. It wasn’t quite the first time anyone had done something like this in a game, but no one had ever managed to do it in quite this sophisticated a way.

The guiding theme of the project remained the determination to create an embodied experience for the player. Chris Roberts cites the interactive movies of Cinemaware, which could be seen as the prototypes for the sort of game he was now trying to perfect, as huge influences in this respect as in many others. Roberts:

I didn’t want anything that made you sort of… pulled you out of being in this world. I didn’t want that typical game UI, or “Here’s how many lives you’ve got, here’s what high score you’ve got.” I always felt that broke the immersion. If you wanted to save the game you’d go to the barracks and you’d click on the bunk. If you wanted to exit, you’d click on the airlock. It was all meant to be in that world and so that was what the drive was. I love story and narrative and I think you can use that story and narrative to tie your action together and that will give your action meaning and context in a game. That was my idea and that was what really drove what I was doing.

The approach extended to the game’s manual. Harking back to the beloved scene-setting packaging of Infocom, the manual, which was written by freelancer Aaron Allston, took the form of Claw Marks, “The Onboard Magazine of TCS Tiger’s Claw” — the Tiger’s Claw being the name of the spaceborne aircraft carrier from which the player would be flying all of the missions. Like the artists, Allston would wind up almost inadvertently creating vital pieces of the game as a byproduct of the compressed schedule. “I couldn’t really determine everything at that point in development,” he remembers, “so, in some cases, specifically for the tactics information, we made some of it up and then retrofitted it and adjusted the code in the game to make it work.”

Once again in the spirit of creating a cohesive, embodied experience for the player, Roberts wanted to get away from the save-and-restore dance that was so typical of ludic narratives of the era. Therefore, instead of structuring the game’s 40 missions as a win-or-go-home linear stream, he created a branching mission tree in which the player’s course through the narrative would be dictated by her own performance. There would, in other words, be no way to definitively lose other than by getting killed. Roberts would always beg players to play the game “honestly,” beg them not to reload and replay each mission until they flew it perfectly. Only in this way would they get the experience he had intended for them to have.

Warren Spector

As the man responsible for tying all of the elements together to create the final experience, Roberts bore the titles of director and producer under Origin’s new cinematic nomenclature. He worked under the watchful eye of Squadron‘s co-producer Warren Spector, who, being older and in certain respects wiser, was equipped to handle the day-to-day administrative tasks that Roberts wasn’t. Spector:

When I came on as producer, Chris was really focused on the direction he wanted to take with the game. He knew exactly where he was going, and it would have been hard to deflect him from that course. It would have been crazy to even want to, so Chris and I co-produced the game. Where his talent dropped out, mine started, and vice versa. We did a task breakdown, and I ended up updating, adjusting, and tracking scheduling and preparing all the documentation. He handled the creative and qualitative issues. We both juggled the resources.

In implying that his own talent “dropped out” when it came to creative issues, Spector is selling himself about a million dollars short. He was a whirling dervish of creative energy throughout the seven years he spent with Origin, if anything even more responsible than Richard Garriott for the work that came out of the company under the Ultima label during this, the franchise’s most prolific period. But another of the virtues which allowed him to leave such a mark on the company was an ability to back off, to defer to the creative visions of others when it was appropriate. Recognizing that no one knew Chris Roberts’s vision like Chris Roberts, he was content in the case of Squadron to act strictly as the facilitator of that vision. In other words, he wasn’t too proud to just play the role of organizer when it was appropriate.

Still, it became clear early on that no combination of good organization and long hours would allow Squadron to ship in June. The timetable slipped to an end-of-September ship date, perfect to capitalize on the Christmas rush.

Although Squadron wouldn’t ship in June, the Summer Consumer Electronics Show loomed with as much importance as ever as a chance to show off the game-to-be and to drum up excitement that might finally end the sniggering about Ultima Systems. Just before the big show, Origin’s lawyers delivered the sad news that calling the game Squadron would be a bad idea thanks to some existing trademarks on the name. After several meetings, Wingleader emerged as the consensus choice for a new name, narrowly beating out Wing Commander. It was thus under the former title that the world at large got its first glimpse of what would turn into one of computer gaming’s most iconic franchises. Martin Davies, Origin’s Vice President of Sales:

I kicked hard to have a demo completed for the show. It was just a gut reaction, but I knew I needed to flood retail and distribution channels with the demo. Before the release of the game, I wanted the excitement to grow so that the confidence level would be extremely high. If we could get consumers beating a path in and out of the door, asking whether the game was out, distribution would respond.

With Wingleader still just a bunch of art and sound assets not yet wired up to the core game they were meant to complement, an interactive demo was impossible. Instead Chris Roberts put together a demo on videotape, alternating clips of the battles in space with clips of whatever other audiovisual elements he could assemble from what the artists and composers had managed to complete. Origin brought a big screen and a booming sound system out to Chicago for the show; the latter prompted constant complaints from other exhibitors. The noise pollution was perfect for showing the world that there was now more to Origin Systems than intricate quests and ethical dilemmas — that they could do aesthetic maximalism as well as anyone in their industry, pushing all of the latest hardware to its absolute limit in the process. It was a remarkable transformation for a company that just eighteen months before had been doing all development on the humble little 8-bit Apple II and Commodore 64. Cobbled together though it was, the Wingleader demo created a sensation at CES.

Indeed, one can hardly imagine a better demonstration of how the computer-game industry as a whole was changing than the game that had once been known as Squadron, was now known as Wingleader, and would soon go onto fame as Wing Commander. In my next article, I’ll tell the story of how the game would come to be finished and sold, along with the even more important story of what it would mean for the future of digital entertainment.

(Sources: the books Wing Commander I and II: The Ultimate Strategy Guide by Mike Harrison and Game Design Theory and Practice by Richard Rouse III; Retro Gamer 59 and 123; Questbusters of July 1989, August 1990, and April 1991; Computer Gaming World of September 1989 and November 1992; Amiga Computing of December 1988. Online sources include documents hosted at the Wing Commander Combat Information Center, US Gamer‘s profile of Chris Roberts, The Escapist‘s history of Wing Commander, Paul Dean’s interview with Chris Roberts, and Matt Barton’s interview with George “The Fat Man” Sanger. Last but far from least, my thanks to John Miles for corresponding with me via email about his time at Origin, and my thanks to Casey Muratori for putting me in touch with him.

Wing Commander I and II can be purchased in a package together with all of their expansion packs from GOG.com.)

 
 

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The 640 K Barrier

There was a demon in memory. They said whoever challenged him would lose. Their programs would lock up, their machines would crash, and all their data would disintegrate.

The demon lived at the hexadecimal memory address A0000, 655,360 in decimal, beyond which no more memory could be allocated. He lived behind a barrier beyond which they said no program could ever pass. They called it the 640 K barrier.

— with my apologies to The Right Stuff[1]Yes, that is quite possibly the nerdiest thing I’ve ever written.

The idea that the original IBM PC, the machine that made personal computing safe for corporate America, was a hastily slapped-together stopgap has been vastly overstated by popular technology pundits over the decades since its debut back in August of 1981. Whatever the realities of budgets and scheduling with which its makers had to contend, there was a coherent philosophy behind most of the choices they made that went well beyond “throw this thing together as quickly as possible and get it out there before all these smaller companies corner the market for themselves.” As a design, the IBM PC favored robustness, longevity, and expandability, all qualities IBM had learned the value of through their many years of experience providing businesses and governments with big-iron solutions to their most important data–processing needs. To appreciate the wisdom of IBM’s approach, we need only consider that today, long after the likes of the Commodore Amiga and the original Apple Macintosh architecture, whose owners so loved to mock IBM’s unimaginative beige boxes, have passed into history, most of our laptop and desktop computers — including modern Macs — can trace the origins of their hardware back to what that little team of unlikely business-suited visionaries accomplished in an IBM branch office in Boca Raton, Florida.

But of course no visionary has 20-20 vision. For all the strengths of the IBM PC, there was one area where all the jeering by owners of sexier machines felt particularly well-earned. Here lay a crippling weakness, born not so much of the hardware found in that first IBM PC as the operating system the marketplace chose to run on it, that would continue to vex programmers and ordinary users for two decades, not finally fading away until Microsoft’s release of Windows XP in 2001 put to bed the last legacies of MS-DOS in mainstream computing. MS-DOS, dubbed the “quick and dirty” operating system during the early days of its development, is likely the piece of software in computing history with the most lopsided contrast between the total number of hours put into its development and the total number of hours it spent in use, on millions and millions of computers all over the world. The 640 K barrier, the demon all those users spent so much time and energy battling for so many years, was just one of the more prominent consequences of corporate America’s adoption of such a blunt instrument as MS-DOS as its standard. Today we’ll unpack the problem that was memory management under MS-DOS, and we’ll also examine the problem’s multifarious solutions, all of them to one degree or another ugly and imperfect.


 

The original IBM PC was built around an Intel 8088 microprocessor, a cost-reduced and somewhat crippled version of an earlier chip called the 8086. (IBM’s decision to use the 8088 instead of the 8086 would have huge importance for the expansion buses of this and future machines, but the differences between the two chips aren’t important for our purposes today.) Despite functioning as a 16-bit chip in most ways, the 8088 had a 20-bit address space, meaning it could address a maximum of 1 MB of memory. Let’s consider why this limitation should exist.

Memory, whether in your brain or in your computer, is of no use to you if you can’t keep track of where you’ve put things so that you can retrieve them again later. A computer’s memory is therefore indexed by bytes, with every single byte having its own unique address. These addresses, numbered from 0 to the upper limit of the processor’s address space, allow the computer to keep track of what is stored where. The biggest number that can be represented in 20 bits is 1,048,575, or 1 MB. Thus this is the maximum amount of memory which the 8088, with its 20-bit address bus, can handle. Such a limitation hardly felt like a deal breaker to the engineers who created the IBM PC. Indeed, it’s difficult to overemphasize what a huge figure 1 MB really was when they released the machine in 1981, in which year the top-of-the-line Apple II had just 48 K of memory and plenty of other competing machines shipped with no more than 16 K.

A processor needs to address other sorts of memory besides the pool of general-purpose RAM which is available for running applications. There’s also ROM memory — read-only memory, burned inviolably into chips — that contains essential low-level code needed for the computer to boot itself up, along with, in the case of the original IBM PC, an always-available implementation of the BASIC programming language. (The rarely used BASIC in ROM would be phased out of subsequent models.) And some areas of RAM as well are set aside from the general pool for special purposes, like the fully 128 K of addresses given to video cards to keep track of the onscreen display in the original IBM PC. All of these special types of memory must be accessed by the CPU, must be given their own unique addresses to facilitate that, and must thus be subtracted from the address space available to the general pool.

IBM’s engineers were quite generous in drawing the boundary between their general memory pool and the area of addresses allocated to special purposes. Focused on expandability and longevity as they were, they reserved big chunks of “special” memory for purposes that hadn’t even been imagined yet. In all, they reserved the upper three-eighths of the available addresses for specialized purposes actual or potential, leaving the lower five-eighths — 640 K — to the general pool. In time, this first 640 K of memory would become known as “conventional memory,” the remaining 384 K — some of which would be ROM rather than RAM — as “high memory.” The official memory map which IBM published upon the debut of the IBM PC looked like this:

It’s important to understand when looking at a memory map like this one that the existence of a logical address therein doesn’t necessarily mean that any physical memory is connected to that address in any given real machine. The first IBM PC, for instance, could be purchased with as little as 16 K of conventional memory installed, and even a top-of-the-line machine had just 256 K, leaving most of the conventional-memory space vacant. Similarly, early video cards used just 32 K or 64 K of the 128 K of address space offered to them in high memory. The 640 K barrier was thus only a theoretical limitation early on, one few early users or programmers ever even noticed.

That blissful state of affairs, however, wouldn’t last very long. As IBM’s creations — joined, soon enough, by lots of clones — became the standard for American business, more and more advanced applications appeared, craving more and more memory alongside more and more processing power. Already by 1984 the 640 K barrier had gone from a theoretical to a very real limitation, and customers were beginning to demand that IBM do something about it. In response, IBM that year released the PC/AT, built around Intel’s new 80286 microprocessor, which boasted a 24-bit address space good for 16 MB of memory. To unlock all that potential extra memory, IBM made the commonsense decision to extend the memory map above the specialized high-memory area that ended at 1 MB, making all addresses beyond 1 MB a single pool of “extended memory” available for general use.

Problem solved, right? Well, no, not really — else this would be a much shorter article. Due more to software than hardware, all of this potential extended memory proved not to be of much use for the vast majority of people who bought PC/ATs. To understand why this should be, we need to examine the deadly embrace between the new processor and the old operating system people were still running on it.

The 80286 was designed to be much more than just a faster version of the old 8086/8088. Developing the chip before IBM PCs running MS-DOS had come to dominate business computing, Intel hadn’t allowed the need to stay compatible with that configuration to keep them from designing a next-generation chip that would help to take computing to where they saw it as wanting to go. Intel believed that microcomputers were at the stage at which the big institutional machines had been a couple of decades earlier, just about ready to break free of what computer scientist Brian L. Stuart calls the “Triangle of Ones”: one user running one program at a time on one machine. At the very least, Intel believed, the second leg of the Triangle must soon fall; everyone recognized that multitasking — running several programs at a time and switching freely between them — was a much more efficient way to do complex work than laboriously shutting down and starting up application after application. But unfortunately for MS-DOS, the addition of multitasking complicates the life of an operating system to an absolutely staggering degree.

Operating systems are of course complex subjects worthy of years or a lifetime of study. We might, however, collapse their complexities down to a few fundamental functions: to provide an interface for the user to work with the computer and manage her programs and files; to manage the various tasks running on the computer and allocate resources among them; and to act as a buffer or interface between applications and the underlying hardware of the computer. That, anyway, is what we expect at a minimum of our operating systems today. But for a computer ensconced within the Triangle of Ones, the second and third functions were largely moot: with only one program allowed to run at a time, resource-management concerns were nonexistent, and, without the need for a program to be concerned about clashing with other programs running at the same time, bare-metal programming — manipulating the hardware directly, without passing requests through any intervening layer of operating-system calls — was often considered not only acceptable but the expected approach. In this spirit, MS-DOS provided just 27 function calls to programmers, the vast majority of them dealing only with disk and file management. (Compare that, my fellow programmers, with the modern Windows or OS X APIs!) For everything else, banging on the bare metal was fine.

We can’t even begin here to address all of the complications that are introduced when we add multitasking into the equation, asking the operating system in the process to fully embrace all three of the core functions listed above. Memory management alone, the one aspect we will look deeper into today, becomes complicated enough. A program which is sharing a machine with other programs can no longer have free run of the memory map, placing whatever it wants to wherever it wants to; to do so risks overwriting the code or data of another program running on the system. Instead the operating system must demand that individual programs formally request the memory they’d like to use, and then must come up with a way to keep a program, whether due to bugs or malice, from running roughshod over areas of memory that it hasn’t been granted.

Or perhaps not. The Commodore Amiga, the platform which pioneered multitasking on personal computers in 1985, didn’t so much solve the latter part of this problem as punted it away. An application program is expected to request from the Amiga’s operating system any memory that it requires. The operating system then returns a pointer to a block of memory of the requested size, and trusts the application not to write to  memory outside of these bounds. Yet nothing besides the programmer’s skill and good nature absolutely prevents such unauthorized memory access from happening. Every application on the Amiga, in other words, can write to any address in the machine’s memory, whether that address be properly allocated to it or not. Screen memory, free memory, another program’s data, another program’s code — all are fair game to the errant program. Such unauthorized memory access will almost always eventually result in a total system crash. A non-malicious programmer who wants her program to be a good citizen would of course never intentionally write to memory she hasn’t properly requested, but bugs of this nature are notoriously easy to create and notoriously hard to track down, and on the Amiga a single instance of one can bring down not only the offending program but the entire operating system. With all due respect to the Amiga’s importance as the first multitasking personal computer, this is obviously not the ideal way to implement it.

A far more sustainable approach is to take the extra step of tracking and protecting the memory that has been allocated to each program. Memory protection is usually accomplished using  what’s known as virtual memory: when a program requests memory, it’s returned not a true address within the system’s memory pool but rather a virtual address that’s translated back into the real address to which it corresponds every time the program accesses its data. Each program is thus effectively sandboxed from everything else, allowed to read from and write to only its own data. Only the lowest levels of the operating system have global access to the memory pool as a whole.

Implementing such memory protection in software alone, however, must be an untenable drain on the resources available to systems engineers in the 1980s — a fact which does everything to explain its absence from the Amiga. Intel therefore decided to give software a leg up via hardware. They built into the 80286 a memory-management unit that could automatically translate from virtual to real memory addresses and vice versa, making this constantly ongoing process fairly transparent even to the operating system.

Nevertheless, the operating system must know about this capability, must in fact be written very differently if it’s to run on a CPU with memory protection built into its circuitry. Intel recognized that it would take time for such operating systems to be created for the new chip, and recognized that compatibility with the earlier 8086/8088 chips would be a very good thing to have in the meantime. They therefore built two possible operating modes into the 80286. In “protected mode” — the mode they hoped would eventually come to be used almost universally — the chip’s full potential would be realized, including memory protection and the ability to address up to 16 MB of memory. In “real mode,” the 80286 would function essentially like a turbocharged 8086/8088, with no memory-protection capabilities and with the old limitation on addressable memory of 1 MB still in place. Assuming that in the early days at least the new chip would need to run on operating systems with no knowledge of its full capabilities, Intel made the 80286 default to real mode on startup. An operating system which did know about the 80286 and wanted to bring out its full potential could switch it to protected mode at boot-up and be off to the races.

It’s at the intersection between the 80286 and the operating system that Intel’s grand plans for the future of their new chip went awry. An overwhelming percentage of the early 80286s were used in IBM PC/ATs and clones, and an overwhelming percentage of those machines were running MS-DOS. Microsoft’s erstwhile “quick and dirty” operating system knew nothing of the 80286’s full capabilities. Worse, trying to give it knowledge of those capabilities would have to entail a complete rewrite which would break compatibility with all existing MS-DOS software. Yet the whole reason MS-DOS was popular in the first place — it certainly wasn’t because of a generous feature set, a friendly interface, or any aesthetic appeal — was that very same huge base of business software. Getting users to make the leap to some hypothetical new operating system in the absence of software to run on it would be as difficult as getting developers to write programs for an operating system with no users. It was a chicken-or-the-egg situation, and neither chicken nor egg was about to stick its neck out anytime soon.

IBM was soon shipping thousands upon thousands of PC/ATs every month, and the clone makers were soon shipping even more 80286-based machines of their own. Yet at least 95 percent of those machines were idling along at only a fraction of their potential, thanks to the already creakily archaic MS-DOS. For all these users, the old 640 K barrier remained as high as ever. They could stuff their machines full of extended memory if they liked, but they still couldn’t access it. And of course the multitasking that the 80286 was supposed to have enabled remained as foreign a concept to MS-DOS as a GPS unit to a Model T. The only solution IBM offered those who complained about the situation was to run another operating system. And indeed, there were a number of alternatives to MS-DOS available for the PC/AT and other 80286-based machines, including several variants of the old institutional-computing favorite Unix — one of them even from Microsoft — and new creations like Digital Research’s Concurrent DOS, which struggled with mixed results to wedge in some degree of MS-DOS compatibility. Still, the only surefire way to take full advantage of MS-DOS’s huge software base was to run the real — in more ways than one now! — MS-DOS, and this is what the vast majority of people with 80286-equipped machines wound up doing.

Meanwhile the very people making the software which kept MS-DOS the only viable choice for most users were feeling the pinch of being confined to 640 K more painfully almost by the month. Finally Lotus Corporation —  makers of the Lotus 1-2-3 spreadsheet package that ruled corporate America, the greatest single business-software success story of their era — decided to use their clout to do something about it. They convinced Intel to join them in devising a scheme for breaking the 640 K barrier without abandoning MS-DOS. What they came up with was one mother of an ugly kludge — a description the scheme has in common with virtually all efforts to break through the 640 K barrier.

Looking through the sparsely populated high-memory area which the designers of the original IBM PC had so generously carved out, Lotus and Intel realized it should be possible on almost any extant machine to identify a contiguous 64 K chunk of those addresses which wasn’t being used for anything. This chunk, they decided, would be the gateway to potentially many more megabytes installed elsewhere in the machine. Using a combination of software and hardware, they implemented what’s known as a bank-switching scheme. The 64 K chunk of high-memory addresses was divided into four segments of 16 K, each of which could serve as a lens focused on a 16 K segment of additional memory above and beyond 1 MB. When the processor accessed the addresses in high memory, the data it would actually access would be the data at whatever sections of the additional memory their lenses were currently pointing to. The four lenses could be moved around at will, giving access, albeit in a roundabout way, to however much extra memory the user had installed. The additional memory unlocked by the scheme was dubbed “expanded memory.”  The name’s unfortunate similarity to “extended memory” would cause much confusion over the years to come; from here on, we’ll call it by its common acronym of “EMS.”

All those gobs of extra memory wouldn’t quite come for free: applications would have to be altered to check for the existence of EMS memory and make use of it, and there would remain a distinct difference between conventional memory and EMS memory with which programmers would always have to reckon. Likewise, the overhead of constantly moving those little lenses around made EMS memory considerably slower to access than conventional memory. On the brighter side, though, EMS worked under MS-DOS with only the addition of a single device driver during startup. And, since the hardware mechanism for moving the lenses around was completely external to the CPU, it would even work on machines that weren’t equipped with the new 80286.

This diagram shows the different types of memory available on PCs of the mid-1980s. In blue, we see the original 1 MB memory map of the IBM PC. In green, we see a machine equipped with additional extended memory. And in orange we see a machine equipped with additional expanded memory.

Shortly before the scheme made its official debut at a COMDEX trade show in May of 1985, Lotus and Intel convinced a crucial third partner to come aboard: Microsoft. “It’s garbage! It’s a kludge!” said Bill Gates. “But we’re going to do it.” With the combined weight of Lotus, Intel, and Microsoft behind it, EMS took hold as the most practical way of breaking the 640 K barrier. Imperfect and kludgy though it was, software developers hurried to add support for EMS memory to whatever programs of theirs could practically make use of it, while hardware manufacturers rushed EMS memory boards onto the market. EMS may have been ugly, but it was here today and it worked.

At the same time that EMS was taking off, however, extended memory wasn’t going away. Some hardware makers — most notably IBM themselves — didn’t want any part of EMS’s ugliness. Software makers therefore continued to probe at the limits of machines equipped with extended memory, still looking for a way to get at it from within the confines of MS-DOS. What if they momentarily switched the 80286 into protected mode, just for as long as they needed to manipulate data in extended memory, then went back into real mode? It seemed like a reasonable idea — except that Intel, never anticipating that anyone would want to switch modes on the fly like this, had neglected to provide a way to switch an 80286 in protected mode back into real mode. So, proponents of extended memory had to come up with a kludge even uglier than the one that allowed EMS memory to function. They could force the 80286 back into real mode, they realized, by resetting it entirely, just as if the user had rebooted her computer. The 80286 would go through its self-check again — a process that admittedly absorbed precious milliseconds — and then pick back up where it left off. It was, as Microsoft’s Gordon Letwin memorably put it, like “turning off the car to change gears.” It was staggeringly kludgy, it was horribly inefficient, but it worked in its fashion. Given the inefficiencies involved, the scheme was mostly used to implement virtual disks stored in the extended memory, which wouldn’t be subject to the constant access of an application’s data space.

In 1986, the 32-bit 80386, Intel’s latest and greatest chip, made its public bow at the heart of the Compaq Deskpro 386 rather than an IBM machine, a landmark moment signaling the slow but steady shift of business computing’s power center from IBM to Microsoft and the clone makers using their operating system. While working on the new chip, Intel had had time to see how the 80286 was actually being used in the wild, and had faced the reality that MS-DOS was likely destined to be cobbled onto for years to come rather than replaced in its entirety with something better. They therefore made a simple but vitally important change to the 80386 amidst its more obvious improvements. In addition to being able to address an inconceivable total of 4 GB of memory in protected mode thanks to its 32-bit address space, the 80386 could be switched between protected mode and real mode on the fly if one desired, without needing to be constantly reset.

In freeing programmers from that massive inefficiency, the 80386 cracked open the door that much further to making practical use of extended memory in MS-DOS. In 1988, the old EMS consortium of Lotus, Intel, and Microsoft came together once again, this time with the addition to their ranks of the clone manufacturer AST; the absence of IBM is, once again, telling. Together they codified a standard approach to extended memory on 80386 and later processors, which corresponded essentially to the scheme I’ve already described in the context of the 80286, but with a simple command to the 80386 to switch back to real mode replacing the resets. They called it the eXtended Memory Specification; memory accessed in this way soon became known universally as “XMS” memory. Under XMS as under EMS, a new device driver would be loaded into MS-DOS. Ordinary real-mode programs could then call this driver to access extended memory; the driver would do the needful switching to protected mode, copy blocks of data from extended memory into conventional memory or vice versa, then switch the processor back to real mode when it was time to return control to the program. It was still inelegant, still a little inefficient, and still didn’t use the capabilities of Intel’s latest processors in anything like the way Intel’s engineers had intended them to be used; true multitasking still remained a pipe dream somewhere off in a shadowy future. Owners of sexier machines like the Macintosh and Amiga, in other words, still had plenty of reason to mock and scoff. In most circumstances, working with XMS memory was actually slower than working with EMS memory. The primary advantage of XMS was that it let programs work with much bigger chunks of non-conventional memory at one time than the four 16 K chunks that EMS allowed. Whether any given program chose EMS or XMS came to depend on which set of advantages and disadvantages best suited its purpose.

The arrival of XMS along with the ongoing use of EMS memory meant that MS-DOS now had two competing memory-management solutions. Buyers now had to figure out not only whether they had enough extra memory to run a program but whether they had the right kind of extra memory. Ever accommodating, hardware manufacturers began shipping memory boards that could be configured as either EMS or XMS memory — whatever the application you were running at the moment happened to require.

The next stage in the slow crawl toward parity with other computing platforms in the realm of memory management would be the development of so-called “DOS extenders,” software to allow applications themselves to run in protected mode, thus giving them direct access to extended memory without having to pass their requests through an inefficient device driver. An application built using a DOS extender would only need to switch the processor to real mode when it needed to communicate with the operating system. The development of DOS extenders was driven by Microsoft’s efforts to turn Windows, which like seemingly everything else in business computing ran on top of MS-DOS, into a viable alternative to the command line and a viable challenger to the Macintosh. That story is thus best reserved for a future article, when we look more closely at Windows itself. As it is, the story that I’ve told so far today moves us nicely into the era of computer-gaming history we’ve reached on the blog in general.

In said era, the MS-DOS machines that had heretofore been reserved for business applications were coming into homes, where they were often used to play a new generation of games taking advantage of the VGA graphics, sound cards, and mice sported by the latest systems. Less positively, all of the people wanting to play these new games had to deal with the ramifications of a 640 K barrier that could still be skirted only imperfectly. As we’ve seen, both EMS and XMS imposed to one degree or another a performance penalty when accessing non-conventional memory. What with games being the most performance-sensitive applications of all, that made that first 640 K of lightning-fast conventional memory most precious of all for them.

In the first couple of years of MS-DOS’s gaming dominance, developers dealt with all of the issues that came attached to using memory beyond 640 K by the simple expedient of not using any memory beyond 640 K. But that solution was compatible neither with developers’ growing ambitions for their games nor with the gaming public’s growing expectations of them.

The first harbinger of what was to come was Origin Systems’s September 1990 release Wing Commander, which in its day was renowned — and more than a little feared — for pushing the contemporary state of the art in hardware to its limits. Even Wing Commander didn’t go so far as to absolutely require memory beyond 640 K, but it did use it to make the player’s audiovisual experience snazzier if it was present. Setting a precedent future games would largely follow, it was quite inflexible in its approach, demanding EMS — as opposed to XMS — memory. In the future, gamers would have to become all too familiar with the differences between the two standards, and how to configure their machines to use one or the other. Setting another precedent, Wing Commander‘s “installation guide” included a section on “memory usage” that was required reading in order to get things working properly. In the future, such sections would only grow in length and complexity, and would need to be pored over by long-suffering gamers with far more concentrated attention than anything in the manual having anything to do with how to actually play the games they purchased.

In Accolade’s embarrassing Leisure Suit Larry knockoff Les Manley in: Lost in LA, the title character explains EMS and XMS memory to some nubile companions. The ironic thing was that anyone who wished to play the latest games on an MS-DOS machine really did need to know this stuff, or at least have a friend who did.

Thus began the period of almost a decade, remembered with chagrin but also often with an odd sort of nostalgia by old-timers today, in which gamers spent hours monkeying about with MS-DOS’s “config.sys” and “autoexec.bat” files and swapping in and out various third-party utilities in the hope of squeezing out that last few kilobytes of conventional memory that Game X needed to run. The techniques they came to employ were legion.

In the process of developing Windows, Microsoft had discovered that the kernel of MS-DOS itself, a fairly tiny program thanks to its sheer age, could be stashed into the first 64 K of memory beyond 1 MB and still accessed like conventional memory on an 80286 or later processor in real mode thanks to what was essentially an undocumented technical glitch in the design of those processors. Gamers thus learned to include the line “DOS=HIGH” in their configuration files, freeing up a precious block of conventional memory. Likewise, there was enough unused space scattered around in the 384 K of high memory on most machines to stash many or all of MS-DOS’s device drivers there instead of in conventional memory. Thus “DOS=HIGH” soon became “DOS=HIGH,UMB,” the second parameter telling the computer to make use of these so-called “upper-memory blocks” and thereby save that many kilobytes more.

These were the most basic techniques, the starting points. Suffice to say that things got a lot more complicated from there, turning into a baffling tangle of tweaks, some saving mere bytes rather than kilobytes of conventional memory, but all of them important if one was to hope to run games that by 1993 would be demanding 604 K of 640 K for their own use. That owners of machines which by that point typically contained memories in the multi-megabytes should have to squabble with the operating system over mere handfuls of bytes was made no less vexing by being so comically absurd. And every new game seemed to up the ante, seemed to demand that much more conventional memory. Those with a sunnier disposition or a more technical bent of mind took the struggle to get each successive purchase running as the game before the game got started, as it were. Everyone else gnashed their teeth and wondered for the umpteenth time if they might not have been better off buying a console where games Just Worked. The only thing that made it all worthwhile was the mixture of relief, pride, and satisfaction that ensued when you finally got it all put together just right and the title screen came up and the intro music sprang to life — if, that is, you’d managed to configure your sound card properly in the midst of all your other travails. Such was the life of the MS-DOS gamer.

Before leaving the issue of the 640 K barrier behind in exactly the way that all those afflicted by it for so many years were so conspicuously unable to do, we have to address Bill Gates’s famous claim, allegedly made at a trade show in 1981, that “640 K ought to be enough for anybody.” The quote has been bandied about for years as computer-industry legend, seeming to confirm as it does the stereotype of Bill Gates as the unimaginative dirty trickster of his industry, as opposed to Steve Jobs the guileless visionary (the truth is, needless to say, far more complicated). Sadly for the stereotypers, however, the story of the quote is similar to all too many legends in the sense that it almost certainly never happened. Gates himself, for one, vehemently denies ever having said any such thing. Fred Shapiro, for another, editor of The Yale Book of Quotations, conducted an exhaustive search for a reputable source for the quote in 2008, going so far as to issue a public plea in The New York Times for anyone possessing knowledge of such a source to contact him. More than a hundred people did so, but none of them could offer up the smoking gun Shapiro sought, and he was left more certain than ever that the comment was “apocryphal.” So, there you have it. Blame Bill Gates all you want for the creaky operating system that was the real root cause of all of the difficulties I’ve spent this article detailing, but don’t ever imagine he was stupid enough to say that. “No one involved in computers would ever say that a certain amount of memory is enough for all time,” said Gates in 2008. Anyone doubting the wisdom of that assertion need only glance at the history of the IBM PC.

(Sources: the books Upgrading and Repairing PCs, 3rd edition by Scott Mueller and Principles of Operating Systems by Brian L. Stuart; Computer Gaming World of June 1993; Byte of January 1982, November 1984, and March 1992; Byte‘s IBM PC special issues of Fall 1985 and Fall 1986; PC Magazine of May 14 1985, January 14 1986, May 30 1989, June 13 1989, and June 27 1989; the episode of the Computer Chronicles television show entitled “High Memory Management”; the online article “The ‘640K’ quote won’t go away — but did Gates really say it?” on Computerworld.)

Footnotes

Footnotes
1 Yes, that is quite possibly the nerdiest thing I’ve ever written.
 
 

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Ultima VI

After Richard Garriott and his colleagues at Origin Systems finished each Ultima game — after the manic final crunch of polishing and testing, after the release party, after the triumphant show appearances and interviews in full Lord British regalia — there must always arise the daunting question of what to do next. Garriott had set a higher standard for the series than that of any of its competitors almost from the very beginning, when he’d publicly declared that no Ultima would ever reuse the engine of its predecessor, that each new entry in the series would represent a significant technological leap over what had come before. And just to add to that pressure, starting with Ultima IV he’d begun challenging himself to make each new Ultima a major thematic statement that also built on what had come before. Both of these bars became harder and harder to meet as the series advanced.

As if that didn’t present enough of a burden, each individual entry in the series came with its own unique psychological hurdles for Garriott to overcome. For example, by the time he started thinking about what Ultima V should be he’d reached the limits of what a single talented young man like himself could design, program, write, and draw all by himself on his trusty Apple II. It had taken him almost a year — a rather uncomfortable year for his brother Robert and the rest of Origin’s management — to accept that reality and to begin to work in earnest on Ultima V with a team of others.

The challenge Garriott faced after finishing and releasing that game in March of 1988 was in its way even more emotionally fraught: the challenge of accepting that, just as he’d reached the limits of what he could do alone on the Apple II a couple of years ago, he’d now reached the limits of what any number of people could do on Steve Wozniak’s humble little 8-bit creation. Ultima V still stands today as one of the most ambitious things anyone has ever done on an Apple II; it was hard at the time and remains hard today to imagine how Origin could possibly push the machine much further. Yet that wasn’t even the biggest problem associated with sticking with the platform; the biggest problem could be seen on each monthly sales report, which showed the Apple II’s numbers falling off even faster than those of the Commodore 64, the only other viable 8-bit computer remaining in the American market.

After serving as the main programmer on Ultima V, John Miles’s only major contribution to Ultima VI was the opening sequence. The creepy poster of a pole-dancing centaur hanging on the Avatar’s wall back on Earth has provoked much comment over the years…

Garriott was hardly alone at Origin in feeling hugely loyal to the Apple II, the only microcomputer he’d ever programmed. While most game developers in those days ported their titles to many platforms, almost all had one which they favored. Just as Epyx knew the Commodore 64 better than anyone else, Sierra had placed their bets on MS-DOS, and Cinemaware was all about the Commodore Amiga, Origin was an Apple II shop through and through. Of the eleven games they’d released from their founding in 1983 through to the end of 1988, all but one had been born and raised on an Apple II.

Reports vary on how long and hard Origin tried to make Ultima VI work on the Apple II. Richard Garriott, who does enjoy a dramatic story even more than most of us, has claimed that Origin wound up scrapping nine or even twelve full months of work; John Miles, who had done the bulk of the programming for Ultima V and was originally slated to fill the same role for the sequel, estimated to me that “we probably spent a few months on editors and other utilities before we came to our senses.” At any rate, by March of 1989, the one-year anniversary of Ultima V‘s release, the painful decision had been made to switch not only Ultima VI but all of Origin’s ongoing and future projects to MS-DOS, the platform that was shaping up as the irresistible force in American computer gaming. A slightly petulant but nevertheless resigned Richard Garriott slapped an Apple sticker over the logo of the anonymous PC clone now sitting on his desk and got with the program.

Richard Garriott with an orrery, one of the many toys he kept at the recently purchased Austin house he called Britannia Manor.

Origin was in a very awkward spot. Having frittered away a full year recovering from the strain of making the previous Ultima, trying to decide what the next Ultima should be, and traveling down the technological cul de sac that was now the Apple II, they simply had to have Ultima VI finished — meaning designed and coded from nothing on an entirely new platform — within one more year if the company was to survive. Origin had never had more than a modestly successful game that wasn’t an Ultima; the only way their business model worked was if Richard Garriott every couple of years delivered a groundbreaking new entry in their one and only popular franchise and it sold 200,000 copies or more.

John Miles, lacking a strong background in MS-DOS programming and the C language in which all future Ultimas would be coded, was transferred off the team to get himself up to speed and, soon enough, to work on middleware libraries and tools for the company’s other programmers. Replacing him on the project in Origin’s new offices in Austin, Texas, were Herman Miller and Cheryl Chen, a pair of refugees from the old offices in New Hampshire, which had finally been shuttered completely in January of 1989. It was a big step for both of them to go from coding what until quite recently had been afterthought MS-DOS versions of Origin’s games to taking a place at the center of the most critical project in the company. Fortunately, both would prove more than up to the task.

Just as Garriott had quickly learned to like the efficiency of not being personally responsible for implementing every single aspect of Ultima V, he soon found plenty to like about the switch to MS-DOS. The new platform had four times the memory of the Apple II machines Origin had been targeting before, along with (comparatively) blazing-fast processors, hard drives, 256-color VGA graphics, sound cards, and mice. A series that had been threatening to burst the seams of the Apple II now had room to roam again. For the first time with Ultima VI, time rather than technology was the primary restraint on Garriott’s ambitions.

But arguably the real savior of Ultima VI was not a new computing platform but a new Origin employee: one Warren Spector, who would go on to join Garriott and Chris Roberts — much more on him in a future article — as one of the three world-famous game designers to come out of the little collective known as Origin Systems. Born in 1955 in New York City, Spector had originally imagined for himself a life in academia as a film scholar. After earning his Master’s from the University of Texas in 1980, he’d spent the next few years working toward his PhD and teaching undergraduate classes. But he had also discovered tabletop gaming at university, from Avalon Hill war games to Dungeons & Dragons. When a job as a research archivist which he’d thought would be his ticket to the academic big leagues unexpectedly ended after just a few months, he wound up as an editor and eventually a full-fledged game designer at Steve Jackson Games, maker of card games, board games, and RPGs, and a mainstay of Austin gaming circles. It was through Steve Jackson, like Richard Garriott a dedicated member of Austin’s local branch of the Society for Creative Anachronism, that Spector first became friendly with the gang at Origin; he also discovered Ultima IV, a game that had a profound effect on him. He left Austin in March of 1987 for a sojourn in Wisconsin with TSR, the makers of Dungeons & Dragons, but, jonesing for the warm weather and good barbecue of the city that had become his adopted hometown, he applied for a job with Origin two years later. Whatever role his acquaintance with Richard Garriott and some of the other folks there played in getting him an interview, it certainly didn’t get him a job all by itself; Spector claims that Dallas Snell, Robert Garriott’s right-hand man running the business side of the operation, grilled him for an incredible nine hours before judging him worthy of employment. (“May you never have to live through something like this just to get a job,” he wishes for all and sundry.) Starting work at Origin on April 12, 1989, he was given the role of producer on Ultima VI, the high man on the project totem pole excepting only Richard Garriott himself.

Age 33 and married, Spector was one of the oldest people employed by this very young company; he realized to his shock shortly after his arrival that he had magazine subscriptions older than Origin’s up-and-coming star Chris Roberts. A certain wisdom born of his age, along with a certain cultural literacy born of all those years spent in university circles, would serve Origin well in the seven years he would remain there. Coming into a company full of young men who had grand dreams of, as their company’s tagline would have it, “creating worlds,” but whose cultural reference points didn’t usually reach much beyond Lord of the Rings and Star Wars, Spector was able to articulate Origin’s ambitions for interactive storytelling in a way that most of the others could not, and in time would use his growing influence to convince management of the need for a real, professional writing team to realize those ambitions. In the shorter term — i.e., in the term of the Ultima VI project — he served as some badly needed adult supervision, systematizing the process of development by providing everyone on his team with clear responsibilities and by providing the project as a whole with the when and what of clear milestone goals. The project was so far behind that everyone involved could look forward to almost a year of solid crunch time as it was; Spector figured there was no point in making things even harder by letting chaos reign.

On the Ultima V project, it had been Dallas Snell who had filled the role of producer, but Snell, while an adept organizer and administrator, wasn’t a game designer or a creative force by disposition. Spector, though, proved himself capable of tackling the Ultima VI project from both sides, hammering out concrete design documents from the sometimes abstracted musings of Richard Garriott, then coming up with clear plans to bring them to fruition. In the end, the role he would play in the creation of Ultima VI was as important as that of Garriott himself. Having learned to share the technical burden with Ultima V — or by now to pass it off entirely; he never learned C and would never write a single line of code for any commercial game ever again — Garriott was now learning to share the creative burden as well, another necessary trade-off if his ever greater ambitions for his games were to be realized.

If you choose not to import an Ultima V character into Ultima VI, you go through the old Ultima IV personality test, complete with gypsy soothsayer, to come up with your personal version of the Avatar. By this time, however, with the series getting increasingly plot-heavy and the Avatar’s personality ever more fleshed-out within the games, the personality test was starting to feel a little pointless. Blogger Chet Bolingbroke, the “CRPG Addict,” cogently captured the problems inherent in insisting that all of these disparate Ultima games had the same hero:
 
Then there’s the Avatar. Not only is it unnecessary to make him the hero of the first three games, as if the Sosarians and Britannians are so inept they always need outside help to solve their problems, but I honestly think the series should have abandoned the concept after Ultima IV. In that game, it worked perfectly. The creators were making a meta-commentary on the very nature of playing role-playing games. The Avatar was clearly meant to be the player himself or herself, warped into the land through the “moongate” of his or her computer screen, represented as a literal avatar in the game window. Ultima IV was a game that invited the player to act in a way that was more courageous, more virtuous, more adventurous than in the real world. At the end of the game, when you’re manifestly returned to your real life, you’re invited to “live as an example to thine own people”–to apply the lesson of the seven virtues to the real world. It was brilliant. They should have left it alone.
 
Already in Ultima V, though, they were weakening the concept. In that game, the Avatar is clearly not you, but some guy who lives alone in his single-family house of a precise layout. But fine, you rationalize, all that is just a metaphor for where you actually do live. By Ultima VI, you have some weird picture of a pole-dancing centaur girl on your wall, you’re inescapably a white male with long brown hair.

Following what had always been Richard Garriott’s standard approach to making an Ultima, the Ultima VI team concentrated on building their technology and then building a world around it before adding a plot or otherwise trying to turn it all into a real game with a distinct goal. Garriott and others at Origin would always name Times of Lore, a Commodore 64 action/CRPG hybrid written by Chris Roberts and published by Origin in 1988, as the main influence on the new Ultima VI interface, the most radically overhauled version of same ever to appear in an Ultima title. That said, it should be noted that Times of Lore itself lifted many or most of its own innovations from The Faery Tale Adventure, David Joiner’s deeply flawed but beautiful and oddly compelling Commodore Amiga action/CRPG of 1987. By way of completing the chain, much of Times of Lore‘s interface was imported wholesale into Ultima VI; even many of the onscreen icons looked exactly the same. The entire game could now be controlled, if the player liked, with a mouse, with all of the keyed commands duplicated as onscreen buttons; this forced Origin to reduce the “alphabet soup” that had been previous Ultima interfaces, which by Ultima V had used every letter in the alphabet plus some additional key combinations, to ten buttons, with the generic “use” as the workhorse taking the place of a multitude of specifics.

Another influence, one which Origin was for obvious reasons less eager to publicly acknowledge than that of Times of Lore, was FTL’s landmark 1987 CRPG Dungeon Master, a game whose influence on its industry can hardly be overstated. John Miles remembers lots of people at Origin scrambling for time on the company’s single Atari ST in order to play it soon after its release. Garriott himself has acknowledged being “ecstatic” for his first few hours playing it at all the “neat new things I could do.” Origin co-opted  Dungeon Master‘s graphical approach to inventory management, including the soon-to-be ubiquitous “paper doll” method of showing what characters were wearing and carrying.

Taking a cue from theories about good interface design dating back to Xerox PARC and Apple’s Macintosh design team, The Faery Tale Adventure, Times of Lore, and Dungeon Master had all abandoned “modes”: different interfaces — in a sense entirely different programs — which take over as the player navigates through the game. The Ultima series, like most 1980s CRPGs, had heretofore been full of these modes. There was one mode for wilderness travel; another for exploring cities, towns, and castles; another, switching from a third-person overhead view to a first-person view like Wizardry (or, for that matter, Dungeon Master), for dungeon delving. And when a fight began in any of these modes, the game switched to yet another mode for resolving the combat.

Ultima VI collapsed all of these modes down into a single unified experience. Wilderness, cities, and dungeons now all appeared on a single contiguous map on which combat also occurred, alongside everything else possible in the game; Ultima‘s traditionally first-person dungeons were now displayed using an overhead view like the rest of the game. From the standpoint of realism, this was a huge step back; speaking in strictly realistic terms, either the previously immense continent of Britannia must now be about the size of a small suburb or the Avatar and everyone else there must now be giants, building houses that sprawled over dozens of square miles. But, as we’ve had plenty of occasion to discuss in previous articles, the most realistic game design doesn’t always make the best game design. From the standpoint of creating an immersive, consistent experience for the player, the new interface was a huge step forward.

As the world of Britannia had grown more complex, the need to give the player a unified window into it had grown to match, in ways that were perhaps more obvious to the designers than they might have been to the players. The differences between the first-person view used for dungeon delving and the third-person view used for everything else had become a particular pain. Richard Garriott had this to say about the problems that were already dogging him when creating Ultima V, and the changes he thus chose to make in Ultima VI:

Everything that you can pick up and use [in Ultima V] has to be able to function in 3D [i.e., first person] and also in 2D [third person]. That meant I had to either restrict the set of things players can use to ones that I know I can make work in 3D or 2D, or make them sometimes work in 2D but not always work in 3D or vice versa, or they will do different things in one versus the other. None of those are consistent, and since I’m trying to create an holistic world, I got rid of the 3D dungeons.

Ultima V had introduced the concept of a “living world” full of interactive everyday objects, along with characters who went about their business during the course of the day, living lives of their own. Ultima VI would build on that template. The world was still constructed, jigsaw-like, from piles of tile graphics, an approach dating all the way back to Ultima I. Whereas that game had offered 16 tiles, however, Ultima VI offered 2048, all or almost all of them drawn by Origin’s most stalwart artist, Denis Loubet, whose association with Richard Garriott stretched all the way back to drawing the box art for the California Pacific release of Akalabeth. Included among these building blocks were animated tiles of several frames — so that, for instance, a water wheel could actually spin inside a mill and flames in a fireplace could flicker. Dynamic, directional lighting of the whole scene was made possible by the 256 colors of VGA. While Ultima V had already had a day-to-night cycle, in Ultima VI the sun actually rose in the east and set in the west, and torches and other light sources cast a realistic glow onto their surroundings.

256 of the 2048 tiles from which the world of Ultima VI was built.

In a clear signal of where the series’s priorities now lay, other traditional aspects of CRPGs were scaled back, moving the series further from its roots in tabletop Dungeons & Dragons. Combat, having gotten as complicated and tactical as it ever would with Ultima V, was simplified, with a new “auto-combat” mode included for those who didn’t want to muck with it at all; the last vestiges of distinct character races and classes were removed; ability scores were boiled down to just three numbers for Strength, Dexterity, and Intelligence. The need to mix reagents in order to cast spells, one of the most mind-numbingly boring aspects of a series that had always made you do far too many boring things, was finally dispensed with; I can’t help but imagine legions of veteran Ultima players breathing a sigh of relief when they read in the manual that “the preparation of a spell’s reagents is performed at the moment of spellcasting.” The dodgy parser-based conversation system of the last couple of games, which had required you to try typing in every noun mentioned by your interlocutor on the off chance that it would elicit vital further information, was made vastly less painful by the simple expedient of highlighting in the text those subjects into which you could inquire further.

Inevitably, these changes didn’t always sit well with purists, then or now. Given the decreasing interest in statistics and combat evinced by the Ultima series as time went on, as well as the increasing emphasis on what we might call solving the puzzles of its ever more intricate worlds, some have accused later installments of the series of being gussied-up adventure games in CRPG clothing; “the last real Ultima was Ultima V” isn’t a hard sentiment to find from a vocal minority on the modern Internet. What gives the lie to that assertion is the depth of the world modeling, which makes these later Ultimas flexible in ways that adventure games aren’t. Everything found in the world has, at a minimum, a size, a weight, and a strength. Say, then, that you’re stymied by a locked door. There might be a set-piece solution for the problem in the form of a key you can find, steal, or trade for, but it’s probably also possible to beat the door down with a sufficiently big stick and a sufficiently strong character, or if all else fails to blast it open with a barrel of dynamite. Thus your problems can almost never become insurmountable, even if you screw up somewhere else. Very few other games from Ultima VI‘s day made any serious attempt to venture down this path. Infocom’s Beyond Zork tried, somewhat halfheartedly, and largely failed at it; Sierra’s Hero’s Quest was much more successful at it, but on nothing like the scale of an Ultima. Tellingly, almost all of the “alternate solutions” to Ultima VI‘s puzzles emerge organically from the simulation, with no designer input whatsoever. Richard Garriott:

I start by building a world which you can interact with as naturally as possible. As long as I have the world acting naturally, if I build a world that is prolific enough, that has as many different kinds of natural ways to act and react as possible, like the real world does, then I can design a scenario for which I know the end goal of the story. But exactly whether I have to use a key to unlock the door, or whether it’s an axe I pick up to chop down the door, is largely irrelevant.

The complexity of the world model was such that Ultima VI became the first installment that would let the player get a job to earn money in lieu of the standard CRPG approach of killing monsters and taking their loot. You can buy a sack of grain from a local farmer, take the grain to a mill and grind it into flour, then sell the flour to a baker — or sneak into his bakery at night to bake your own bread using his oven. Even by the standards of today, the living world inside Ultima VI is a remarkable achievement — not to mention a godsend to those of us bored with killing monsters; you can be very successful in Ultima VI whilst doing very little killing at all.

A rare glimpse of Origin’s in-house Ultima VI world editor, which looks surprisingly similar to the game itself.

Plot spoilers begin!

It wasn’t until October of 1989, just five months before the game absolutely, positively had to ship, that Richard Garriott turned his attention to the Avatar’s reason for being in Britannia this time around. The core idea behind the plot came to him during a night out on Austin’s Sixth Street: he decided he wanted to pitch the Avatar into a holy war against enemies who, in classically subversive Ultima fashion, turn out not to be evil at all. In two or three weeks spent locked together alone in a room, subsisting on takeout Chinese food, Richard Garriott and Warren Spector created the “game” part of Ultima VI from this seed, with Spector writing it all down in a soy-sauce-bespattered notebook. Here Spector proved himself more invaluable than ever. He could corral Garriott’s sometimes unruly thoughts into a coherent plan on the page, whilst offering plenty of contributions of his own. And he, almost uniquely among his peers at Origin, commanded enough of Garriott’s respect — was enough of a creative force in his own right — that he could rein in the bad and/or overambitious ideas that in previous Ultimas would have had to be attempted and proved impractical to their originator. Given the compressed development cycle, this contribution too was vital. Spector:

An insanely complicated process, plotting an Ultima. I’ve written a novel, I’ve written [tabletop] role-playing games, I’ve written board games, and I’ve never seen a process this complicated. The interactions among all the characters — there are hundreds of people in Britannia now, hundreds of them. Not only that, but there are hundreds of places and people that players expect to see because they appeared in five earlier Ultimas.

Everybody in the realm ended up being a crucial link in a chain that adds up to this immense, huge, wonderful, colossal world. It was a remarkably complicated process, and that notebook was the key to keeping it all under control.

The chain of information you follow in Ultima VI is, it must be said, far clearer than in any of the previous games. Solving this one must still be a matter of methodically talking to everyone and assembling a notebook full of clues — i.e., of essentially recreating Garriott and Spector’s design notebook — but there are no outrageous intuitive leaps required this time out, nor any vital clues hidden in outrageously out-of-the-way locations. For the first time since Ultima I, a reasonable person can reasonably be expected to solve this Ultima without turning it into a major life commitment. The difference is apparent literally from your first moments in the game: whereas Ultima V dumps you into a hut in the middle of the wilderness — you don’t even know where in the wilderness — with no direction whatsoever, Ultima VI starts you in Lord British’s castle, and your first conversation with him immediately provides you with your first leads to run down. From that point forward, you’ll never be at a total loss for what to do next as long as you do your due diligence in the form of careful note-taking. Again, I have to attribute much of this welcome new spirit of accessibility and solubility to the influence of Warren Spector.

Ultima VI pushes the “Gargoyles are evil!” angle hard early on, going so far as to have the seemingly demonic beasts nearly sacrifice you to whatever dark gods they worship. This of course only makes the big plot twist, when it arrives, all the more shocking.

At the beginning of Ultima VI, the Avatar — i.e., you — is called back to Britannia from his homeworld of Earth yet again by the remarkably inept monarch Lord British to deal with yet another crisis which threatens his land. Hordes of terrifyingly demonic-looking Gargoyles are pouring out of fissures which have opened up in the ground everywhere and making savage war upon the land. They’ve seized and desecrated the eight Shrines of Virtue, and are trying to get their hands on the Codex of Ultimate Wisdom, the greatest symbol of your achievements in Ultima IV.

But, in keeping with the shades of gray the series had begun to layer over the Virtues with Ultima V, nothing is quite as it seems. In the course of the game, you discover that the Gargoyles have good reason to hate and fear humans in general and you the Avatar in particular, even if those reasons are more reflective of carelessness and ignorance on the part of you and Lord British’s peoples than they are of malice. To make matters worse, the Gargoyles are acting upon a religious prophecy — conventional religion tends to take a beating in Ultima games — and have come to see the Avatar as nothing less than the Antichrist in their own version of the Book of Revelation. As your understanding of their plight grows, your goal shifts from that of ridding the land of the Gargoyle scourge by violent means to that of walking them back from attributing everything to a foreordained prophecy and coming to a peaceful accommodation with them.

Ultima VI‘s subtitle, chosen very late in the development process, is as subtly subversive as the rest of the plot. Not until very near the end of the game do you realize that The False Prophet is in fact you, the Avatar. As the old cliché says, there are two sides to every story. Sadly, the big plot twist was already spoiled by Richard Garriott in interviews before Ultima VI was even released, so vanishingly few players have ever gotten to experience its impact cold.

When discussing the story of Ultima VI, we shouldn’t ignore the real-world events that were showing up on the nightly news while Garriott and Spector were writing it. Mikhail Gorbachev had just made the impossibly brave decision to voluntarily dissolve the Soviet empire and let its vassal states go their own way, and just like that the Cold War had ended, not in the nuclear apocalypse so many had anticipated as its only possible end game but rather in the most blessed of all anticlimaxes in human history. For the first time in a generation, East was truly meeting West again, and each side was discovering that the other wasn’t nearly as demonic as they had been raised to believe. On November 10, 1989, just as Garriott and Spector were finishing their design notebook, an irresistible tide of mostly young people burst through Berlin’s forbidding Checkpoint Charlie to greet their counterparts on the other side, as befuddled guards, the last remnants of the old order, looked on and wondered what to do. It was a time of extraordinary change and hope, and the message of Ultima VI resonated with the strains of history.

Plot spoilers end.

When Garriott and Spector emerged from their self-imposed quarantine, the first person to whom they gave their notebook was an eccentric character with strong furry tendencies who had been born as David Shapiro, but who was known to one and all at Origin as Dr. Cat. Dr. Cat had been friends with Richard Garriott for almost as long as Denis Loubet, having first worked at Origin for a while when it was still being run out of Richard’s parents’ garage in suburban Houston. A programmer by trade — he had done the Commodore 64 port of Ultima V — Dr. Cat was given the de facto role of head writer for Ultima VI, apparently because he wasn’t terribly busy with anything else at the time. Over the next several months, he wrote most of the dialog for most of the many characters the Avatar would need to speak with in order to finish the game, parceling the remainder of the work out among a grab bag of other programmers and artists, whoever had a few hours or days to spare.

Origin Systems was still populating the games with jokey cameos drawn from Richard Garriott’s friends, colleagues, and family as late as Ultima VI. Thankfully, this along with other aspects of the “programmer text” syndrome would finally end with the next installment in the series, for which a real professional writing team would come aboard. More positively, do note the keyword highlighting in the screenshot above, which spared players untold hours of aggravating noun-guessing.

Everyone at Origin felt the pressure by now, but no one carried a greater weight on his slim shoulders than Richard Garriott. If Ultima VI flopped, or even just wasn’t a major hit, that was that for Origin Systems. For all that he loved to play His Unflappable Majesty Lord British in public, Garriott was hardly immune to the pressure of having dozens of livelihoods dependent on what was at the end of the day, no matter how much help he got from Warren Spector or anyone else, his game. His stress tended to go straight to his stomach. He remembers being in “constant pain”; sometimes he’d just “curl up in the corner.” Having stopped shaving or bathing regularly, strung out on caffeine and junk food, he looked more like a homeless man than a star game designer — much less a regal monarch — by the time Ultima VI hit the homestretch. On the evening of February 9, 1990, with the project now in the final frenzy of testing, bug-swatting, and final-touch-adding, he left Origin’s offices to talk to some colleagues having a smoke just outside. When he opened the security door to return, a piece of the door’s apparatus — in fact, an eight-pound chunk of steel — fell off and smacked him in the head, opening up an ugly gash and knocking him out cold. His panicked colleagues, who at first thought he might be dead, rushed him to the emergency room. Once he had had his head stitched up, he set back to work. What else was there to do?

Ultima VI shipped on time in March of 1990, two years almost to the day after Ultima V, and Richard Garriott’s fears (and stomach cramps) were soon put to rest; it became yet another 200,000-plus-selling hit. Reviews were uniformly favorable if not always ecstatic; it would take Ultima fans, traditionalists that so many of them were, a while to come to terms with the radically overhauled interface that made this Ultima look so different from the Ultimas of yore. Not helping things were the welter of bugs, some of them of the potentially showstopping variety, that the game shipped with (in years to come Origin would become almost as famous for their bugs as for their ambitious virtual world-building). In time, most if not all old-school Ultima fans were comforted as they settled in and realized that at bottom you tackled this one pretty much like all the others, trekking around Britannia talking to people and writing down the clues they revealed until you put together all the pieces of the puzzle. Meanwhile Origin gradually fixed the worst of the bugs through a series of patch disks which they shipped to retailers to pass on to their customers, or to said customers directly if they asked for them. Still, both processes did take some time, and the reaction to this latest Ultima was undeniably a bit muted — a bit conflicted, one might even say — in comparison to the last few games. It perhaps wasn’t quite clear yet where or if the Ultima series fit on these newer computers in this new decade.

Both the muted critical reaction and that sense of uncertainty surrounding the game have to some extent persisted to this day. Firmly ensconced though it apparently is in the middle of the classic run of Ultimas, from Ultima IV through Ultima VII, that form the bedrock of the series’s legacy, Ultima VI is the least cherished of that cherished group today, the least likely to be named as the favorite of any random fan. It lacks the pithy justification for its existence that all of the others can boast. Ultima IV was the great leap forward, the game that dared to posit that a CRPG could be about more than leveling up and collecting loot. Ultima V was the necessary response to its predecessor’s unfettered idealism; the two games together can be seen to form a dialog on ethics in the public and private spheres. And, later, Ultima VII would be the pinnacle of the series in terms not only of technology but also, and even more importantly, in terms of narrative and thematic sophistication. But where does Ultima VI stand in this group? Its plea for understanding rather than extermination is as important and well-taken today as it’s ever been, yet its theme doesn’t follow as naturally from Ultima V as that game’s had from Ultima IV, nor is it executed with the same sophistication we would see in Ultima VII. Where Ultima VI stands, then, would seem to be on a somewhat uncertain no man’s land.

Indeed, it’s hard not to see Ultima VI first and foremost as a transitional work. On the surface, that’s a distinction without a difference; every Ultima, being part of a series that was perhaps more than any other in the history of gaming always in the process of becoming, is a bridge between what had come before and what would come next. Yet in the case of Ultima VI the tautology feels somehow uniquely true. The graphical interface, huge leap though it is over the old alphabet soup, isn’t quite there yet in terms of usability. It still lacks a drag-and-drop capability, for instance, to make inventory management and many other tasks truly intuitive, while the cluttered onscreen display combines vestiges of the old, such as a scrolling textual “command console,” with this still imperfect implementation of the new. The prettier, more detailed window on the world is welcome, but winds up giving such a zoomed-in view in the half of a screen allocated to it that it’s hard to orient yourself. The highlighted keywords in the conversation engine are also welcome, but are constantly scrolling off the screen, forcing you to either lawnmower through the same conversations again and again to be sure not to miss any of them or to jot them down on paper as they appear. There’s vastly more text in Ultima VI than in any of its predecessors, but perhaps the kindest thing to be said about Dr. Cat as a writer is that he’s a pretty good programmer. All of these things would be fixed in Ultima VII, a game — or rather games; there were actually two of them, for reasons we’ll get to when the time comes — that succeeded in becoming everything Ultima VI had wanted to be. To use the old playground insult, everything Ultima VI can do Ultima VII can do better. One thing I can say, however, is that the place the series was going would prove so extraordinary that it feels more than acceptable to me to have used Ultima VI as a way station en route.

But in the even more immediate future for Origin Systems was another rather extraordinary development. This company that the rest of the industry jokingly referred to as Ultima Systems would release the same year as Ultima VI a game that would blow up even bigger than this latest entry in the series that had always been their raison d’être. I’ll tell that improbable story soon, after a little detour into some nuts and bolts of computer technology that were becoming very important — and nowhere more so than at Origin — as the 1990s began.

(Sources: the books Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic by Brad King and John Borland, The Official Book of Ultima, Second Edition by Shay Addams, and Ultima: The Avatar Adventures by Rusel DeMaria and Caroline Spector; ACE of April 1990; Questbusters of November 1989, January 1990, March 1990, and April 1990; Dragon of July 1987; Computer Gaming World of March 1990 and June 1990; Origin’s in-house newsletter Point of Origin of August 7 1991. Online sources include Matt Barton’s interviews with Dr. Cat and Warren Spector’s farewell letter from the Wing Commander Combat Information Center‘s document archive. Last but far from least, my thanks to John Miles for corresponding with me via email about his time at Origin, and my thanks to Casey Muratori for putting me in touch with him.

Ultima VI is available for purchase from GOG.com in a package that also includes Ultima IV and Ultima V.)

 

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Ultima V

Ultima V

Ultima V is a story about freedom of choice. You can’t put these [the eight Virtues] down as laws. It does not work to put these down as laws. They’re fine as a point of discussion, but it’s a completely personal issue. I would never try to build a pseudo-science of truth. This is never meant to be THE TRUTH. This is really meant to be, “Hey, by the way, if you just happen to live by these standards, it works pretty well.” It was never meant to be the one great truth of the universe that you must abide by.

— Richard Garriott

An awful lot of people get awfully exercised over the lore and legends of Britannia and the many failings of Richard Garriott’s stewardship thereof. Some of them spend their time in tortured ret-conning, trying to explain why the geography of the place kept changing from game to game, why its name was changed overnight from Sosaria to Britannia, or, even more inexplicably, why it suddenly turned into our own Earth for a little while there during the time of Ultima II. Others prefer to just complain about it, which is fair enough.

I have to say, though, that it’s hard for me to really care. For me, the Ultima series isn’t most interesting as the saga of Britannia, but rather as something more intimate. It’s the CRPG equivalent of the film Boyhood. As we play through the games we see its creator grow up, from the giddy kid who stuck supercomputers, space shuttles, and Star Wars in his fantasy games — because, hey, those things are all just as cool as Dungeons and Dragons to a nerdy teenager — to the more serious young man who used Ultima IV and, now, Ultima V to try to work out a philosophy for living. Taken as a whole, the series can be seen as a coming-of-age tale as well as a fantasy epic. Having reached a stage in my life where the former is more interesting than the latter, that’s how I prefer to see it anyway. Rather than talk about the Ages of Britannia, I prefer to talk about the ages of Richard Garriott.

What makes the process so gratifying is that the changes that Richard Garriott undergoes are, one senses, the changes that a good-hearted, thoughtful young man ought to undergo. Which is not to say that Garriott is perfect. Lord knows it’s easy enough to mock the sheer one-percenter excess of paying Russia a reputed $30 million to haul him into space for twelve days, and some of his public comments do rather suggest he may be lacking in the Virtue of Humility. But then, given how much his (alter) ego has been stroked over the years,[1]The classic hagiography of Garriott still has to be Shay Addams’s 1990 Official Book of Ultima. Here’s Garriott the teenage Lothario, deigning to allow some of his many girlfriends to sit with him while he programs his fantastic creations: “My girlfriends, who understood what was going on in those days and were a big part of my life, and who always showed up in the games, would sit right behind me in the same chair at my desk.” Resting her head on Garriott’s shoulder, she would “just sit there watching me program a few lines and test it, and watch the creation unfold.” And here’s Garriott the scholar, plumbing musty old tomes to come up with a magic system: “A full moon hovered over the skyline, casting a pale gold glow on the crinkled pages of the leather-bound tome as Garriott slowly thumbed through it at his desk. Magic was in the making, for his task was nothing less than to coin the language of magic that would be spoken by the mages and wizards of Ultima V. Planning to quickly ferret out a suitable synonym for poison and call it a night, he’d hauled the massive 11-language dictionary from the shelf hours ago. But so engrossed did he become with the subtle nuances and shades of meaning, so captivated by the alluring assortment of nouns and adjectives and verbs, that he sat over its faded pages long after choosing the Latin ‘noxius,’ from ‘noxa,’ to harm, and abbreviating it to ‘nox.'” it’s not surprising to find that Garriott regards himself as a bit of a special snowflake. Ironically, it wasn’t so much his real or imagined exceptionalism as it was the fact that he was so similar to most of his fans that allowed him to speak to them about ideas that would have caused their eyes to glaze over if they’d encountered them in a school textbook. Likewise, the story of the Richard Garriott whom we glimpse through his games is interesting because of its universality rather than its exceptionalism; it fascinates precisely because so many others have and continue to go through the same stages.

In Ultima IV, we saw his awakening to the idea that there are causes greater than himself, things out there worth believing in, and we saw his eagerness to shout his discoveries from every possible rooftop. This is the age of ideology — of sit-ins and marches, of Occupy Wall Street, of the Peace Corps and the Mormon missionary years. Teenagers and those in their immediate post-teenage years are natural zealots in everything from world politics to the kind of music they listen to (the latter, it must be said, having at least equal importance to the former to many of them).

Yet we must acknowledge that zealotry has a dark side; this is also the age of the Hitler Youth and the Jihad. Some never outgrow the age of ideology and zealotry, a situation with major consequences for the world we live in today. Thankfully, Richard Garriott isn’t one of these. Ultima V is the story of his coming to realize that society must be a negotiation, not a proclamation. “I kind of think of it as my statement against TV evangelists,” he says, “or any other group which would push their personal philosophical beliefs on anybody else.” The world of Ultima V is messier than Ultima IV‘s neat system of ethics can possibly begin to address, full of infinite shades of gray rather than clear blacks and whites. But the message of Ultima V is one we need perhaps even more now than we did in 1988. If only the worst we had to deal with today was television evangelists…

Garriott often refers to Ultima IV as the first Ultima with a plot, but that strikes me as an odd contention. If anything, there is less real story to it than the Ultimas that preceded it: be good, get stronger, and go find a McGuffin called the Codex of Ultimate Wisdom pretty much sums it up. (It’s of course entirely down to the first of these that Ultima IV is such a revolutionary game.) I sense a false conflation here of games with a plot with games that are somehow more worthwhile or socially relevant. “I’m writing stories,” he said during the late 1980s, “stories with some socially significant meaning, or at least some emotional interest.” But if we strip away the value judgments that seem to be confusing the issue, we’re actually left with Ultima V, the first Ultima whose premise can’t be summed up in a single sentence, as the real first Ultima with a plot. In fact, I think we might just need a few paragraphs to do the job.

Thanks to Denis Loubet, Origin's newly installed artist, Ultima V looks much better than the previous games in the series even on a graphically limited platform like the Apple II.

Thanks to Denis Loubet, Origin’s newly installed artist, Ultima V looks better than the previous games in the series even on a graphically limited platform like the Apple II.

So, after you became an Avatar of Virtue through the Codex of Ultimate Wisdom at the bottom of Ultima IV‘s final dungeon, you were rewarded for your efforts by being sent back to boring old twentieth-century Earth to, as the ending text so famously put it, “live there as an example to thy people.” In Britannia, the Council of Wizards raised the Codex to the surface by essentially turning the volcano that housed it inside-out, creating a mountain with a shrine to the Codex on its top. But this process created a huge underground void, an Underworld as big as Britannia’s surface that among other things allows Ultima V to make the claim that it’s fully twice as big as its predecessor. (No, the proportions of one volcano, no matter how immense, don’t quite add up to the whole of Britannia, but just roll with it, okay?)

Everything was still going pretty well in Britannia, so Lord British decided he’d like to embark on an adventure of his own instead of always sending others off to face danger. He got a party together, and they entered the new Underworld on a mission of exploration. Bad idea. He and his party were all killed or captured, only one scribe escaping back to the surface with a tale of horrors in the depths. “And this,” I can just hear Lord British saying, “is why I should have continued to let others do the adventuring for me…”

It happens that Lord British left one Lord Blackthorn as his regent. Now, with Lord British presumed dead, it looks like the post will become permanent. That’s bad news because Blackthorn, concerned that not enough people in Britannia are “striving to uphold the virtues,” has instituted a Code of Virtue to force them to do so.

  1. Thou shalt not lie, or thou shalt lose thy tongue.
  2. Thou shalt help those in need, or thou shalt suffer the same need.
  3. Thou shalt fight to the death if challenged, or thou shalt be banished as a coward.
  4. Thou shalt confess to thy crime and suffer its just punishment, or thou shalt be put to death.
  5. Thou shalt donate half of thy income to charity, or thou shalt have no income.
  6. If thou dost lose thine own honor, thou shalt take thine own life.
  7. Thou shalt enforce the laws of virtue, or thou shalt die as a heretic.
  8. Thou shalt humble thyself to thy superiors, or thou shalt suffer their wrath.

A number of your old companions from Ultima IV, opposing this Britannic version of the Spanish Inquisition, have become outlaws against the crown. They arrange to transport you back to Britannia from Earth to hopefully save the day. Garriott:

So, where Ultima IV was fairly black-and-white — I mean good guys are good guys and bad guys are bad guys — Ultima V unfolds in a gray area. Lots of characters try convincing you that Blackthorn is doing things just right, some say he’s an evil force, and others realize he’s wrong but are taking advantage of the situation for personal profit and are willing to fight anyone who opposes Blackthorn. You now have to operate more or less like a Robin Hood-style outlaw, working against the system but from within the system, which you must bring down philosophically as well by convincing key people in the government that they are wrong about Blackthorn.

Now we can better understand where the plot is really going. Crazily elaborate by previous Ultima standards though it is, the part of the backstory involving Lord British’s trip to the Underworld is mainly there to get him out of the picture for a while so Garriott can tell the story he wants to tell. “Rescuing Lord British in Ultima V is not really the focus of the game,” Garriott admits. “It’s just the final physical activity you have to do, like recovering the Codex in Ultima IV. It is how you do it that’s important.” Garriott wants to turn Britannia, all sweetness and light in Ultima IV (albeit with something of a monster-infestation problem), into a place every bit as horrifying in its own way as the Underworld. And, more accepting of shades of gray though he may have become, he isn’t quite willing to make Lord British — i.e., himself — responsible for that.

If all this isn’t enough plot for you, there’s also the story of one Captain John, whose ship got sucked into the Underworld by a massive whirlpool. There he and his crew stumbled upon one of those Things of Which Man Was Not Meant to Know, which drove him insane and caused him to murder his entire crew, then unleashed the three Shadowlords upon Britannia: personifications of Falsehood, Hatred, and Cowardice. It does seem that you, noble Avatar, have your work cut out for you.

It’s a much clunkier setup in many ways than that of Ultima IV. A big part of that game’s genius is to equate as closely as possible the you sitting in front of the monitor screen with the you who roams the byways of Britannia behind it. Opening with a personality test to assess what kind of a character you are, Ultima IV closes with that aforementioned exhortation to “live as an example to thy people” — an exhortation toward personal self-improvement that hundreds of thousands of impressionable players took with considerable seriousness.

All that formal elegance gets swept away in Ultima V. The newer game does open with a personality test almost identical to the one in Ultima IV, but it’s here this time not to serve any larger thematic goal so much as because, hey, this is an Ultima, and Ultimas are now expected to open with a personality test. Instead of a very personal journey of self-improvement, this time around you’re embarking on just another Epic Fantasy Saga™, of which games, not to mention novels and movies, certainly have no shortage. Garriott’s insistence that it must always be the same person who stars in each successive Ultima is a little strange. It seems that, just as every successive Ultima had to have a personality test, he reckoned that fan service demanded each game star the selfsame Avatar from the previous.

The gypsy and her personality test are back, but the sequence has a darker tone now, suiting the darker tone of the game as a whole.

The gypsy and her personality test are back, but the sequence has a darker tone now, as suits the shift in mood of the game as a whole.

But whatever its disadvantages, Ultima V‘s new emphasis on novelistic plotting allows Garriott to explore his shades of gray in ways that the stark simplicity of Ultima IV‘s premise did not. The world is complicated and messy, he seems to be saying, and to reflect that complication and messiness Ultima has to go that way too. Nowhere is his dawning maturity more marked than in the character of Blackthorn, the villain of the piece.

CRPG villains had heretofore been an homogeneous rogue’s gallery of cackling witches and warlocks, doing evil because… well, because they were evil. In tabletop Dungeons and Dragons, the genre’s primary inspiration, every character chooses an alignment — Good, Neutral, or Evil — to almost literally wear on her sleeve. It’s convenient, allowing as it does good to always be clearly good and those hordes of monsters the good are killing clearly evil and thus deserving of their fate. Yet one hardly knows where to begin to describe what an artificial take on the world it is. How many people who do evil — even the real human monsters — actually believe that they are evil? The real world is not a battleground of absolute Good versus absolute Evil, but a mishmash of often competing ideas and values, each honestly certain of its own claim to the mantle of Good. Our more sophisticated fictions — I’m tempted here to say adult fictions — recognize this truth and use it, both to drive their drama and, hopefully, to make us think. Ultima V became the first CRPG to do the same, thanks largely to the character of Blackthorn.

Blackthorn is not your typical cackling villain. As Garriott emphasizes, “his intentions are really very good.” Setting aside for a moment the message-making that became so important to Garriott beginning with Ultima IV, Ultima V‘s more nuanced approach to villainous psychology makes it a more compelling drama on its own terms. The fact that Blackthorn is earnestly trying to do good, according to his own definition of same, makes him a far more interesting character than any of the cacklers. Speaking from the perspective of a storyteller on the lookout for interesting stories, Garriott notes that a similar certainty of their own goodness was the “best part” about the Moral Majority who were dominating so much of the political discourse in the United States at the time that he was writing Ultima V.

And yet, Garriott acknowledges, legislating morality is according to his own system of values “just the wrong thing to do.” He has held fast to this belief in the years since Ultima V, proving more than willing to put his money where his mouth is. The version of Richard Garriott known to the modern political establishment is very different from the Richard Garriott who’s so well known to nerd culture. When not playing at being a Medieval monarch or an astronaut, he’s a significant donor and fundraiser for the Democratic party as well as for organizations like Planned Parenthood, a persistent thorn in the side of those people, of which there are many in his beloved Texas, who would turn their personal morality into law.

As for Blackthorn, his evil — if, duly remembering that we’re now in a world of shades of gray, evil you consider it to be — is far more insidious and dangerous than the cackling stripe because it presents itself in the guise of simple good sense and practicality. A long-acknowledged truth in politics is that the people you really need to win over to take control of a country are the great middle, the proverbial insurance underwriters and shop owners — one well-known ideologue liked to call them the bourgeois — who form the economic bedrock of any developed nation. If you can present your message in the right guise, such people will often make shocking ethical concessions in the name of safety and economic stability. As the old parable goes, Mussolini may have been a monster, but he was a monster who made the trains run on time — and that counts for a hell of a lot with people. More recently, my fellow Americans have been largely willing to overlook systematic violations of the allegedly fundamental right of habeas corpus, not to mention unprecedented warrantless government spying, in the same spirit. The citizens of Britannia are no different. “In a society that is very repressive like this,” Garriott notes, “many good things can happen. Crime is going down. Certain kinds of businesses [military-industrial complex? surveillance-industrial complex?] are going to flourish.”

The ethics of Ultima IV are easy. Really, how hard is it to decide whether it’s ethical to cheat a blind old shopkeeper of the money she’s due? This time around, Garriott doesn’t let us off so easy. He puts us through the ethical wringer every chance he gets, showing us that sometimes there is no clear-cut ethical choice, only… yes, you guessed it, infinite shades of gray. Just like antagonists, ethical dilemmas become more interesting when they pick up a little nuance. Maybe they become a little too interesting; Garriott proves willing to go to some uncomfortable places in Ultima V, places few big commercial CRPGs of today would dare to tread.

At one point, Blackthorn captures one of your boon companions in Virtue from Ultima IV. He binds him to a table beneath a razor-sharp pendulum lifted out of Edgar Allan Poe. Betray the plans of your burgeoning resistance movement, Blackthorn tells you, and he will free your friend. Refuse and… well, let’s just say that soon there will be two of him. Scenes like this are familiar fare in movies and television, culminating always in a last-second rescue just before blade bites flesh. In this case, however, there will be no rescue. Do you watch your dear friend die or do you betray everything he stands for? If you let him die, Ultima V erases Iolo entirely from the disk, to deny you the hope of resurrecting him and remind you that some choices really are final.

At another point, you meet a character who holds a vital piece of information, but he’ll part with it only if you exorcise his personal grudge by turning in one of your own friends to Blackthorn’s Inquisition. Personal loyalty or the greater good? Think fast, now! Which will it be? Garriott:

There is no other solution. I agree it was a dirty trick, having to turn in one of the good guys to get information. Now, admittedly, the game never really goes and lynches the guy, but you must presume that is the ramification of what you have done. That is a tough personal thing that I put in there, not because I knew the answer myself, but because I knew it would be a tough decision.

The most notoriously memorable of all Ultima V‘s ethical quandaries, still as shocking when you first encounter it today as it was back in 1988, is the room of the children. Like so much in game design, it arose from the technical affordances (or lack thereof) of the Ultima V engine. Unlike the surface of Britannia, dungeons can contain only monsters, not characters capable of talking to you. Looking for something interesting to put in one of the many dungeons, Garriott stumbled across the tiles used to represent children in Britannia’s towns and castles.

When you walk into the room of the children, they’re trapped in jail cells. Free them by means of a button on the wall, and they prove to be brainwashed; they start to attack your party. You need to get through the room — i.e., through the children — in order to set matters right in Britannia. Once again it’s a horrid question of the greater good — or smaller evil? Garriott:

Well, I thought, that is an interesting little problem, isn’t it? Because I knew darn well that the game doesn’t care whether you kill them or whether you walk away. It didn’t matter, but I knew it would bring up a psychological image in your mind, an image that was in my mind — and any conflict you bring up in anybody’s mind is beneficial. It means a person has to think about it.

In this situation, Garriott — or, perhaps better said, the game engine — thankfully did allow some alternatives to the stark dichotomy of killing children or letting Britannia go to ruin. The clever player might magically charm the children and order them out of the room, or put them to sleep (no, not in that sense!) and just walk past them.

The room nevertheless caused considerable discord within Origin. Alerted by a play-tester whom Richard Garriott calls “a religious fundamentalist,” Robert Garriott, doubtless thinking of Origin’s previous run-ins with the anti-Dungeons and Dragons contingent, demanded in no uncertain terms that his little brother remove the room. When Richard refused, Robert enlisted their parents to the cause; they also asked why he couldn’t be reasonable and just remove this “little room.” “Why,” they asked, “are you bothering to fight for this so much?”

And I said, “Because you guys are missing the point. You are now trying to tell me what I can do artistically — about something that is, in my opinion, not the issue you think it is. If it was something explicitly racist or sexist or promoting child abuse, I could stand being censored. But if it is something that provoked an emotional response from one individual, I say I have proven the success of the room. The fact that you guys are fighting me over this makes me even more sure I should not remove that room from the game.”

And so it remained. Much to Robert’s relief, the room of the children attracted little attention in the trade press, and none at all from the sort of quarters he had feared. Buried as it is without comment deep within an absolutely massive game, those who might be inclined toward outrage were presumably just never aware of its existence.

Ultima V looks superficially all but identical to its predecessor, but a second glance reveals a new depth to the interaction. Note that I'm sitting in a chair here. In addition to the chair, the bed, the torches, the barrel, and the stone are implemented as objects with which I can interact.

Ultima V‘s screen layout and interface appear superficially all but identical to its predecessor, but a second glance reveals a new depth to the interaction. Note that I’m sitting in a chair here. In addition to the chair, the bed, the torches, the barrel, and the stone are all implemented as objects with which I can interact.

Having now spent almost 4000 words discussing the greater themes of Ultima V, I have to acknowledge that, just as with its predecessor, you spend a relatively small proportion of your time directly engaging with those themes when actually playing. Whatever else it is, this is still a conventional CRPG with all the expected mechanics of leveling-up and monster-killing. As usual for the series, its code is built on the base of its predecessor’s, its screen layout and its alphabet soup of single-letter commands largely the same. Ditto its three scales of interaction, with the abstract wilderness map blowing up into more detailed towns and still more detailed, first-person dungeons. The graphics have been noticeably improved even on the graphically limited 8-bit machines, thanks not least to Denis Loubet’s involvement as Origin’s first full-time artist, and the sound has been upgraded on suitably equipped machines to depict the splashing of water in fountains and the chiming of clocks on walls. Still, this is very much an Ultima in the tradition stretching all the way back to Akalabeth; anyone who’s played an earlier game in the series will feel immediately comfortable with this one.

That means that all the other things that Ultima fans had long since come to expect are still here, sometimes for better, sometimes for worse. The hilariously awful faux-Elizabethan diction, for instance, is still present and accounted for. (One of my favorite examples this time out is a father telling his son he needs an attitude adjustment, a slang phrase very en vogue at the time of Ultima V‘s release courtesy of countless harried sitcom parents: “Thou shalt take a year off from magic, Mondain, to improve thy attitudes.”) And there’s still the sense of an earnest but not yet hugely well-traveled young man — physically or intellectually — punching a bit above his weight in trying to create a new world out of whole cloth. For instance, with Garriott apparently starting to feel uncomfortable with the whole divine-rule-of-kings thing, Britannia has now become a republic with an uncanny resemblance to the only republic with which Garriott is at all familiar, that of the United States; Lord British, naturally, sits in for the President. Even the story of the government’s founding mirrors that of the American Constitutional Convention. Tolkienesque world-building, needless to say, this is not.

For all its additional complexities of theme and plot, Ultima V actually exhibits more continuity with its predecessor than any earlier Ultima. For the first time in an Ultima, it’s possible to import your character from the previous game, an innovation dating back to the second Wizardry game that most other CRPG series had long embraced. And the overland map of Britannia in Ultima V is, apart from that new volcano that popped up where a dungeon used to be, almost exactly the same as that of Ultima IV.

At the same time, however, Ultima V is a vastly bigger and even more ambitious game than its predecessor. Positioned in the same places on the overland map though they are, all of the towns, castles, and dungeons have been extensively remodeled and expanded during the (Britannic) years that have passed between the two games. And if that’s not enough space for adventure, there’s of course also the huge Underworld that’s been added. The magic system has been revamped and better systemized, now sporting almost twice as many spells — almost fifty in total — that are divided into eight “circles” of power. The parser-based conversation system, while superficially unchanged from that of Ultima IV, now understands much, much more, and delivers more text back in response to every query.

But the heart of Ultima V‘s ambition is not in the sprawl but in the details. Ultima V‘s Britannia must still stand as one of the more impressive virtual worlds ever made. Many of its complexities are seldom seen even in games of today. To see them in a game that runs in 64 K of memory feels nothing short of miraculous. Every object in every room is now an object of its own in the programmatic as well as visual sense, one that can be realistically manipulated: torches can be taken off walls, chairs can be sat in, harpsichords can be played. Just as impressive is the game’s implementation of time. As you play, not only does day cycle to night and back again, but the seasons change, the fields filling with crops over the course of the growing season and then appearing bare and forlorn again when winter comes. Unbeknownst to many players, even the cycles of the heavens are scrupulously modeled, two moons and eight other planets moving across the sky, each according to its own orbit. Every five and a half years comes a full planetary alignment, which you can witness if you happen to look through a telescope at just the right instant. This Britannia is a land bursting with secrets and wonders, truly an unprecedented achievement in its day in virtual world-building.

In keeping with the new focus on temporal change, characters now follow daily schedules instead of standing endlessly in one spot. Consider Jeremy, who lives and works in the inn in the city of Yew. He gets up from his back-room lodgings at 9:00 each morning to go to the prison to visit his brother, who’s been incarcerated there under Blackthorn’s heresy laws. He gets back to the inn in time for the lunch rush, and spends the whole day working in the kitchen. After closing time, he visits his brother once more, then returns to his room to sleep. Meanwhile the entire town is following similar patterns; virtually everyone stops at Jeremy’s inn for a bite to eat and a bit of gossip at some point during the day. Guard shifts change; drawbridges and portcullises go up and down; shops open and close. Coupled with the richer conversations, it’s enough to make the inhabitants of the town feel like real people living real lives rather than conversation vending machines waiting for the Avatar to step up and trigger a clue, a joke, or a non sequitur.

Indeed, this version of Britannia as a whole is a less artificial place than Ultima IV‘s. While all of the towns from that game remain, each still corresponding to a Virtue, the correspondence is less neat. Garriott:

When you walk into a town it should look like a bustling Medieval village, with all the normal kinds of things you’d expect to find in a town, but there are only six characters that you have a chance to meet and talk to. These six characters don’t tell you straight out that “Moonglow is the city of Honesty,” for example. It’s not like honesty awards are plastered everywhere. It’s more that because of the nature of commerce in this town, because of what is important to these people, honesty is a consistent trait. You might hear, “By the way, everyone around here is pretty honest. It’s one of the things that we pride ourselves on around here.” Like “everything is bigger in Texas,” that kind of thing.

There are welcome signs that Garriott and his development team have themselves taken note of many of the things I complained about in my article on Ultima IV — those things that, at least in my contrarian opinion, made that game a fascinating one to talk about but not always a terribly compelling one to play. Major steps have been taken to reduce the tedium factor. As Garriott attests above, the non-player characters in the towns and castles are among a few things in Ultima V that have wisely been reduced in number in comparison to its predecessor. Instead of having to lawnmower through dozens of pointless conversations in every town, you’re left with a smaller number of personalities who fit with the world and who are actually interesting to speak to — in other words, no more Paul and Linda McCartney wandering around quoting lyrics from their latest album. The pain of the endless combat in Ultima IV is similarly reduced, and for similar reasons. There are far fewer monsters roaming the Britannic countryside this time around (another result of Blackthorn’s law-and-order policies?), and when you do have to fight you’ll find yourself dropped into a more complex combat engine with more tactical dimensions. The dungeons, meanwhile, are stuffed with interesting scripted encounters — perhaps too interesting at times, like that room of the children — rather than endless wandering monsters. Mixing reagents for spells is still incredibly tedious, and Garriott has devised one entirely new recipe for aggravation, a runic alphabet used by most of the printed materials you find in the game that must be laboriously decoded, letter by letter, from a chart in the manual. Nevertheless, on balance he has given us a much more varied, much less repetitive experience.

Ah, runes, how I do hate thee...

Ah, runes, how I do hate thee…

But alas, many of Ultima IV‘s more intractable design problems do remain. Solving Ultima V is still a matter of running down long chains of clues, most of them to be found in only one place in this vast world, and often deliberately squirreled away in its most obscure corners at that. Even if you can muster the doggedness required to see it through, you’re all but guaranteed to be completely stymied at at least one point in your journeys, missing a clue and utterly unsure where to find it in the whole of Britannia. The cycles of time only add to the difficulty; now you must often not only find the right character to get each clue, but also find the right character at the right time. Ultima V is in the opinion of many the most difficult Ultima ever made, a game that’s willing to place staggering demands on its player even by the standards of its own day, much less our own. This is a game that plops you down at its beginning, weak and poorly equipped, in a little cottage somewhere in Britannia — you have no idea where. Your guidance consists of a simple, “Okay, go save the world!” The Ultima series has never been known for coddling its players, but this is approaching the ridiculous.

I think we can find some clues as to why Ultima V is the way it is in Garriott’s development methodology. He has always built his games from the bottom up, starting with the technical underpinnings (the tile-graphics engine, etc.), then creating a world simulated in whatever depth that technology allows. Only at the end does he add the stuff that makes his world into a proper game. Ironically given that Ultima became the CRPG series famed for its plots, themes, and ideas, said plots, themes, and ideas came in only “very, very late in the development” of each game. The structure of play arises directly from the affordances of the simulated world. A classic example, often cited by Garriott, is that of the harpsichord in Ultima V. After adding it on a lark during the world-building phase, it was natural during the final design phase to give it some relevance to the player’s larger goals. So, he made playing it open up a secret panel; therein lies an item vital to winning the game. Garriott:

[This approach] makes a great deal of sense to me. The worst example of this is exactly the wrong way to design your game. If I say, “Here’s a story, pick any book at random, make me a game that does that,” it won’t work. The reason why is because that story is not written with “Is the technology feasible?” in mind. By definition it will not be as competitive as my game is because I have chosen specific story elements that the technology shows off particularly well. It required little, if any, extra work, and it works well with all the other elements that can exist. It is designed to adhere to the reality that you can pull off technologically. By definition, it fits within the reality of Britannia.

And every time a new management person comes in and says, “Richard, you’re doing it all wrong,” I make my case, and eventually they either give up on me or become a convert.

It’s interesting to note that Garriott’s process is the exact opposite of that employed by a designer like, say, Sid Meier, who always comes up with the fictional premise first and only then figures out the layers of technology, simulation, and gameplay that would best enable it. While I’m sure that Garriott is correct in noting how his own approach keeps a design within the bounds of technical feasibility, the obvious danger it brings is that of making the actual game almost a footnote to the technology and, in the case of the Ultima games in particular, to the elaborate world-building. A couple of other landmark CRPGs were released during 1988 (fodder for future articles) whose designers placed more and earlier emphasis on the paths their players would take through their worlds. In contrast to the fragile string of pearls that is Ultima V, these games offer a tapestry of possibilities. Later CRPGs, at least the well-designed ones, followed their lead, bringing to an end that needle-in-a-haystack feeling every 1980s Ultima player knows so well. Among those later CRPGs would be the later Ultimas, thanks not least to some new voices at Origin who would begin to work with Garriott on the designs as well as the technology of his creations. If you’re dismayed by my contrarian take on the series thus far, know that we’re getting ever closer to an Ultima that even a solubility-focused old curmudgeon like me can enjoy as much as he admires. For now, suffice to say that there’s enough to admire in Ultima V as a world not to belabor any more its failings as a game design.

That said, there are other entirely defensible reasons that Ultima V doesn’t hold quite the same status in gaming lore as its illustrious predecessor. Ultima IV was the great leap, a revolutionary experiment for its creator and for its genre. Ultima V, on the other hand, is evolution in action. That evolution brings with it hugely welcome new depth and nuance, but the fact remains that it could never shock and delight like its predecessors; people had now come to expect this sort of thing from an Ultima. Certainly you don’t find for Ultima V anything like the rich, oft-quoted creation story of Ultima IV, the story of how Garriott first came to think about the messages he was putting into the world. And that’s fine because his eyes were already open when he turned to Ultima V. What more is there to say?

Nor did Ultima V have quite the same immediate impact on its fans’ hearts and minds as did its predecessor. Ultima V‘s message is so much messier, and, Garriott himself now being a little older, is less tuned to the sensibilities of the many teenagers, as craving of moral absolutism as ever, who played it when it first appeared. Far better for them the straightforward Virtues of the Avatar. One can only hope that the message of this game, subtler and deeper and wiser, had its effect over time.

Whatever you do, don’t let my contrariness about some of its aspects distract from Ultima V‘s bravest quality, its willingness to engage with shades of gray in a genre founded on black and white. The game never, ever veers from its mission of demonstrating that sometimes Virtue really must be its own reward, not even when it comes to the traditional moment of CRPG triumph. When you finally rescue Lord British and save Britannia at the end of Ultima V, you’re ignominiously returned to Earth. In the anticlimax, you return to your apartment to find it broken into, your things stolen. Sigh. Hope you had insurance. It’s a messy old world out there, on Earth as on Britannia.

(Sources are listed in the preceding article. Ultima V is available from GOG.com in a collection with its predecessor and sequel.)

Footnotes

Footnotes
1 The classic hagiography of Garriott still has to be Shay Addams’s 1990 Official Book of Ultima. Here’s Garriott the teenage Lothario, deigning to allow some of his many girlfriends to sit with him while he programs his fantastic creations: “My girlfriends, who understood what was going on in those days and were a big part of my life, and who always showed up in the games, would sit right behind me in the same chair at my desk.” Resting her head on Garriott’s shoulder, she would “just sit there watching me program a few lines and test it, and watch the creation unfold.” And here’s Garriott the scholar, plumbing musty old tomes to come up with a magic system: “A full moon hovered over the skyline, casting a pale gold glow on the crinkled pages of the leather-bound tome as Garriott slowly thumbed through it at his desk. Magic was in the making, for his task was nothing less than to coin the language of magic that would be spoken by the mages and wizards of Ultima V. Planning to quickly ferret out a suitable synonym for poison and call it a night, he’d hauled the massive 11-language dictionary from the shelf hours ago. But so engrossed did he become with the subtle nuances and shades of meaning, so captivated by the alluring assortment of nouns and adjectives and verbs, that he sat over its faded pages long after choosing the Latin ‘noxius,’ from ‘noxa,’ to harm, and abbreviating it to ‘nox.'”
 
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Posted by on February 12, 2016 in Digital Antiquaria, Interactive Fiction

 

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The Road to V

Ultima V

It’s not easy having a software superstar for a little brother. That’s something that Robert Garriott, president of Origin Systems, had more and more cause to realize as the 1980s wore on. Whilst Richard Garriott quite literally lived out his fantasies, it was Robert who was left to deal with all the mundanities of running a small game developer in an industry that was ever becoming a more precarious place. Whilst Richard wrote the games and gave all the interviews and reveled in his Lord British persona, it was Robert who dealt with the sort of people who might not be terribly impressed by a wispy 25-year-old that liked to affect the personality and the dress code of a Medieval monarch. It was Robert who negotiated the business deals, Robert who represented Origin’s interests with the Software Publishers Association, Robert who put a sober, businesslike face on a company that to a lot of outsiders looked like little more than a bunch of nerds with too much time on their hands. And sometimes it was Robert who found himself trapped between the practicalities of running a business and the desires of a famous younger brother who was just slightly full of himself — what young man wouldn’t be slightly full of himself in his situation? — and was used to having things his own way.

Honestly, now... would you feel comfortable investing in a company run by this guy?

Honestly, now… would you feel comfortable investing in a company run by this guy?

The most dangerous of these conflicts was the great sibling squabble over just where Origin Systems should be located. Back at the end of 1983, you may remember, Robert had been able to convince Richard to move the company from their parents’ garage in Houston, Texas, up to New Hampshire, where his wife Marcy had found a fine position of her own working for Bell Labs. The deal was that they would remain there for at least three years. Robert, who had spent the months before the move commuting cross-country in his private plane, hoped that during the three years something might change: Marcy might get a transfer, or Richard might decide he actually liked New England and wanted to stay there. Well, at the end of 1986 the three years were up, and neither of those things had happened. Richard, who persists to this day in describing his exile in the “frozen wasteland” of New Hampshire in terms lifted straight out of Ethan Frome, figured he had fulfilled his side of the deal, had done his three years as he’d said he would. Now he wanted to move. And he knew exactly where he wanted to move to: back to warm, sunny Austin, the city that had felt like the only place he wanted to make his home almost from the day he arrived to attend university there back in 1979.

A deal being a deal notwithstanding, Robert tried to nix the move, at least for the time being. In addition to his own marriage — he and Marcy certainly didn’t relish going back to commuting cross-country — there were the other Origin employees to think about. Sure, most of the technical staff remained the same group of youngsters that had trooped up north with the Garriotts three years before; they were almost one and all in agreement with Richard that it was time to be southbound again. But there were also the support personnel to think of, New Englanders hired in New England who had been doing good work for the company for quite some time. Robert proposed that they put Origin’s future location to a simple company-wide vote.

That proposal really pissed Richard off. New Englanders now well outnumbered Texas transplants, meaning the outcome of any vote must be a foreordained conclusion — which was, Richard believed, exactly why Robert was asking for one. The two had screaming rows that spilled out of their offices into the hallways of a suddenly very tense suite of offices, while the occupants of those offices, northerners and southerners crammed together under one roof for years, now felt free to let loose on each other with all of the frustrations they’d been keeping under wraps for so long. It was civil war — the staid New Englanders who were loyal to Robert against Lord British’s merry band of anarchists. In a fit of pique and homesickness, Richard’s right-hand man Chuck Bueche, programmer for the Ultima games, porting expert, and designer of games in his own right, announced he’d had enough and headed for Texas on his own. Richard and Robert each threatened to break with the other, to do his own thing with his own splinter of the company.

Such threats were ridiculous. Richard and his crew were no more capable of taking full responsibility for a company than Robert and his were of writing the next Ultima. These two needed each other for more reasons than just the ties of blood. It was finally left to older and cooler heads, in the form of the brothers’ parents, to broker a compromise. Richard would move back to Austin with most of the technical team, to set up a small studio there that would make the games; Robert would remain in New Hampshire with Marcy, a couple of programmers working on ports and ancillary projects, and the larger support staff that was responsible for packaging and marketing the games and running the business as a whole.

Thus Richard and company, reunited again with Bueche, found themselves a minimalist office in Austin in early 1987, fifteen desks ranged along a single long hallway. And Richard himself, now becoming a very wealthy young man indeed thanks to the huge success of Ultima III and IV, started work on Britannia Manor, a custom-built house-cum-castle worthy of Lord British; it came complete with secret passageways, a cave, a wine cellar, and a stellar observatory. It was pretty clear he wasn’t planning to go anywhere else anytime soon.

Carried out though it was for very personal reasons, Richard’s return to Austin would prove the single best business move Origin ever made. Eastern Texas may not have had as sexy a reputation as Silicon Valley, but there was plenty of high technology in the environs of Dallas, Houston, and Austin, along with a booming economy and low taxes to boot. Austin itself, in addition to being home to a prestigious university boasting almost 50,000 students of diverse talents, was something of the cultural as well as government capital of the state. Along with a lively music scene and tattoo parlors and all the other attributes of a thriving college town, Weird Austin boasted a diverse tapestry of nerdier culture, including Richard’s beloved SCA chapter and the hugely influential tabletop-game publisher Steve Jackson Games. What Austin, and Texas in general for that matter, rather oddly lacked was any notable presence in the computer-games industry. Richard himself was shocked at the hungry talent that washed up unbidden at Origin’s doorstep almost as soon as they hung their shingle, all eager to work for the house that Ultima had built. “Austin as a location was fundamental to the success of Origin,” remembers Richard, “because there was so much talent here in this town.” The atmosphere inside Origin’s new Austin office was soon so exciting, so positively bursting with possibility, that Robert had to admit defeat. More and more of Origin’s operations steadily moved south. Within a couple of years, Robert would convince Marcy to make the move with him, and Origin’s operations in New Hampshire would come to an end.

But hardly was the great Texas/New Hampshire crisis resolved than another raised its head. This time the dispute wasn’t intra-family or even intra-company. It rather involved Electronic Arts, a much bigger publisher with which little Origin would have quite the love-hate relationship over the years.

The origin of Origin’s EA problem dated back to August of 1985, about a month before the release of Ultima IV. By this point distribution was starting to become a real issue for a little publisher like Origin, as the few really big publishers, small enough in number to count on one hand, were taking advantage of their size and clout to squeeze the little guys off of store shelves. Knowing he had a hugely anticipated game on his hands with Ultima IV, one that with the proper care and handling should easily exceed the considerable-in-its-own-right success of Ultima III, Robert also knew he needed excellent distribution to realize its potential. He therefore turned to EA, one of the biggest of the big boys of the industry.

The agreement that resulted was quite the coup for EA as well as Origin. Thanks to it, they would enjoy a big share of the profits not just from The Bard’s Tale, the hit CRPG they had just released under their own imprint, but also from Origin’s Ultima IV. Together these two games came to dominate the CRPG field of the mid-1980s, each selling well over 200,000 copies. For a company that had never had much of anything to do with this genre of games before, it made for one hell of a double whammy to start things off.

While it’s been vaguely understood for years that Origin and EA had a mid-1980s distribution agreement that broke down in discord, the details have never been aired. I’m happy to say that I can shed a lot more light on just what happened thanks to documents housed in the Strong Museum of Play‘s collection of Brøderbund papers. (The reason I was able to find them in a Brøderbund archive will become clear shortly.) I unfortunately can’t make these documents publicly available, but I can summarize and quote extracts from them. I do want to look at the contract that EA and Origin signed and the dispute that would eventually result from it in some detail, both because it’s so very illustrative of how the industry was changing as it entered the second half of the 1980s and because it provides a great example of one of the most dangerous of the potential traps that awaited the small fry who still tried to survive as independents. Origin would escape the trap, but many another small publisher/developer would not.

At first glance the distribution contract might seem more generous to Origin than to EA. Origin is obligated to remain the distributee only as long as EA has bought product from them totaling a stipulated amount over the course of a rolling calendar. By the end of the contract’s first year, which comes on September 1, 1986, EA must have bought $3.3 million worth of Origin games. The goal for the second year of the contract doubles; EA must have bought games worth $9.3 million in total from Origin by September 1, 1987, in order for the latter company to be obligated to honor the third and final year of their distribution contract. That’s a very ambitious sales goal for a little company like Origin whose entire reason for existence was a single series of games with a sporadic release schedule. (Origin had already released some non-Ultima titles and would continue to do so, but it would be years yet before any of them would make an impact on their bottom line to even begin to rival that of Ultima.)

All went well between Origin and EA for the first eighteen months. The trouble started shortly after Richard’s move back to Austin, when he got word of EA’s plans to release a rather undistinguished CRPG called Deathlord that was even more derivative of Ultima than was the norm. As Strategic Simulations, Incorporated, had learned to their chagrin a few years earlier in the case of their own Ultima clone Questron, Richard didn’t take kindly to games that copied his own work too blatantly. When EA refused to nix their game, and also proved uninterested in negotiating to license the “game structure and style” as SSI had done, Richard was incensed enough to blow up the whole distribution deal.

Richard and Robert believed that Origin would be on firm legal ground in withdrawing from the distribution agreement at the onset of the third year because EA was projected to have purchased just $6.6 million worth of product from Origin by September 1, 1987, way short of the goal of $9.3 million. Origin informed EA of their intentions and commenced negotiating a new distribution agreement with another of the big boys, Brøderbund, currently riding even higher than EA on the strength of The Print Shop and Carmen Sandiego.

The notice was greeted with shock and outrage by EA, who felt, and by no means entirely without reason, that it was hardly their fault that they were so far from the goal. That goal had been predicated on not just one but two or three or possibly even four new Ultima games being released during those first two years. Foreshadowing the way that Origin would handle Ultima VII years later, Richard’s plan at the time the contract was signed had been to release an Ultima IV Part 2 that would reuse the same engine in relatively short order, and only then to turn to Ultima V. But those plans had fallen by the wayside, undone by Richard’s idealistic need to make each Ultima clearly, comprehensively better than its predecessor. And now Ultima V was taking even longer than had Ultima IV. Having long since missed the original target of Christmas 1986, it now looked almost certain to miss Christmas 1987 as well; it still looked to be a good six months away from release as of mid-1987.

Yet it was the Ultima I situation that most ruffled EA’s feathers. When the rights to the first game of the series, having passed through the hands of the long-defunct California Pacific and then Sierra, reverted back to Richard in 1986, Origin assigned several programmers to rewrite it from scratch in assembly language rather than BASIC, adding graphical upgrades and interface enhancements along the way to bring it at least nominally up to date. Already a semi-legendary game, long out of print on the Apple II and never before available at all on the Commodore 64 or MS-DOS, the new and improved Ultima I carried with it reasonably high commercial hopes. While not the new Ultima, it was a new Ultima for the vast majority of Lord British fans, and should ease some of the disappointment of not being able to get Ultima V out that year. But in the wake of the Deathlord dust-up it became clear to EA that Origin was deliberately holding Ultima I back, wanting to tempt their prospective next distributor with it rather than give EA their fair share of its earnings. This… well, this pissed EA right the hell off. And, then as now, pissing off EA wasn’t usually a very good idea.

EA’s lawyers went through the contract carefully, looking for anywhere where they might knock a few dollars off the requirement of $9.3 million in orders inside two years.

The original goal for 9/1/87 was stated in Exhibit A as $9,300,000. This amount “is reduced by $40,000 for every month in which any of the software products listed in Exhibit B are not available according to the schedules set forth in Exhibit B.” Moebius/Apple was listed as being available in September 1985, and was not available until November 1985, a slip of two months. Ogre/Apple was listed as being available in November 1985 and was not available until June 1986, a slip of seven months. Moebius/C64 was listed as being available in November 1985 and was not available until October 1986, a slip of eleven months. Taking into account only those titles listed in Exhibit B, a total of 22 months are applicable to the $40,000 provision, equaling a deduction of $880,000 from the $9,300,000 goal mentioned earlier, leaving a net goal of $8,420,000 for 9/1/87.

The adjusted goal of $8.4 million still left EA $1.8 million short. No problem. They attached to the same letter a purchase order for a random hodgepodge of Origin products totaling the full $1.8 million. EA didn’t really care what Origin shipped them, as long as they billed them $1.8 million for it: “If Origin is unable to ship any of the products in the quantities stated on the purchase orders, please consider this an order for a similar dollar volume of any of your products that can be shipped in sufficient quantities to meet our 9/1/87 objectives.”

You’re probably wondering what on earth EA is thinking in throwing away almost $2 million on any old anything at all just to retain Origin as a distributee. Far from cutting off their nose to spite their face, they’re playing hardball here; what they’ve just done is far more dangerous for Origin than it is for them. To understand why requires an understanding of “overstock adjustments,” better known as returns. It’s right there in the original contract: “Vendor [Origin] agrees to issue credit to EA based on the original purchase price for the return of resalable overstock made any time beyond 90 days of original receipt.” This provision gives EA the ability to crush Origin, accidentally or on purpose, by over-ordering. Origin can honor the order, only to have it all come back to them along with a bill big enough to bury them when EA doesn’t sell it on. Or Origin can refuse to honor the order and get buried under a nasty breach-of-contract lawsuit. Or they can come back to EA hat in hand and ask nicely if both parties can just forget the whole thing ever happened and continue that third year of their agreement as was once planned.

Many small publishers like Origin were becoming more and more angry and/or terrified by the logistics of distribution by the latter half of the 1980s. This is why. Nevertheless, with the big publishers squeezing out any other means of getting their games onto store shelves, most of the small companies were forced to get in bed with one of the big boys against their better judgment. Although several other big publishers had affiliate distribution programs, Activision and EA became the most aggressive of the bunch, both in recruiting and, if things didn’t work out, destroying affiliated labels by returning hundreds of thousands or millions of dollars worth of product along with a bill for same. The battlefield of the industry’s history is fairly littered with the corpses of companies who signed distribution deals much like Origin’s with EA.

Origin, however, was lucky. In rushing to become a distributee of Brøderbund, they’d found shelter with a company with the resources to go toe-to-toe with EA; Doug Carlston, founder and president of Brøderbund, was himself a lawyer. Brøderbund took Origin’s cause as their own, and a settlement agreement presumably entailing the payment of some sort of penalty from Origin and/or Brøderbund to EA was reached in fairly short order. (The actual settlement agreement is unfortunately not included in the Strong’s collection.) Origin signed a two-year distribution contract with Brøderbund, and all of EA’s worst suspicions were confirmed when the revamped Ultima I shipped on the very first day of the new agreement. And that wasn’t even Origin’s last laugh: Deathlord, the match that had lit the whole powder keg, got mediocre reviews and flopped. True to his tradition of adding references to his contemporary personal life into each Ultima, Richard added the words “Electronic Arts” to the in-progress Ultima V’s list of forbidden swear words (“With language like that, how didst thou become an Avatar?”). Just for good measure, he also built a mausoleum for “Pirt Snikwah” on the grounds of Britannia Manor. Like most monarchs, Lord British apparently didn’t forget a slight quickly.

The Garriotts were still living charmed lives. Much as so many love to romanticize Trip Hawkins’s “electronic artists” of the 1980s, complete with crying computers and all the rest, EA has always been a rough customer when it gets down to the brass tacks (knuckles?) of doing business. Few others have tangled with them like Origin did and lived to tell the tale.

Behind all this drama there lurked always the real point of the whole endeavor that was Origin Systems: Ultima, specifically Ultima V. Just like all the other games in the series, it was well on the way to dwarfing its predecessor in terms of scale and technical ambition, with all the birthing pains that must imply.

Beginnings and endings can be tricky things for an historian to come to grips with. Certainly the middle period of the eventual nine-game Ultima series is full of them. There’s the beginning marked by the great conceptual leap that is Ultima IV, when the series became about more than killing monsters, collecting loot, and leveling up — a leap that changed the series’s character to such an extent that plenty of fans will tell you that you needn’t even bother with anything that came before, that the real Ultima starts right here. And there’s the ending that is Ultima VI, the first Ultima not built on the code base of its predecessor, the first not developed and released first and foremost for the Apple II, the first for which Richard did none of the programming.

In between the two lies Ultima V, a crossroads game if ever there was one. It marks the end of the line for the 8-bit Ultimas, the basic structure that began with Akalabeth pushed to a complex extreme that would have been unthinkable back in 1980. How extraordinary to think that this game runs on essentially the same computer as Akalabeth, plus only 16 K of memory here or an extra disk drive there. The series’s glorious last hurrah on the Apple II, it also marks the beginning of a radically different development methodology that would carry forward into the era of the MS-DOS-developed Ultimas. Starting with Ultima V, new Ultimas would no longer be the end result of Richard Garriott toiling alone in front of a single Apple II for months or years until he emerged with bleary eyes and disk in hand. From now on, Richard would direct, design, and supervise, while other people did most of the grunt work.

It was an obviously necessary step from the perspective of even the most minimally informed outsider. Ultima IV had taken him two years, twice as long as originally planned, and had nearly killed him in the process. If the series was to continue to grow in scale and ambition, as he himself always demanded it should, something had to give. Yet Richard resisted the obvious for quite some time. He struggled alone, first with the abortive Ultima IV Part 2 and then with Ultima V, for almost a year while everyone fretted at the lack of progress. He genuinely loved programming, took pride in knowing each new Ultima was truly his personal expression, top to bottom. But at last he accepted that he needed help — an acceptance that would change everything about the way that Ultimas got made forevermore.

The process started with two new programmers, Steve Meuse and John Miles. The former started writing tools to make it easier to create the world, to put a friendly interface on all of the tasks that Richard normally managed by hand using nothing more than a hex editor. Meuse’s “Ultima Creation Package” would grow into something that, according to Richard, “almost anyone could use.” Meanwhile Miles took over most of the actual game-programming tasks from Richard; more than half of the code that shipped in the finished game would be his. “The transition of doing it all yourself to doing it as a team was very painful,” Richard says of this landmark change of late 1986 that marked the abrupt end of his days as a working programmer. “However, once you had a team in place, and especially once you were no longer sharing the duties of both doing it and managing it, the pain went away.”

Richard’s team only continued to expand after the move to Austin, as all of that pent-up Texas talent began arriving on Origin’s doorstep. The finished game credits no fewer than six programmers in addition to Richard himself. With so many more people involved, this Ultima needed a project manager — the role also commonly referred to as “producer” — for the first time as well. That role went to Dallas Snell, late of Penguin Software, who, nobody being too specialized yet at this stage, did some of the programming as well. Snell lobbied for months for the hiring of a full-time artist, but Richard remained skeptical of the need for one until quite some time after the move to Austin. But at last Denis Loubet, an Austin artist who had been doing cover art for Richard’s games since the days of Akalabeth, joined the Origin staff to do all of the art for Ultima V, whether the media be paper or cardboard or pixels. Loubet’s work, blessedly free of the chainmail bikinis and other cheesecake tendencies that make most vintage CRPG art so cringe-worthy, would now become even more integral to the series, helping to maintain its aura of having just a little more class than the standard CRPG fare. Finally, and also largely thanks to Snell’s determination to professionalize the process of making Ultimas, there are fourteen people — fourteen! — credited solely for play-testing Ultima V, more than enough to ensure that there wouldn’t be any more blatant screw-ups like the vital clue that was left out of Ultima IV.

Denis Loubet on the job at Origin.

Denis Loubet on the job at Origin.

Freed from the pressure of programming, Richard could make Ultima V a much more consciously designed game than its predecessors. From an interview conducted almost a year before the game was published:

In previous Ultimas the combat systems were not designed out on paper ahead of time. I kind of ranked weapons in order of strength… the higher up the list of weapons you got, the better the weapon. Now I’ve actually designed an entire gaming system, including magic and combat, that is just as good to play on paper as on the computer. It’s extremely well-balanced, both [sic.] the weapons, armor, and magic, and we’ve been balancing the costs and uses of those things for six months — essentially by playing Ultima on paper.

Origin was so proud of this system of rules that they planned for some time to make an Ultima tabletop RPG out of them. That project fell by the wayside, but just the fact that Richard was thinking this way represented a huge step forward for a series whose mechanics had always felt ad hoc in comparison to those of its original rival, Wizardry. “I can tell you in numbers the probabilities of your being able to do something,” said Richard, “whereas in previous Ultimas I probably wouldn’t be able to do so. I just kind of did it until it looked right.”

While all of the extra care and thought that was going into this Ultima was welcome, it was also time-consuming. A series of release dates spouted by an overoptimistic Richard in interview after interview fell by the wayside, as subscribers to adventurer-catering magazines like Questbusters read for a year and a half of a game that was perpetually just a few months away. Still, the game they kept reading about sounded better with every mention: it would fill no less than eight Apple II disk sides; it would offer twice as much territory as Ultima IV to explore; each non-player character would have three times as much to say; non-player characters would have realistic day-and-night schedules that they followed; just about every single thing in the world, from table and chairs to torches and even a harpsichord, would be a discrete, manipulable object.

An early public preview of Ultima V at Dragon Con, October 1987.

An early public preview of Ultima V at Dragon Con, October 1987.

More philosophically-minded fans wondered about a subject on which there was less concrete information available: what would the new Ultima be about? After the great conceptual leap that had been Ultima IV, would Lord British be content to return to monster-killing and evil-wizard-bashing, or would there be another — or perhaps the same? — message on offer this time out?

All of their questions were answered on March 18, 1988, when Origin released Ultima V: Warriors of Destiny for the Apple II; versions for MS-DOS and the Commodore 64 followed in July and October respectively, with ports to a handful of other platforms trickling out over the following year or so. We’ll dive into the virtual world that awaited Ultima V‘s army of 200,000-plus eager buyers next time.

(Sources for this article and the next: Questbusters of June 1987, July 1987, August 1987, March 1988, July 1988; Game Developer of September 1994; Computer Gaming World of March 1986, December 1987, July 1988, January 1989, November 1991, November 1992. The books The Official Book of Ultima by Shay Addams; Dungeons and Dreamers by Brad King and John Borland; Ultima: The Avatar Adventures by Rusel DeMaria and Caroline Spector. See also Richard Garriott’s extended interview with Warren Spector. And of course the Strong’s collection; my thanks to Jon-Paul Dyson and his colleagues for hosting me there for a very productive week!

Ultima V is available from GOG.com in a collection with its predecessor and sequel.)

 
 

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