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The End of Sierra as We Knew It, Part 3: The Dog Days of Oakhurst


If you take the time to dig beneath the surface of any human community, no matter how humble, you’ll be rewarded with a welter of fascinating tales and characters. Certainly this is true of Oakhurst, California. The little town nestled in central California’s Yosemite Valley near the western end of the Sierra Nevada Mountains has attracted more than its fair share of dreamers and chancers over the past 175 years or so.

Oakhurst sprang up under the name of Fresno Flats back in the 1850s, when, according to the received wisdom back East, the streams of this part of California glittered with gold; one only had to dip a hand in and scoop one’s fortune out. Needless to say, that was not really the case: the vast majority of the starry-eyed prospectors who passed through the budding settlement found only hardship and disillusionment in the forest around it. The people who did best from the gold rush were those who never ventured any farther into the wilderness than Fresno Flats itself, the ones who settled down right there to serve the needs of the dreamers, by selling them picks, axes, shovels, and pans, not to mention food, liquor, beds, and companions to share said beds for a brief spell of a night. Other hardy pioneers later opened a school, a post office, a lumber mill (complete with a log flume on the Fresno River), and eventually even a proper, moderately productive goldmine. Every one of the brave souls who came to the town and stayed had a unique story to tell, but for sensation value none can top that of Charley Meyers.

On the evening of May 22, 1885, two masked men armed with pistols and shotguns robbed a Wells Fargo stagecoach passing through the Yosemite Valley. The sheriff was at a loss about the crime and its perpetrators until the next afternoon, when a local man noticed some footprints leading away from the site of the robbery through the forest — leading, as it happened, directly to Fresno Flats and then right up to the front porch of Charley Meyers, a young farmer and handyman whose family had heretofore been held in good repute. Called to the scene by the amateur sleuth, the sheriff and his deputies burst into Meyers’s log cabin, where they found another resident of the town, a fellow named William Prescott, fast asleep in bed, looking like he had had quite a night. Prescott told the lawmen that Meyers had gone to Coarsegold, the closest town to Fresno Flats. He was duly rounded up there in short order.

The sheriff thought he had his quarry dead to rights. Not only had they left a trail through the woods obvious enough for his half-blind grandma to follow, but their frames matched the victims’ descriptions of their attackers’ build and they were found with guns in their possession that matched the ones used at the robbery. The victims had said that their assailants had smeared boot blacking over all of their exposed skin to further conceal their identity; sure enough, a can of the stuff was found in Meyers’s barn, traces of the same substance on two shirts that had been left lying on the floor inside the house. Further, one of the robbers had been so impolitic as to call the stagecoach driver by his name, indicating that he had to be a local who knew the man. Meyers and Prescott’s claim that they had gone into the woods that night merely to hunt wild hogs fell apart when they were asked to lead their interrogators to their supposed hunting ground separately, and each proceeded to go to a completely different place.

But, once taken to the larger city of Fresno to stand trial, these two rather astonishingly inept criminals were fortunate enough to enlist the services of a rather astonishingly wily defense attorney. Walter D. Grady was a scion of double-barrelled frontier justice straight out of a Zane Gray novel, a hard-drinking brawler who had lost an arm during a shootout. In addition to being a lawyer, he was a California state senator, a goldmine owner, and the proprietor of Fresno’s opera house.

Five years earlier, the transportation arm of the Wells Fargo conglomerate had hired Grady to help it secure the conviction of a different accused robber. But after that task had been accomplished, Grady’s client agreed to pay him only half of the amount he billed it. From that moment on, Walter Grady regarded Wells Fargo as his sworn enemy, making it known near and far that he would happily become the pro bono legal representative of anyone who got sideways with the nineteenth-century mega-corp. For he regarded his feud as a matter of personal manly honor; mere questions of guilt and innocence became less important in the face of such a consideration as this.

As the representative of Charley Meyers and William Prescott, Grady embarked on a strategy of legal exhaustion that Johnnie Cochran would have recognized and nodded along with. He refused to concede even the most trivial of points to the prosecution, even as he scored repeated laughs from the jury with his folksy manner, ribald jokes, and sheer pigheadedness in the face of common sense. For example, he noted that the can of boot blacking found in Meyers’s barn could also be found in those of dozens of other people, and speculated that the traces of the same substance found on the defendants’ shirts might just be residue from “the perspiration of a hard-working man.” (“I never worked hard enough to know,” quipped the sheriff, no stranger to folksy charm himself, by way of response.)

Despite Grady’s legal and logical contortions, Meyers and Prescott were found guilty and sentenced to twenty years at San Quentin State Prison. But their defense attorney refused to give up the fight even now. He appealed all the way to the California Supreme Court, with whom he shared damning evidence that the sheriff and the prosecution team had taken the jury out for drinks on at least two occasions. (He neglected to mention that he had done the same thing himself once.) The conviction was overturned and the prisoners remanded for a new trial. Grady did his thing, and this time he was able to charm or flummox enough of the jury to secure a mistrial. A third trial was ordered; another mistrial followed. By this point, the case had become a running joke in Fresno and its surroundings, with Grady, Meyers, and Prescott becoming unlikely folk heroes for the way they kept fighting the law and common sense and, if not quite winning, at least staving off defeat again and again. The authority figures who had been cast in the roles of the straight men in this legal farce decided they had had enough; they vacated the case and let the prisoners go free. You win some, you lose some.

So, Meyers and Prescott came home to Fresno Flats about a year and a half after they had been led away in handcuffs. Justice may not have been served, but Charley Meyers at least seemed to have been scared straight by his brief sojourn in San Quentin. He worked hard at legitimate pursuits, married well, and became a prominent landowner and businessman in his community. Throughout, he refused as adamantly as ever to fess up to being one of the perpetrators of the stagecoach robbery of 1885. Yet people in Fresno and elsewhere continued to remember him and the town from which he hailed primarily for that bizarre series of trials and his improbable escape from justice.

This really stuck in the craw of his wife Kitty Meyers, an eminently respectable lady. She decided that, if only a town called Fresno Flats no longer existed, people might stop talking about her and her husband in this unsavory context. She therefore embarked upon a lengthy campaign with the post office to change the official name of the town, a campaign whose ultimate success was more a testimony to apathy among her fellow residents than any groundswell of support for the idea. On April 1, 1912, Fresno Flats became Oakhurst in the eyes of the post office and the rest of the government. For many or most of the residents of the town, however, it would remain Fresno Flats for decades to come.

Charley and Kitty Meyers, long after the former had put his stagecoach-robbing days behind him. If Kitty hadn’t gotten tired of hearing her husband’s name brought up in association with that crime, Sierra On-Line’s boxes would have listed Fresno Flats rather than Oakhurst as the company’s address 70 years later. When a butterfly flaps its wings…

By whatever name, the town was still, as a report in the closest newspaper delicately put it, a “lively” place at this time, filled with miners and lumberjacks whose interests and recreations weren’t all that far removed from those of the starry-eyed prospectors the place had first been built to serve. (“One of the major sports among men at payday was pitching $20 gold pieces to a wagon rut. [The] man pitching the closest took all the coins on the ground.”) In time, though, the local goldmine ran out of bounty from the earth, and in 1931 the onset of the Great Depression spelled the end of the lumber mill as well. “Now, like so many of the early mountain towns, Fresno Flats finds itself slowly rotting away, soon to become another of the ghost towns of the Sierras,” wrote its last remaining schoolteacher despairingly in 1938.

But this mountain town got a new lease on life before it rotted away completely. In the 1950s, automobiles and the new interstate highway system led to an explosion in the number of visitors to this region of incredible natural beauty. Fulfilling at long last the ambition of the now long-dead Kitty Meyers by shedding the name of Fresno Flats once and for all, Oakhurst reinvented itself as “The Gateway to Yosemite National Park.” Road-tripping families became a more lucrative and far more reliable source of revenue for Oakhurst businesses than the gold hunters of yore had ever been.

Yet just like back then, some minuscule percentage of the visitors who streamed through the town elected to stay and leave their mark upon it. They were people like Jack Gyer and Cal Ragland, a pair of Los Angelenos who started the Sierra Star, the town’s first and only newspaper, in 1957, when there were still just 85 telephone numbers in all of Oakhurst. And they were people like the Ohioan Hugh Shollenbarger, who in 1965 erected the optimistically titled “World Famous Talking Bear” on Highway 41 just at the edge of Oakhurst. In the decades since, this statue of a grizzly bear has growled and spouted facts about his species from a tape recorder ensconced somewhere inside his fiberglass innards to thousands upon thousands of tourists, winning himself a page in many a catalog of roadside American kitsch. (“I am a native of this area, but don’t be alarmed. There are not many of us left…”)

The World Famous Talking Bear in Oakhurst. Notice the name on the storefront just behind him. Century 21 Real Estate was one of the brands owned by HFS, then later by Cendant Corporation. It’s a small world sometimes…

Seen in the light of this long tradition of creative entrepreneurship, Ken and Roberta Williams’s decision to move the “headquarters” of their budding two-person company On-Line Systems to Oakhurst in December of 1980 begins to seem like less of an aberration — even if, as I wrote quite some years ago now in these histories, Oakhurst was “about the unlikeliest site imaginable for a major software publisher.” They bought a home in Coarsegold, the neighboring town where Charley Meyers had been apprehended all those years ago, and leased their first office space in Oakhurst proper, in the form of a tiny ten-foot-by-ten-foot room above the print shop where new issues of the Sierra Star were run off each week. Indeed, the name of their early newspaper landlord may very well have been a factor in the Williamses’ decision to rechristen their company “Sierra On-Line” within a couple of years.

Like so many of those who had come to Oakhurst before them, Ken and Roberta Williams arrived seeking financial success; Ken, you’ll recall from the first article in this series, wanted more than anything else in life simply to become rich. Yet they both wanted to attain success on their own terms, in a town surrounded by all the trappings of paradise; their dream was half Ayn Rand, half Robert M. Pirsig. But first, like Charley Meyer before him, Ken Williams in particular had to go through a bit of an outlaw phase, filled with wild parties and a fair amount of recreational drug use and even a modicum of libertine sex, before he straightened up and turned Sierra into a respectable company. The tales about how he did that, and of a goodly number of the hundreds of games said company published over its nearly sixteen years of independent existence, have been a regularly recurring fixture of these histories of mine almost since the very beginning. So, rather than attempt to summarize them here, allow me to point you to the hundreds of thousands of words I’ve already written on these subjects.

As these tales were playing out, Oakhurst was being invaded by a new breed of outsider: folks who tended to be somewhat paler and skinnier than the legions of road-trippers and hardcore hikers streaming through, folks who tended to talk an awful lot about kilobytes and registers and opcodes and other incomprehensible technical arcana. The locals shrugged their shoulders and accepted them, as they had so many other strangers in the past. After all, their money spent just as well as anyone else’s at restaurants, shops, and gas stations, and some of them seemed to have a considerable amount of it to throw around. For their part, some of the computer-mad newcomers learned to love their new lives here in paradise, a few of them to such an extent that they would do their darnedest to avoid leaving it, even after the job that had brought them here was no more.

For to everything there is a season — to computer-game publishers just as to everything else, in Oakhurst just as everywhere else. The first indubitable sign that Sierra On-Line’s season in Oakhurst might not be eternal emerged already in 1993, when Ken and Roberta Williams set up a second office for the company in Bellevue, Washington, not far from Microsoft’s sprawling campus, to serve as its new “administrative headquarters.” By now, Ken was no longer the genial, party-hearty boss who had once celebrated the end of the working week each Friday by slamming down schnapps shots with his staff. The more buttoned-down version of Ken Williams insisted that the office in Bellevue was necessary. He said — and we have no reason to doubt his word on this — that Sierra’s isolated location was making it hard for him to hire top-flight talent from the world of business and finance, that Oakhurst’s lack of proximity to a major airport was becoming a crippling disadvantage in an ever more competitive, increasingly globalized industry. Nevertheless, in a telling testament to how big the gap between the Williams family and the rank and file in Oakhurst was already becoming, some of the latter believed the decision to up stakes for Bellevue was an essentially personal one, having much to do with the absence of a state income tax in Washington. And who knows? That may very well have been a consideration as well. For whatever reason or reasons, the era of a collective of “software artisans in the woods” effectively ended for Ken and Roberta Williams in 1993.

Although the announced plan was to continue to make the games in Oakhurst and to market them from Bellevue, many of the established staff suspected that this division of labor would prove no more than temporary. Sierra game designer Corey Cole, for one, told me that he was “pretty sure that the move would soon result in moving most or all of the project teams out of Oakhurst.” His cynicism was partially validated just one year after the Bellevue office opened, when Sierra laid off a substantial chunk of the Oakhurst workforce, in the most brutal downsizing of same since the company had nearly gone bankrupt in the wake of the Great Videogame Crash of 1983. Sure enough, Bellevue now started making games as well as selling them. In fact, as the Oakhurst employees saw it, Ken Williams now displayed a marked tendency to choose the projects that he felt had the most potential for his own backyard, leaving the scraps to the town that had built Sierra. Be that as it may, one definitely didn’t need to be a complete cynic by this point to suspect that the writing was on the wall for Sierra’s remaining software artisans in the woods.

Thus when the news came down to Oakhurst from Bellevue a year and a half after the traumatic layoff that Sierra On-Line had been suddenly, unexpectedly acquired by a company called CUC, it was greeted with more trepidation than excitement. The Oakhurst people’s first question was the obvious one: “Who the hell is CUC?” Craig Alexander, the current manager of the Oakhurst operation, was less surprised that Sierra had been acquired — he had always suspected that to be Ken Williams’s endgame — than he was by the acquirerer. “We always thought we’d be bought by a large media concern or Hollywood studio or technology company,” he says. A peddler of borderline-reputable shopping clubs and timeshares had not been on his bingo card. Al Lowe of Leisure Suit Larry fame saw dark clouds on the horizon as soon as he read the email from CUC that said, “We love this company. That’s why we bought it.” “Translated into English,” Lowe says wryly, “that means, ‘We’re going to change everything.'”

In the long run, his prediction wouldn’t be wrong, but there was a period when the more optimistic folks in Oakhurst were given enough space to fondly imagine that their lives might continue more or less as usual indefinitely. The Sierra employees who lost their jobs in the immediate aftermath of the acquisition were the marketers, accountants, and other front-office personnel who worked from Bellevue, who were deemed redundant after it became clear that Bob Davidson and his administrative staff rather than Ken Williams and his would be setting the direction of the new CUC software arm. The Oakhurst people sympathized with the plight of their ostensible comrades in arms, but the truth was that there had been little day-to-day contact between the two halves of the company — and, what with the stresses and rivalries playing out in the corporation as a whole, not always a lot of love lost between them either.

Still, there were some changes in Oakhurst as well, some of which become distinctly ominous in retrospect. “Little conversations stick out” today in the memory of Craig Alexander: “I remember CUC management lecturing me and my leadership about why we couldn’t deliver revenue and earnings on a quarterly basis. They were all proud of the fact that they had been delivering to Wall Street expectations for the last four or five years. ‘How come you guys can’t do that?'” CUC called everyone in Oakhurst together to pitch to them a scheme known as “salary replacement,” in which employees would agree to be paid partly in stock rather than cash; a fair number of them signed up, much to their eventual regret. Less sketchily but no less disturbingly, the Oakhurst folks were told that they now worked at “Yosemite Entertainment,” just one of a portfolio of studios that would henceforward live under a broad umbrella known as Sierra. To be thus labeled just one among many sounded worrisomely close to being labeled expendable.

For the time being, though, games continued to be made in Oakhurst. One of these would prove the very last of the “Quest”-branded Sierra adventure games, released about two weeks after King’s Quest: Mask of Eternity wrapped up another such series in such confusing and dismaying fashion. Quest for Glory V: Dragon Fire would acquit itself decidedly better, even though it too was subject to many of the same pressures that conspired to so thoroughly undo Mask of Eternity. As was always the case with the Quest for Glory series, its ability to at least partially defy the natural gravity of Sierra, where good design was never a thoroughgoing organizational focus even in far less unsettled times than these, was a tribute to Corey and Lori Ann Cole, to my mind the two best pure game designers who ever worked on Sierra’s adventure games.



In a way, the most remarkable thing about Quest for Glory V is that it ever got made at all. Certainly no reasonable person would have bet much money on its chances a short while after the fourth game in the Coles’ series of adventure/CRPG hybrids came out.

That entry, Quest for Glory: Shadows of Darkness,[1]Note the decision not to include a Roman numeral in the name, which serves as proof that the debate over whether numbering the installments of a long-running series hurt or harmed sales was older than King’s Quest: Mask of Eternity. is considered by many fans today to be the very best of them all. Yet the game that modern players experience through facilitators like ScummVM is not the same as the one that was released on December 31, 1993, just in the nick of time to book its revenues as belonging to the third quarter of Sierra’s Fiscal 1994. The game as first shipped was riddled with bugs and glitches that led to harsh reviews and many, many returns. Although some of the worst of the problems were later remedied through patches, the damage had been done: Shadows of Darkness’s final sales figures were not overly impressive. The Coles were contractors rather than employees of Sierra at the time they made it, but they too felt the pain of the layoff of 1994. The day after more than 100 regular employees had gotten their pink slips, Ken Williams met with them to tell them that there would be no Quest for Glory V. The series, it seemed, was finished, one game short of the epic finale that the Coles had been planning for it ever since embarking on the first installment circa 1988.

I mentioned earlier that some of the people who came to Oakhurst to work at Sierra never left the town even after the job that had brought them disappeared. Count Corey and Lori Ann Cole among this group. Even though their services were no longer desired at Sierra, they were determined to keep on living here in paradise. They took on contracting projects that they could do from their home, most notably the adventure game Shannara for Legend Entertainment, based on the long-running series of fantasy novels by Terry Brooks.

Some time after that game came out — and after a second game for Legend, to be based on Piers Anthony’s Xanth novels, had fallen through — a rapprochement between the Coles and Sierra took place. One of the projects that was still being run out of Oakhurst was The Realm, one of the first graphical MMORPGs, which ran on a modified version of Sierra’s venerable SCI adventure engine and even lifted some of its code straight from the Quest for Glory games — understandably so, given that these were the only other SCI games which, like The Realm, weaved monster-killing, character levels and stats, and other CRPG traits into their tapestry of adventure. For a while, Craig Alexander considered turning The Realm into some sort of Quest for Glory Online with the help of the Coles, but ultimately thought better of it.

Nonetheless, the lines of communication had been reestablished. Sierra had received a good deal of fan mail over the last couple of years asking if and when the next Quest for Glory would come out; the fourth game had ended on a cliffhanger, which only made the fans that much more desperate to know how the story ended. So, it did seem that there was a market for a Quest for Glory V, even if a relatively small one by the standards of the growing industry. Hedging his bets in much the same way that Roberta Williams was about to do with King’s Quest: Mask of Eternity, Craig Alexander came up with the idea of a “small-group multiplayer” game; a matchmaking service would put players together in “shards” with just a handful of others, as opposed to the hundreds or thousands who could play together in The Realm. Yet it was never clear how the narrative focus of the older Quest for Glory entries might be made to work under such a conception. Lori Ann Cole accepted a commission to work up a design, but she almost immediately began lobbying for the inclusion of a single-player mode as well. This, one senses, is where her heart really was right from the start: giving players the narrative closure they were begging for in all those letters. Under the pressure of practicalities, the multiplayer aspect gradually slid away, from being the whole point of the game to an optional, additional way to play it; then it disappeared entirely in favor of a Quest for Glory like the series had always been, in the broad strokes at least.

Still, Quest for Glory V was destined to remain the odd man out in the series in many other, more granular respects. The SCI engine wasn’t maintained after 1996 — The Realm was one of the last things ever done with it — and so the team behind the fifth game was forced to look for another way of implementing it. Lead programmer Eric Lengyel first devised a state-of-the-art voxel-graphics system, only to find that it was too demanding for the hardware of the day. After some flailing against the inevitable, he agreed to scrap it and code up a more conventional 3D-graphics engine from scratch. Corey Cole, who didn’t join the project until it was about a year old, considers all of these efforts to have been misplaced. Buying someone else’s 3D engine would have entailed a large one-time cost, he notes, but it would have freed up a lot of time and energy to focus on design rather than technicalities. He has a point.

During 1998 and 1999, the new-look Sierra would release three adventure games with one foot in the past and one in the future: King’s Quest: Mask of EternityQuest for Glory V: Dragon Fire, and Gabriel Knight 3: Blood of the Sacred, Blood of the Damned (a subject for a future article). Rather incredibly, each of these games would run in a different 3D engine, two of them custom-built for this application and then never used again. The contrast with the 2D SCI engine, which was used over and over again in dozens and dozens of applications, could hardly be more stark. It seems that there are major advantages to having a group of developers all working out of the same location and communicating daily with one another, as was the case during the glory days of Sierra in Oakhurst. Who would have imagined?

Of the three aforementioned games, Quest for Glory V is the only one that could have been implemented in 2D without losing much if anything. Despite the departure from the comfortable old SCI environment, its presentation and gameplay are quite consistent with that of the earlier games in the series: that of a (mostly) fixed-camera, mouse-driven, third-person graphic adventure of the classic style, with a geography divided into discrete areas or “rooms.” Combat is a little different from before, in that it takes place on the same screen as the rest of the gameplay, but, again, it’s hard to see why this couldn’t have been implemented in SCI. The benefits of 3D graphics, such as they were, must have come down largely to the production costs they could save — although one does have to question how much money if any was really saved in the end, given the time and effort that went into making a 3D engine from scratch, such that Quest for Glory V ended up becoming by far the most expensive of all the games in the series. On the plus side, though, the visuals are generally sharp, colorful, and reasonably attractive; they’ve held up a darn sight better than many other examples of 1990s 3D. From the player’s perspective, then, the choice between 2D and 3D is mostly a wash.

In other respects, Quest for Glory V has a lot going for it. Each game in the series before it has a setting drawn from the myths and legends of a different real-world culture: Medieval Europe for the original Quest for Glory, the tales of the Arabian Nights for Quest for Glory II: Trial by Fire, Sub-Saharan African and Egyptian mythology for Quest for Glory III: The Wages of War, Gothic Transylvania (plus an oddly discordant note of H.P. Lovecraft) for Quest for Glory: Shadows of Darkness. Quest for Glory V: Dragon Fire is based on ancient Greek myth, a milieu more familiar to most Western gamers than any since that of the first game. The Coles take their usual care to depict the culture in ways that combine humor, excitement, and respect. And in the end, who isn’t happy at the prospect of spending some time on a sun-kissed Aegean archipelago? Quest for Glory V is a nice virtual place just to inhabit, which is a large part of the battle in making a satisfying adventure game.

Another large part is the gameplay itself, of course, and here as well Quest for Glory V acquits itself pretty well. The puzzles are generally solid. The combat is more frequent and more action-oriented than in the earlier games, betraying more than a slight influence from the hugely popular real-time-strategy genre, but the shift is more one of degree than of kind. At its best, Quest for Glory V, like its predecessors, manages to avoid that sense of jumping through arbitrary hoops that dogs so many adventure games, making you feel instead like you’ve been plunked down at the center of an organically unfolding story. This isn’t always the case, mind you; there are a few puzzles that are under-clued in my opinion, such that the grinding gears of the game show through when you encounter them and have your progress stopped dead. But by any objective standard, there’s more to like than dislike about the design of Quest for Glory V.

For all that, though, I must admit that I walked away from the game feeling a little bit underwhelmed — and, judging from what I’ve read of other players’ reactions, that feeling is fairly typical. There’s an elegiac quality to Quest for Glory V that overshadows the here-and-now plot, involving, it eventually emerges, a dragon who is ravaging the archipelago by night. The Coles indulge in buckets and buckets of fan service, bringing back characters who were both prominent and obscure in the previous games, for starring roles and cameos in this one. Nice as it is to see them, the Greekness of the setting sometimes threatens to get lost entirely amidst this multicultural babble. It’s a double-edged sword for which I can’t prescribe any ready remedy. For a fan who grew up with Quest for Glory, seeing characters from childhood memory return like this must have been magical indeed. For fans who grew up with Sierra’s adventure games in general, and were now beginning to suspect that there were not likely to be many more such games, the poignancy must have been that much more intense — as if all of these beloved characters were waving farewell not just to this gaming series, but to an entire era of gaming history.

That said, the constant nostalgic callbacks do have a way of preventing Quest for Glory V from ever fully standing on its own two feet, separate from the series for which it serves as the finale. Even those players whose eyes filled with tears upon seeing the wise old leonine paladin Rasha Rakeesh on their monitor screens again might have to admit that the game never quite feels like the epic culmination of all that has come before which it perhaps ought to be; throughout its considerable length, it feels rather more like The Lord of the Rings after Frodo has thrown the One Ring into Mount Doom. In one sense, that’s noble, moving as it does beyond the lizard-brain emotional affect of most games. But it does also demonstrate that, although Quest for Glory V is a vastly better game than King’s Quest: Mask of Eternity by any standard you care to name, it was nevertheless subject to some of the same cognitive dissonances. There weren’t enough old Quest for Glory players to justify its budget, even as the new players that the better graphics and more extensive and action-oriented combat were meant to attract would feel like they had been invited to a cocktail party where everyone knew each other and they didn’t know anybody.


Despite the technological changes, Quest for Glory V still looks and feels like a Quest for Glory. The Adventurer’s Guild here looks much like the one in the first game, except that it’s now filled with mementos of your own previous adventures.

In addition to looking like Quest for Glory, the game also manages to look appropriately Greek. And note the time that is displayed at the upper right. Like all of the other games in the series, Quest for Glory V plays in accelerated real time, complete with day-to-night cycles. This can be annoying in that you have to keep going back to your hotel room to eat and sleep, but it does wonders for the verisimilitude of the experience.

Fighting a hydra with your old friend Elsa, whom you first met all the way back in the first game, where you freed her from Baba Yaga’s curse. In another blast from the past, the Quest for Glory V combat engine was the work of John Harris, one of Ken Williams’s star programmers from the very early days, the creator of a masterful clone of Pac-Man. As chronicled at almost disturbing length in Steven Levy’s classic book Hackers, Ken Williams made it his mission in life for a while to get the shy and awkward young man laid. The version of John Harris who returned to work on this game was presumably more worldly…

You can take the same character through all five Quest for Glory games, which is kind of amazing when one considers the transformative changes in computer technology that took place over the decade or so that the series encompassed. And yet Quest for Glory V doesn’t give you the feeling that your character has become really, really powerful. All of the monsters to be found here are strong enough themselves to challenge him; there are no kobolds to go and beat on to prove how far he’s come. Similarly, if you create a character from scratch, you don’t necessarily feel that this is a high-level character. Is this part of the reason that the game fails to inculcate that elusive sense of being truly epic? Perhaps.

The Science Island section smacks of The Castle of Doctor Brain.

Veterans of the series will be horrified when Rakeesh is poisoned. Newcomers will wonder who the hell this weird lion guy is and why they should care what happens to him. Herein lay many of the game’s problems as a commercial proposition.


Quest for Glory V was released on December 8, 1998, about a year behind schedule. Reviews tended to be on the tepid side. Computer Gaming World’s was typical. “While Quest for Glory V isn’t likely to win over anyone new,” wrote Elliot Chin, “it will serve as a fond farewell for all those longtime fans who want to guide the Hero through one last adventure”; he went on to admit that “what fueled my desire to play the game was nostalgia.” Perhaps surprisingly in light of reviews like this one, Corey Cole believes it may have sold as many as 150,000 copies, although a substantial portion of those sales were probably at a steep discount as bargain-bin treasures.

If you had told the people in Oakhurst on the day that Quest for Glory V shipped that it would be the very last adventure game to come out of their offices, they might have been saddened, but they wouldn’t have been shocked. For it had been announced just eighteen days earlier that Sierra had another new owner, this one based more than a quarter of the way around the world from the Yosemite Valley. The people at Yosemite Entertainment had good cause to feel themselves more expendable than ever.



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Sources: The books Not All Fairy Tales Have Happy Endings: The Rise and Fall of Sierra On-Line by Ken Williams and Hackers: Heroes of the Computer Revolution by Steven Levy. Computer Gaming World of October 1997 and April 1999; Sierra’s customer newsletter InterAction of Fall 1996, Spring 1997, Fall 1997, and Fall 1998, Sierra Star of November 28 2017; Fresno Bee of March 8 1912; Madera Tribune of September 24 1957 and February 18 1965.

Online sources include “How Sierra was Captured, Then Killed, by a Massive Accounting Fraud” by Duncan Fyfe at Vice, the Fresno Flats Historic Village & Park’s “History of Fresno Flats & Oakhurst,” “Stagecoach to Yosemite: Robbery on the Road” by William B. Secrest at Historynet, and an old television interview with Hugh Schollenbarger.

I also made use of the materials held in the Sierra archive at the Strong Museum of Play. Most of all, though, I owe a debt of gratitude to Corey Cole for answering my questions about this period at his usual thoughtful length.

Where to Get It: All five Quest for Glory games are available for digital purchase as a single package at GOG.com. And be sure to check out Corey and Lori Ann Cole’s more recent games Hero-U: From Rogue to Redemption and Summer Daze: Tilly’s Tale.

Footnotes

Footnotes
1 Note the decision not to include a Roman numeral in the name, which serves as proof that the debate over whether numbering the installments of a long-running series hurt or harmed sales was older than King’s Quest: Mask of Eternity.
 

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The End of Sierra as We Knew It, Part 2: The Scandal

That’s the challenge: giving the public a formula they know and feel comfortable with, but making it different from anything they’ve seen or experienced before.

— Roberta Williams

Although Ken Williams left his office at Sierra On-Line for the last time on November 1, 1997, his wife Roberta Williams stayed on for another year, working on the eighth entry in her iconic King’s Quest series. King’s Quest: Mask of Eternity turned into the most protracted and tortured project of her long career.

Roberta had long since fallen into a pattern of alternating new King’s Quest games with other, original creations. Thus after Phantasmagoria shipped in the summer of 1995, it was time for her to begin to sculpt a King’s Quest VIII. Yet she was unusually slow to get going in earnest this time around; perhaps she was feeling some of the same sense of exhaustion that her husband was struggling with in a very different professional context. She tinkered with ideas for the better part of a year, during which the fateful acquisition of Sierra by CUC came to pass. By the time a team was finally assembled around her to make King’s Quest: Mask of Eternity in mid-1996, Sierra’s day-to-day operations were teetering on the cusp of enormous changes, not the least of which would be Ken Williams’s dramatically circumscribed authority. To further punctuate the sense of a new era in the offing, Mask of Eternity was to be the first King’s Quest game ever not to be made in Oakhurst, California; this one would come out of the new offices in Bellevue, Washington. Most members of the team assigned to it were new as well, with the most prominent exception being producer Mark Seibert, who had filled the same role on the hugely successful King’s Quest VII: The Princeless Bride and Phantasmagoria.

By this point, the lack of any subsequent point-and-click adventure games that had sold in similar numbers to Phantasmagoria, from Sierra or anyone else, was sufficient to raise concerns about the genre’s health in any thoughtful observer of the state of the industry. Roberta Williams apparently was such an observer, for it was she herself who decided to make Mask of Eternity different from all of the King’s Quest games that had come before, in order to better meet the desires of contemporary gamers as she understood them. Using Mark Seibert, who had played a lot more of the recent popular non-adventure games than she had, as something of a spirit guide to the new normal, she conceived a King’s Quest that would run in a real-time 3D engine, combining her usual focus on storytelling and puzzle-solving with some action elements. The broader goal would be to create a dynamic living world full of emergent potential, rather than another collection of set-piece puzzles linked together by semi-interactive conversations and non-interactive cutscenes. “We didn’t want to make it so you go here and solve a puzzle, then go there to solve a puzzle, then go to a puzzle somewhere else,” she told an early journalist on the scene. “What we really wanted to bring was that sense of going on an adventure, of going on a quest. It’s not just a word in the title. We want you to feel like you’re really doing it.”

Taken in the abstract, her understanding of what she needed to do in order to keep King’s Quest relevant wasn’t by any means completely misguided. Yet circumstances almost immediately began to militate against it cohering into a solid, playable game. SCI, the venerable adventure engine that had powered the last four King’s Quest games and Phantasmagoria, along with dozens of other products from Sierra, was totally unsuited for this one. To replace it, the team wound up borrowing a 3D engine that had been developed by Sierra’s subsidiary Dynamix with flight simulators in mind. They never were able to fully wrestle it into a form suitable for this application; the finished game remains a festival of jank, sporting walls that you can literally walk right through if you hit them just right.

Roberta Williams felt her own authority being gradually undermined as the new order at Sierra, now merely one part of the software arm of CUC, became a fact of life. In the past, she had enjoyed privileges that were granted to none of Sierra’s other designers — such were the benefits of sleeping with the boss, as she herself sometimes joked. She had worked from home most days, emailing her design documents to the people entrusted with implementing them and then supervising their labor only loosely from afar. But she now found that her ability to set her own working hours and location and even to make fundamental decisions about her own game was waning in tandem with her husband’s fading star. “Suddenly finding that she was expected to build another bestselling King’s Quest game, but that the developers didn’t really have to do what she said, was something Roberta had never had to face,” writes Ken in his memoir. “There were days when she would come home crying.”

In the last week of 1996, Blizzard Entertainment, that rising star of the CUC software arm, shipped Diablo to instant, smashing success. A decree came down from above to make Mask of Eternity more like Diablo, by adding extensive monster-killing and other CRPG-like elements to the design. Roberta Williams was utterly out of her depth. Increasingly, she felt like a third wheel on her own bicycle. And yet there was no other confident and empowered voice and vision to replace hers, just a babble of opinions — hers among them, of course — trying to arrive at some sort of consensus on every new question that came up. Whatever his other faults as an administrator and organizer, Ken Williams had never allowed this to happen. His rule had always been that there was one lead designer on each project, and that person called the shots. If the lead designer “wanted something done, whether the team agreed or not, it didn’t matter. It’s her game and her career on the line.” Now, though, this philosophy no longer held sway at Sierra, even as there was no coherent alternative one to take its place.

So, the Mask of Eternity team bumbled along with no clear ship date in sight, more a mob of wayward peasants than a well-honed army. In the meantime, there were more big changes at the corporate level: as we learned in the last article, the merger of CUC with HFS was announced in May of 1997. It was to be consummated that December, with the conjoined corporation taking the name of “Cendant,” from the Latin root that has given us the verb “to ascend” in English. The name was chosen by Walter Forbes, reflecting the conceit of a culture-vulture sophisticate in which he so loved to cloak himself. For his part, Henry Silverman of HFS, who was all about facts and figures and bottom lines, thought one name was as good as another, as long as his marketing people told him it would pass muster on Wall Street.

Well before the merger was completed, there were signs that this shotgun marriage of opposites was going to be a more challenging relationship than either had anticipated. Silverman ran a tight, focused ship, while Forbes’s board of directors and senior managers were, as Ken Williams had experienced firsthand, more inclined to discuss their golf handicaps than matters of vital interest to the company. “They were like children playing at business,” says one of Silverman’s top lieutenants of his counterparts from CUC. Growing concerned about the overall competence level and work ethic of Forbes himself, Silverman suggested to him in November of 1997, before the merger was even completed, that it might be best if he, Silverman, stayed on a little longer as CEO instead of turning over that position on January 1, 2000, as stipulated in the merger contract.

This was not music to Forbes’s ears. He had already been complaining for a while about Silverman’s high-handed style — about the way he was treating CUC as if it was being bought rather than being an equal partner in a merger — and he didn’t even deign to reply to this latest proof of his allegations. The relationship between the two executives grew so poisonous that Silverman hired a private detective to investigate rumors of womanizing and sexual harassment on Forbes’s part, hoping to find some leverage to use against him. Much to his disappointment, the detective failed to dig up enough actionable dirt.

Again, it should be remembered that all of this jockeying was taking place before the merger had even come off. Given the warning signs that were blinking red everywhere by November, one does wonder why Henry Silverman went through with the deal. The best answer anyone has come up with is that he was a creature of the stock market right down to his bones, and both companies’ stock prices had been sent soaring by the news of the merger. To call it off now would cause the stock to crater just as quickly.

So, the marriage was consummated on schedule, with Henry Silverman as the first CEO of the new Cendant Corporation. By virtue of his job title, he ought to have had access to every aspect of the former CUC’s operations and finances. Yet he ran into a baffling resistance from Forbes’s middle managers whenever he tried to dig beneath the surface. When he called on Forbes directly to intercede and get him the numbers he wanted, Forbes said blithely that he would prefer to preserve the “financial-reporting autonomy” of his half of the company. Silverman, whose temper could be volcanic, had to expend great effort to keep it under control now. He explained to his new chairman of the board, as clearly and calmly as he could, that that wasn’t how a merger worked. Forbes seemed to accept this. And yet at the end of February, more than two months after the merger had ostensibly been effected, Silverman still had no clear figures on his desk. His accountants were now telling him that, if these didn’t surface soon, they would be unable to make a legally mandated filing with the Securities and Exchange Commission. Silverman would have to be a far less perceptive businessman than he was not to smell a rat of considerable proportions.

On March 6, 1998, he dispatched his chief accounting officer Scott Forbes — no relation to Walter — from Cendant’s new headquarters in Manhattan to CUC’s old ones in Stamford, Connecticut. The accountant’s orders were to get the numbers he needed by any means necessary, even if it required getting Silverman himself to come onto the speakerphone and threaten somebody’s job. He met with E. Kirk Shelton, Walter Forbes’s right-hand man. Caving at last, Shelton sheepishly explained that there was a little problem — only a little one, mind you — with the former CUC’s books. Its actual revenues during its last year had come in about $165 million under the figures it had reported. While Scott Forbes was still shaking his head at this piece of news, wondering if he had heard correctly, Shelton rushed to add that the problem was easily fixable, by reporting equity from the merger as operating revenue. “We want you to help us figure out how to creatively do this,” said Shelton, as if committing accounting fraud was just another day at the office — which to him it was, as would soon become all too clear.

Henry Silverman was predictably livid when Scott Forbes told him what had just transpired in Connecticut. He tried to contact Walter Forbes, but learned that that gentleman of leisure was on vacation in Hawaii and wasn’t receiving calls. Walter did eventually deign to send an email in response to the CEO’s increasingly furious queries, saying that they would get together and sort everything out when he came home in a few weeks. Like Shelton, he seemed to believe that the discovery of a $165 million shortfall was no big deal — or else he had made a strategic decision to act as if it was.

Not realizing that he would soon be wishing that $165 million was the full extent of the discrepancy in CUC’s books, Silverman said nothing publicly, hoping this could all still be swept under the rug as the mere teething problems that always accompany big mergers, even as he privately vowed to be rid of Walter Forbes by hook or by crook. “I can’t have people working with me that lie to me!” he raged.

Rather belying his own attempt to treat CUC’s accounting irregularities as No Big Deal, Walter Forbes, upon his return from Hawaii, refused to meet with Silverman at the headquarters of the company that they supposedly ran together. Instead he insisted that Silverman and his closest lieutenants talk with him and his on neutral ground, in a Manhattan hotel suite. This meeting took place on April 1, which must have struck Silverman as an appropriate date, seeing how Forbes had fooled him into merging their companies. Brushing off all of Forbes’s efforts at preliminary light conversation, Silverman got straight to the point — or rather to the ultimatum. He was prepared, he said, to look for a way to keep CUC’s shortfall from becoming public and placing Forbes in serious legal jeopardy. He would do this not for Forbes’s sake — for Forbes, he made it clear, he had nothing but contempt — but for that of Cendant’s employees and shareholders. As a condition, though, Forbes, Skelton, and the rest of the old CUC inner circle would have to open their books to him at long last — full transparency across the board. Then they would need to leave the company, just as soon as the necessary severance contracts and press releases could be crafted. According to most reports of the meeting, Forbes and his people agreed to this.

Having vented his rage on these eminently deserving targets, Silverman left the hotel suite feeling cautiously optimistic. The shortfall was ugly, but it shouldn’t be enough to sink the business as a whole. And the upshot of the whole affair was that he would get Walter Forbes and rest of the CUC amateurs out of his hair once and for all. Silverman ordered his accountants to conduct a thorough audit of CUC’s books, to provide him at last with that which he had been seeking for so long, the same thing that Ken Williams had sought much more lackadaisically before him: a proper picture of what exactly CUC did, how it did it, and where its money was coming from and going to. He gave them two weeks.

The day of reckoning was April 15, 1998. Silverman might have suspected the worst when he saw that his own people had brought two mid-level CUC accountants with them, and insisted that they give the presentation, as if afraid of becoming collateral damage of the CEO’s temper. Their fear was thoroughly understandable. For what was revealed on that day was a tale of fraud on a scale literally unprecedented in the history of American business. Over the past three years alone, CUC had conjured out of thin air more than half a billion dollars in revenue that had never actually existed in the real world. To Walter Forbes, business had been a shell game. Now you see it, now you don’t.

CUC’s long tradition of financial malfeasance had apparently begun, as these things so often do, with dubious short-term measures that were intended merely to grease the wheels of the company’s legitimate operations as they passed from a slow-moving present to a doubtless supersonic future. Already before the end of the 1980s, CUC had taken to booking pledged membership fees — fees that would be realized only if the members in question didn’t cancel, which they frequently did — as guaranteed revenues at the start of each fiscal year. More and more such schemes came into play as Walter Forbes and his cronies fell further and further down the slippery slope of fraud. When a new fiscal year began, they would figure out how much money they needed to have made during the last one to slightly outperform Wall Street’s expectations, then fiddle with the books appropriately. Jerry Bowerman of Sierra, in other words, had been onto something when he pointed out to Ken Williams how weirdly consistent CUC’s revenue growth had been for years and years. “That’s categorically impossible,” he had said. “Does not happen.”

Except, that is, in the case of fraud. The scope of the malfeasance was breathtaking, permeating every layer of the company, as later described by the forensic accountant Ron Rimkus.

According to later testimony by the company and the SEC, CUC managers would analyze the difference between actual financial results and the estimates put out by Wall Street analysts at the end of each quarter. They would then target specific aspects of the business to adjust in order to inflate earnings. After determining the best areas to change, the managers would then instruct others in the company hierarchy to adjust the various accounts — thus creating a false income statement and balance sheet. Their methods included under-funding reserves, accelerating recognition of revenues, deferring expenses, and drawing money from a merger account to boost income. After lower-level managers made the accounting changes to the financials, the cycle would be completed by adjusting the top line of quarterly changes and, subsequently, making back-dated journal entries at the division level to get the general ledger to balance. CUC’s leadership was able to hide the irregularities through misrepresented accounting entries, often moving certain transactions off the books. For a company of this size to maintain two sets of books requires a widespread internal effort to produce the second set of books so the company can present a blend of truth and fiction to the auditor without getting caught.

Eventually, CUC started to run out of internal revenue streams to which it could apply its portfolio of tricks. It was at this point that Walter Forbes began aggressively buying up other companies, among them Sierra On-Line and Davidson and Associates. These transactions were always conducted in stocks, never cash. The fraud that followed depended on the concept of the “merger reserve,” meaning the cash profits and assets that the acquired company brought with it into the new relationship. CUC reported this reserve as operating income for the parent company. In order to keep the hamster wheel spinning, of course, CUC had to keep buying more companies with the funny money it had “earned” from its last round of acquisitions. Underneath his unruffled exterior, Walter Forbes had been paddling as furiously as a duck on a placid pond.

But there had to come an end point, when neither the internal shenanigans nor the acquisitions could continue to paper over the discrepancy between the money CUC said it was making and the money it was really making. This limit point was looming by 1997. And this was what had set Walter Forbes down at a table with Henry Silverman, to negotiate a merger on a whole different scale from the acquisitions he had carried out to date. That said, it’s hard to identify what his real endgame in all of this actually was. He had to know that the fraud would come to light soon after the merger was consummated, and even he could hardly have been delusional enough to believe that Silverman would be willing and able to cover it up and let bygones be bygones. We can only conclude that chicanery had become such a way of life that the deal was worth it to him just to keep the wheel spinning for a few more months. When you get down to it, everything he and his people had done before negotiating the merger had been equally short-term. It was just a question of surviving and continuing to play the rich and successful businessman for today. Tomorrow could be dealt with when it came.

For once, even Henry Silverman was rendered speechless when he was told all of this about the man to whom he had shackled himself. After he picked his jaw up off the floor of his office, his analytical mind went to work. He knew right away that there could be no attempt to hide, minimize, or excuse this fraud; to do so would be to run the risk that the legal authorities would suspect that he and his people were also complicit in it in one way or another. The only way to save Cendant, and with it his own reputation, was to get out in front of the scandal before it broke on its own. He prepared a press release, to be sent out just after the markets closed on that very day. It spoke vaguely of “accounting irregularities” that had been perpetrated by “certain members of the former CUC management,” then announced matter-of-factly that the latter company’s earnings for 1997 would have to be adjusted — reduced, that is — by $165 million immediately, with more such adjustments very likely to come later. Having fired off this bombshell, Henry Silverman went home to get a good night’s sleep, knowing the storm that would break over his head when the next day’s trading began.

The tempest was as violent as he had anticipated, if not worse. Almost 110 million Cendant shares were traded that day, setting a Wall Street record. The stock price plunged from $36 to $19, reducing the company’s market cap by $14 billion. The first three shareholder lawsuits had already been filed before the trading day was over. In the weeks that followed, Cendant adjusted the figure of $165 million to $260 million in missing revenue for 1997 alone, with yet more years full of “irregularities” still craving investigation. Within six months, the stock price would be down to $9, the shareholder lawsuits numbering more than 70.

With characteristic brazenness, Walter Forbes contended that he had known nothing of the fraud committed on his watch — a claim of innocence that was, even if believed, as damning in its way as a confession, what with the degree of incompetence and negligence it would have to reveal. Nevertheless, forgetting what had been discussed in that Manhattan hotel suite on April 1, he fought to stay on as the current chairman of the board and the CEO in waiting of Cendant. He urged stonewalling opacity to the rest of the board as an alternative to Silverman’s strategy of transparency. The ruthless Wall Street money man thus found himself cast in the unwonted role of Cendant’s voice of conscience. “To urge me, as you seem to do, to not properly portray accurate information about our businesses,” wrote Silverman to Forbes in a letter (“I had difficulty looking at him” face to face, he admits), “appears to be of similar ilk to the conduct that brought us to this situation. I will not do that.”

Silverman didn’t manage to force Forbes out once and for all until July of 1998. When Forbes did leave, he took with him ten members of his board (good riddance, thought Silverman!) and a $47.5 million severance check. Whatever the long-term future held for Walter Forbes, he would have no problem continuing to enjoy his current lifestyle for the time being.

While Forbes was doing so, Henry Silverman rolled up his sleeves and set to work repairing the damage the disastrous merger had done to his own, legitimately profitable company. It was a daunting task, but it would prove not to be an impossible one. Hewing still to his strategy of powering through the heart of scandal so as to put it behind him as quickly as possible, Silverman agreed to shell out $2.83 billion in December of 1999 to settle the various shareholder lawsuits. The fact that Cendant, the name now associated with the biggest accounting scandal in American business history, was almost unknown to the American public in any other context, being hidden behind a welter of other brand names that they did know well, was an immeasurable aid to its survival; few consumers made any mental connection to the scandal when they booked a room at a Days Inn or rented a car from Avis. Indeed, most of those rental-car, hotel, and real-estate franchises which Cendant administered were still doing pretty darn well out there in the real world. For all of its difficulties, then, Cendant still had real money coming in, enough to offset the missing funny money of CUC over the long arc of time. It would survive and even expand its franchising reach well into the new millennium. In 2005, it voluntarily broke itself up into four separate companies to better service its increasingly diverse portfolio of brands. Henry Silverman, the first, last, and only CEO of Cendant, walked away from that culmination of fifteen years of work with a cool $250 million. Seen from this perspective, the CUC merger seemed like little more than a bump in the road.

As for Walter Forbes: the pace of criminal law for white-collar offenders like him is regrettably slow in the United States, but, in some cases at least, some form of justice is served in the end. After eight years of legal wrangling, he was convicted of conspiracy to defraud and two counts of submitting false reports to the Securities and Exchange Commission in October of 2006. (E. Kirk Shelton had been found guilty of a similar collection of charges a year earlier.) Forbes was sentenced to twelve years in prison and $3.28 billion in fines and restitution — fines which, needless to say, nobody expected him to ever be able to pay. By the time he was released from prison in July of 2018, the financial scandal that had made him and CUC infamous for a while had been all but forgotten, eclipsed by even bigger ones like the collapse of Enron and the machinations of Bernie Madoff. As far as I know, he is still alive today. If you asked the current 82-year-old Walter Forbes about his history, and if he happened to be in an honest mood when you did so, perhaps he would tell you that his halcyon decades as a jet-setting titan of industry were worth the twelve years of his life he had had to spend in prison to pay for them. He booked his revenue well ahead of his debt to society, just the way CUC always did it.



The infamous merger between CUC and HFS was actually a brilliant stroke of luck for the former Sierra On-line. For if that deal hadn’t gone through, CUC would almost certainly have crashed and burned at some point during late 1997 or early 1998, with no Henry Silverman to hand to clean up the mess. Blizzard Entertainment was doing so well by then that someone would probably have found a way to scoop it out of the wreckage, but Sierra, which could boast of no similar run of recent hits — Ken Williams’s parting gift to his old company of Half-Life wouldn’t be released until November of 1998 — might very well have been permanently buried under the rubble.

As it was, Silverman had no long-term interest in maintaining the software arm of Cendant. For him, games studios and publishers were a distraction from Cendant’s core business, to be unloaded as quickly as possible. To accomplish this, he replaced the rather clueless Chris McLeod — yet another legacy of Walter Forbes whom he couldn’t be rid of fast enough — with a well-respected games-industry executive named David Grenewetzki, whose last job had been with the publisher Accolade. While Blizzard was obviously doing just fine as it was, Grenewetzki’s brief when it came to Sierra and the rest of the software arm was to trim the fat, to finish and ship whatever was reasonably far along and worth the effort, and to cancel whatever was not, all in order to make this superfluous part of Cendant look as attractive as possible to potential buyers. If he did a good enough job that a buyer wanted to keep him on afterward, more power to him.

By this point, King’s Quest: Mask of Eternity had been dawdling along without any firm sense of direction for some eighteen months. Grenewetzki ordered Roberta Williams, Mark Siebert, and the rest of their unruly crew to kick it into gear and get the game done in time for Christmas, assigning them a new set of minders to settle their disputes and make sure they met their milestones. These were effective enough: the game shipped on November 24, 1998. Roberta Williams was largely missing in action during the last few months, choosing to join her husband on a vacation to France while the rest of the team was crunching.

Playing the game today puts me in mind of Douglas Adams’s description of an aye-aye lemur: “a very strange-looking creature that seems to have been assembled from bits of other animals.” Or perhaps the old joke about a camel being a horse that was designed by a committee is more apropos. Collaboration, feedback, and testing are of incalculable importance in any kind of game development, mind you; in fact, I would argue that one of the biggest problems with virtually all of Roberta Williams’s earlier games was that she didn’t engage in enough of these things. Yet a game also needs to have a firm sense of its own identity, which usually translates into having a decisive final arbiter in charge of it. Mask of Eternity all too clearly didn’t have that; neither Roberta nor anyone else was allowed to fill that role. In the absence of an empowered lead designer, Mask of Eternity became a game of bits, a collection of disparate parts that clash more often than they gel.

This strange-looking digital creature that was assembled from bits of other popular games sports the acrobatic challenges of Tomb Raider, the ultra-violent action of DOOM and Quake, the CRPG-lite trappings of Diablo, and even from time to time the puzzle-solving of a traditional King’s Quest, all of it implemented more or less badly. The floating camera is an especial pain, requiring constant fiddly adjustments that break up whatever sense of flow the rest of the game permits you to establish. The writing veers all over the place, from Roberta Williams’s trademark fairy-tale whimsy to adolescent gross-out humor that wouldn’t have felt out of place in Duke Nukem 3D. The dialog is delivered for some reason in a pseudo-Shakespearian diction, all “thee” and “thou” and “by your leave, milady,” read by dulcet-toned British voice actors who clearly have no idea what the characters they’re playing are on about and don’t much care. The game is very hard to connect with King’s Quest at all for long periods, until someone seems suddenly to remember the name on the box and throws in a few gratuitous references to King Grahame’s earlier adventures or the history of Castle Daventry. I’m not the best person to wax outraged over all the ways that Mask of Eternity betrays its lineage, given that I’m the farthest thing from a hardcore fan of King’s Quest in general. Yet even I can see why so many gamers who are much more invested in the series than I am consider this, its final official entry prior to a brief-lived and almost equally underwhelming 2015 revival, such an insult to everything that came before.

As is the case with so many such Frankenstein’s monsters, it’s hard to figure out just whom Mask of Eternity was supposed to be for. The series’s usual pool of players — who tended to skew younger and to include more women and girls than was the norm even for the adventure genre in general — would be put off the first time they punched a monster in the face and saw its head fly off in a shower of blood and gore. And yet the demographic that enjoyed more violent and visceral games would be equally put off by the harsh reality that Mask of Eternity just wasn’t a very good action game long before they came across the first convoluted adventure-style puzzle to cement their indifference. You can’t be all things to all people — especially not with all-around execution as poor as this.

If anything, reviewers were kinder to the game than it deserved. Computer Gaming World magazine gave it four out of five stars, whilst admitting that it “required an open mind” and that “the old-school puzzles may frustrate newbies, while the veterans may be annoyed at the jumping and the combat.”[1]Reviewer Thierry Nguyen seemed not to have played any game since the early 1980s. “If you wanted to pull a switch in an earlier game,” he wrote, “you probably would have typed, ‘push box,’ then ‘get on box,’ and finally ‘pull switch.’ Here, you have to literally push the box, jump on top of it, and look up to pull the switch.” What a revelation! The website GameSpot called it “enjoyable” but “occasionally maddening”: “Sierra should be applauded for trying something new, even if its reach somewhat exceeds its grasp.”

But gamers weren’t buying such prevarications, and didn’t buy many copies of Mask of Eternity. Its commercial failure killed the longest-running series in the adventure genre as dead as one of its pixelated goblins. It marked the final nail in the coffin as well of Roberta Williams’s tenure as the “Queen of Adventure Games.” She wouldn’t design another game for a quarter of a century. The times, they were a-changing.


Sierra’s decision to drop the Roman numeral from the eighth King’s Quest game is indicative of the confused, have-your-cake-and-eat-it-too quality of all of its messaging around Mask of Eternity. The logic was that the new generation of gamers Sierra was hoping to attract would be intimidated by its being the eighth game in a series, might even feel they shouldn’t bother with it if they hadn’t played the previous seven. But then, if you are so concerned about reaching these people, why call it a King’s Quest game at all? The only cachet that brand might have held for most of them was the negative cachet of the “kiddie games” their moms or sisters used to play.

Mask of Eternity’s hero Connor looks like he could break Sir Grahame or any of the other protagonists from the first seven King’s Quest games in two without straining his tree-trunk-sized arms.

This level — err, area — is Egyptian-themed. What does this have to do with King’s Quest? Beats me… but Stargate SG-1 was popular on television at the time. Got to tick those boxes…

“Oh, great, another jumping challenge! I love those, especially with these extra clunky controls!” said no player of Mask of Eternity ever.



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Sources: The books Not All Fairy Tales Have Happy Endings: The Rise and Fall of Sierra On-Line by Ken Williams, Financial Shenanigans: How to Detect Accounting Gimmicks & Fraud in Financial Reports by Howard Schilit, Stay Awhile and Listen, Book II: Heaven, Hell, and Secret Cow Levels by David L. Craddock, Gamers at Work: Stories Behind the Games People Play by Morgan Ramsay, and Last Chance to See by Douglas Adams and Mark Carwardine. Wired of November 1997; New York Times of May 27 1997, July 4 1998, July 5 1998, and June 16 2000; Wall Street Journal of July 29 1998; Fortune of November 1998; Next Generation of June 1997; Sierra’s customer magazine InterAction of Fall 1996, Holiday 1996, and Fall 1997; Computer Gaming World of April 1999.

Online sources include “How Sierra was Captured, Then Killed, by a Massive Accounting Fraud” by Duncan Fyfe at Vice, Ron Rimkus’s analysis of the CUC/Cendant debacle for the CFA Institute, “A Pathological Probe of a Pool of Pervasive Perversion” by Abraham J. Briloff of Baruch College, Forbes’s report of Walter Forbes’s sentencing, and the vintage GameSpot review of King’s Quest: Mask of Eternity.

I also made use of the materials held in the Sierra archive at the Strong Museum of Play.

Where to Get It: King’s Quest: Mask of Eternity is available as a digital purchase at GOG.com, packaged together with the more fondly remembered King’s Quest VII: The Princeless Bride.

Footnotes

Footnotes
1 Reviewer Thierry Nguyen seemed not to have played any game since the early 1980s. “If you wanted to pull a switch in an earlier game,” he wrote, “you probably would have typed, ‘push box,’ then ‘get on box,’ and finally ‘pull switch.’ Here, you have to literally push the box, jump on top of it, and look up to pull the switch.” What a revelation!
 
 

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The End of Sierra as We Knew It, Part 1: The Acquisition

I feel very comfortable working in a company where you can’t touch anything.

— Walter Forbes

At the beginning of 1996, Sierra On-Line was still basking in the success of the previous summer’s Phantasmagoria, the best-selling game it had ever published. With revenues of $158.1 million and profits of $16 million in 1995, the company was bigger and richer than it had ever been. In light of all this, absolutely nobody anticipated the press release that went out from Sierra’s new headquarters in Bellevue, Washington, on February 20. It announced that Sierra would soon “merge with CUC International, Inc., a technology-driven retail and membership-services company that provides access to travel, shopping, auto, dining, home-improvement, financial, and other services to 40 million consumers worldwide. Sierra stockholders will receive 1.225 shares of CUC common stock for each share of Sierra common stock. The transaction is valued at approximately $1.06 billion. The merger is subject to stockholder approval and other customary closing conditions.”

As this bombshell filtered down to the gaming sites that were popping up all over the young Web, and eventually to the laggardly print magazines, one question was first on the lips of every gamer who read about it. Just who or what was this CUC International anyway? Or, to frame the question differently: if CUC was such a big wheel, why had no one ever heard of it, and why did CUC itself seem to have such a hard time explaining what it actually did?

Time would show the answers to both of those questions to be more complicated and fraught than anyone could have expected. Still, it was clear from the outset that the path to understanding must pass through CUC’s CEO, a sprightly, dapper-looking man of business named Walter Forbes. This particular Forbes was not a member of the wealthy family who owned and operated Forbes magazine, one of the business and investment world’s primary journals of record. That fact notwithstanding, he had been born into decidedly privileged circumstances, and would certainly not have looked out of place with that other Forbes family at a blue-blood country club. Walter Forbes was a titan of industry straight out of Central Casting, from his artfully arranged salt-and-pepper coiffure to the gleaming Gucci loafers he donned on “casual” days. He was as convincing a figure as has ever walked into a corporate boardroom. In a milieu where looking the part of a General Patton of business was a prerequisite to joining the war for hearts, minds, and wallets, Forbes had the role down pat. With a guy like this at its head, how could CUC be anything but amazing? And how could little Sierra count itself anything but fortunate to become a part of his burgeoning empire?

As Forbes himself told the story to a wide-eyed journalist from Wired magazine in 1997, it had all begun for him back in 1973, when, having recently graduated from Harvard Business School, he was eating dinner one evening with some friends and some of his former professors. Somehow the discussion turned to the future of shopping. “Wouldn’t it be neat if we could bypass stores and send products from the manufacturer to the home, and people would use computers to shop?” Forbes recalled “someone” at the table saying. “Everyone forgot about what we talked about that night. Except me.”

Forbes envisioned a scenario in which brick-and-mortar retailers, those traditional middlemen of the chain of commerce, would be replaced by digital storefronts operated by his own company, which was founded in 1973 under the name of Comp-U-Card. According to his own testimony, he mooted various impractical schemes for priming the e-commerce pump before the technology of telecommunications finally showed signs of catching up with at least some of his aspirations circa 1979, the year that the pre-Web commercial online services The Source and CompuServe made their debut. Now favoring the acronym CUC over the “Comp-U-Card” appellation — needless to say, nobody would rush to embrace that name today; the evolution of language can be a dangerous thing for corporate branders — Forbes took his company public in 1983, with an IPO that came in at $100 million. His business plan at the time, at least as he explained it fourteen years later, rings almost eerily prescient.

Manufacturers would simply send information about their products to [Forbes’s] database company, which would aggregate the data, organize it, and then present it to consumers in an engaging way. When a shopper ordered something, the manufacturer would be notified to ship it directly to the consumer’s home. Since no retailer would be involved, the customer would simply pay the wholesale price, plus shipping charges. The database company would make almost no money on the transactions. Rather, it would make its money by charging the consumer a flat annual membership fee — typically $49 — for access to the data and the chance to buy at such low prices.

Apart from a few details here and there, this is the way that Amazon, the 800-pound gorilla of modern online retail, operates today, right down to the “buyers club” where it makes most of its real money.

But here’s where the waters surrounding Walter Forbes and CUC start to get muddy. (I do hope you packed your diving goggles, because there are a lot of such waters ahead.) For the first ten years after the IPO, CUC actually took very little in the way of concrete steps in pursuit of the proto-Amazonian dream that Forbes had supposedly been nursing since 1973. Instead it administered offline shopping clubs that were marketed via bulk-rate post and telephone cold-calling. This was a sector of the consumer economy that thrived mostly on fine print and the failure of its often elderly customers to do their due diligence, being just one step removed from timeshares on the continuum of shady business models that never turn out to deliver quite what their customers think they are getting; in fact, timeshares soon became a part of CUC’s portfolio too. CUC sold its shopping clubs and other services as turnkey packages that could be purchased and branded by other corporations, thus partially explaining why so few people had ever heard of the company even fourteen years after its IPO. It wasn’t above using guile to retain customers, such as quietly signing them up for automatic recurring billing plans — charges that, it hoped, some portion of its customers who thought they were just making a one-time payment would fail to notice on their credit-card statements. Even the fawning profile in Wired had to acknowledge how close to the ethical edge CUC was prepared to fly.

If a customer takes the trouble to call and quit, the CUC telephone operator goes into what any football fan would recognize as a prevent defense. The operator frantically starts explaining the value of the service, then often sacrifices a $20 coupon or check as a bribe to stick around. They will give up ground, but [will] do anything to keep you from reaching that goal line.

As late as the year that CUC acquired Sierra On-Line, it was the offline shopping clubs that were still the heart of its revenue stream, the subject that its annual report for the year chose to open with and to return to again and again.

CUC International is a leading technology-driven, membership-based consumer services company, providing approximately 66.3 million members with access to a variety of goods and services. The Company provides these services as individual, wholesale, or discount program memberships. These memberships include such components as shopping, travel, auto, dining, home improvement, lifestyle, vacation-exchange [i.e., timeshares], credit-card and checking-account enhancement packages, financial products and discount programs. The Company also administers insurance-package programs which are generally combined with discount shopping and travel for credit-union members, distributes welcoming packages which provide new homeowners with discounts for local merchants, and provides travelers with value-added tax refunds. The Company believes it is the leading provider of membership-based consumer services of these types in the United States.

The Company solicits members for many of its programs by direct marketing and by using a direct sales force calling on financial institutions, fund-raising charitable institutions and associations…

The Company offers Shoppers Advantage, Travelers Advantage, AutoVantage, Dinner on Us Club, PrivacyGuard, Buyers Advantage, Credit Card Guardian, and other membership services. These benefits are offered as individual memberships, as components of wholesale membership enhancement packages and insurance products, and as components of discount-program memberships. For the fiscal year ended January 31, 1997, approximately 536 million solicitation pieces were mailed, followed up by approximately 70 million telephone calls.

Walter Forbes’s digital aspirations that got Wired so hot and bothered are mentioned only in passing in the report: “Some of the Company’s individual memberships are available online to interactive computer users via major online services and the Internet’s World Wide Web.”

Forbes first became associated with Sierra in 1991, when he agreed to join the company’s board. Ken Williams, Sierra’s co-founder and CEO, considered this a major coup, a sign that his little publisher of computer games was really going places in this new decade of multimedia and cyber-everything. He was excited even though, as he admits in his recent memoir, he “never completely understood Walter’s business. To this day, I can’t completely tell you what it was. There were components of it that made sense — for instance, they owned a company called RCI that facilitated timeshare swapping. They also operated a series of discount shopping clubs, where customers would pay an annual subscription fee, allowing them to buy products at near-wholesale prices. Whatever it was, they were certainly doing something right. They had $2 billion in revenue and over $200 million in profit.”

The voice of Forbes whispering in Ken Williams’s ear was a hidden motivator behind the spate of acquisitions that the latter pursued during the first half of the 1990s, which saw the American educational-software developer Bright Star, the French adventure-games maker Coktel Visions, the British strategy house Impressions, and the American sim specialists Papyrus and subLOGIC all entering the Sierra tent. Having thus hunted down and captured so much smaller prey with Forbes at his side, Williams perhaps shouldn’t have been surprised when his trusted advisor started eying his own company with a hungry look. Nevertheless, when Forbes broached the subject with Ken’s wife Roberta Williams, the designer of Sierra’s flagship King’s Quest series as well as Phantasmagoria and many other adventure and children’s games, she at least was taken aback.

“Have you and Ken ever thought about selling Sierra?” he asked her out of the blue one day in the lobby of the Paris hotel where they happened to be attending a board-of-directors meeting. (An insatiable connoisseur of French food and wine, Forbes had had enough sway with Ken to convince him to hold the meeting at this distant and expensive location.)

“No,” Roberta answered shortly. “We’re not interested.”

“But if you ever were, what sort of price would you be looking at?”

“A lot,” Roberta replied, then walked away as quickly as decorum allowed. She had the discomfiting feeling that Forbes was a predator probing for a flock’s weak link, and she was determined that it wouldn’t be her.

But when Forbes brought the subject up in a more formal way, at another Sierra board meeting closer to home on February 2, 1996, Roberta’s husband proved far more receptive than she had been.

The only detailed insider account of what happened next and why is the one written by Ken Williams. Needless to say, this must raise automatic red flags for any historian worth his salt. And yet his memoir does appear to be about as even-handed as anyone could possibly expect under the circumstances. To his credit, he owns up to many of his own mistakes with no hesitation whatsoever. While we would be foolish to take his account as the unvarnished gospel truth, he doesn’t strike me as a completely unreliable witness by any means. I think we can afford to take much if not all of what he writes at face value as we ask ourselves what led him to the most monumental decision of his life, excepting only the decision to found Sierra in the first place all the way back in 1980.

To begin with, Williams admits forthrightly that he was quite simply tired at this juncture of his life, and that his sense of exhaustion made the prospect of selling out and taking a step back more appealing than it might have been just a few years earlier. His fatigue is eminently understandable: Sierra had consumed almost his every waking hour for over fifteen years by this point. He tells us that people had been telling him for ages that he “needed to delegate more, but it just wasn’t in my personality to do so.” More and more as the games got more expensive and the stakes for every new release higher, Williams had felt forced to play the role of the corporate heavy.

My visits to Sierra’s development teams were occasionally liked, but not very often. Left to their own devices, the teams would agonize over the games forever. Asking an artist to compromise quality in order to bring the art in on budget is not a win-win for either of us, but it’s something I had to do every day. Shutting down projects, ruining dreams, staring endlessly at spreadsheets, riding on airplanes. That was my life.

Sierra had become rather notorious these last few years for shipping games before they were ready. At the end of the day, the decision to do so was Ken Williams’s, but he often believed he had no real choice in the matter at all. For Sierra was now a publicly traded company, and he felt it couldn’t afford the hit to the stock price that would result from not having Game X on the shelves in time for some given Christmas shopping season. Now, the skeptical reader might argue that there were surely ways to improve internal processes such that games weren’t continually falling behind schedule, going over budget, and winding up caught in the “ship it now or die” trap — and such a reader would be absolutely right. But that doesn’t change the state of play on the ground from the perspective of Ken Williams, who was not good at delegating and seemed to lack the turn of mind that was required to implement more rigorous methodologies of game development. This situation being what it was, he hoped that the (apparently) deep pockets of CUC would insulate Sierra somewhat from the vagaries of stock prices and holiday seasons, would give him more leeway to grant a promising game the six more months in the oven it needed to become a great one.

In addition to all of the above, Williams leans heavily on his “fiduciary duty” to his shareholders to explain why he was so willing and even eager to embrace Forbes’s offer. As CEO, he says, he was obliged to maximize his shareholders’ return on their investment, regardless of his personal feelings: “To state it simply, the decision wasn’t mine to make. I had a responsibility to the company’s true owners.” Alas, it’s here that I do have to part ways somewhat with the idea of Ken Williams as a completely reliable witness; this statement does begin to veer into self-serving territory.

The majority of Sierra’s shareholders were of the passive stripe, who had little understanding of the company’s business and were thus very ready to listen when the CEO who had just delivered a record profit told them what he thought they ought to do. And Ken Williams made it abundantly clear to these shareholders that he thought they ought to take the deal.

Yet he did so over the objections of virtually everyone he talked to who did understand Sierra’s business reasonably well. His board of directors was unanimous in its opposition, with the exception only of the member named Walter Forbes. Mike Brochu, Sierra’s hard-nosed president and chief operating officer, who was in many ways the architect of the company’s last couple of years of solid growth and profitability, saw no reason for it to surrender its independence now, just when things were going so swimmingly for it.

Likewise, Jerry Bowerman, a former investment banker who was now vice president for product development, says today that he “pleaded” with Williams to at the very least take a longer, harder look at Forbes and his “company that sells coupons” than he had shown any interest in doing prior to this point; something about CUC, Bowerman says, “made [the] hair stand up on the back of my neck.” In particular, he saw a communist convention worth of red flags in CUC’s habit of just beating its earnings expectations on Wall Street every single quarter: “That’s categorically impossible. Does not happen.” But somehow with CUC it did. “He has a fiduciary responsibility, and the board has a fiduciary responsibility, to take the offer seriously,” acknowledges Bowerman. “What [Williams] never did do was, like, hire an investment bank to say, is this actually a fair offer?”

Even Ken’s own wife Roberta was dead-set against the acquisition: “When Walter asked me, did we ever think of selling the company, and I said no, I meant it. I always had a little bit of intuition about Walter. Not that he was a crook or anything like that. Just… take him with a grain of salt.”

Ken Williams normally listened to his wife. As lots of people knew then and will happily tell you today, Roberta was often the final arbiter of what did and didn’t happen at Sierra, in discussions that took place around the Williams family dinner table long after the lights in the boardroom and executive suites had been extinguished. In this case, however, he ignored her advice, as he did that of so many of his professional colleagues. Instead of taking Walter Forbes with a grain of salt, he took his deal — signed on the dotted line, with no questions asked, selling the company that had been his life’s work to another one whose business model and revenue streams were almost entirely opaque to him.

Doing so was without a doubt the worst decision Ken Williams ever made in his business career, but it wasn’t totally out of character for the man. There’s a theory in pop psychology that every alpha male is really looking to become the beta to an even bigger cock-of-the-walk. Be that as it may, Ken Williams — this man’s man who had the chutzpah to imagine becoming a transformative mogul of mass media, a Walt Disney-like figure — could be weirdly quick to fall under the sway of other men who seemed to embody the same qualities he cherished in himself. Sometimes that worked out okay, as when he met the furloughed police officer Jim Walls through his hairdresser and asked that man who knew nothing of computers or the games they played to join Sierra as a game designer. The three Police Quest games that resulted were… well, it’s hard to really call them good in any fundamental sense, but they were good enough for the times, whilst being fresh and unique in their subject matter when compared with all those other adventure games about dragons and spaceships. At other junctures, however, Williams’s gut instinct led him badly astray, as when he asked the police brutalist Daryl F. Gates to replace Walls as the personality behind Police Quest, a decision which appalled and outraged most of his own employees and left a stain on Sierra’s legacy that can never be fully expunged.

Just as the aforementioned two men walked and talked the part of the hard-edged, no-nonsense cop in a way that profoundly impressed Ken Williams, Walter Forbes was the very picture of the suave and sophisticated financier, making monumental deals next to a crackling fire in his elegant parlor, a glass of Chianti in hand, before rushing off to Europe in his private jet to take in an opera. For Ken, a working-class striver without any university degree to his name, much less one from Harvard, the idea that a man like this would be so interested in him and his company must have been a very alluring one indeed.

Had Ken Williams followed the advice of Jerry Bowerman and dug a little deeper into Walter Forbes and CUC, he might have learned some things to give him pause. He might have discovered, for example, that Forbes hadn’t founded CUC himself to pursue his grand vision of e-commerce, as the interview in Wired implies; he had rather bought himself a seat on an existing company’s board with a cash investment from his familial store of same, then fomented from that perch a revolt that led to the real founder being defenestrated and Forbes himself taking his place. If nothing else, this did cast Forbes’s willingness to join Sierra’s board and his early chat with Roberta Williams on the subject of an acquisition, as if he was nosing around for a weak link, in rather a different light.

Of course, there’s been an elephant in the room through all of the foregoing paragraphs, one which we can no longer continue to ignore. Once more to his credit, Ken Williams doesn’t fail to mention the elephant in his book: “Personally speaking, it would be a nice payday.”

Ken Williams had grown up with just one dream. It wasn’t to make great games or to revolutionize entertainment or even to become the next Walt Disney, although all of those things were eventually folded into it as the means to an end. It was to become rich — nothing more, nothing less. “Somewhere along the way, I developed an aggressive personality,” he writes of his boyhood and adolescence. “All that I could think about was becoming rich. Note that I said ‘rich,’ not ’employed’ or ‘successful.’ Amongst the few memories I have from that time is the constant thought of wanting to live a different life than the one I grew up in. I read books about business executives who owned yachts and jets, and who hung out with beautiful models in fancy mansions. I knew that was my future and I couldn’t wait to claim it.”

By most people’s standards, Ken and Roberta Williams were rich by the mid-1990s. But most of their wealth was illiquid, being bound up in their company — an arrangement which entailed duties and obligations that were becoming, for Ken at least, increasingly onerous. “It seemed like everyone associated with Sierra except me was having fun,” he says.

I just wrote that the decision to sell to Walter Forbes was the worst business decision Ken Williams ever made. Ironically, though, it was his best decision ever in terms of his private finances. For he sold Sierra when the “Siliwood” craze of which he had been the industry’s most outspoken and articulate proponent — that peculiar melding of computer games with Hollywood movies, complete with live actors and unabashedly cinematic audiovisual aesthetics — was at its absolute zenith; he sold when Phantasmagoria, the latest poster child for the trend, had just become Sierra’s best-selling game ever. The remainder of 1996 — a year which produced no more Siliwood hits on the scale of Phantasmagoria, from Sierra or anyone else — would show that there was only one way forward for “interactive movies” from here, and that way was down. They were doomed to be replaced by a very different vision of gaming’s future, emphasizing visceral action, emergent behavior, and player empowerment over the elaborate set-piece storytelling that had been Sierra’s bread and butter for so long.

Over the last few decades, signing Walter Forbes’s contract has allowed Ken and Roberta Williams to enjoy that enviable lifestyle that is the preserve of the ultra-wealthy alone, with multiple homes in multiple countries and a boat in which they have cruised around the world several times. Mind you, I don’t say that such a lifestyle was foremost on Ken Williams’s mind when he made the decision to sell; on the contrary, he had every expectation at the time of continuing to manage Sierra for the foreseeable future. I merely say — as if it needs to be said yet again! — that life is seldom black and white.

But we’ve belabored these points enough: Ken secured the preliminary approval of Sierra’s shareholders, signed on the dotted line on their behalf, sent out the press release, then secured their final approval to complete the transaction a few months later. On the face of it, it was indeed a great deal for them: they got to trade in their Sierra stock for 22 percent more shares in CUC, a far bigger, even faster-growing company.

Once all that was behind them, Walter Forbes and Ken Williams and all of their closest associates flew off to Paris in Forbes’s jet to celebrate the acquisition. Some members of the entourage were happier than others. At an expensive Parisian restaurant, Forbes ordered a $5000 bottle of wine, saying it was on him. “I [found] out after the fact, digging around in the accounting system, that he’d expensed it,” says Jerry Bowerman. “So he was just a liar. Just a very fat liar.”



Amazingly, Sierra On-Line wasn’t the only software publisher that Walter Forbes and CUC agreed to purchase during February of 1996. In a way, the other major acquisition turned out to be even more of a plum prize than this one. It was a publisher and distributor of educational software and games called Davidson and Associates. If that name fails to set any bells a-ringing, know that Davidson was itself the proud owner of Blizzard Entertainment, whose Warcraft 2Diablo, and Starcraft, combined with its innovative Battle.net service for online multiplayer play, would make it the hottest brand in gaming over the course of the next few years, a veritable way of life for millions of (mostly) young men. CUC, this company nobody had ever heard of, was suddenly in possession of a gaming empire with few peers.

But for Ken Williams, the time to come would be filled with far less pleasant surprises than the meteoric ascent of Blizzard. After the acquisitions of Sierra and Davidson were finalized in June of 1996, it slowly and agonizingly dawned on him that he had made a terrible mistake. He learned that Walter Forbes had given the exact same promise of ultimate superiority in the new software arm of CUC to both him and Bob Davidson, the co-founder of Davidson and Associates. Forbes obviously couldn’t honor his promise to both men. Worse, it soon became clear that he favored Davidson whenever push came to shove. Davidson’s people took over most of the marketing and distribution of Sierra’s games, with Williams’s own people being sidelined or laid off. Williams chafed at his newfound beta status, and feuded bitterly if futilely with his de-facto superior. When Sierra failed to come up with another hit to rival Phantasmagoria’s sales in 1996 — a failure which further reduced his standing in the conglomerate as a whole, what with the numbers Blizzard was shifting — he blamed it on Davidson’s logistics and marketing.

Yet he did manage to do Sierra and CUC one great service that year, despite the constraints that were being laid upon him. Late in 1996, he agreed to hear a pitch from a new studio called Valve Corporation, founded by a couple of former Microsoft employees who had never made a game before and who were therefore having trouble gaining inroads with the other major publishers. With his background in adventure games, Williams was intrigued by Valve’s proposal for Half-Life, a first-person shooter which, so he was told, would place an unusual emphasis on its story. Even when setting that element of the equation aside, Williams knew all too well that Sierra really, really needed to become a player in the shooter space if it was to survive the popping of the Siliwood bubble. Listening to his gut, he signed Valve to a publishing contract. Well after he left Sierra, Half-Life would become by most metrics the most successful single shooter in history, by a literal order of magnitude the best-selling game that Ken Williams was ever involved with. The landscape of gaming might look vastly different today had he not made that deal; Steam, for instance, was able to come to be only thanks to Half-Life’s publication and success. Not all of Ken Williams’s gut decisions were bad ones. Far from it.

Half-Life aside, though, life under the new regime had little to offer him beyond constraints and warning signs. One of the other perks he had been promised, and that in this case was delivered, was a seat on CUC’s board. His first board meeting only reinforced his sense of the cloud of obscurity hanging around CUC’s operations. He realized that he wasn’t the only person sitting at the table who didn’t entirely understand what the company they were all supposed to be overseeing actually did. The other board members, however, didn’t much seem to care. As long as the stock price kept climbing, they were happy to leave it all in the evidently capable hands of Walter Forbes. Ken Williams:

By the end of the first hour, we had covered everyone’s golf scores and favorite wines. I was not a golfer and was left out of the discussion. I avoided the game, and was disappointed that these pillars of the business world thought it was important enough to disrupt a board meeting. We finally sat at the table, and vacations were discussed. Walter was asked at some point, “How’s business?” He answered that all was good, followed by hardly anything more. I was waiting patiently for the lights to dim and the projector to light up. It never happened. Instead we were back to conversations having nothing to do with CUC. And then the meeting ended.

Feeling out of place among the old-money scions gathered around tables such as this one, tired of having his decisions in the software space countermanded by Bob Davidson, Williams started casting about for someplace else within CUC where he could rule the roost as he had once done at Sierra. He dove deep into another recently acquired company, the e-commerce facilitator NetMarket, which had scored a prominent write-up in The New York Times two years earlier for enabling the first encrypted credit-card transaction — for a Sting CD — ever to take place on the Internet. Yet he was never quite sure of his ground there, and never felt that NetMarket was much of a priority for Forbes — a strange thing in itself, given the way the latter was always rattling on about e-commerce in interviews. Williams had become an executive without a clear role or any clearly delineated scope of authority. It was not a comfortable situation for a man of his personality and predilections.

It might therefore have seemed like good news when Bob Davidson abruptly quit in January of 1997. And yet the circumstances of his resignation were just odd enough that it was hard for even his primary internal rival to feel too sanguine about it. Davidson had had a dream job, running a software empire that had just shipped Blizzard’s Diablo to a rapturous reception. Why had he thrown it away? Williams heard through the grapevine that Davidson had come to Forbes with an ultimatum, demanding that the software arm be spun out from the CUC mother ship to become its own company as the condition of his staying on there. Why had he been so strident about this? Had he discovered something that other people hadn’t? It was almost as if he felt he had to protect the software business from whatever was coming for the rest of the company.

As it happened, Williams was never offered Davidson’s job anyway. It was given instead to one Chris McLeod, a “member of the office of the president and executive vice-president” of CUC with no background in technology, software, or gaming, although he did sport a rather impressive golf handicap.

In May of 1997, Walter Forbes announced his latest deal. CUC was to merge with another company that nobody other than Wall Street investment bankers had ever heard of, one that went by another anonymous-sounding three-letter acronym. But it turned out that HFS (“Hospitality Franchise Systems”) owned a considerable number of brands that actually were household names: Avis Rental Cars, the real-estate chains Century 21, ERA, and Coldwell Banker, and the hotel chains Days Inn, Ramada, Super 8, Howard Johnson’s, and Travelodge. The New York Times diplomatically described CUC, by contrast, as “a powerful but less known force in telemarketing, home-shopping clubs, and travel information.” HFS was far too big for CUC to gobble up like it had Sierra On-Line and Davidson and Associates. This was to be a “merger of equals.”

HFS had been founded in 1990 by an infamously ruthless, hard-charging Wall Street money man named Henry Silverman, who had grown tired of playing “second banana” to the moguls and investors he stood in between. His business plan was deceptively simple: HFS bought brands, then rented them out to others under the franchising model. Said model allowed the company to accrue most of the benefits of running a chain of real-estate firms or rental-car offices or hotels without getting bogged down in most of the responsibilities. Anyone who wished to open a branch of one of these businesses could apply to HFS for a license to use one of its brands. If approved, they would pay a lump sum up-front, followed by ongoing “subscription” fees. In return for their money, they would receive, in addition to the brand itself, guidance on best practices and access to proprietary computer systems. On the stick side of the ledger, they would also need to pass regular inspections, to assure that they didn’t dilute the cachet of the brand they leased. It would be an overstatement to claim that administering such a franchising system was trivial for HFS, but it was much less financially and logistically fraught than actually owning and running thousands of properties all over the country. The Wall Street portfolio managers who had so recently been Silverman’s colleagues ate it up. And why shouldn’t they? An investor who got in on the ground floor with HFS in 1992, when it first went public, would have gotten her money back twenty-fold by the time of the merger with CUC.

HFS was a larger company than CUC in 1997, with a more transparent and more obviously sustainable business model. Although both stock prices were overvalued by any objective measure, sporting fairly outrageous price-to-earnings ratios, you could go out into Main Street, USA, and see the sources of HFS’s revenues right there in bricks and mortar. This was not true of CUC.

Given this reality, those who knew Henry Silverman well would continue to ask themselves for years to come why he had wanted to make this deal in the first place, and why he had failed to look harder into CUC’s business before consummating it. For Silverman, unlike Ken Williams, was not in the habit of letting the gravitational pull of charm, power, and ostentatious displays of wealth trump sober-minded judgment. On the contrary, Silverman was a numbers guy to the core, a classic cold fish who seemed immune to personal charisma when he considered his potential business partners. And yet he allowed Walter Forbes to reel him in almost as easily as Ken Williams had. The player got played: “A master deal-maker bought a pig in a poke,” as Fortune magazine would be writing in the not-too-distant future.

Still, the terms of this deal quite clearly left Silverman rather than Forbes in the catbird seat. The merger agreement stipulated that Silverman would be the CEO of the conjoined venture and Forbes only the chairman of the board until January 1, 2000, after which date the two would swap roles. They would then continue to trade places, in two-year cycles, for as long as they both wanted to keep at it. That said, many of those who knew Henry Silverman best suspected that he never intended to relinquish the position of CEO, that he would find some way to freeze Forbes out when the time came to trade places. In the end, though — and as we’ll see in my next article — other developments would make all of that a moot point. In the meanwhile, Wall Street was all-in; one investment analyst said that it would take “mismanagement for this deal not to work.” She had no idea what a soothsayer she was…

Any merger as big as this one, valued at $14 billion, takes some time to effectuate. It wouldn’t go through until the very end of 1997, by which point Ken Williams would be gone from CUC and from Sierra.

In August of 1997 — “one miserable year after Sierra’s acquisition had been completed,” as he puts it — Williams decided that he had had enough. A proud man, he felt disrespected, even “humiliated,” at that month’s board meeting, where his proposals and all of his attempts to steer the conversation around to actual matters of business had not gone down well. As soon as the meeting adjourned, he sat down at the computer in his office and typed out a letter of resignation. Walter Forbes, this fellow whom Williams had once thought he shared a special bond with as a fellow dynamic man of business, accepted the letter without much comment or expression of regret. It took some time to finalize Williams’s departure with Human Resources, but it was agreed in the end that his last day would be November 1.

So, Ken Williams’s association with Sierra On-Line, the company he had founded and built from the ground up over almost eighteen years, officially ended on November 1, 1997. There was no public or private fanfare — no going-away party, no line of colleagues awaiting a last handshake. Nothing like that. “I just packed my stuff and went home,” he says. Both coincidentally and not so coincidentally, Mike Brochu and Jerry Bowerman, Williams’s right-hand men who had argued so fruitlessly against the acquisition, likewise decided they had had enough at around the same time. This left Sierra as little more than another of Henry Silverman’s brands, in the hands of people who had bought their way into it rather than growing it from the grass roots. They would deign to fund and release a few more games that played in the old Sierra’s worlds, would even employ a few of the old designers to make them. Nevertheless, one can make a compelling argument that the main story of the Sierra that is still so fondly remembered by adventure-game fans today ended on that November 1, 1997, when Ken Williams walked out of his office for the last time, with no one even bothering to tell him goodbye. What followed — and will follow, in the next three articles of this series — was merely the epilogue, or perhaps the hangover; you can pick your own metaphor.

It beggars belief that something so huge — something that touched the lives of so many people who worked for Sierra or played the many, many games of its golden years — could end so anticlimactically, with one unremarkable-looking 43-year-old office worker quietly switching off his computer and driving home. But such is life in the real world. Concluding whimpers are more common than bangs.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Not All Fairy Tales Have Happy Endings: The Rise and Fall of Sierra On-Line by Ken Williams, Financial Shenanigans: How to Detect Accounting Gimmicks & Fraud in Financial Reports by Howard Schilit, Stay Awhile and Listen, Book II: Heaven, Hell, and Secret Cow Levels by David L. Craddock, and Gamers at Work: Stories Behind the Games People Play by Morgan Ramsay. Wired of November 1997; Los Angeles Times of February 21 1996; New York Times of August 12 1994 and May 27 1997; Wall Street Journal of July 29 1998; Fortune of November 1998.

I owe a big debt to Duncan Fyfe, whose 2020 article on this subject for Vice is a goldmine of direct quotations and inside information. I also made use of CUC’s last annual report before the merger with HFS, and of the materials held in the Sierra archive at the Strong Museum of Play.

 

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Half-Life

Around twenty years ago, people would have laughed if you told them that videogames would end up at the Smithsonian, but the Half-Life team really did want to make games that were more than just throwaway toys. The rule against cinematics — which made our jobs much harder and also ended up leaving a lot of my favorite work out of the game — was a kind of ideological stake in the ground: we really did want the game and the story to be the same thing. It was far from flawless, but it was really trying to push the boundaries of a young medium.

— Valve artist Steve Theodore

By 1998, the first-person shooter was nearing its pinnacle of popularity. In June of that year, Computer Gaming World magazine could list fourteen reasonably big-budget, high-profile FPS’s earmarked for release in the next six months alone. And yet the FPS seemed rather to be running to stand still. Almost all of the innovation taking place in the space was in the realm of technology rather than design.

To be sure, progress in the former realm was continuing apace. Less than five years after id Software had shaken the world with DOOM, that game’s low-resolution 2.5D graphics and equally crude soundscapes had become positively quaint. Aided and abetted by a fast-evolving ecosystem of 3D-graphics hardware from companies like 3Dfx, id’s Quake engine had raised the bar enormously in 1996; ditto Quake II in 1997. These were the cutting-edge engines that everyone with hopes of selling a lot of shooters scrambled to license. Then, in May of 1998, with Quake III not scheduled for release until late the following year, Epic MegaGames came along with their own Unreal engine, boasting a considerably longer bullet list of graphical effects than Quake II. In thus directly challenging id’s heretofore unquestioned supremacy in the space, Unreal ignited a 3D-graphics arms race that seemed to promise even faster progress in the immediate future.

Yet whether they sported the name Quake or Unreal or something else on their boxes, single-player FPS’s were still content to hew to the “shooting gallery” design template laid out by DOOM. You were expected to march through a ladder-style campaign consisting of a set number of discrete levels, each successive one full of more and more deadly enemies to kill than the last, perhaps with some puzzles of the lock-and-key or button-mashing stripe to add a modicum of variety. These levels were joined together by some thread of story, sometimes more elaborate and sometimes — usually — less so, but so irrelevant to what occurred inside the levels that impatient gamers could and sometimes did skip right over the intervening cutscenes or other forms of exposition in order to get right back into the action.

This was clearly a model with which countless gamers were completely comfortable, one which had the virtue of allowing them maximal freedom of choice: follow along with the story or ignore it, as you liked. Or, as id’s star programmer John Carmack famously said: “Story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important.”

But what if you could build the story right into the gameplay, such that the two became inseparable? What if you could eliminate the artificial division between exposition and action, and with it the whole conceit of a game as a mere series of levels waiting to be beaten one by one? What if you could drop players into an open-ended space where the story was taking place all around them?

This was the thinking that animated an upstart newcomer to the games industry that went by the name of Valve L.L.C. The game that resulted from it would prove the most dramatic conceptual advance in the FPS genre since DOOM, with lessons and repercussions that reached well beyond the borders of shooter country.


Gabe Newell.

Mike Harrington, who left Valve in 2000 because there were other fish in the sea.

The formation of Valve was one of several outcomes of a dawning realization inside the Microsoft of the mid-1990s that computer gaming was becoming a very big business. The same realization led a highly respected Microsoft programmer named Michael Abrash to quit his cushy job in Redmond, Washington, throw his tie into the nearest trashcan, and move to Mesquite, Texas, to help John Carmack and the other scruffy id boys make Quake. It led another insider named Alex St. John to put together the internal team who made DirectX, a library of code that allowed game developers and players to finally say farewell to creaky old MS-DOS and join the rest of the world that was running Windows 95. It led Microsoft to buy an outfit called Ensemble Studios and their promising real-time-strategy game Age of Empires as a first wedge for levering their way into the gaming market as a publisher of major note. And it led to Valve Corporation.

In 1996, Valve’s future co-founders Gabe Newell and Mike Harrington were both valued employees of Microsoft. Newell had been working there in project-management roles since 1983; he had played an important part in the creation of the early versions of Windows before moving on to Microsoft Office and other high-profile applications. Harrington was a programmer whose tenure had been shorter, but he had made significant contributions to Windows NT, Microsoft’s business- and server-oriented operating system.

As Newell tells the tale, he had an epiphany when he was asked to commission a study to find out just how many computers were currently running Microsoft Windows in the United States. The number of 20 million that he got back was impressive. Yet he was shocked to learn that Windows wasn’t the most popular single piece of software to be found on American personal computers; that was rather a game called DOOM. Newell and Harrington had long enjoyed playing games. Now, it seemed, there were huge piles of money to be earned from making them. Doing so struck them as a heck of a lot more fun than making more operating systems and business software. It was worth a shot, at any rate; both men were wealthy enough by now that they could afford to take a flier on something completely different.

So, on August, 24, 1996, the pair quit Microsoft to open an office for their new company Valve some five miles away in Kirkland, Washington. At the time, no one could have imagined — least of all them — what a milestone moment this would go down as in the history of gaming. “On the surface, we should have failed,” says Gabe Newell. “Realistically, both Mike and I thought we would get about a year into it, realize we’d made horrible mistakes, and go back to our friends at Microsoft and ask for our jobs back.”

Be that as it may, they did know what kind of game they wanted to make. Or rather Newell did; from the beginning, he was the driving creative and conceptual force, while Harrington focused more on the practical logistics of running a business and making quality software. Like so many others in the industry he was entering, Newell wanted to make a shooter. Yet he wanted his shooter to be more immersive and encompassing of its player than any of the ones that were currently out there, with a story that was embedded right into the gameplay rather than standing apart from it. Valve wasted no time in licensing id’s Quake engine to bring these aspirations to life, via the game that would come to be known as Half-Life.

As the id deal demonstrates, Newell and Harrington had connections and financial resources to hand that almost any other would-be game maker would have killed for; both had exited Microsoft as millionaires several times over. Yet they had no access to gaming distribution channels, meaning that they had to beat the bush for a publisher just like anyone else with a new studio. They soon found that their studio and their ambitious ideas were a harder sell than they had expected. With games becoming a bigger business every year, there were a lot of deep-pocketed folks from other fields jumping into the industry with plans to teach all of the people who were already there what they were doing wrong; such folks generally had no clue about what it took to do games right. Seasoned industry insiders had a name for these people, one that was usually thoroughly apt: “Tourists.” At first glance, the label was easy to apply to Newell and Harrington and Valve. Among those who did so was Mitch Lasky, then an executive at Activision, who would go on to become a legendary gaming venture capitalist. He got “a whiff of tourism” from Valve, he admits. He says he still has “post-traumatic stress disorder” over his decision to pass on signing them to a publishing deal — but by no means was he the only one to do so.

Newell and Harrington finally wound up pitching to Sierra, a publisher known primarily for point-and-click adventure games, a venerable genre that was now being sorely tested by all of the new FPS’s. In light of this, Sierra was understandably eager to find a horse of the new breed to back. The inking of a publishing deal with Valve was one of the last major decisions made by Ken Williams, who had founded Sierra in his living room back in 1980 but had recently sold the business he had built from the ground up. He wasn’t getting along very well with the buyers, and was already eying the exit. But for now, he was still taking meetings like this one.

As a man with such deep roots in adventure games, Williams found Valve’s focus on story both refreshing and appealing. Still, there was a lot of wrangling between the parties, mainly over the ultimate disposition of the rights to the Half-Life name; Williams wanted them to go to Sierra, but Newell and Harrington wanted to retain them for themselves. In the end, with no other publishers stepping up to the plate, Valve had to accept what Sierra was offering, a capitulation that would lead to a lengthy legal battle a few years down the road. For now, though, they had their publisher.

As for Ken Williams, who would exit the industry stage left well before Half-Life was finished:

Now that I’m retired, people sometimes ask me what I used to do. I usually just say, “I had a game company back in the old days.” That inevitably causes them to say, “Did you make any games I might have heard of?” I answer, “Leisure Suit Larry.” That normally is sufficient, but if there is no glimmer of recognition I pull out the heavy artillery and say, “Half-Life.” Unless they’ve been sleeping under a rock for the last couple of decades, that always lights up their eyes.

One can imagine worse codas to a business career…

In what could all too easily be read as another sign of naïve tourism, Newell and Harrington agreed to a crazily optimistic development timeline, promising a finished game for the Christmas of 1997, which was just one year away. To make it happen, they hired a few dozen level designers, programmers, artists, and other creative and technical types, many of whom had no prior professional experience in the games industry, all of whom recognized what an extraordinary opportunity they were being handed and were willing to work like dogs to make the most of it. The founders tapped a fertile pool of recruits in the online DOOM and Quake modding scenes, where amateurs were making names for themselves by bending those engines in all sorts of new directions. They would now do the same on a professional basis at Valve, even as the programmers modified the Quake engine itself to suit their needs, implementing better lighting and particle effects, and adding scripting and artificial-intelligence capabilities that the straightforward run-and-shoot gameplay in which id specialized had never demanded. Gabe Newell would estimate when all was said and done that 75 percent of the code in the engine had been written or rewritten at Valve.

In June of 1997, Valve took Half-Life to the big E3 trade show, where it competed for attention with a murderers’ row of other FPS’s, including early builds of Unreal, SiN, Daikatana, Quake II, and Jedi Knight. Valve didn’t even have a booth of their own at the show. Nor were they to be found inside Sierra’s; Half-Life was instead shown in the booth of 3Dfx. Like so many of Valve’s early moves, this one was deceptively clever, because 3Dfx was absolutely huge at the time, with as big a buzz around their hardware as id enjoyed around their software. Half-Life walked away from the show with the title of “Best Action Game.”

The validation of E3 made the unavoidable moment of reckoning that came soon after easier to stomach. I speak, of course, about the moment when Valve had to recognize that they didn’t have a ghost of a chance of finishing the game that they wanted to make within the next few months. Newell and Harrington looked at the state of the project and decided that they could probably scrape together a more or less acceptable but formulaic shooter in time for that coming Christmas. Or they could keep working and end up with something amazing for the next Christmas. To their eternal credit, they chose the latter course, a decision which was made possible only by their deep pockets. For Sierra, who were notorious for releasing half-finished games, certainly did not intend to pay for an extra year of development time. The co-founders would have to foot that bill themselves. Nevertheless, to hear Gabe Newell tell it today, it was a no-brainer: “Late is just for a little while. Suck is forever.”

The anticipation around Half-Life didn’t diminish in the months that followed, not even after the finished Unreal took the world by storm in May of 1998. Despite being based on a two-plus-year-old engine in a milieu that usually prized the technologically new and shiny above all else, Valve’s “shooter with a story” had well and truly captured the imaginations of gamers. During the summer of 1998, a demo of the game consisting of the first three chapters — including the now-iconic opening scenes, in which you ride a tram into a secret government research facility as just another scientist on the staff headed for another day on the job — leaked out of the offices of a magazine to which it had been sent. It did more to promote the game than a million dollars worth of advertising could have; the demo spread like wildfire online, raising the excitement level to an even more feverish pitch. Half-Life was different enough to have the frisson of novelty in the otherwise homogeneous culture of the FPS, whilst still being readily identifiable as an FPS. It was the perfect mix of innovation and familiarity.

So, it was no real surprise when the full game turned into a massive hit for Valve and Sierra after its release on November 19, 1998. The magazines fell all over themselves to praise it. Computer Gaming World, normally the closest thing the hype-driven journalism of gaming had to a voice of sobriety, got as high on Half-Life’s supply as anyone. The magazine’s long-serving associate editor Jeff Green took it upon himself to render the official verdict.

Everything you’ve heard, everything you’ve hoped for — it’s all true. Half-Life, Valve Software’s highly anticipated first-person shooter, is not just one of the best games of the year. It’s one of the best games of any year, an instant classic that is miles better than any of its immediate competition, and, in its single-player form, is the best shooter since DOOM. Plus, despite the fact that it’s “just” a shooter, Half-Life provides one of the best examples ever of how to present an interactive movie — and a great, scary movie at that.

Half-Life sold its first 200,000 copies in the United States before Christmas — i.e., before glowing reviews like the one above even hit the newsstands. But this was the barest beginning to its success story. In honor of its tenth birthday in 2008, Guinness of world-records fame would formally anoint Half-Life as the best-selling single FPS in history, with total sales in the neighborhood of 10 million copies across all platforms and countries. For Newell and Harrington, it was one hell of a way to launch a game-development studio. For Sierra, who in truth had done very little for Half-Life beyond putting it in a box and shipping it out to stores, it was a tsunami of cash that seemed to come out of nowhere, the biggest game they had ever published almost by an order of magnitude. One does hope that somebody in the company’s new management took a moment to thank Ken Williams for this manna from heaven.


Half-Life has come to occupy such a hallowed, well-nigh sacrosanct position in the annals of gaming that any encounter with the actual artifact today seems bound to be slightly underwhelming. Yet even when we take into account the trouble that any game would have living up to a reputation as elevated as this one’s, the truth is that there’s quite a lot here for the modern skeptical critic to find fault with — and, Lord knows, this particular critic has seldom been accused of lacking in skepticism.

Judged purely as a shooter, the design shows its age. It’s sometimes amazingly inspired, but more often no better than average for its time. There’s a lot of crawling through anonymous vents that serve no real purpose other than to extend the length of the game, a lot of places where you can survive only by dying first so as to learn what’s coming, a lot of spots where it’s really not clear at all what the game wants from you. And then there are an awful lot of jumping puzzles, shoehorned into a game engine that has way more slop in it than is ideal for such things. I must say that I had more unadulterated fun with LucasArts’s Jedi Knight, the last shooter I played all the way through for these histories, than I did with Half-Life. There the levels are constructed like thrill rides straight out of the Star Wars films, with a through-line that seems to just intuitively come to you; looking back, I’m still in awe of their subtle genius in this respect. Half-Life is not like that. You really have to work to get through it, and that’s not as appealing to me.

Then again, my judgment on these things should, like that of any critic, be taken with a grain of salt. Whether you judge a game good or bad or mediocre hinges to a large degree on what precisely you’re looking for from it; we’ve all read countless negative reviews reflective not so much of a bad game as one that isn’t the game that that reviewer wanted to play. Personally, I’m very much a tourist in the land of the FPS. While I understand the appeal of the genre, I don’t want to expend too many hours or too much effort on it. I want to blast through a fun and engaging environment without too much friction. Make me feel like an awesome action hero while I’m at it, and I’ll probably walk away satisfied, ready to go play something else. Jedi Knight on easy mode gave me that experience; Half-Life did not, demanding a degree of careful attention from me that I wasn’t always eager to grant it. If you’re more hardcore about this genre than I am, your judgment of the positives and negatives in these things may very well be the opposite of mine. Certainly Half-Life is more typical of its era than Jedi Knight — an era when games like this were still accepted and even expected to be harder and more time-consuming than they are today. C’est la vie et vive la différence!

But of course, it wasn’t the granular tactical details of the design that made Half-Life stand out so much from the competition back in the day. It was rather its brilliance as a storytelling vehicle that led to its legendary reputation. And don’t worry, you definitely won’t see me quibbling that said reputation isn’t deserved. Even here, though, we do need to be sure that we understand exactly what it did and did not do that was so innovative at the time.

Contrary to its popular rep then and now, Half-Life was by no means the first “shooter with a story.” Technically speaking, even DOOM has a story, some prattle about a space station and a portal to Hell and a space marine who’s the only one that can stop the demon spawn. The story most certainly isn’t War and Peace, but it’s there.

Half-Life wasn’t even the shooter at the time of its release with the inarguably best or most complicated story. LucasArts makes a strong bid for the title there. Both Dark Forces and the aforementioned Jedi Knight, released in 1995 and 1997 respectively, weave fairly elaborate tales into the fabric of the existing Star Wars universe, drawing on its rich lore, inserting themselves into the established chronology of the original trilogy of films and the “Expanded Universe” series of Star Wars novels.

Like that of many games of this era, Half-Life’s story betrays the heavy influence of the television show The X-Files, which enjoyed its biggest season ever just before this game was released. We have the standard nefarious government conspiracy involving extraterrestrials, set in the standard top-secret military installation somewhere in the Desert Southwest. We even have a direct equivalent to Cancer Man, The X-Files’s shadowy, nameless villain who is constantly lurking behind the scenes. “G-Man” does the same in Half-Life; voice actor Michael Shapiro even opted to give him a “lizard voice” that’s almost a dead ringer for Cancer Man’s nicotine-addled croak.

Separated at birth?

All told, Half-Life’s story is more of a collection of tropes than a serious exercise in fictional world-building. To be clear, the sketchiness is by no means an automatically bad thing, not when it’s judged in the light of the purpose the story actually needs to serve. Mark Laidlaw, the sometime science-fiction novelist who wrote the script, makes no bones about the limits to his ambitions for it. “You don’t have to write the whole story,” he says. “Because it’s a conspiracy plot, everybody knows more about it than you do. So you don’t have to answer those questions. Just keep raising questions.”

Once the shooting starts, plot-related things happen, but it’s all heat-of-the-moment stuff. You fight your way out of the complex after its been overrun by alien invaders coming through a trans-dimensional gate that’s been inadvertently opened, only to find that your own government is now as bent on killing you as the aliens are in the name of the disposal of evidence. Eventually, in a plot point weirdly reminiscent of DOOM, you have to teleport yourself onto the aliens’ world to shut down the portal they’re using to reach yours.

Suffice to say that, while Half-Life may be slightly further along the continuum toward War and Peace than DOOM is, it’s only slightly so. Countless better, richer, deeper stories were told in games before this one came along. When people talk about Half-Life as “the FPS with a story,” they’re really talking about something more subtle: about its way of presenting its story. Far from diminishing the game, this makes it more important, across genres well beyond the FPS. The best way for us to start to come to grips with what Half-Life did that was so extraordinary might be to look back to the way games were deploying their stories before its arrival on the scene.

Throughout the 1980s, story in games was largely confined to the axiomatically narrative-heavy genres of the adventure game and the CRPG. Then, in 1990, Origin Systems released Chris Roberts’s Wing Commander, a game which was as revolutionary in the context of its own time as Half-Life was in its. In terms of gameplay, Wing Commander was a “simulation” of outer-space dog-fighting, not all that far removed in spirit from the classic Elite. What made it stand out was what happened when you weren’t behind the controls of your space fighter. Between missions, you hung out in the officers’ lounge aboard your mother ship, collecting scuttlebutt from the bartender, even flirting with the fetching female pilot in your squadron. When you went into the briefing room to learn about your next mission, you also learned about the effect your last one had had on the unfolding war against the deadly alien Kilrathi, and were given a broader picture of the latest developments in the conflict that necessitated this latest flight into danger. The missions themselves remained shooting galleries, but the story that was woven around them gave them resonance, made you feel like you were a part of something much grander. Almost equally importantly, this “campaign” provided an easy way to structure your time in the game and chart your improving skills; beat all of the missions in the campaign and see the story to its end, and you could say that you had mastered the game as a whole.

People loved this; Wing Commander became by far the most popular computer-gaming franchise of the young decade prior to the smashing arrival of DOOM at the end of 1993. The approach it pioneered quickly spread across virtually all gaming genres. In particular, both the first-person-shooter and the real-time strategy genres — the two that would dominate over all others in the second half of the decade — adopted it as their model for the single-player experience. Even at its most rudimentary, a ladder-style campaign gave you a goal to pursue and a framework of progression to hang your hat on.

Yet the same approach created a weirdly rigid division between gameplay and exposition, not only on the playing side of the ledger but to a large extent on the development side as well. It wasn’t unusual for completely separate teams to be charged with making the gameplay part of a game and all of the narrative pomp and circumstance that justified it. The disconnect could sometimes verge on hilarious; in Jedi Knight, which went so far as to film real humans acting out a B-grade Star Wars movie between its levels, the protagonist has a beard in the cutscenes but is clean-shaven during the levels. By the late 1990s, the pre-rendered-3D or filmed-live-action cutscenes sometimes cost more to produce than the game itself, and almost always filled more of the space on the CD.

As he was setting up his team at Valve, Gabe Newell attempted to eliminate this weird bifurcation between narrative and gameplay by passing down two edicts to his employees, the only non-negotiable rules he would ever impose upon them. Half-Life had to have a story — not necessarily one worthy of a film or a novel, but one worthy of the name. And at the same time, it couldn’t ever, under any conditions, from the very first moment to the very last, take control out of the hands of the player. Everything that followed cascaded from these two simple rules, which many a game maker of the time would surely have seen as mutually contradictory. To state the two most obvious and celebrated results, they meant no cutscenes whatsoever and no externally imposed ladder of levels to progress through — for any sort of level break did mean taking control out of the hands of the player, no matter how briefly.

Adapting to such a paradigm the Quake engine, which had been designed with a traditional FPS campaign in mind, proved taxing but achievable. Valve set up the world of Half-Life as a spatial grid of “levels” that were now better described as zones; pass over a boundary from one zone into another, and the new one would be loaded in swiftly and almost transparently. Valve kept the discrete zones small so as to minimize the loading times, judging more but shorter loading breaks to be better than fewer but longer ones. The hardest part was dealing with the borderlands, so to speak; you needed to be able to look into one zone from another, and the enemies and allies around you had to stay consistent before and after a transition. But Valve managed even this through some clever technical sleight of hand — such as by creating overlapping areas that existed in both of the adjoining sets of level data — and through more of the same on the design side, such as by placing the borders whenever possible at corners in corridors and at other spots where the line of sight didn’t extend too far. The occasional brief loading message aside — and they’re very brief, or even effectively nonexistent, on modern hardware — Half-Life really does feel like it all takes place in the same contiguous space.



Every detail of Half-Life has been analyzed at extensive, exhaustive length over the decades since its release. Such analysis has its place in fan culture, but it can be more confusing than clarifying when it comes to appreciating the game’s most important achievements. The ironic fact is that you can learn almost everything that really matters about Half-Life as a game design just by playing it for an hour or so, enough to get into its third chapter. Shall we do so together now?


Half-Life hews to Gabe Newell’s guiding rules from the moment you click the “New Game” button on the main menu and the iconic tram ride into the Black Mesa Research Center begins. The opening credits play over this sequence, in which you are allowed to move around and look where you like. There are reports that many gamers back in the day didn’t actually realize that they were already in control of the protagonist — reports that they just sat there patiently waiting for the “cutscene” to finish, so ingrained was the status quo of bifurcation.

The protagonist himself strikes an artful balance between being an undefined player stand-in — what Zork: Grand Inquisitor called an “AFGNCAAP,” or “Ageless, Faceless, Gender-Neutral, Culturally Ambiguous Adventure Person” — and a fully fleshed-out character. As another result of Newell’s guiding rules, you never see him in the game unless you look in a mirror; you only see the world through his eyes. You do, however, hear security guards and colleagues refer to him — or, if you like, to you — as “Gordon” or “Mr. Freeman.” The manual and the intertitles that appear over the opening sequence of the game explain that his full name is indeed Gordon Freeman, and that he’s a 27-year-old theoretical physicist with a PhD from MIT who has been recently hired to work at Black Mesa. The game’s loading screen and its box art show us a rather atypical FPS protagonist, someone very different from the muscle-bound, cigar-chomping Duke Nukem or the cocky budding Jedi knight Kyle Katarn: a slim, studious-looking fellow with Coke-bottle eyeglasses and a token goatee. The heart of the computer-gaming demographic being what it was in 1998, he was disarmingly easy for many of the first players of Half-Life to identify with, thus adding just that one more note of immersion to the symphony. Small wonder that he has remained a favorite with cosplayers for decades. In fact, cipher though he almost entirely is, Gordon Freeman has become one of the most famous videogame characters in history.

The tram eventually arrives at its destination and a security guard welcomes you to the part of the complex where you work: “Morning, Mr. Freeman. Looks like you’re running late.” Passing through the double blast doors, you learn from your colleagues inside that it’s already been a rough morning: the main computer has crashed, which has thrown a wrench into an important test that was planned for today. Mind you, you don’t learn this through dialog menus, which Valve judged to qualify as taking control away from the player. You can’t speak at all, but if you approach the guards and scientists, they’ll say things to you, leaving you to imagine your own role in the conversation. Or you can stand back and listen to the conversations they have with one another.

You can wander around as you like in this office area. You can look in Gordon’s locker to learn a little bit more about him, buy a snack from the vending machine, even blow it up by microwaving it for too long. (“My God!” says your colleague in reaction. “What are you doing?”) All of this inculcates the sense of a lived-in workspace better than any amount of external exposition could have done, setting up a potent contrast with the havoc to come.

When you get bored fooling around with lockers and microwaves, you put on your hazardous-environment suit and head down to where the day’s test is to be conducted. It isn’t made clear to you the player just what the test is meant to accomplish; it isn’t even clear that Gordon himself understands the entirety of the research project to which he’s been assigned. All that matters is that the test goes horribly wrong, creating a “resonance cascade event” that’s accompanied by a lot of scary-looking energy beams flying through the air and explosions popping off everywhere. You’ve now reached the end of the second chapter without ever touching a weapon. But that’s about to change, because you’re about to find out that hostile alien lifeforms are now swarming the place. “Get to the surface as soon as you can and let someone know we’re stranded down here!” demand your colleagues. So, you pick up the handy crowbar you find lying on the floor and set off to batter a path through the opposition.

This was a drill with which 1990s shooter fans were a lot more familiar, but there are still plenty of new wrinkles. The scientists and guards who were present in the complex before all hell broke loose don’t just disappear. They’re still around, mostly cowering in the corners in the case of the former, doing their best to fight back in that of the latter. The scientists sometimes have vital information to share, while the guards will join you as full-blown allies, firing off their pop-gun pistols at your side, although they tend not to live very long. Allies were a new thing under the FPS sun in 1998, an idea that would quickly spread to other games. (Ditto the way that the guards here are almost better at shooting you in the back than they are at shooting the rampaging aliens. The full history of “allies” in the FPS genre is a fraught one…)

As you battle your way up through the complex, you witness plenty of pre-scripted scenes to go along with the emergent behavior of the scientists, guards, and aliens. Ideally, you won’t consciously notice any distinction between the two. You see a scientist being transformed into a zombie by an alien “head crab” behind the window of his office; see several hapless sad sacks tumbling down an open elevator shaft; see a dying guard trying and just failing to reach a healing station. These not only add to the terror and drama, but sometimes have a teaching function. The dying guard, for example, points out to you the presence of healing stations for ensuring that you don’t come to share his fate.

It’s the combination of emergent and scripted behaviors, on the part of your enemies and even more on that of your friends, that makes Half-Life come so vividly alive. I’m tempted to use the word “realism” here, but I know that Gabe Newell would rush to correct me if I did. Realism, he would say, is boring. Realistically, a guy like Gordon Freeman — heck, even one like Duke Nukem — wouldn’t last ten minutes in a situation like this one. Call it verisimilitude instead, a sign of a game that’s absolutely determined to stay true to its fictional premise, never mind how outlandish it is. The world Half-Life presents really is a living one; Newell’s rule of thumb was that five seconds should never pass without something happening near the player. Likewise, the world has to react to anything the player does. “If I shoot the wall, the wall should change, you know?” Newell said. “Similarly, if I were to throw a grenade at a grunt, he should react to it, right? I mean, he should run away from it or lay down on the ground and duck for cover. If he can’t run away from it, he should yell ‘Shit!’ or ‘Fire in the hole!’ or something like that.” In Half-Life, he will indeed do one or all of these things.

The commitment to verisimilitude means that most of what you see and hear is, to use the language of film, diegetic, or internal to the world as Gordon Freeman is experiencing it. Even the onscreen HUD is the one that Gordon is seeing, being the one that’s built into his hazard suit. The exceptions to the diegetic rule are few: the musical soundtrack that plays behind your exploits; the chapter names and titles which flash on the screen from time to time; those credits that are superimposed over the tram ride at the very beginning. These exceptions notwithstanding, the game’s determination to immerse you in an almost purely diegetic sensory bubble is the reason I have to strongly differ with Jeff Green’s description of Half-Life as an “interactive movie.” It’s actually the polar opposite of such a stylized beast. It’s an exercise in raw immersion which seeks to eliminate any barriers between you and your lived experience rather than making you feel like you’re doing anything so passive as watching or even guiding a movie. One might go so far as to take Half-Life as a sign that gaming was finally growing up and learning to stand on its own two feet by 1998, no longer needing to take so many of its cues from other forms of media.

We’ve about reached the end of our hour in Half-Life now, so we can dispense with the blow-by-blow. This is not to say that we’ve seen all the game has to offer. Betwixt and between the sequences that I find somewhat tedious going are more jaw-dropping dramatic peaks: the moment when you reach the exit to the complex at long last, only to learn that the United States Army wants to terminate rather than rescue you; the moment when you discover a tram much like the one you arrived on and realize that you can drive it through the tunnels; the moment when you burst out of the complex completely and see the bright blue desert sky above. (Unfortunately, it’s partially blotted out by a big Marine helicopter that also wants to kill you).

In my opinion, Half-Life could have been an even better game if it had been about half as long, made up of only its most innovative and stirring moments — “all killer, no filler,” as they used to say in the music business. Alas, the marketplace realities of game distribution in the late 1990s militated against this. If you were going to charge a punter $40 or $50 for a boxed game, you had to make sure it lasted more than six or seven hours. If Half-Life was being made today, Valve might very well have made different choices.

Again, though, mileages will vary when it comes to these things. The one place where Half-Life does fall down fairly undeniably is right at the end. Your climactic journey into Xen, the world of the aliens, is so truncated by time and budget considerations as to be barely there at all, being little more than a series of (infuriating) jumping puzzles and a couple of boss fights. Tellingly, it’s here that Half-Life gives in at last and violates its own rules of engagement, by delivering — perish the thought! — a cutscene containing the last bits of exposition that Valve didn’t have time to shoehorn into their game proper. The folks from Valve almost universally name the trip to Xen as their biggest single regret, saying they wish they had either found a way to do it properly or just saved it for a sequel. Needless to say, I can only concur.

Yet the fact remains that Half-Life at its best is so audacious and so groundbreaking that it almost transcends such complaints. Its innovations have echoed down across decades and genres. We’ll be bearing witness to that again and again in the years to come as we continue our journey through gaming history. Longtime readers of this site will know that I’m very sparing in my use of words like “revolutionary.” But I feel no reluctance whatsoever to apply the word to this game.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Rocket Jump: Quake and the Golden Age of First-Person Shooters by David L. Craddock, Masters of DOOM: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner, Not All Fairy Tales Have Happy Endings: The Rise and Fall of Sierra On-Line by Ken Williams, and Game Design: Theory & Practice (2nd edition) by Richard Rouse III. Retro Gamer 149; the GamesTM special issue “Trigger Happy”; Next Generation of December 1998, April 1999, and June 1999; Computer Gaming World of June 1998, December 1998, and February 1999; Sierra’s newsletter InterAction of Fall 1997; Gamers’ Republic of September 1998.

Online sources include “Full Steam Ahead: The History of Valve” by Jeff Dunn at Games Radar, “The Final Hours of Half-Life 2” by Geoff Keighley at GameSpot, and Soren Johnson’s interview of Mitch Latsky on his Designer Notes podcast.

Where to Get It: Half-Life is available for digital purchase on Steam.

 
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Posted by on December 20, 2024 in Digital Antiquaria, Interactive Fiction

 

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The Rise of POMG, Part 3: Competition and Conflict

While the broth of Ultima Online was slowly thickening, not one but two other publishers beat EA and Origin Systems to the punch by releasing graphical persistent virtual worlds of their own. We owe it to them and to ourselves to have a look at these other POMG pioneers before we return to the more widely lauded one that was being built down in Texas. They were known as Meridian 59 and The Realm.


Meridian 59 was inspired by Scepter of Goth,[1]The first word in the name is often spelled Sceptre as well. a rare attempt to commercialize the text-only MUD outside of the walled gardens of online services such as CompuServe and GEnie. After a long gestation period on a mainframe of the Minnesota Educational Computer Consortium, it was ported in 1983 to an IBM PC/XT, to which were cabled sixteen modems and sixteen phone lines, one for each of the players who could be online at any given time. A company called InterPlay — no, not that Interplay — franchised the software out to operators in at least seven American cities. These franchisees then charged their customers an hourly fee to roam around inside the world. The business model worked surprisingly well for a couple of years, until InterPlay’s founder was sent to prison for tax evasion and his company went down with him.

During the fairly brief window of time that Scepter of Goth remained a going concern, a pair of brothers named Andrew and Chris Kirmse fell in love with the incarnation of it that was run out of their hometown of Fairfax, Virginia. Not yet teenagers when they discovered it, they never forgot it after it disappeared. In the summer of 1994, when Andrew had just earned his bachelor’s degree from MIT and Chris had just finished his junior year at Virginia Tech, they set about bringing something similar to life, albeit this time with a top-down graphical view of the world rather than scrolling text. By the end of the year, they felt they had “the foundation of a game,” as Andrew puts it.

A very early version of the game that would evolve into Meridian 59. At this point, it was known as Blackstone.

Then, like so many other young men of their generation and disposition, they found their productivity derailed by a little game called DOOM. “I spent the early part of 1995 playing DOOM II to the exclusion of all else,” admits Andrew. As soon as he had finished all of the single-player levels, he and a friend started to make a DOOM-like engine of their own — again, just as about a million other young programmers were doing at the time. But there was a key difference in Andrew’s case: he didn’t want to make a single-player game, nor even one oriented toward the one-and-done online deathmatches that were all the rage at university campuses all over the country. He rather wanted to combine DOOM with the persistent online game which he and his brother had already begun — that is to say, to make a DOOM that took place in a persistent world.

Andrew and Chris Kirmse cleared their schedules so that they could spend the summer of 1995 in their parents’ basement, figuring out whether it was possible and practical to make the unholy union a reality. With the Internet now entering the public consciousness in a big way, it was a no-brainer to move the game there, where it would be able to welcome far more than sixteen players without requiring a warehouse worth of modems. A handful of other young dreamers joined them as partners in a would-be company called Archetype Interactive, contributing art, world designs, and even a modicum of business acumen from locations all over the country. Like Kali and for that matter DOOM itself, it was the very definition of an underground project, springing to life far from the bright lights of the major publishers, with their slick “interactive movies” and their fixed — and, it would turn out, comprehensively wrong — ideas of the direction mainstream gaming was destined to go. At first the Archetypers wanted to call their game Meridian, simply because they thought the word sounded cool. But they found that the name was already trademarked, so they stuck an arbitrary number at the end of it to wind up with Meridian 59.

By December, they had a bare-bones world with, as Andrew Kirmse says, “no character advancement, no spells, no guilds, no ranged weapons, just the novelty of seeing other people walking around in 3D and talking to them.” Nevertheless, they decided they were ready for an alpha test, several months before Ultima Online would reach the same milestone. They fired up the server late one evening and went to bed, and were thrilled to wake up the next morning and find four people — out of a maximum of 35 — poking around in their world at the same time. Andrew still calls the excitement of that moment “the high point of the entire project.” They redoubled their efforts, roping in more interested observers to provide more art and expand upon the world and its systems, pushing out major updates every few weeks.

In an testament to the endearingly ramshackle nature of the whole project, the world of Meridian 59 was built using a hacked DOOM level editor. Likewise, much of the early art was blatantly stolen from DOOM.

The world went into beta testing in April of 1996. The maximum number of concurrent players had by now been raised by an order of magnitude, but Meridian 59 had become popular enough that the Archetypers still had to kick people out when they needed to log on themselves to check out their handiwork. Among the curious tire-kickers who visited was Kevin Hester, a programmer with The 3DO Company. Founded by Trip Hawkins five years earlier with the intention of bringing a “multimedia console” — don’t call it a games console! — to living rooms everywhere, 3DO was rather at loose ends by this point, having banked on a future of digital entertainment that was badly at odds with the encroaching reality. But Hawkins’s latest instincts were sounder than those of a half-decade previous: he had now decided that online play rather than single-player multimedia extravaganzas was the future. He jumped on Meridian 59 as soon as Hester brought it to his attention, putting together in a matter of days a deal to acquire the budding virtual world and its far-flung network of creators for $5 million in 3DO stock. The Archetypers all signed on the dotted line and moved to Silicon Valley, most of them meeting one another face to face for the first time on their first day in their new office, where they were thrilled to find five servers — enough for five separate instances of their virtual world! — just waiting for them to continue with the beta test.

It had started off like a hacker fairy tale, but the shine wore off quickly enough. Inspired by the shareware example of DOOM, the Kirmse brothers had expected to offer the game client as a free download, with the necessity to pay subscription fees kicking in only after players had been given a few hours to try it out. 3DO vetoed all of this, insisting that the client be made available only as a boxed product with a $50 initial price tag, plus a $15 monthly subscription fee. And instead of being given as much time as they needed to make their new world fit for permanent habitation, as they had been promised they would, the Archetypers were now told that they had to begin welcoming paying customers into Meridian 59 in less than three months. Damion Schubert, Meridian 59‘s world-design lead, claims that “3DO was using us to learn about the business of online gaming,” seeing their very first virtual world as a stepping-stone rather than a destination unto itself. Whatever the truth of that assertion, it is a matter of record that, while the Archetypers were trying to meet 3DO’s deadline, the stock they had been given was in free fall, losing 75 percent of its value in those first three months, thereby doing that much more to convince the accountants that Meridian 59 absolutely, positively had to ship before 3DO’s next fiscal year began on October 1.

An aesthetic triumph Meridian 59 was not.

So, the game that was officially released on September 27, 1996, was not quite the one the Kirmses had envisioned when they signed the contract with 3DO. To call it little more than a massively-multiplayer DOOM deathmatch with a chat system grafted on would be unkind but not totally unfair. Its pseudo-3D engine would have looked badly outdated in 1996, the year of Quake, even if the art hadn’t been such a mismatched grab bag of aesthetics and resolutions. Meridian 59 evinced none of the simulational aspirations of Ultima Online; this was not a world in which anyone was going to pass the time baking bread or chopping lumber. For lack of much else to do, people mostly occupied themselves by killing one another. Like Ultima Online, the software permitted player-versus-player combat anywhere and everywhere; unlike Ultima Online, there were no guards patrolling any of the world’s spaces to disincentivize it. A Meridian 59 server was a purely kill-or-be-killed sort of world, host to a new war every single day. Because there was no budget to add much other content to the world, this was just as well with its creators; indeed, they soon learned to lean into it hard. Activities in the world came to revolve around the possession of guild halls, of which each server boasted ten of varying degrees of splendor for the disparate factions to fight over. If you didn’t like to fight with your fellow players more or less constantly, Meridian 59 probably wasn’t the game for you.

Handed the first-ever full-fledged massively-multiplayer online role-playing game, 3DO’s marketers chose to… write non-sequiters about latex. This might be the worst advertisement I’ve ever seen; I literally have no idea what joke it’s trying and failing to land. Something about condoms, I presume?

Luckily, there were plenty of gamers who really, really did like to fight, as the popularity of DOOM deathmatches illustrated. Despite its dated graphics and despite promotional efforts from 3DO that were bizarrely inept when they weren’t nonexistent, Meridian 59 managed to attract 20,000 or more subscribers and to retain them for a good while, keeping all ten of the servers that were given over to it after the beta test humming along at near capacity most of the time. 3DO even approved a couple of boxed expansion packs that added a modicum of additional content.

But then, in late 1997, 3DO all but killed the virtual world dead at a stroke. Deciding it was unjust that casual players who logged on only occasionally paid the same subscription fee as heavy users who spent many hours per day online, they rejiggered the pricing formula into a tangle of numbers that would have baffled an income-tax accountant: $2.49 per day that one logged on, capped at $9.99 per week, with total fees also capped at $29.99 per month. But never mind the details. Since the largest chunk of subscribers by far belonged to the heavy-user category, it boiled down to a doubling of the subscription price, from $15 to $30 per month. The populations on the servers cratered as a result. Meridian 59‘s best days — or at least its most populous ones — thus passed into history.


The other graphical MMORPG to beat Ultima Online to market had a very different personality. Sierra’s The Realm was the direct result of Ken Williams’s musings about what an “online adventure game” might be like, the same ones that I quoted at some length in my last article. After trying and failing to convince Roberta Williams to add a multiplayer option to King’s Quest VII, he went to a programmer named David Slayback, saying, “Wouldn’t it be cool if we could do something like our adventure games, that was Medieval themed, and allowed players to swap items with each other, buy weapons, and attack monsters?” Slayback then took the ball and ran with it; as Ken himself acknowledges, that initial conversation was “the limit of my involvement creatively.”

The original plan was for The Realm to become a part of America Online, the great survivor of the pre-Web era of commercial online services. That deal, however, fell through. Meanwhile Sierra was itself acquired by an e-commerce firm called CUC International, and The Realm seemed to fall between two stools amidst the reshuffling of deck chairs that followed. A beta test in the summer of 1996 did lead to the acceptance of the first paying subscribers in December of that year, but Sierra never did any real promotion beyond its own customer magazine, making the client software available only via mail order. Still, by all indications this virtual world attracted a number of players comparable to that of Meridian 59, perhaps not least because in its case buying the boxed client entitled the customer to a full year of free online play.

The Realm stands today as a rather fascinating artifact, being the road largely not taken in the MMORPG space. In presentation, aesthetics, and culture, it has more in common with Habitat, an amazingly early attempt by Lucasfilm Games and America Online’s direct predecessor Quantum Link to build a non-competitive graphical space for online socializing, than it does with either Meridian 59 or Ultima Online. This world was very clear about where its priorities lay: “The Realm offers you a unique environment in which to socialize with online friends (or make some new ones) and also gives you something fun to do while you’re socializing.” It was, in other words, a case of social space first, game second. As such, it might be better read as a progenitor to the likes of Second Life or The Sims Online than something like World of Warcraft.

Each player started in her own house, which she had to fight neither to acquire nor to defend. The interface was set up like one of the point-and-click graphic adventures that had been Sierra’s bread and butter since the mid-1980s, with the player guiding her avatar in the third person across a map made up of “rooms” that filled exactly one screen each. The graphical style too was right out of King’s Quest. None of this is terribly surprising, given that The Realm was built using SCI, Sierra’s venerable adventure-game engine.

Although there were monsters to fight and treasure to collect, player-versus-player combat was impossible. Even profanity was expressly forbidden. (“This includes ‘masking’ by using asterisks as part of the word,” noted the FAQ carefully.) The combat was also unusual in that it was turn-based. This choice, combined with the way that The Realm off-loaded an unusual amount of work to the player’s local client, meant that Sierra didn’t have to spread it across multiple servers; uniquely for this era, there really was just one Realm.

All of this attracted a dramatically different clientele from that of Meridian 59; many more women hung out in The Realm, for one thing. Interior decoration and fashion trumped murder and theft in the typical range of pursuits. Beth Demetrescu wrote in Sierra’s magazine InterAction about her own first days there:

As with all newbies, I started in my house. I was a poor, hungry, fashion faux pas. After I got out of my house, moved about six screens, and was lost in my hometown, I encountered HorseWoman, whose biography said she was an eleven-year-old. She took me to her home, gave me decent clothes, and taught me about basic communication, navigation, and combat. This was my first experience with the warm, welcoming community of The Realm.

I soon found myself outside of the town fighting rats. There are plenty of large, ferocious beasts to fight, but for the time being, all I could handle were rats. I was really worried the first time one of these rats killed me, thinking I was going to get kicked out of the game and would have to log back on. Instead, I lost everything I was carrying, but I was found by wanderers who dragged me home to heal…

I learned of Realm weddings. BlueRose, the Justice of the Peace, often called the Lady of Love, conducts over half of the Realm weddings…

I have picked up several valuable things from the many Realmers I have encountered. Not only did I get important information on The Realm’s features and inhabitants, but I also learned from their example about The Realm’s vast, multinational community. These people are friendly and helpful.

The contrast with Meridian 59, where a bewildered newbie was more likely to be given a broadsword to the back of the neck than navigational and sartorial assistance, could hardly have been greater.

A wedding in The Realm.

All told, then, Meridian 59 and The Realm provided the early MMORPG space with its yang and its yin: the one being a hyper-violent, hyper-competitive free-for-all where pretty much anything went, the other a friendly social space that was kept that way by tight moderation. Nevertheless, the two did have some things in common. Neither ever became more than moderately popular, for one — and that according to a pretty generous interpretation of “moderately” in a fast-expanding games industry. And yet both proved weirdly hard to kill. In fact, both are still alive to this day, abandoned decades ago by their original publishers but kept online by hook or by crook by folks who simply refuse to let them go away — certainly not now, when the aged code that makes their worlds come alive can be run for a pittance on a low-end server tucked away in some back corner of an office or data center somewhere. Their populations on any given evening may now be in the dozens rather than the hundreds or thousands, but these virtual worlds abide. In this too, they’ve set a precedent for their posterity; the Internet of today is fairly littered with online games whose heyday of press notices and mainstream popularity are well behind them, but that seem determined to soldier on until the last grizzled graybeard who cut his teeth on them in his formative years shuffles off this mortal coil. MMORPGs especially are a bit like cockroaches in this respect — with no insult to either the worlds or the insects in question intended. Suffice to say that community can be a disarmingly resilient thing.



But we return now to the story of Ultima Online, whose makers viewed the less than overwhelming commercial acceptance of Meridian 59 and The Realm with some ambivalence. On the one hand, Ultima Online had avoided having its own thunder stolen by another MMORPG sensation. On the other, these other virtual worlds’ middling trajectories gave no obvious reason to feel hugely confident in Ultima Online‘s own commercial prospects.

This was a problem not least because, as 1996 turned the corner into 1997, the project’s financial well had just about run dry, just as this virtual Britannia was ready to go from the alpha to the beta stage of testing, with ten to twenty times the number of participants of earlier testing rounds. It wasn’t clear how this next step could be managed under the circumstances; the client software was by now too big to ask prospective testers to download it in its entirety in this era of dial-up connections, yet there simply wasn’t sufficient money in the budget to stamp and ship 20,000 or more CDs out to them. The team decided there was only one option, cheeky though it seemed: to ask each participant in effect to pay Origin for the privilege of testing their game for them, by sending in $5 to cover the cost of the CD. The principals claim today that 50,000 people did so as soon as the test was announced online, burying Origin in incoming mail; I suspect this number may be inflated somewhat, as many of those associated with Ultima Online tend to be in the memories of those who made it. But regardless of the exact figure, the response definitely was considerable, not to mention gratifying for the little team of ex-MUDders who had been laboring in disrespected obscurity up there on a gutted fifth floor. It was the first piece of incontrovertible evidence that there were significant numbers of people out there who were really, really excited by the idea of living out an Ultima game with thousands of others.

The original Ultima Online beta CDs have become coveted collectors’ items.

As the creators tell the story, the massive popular reaction to the call for beta testers was solely responsible for changing the hearts and minds of their managers at EA and Origin. Realizing suddenly that Ultima Online had serious moneymaking potential, they went overnight from passive-aggressively trying to kill it to being all-in with bells on. In March of 1997, they moved the MUDders from their barren exile down to the scene of the most important action at Origin, where a much larger team had been working on Ultima IX, the latest iteration in the single-player series. Yet it was the latter project that was now to go on hiatus, not Ultima Online. This new amalgamation of developers, five or six times the size of the team of the day before, had but one mandate: get the virtual world done already. After two years of living hand to mouth, the original world-builders had merely to state their wishes in terms of resources in order to see them granted.

Most of the conceptual work of building this new online world had already been done by the time the team was so dramatically expanded. Still, we shouldn’t dismiss the importance of this sudden influx of sometimes unwilling bandwagon jumpers. For they made Ultima Online look like at least a passable imitation of a AAA prestige project, in a way that Meridian 59 and The Realm did not. A high design standard combined with a relatively high audiovisual one would prove a potent combination.

With its isometric perspective, Ultima Online most resembled Ultima VII in terms of presentation. The graphics were by no means cutting-edge — Ultima VII had come out back in 1992, after all — but they were bright and attractive, without going full-on cartoon like The Realm.

Did all of this really happen simply because the response to the call for beta testers was better than expected? I have no smoking gun either way, but I must say that I tend to doubt it. Just about everyone loves a good creatives-versus-suits story, such that we seldom question them. Yet the reasoning that went on in the executive suites prior to this turnaround in Ultima Online‘s fortunes was perhaps a little more complex than that of a pack of ravenous wolves chasing a tasty rabbit that had finally been revealed to their unimaginative minds. Whatever else one can say about them, most of the suits didn’t get where they were by being stupid. So, maybe we should try to see the situation from their perspective — try to see what Origin looked like to the outsiders at EA’s California headquarters.

Throughout the 1990s, Origin lived on two franchises: Richard Garriott’s Ultima and Chris Roberts’s Wing Commander. To be sure, there were other games here and there, some of which even turned modest profits, but it was these two series that kept the lights on. When EA acquired Origin in September of 1992, both franchises were by all indications in rude health. Wing Commander I and II and a string of mission packs for each were doing tremendous numbers. Ultima VII, the latest release in Richard Garriott’s mainline series, had put up more middling sales figures, but it had been rescued by the spinoff Ultima Underworld, which had come out of nowhere — or more specifically out of the Boston-based studio Blue Sky Productions, soon to be rebranded as Looking Glass — to become another of the year’s biggest hits.

Understandably under the circumstances, EA overlooked what a dysfunctional workplace Origin was already becoming by the time of the acquisition, divided as it was between two camps: the “Friends of Richard” and the “Friends of Chris.” Those two personifications of Origin’s split identity were equally mercurial and equally prone to unrealistic flights of fancy; one can’t help but sense that both of their perceptions of the real world and their place in it had been to one degree or another warped by their having become icons of worship for a cult of adoring gamers at an improbably young age. Small wonder that EA grew concerned that there weren’t enough grounded adults in the room down in Austin, and, after first promising a hands-off approach, showed more and more of a tendency to micro-manage as time went on — so much so that, as we learned in the last article, Garriott was soon reduced to begging for money to start his online passion project.

Wing Commander maintained its momentum for quite some time after the acquisition, even after DOOM came along to upend much of the industry’s conventional wisdom with its focus on pure action at the expense of story and world-building, the things for which both Garriott and Roberts were most known. Wing Commander III was released almost a year after DOOM in late 1994 with a cast of real actors headed by Mark Hamill of Star Wars fame, and became another huge success. Ultima, however, started to lose its way almost as soon as the ink was dry on the acquisition contract. Ultima VIII, which was also released in 1994, chased the latest trends by introducing a strong action element and simplifying most other aspects of its gameplay. This was not done, as some fan narratives wish to state, at the behest of EA’s management, but rather at that of Richard Garriott himself, who feared that his signature franchise was at risk of becoming irrelevant. That said, EA can and should largely take the blame for the game being released too early, in a woefully buggy and unpolished state. The critical and commercial response was nothing short of disastrous, leaving plenty of blame to go around. Fans complained that Ultima VIII had more in common with Super Mario Bros. than the storied Ultima games of the past, bestowing upon it the nickname Super Avatar Bros. in a backhanded homage to the series’s most hallowed incarnation, 1985’s Ultima IV: Quest of the Avatar, whose unabashed idealism now seemed like something from a lifetime ago in a parallel universe.

Then, in early 1996, Origin’s other franchise went squishy as well. As the studio’s own press releases breathlessly trumpeted, Wing Commander IV was the most expensive digital game ever made to that date, with a claimed production budget of $12 million. The vast majority of that money went into a real Hollywood film shoot, directed by Chris Roberts himself and starring a returning Mark Hamill among a number of other recognizable faces from the silver screen. Wing Commander IV wound up costing four times as much as its predecessor and selling half as many copies, taking months of huffing and puffing to just about reach the break-even point. The interactive-movie era had reached the phase of diminishing returns; under no circumstances was EA going to let Origin make a game like this one again.

But what kinds of games should Origin be making? That was the million-dollar question in the aftermath of Wing Commander IV. After Chris Roberts left the studio to pursue his dream of becoming the latest George Lucas in Hollywood, Origin announced that his series was to be continued on a less grandiose scale, moving some of the focus away from the cut scenes and back to the gameplay. Yet there was no reason to believe such games would make many inroads beyond the hardcore Wing Commander faithful. Meanwhile Richard Garriott had pledged to repair the damage done by Ultima VIII, by making the next single-player Ultima the biggest, best one ever. But epic CRPGs in general had been in the doldrums for years, and the Ultima IX project was already showing signs of becoming another over-hyped, over-expensive boondoggle like Wing Commander IV. Exacerbating the situation was the loss of two of the only people at Origin who had shown themselves to be capable of restraining and channeling Garriott’s flights of fancy. Origin and EA alike felt keenly the loss of the diplomatic and self-effacing designer and producer Warren Spector, the first everyday project lead on Ultima IX, who decamped to Looking Glass in 1995 when that project was still in its infancy. Ditto the production manager Dallas Snell, a less cuddly character whose talent for Just Getting Things Done — by cracking heads if necessary — was almost equally invaluable.

Of course, one can still ding EA for failing to see that Richard Garriott was onto something with Ultima Online long before they did. In their partial defense, though, Garriott tended to propose a lot of crazy stuff. As his checkered post-millennial career in game development illustrates all too clearly, he has not been a detail-oriented creator since his days of conceiving and coding the early Ultima games all by himself. This has made his ideas — even his good ones, which Ultima Online certainly was — all too easy to dismiss.

Nonetheless, the potential of persistent online multiplayer gaming was becoming impossible to deny by early 1997, what with the vibrant virtual communities being built on the likes of Kali and Battle.net, in addition to the smaller but no less dedicated ones that had sprung up in Meridian 59 and The Realm. You’d have to be a fool not to be intrigued by the potential of Ultima Online in a milieu such as this one — and, again, EA’s executives most definitely weren’t fools. They wanted to keep Origin alive and viable and relevant as badly as anyone else. Suddenly this seemed the best way to do so. Thus the mass personnel transfer from Ultima IX, which was increasingly smelling like gaming’s past, into Ultima Online, which had the distinct whiff of its future.

It was a difficult transition for everyone, made that much more difficult by the fact that most of the people involved were still in their twenties, with all of the arrogant absolutism of youth. Both the project’s old-timers and its newcomers had plenty of perfectly valid complaints to hurl at their counterparts. Raph Koster, who had been told that he was the design lead, was ignored by more experienced developers who thought they knew better. And yet he did little for his cause by, as he admits today, “sulking and being very rude” and “behaving badly and improperly” even to Richard Garriott himself. From his point of view, the newcomers showed that they fundamentally didn’t understand online games when they wasted their time on fluff that players who needed to be captured for months or years would burn through in a matter of hours, such as lengthy, single-player-Ultima-style conversation trees for the non-player characters. Yet the newcomers were right to express shock and horror when they found that, amidst all the loving attention that had been given to simulating Britannia’s ecology and the like, no one on the original team had thought up a consistent system for casting spells, a bedrock of Ultima‘s appeal since the very beginning. Even today, one Ultima IX refugee accuses the MUDders of being “focused on minutia, what I would call silly little details that really added nothing to the game.”

When the two-month-long beta test finally began after repeated delays in June of 1997, the dogged simulation-first mentality of Koster and company faced a harsh reckoning with reality. Many of the systems that had seemed wonderful in theory didn’t work in practice, or displayed side effects that they’d never anticipated. Here as in many digital games, attempting to push the simulation too far just plunged the whole thing into a sort of uncanny valley, making it feel more rather than less artificial. For instance, the MUDders had made it possible for you to learn or improve skills simply by standing in close proximity to someone who was using the skill in question at a high level, on the assumption that your character was observing and internalizing this example of a master at work. But they’d also instituted a cap on the total pool of skill points a character could possess across all disciplines, on the assumption that no Jack of all trades could be a master of them all; just as is the case for most of us in real life, in Ultima Online you could be really good at a few things, or fair at a lot of them, but not really good at a lot of them. When a character hit her skill-point cap, learning new things would cause some of her other skills to decline to stay under it. In practice, this caused players to desperately try to avoid seeing what that baker or weaver was doing, for fear of losing their ability to hunt or cast spells as a result. Problems like these hammered home again and again the fact that any digital simulation is only the crudest approximation of a lived existence; in the real world, matters are not quite so zero-sum as instantly losing the ability to catch a fish because one has learned to cook a fish.

But the most extreme case of unforeseen consequences involved the aforementioned lovingly crafted ecology of virtual Britannia. To put it bluntly, the players destroyed it — all of it, within days if not hours. The population of deer and rabbits, the food sources of apex predators like dragons, were slaughtered to extinction by players instead. This was not done out of sheer bloody-mindedness alone, although that was undoubtedly a part of the equation. The truth was that deer and rabbits had value, in the form of meat and pelts. In a sense, then, virtual Britannia was becoming a real economy, just as its creators had always hoped it would. But it was an economy without real-world limits or controls, unimpeded by consequences which were themselves only virtual, never real; no one was going to go hungry in real life for over-hunting the forests and fields of Britannia. The same went for trees and fish and a hundred other precious resources that we of the real world usually make some effort to conserve, however imperfectly. With the simulation spinning wildly out of control, Origin had to start putting its thumb on the scales, applying external remedies such as magically re-spawning rabbits and trees, lest the world degenerate into a post-apocalyptic wasteland, a deserted moonscape where roving bands of starving players were chased hither and yon by equally hungry dragons. People came to an Ultima game expecting a Renaissance Faire version of Merry Olde England, not a Harlan Ellison story.

Of course, the external corrections themselves had further knock-on consequences. By creating an endless supply of animals to hunt and trees to fell, Origin was in effect giving the economy a massive, perpetual external stimulus. The overseers were therefore always on the lookout for ways to suck gold back out of the world. Ironically, one of the best was to let players get killed a lot, since between death and resurrection they lost whatever money they’d been carrying with them. Thus Origin had a perverse incentive not to try too hard to make Britannia a safer, more friendly place.

Such collisions between idealism and reality were scarring for the MUDders. “This was a wake-up call for me,” says Raph Koster. “The limits on what we can get an audience to go along with, and how much we can affect the bottom line. A lot of people [on the development team] were emotionally hurt by the player killing. Many of the tactics we would use on MUDs just didn’t work at a large scale. Players behaved differently. They were ruder to one another.” All of which is to say that Richard Garriott’s fondly expressed wish that the persistent quality of Ultima Online would serve to put a brake on the more toxic ways of acting out on the anonymous Internet did not come to pass to anything like the extent he had imagined.

At the same time, though, it wasn’t all destruction a nd disillusionment during that summer of the beta test. Some players proved less interested in killing than they were in crafting, becoming armorers and blacksmiths, jewelers and merchants, chefs and bankers and real-estate agents. Players cooked food and sold it from booths in the center of the cities or earned a (virtual) living as tour guides, leading groups of people on treks to scenic but dangerous corners of the world. Enterprising wizards set up a sort of long-distance bus service, opening up magical portals to shuttle their fellow players instantly from one side of the world to another for a fee. Many of the surprises of the beta period were just the kind the MUDders had been hoping to see, emerging from the raw simulational affordances of the environment. “[Players] used the ability to dye clothing to make uniforms for their guilds,” says Raph Koster, “and they [held] weddings with coordinated bridesmaids dresses. They started holding sporting events. They founded theater troupes and taverns and police forces.” The agents of chaos may have been perpetually beating at the door, but there was a measure of civilization appearing in virtual Britannia as well.

Or rather in the virtual Britannias. One of the most frustrating compromises the creators had to make was necessitated by, as compromises usually are in game development, the practical limitations of the technology they had to hand. There was no way that any one of the servers they possessed could contain the number of players the beta test had attracted. So, there had to be two virtual Britannias rather than just one, the precursors to many more that would follow. Both Garriott and Koster have claimed to be the one who came up with the word “shards” as a name for these separate servers, each housing its own initially identical but quickly diverging version of Britannia. The name was grounded in the lore of the very early days of Ultima. In Ultima I back in 1981, the player had shattered the Gem of Immortality, the key to the power of that game’s villain, the evil wizard Mondain. It was claimed now that each of the jewel’s shards had contained a copy of the world of Britannia, and that these were the duplicate worlds inhabited by the players of Ultima Online. Rather amusingly, the word “shard” has since become a generalized term for separate but equal server instances, co-opted not only by other MMORPGs but by administrators of large de-centralized online databases of many stripes, most of which have nothing to do with games.

Each shard could host about 2500 players at once. In these days when the nation’s Internet infrastructure was still in a relatively unrefined state, such that latency tended to increase almost linearly with distance, the shards were named after their real-world locations — there was one on each coast in the beginning, named “Atlantic” and “Pacific” — and players were encouraged to choose the server closest to them if at all possible. (Such concerns would become less pressing as the years went by, but to this day Ultima Online has continued the practice of naming its virtual Britannias after the locations of the servers in the real world.)

On the last day of the beta test, there occurred one of the more famous events in the history of Ultima Online, one with the flavor of a Biblical allegory if not a premonition. Richard Garriott, playing in-character as Lord British, made a farewell tour of the shards in the final hours, to thank everyone for participating before the servers were shut down, not to be booted up again until Ultima Online went live as a paid commercial service. Among fans of the single-player Ultima games, there was a longstanding tradition of finding ways to kill Lord British, who always appeared as a character in them as well. People had transplanted the tradition into Ultima Online with a vengeance, but to no avail; acknowledging that even the most stalwart commitment to simulation must have its limits when it comes to the person who signs your paycheck, the MUDders had agreed to provide Lord British with an “invulnerability” flag. As he stood up now before a crowd on the Pacific shard to deliver his valediction, someone threw a fireball spell at him. No matter; Lord British stepped confidently right into the flames. Whereupon he fell over and died. Someone had forgotten to set the invulnerability flag.

If Lord British couldn’t be protected, decided the folks at Origin on the spur of the moment, he must be avenged; in so deciding, they demonstrated how alluring virtual violence could be even to those most dedicated to creating a virtual civilization. Garriott:

It’s amazing how quickly the cloak of civilization can disappear. The word spread verbally throughout the office: let us unleash hell! My staff summoned demons and devils and dragons and all of the nightmarish creatures of the game, and they cast spells and created dark clouds and lightning that struck and killed people. The gamemasters had special powers, and once they realized I had been killed, they were able to almost instantly resurrect Lord British. And I gleefully joined in the revelry. Kill me, will you? Be gone, mortals! It was a slaughter of thousands of players in the courtyard.

It definitely was not the noble ending we had intended.

And while some players enjoyed the spontaneity of this event, others were saddened or hurt by it. When most characters die they turn into a ghost and are transported to a distant place on the map. Then they have to go find their body. So the cost of being killed is a temporary existence as a ghost. In the last three minutes of these characters’ existence, they suddenly found themselves alone, deep in the woods, unable to speak or interact with anyone else. The net result of this mass killing in retaliation for the assassination of Lord British was that not only were all of these innocent people slaughtered, they were also cast out of the presence of the creators at the final moment. As the final seconds trickled down, they desperately tried to get back, but most often failed. The fact that all of us, the creators and the players, were able to turn the last few moments of the beta test into this completely unplanned and even unimagined chaos was proof that we had built something unique, a platform that would allow players to do pretty much whatever they pleased, and that it was about to take on a life — and many deaths — of its own.

After more than two and a half years, during which the face of the games industry around it had changed dramatically and its own importance to its parent company had been elevated incalculably, Ultima Online was about to greet the real world as a commercial product. Whether the last minutes of its existence while it was still officially an experiment boded well or ill for its future depended on your point of view. But, as Richard Garriott says, the one certain thing was uncertainty: nobody knew quite what would happen next. Would Ultima Online be another Meridian 59 or The Realm, or would this be the virtual world that finally broke through? And what would it mean for gaming — and, for that matter, for the real world beyond gaming — if it did?



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Sources: the books Braving Britannia: Tales of Life, Love, and Adventure in Ultima Online by Wes Locher, Postmortems: Selected Essays, Volume One by Raph Koster, Online Game Pioneers at Work by Morgan Ramsay, Through the Moongate, Part II by Andrea Contato, Explore/Create by Richard Garriott, MMOs from the Inside Out by Richard Bartle, and Not All Fairy Tales Have Happy Endings by Ken Williams; Sierra’s customer newsletter InterAction of Spring 1996, Summer 1996, Spring 1997, Summer 1997, Fall 1997, Summer 1998, and Fall 1998; PC Powerplay of November 1996; Next Generation of March 1997.

Web sources include a 2018 Game Developers Conference talk by some of the Ultima Online principals, an Ultima Online timeline at UOGuide, “How Scepter of Goth Shaped the MMO Industry” by Justin Olivetti at Massively Overpowered, David A. Wheeler’s history of Scepter of Goth, “How the World’s Oldest 3D MMO Keeps Cheating Death” by Samuel Axon at Vice, Andrew Kirmse’s own early history of Meridian 59, Damion Schubert’s Meridian 59 postmortem and its accompanying slides from the 2012 Game Developers Conference, and Gavin Annand’s video interview with the Kirmse brothers.

Footnotes

Footnotes
1 The first word in the name is often spelled Sceptre as well.
 
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Posted by on February 16, 2024 in Digital Antiquaria, Interactive Fiction

 

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