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The Beast Within: A Gabriel Knight Mystery

Personally, I’ve never been one to imagine small things.

— Jane Jensen

When Jane Jensen first said that she would like to make a dark-tinged, adult-oriented mystery of a Sierra adventure game, revolving around an antihero of a paranormal detective named Gabriel Knight, her boss Ken Williams wasn’t overly excited about the idea. “Okay, I’ll let you do it,” he grumbled. “But I wish you’d come up with something happier!”

What a difference a year and a half can make. At the end of that period of time, Gabriel Knight: Sins of the Fathers was a hit, garnering vive la différence! reviews and solid sales from gamers who appreciated its more sophisticated approach to interactive storytelling. Rather than remaining an outlier in the company’s catalog, it bent Sierra’s whole trajectory in its direction, as Ken Williams retooled and refocused on games that could appeal to a different — and larger — demographic of players.

There was no question whatsoever about a sequel. In January of 1994, just six weeks after the first Gabriel Knight game had shipped, Jane Jensen was told to get busy writing the second one.



She was more than ready to do so. In fact, she already knew exactly what she wanted the second story to be: a tale of werewolves, Richard Wagner, and Ludwig II, the (in)famously eccentric last king of an independent Bavaria. She’d developed a fascination for all of these subjects when she’d spent nine months living in Germany just before coming to Sierra. “It was initially the plot for the first game,” she says, “but when I started looking at it, I felt I needed to go back further in the characters’ history.” Now, having told how a New Orleans pulp-novel writer, bookstore owner, lady’s man, and general layabout named Gabriel Knight became a “Schattenjäger” — a “shadow hunter” of things that go bump in the night — she was ready to send him to Germany to face The Beast Within.

Very early on during the design phase if not right away, The Beast Within was earmarked to become the second of a new generation of Sierra adventures, which were to be built around filmed snippets of live actors. It was an enormous change from the hand-painted pixel graphics of the first game, but Jensen was, as she says, “all for it.” Although shooting on location in Germany would have been her dream scenario, there was no way the budget would stretch that far. Instead her actors would have to perform in front of a blue screen that would be filled in with computer-generated backgrounds after the shoot, as was the norm for these kinds of productions.

In lieu of taking the whole project to Germany, she did convince management to allow her to bring a piece of that country to Sierra’s offices in Oakhurst, California. During the second half of 1994, she and other Sierra staffers made three separate trips to Germany, spending more than a month there in all, painstakingly photographing among other places Munich’s city center, the Wagner Museum in Bayreuth, and Neuschwanstein, “mad king” Ludwig’s fairy-tale castle. These photos were then touched up as necessary to serve as the scenery behind the actors. This in itself represented a marked change in approach from the 3D-modeled backgrounds employed by Phantasmagoria, Sierra’s first game of this type. It was a wise choice for this project; while the mixing of media is by no means always seamless, the photographic look gives The Beast Within an unusually strong atmosphere of place. The hazy, slightly washed-out look of the backgrounds — an unavoidable byproduct of the state of digital imaging at the time — contributes to rather than detracts from the mood. “We were lucky in all three of the trips over there in that it was fairly overcast, so we didn’t have any harsh, direct lighting on most of the things,” says Nathan Gams, the project’s creative director and chief photographer. “We wanted a soft, gloomy kind of European spring feel. It kind of reflects the alien place where Gabriel is at this time.”

With the background images duly captured, it was time to think about the foreground actors. The budget only allowed for the Screen Actors Guild minimum wage, which precluded “name” stars such as Tim Curry and Mark Hamill, both of whom had provided voice acting in the first game.

Sierra wound up casting in the role of Gabriel one Dean Erickson, a 36-year-old with an interesting story behind him. He had been working in finance on Wall Street at age 30, when he suddenly decided that he wanted to be an actor instead, despite having never performed in so much as a high-school play prior to that point. Six years on from that decision, his chief claim to fame was a bit part in three episodes of the sitcom Frasier. Jane Jensen was initially uncertain that he had the chops to play the role of Gabriel, even though in appearance he was “spookily like what I would have thought the character would be”: “It was more a matter of being sure that he could play all the different faces of Gabriel Knight.” But she allowed herself to be convinced in the end.

Dean Erickson and Jane Jensen.

“I would like to be the lead guy in major features,” Erickson himself said at the time, “and hopefully my performance in this will lead someone to believe that I can help carry a movie.” Hope does tend to spring particularly eternal in Hollywood. In the world of reality rather than Hollywood fantasy, a much older and perhaps wiser Dean Erickson would come to look back on The Beast Within as the best that things ever got for him as an actor, what with “making SAG scale for three and a half months in an idyllic setting under controlled conditions with nice people.”

It was intense in that we shot fairly quickly, only one or two takes per shot. But we were mostly shooting on an air-conditioned sound stage in a beautiful part of the country during the summer near a lake. We worked mostly nine to five, Monday through Friday, so it was about the best situation one could have as an actor. It truly couldn’t have worked out better, other than maybe getting work afterwards.

The role of Grace Nakimura, Gabriel’s strait-laced research assistant and potential love interest, went to Joanne Takahashi, a stage actress and print-advertising model who was also trying to break through in Hollywood. Meanwhile a Polish actor named Peter Lucas would all but steal the show in the role of the darkly enigmatic Baron Friedrich Von Glower, who slowly emerges as the principal antagonist of the story. The cast was rounded out with more than 40 other speaking parts, all recruited like the leads from the ranks of Hollywood hopefuls flashing their SAG membership cards.

Sierra’s original choice as director was an in-demand music-video maker named Mark Miremont, whose grainy, hyperkinetic productions can be credited with inculcating much of the look of MTV during the grunge era. It would have been intriguing indeed to see what he might have done with The Beast Within. But those plans fell through at the last minute, and Sierra instead hired a less distinctive aesthetic personality named Will Binder, a graduate of UCLA film school who had recently been serving as a director’s assistant in such films as The Scent of a Woman.[1]This résumé would later lead to my favorite ever interview opening, from the adorably fannish website Adventure Classic Gaming: “You have worked with some of the best actors in the business — Al Pacino, Michael J. Fox, Bruce Boxleitner, Mira Furlan, Philip Seymour Hoffman, and of course, Dean Erickson and Joanne Takahashi.” Two of these names are not like the others…

Before talking about how any of these folks performed, it’s only fair that we take a moment to appreciate just how awkward this style of “film-making” really was. The difficulties and constraints extended even to the clothing worn by the cast; the chroma-keying process which allowed the programmers to superimpose the live actors over the digitized photographic backgrounds came complete with many restrictions, as noted by costumer Marcelle Gravel:

There are a lot of limitations in terms of colors. [We can’t use] anything that is close to blue or anything white that can reflect the blue, or any green that has a little blue in it. Sometimes black doesn’t work because when it gets wrinkled, it reflects.

So the wardrobe has to be very safe. Gabriel was supposed to be wearing a black jacket, a white tee-shirt, and blue jeans — an American uniform. It is James Dean, Marlon Brando, all those people. And when I started Gabriel, I can’t use black, I can’t use white, I can’t use blue. So what am I going to do to create that effect?

He ended up wearing green. Since he’s got the red hair, I think the green has a good effect on him.

The blue screen also meant that much or most of the evolved language of film had to be tossed. The camera wasn’t allowed to swoop or soar; it had to remain stock still if the computer-generated backgrounds were to look coherent after they were inserted. Thus the scenes had to be staged and blocked like live-theater productions which happened to perform for a camera rather than a live audience.

Making an interactive story, in which scenes could occur in many different orders, played havoc with the actors’ ability to inhabit their roles. Will Binder:

[The player] can jump around during the game at any point, so the actor has to have a neutral emotion at the start of each scene. [The scene currently being filmed] could [be] before a big scene happened or could [be] after a big scene.

In a regular movie, you would like to tell [the actor], “Okay, this just happened: you just broke up with your girlfriend.” Or, “An hour ago you found out some information about a person you have been dealing with.”

In the game,  [the player] can go anywhere [they] want. So there is no linear progression.

Joanne Takahashi:

With this shoot, you are taking so many different paths you are not sure where the character is going. It is a challenge.

I am just feeling it through and letting things come to me as I go along. It was something to adjust to because a lot of what actresses do is inspired by what they are feeling. That was a difficult challenge, but that was a requirement on this kind of project.

Most of the actors were not technically oriented, and had little concept of how the scenes they were shooting would be cobbled together into a coherent final product. Certainly there was nothing like the daily rushes of conventional filmmaking, which help actors understand how a production is coming together while the shoot is still progress. The actors working on The Beast Within were swimming blind in unknown waters.

Keeping all that in mind, then, how did the actors do?

Dean Erickson is a rather counterintuitive case in some ways. On the one hand, he badly misses the mark of the Gabriel Knight that Jane Jensen likes to describe. Far from a cool lady-killer, he radiates discomfort in his own skin virtually every moment he spends onscreen; he’s forever sighing and twitching and glancing nervously away as if looking for direction (which he quite possibly is, come to think of it), coming across as a guy for whom propositioning a girl comes as naturally as foreign languages. (American to the core, Gabriel has managed to avoid picking up a word of German during the months he’s already spent in the country.) Needless to say, nothing about this performance will convince you that Erickson is Hollywood leading-man material.

And yet Erickson’s take on Gabriel kind of works despite itself. His discomfort before Will Binder’s cameras mirrors that which any born-and-bred New Orleanian would feel after being transplanted to such an utterly foreign clime as southern Germany. For all of Erickson’s manifest limitations as an actor, I have to say that I like his Gabriel more than I do the one Tim Curry voice-acted in Sins of the Fathers. He’s relatable in his way, and, if he doesn’t exactly radiate masculine virility, nor does he come across like a member of the #metoo Most Wanted brigade, as Curry’s Gabriel too often did. He’s not bad company on the whole, once you get used to his incessant fidgeting. In achieving this much, he fulfills the first and most important criterion of any good adventure-game protagonist.

Will Binder directs Joanne Takahashi. She needed all the help she could get.

But Joanne Takahashi’s Grace is, alas, less likeable. This is a problem in that Grace steps up to almost equal time with Gabriel in this second game; the player controls her rather than Gabriel through two and a half of the game’s six chapters. Her apparently unrequited affection for Gabriel and jealousy of his beautiful German secretary Gerde are doubtless intended to be endearing, but are written and acted with all the subtlety of a wrecking ball to the head. Whether because she’s got them old lovesick blues or because she’s just made that way, Grace is bitchy toward everyone and everything she encounters for much of the game. Only toward the end, when she’s finally accepted that Gerde isn’t after her man and that Gabriel really needs her help, does she start to lighten up a bit. But even then, the actress who plays her remains stiff as a board.

Peter Lucas by contrast gives by far the most natural performance, as Baron Von Glower, the libertine leader of a mysterious big-game hunting club which Gabriel stumbles upon in the course of his investigations. Every time he appears, he lights up the screen with his romance-novel looks and his enticing aura of danger; his scenes with Gabriel flare with far more sexual tension than Gabriel ever strikes up with Grace. Lucas’s onscreen performance stands out as one of the best of the entire full-motion-video era of gaming — granted, not an overly high bar to clear, but we should give him his props nevertheless.

The smoldering attraction between Gabriel and Van Glower is remarkable in the context of its time. Mass-market computer games just didn’t go to these places in 1995. If the beats of the plot can be read as allegorical in a thoroughly retrograde way — Gabriel must overcome the temptation of lycanthropy, which in turn becomes accidentally or purposefully associated with homosexuality in the script, in order to return to the good girl Grace — what we see on the screen never feels as judgmental as that formulation would imply. (It is perhaps not completely inappropriate to mention at this juncture that Jane Jensen has become a successful writer of gay romance fiction in recent years.)


The Beast Within took over Sierra’s new Oakhurst sound stage in May of 1995. Filming there lasted almost four months in all. At its conclusion, the crew moved to Seattle for a few days to shoot the game’s climactic scenes on location in the city’s opera house, complete with many of the local opera company’s own players. Here the constraints imposed by the game’s peculiar technological stew fell away, and Will Binder got to shoot something resembling scenes from a proper movie. He was a lucky guy; very few other full-motion-video productions from the 1990s ponied up for a full-fledged location shoot.



Coming to this article, I had fonder memories of The Beast Within than Sins of the Fathers, and I was curious to find out whether that impression would hold up. I was gratified that it generally did. The game is as shaggy as its namesake even if one looks beyond the uneven acting, being full of unnecessary stumbling blocks in its interactivity that prevent me from giving it a full-throated recommendation here or making a place for it in my personal Hall of Fame, where fairness to the player is a prerequisite. But it’s a fascinating piece of work all the same, created as it was just at the apogee of that window of time when interactive narratives starring “real” actors were considered the necessary future of gaming by big companies like Sierra — so much so that they were building million-dollar sound stages for themselves to churn them out with the alacrity of any Hollywood studio. Jane Jensen would never get a chance to work on a scale like this again. And it must be said that she made the most of it: the overweening ambition of The Beast Within — the sheer grandiosity of it all — makes it a sight to behold. This is a computer game for which an opera was composed, for God’s sake. Everyone involved with it was unabashedly shooting for the moon.

The game opens several months after the conclusion of Sins of the Fathers, when a very reluctant Gabriel has moved into his ancestral castle in Germany to take up the family business of shadow-hunting. Meanwhile Grace has been left behind in New Orleans to run his old bookstore.

One dark night, a group of German villagers straight out of Hammer Horror central casting knocks on the front door of Gabriel’s castle. “We have come for the Schattenjäger,” says their leader. It seems that a little girl living in another small town near Munich has been killed — by, the visitors believe, a werewolf. (“At least she died quickly,” says the village patriarch to her grieving father, a line so hilariously tone deaf that one has to assume it was intended to be funny.) Gabriel has his doubts, but he agrees to take the case. His investigations will eventually lead him to the hunting club led by Baron Von Glower.

When Grace learns of the case, she hightails it to Germany, but doesn’t join up directly with Gabriel. Instead she occupies herself with research on the real or mythical history of lycanthropy. She learns that Ludwig II, king of Bavaria from 1864, seems to have become a werewolf himself while still a young man, and that this may account for much of his legendarily strange behavior. Further, she discovers that he told his friend Richard Wagner of his plight, prompting the latter to compose a magical opera which he hoped would be able to drive out the curse. But he was unable to complete it before Ludwig died under mysterious circumstances in 1886 — he had become a persistent irritant to the new, Prussia-dominated united Germany, making his death fodder for all sorts of conspiracy theories — and the opera was never performed. What there was of it was lost, seemingly forever — until the dogged Grace digs it up again. She soon has urgent need of it, as Gabriel has by now gotten himself infected with the curse.

All of this is mind-bogglingly ridiculous, of course, but the game leans into it with a commitment that would make Dan Brown proud, and darned if it doesn’t do a pretty good job of selling it. The Beast Within is nothing if not a slow burn. Gabriel doesn’t meet his first indubitable werewolf in the flesh until over two-thirds of the way in, while Grace’s chapters involve little more than poring over musty books and museum exhibits, giving them at times more of the flavor of an educational CD-ROM than an adventure game.

Much of Grace’s time is spent touring Neuschwanstein Castle, complete with the obligatory tourist audio guide.

Clearly Jane Jensen was touched by the wistful, sorrowful life of Ludwig, enough so as to make it the thematic bedrock of her game. She saw parallels with a certain modern eccentric whose days would also end in tragedy and controversy:

He was a real misfit, never in sync with the world. He lived in a fantasy world, and because he had a lot of money, he could surround himself with fantasy, not unlike Michael Jackson now.

As time went on, he got more and more beaten down by the world. His relationships never worked out, and he was always disillusioned. He was a very sensitive soul who was just hurt by everything, who kept retreating and withdrawing.

When he was young, he was very much a Prince Charming type. And of course his end was very tragic. So I just think it is a very beautiful, sad story of a life.

Grace’s historical research and Gabriel’s more active investigations meet only in the sixth and final chapter of the game, when the former arranges a public premiere of the lost opera in order to cure the latter of the affliction he’s picked up. The audacity of this bit is almost unbelievable. Not only did the game’s soundtrack composer Robert Holmes — also Jane Jensen’s husband — dare to write an opera, he had the colossal cheek to make it a lost Wagner opera. It took him “about a week,” as he remembers it. (One has to assume that the real Wagner devoted somewhat more time to his masterworks). I’m in no way qualified to judge the worthiness of Holmes’s opera, but I must assume it to be dire enough to send aficionados running from the room with their hands over their ears. Nevertheless, here’s to ambition. One certainly can’t accuse this game of pulling any of its punches.

All of its interest in place and history can rather overshadow its bona fides as a work of horror. Much of the time, it’s more eerie than terrifying, more melancholy than thrilling; suffice to say that it lives in a place far removed from the schlocky sensationalism of Roberta Williams’s Phantasmagoria. When the time finally does come to confront werewolves nose to snout, however, The Beast Within doesn’t disappoint. There’s one scene in the penultimate chapter — anyone who’s played the game will know which one I’m talking about — that’s unsettling enough to give you nightmares. While it’s easy enough to laugh off Phantasmagoria‘s cartoonish execution scenes, you won’t be laughing at this one. If the climax in the opera house is ironically less horrifying than what comes immediately before it, fair enough; one scene like that should be enough for any game.

All of which is to say that The Beast Within is a richly textured, admirably complex work of fiction in many ways. At its best and judged in the context of its time, it was one of the most impressive interactive narratives yet attempted on a computer by 1995. But alas, it isn’t always this best version of itself. What with so much love having been so clearly poured into the game from so many different quarters, I can’t help but wonder why Jane Jensen couldn’t manage to make it just a little bit better. Mixed in with all of its rarefied intellectual and thematic aspirations is plenty of B-movie amateurishness. The language barrier gets erected and torn down willy-nilly, depending on whether Jensen wants to make a plot element out of it or not at any given instant; particularly amusing is the Schattenjäger library in Gabriel’s family castle, consisting of a bunch of Medieval texts helpfully written in modern English. There’s no reason that plausible ways around the language problems couldn’t have been built into the game’s puzzle structure, doing much for its sense of mimesis and potentially even for its character-building in the process. (Perhaps Grace needs to enlist the help of the hated Gerde to translate?) Similarly, the game’s timeline makes no sense whatsoever. Gabriel and Grace’s separate investigations overlap with one another in ways that would only be possible if one or both had a time machine to hand.

These may strike some as the pettiest of niggles, but the fact is that continuity matters in the crafting of believable fictions of any stripe. No credible book-publishing house or film studio would allow a story to go out in such a state as this one. Plot may stand at a lower rung on the artistic totem pole than character or theme in the minds of many, but even most of these will acknowledge that a coherent plot is a necessary prerequisite to those other things.

The Beast Within has some really good puzzles that stretch the interface beyond the typical “use item X on hotspot Y.” One, for example, requires you to construct a fake telephone message by splicing together snippets of recorded speech.

And then there is the interactive design. Jane Jensen resisted any pressure that may have come her way to dumb down The Beast Within in the manner of Phantasmagoria: her game is full of real puzzles worthy of the name, in some cases pretty good ones. In fact, it fares considerably better on this metric than Sins of the Fathers. Nevertheless, there remains a smattering of bad design choices that serve to pull you out of the game every time you feel yourself on the verge of becoming truly immersed in its world. A few of the puzzles hinge on the sort of moon logic for which adventure games have been so often justifiably criticized. (Using a cuckoo clock on a potted plant? Really, Jane?) Even one example of this sort of thing can be ruinous to the player’s experience, in that it destroys her trust in the game’s interactive design at the same time that it demolishes the integrity of its fiction.

In Grace’s chapters, Jensen lays claim to the dubious status of being the inventor of the hidden-object genre: you have to pixel-hunt your way through several big areas, looking for that one tiny thing you overlooked the last dozen times through. You see, this game really, really wants you to know everything possible about Richard Wagner and King Ludwig II: it won’t let the plot proceed until you’ve clicked on every last hotspot on every last detail in every last musty little corner of their respective museum and castle — in a few cases twice. Finding it all can be a challenge even if you’re playing directly from a walkthrough.

And when we get to the big finale, Jensen falls into the common trap of assuming that the ending of an adventure game ought to be much harder than what has come before. (In reality, the opposite is true; the player has already done lots of thinking during the mushy middle, and now just wants an exciting climax followed by victory, with a minimum of fuss.) One key puzzle here hinges on manipulating an object in a way that the interface has never allowed before and never even hinted was a possibility. And the literal last action you need to do in the game is a tricky exercise in perfect timing and precise clicking that’s also out of keeping with everything that’s come before, so much so that you could easily assume you’ve missed something and waste hours looking for it.

But regular readers have heard similar litanies of design sins from me many times before, so I won’t belabor these issues further here. The Beast Within is yet another checkered product of Sierra’s creative culture, which, in marked contrast to such other adventure specialists as Infocom, LucasArts, and Legend Entertainment, never emphasized outside play-testing or even serious discussion of the craft of design in the abstract. Interesting and engaging as it is in its present state, it could have been so much better, if only a process had been put in place to make it better. Whatever the merits of his year-to-year choices as a businessman, Ken Williams’s failure to do so — a byproduct of his personal disinterest in actually playing his company’s games — will always stand as his biggest single lapse in my book.


Wagner’s Lost Opera, the grand finale to The Beast Within. Most games, then and since, have tended to front-load their most impressive scenes so that everyone — not least potential buyers — can see them. This one’s willingness to hold off until the very end says something, I think, about the spirit of grandiose (operatic?) idealism that marked the whole project.

The Beast Within: A Gabriel Knight Mystery shipped on six CDs less than a week before the Christmas of 1995, half a year after Phantasmagoria had been greeted with huge sales and much mainstream-press attention. Everything about this latest release reflected the current ebullient mood at Sierra, where everyone was convinced they were about to truly hit the big time, with a vastly expanded customer base. For example, the box was careful not to say that this was “Gabriel Knight 2,” for fear of scaring away that new generation of buyers, who might not be keen on starting a series in the middle and might be even less keen on playing an “old-fashioned” game like Sins of the Fathers.

Indeed, even Sierra’s new fictional genre of choice reflected the new focus on the mainstream. Horror was a less stereotypically nerdy ghetto than fantasy or science fiction, yet one that was still fairly well-suited to adventure-game modes of interaction. So, after never touching the genre for the first decade and change of their existence, Sierra was now all over it. Three of the five domestically-developed adventures they released in 1995 were horror games. (The third companion to Phantasmagoria and The Beast Within in this respect was the lower-profile Shivers, a solitary Myst-style first-person puzzler created by a breakaway team at Bright Star, Sierra’s educational-software subsidiary.)

In comparison to the adventure-lite Phantasmagoria, The Beast Within was perhaps a wolf in sheep’s clothing: it was, as we’ve seen, a game that evinced a full measure of respect for its audience’s collective intelligence, with challenging puzzles and complex present-day and historical mysteries to tease out. Still, there’s little reason to believe it was because of this that it failed to sell anywhere near as well as its predecessor. The mainstream magazines and newspapers that had covered the older game as a curiosity showed little interest in the newer one; ditto the many people who had bought Phantasmagoria strictly to show off their new multimedia computer systems. That left only the traditional adventure market, the same people who had bought Sins of the Fathers. It seemed that Sierra was suddenly back to square one.

This state of affairs was, to say the least, deeply disconcerting to everyone there, as they all found themselves having to adjust their paradigm of gaming’s necessary future at lightning speed. Sierra programmer Greg Tomko-Pavia expressed the collective confusion in a contemporary online interview whose frankness presumably wouldn’t have endeared it to his managers:

I must say that I’m surprised Phantasmagoria has done so well. Presently, we’ve sold over 700,000 copies — more than any other Sierra game. I can’t account for it. In my opinion, Phantasmagoria suffered from weak writing, acting, and direction. I don’t understand why Gabriel Knight 2, to my mind superior in every detail, isn’t doing nearly so well. What do I know? I just write code!

At the time of The Beast Within‘s release, Sierra was already filming their third big interactive horror film on their Oakhurst sound stage, a sequel-in-name-only to Phantasmagoria subtitled A Puzzle of Flesh. Its garish grindhouse aesthetic made its two boundary-pushing predecessors look downright prudish — which was, one supposes, further progress of a sort. But it would prove the last production of its type. Once it too had disappointed in the marketplace, its feverish courting of controversy having largely come up dry, the facility Sierra had built with such pride and at such expense would be used only occasionally, for 3D motion captures and the like. It was now clear that gaming writ large was going in a different direction entirely, leaving the sound stage a fork in a world of soup.

As for Gabriel and Grace: against all the odds, they would return for one final game, but that would be a more constrained production than this one, using one of the 3D engines that were taking over the industry. There’s a world-weariness about that game — a sense of existential despair on the part of its creators that’s almost palpable when playing it — that you won’t find in this one, which was created by a team who saw only limitless potential everywhere they looked. The Beast Within is the product of a rare moment when the creative and the commercial impulse seemed united as one. For all its frustrating infelicities, it positively soars with its makers’ enthusiasm, with their bracing willingness to just try. Neither Jane Jensen nor any of the rest of them realized how lucky they were to be given the time and money to do so.

Six months after the release of The Beast Within, Roberta Williams, who was always the bellwether of the current creative direction of Sierra, gave a new verdict on the current state of adventure games that contradicted everything Sierra had been saying and doing for the past couple of years:

I believe adventure games have now gotten too plot-heavy. Not just ours, but also a lot of our competitors’ games. I think game designers need to get back to the game and forget all this wanna-be-writer-and-director stuff. They don’t realize people just want to play a game. They want to have control over what happens. Video clips are fine — if they’re very short, to the point, concise, and then… get out of there.

The times, they were still a-changing.

(Sources: the books Influential Game Designers: Jane Jensen by Anastasia Salter and The Beast Within: Official Player’s Guide by Corey Sandler with Jane Jensen; Computer Gaming World of November 1995 and February 1996; Sierra’s customer newsletter InterAction of Fall 1994, Spring 1995, Fall 1995, Holiday 1995, Spring 1996, and Summer 1996. Online sources include Anthony Larme’s interview with Greg Tomko-Pavia, “The Making of… the Gabriel Knight Trilogy” at Edge Online, Andrea Santorio’s interview with Jane Jensen, Martin Bourassa’s interview with Dean Erickson, Jane Jensen and Robert Holmes’s appearance on a Reddit “Ask Me Anything,” and Ingrid Heyn’s interview with Will Binder.

Now re-titled with the numeral Sierra once eschewed, Gabriel Knight 2: The Beast Within is available as a digital purchase at GOG.com.)

Footnotes

Footnotes
1 This résumé would later lead to my favorite ever interview opening, from the adorably fannish website Adventure Classic Gaming: “You have worked with some of the best actors in the business — Al Pacino, Michael J. Fox, Bruce Boxleitner, Mira Furlan, Philip Seymour Hoffman, and of course, Dean Erickson and Joanne Takahashi.” Two of these names are not like the others…
 
 

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Making Sierra Pay

Scenes from the Phantasmagoria set, with Roberta Williams in pride of place at center.

At the conclusion of my previous article on Sierra Online’s corporate history, we saw how Ken and Roberta Williams moved their company’s headquarters from the tiny Northern California town of Oakhurst to the Seattle suburb of Bellevue, home to Microsoft among others, in September of 1993. They did so for a mixture of personal and professional reasons, as Ken has since acknowledged. Their children were getting older, for one thing, and the schools in Oakhurst were far from world-class. Additionally, life in general as the biggest fish of all in the fishbowl of a company town that Oakhurst had become wasn’t always pleasant; for example, Ken has claimed that his kids were at times bullied by “the children of former Sierra employees who had a grudge against Sierra.” Some other former employees suspect still another reason for the move to Bellevue, one that Ken neglects to mention: the fact that Washington State had no personal income tax, while California’s was the highest in the nation.

Still, there are no grounds to doubt that the public reason Ken gave for the move back in the day was indeed a major part of the calculation: the need to recruit the sort of seasoned business talent that could take Sierra to the next level. The company’s annual revenues had grown every single year since 1987, more often than not substantially, and this was of course wonderful. But less wonderful was the fact that profits had never been as high as that progression would imply; Sierra had a knack for spending almost every dime they earned. Of late in fact, the bottom line had dipped sharply into loss territory even as revenues continued their steady climb. Under pressure from his shareholders, Ken Williams realized that he had to find a way to make his company start to pay off. He believed that doing so must entail assembling the kind of top-flight management team which could only be found in a big city. He’d been seeking a rock star of a chief financial officer for a long time from Oakhurst to no avail. Ken Williams:

I had hired a San Francisco-based company, Heidrick & Struggles, to lead the search, and after months of getting nowhere I called my contact at Heidrick in frustration. “Why do you keep sending me B and C level candidates?” I asked. I was tired of having my time wasted interviewing candidates who were not at the level I was seeking. The answer came back without hesitation: “Ken, you’re aren’t getting it. No A player wants to move to Oakhurst.”

Nine months after the move to Bellevue, Ken finally found his rock star in the form of one Mike Brochu, a financial whizz who had spent the last nineteen years working for Burlington Resources. The man whom Ken still describes as “probably the best hire I ever made” was a garrulous Texan who “inspired confidence in everyone around him.” Not coincidentally, Sierra began to display a newly hard-nosed, bottom-line-focused attitude toward their business from virtually the moment of his arrival. As one of his first projects, Brochu led the negotiations that resulted in the sale of The ImagiNation Network, Sierra’s visionary but perpetually money-losing online-gaming service, to AT&T for $40 million in cash in November of 1994.

Meanwhile Sierra implemented a significant shift in their product-development strategy. For many years now, the heart of the company’s identity had been a set of long-running adventure-game series, most of which worked the word “quest” somewhere into their title. Dodgy from the standpoints of both writing and design though they sometimes were, they’d all displayed enough lovable qualities to worm their way into fans’ hearts. I’ve described in earlier articles how Sierra fandom could feel like belonging to a big extended family. These games, then, were the cousins whom you could always expect to see at the family reunion every couple of years, dressed perhaps a bit differently than last time around but always the same person at bottom. They were comfortingly predictable, and that was exactly how the fans liked them.

But for all that these ramshackle, puzzle-heavy adventure games were good at cementing the loyalty of the already converted, they were less equipped to unleash the sort of explosive growth Sierra was now after. It was a pivotal moment in the history of the personal computer, as Ken Williams and Mike Brochu well recognized. In 1994, more home computers would be sold than televisions, as consumers, tempted by the ease of use of Microsoft Windows, the magic of multimedia, and rumors of a thing called the World Wide Web, jumped onboard the computing bandwagon in staggering numbers. These people didn’t know a King’s Quest from an Ultima. Reaching them would require a different sort of game: fresher, hotter in the Marshall McLuhan sense, more in tune with what they were seeing on television and at the movies. It seemed like it was now or never for Sierra to capture their interest, even if it meant that some of the old fans were left feeling a bit abandoned.

So, Sierra’s new Bellevue management team took a hard look at their existing series in order to decide which were expendable and which were not. King’s Quest, the company’s longstanding flagship series, which already enjoyed a measure of name recognition outside the traditional computer-gaming ghetto, would have been an obvious keeper even if it hadn’t been the baby of Roberta Williams. Leisure Suit Larry also had proven appeal with non-traditional demographics, and was thus also a no-brainer to keep around. Space Quest was an edge case, but the managers decided to green-light one more game, if only to throw a bone to the old-school fans. But Police Quest would get revamped from a line of adventure games into a line of tactical 3D action games, while Quest for Glory would get the axe entirely. Going forward, the main focus would be on bigger-budget adventures employing filmed human actors, for which Sierra was now building their own sound stage down in Oakhurst at considerable cost. They would make fewer of this new type of adventure, but each of them would be a flashy, high-fidelity production, able to appeal to a mass market weaned on big-screen televisions and CD players. The idea was to make the release of each Sierra adventure from now on a real event.

Unfortunately, the transition from one product strategy to another came with a pitfall: it would take some time to bring it off, meaning that 1994 would be an unusually quiet year in terms of new games. And that reality, combined with the new management team’s more hard-nosed attitude, meant that some of the folks in Oakhurst must lose their jobs. Among them were Corey and Lori Cole, the husband-and-wife team behind Quest for Glory, who saw their roles cancelled along with the fifth game in their series, the most impressive of all the series in the Sierra lineup in terms of design ambition and innovation. Corey recalls a scene which made it all too clear to everyone present that Sierra was now being run as a business, not a family: “All employees in the meeting were handed envelopes; about half of them contained ‘pink slips’ notifying them that they no longer worked for Sierra. Those employees were escorted back into the building and watched as they retrieved personal belongings from their desks.” Layoffs are never easy. Corey especially remembers the sight of Gano Haine, who had worked on Sierra’s two EcoQuest games and Pepper’s Adventures in Time, standing in the parking lot crying: “Sierra had been her dream, and she was so thrilled to have gotten the job there.”

During this year of wrenching transition, Sierra released just one new Oakhurst-built adventure game, making it their least prolific year in that respect in almost a decade. Thankfully for the bean counters, the game in question was the latest installment in Sierra’s most bankable adventure series of them all. King’s Quest VII: The Princeless Bride was a typical entry in a series that had been Sierra’s ever-evolving technological showpiece since 1984. But then, that description in itself implies innovation on at least a technical front, and this the new entry certainly delivered.

The King’s Quest VII opening movie. Ken Williams has often said that Walt Disney was one of his biggest role models. With King’s Quest VII, this influence became almost distressingly literal.

Although it did not employ filmed actors, King’s Quest VII was indicative in another way of Sierra’s new direction: rather than an interactive movie, it aimed to be an interactive cartoon worthy of comparison to the likes of Disney, an ambition which required it to look beyond Sierra’s own stable of talented in-house artists for some of its visuals. Ken Williams first reached out to an up-and-coming animation studio known as Pixar. He even spoke personally with Steve Jobs, Pixar’s chairman and majority owner, but in the end the studio proved to be simply too busy working on Toy Story, their first full-length feature film, to take on this task as well. So, Sierra ended up contracting sequences out to no fewer than four other outside animation studios, in addition to employing their own artists to create what truly was an audiovisual extravaganza by the standards of its time. King’s Quest VII went full Disney, as Charles Ardai described in his review for Computer Gaming World magazine.

I tried this game on my mother (a big fairy-tale fan), who asked, “Is that a game from Disney?” When I replied in the negative, she said, “But they’re trying to do Disney, right?”

They are indeed. From the opening frames, where drops of dew in an enchanted forest drop on the tummy of an enchanted ladybug, to the scene a few seconds later in which lovely Princess Rosella sings her royal heart out in a tuneful paean to her about-to-be-lost adolescence, King’s Quest VII exudes Disney-like quality from each of its cel-animated poses.

Every frame is beautiful, every line is neat and pert, the camera soars and glides, and the notes of the musical score tinkle out in bounding effervescence like the fizz out of a bottle of soda pop. This is the Disney of The Little Mermaid or Beauty and the Beast, or Aladdin, if you deduct that film’s adult-targeted sense of irony. It’s the Disney of The Sword in the Stone and of Alice in Wonderland, light and fluffy as a soufflé. It’s not the Disney of Bambi or Snow White; here even the menaces are adorable bits of whimsy. If the villains ever frighten, it’s only for a brief time, and then everyone gets together again for one more song.

It matters not at all that the game is from Sierra rather than Disney. It is true to the Disney spirit.

Along with the mouth-watering new look, the game showed some welcome design evolution over Roberta Williams’s earlier work. Four years after LucasArts’s The Secret of Monkey Island had pointed the way, King’s Quest VII finally managed to free itself from the countless hidden dead ends that had always made playing a Roberta Williams game feel like playing make-believe with a sadist. Player deaths, on the other hand, were still copious, and still so unclued as to be essentially random, but were now at least relatively painless. Rather than expecting you to save every five minutes, the game was now kind enough to return you to the point you were at before you were so foolish as to look at the wrong thing or dilly-dally in the wrong room a second too long. In fact, save files as such disappeared altogether; exiting the game now automatically bookmarked your progress.

These changes all existed in the name of making the game more welcoming to brand new players, out of the hope that they could be convinced to give it a try despite the ominous Roman numeral after its name. To further emphasize that this was a kinder, gentler King’s Quest, it used a radically simplified interface built around a one-click-does-it-all mouse cursor. More oddly, Sierra made it possible to play any of its chapters at any time, meaning you could start with the climax and work backward to the prologue if you were so inclined. (The real point of this feature, of course, was to let you watch each chapter’s opening movie without having to get your hands dirty with the actual game, if you happened to be one of the many people who typically bought each new King’s Quest as a tech demo for their latest computer.)

But alas, in other ways this latest entry really was just another King’s Quest. The writing from Roberta Williams and Lorelei Shannon, her latest apprentice co-designer, was the usual scattershot blend of fairy-tale and pop-culture ephemera, lacking sufficient wit or imagination to be all that compelling even as pastiche, while the puzzle design was made less infuriating than usual only by the lack of dead-player-walking situations. Both the writing and the puzzles got noticeably worse as the game wore on, evidence perhaps of a lead designer who was feeling increasingly bored with her big series, and was in fact already working on her next, very different game. All of this was doubly disappointing coming on the heels of King’s Quest VI, a game which had seemed to herald a series that was at last beginning to take its craft a bit more seriously. Even the much-vaunted look of King’s Quest VII, although impressive in its individual parts, made for a rather discordant jumble when taken in the aggregate, being the work of so many different teams of animators.

Nevertheless, King’s Quest VII sold very well upon its release in November of 1994, as games in the series always did. Meanwhile Dynamix, the most consistent of Sierra’s subsidiary studios, delivered solid performers in the non-adventure games Aces of the Deep, Front Page Sports: Football ‘Pro 95, and Metaltech: EarthSiege. Most of all, though, it was the ImagiNation windfall that turned what would otherwise have been an ugly year into one that actually looked pretty good on the bottom line: $83.4 million in revenues, up from $59.5 million in 1993, with an accompanying $12 million profit, in contrast to an $8.6 million loss the previous year. Now it was up to the new product strategy to keep the party going in 1995.

The first big test of that strategy was to be the game that Roberta Williams had been working on concurrently with King’s Quest VII. Phantasmagoria would take full advantage of the Oakhurst sound stage Sierra had just built. It was to be a play against type worthy of any pop diva: Roberta, the family-friendly “queen of adventure gaming,” was going dark and sexy. “With Phantasmagoria,” wrote Sierra’s marketers, “Roberta Williams has created a superbly written interactive story, fraught with horror and suspense, and totally in the player’s control at all times.” Bill Crow, the mastermind of Sierra’s new sound stage, believed that “Phantasmagoria is going to open the market to a much broader audience of game players. We’re now starting to deliver an audiovisual experience that’s much closer to what the average consumer can relate to.” With Phantasmagoria, in other words, computer games were about to burst out of their nerdy ghetto to become sophisticated entertainments for discerning adults.

How times do change. Today Phantasmagoria is more or less a laughingstock, a tidy microcosm of everything that was wrong with the full-motion-video era of adventure games. In truth, some of its bad rap is a bit exaggerated; it’s not really any worse than dozens of other similarly dated productions of the mid-1990s. Certainly plenty of other games had equally cheesy acting, equally clueless writing, and equally trivial gameplay. Phantasmagoria‘s modern reputation for hilarious ineptitude stems to a large extent from its mainstream prominence in its heyday. The wave of hype that Sierra unleashed, much of it issuing from the mouth of Roberta herself, is catnip for snarky reviewers like yours truly, who can’t help but throw it all back in her face. “I want to explore games with a lot of substance and deep emotions,” Roberta said. But Phantasmagoria is so very, very much not that kind of game. If you squint just right, you can see what she was trying to create: a game of claustrophobic psychological horror, an interactive version of The Shining. But alas, nobody involved had the chops to pull it off.

Phantasmagoria revolves around a couple of artsy newlyweds named Adrienne and Don, a novelist and a photographer respectively. As the story begins, they’ve just moved into a rambling old mansion on a sparsely inhabited island off the coast of New England. They’re the first people to attempt to live in the house, we soon learn, in almost a century. The last person to do so before them was a strange stage magician named Carno the Magnificent, who went through pretty young wives at a prodigious rate — all of them abruptly disappearing from the island, never to be seen again. In the end, Carno himself disappeared, and that was that for the house until our heroes turn up. It comes as a surprise to absolutely no one except them when the place turns out to be haunted by a malevolent spirit. It quickly begins to take over the mind of Don, leaving Adrienne, the character the player controls, to try to sort out the mystery before her husband murders her like Carno killed all of his wives.

Somewhat surprisingly in light of Sierra’s mass-market aspirations, they never attempted to hire “name” actors for Phantasmagoria in the way that Origin Systems was doing at the time for the Wing Commander franchise. The role of Adrienne went to Victoria Morsell, whom Sierra rather ambitiously described as a “film, TV, and theater star,” having apparently confused bit parts with starring ones. Still, she does a decent job within the awkward constraints of her task. David Homb in the role of Don, on the other hand, is just awful; his wooden performance comes off as more creepy before the horror starts, when he’s trying to play a loving husband and failing at it abjectly, than it does after his head starts metaphorically spinning around. The rest of the cast is a similarly mixed bag.

Sierra hired a director named Peter Maris, with a long run of schlocky ultra-low-budget films behind him, for a shoot that wound up taking fully four months. Even given that his oeuvre wasn’t exactly of Oscar caliber, his complete disregard for pacing is bizarre. Phantasmagoria‘s seven CDs — yes, seven — are filled with interminable sequences where Adrienne disassembles a brick chimney piece by piece, or breaks through a wooden door board by board, or applies her morning makeup layer by agonizing layer. Indeed, Adrienne insists on stopping and preening herself at each of the many mirrors in the house throughout the game, and we’re forced to watch and wait while she does so, hoping against hope that something interesting might happen this time around. (For all of Roberta Williams’s status as a female pioneer in a male-dominated industry, her games’ view of gender isn’t always the most progressive.) All of this, combined with the clumsy, overly wordy script, makes the game seem much longer than the few hours it actually takes to play. There’s a (bad) 90-minute horror flick worth of plot-advancing footage here at the best; Sierra could easily have ditched three of the seven CDs without losing much at all.

The much-vaunted “adult” content is rather less than it’s cracked up to be. The opening movie includes the least sexy sex scene in the history of media. Ken Williams says that it was originally to have shown Adrienne topless, but Sierra lost their nerve in the end: “When it came time to release the game, we edited it to only show some side boob.” Given how weird and awkward it already is, we can only be thankful for their last-minute fit of prudishness.

Nor is the game remotely scary, although it does get gruesome — a very different quality — from time to time. These sequences come when Adrienne is visited by visions of the murders that took place long ago in the different rooms of the house, or, in the latter stages of the game, when she herself meets an unfortunate end thanks to a failure on the player’s part. For better or for worse, the methods of murder might just be the most creatively inspired parts of the game: Carno kills one wife by sticking a funnel into her mouth and stuffing disgusting offal down her throat, another by shackling her into a machine that twists her head around until her neck snaps, while Adrienne can get her head sliced in two by an axe blade or her face literally ripped off by a demon. These scenes are certainly gross and shocking in their way, but it’s all strictly B-movie-slasher fare — Friday the 13th Part V rather than the Shining vibe Roberta was going for.

The scene which prompts by far the most discussion today takes place out of the blue one morning, when Don creeps up behind Adrienne at her bedroom mirror and proceeds to… well, to rape her. Needless to say, this is a disturbing place for even an adults-only game to go. Roberta Williams is hopelessly out of her writerly depth here; in contemporary interviews, she seems utterly oblivious to the real trauma of rape, describing the scene as nothing more than a plot device to show Don’s descent into evil. Its one saving grace is the fact that no one involved is up to the task of making the rape seem remotely realistic; Don humps and thrusts a bit without ever actually taking his boxer shorts off, and that’s that. (One can only hope that Sierra didn’t shoot a more explicit version of this scene…) Afterward Adrienne, rather in contrast to Roberta’s stated desire to explore “deep emotions,” just cleans herself up and gets on with her day, apparently none the worse for wear. Even amidst the more lackadaisical sexual politics of 1995, the scene prompted considerable discussion and a measure of public outrage here and there. Australia’s Office of Film and Literature Classification refused to accept the game because of it, with the result that it was effectively banned from sale in that country.

So much for Phantasmagoria the movie. In terms of gameplay, it isn’t up to all that much at all. Its reliance on canned snippets of static video dramatically limits the scope of its interactivity, while its determination to be as accessible as possible means that all of its puzzles are broadly obvious; a version of that tired old adventure saw, the locked door with a key in the keyhole on the other side and a handy nail and newspaper, is about as complicated as things ever get. The simplified interface from King’s Quest VII makes a return, it’s once again possible to play the chapters in any order you choose, and bookmarks once more replace save files in the game’s terminology, although it is at least possible to make your own bookmarks whenever you like now.

In a way, all of this is a blessing: it lets you power right on through Phantasmagoria, laughing at it all the while, without getting hung up on the design flaws that dog most of Roberta Williams’s games. I’m not generally a fan of high camp, but even I could probably enjoy Phantasmagoria with the right group of friends. If ever a game was ripe for the Mystery Science Theater 3000 treatment, it’s this one.


Note the ESRB rating at the bottom right of the Phantasmagoria box. In the face of the internecine split over rating systems among computer-game publishers, Sierra generally backed the ESRB over its rival the RSAC. (The much more extreme sequel-in-name-only Phantasmagoria: A Puzzle of Flesh would go with the RSAC in order to avoid the ESRB’s dreaded “Adults Only” rating, which most retailers refused to touch.)

Adrienne just can’t resist a mirror.

Objects in your inventory can be viewed as rotatable 3D models, a capability that debuted in King’s Quest VII. Indeed, Phantasmagoria‘s environments were all built using 3D-modeling software rather than being hand-drawn pixel art. This is the only way Sierra could possibly have included more than 1000 different views in the game, as their marketers proudly told anyone who would listen; the typical old-style Sierra adventure had less than 100. But the new approach didn’t lead to increased environmental interactivity — rather the opposite, I’m afraid.

Adrienne with psycho-hubby Don. Both wear the same clothes for all seven days of the game, a fact that has prompted much joking over the years. This was judged necessary so that the developers could mix and match video sequences as needed. The outfit that Adrienne wears is actually the one that Victoria Morsell, the actress who portrayed her, just happened to turn up in on the first day of filming. “By the time the filming for Phantasmagoria was complete,” wrote Sierra in their customer newsletter, “duct tape, patches, and prayers were all that held Tori’s pants together. She had worn them to the set every single day of the fifteen weeks of filming.”

One of Carno’s ingenious execution devices. Sierra had these props built by local Oakhurst craftsmen, prompting much discussion in the town about just what it was they were up to inside the building that housed their sound stage.

The real horrors of Phantasmagoria are Harriet and her son Cyrus, a pair of bumpkin ingrates who are meant to serve as comic relief. They’re exactly as unfunny as this screenshot looks.



But that, of course, is now. When it was released in the summer of 1995, accompanied by the most lavish marketing campaign Sierra had ever sprung for, Phantasmagoria was hailed as the necessary future of gaming — and not just by Sierra’s own marketers. All of the drawbacks of its technical approach, which would have still been present even with better writing, designing, acting, and directing, were overlooked by industry scribes eager to see the fusion of Silicon Valley and Hollywood. “For horror fans,” wrote Computer Gaming World, “Phantasmagoria is a signal event, one of the most powerful titles ever released in the genre, and easily the most single-mindedly horrific.” In a fit of exuberance, Roberta Williams let slip her dream of becoming “the Steven Spielberg of interactivity.” Thus she must have reveled most of all in the mainstream-press coverage. USA Today, Entertainment Weekly, and Billboard all gave the game positive reviews; “Hotly awaited and, well, just hot, Phantasmagoria lives up to the advance billing,” wrote the last. Notices like these easily made up for the refusal of some squeamish retailers, among them the national chain Comp USA, to stock the game at all.

Every article was sure to mention the game’s budget of fully $4 million, an absolutely astronomical sum by the standards of the time, and one which Sierra too trumpeted for all it was worth in their advertising. In truth, much of that money had gone into the building of the Oakhurst sound stage that Sierra planned to use for many more games, but no one was going to let such details get in the way of a headline about a $4 million computer game. Phantasmagoria became a massive hit; its sales soared past the magic mark of 1 million units and just kept right on going. It was a perfect game to take home with a shiny new computer, the perfect way to show your friends and neighbors what your new wundermachine could do. The window of time in which a game like this could have success on a scale like this was to prove sharply limited, but Phantasmagoria managed to slip through behind Sherlock Holmes Consulting Detective, The 7th Guest, and Myst just before said window slammed shut. It would prove the last such sparkling success among its peculiar species of game.

But what a success it was while it lasted. Phantasmagoria still stands as the best-selling game ever released by an independent Sierra. Small wonder that Ken and Roberta Williams both remember it so fondly today. Rather than a laughingstock, they remember Phantasmagoria as a mainstream-press darling and chart-topping hit, and love it for that. Thus Ken continues to describe it as “awesome,” while Roberta still names it as her favorite of all the games she made. It was all too easy in 1995 to believe that Phantasmagoria really was the future of gaming writ large.

The Oakhurst folks finished three other adventure games that year, with more mixed commercial results. Space Quest 6, which was made with a lot of the traditional Sierra style but without a lot of enthusiasm from upper management, validated the latter’s skepticism when it failed to sell all that well, signifying the end of that series. Torin’s Passage, a workmanlike fantasy adventure in the King’s Quest mold by Al Lowe of Leisure Suit Larry fame, was another mediocre performer, one whose reason for existing at all at this juncture was a little hard to determine. Finally, the second of the new generation of Sierra adventures, built like Phantasmagoria around filmed actors, was The Beast Within: A Gabriel Knight Mystery. I’ll return to it in my next article.

Yet Oakhurst was no longer the be all, end all of Sierra. In the new corporate order envisioned by Ken Williams and Mike Brochu, the adventure games that came out of Oakhurst were to be only a single piece of the overall Sierra puzzle. They planned to build an empire from Bellevue that would cover all of the bases in consumer-oriented software. Already over the course of the previous half-decade, Sierra had acquired the Oregon-based jack-of-all-trades games studio Dynamix, the Delaware-based educational-software specialist Bright Star, and the artsy French games studio Coktel Vision. Now, in the first year after Brochu’s hiring, they made no fewer than six more significant acquisitions: the Texas-based Arion Software, maker of the recipe-tracking package MasterCook; the Washington-based Green Thumb Software, maker of Land Designer and other tools for gardeners; the British Impressions Software, maker of a diverse lineup of strategy games; the Massachusetts-based Papyrus Design Group, a specialist in auto-racing simulations; the Washington-based Pixellite Group, the maker of Print Artist, a software package for creating signs and banners; and the Utah-based Headgate Studios, a specialist in golf simulations.

Of all the other products Sierra released in 1995, the one that came closest to matching Phantasmagoria‘s success came from good old reliable Dynamix. “I was in a high-level meeting,” remembers Dynamix’s founder Jeff Tunnell, “and the sales manager for all of Sierra said, ‘These fishing games are selling in Japan on the Nintendo.’ Everybody started laughing. But I said, ‘I’ll do one.'” Like Phantasmagoria, Trophy Bass was consciously designed for a different demographic than the typical computer game; it looked more at home on the shelves of Walmart than Electronics Boutique or Software Etc. It shocked everybody by outselling all other Sierra games in 1995, with the exception only of Roberta Williams’s big adventure, becoming in the process the best-selling game that Dynamix ever had or ever would make. Thanks to it, the later 1990s would see a flood of other fishing and hunting games, most of them executed with less love than Trophy Bass. Hardcore computer gamers scoffed at these simplistic knockoff titles and the supposed simple-minded rednecks who played them, but they sold and sold and sold.

Along with Phantasmagoria and other Sierra products like The Incredible MachineTrophy Bass provided proof positive that there were any number of new customer bases out there just waiting to be tapped, made up of people who were looking for something a bit less demanding of their time and energy than the typical computer game for the hardcore, with themes other than the nerdy staples of science fiction, fantasy, and military simulations. Whatever his faults and mistakes — you know, those ones which I haven’t hesitated to describe at copious length in these articles — Ken Williams realized earlier than most that these people were out there, and never stopped trying to reach them, even as he also navigated the computer-game market as it was currently constituted. For this, he deserves enormous credit.

As Sierra came out of 1995, he had good reason to feel pleased with himself. Revenues had nearly doubled over those of the previous year, to $158.1 million, and even all of the acquisitions couldn’t prevent the company from clearing over $16 million in profits. With Electronic Arts, the only publisher of consumer software with equal size and clout, now investing more and more heavily in console games, Sierra seemed to stand on the verge of complete dominance of the exploding marketplace for home-computer software. Ken’s longstanding dream of selling software to everyone was so close to fruition that he could taste it. And as for Roberta: her own dream of becoming the Steven Spielberg of interactivity seemed less and less far-fetched each day.

If you had told the pair that Roberta would never get the chance to make another point-and-click adventure game, or that the Oakhurst sound stage would be written off as a colossal blind alley and decommissioned within the next few years, or that neither of them would still be working for Sierra by that point, or that Sierra’s Oakhurst branch as a whole would be shuttered well before the millennium… well, they would presumably have been surprised, to say the least.

(Sources: the books Phantasmagoria: The Official Player’s Guide by Lorelei Shannon and Not All Fairy Tales Have Happy Endings: The Rise and Fall of Sierra On-Line by Ken Williams, Computer Gaming World of February 1995 and November 1995, Los Angeles Times of November 14 1995, Sierra’s customer newsletter InterAction of Fall 1994, Holiday 1994, Spring 1995, and Holiday 1995; press releases, annual reports, and other internal and external documents from the Sierra archive at the Strong Museum of Play. Video sources include a vintage making-of-Phantasmagoria video and Matt Chat 201. Other online sources include “How Sierra was Captured, Then Killed, by a Massive Accounting Fraud” by Duncan Fyfe at Vice, Sierra’s SEC filing for 1996, Anthony Larme’s Phantasmagoria fan site, the Adventure Classic Gaming interview with Roberta Williams, Ken Williams’s comments in a Sierra Gamers discussion of King’s Quest opening movies, and the current MasterCook website. And my thanks go to Corey Cole, who took the time to answer some questions about this period of Sierra’s history from his perspective as a developer there.)

 
 

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Betrayal at Krondor

During the 1960s and 1970s, a new type of game began to appear in increasing numbers on American tabletops: the experiential game. These differed from the purely abstract board and card games of yore in that they purported to simulate a virtual world of sorts which lived behind their surface systems. The paradigm shift this entailed was such that for many players these games ceased to be games at all in the zero-sum sense. When a group came together to play Squad Leader or Dungeons & Dragons, there hung over the plebeian kitchen or basement in which they played a shared vision of the beaches of Normandy or the dungeons of Greyhawk. The games became vehicles for exploring the vagaries of history or the limits of the imagination — vehicles, in other words, for living out shared stories.

In retrospect, it was perhaps inevitable that some of the stories generated in this way would make their way out of the gaming sessions which had spawned them and find a home in more traditional, linear forms of media. And, indeed, just such things were happening by the 1980s, as the first novels born from games arrived.

Needless to say, basing your book on a game you’ve played isn’t much of a path to literary respectability. But for a certain kind of plot-focused genre novel — the kind focusing strictly on what people do rather than why they do it — prototyping the whole thing as a game makes a degree of sense. It can keep you honest by forcing your story to conform to a simulated reality that transcends the mere expediency of what might be cool and exciting to write into the next scene. By pushing against authorial fiat and the deus ex machina, it can give the whole work an internal coherency — an honesty, one might even say — that’s too often missing from novels of this stripe.

The most widely publicized early example of the phenomenon was undoubtedly the one which involved a humble insurance salesman named Tom Clancy, who came out of nowhere with a techno-thriller novel called The Hunt for Red October in 1984. The perfect book for a time of resurgent patriotism and military pride in the United States, it found a fan in no less elevated a personage than President Ronald Reagan, who declared it “my kind of yarn.” As the book topped the bestseller charts and the press rushed to draft their human-interest stories on the man who had written it, they learned that Clancy had gamed out its entire scenario, involving a rogue Soviet submarine captain who wishes to defect along with his vessel to the United States, with a friend of his named Larry Bond, using Harpoon, a tabletop wargame of modern naval combat designed by the latter. Clancy’s follow-up novel, a story of open warfare between East and West called Red Storm Rising, was a product of the same gestation process. To the literary establishment, it all seemed extremely strange and vaguely unsettling; to many a wargamer, it seemed perfectly natural.

Another line of ludic adaptations from the same period didn’t attract as much attention from the New York Times Book Review, much less the president, but nevertheless became almost as successful on its own terms. In 1983, TSR, the publisher of Dungeons & Dragons, decided to make a new series of adventure modules for the game, each of which would feature a different kind of dragon — because, as some of their customers were writing in their letters, the existing Dungeons & Dragons modules “had plenty of dungeons, but not many dragons.” The marketing exercise soon grew into Dragonlance, an elaborately plotted Tolkienesque epic set in a brand new fantasy world — one which, yes, featured plenty of dragons. TSR asked employees Margaret Weis and Tracy Hickman to write a trilogy of novels based on the fourteen Dragonlance adventure modules and source books they planned to publish. Thus Dragons of Autumn Twilight, the first volume of The Dragonlance Chronicles, was published in the same year as The Hunt for Red October. It promptly became a nerdy sensation, the biggest fantasy novel of the year, spawning a whole new business for TSR as a publisher of paperback novels. In time, said novels would become as big a part of their business as the games on which they were based.

A third, only slightly less heralded example of the games-into-books trend actually predates the two I’ve just mentioned by a couple of years. In the late 1970s, a group of students at the University of California San Diego took up the recently published Dungeons & Dragons. Growing dissatisfied with TSR’s rules, they scrapped them one by one, replacing them with their own home-grown versions. Meanwhile they evolved a world in which to play called Midkemia, complete with its own detailed history, bestiary, sociology, and geography. Forming a little company of their own, as so many Dungeons & Dragons fanatics were doing at the time, they published some of their innovations to modest sales.

Raymond E. Feist

But one of their number named Raymond E. Feist had bigger ambitions. He wrote a novel based on some of the group’s exploits in Midkemia. Calling it simply Magician, he got it published through Doubleday in 1982 as the first volume of The Riftwar Saga. It sold very well, marking the start of one of the longest-running fantasy series ever.

Unlike the later cases of Tom Clancy and Dragonlance, Magician wasn’t widely publicized or advertised as being the product of a game. It was seen instead as merely the latest entry in an exploding branch of genre fiction: lengthy high-fantasy series inspired by J.R.R. Tolkien, often to the point of one-to-one correspondences between characters and plot events, but written in a manner more immediately accessible to the average Middle American reader, with more action, more narrative thrust, less elevated diction, and fewer digressive songs and poetry. Dragonlance, of course, is an example of the same breed.

I must admit that I’ve personally read only the first book of Feist’s series, and not even to completion at that. This sort of derivative high fantasy doesn’t do much for me as a rule, so I’m not the best person to judge Feist’s output under any circumstances. Anything positive I do say about it runs the risk of damning with faint praise.

To wit: my wife and I used the book as our light bedtime reading, and we made it about two-thirds of the way through before terminal ennui set in and we decided we’d had enough. If that seems like less than a ringing endorsement, know that it’s farther than I generally get with most fantasy novels, including ones with considerably more literary credibility. I thus feel comfortable in saying that at least the early Raymond E. Feist novels are well-crafted examples of their breed, if you happen to like that sort of thing. (I do understand from others that the quality of his work, and particularly of his plotting, began to decline after his first handful of Midkemia novels. Perhaps because he was no longer basing them on his gaming experiences?)

The world of Midkemia is most interesting for our purposes, however, for the computer game it spawned. Yes, a series of novels based on a game got turned back into a very different sort of game. And then, just for good measure, that game got turned into another novel. It’s a crazy old transmedia world.


The more direct origin of Betrayal at Krondor, the game in question, can be traced back to June of 1991 and a chance meeting between John Cutter and Jeff Tunnell at the Summer Consumer Electronics Show. Both names may be familiar to regular readers of these histories.

John Cutter

Cutter had spent several years with Cinemaware, helping to craft many of their most innovative creations, which blended strong narrative elements with play styles that were unorthodox in story-heavy computer games at the time. In late 1990, with Cinemaware in the process of collapsing, he and several colleagues had jumped ship to New World Computing, best known for their Might & Magic series of CRPGs. But he was trapped in a purely administrative role there, without the freedom to create which he had enjoyed at Cinemaware, and was already feeling dissatisfied by the time he met Tunnell at that Summer CES.

Jeff Tunnell

Tunnell, for his part, was the founder of the studio known as Dynamix, now a subsidiary of Sierra Online. They were best known for their 3D graphics technology and the line of vehicular simulators it enabled, but they had fingers in several other pies as well, from adventure games to a burgeoning interest in casual puzzle games.

Recognizing talent when he saw it, Tunnell asked Cutter to leave Southern California, the home of the erstwhile Cinemaware and the current New World, and come to Eugene, Oregon, the home of Dynamix. Not only would he be able to have a creative role there once again, Tunnell promised, but he would be allowed to make whatever game he wanted to. Cutter jumped at the chance.

Once in Eugene, however, he struggled to identify just the right project. His first instinct was to make a point-and-click adventure game in the Sierra mold, but Tunnell, having made three of them in the last couple of years to less than satisfying effect, was feeling burned out on the genre and its limitations, and gently steered him away from it. (Absolute creative freedom, Cutter was learning, is seldom really absolute.)

At last, Tunnell came to Cutter with an idea of his own. He’d been reading a very popular series of fantasy novels by this fellow named Raymond E. Feist, and he thought they’d make a fine CRPG. Dynamix had never dabbled in the genre before, but when had that ever stopped them from trying something new? He suggested that Cutter give the first few of the books a read. If it turned out that he liked them as well and agreed that they’d make a good game, well, perhaps he should ring Feist up and have a chat about just that possibility.

Glad to finally have a clear sense of direction, Cutter did the one thing and then did the other. Feist was very busy, but was himself a long-time computer gamer, having sat down in front of his first Apple II some twelve or thirteen years before. He liked the idea of seeing Midkemia come to life on a computer screen. Although he didn’t have much time for working personally on such a project, he told his agent to make the deal happen if at all possible. So, a contract was signed that gave Dynamix the right to make Midkemia games until January 1, 1995, with Feist given the right of final approval or rejection of each title prior to its release. By one account at least, it was the most expensive literary license yet granted to a game developer, a sign of Feist’s ongoing popularity among readers of fantasy literature.

Another, slightly less welcome sign of same followed immediately after: upon being asked whether he was interested in authoring the game himself, Feist said that his time was money, so he’d need to be paid something beyond the terms of the licensing agreement itself — and, he noted flatly, “you couldn’t afford me.” This posed a dilemma. Cutter believed himself to be a better designer of game systems than a writer, and thus certainly wasn’t going to take on the job personally. Casting about for a likely candidate, his thoughts turned to one Neal Hallford, an enthusiastic young fellow with a way with words whom he’d befriended back at New World Computing.

Neal Hallford

A fresh-out-of-university Hallford had joined New World in the role of writer some months before Cutter himself had arrived. His first assignment there had been to make sense of the poorly translated English text of Tunnels & Trolls: Crusaders of Khazan, a project New World had chosen to outsource to a Japanese developer, with underwhelming results all the way around. After that truly thankless task, he’d worked for a while on Might and Magic III before playing a pivotal role on Planet’s Edge, an ambitious science-fiction CRPG that had tried to do just a little bit too much for its own good. He was just finishing that project when his old friend John Cutter called.

Like Cutter before him, Hallford found Dynamix’s offer difficult to refuse. Eugene struck him as idyllic by contrast with the crowded, smoggy streets of Los Angeles; meanwhile Dynamix’s offices enjoyed the well-deserved reputation of being just about the most stylish and comfortable in the entire industry, vastly outdistancing even the parent company of Sierra in that respect. Certainly they compared favorably with the chaotic jumble of tightly packed cubicles that was the domain of New World. Thus on Halloween Day, 1991, Hallford shook hands with his old colleagues there for the last time and hopped into his Geo Metro for the drive north.

Upon Hallford’s arrival in Eugene, Cutter pulled him into his office and kept him there for a week, while the two hashed out exactly what game they wanted to make and wrote the outline of a script. Hallford still remembers that week of frenzied creativity as “one of the best weeks of my life.” These two friends, different in talents and personality but unified in their vision for the game, would do the vast majority of the creative heavy lifting that would go into it. Broadly stated, Cutter would be the systems guy while Hallford would be the story guy, yet their visions would prove so simpatico that they’d seldom disagree on much of anything at all.

Jeff Tunnell had initially fallen in love with a Midkemia novel called Silverthorn, and the original plan he’d pitched to Cutter had been to make the game a fairly straightforward adaptation of that book’s plot. But such a thing is inherently problematic, for reasons I’ve had ample cause to discuss in earlier articles. Players who buy the game because they read and liked the novel — who are, after all, the whole reason for making a licensed game at all from a business perspective — won’t be excited about stepping through a plot they already know. At the same time, it’s all too easy from the design side to make a game where victory hinges on taking all of the same idiosyncratic, possibly irrational actions as the protagonists of the novel. And so you end up with a game that bores one group of players to tears, even as it frustrates another group who don’t happen to know what Character A needs to do in Situation B in order to replicate the novel’s story.

The biggest appeal of the Midkemia novels, Hallford believed, was indeed the world itself, with its detailed culture and geography and its cast of dozens of well-established characters. It would be better, he thought, to set a brand new story there, one that would let Feist’s many fans meet up with old friends in familiar locales, but that wouldn’t force them to step by rote through a plot they already knew. During the crash course on Midkemia which he’d given himself in the few weeks before starting at Dynamix — like Cutter, he’d come to Feist fandom cold — Hallford had identified a twenty-year “hole” in the chronology where he and Cutter could set a new story: just after A Darkness at Sethanon, the concluding volume in the original Riftwar Cycle that had started the ball rolling. Somewhat to everyone’s surprise, Feist was willing to entrust this young, unproven writer with creating something really new in his world. Betrayal at Krondor was off and running.

Hallford may have come to Midkemia late, but his dogged determination to capture the world exactly as it existed in the novels would come to a large degree to define the project. He calls himself a “born fanboy” by nature. Thus, even though he wasn’t quite of Feist’s hardcore fandom, he had enormous empathy for them. He points back to an experience from his youth: when, as a dedicated Star Trek fan, he started to read the paperback novels based on the television series which Pocket Books published in the 1980s. I read them as well, and can remember that some of them were surprisingly good as novels, at least according to my adolescent sensibilities, while also managing to capture the spirit of the series I saw on television. Others, however… not so much. Hallford points to one disillusioning book in particular, which constantly referred to phasers as “ray guns.” It inculcated in him a sense that any writer who works in a beloved universe owes it to the fans of said universe — even if he’s not really one of them — to be as true to it as is humanly possible.

So, Hallford wrote Betrayal at Krondor with Feist’s fans constantly in mind. He immersed himself in Feist’s works to the point that he was almost able to become the novelist. The prose he crafted, vivid and effective within its domain, really is virtually indistinguishable from that of its inspiration, whose own involvement was limited to an early in-person meeting and regular phone conversations thereafter. Yet the latter became more rather than less frequent as the project wore on; Feist found his enthusiasm for the game increasing in tandem with his surprise at how earnestly Hallford tried to capture his novels and the extent to which he was managing to succeed with only the most limited coaching. The fan verdict would prove even more telling. To this day, many of them believe that it was Feist himself who scripted Betrayal at Krondor.

But Betrayal of Krondor is notable for more than Neal Hallford’s dedicated fan service. It’s filled to bursting with genuinely original ideas, many of which flew in the face of contemporary fashions in games. Not all of the ideas work — some of them rather pull against one another — but the game’s boldness makes it a bracing study in design.

Following the lead of GUI advocates working with other sorts of software, game designers in the early 1990s were increasingly embracing the gospel of the “mode-less” interface: a single master screen on which everything takes place, as opposed to different displays and interfaces for different play states. (For an excellent example of how a mode-less interface could be implemented in the context of a CRPG, see Origin Systems’s Ultima VII.) Cutter and Hallford, however, pitched this gospel straight into the trash can without a second thought. Betrayal at Krondor has a separate mode for everything.

The closest thing it has to a “home” screen must be the first-person exploration view, which uses 3D graphics technology poached from Dynamix’s flight simulators. But then, you can and probably often will move around from an overhead map view as well. When interesting encounters happen, the screen is given over to text with clickable menus, or to storybook-style illustrated dialog scenes. When you get in a fight, that’s also displayed on a screen of its own; combat is a turn-based affair played on a grid that ends up vaguely resembling the Battle Chess games by Interplay. (Thankfully, it’s also tactically interesting and satisfying.) And then when you come upon a locked chest, you’re dumped into yet another new mode, where you have to work out a word puzzle in order to open it, because why not? All of these modes are accompanied by different styles of graphics: 3D graphics on the main exploration screen, a no-frills Rogue-like display for the overhead movement view, pixel art with the story scenes, digitized real-world actors with the dialog scenes, the sprite-based isometric view that accompanies combat, etc.

The first-person exploration view.

The overhead view.

A bit of exposition. Could this be a side quest before us?

The combat view.

A puzzle chest. The answer to this one, for the record, is “die.” Later riddles get much more complicated, but the mechanics of the puzzles ingeniously prevent them from ever becoming completely insoluble. Many a player has had a significant other who couldn’t care less about the rest of the game, but loves these puzzle chests…

This mishmash of approaches can make the game feel like a throwback to the 1980s, when genres and their established sets of best practices were not yet set in stone, and when many games that may strike us as rather odd mashups today were being produced. We can certainly see John Cutter’s roots in Cinemaware here; that company made a career out of ignoring the rules of ludic genre in favor of whatever systems best conveyed the fictional genre they were attempting to capture. By all rights, Betrayal at Krondor ought not to work, as so many of Cinemaware’s games tended not quite to work. All of these different modes and play styles — the puzzle chests in particular seem beamed in from a different game entirely — ought to add up to a hopelessly confusing muddle. Somehow, though, it does work; Betrayal at Krondor actually isn’t terribly hard to come to grips with initially, and navigating its many modes soon becomes second nature.

One reason for this is doubtless also the reason for much else that’s good about the game: its unusually extended testing period. When development was reaching what everyone thought to be its final stages, Dynamix sent the game to outside testers for what was expected to be a three-month evaluation period. Even this much usability testing would have been more than most studios were doing at this time. But the project, as so many game-development projects tend to do, ran way longer than expected, and three months turned into nine months of constant player feedback. While our universe isn’t entirely bereft of games that seem to have sprung into being fully-formed, by far the most good games attain that status only gradually, through repeated iterations of testing and feedback. Betrayal at Krondor came by its goodness in exactly this hard, honest way. Unlike a dismaying number of games from its time, this game feels like one that’s actually been played — played extensively — before it got released. The niggling problems that dog even many good games from the early 1990s (such as the infuriating inventory management and rudderless combat of Ultima VII) are almost completely absent here. Instead the game is full of thoughtful little touches to head off annoyance, the sort of touches that can only come from real player feedback.

The final verdict on its mishmash of graphical approaches, on the other hand, must be less positive. Betrayal at Krondor wasn’t a notably attractive game even by the standards of its day, and time has done it no favors; the project desperately needed a strong art director able to impose a unified aesthetic vision. The parts of it that have aged the worst by far are those employing digitized actors, who look almost unbelievably ludicrous, cutting violently against any sense of Tolkienesque grandeur Hallford’s prose might be straining to evoke. Most store-bought Halloween costumes look higher rent than this bunch of survivors of an explosion at the Loony Tunes prop department. John Cutter acknowledges the problems:

We digitized a lot of the actors, and we assumed they were going to be so pixelated that the makeup and costumes didn’t have to look that great. They just kind of had to be… close. But by the time we launched the game the technology had improved… yeah. You could see the elastic bands on the fake beards. It was pretty bad. I wasn’t crazy about a lot of the graphics in the game.

Tellingly, the use of digitized actors was the one place where Betrayal at Krondor didn’t blaze its own trail, bowing instead to contemporary trends.



For all of Betrayal at Krondor‘s welcome willingness just to try lots of stuff, its approach to story remains its most memorable and interesting quality of all. This aspect of the game was so front and center in the mind of John Cutter that, when he wrote a brief few paragraphs of “Designer Notes” for the manual, it came to occupy more than half the space:

We decided the game should be an interactive story. Characters would be multidimensional and capable of stirring the player’s emotions. The story would be carefully plotted with lots of surprises, a good mix of humor and pathos, and abundant amounts of mystery and foreshadowing to keep the player intrigued.

Balancing play against plot is the most confounding job any game designer can face on a fantasy role-playing game. In Betrayal at Krondor, we have integrated our plot so that it provides ample gaming opportunities, while also giving the player a sense of time, place, and purpose. This is achieved by making an onscreen map available to the player at all times, and by creating short-term goals — the nine chapters in the game — which give us a unique opportunity to tell a progressive story that still gives the player plenty of freedom to explore and adventure without being confined to a scripted plot.

In thus “balancing play against plot,” Cutter and Hallford were attempting to square a circle that had been bedeviling game designers for a long time. All of the things that mark a rich story — characters with agendas of their own; big reveals and shocking turns; the classic narrative structure of rising action, climax, and denouement; dramatic confrontations with expressive dialog — cut against the player’s freedom to go wherever and do whatever she wants. As a designer, says the conventional wisdom, you can’t have it all: you must rather stake out your spot on a continuum where at one end the player does little more than click her way through a railroaded plot line, and at the other she does absolutely anything she wants, but does it in a world bereft of any larger meaning or purpose. Adventure games tend to lean toward the set-piece-storytelling end of the continuum, CRPGs toward open-ended interactivity.

Even CRPGs from around the time of Betrayal at Krondor which are written expansively and well, such as Ultima VII, generally send you wandering through other people’s stories rather than your own. Each city you explore in that game is full of little story stubs revolving around the inhabitants thereof rather than yourself; your role is merely to nudge these dramas of others along to some sort of resolution before you disappear again. Your larger agenda, meanwhile, boils down to the usual real or metaphorical collecting of pieces to assemble the big whatsit at the end — a series of actions which can be done in any order precisely because they’re so simplistic in terms of plot. You’re in the world, but never really feel yourself to be of it.

Cutter and Hallford, however, refused to accept the conventional wisdom embodied by even so markedly innovative a CRPG as Ultima VII. They were determined to deliver the best of both worlds — an adventure-game-like plot and CRPG-like freedom — in the same game. Unsurprisingly, it doesn’t quite work as a whole. Nevertheless, the attempt is well worth discussing.

Betrayal at Krondor positively trumpets its intentions via the metaphors which its user interface employs. Once again ignoring all of the fashions of its time, which emphasized the definitively non-textual aesthetic of the interactive movie, this game presents itself as an interactive book with an enthusiasm worthy of the 1980s heyday of bookware. The overriding look of the game, to the extent it has one amidst all its clashing graphical styles, is of an illuminated manuscript, ink on yellowing parchment. The story is told in a literary past tense, save points become “bookmarks,” and, as Cutter himself noted in the extract above, the whole experience is divided into nine neat “chapters.”

The game is relentless about describing every single event using full sentences worthy of one of Feist’s novels. Sometimes the end result can verge on the ridiculous. For example, every single time you search the body of an opponent you’ve just killed — something you’ll be doing an awful lot of, what with this being a CRPG and all — you’re greeted with a verbose missive:

Owyn looked for supplies. Feeling like a vulture, he turned the body this way and that as he searched for anything that might be of value to them on their journey. All in all, he supposed that if he were the dead man, it wouldn’t matter to him any longer what happened to his belongings.

Every character has the exact same feeling when searching a dead body, despite very different personalities. This is one of many places where Betrayal at Krondor‘s verbosity winds up undercutting rather than strengthening its sense of mimesis.

Of course, you can and quickly will learn to click right through this message and its one or two random variations each time you search a corpse. But it remains an amusing sign of just how committed Cutter and Halford were to their “interactive storybook” concept in even the most repetitive, mechanical areas of their creation. (Imagine what Pac-Man would be like if the title character stopped to muse about his actions every time he swallowed a power pill and killed another ghost…)

All of this past-tense verbosity has an oddly distancing effect. You don’t feel like you’re having an adventure so much as reading one — or possibly writing one. You’re held at a remove even from the characters in your party, normally the primary locus of player identification in a game like this one. You don’t get to make your own characters; instead you’re assigned three of them who fulfill the needs of the plot. And, while you can guide their development by earning experience points, improving their skills, and buying them new spells and equipment, you don’t even get to hang onto the same bunch through the whole game. Characters are moved in and out of your party from chapter to chapter — again, as the needs of each chapter’s plot requires. The final effect almost smacks of a literary hypertext, as you explore the possibility space of a story rather than actually feeling yourself to be embodying a role or roles in that story. This is certainly unique, and not necessarily a bad thing. It’s just… a little strange in relation to what we tend to think of CRPGs as being. These are, after all, role-playing games.

As I’ve described it so far, Betrayal at Krondor sounds more akin to the typical Japanese than the Western CRPG. The former tend to lie much closer to the set-piece-story end of our continuum of design; they provide a set, fairly linear plot to walk through, generally complete with predefined characters, rather than the degree of world simulation and open-ended exploration that marks the Western tradition. (A Japanese CRPG is, many a critic has scoffed, just a linear story in which you have to fight a battle to see each successive scene.) Yet Betrayal at Krondor actually doesn’t fit comfortably with that bunch either. For, as Cutter also notes above, he and his design partner were determined to “give the player plenty of freedom to explore and adventure without being bound to a scripted plot.”

Their means of accomplishing that relies once again on the chapter system. Each chapter begins and ends with a big helping of set-piece plot and exposition. In between, though, you’re free to go your own way and take your time in satisfying the conditions that will lead to the end of the chapter. In the first chapter, for example, your assignment is to escort a prisoner across much of the map to the capital city of Krondor. How and when you do so is up to you. The map is filled with encounters and quests, most of which have nothing to do with your central mission. And when you eventually do finish the chapter and continue on with the next, the same map gets repopulated with new things to do. This is the origin of a claim from Dynamix’s marketing department that Betrayal at Krondor is really nine CRPGs in one. In truth, it doesn’t quite live up to that billing. Only a subsection of the map is actually available to you in most chapters, much of it being walled off by impenetrable obstacles or monsters you can’t possibly kill. Even the repopulation that happens between chapters is far from comprehensive. Still, it’s an impressively earnest attempt to combine the pleasures of set-piece plotting with those of an emergent, persistent virtual world.

And yet the combination between set-piece storytelling and emergent exploration always feels like just that: a combination rather than a seamless whole. Cutter and Hallford didn’t, in other words, truly square this particular circle. There’s one massive block of cognitive dissonance standing at the center of it all.

Consider: you’re told at the beginning of the first chapter that your mission of escorting your prisoner to the capital is urgent. Political crisis is in the air, war clouds on the horizon. The situation demands that you hurry to Krondor by the shortest, most direct path. And yet what do you do, if you want to get the most out of the game? You head off in the opposite direction at a relaxed doddle, poking your nose into every cranny you come across. There’s a tacit agreement between game and player that the “urgent” sense of crisis in the air won’t actually evolve into anything until you decide to make it do so by hitting the next plot trigger. Thus the fundamental artificiality of the story is recognized at some level by both game and player, in a way that cuts against everything Betrayal at Krondor claims to want to be. This isn’t really an interactive storybook; it’s still at bottom a collection of gameplay elements wired together with chunks of story that don’t really need to be taken all that seriously at the end of the day.

The same sense of separation shows itself in those lengthy chapter-beginning and -ending expository scenes. A lot of stuff happens in these, including fights involving the characters ostensibly under your control, that you have no control over whatsoever — that are external to the world simulation. And then the demands of plot are satisfied for a while, and the simulation engine kicks back in. This is no better or worse than the vast majority of games with stories, but it certainly isn’t the revolution some of the designers’ claims might seem to imply.

Of course, one might say that all of these observations are rather more philosophical than practical, of more interest to game designers and scholars than the average player; you can suspend your disbelief easily enough and enjoy the game just as it is. There are places in Betrayal at Krondor, however, where some of the knock-on effects of the designers’ priorities really do impact your enjoyment in more tangible ways. For this is a game which can leave you marooned halfway through, unable to move forward and unable to go back.

Dead ends where the only option is to restore are normally less associated with CRPGs than adventure games; they played a big role in all but killing that genre as a commercial proposition by the end of the 1990s. CRPGs are usually more forgiving thanks to their more simulation-oriented nature — but, sadly, Betrayal at Krondor is an exception, due to a confluence of design decisions that all seem perfectly reasonable and were all made with the best of intentions. It thus provides a lesson in unexpected, unintended consequences — a lesson which any game designer would be wise to study.

The blogger Chet Bolingbroke, better known as The CRPG Addict, made these comments recently in the context of another game:

One of the notable features of CRPGs in contrast to some other genres is that they almost always support a Plan B. When one way of playing doesn’t work out, you can almost always resort to a more boring, more banal, grindier method of getting something done. I tend to mentally preface these fallback plans with “I can always…” Having a tough time with the final battle? “I can always reload again and again until the initiative rolls go my way.” Can’t overcome the evil wizard at your current level? “I can always grind.” Running out of resources? “I can always retreat from the dungeon, head back to town and buy a ton of healing potions.”

The most frustrating moments in CRPGs are when you suddenly find yourself with no way to finish “I can always” — when there is no Plan B, when luck alone will never save you, when there isn’t even a long way around.

This is precisely the problem which the player of Betrayal at Krondor can all too easily run into. Not only does the game allow you to ignore the urgent call of its plot, but it actually forces you to do so in order to be successful. If you take the impetus of the story seriously and rush to fulfill your tasks in the early chapters, you won’t build up your characters sufficiently to survive the later ones. Even if you do take your time and explore, trying to accrue experience, focusing on the wrong skills and spells can leave you in the same boat. By the time you realize your predicament, your “Plan B” is nonexistent. You can’t get back to those encounters you skipped in the earlier, easier chapters, and thus can’t grind your characters out of their difficulties. There actually are no random encounters whatsoever in the game, only the fixed ones placed on the map at the beginning of each chapter. I’m no fan of grinding, so I’d normally be all in favor of such a choice, which Cutter and Hallford doubtless made in order to make the game less tedious and increase its sense of narrative verisimilitude. In practice, though, it means that the pool of available money and experience is finite, meaning you need not only to forget the plot and explore everywhere in the earlier chapters but make the right choices in terms of character development there if you hope to succeed in the later ones.

On the whole, then, Betrayal at Krondor acquits itself better in its earlier chapters than in its later ones. It can be a very immersive experience indeed when you first start out with a huge map to roam, full of monsters to battle and quests to discover. By the time said map has been repopulated three or four times, however, roaming across its familiar landmarks yet again, looking for whatever might be new, has begun to lose some of its appeal.

And then, as Neal Hallford would be the first to admit, Betrayal at Krondor is written above all for Raymond E. Feist fans, which can be a bit problematic if you don’t happen to be among them. This was my experience, at any rate. As an outsider to Feist’s universe, watching characters I didn’t know talk about things I’d never heard of eventually got old. When an “iconic” character like Jimmy the Hand shows up, I’m supposed to be all aflutter with excitement, but instead I’m just wondering who this latest jerk in a terrible costume is and why I should care. In my view, the game peaks in Chapter 3, which takes the form of a surprisingly complex self-contained murder mystery; this is a place where the game does succeed in integrating its set-piece and emergent sides to a greater extent than elsewhere. If you elect to stop playing after that chapter, you really won’t miss that much.


As I noted already, Betrayal at Krondor ran dramatically over time and over budget. To their credit, Dynamix’s management didn’t push it out the door in an unfinished state, as was happening with so many other games during this period of transition to larger and more complex productions. Yet everyone, especially poor Neal Hallford, felt the pressure of getting it done. Not only did he write almost every word of the considerable amount of text in the game, but he also wrote much of the manual, and somehow even wound up on the hook for the puff pieces about it in Sierra’s customer newsletter. After weeks of virtually living at the office, he collapsed there one day, clutching at his chest. His colleagues rushed him to the hospital, believing he must be having a heart attack even though he was still in his twenties. It turned out that he wasn’t, but the doctor’s orders were clear: “You’re not going back to work for a week. Get some rest and eat something proper. No pizza. No soft drinks. It’s either this or next time you leave work it’ll be in a hearse.” Such are the perils of commercial game development.

Betrayal at Krondor finally shipped on June 15, 1993, an inauspicious time in the history of CRPGs. Origin Systems was about to take the Ultima series in a radically different direction after a less than overwhelming response to Ultima VII; Sir-Tech was about to put their equally long-running Wizardry series on ice for similar reasons; SSI was facing dwindling sales of their Dungeons & Dragons games and was on the verge of losing the once-coveted license; other publishers were quietly dropping less prominent franchises and would-be franchises. The several years to come would be remembered by CRPG fans as the Dark Age of their favored genre; relatively few games of this stripe would be released at all, and those that were would be greeted by the marketplace with little enthusiasm.

Initially, Dynamix’s first CRPG performed about as well as you might expect in this environment. Despite some strong reviews, and despite whatever commercial advantages the Feist license brought with it, sales were slow. Cutter and Hallford had gone into Betrayal at Krondor imagining it to be only the first entry in a new series, but it soon appeared unlikely that a sequel would come to pass. Sierra, Dynamix’s parent company, was having an ugly year financially and wasn’t in the mood to make another expensive game in a passé genre, while Jeff Tunnell, the man who had had the original idea for Betrayal at Krondor, had stepped down from day-to-day management at Dynamix in favor of running a smaller subsidiary studio. Cutter and Hallford begged their new bosses to give the game time before making any final decisions, noting that good reviews and positive word of mouth among fans of the novels could yet pay dividends. The leadership team responded by laying Cutter off.

But over time, Betrayal at Krondor continued to sell steadily if not spectacularly. Then a genuine surge in sales came in early 1994, when a CD-ROM-based version featuring a lovely soundtrack and enhanced if still less than lovely graphics was released, just as the influential magazine Computer Gaming World was crowning the game the best CRPG of the previous year. Dynamix now made a belated attempt to start work on a sequel, asking Neal Hallford to helm it. But he considered the budget they were proposing to be inadequate, the time frame for development far too compressed. He turned it down, and left the company shortly thereafter. Dynamix would never make a second CRPG, whether set in Midkemia or anywhere else.

Nevertheless, that wasn’t quite the end of the story. Feist had been profoundly impressed by Betrayal at Krondor, and now took the ludic possibilities of his series of novels much more seriously than he had before seeing it. As soon as the Dynamix license expired at the beginning of 1995, he began to shop the property around once again. Initially, however, he found no one willing to pay his price, what with the current state of the CRPG market. While interactive Midkemia was thus in limbo, Sierra came up with another, cheaper idea for capitalizing on the first game’s slow-burning success. Lacking the Midkemia license, they decided to leverage the first half of the Betrayal at Krondor name instead, releasing the in-house-developed Betrayal in Antara in 1997. It copied some of the interface elements and gameplay approaches of its predecessor, but moved the action to a generic fantasy world, to less satisfying effect.

And yet the story still wasn’t over. Feist had finally found a buyer for the Midkemia rights in 1996 in the form of a publisher known as 7th Level, who signed a studio known as PyroTechnix to make a direct sequel to Betrayal at Krondor at last. But when 7th Level ran into financial difficulties, Sierra of all publishers bought back the rights, along with PyroTechnix’s development contract. The latter completed the game and saw it released under the Sierra imprint in 1998. Feist played a much more active role on Return to Krondor, the game in question, than he had on Betrayal at Krondor, yet the result once again pales in comparison to the first Midkemia game, perhaps because Cutter and Hallford once again played no role. Its mixed reception marks the last official implementation of Midkemia on a computer to date, excepting only a brief-lived MMORPG.

Two of Feist’s later books, 1998’s Krondor: The Betrayal and 2000’s Krondor: Tear of the Gods, were based upon the first and second Midkemia computer game respectively. Thus Midkemia completed its long, strange transmedia journey from game to book to game to book again. Feist continued to churn out Midkemia books until 2013, when he announced that that year’s appropriately named Magician’s End, the 30th (!) entry in the series, would be the last. The later books, however, didn’t sell in the same quantities as the earlier ones, bearing as they did the stale odor of a series long past its sell-by date.

For many of us, Betrayal at Krondor will always remain the most memorable entry in the exercise in competent derivation that is Midkemia as a whole; the game is ironically much more innovative in its medium than the novels which spawned it are in theirs. Indeed, it’s thoroughly unique, a welcome breath of bold originality in a genre usually content to rely on the tried and true, a game which doesn’t work perfectly but perhaps works better than it has any right to. As a writer, I can only applaud a game which takes its writing this seriously. If it’s not quite the revolutionary amalgamation of narrative and interactivity that its creators wanted it to be, it’s still a heck of a lot more interesting than your average dungeon crawl.

(Sources: the book Designers and Dragons by Shannon Appelcline; Sierra’s newsletter InterAction of Winter 1992 and June 1993; Compute! of December 1993; Computer Gaming World of February 1993, April 1994, June 1994, August 1996, and October 1998; Electronic Games of October 1992 and June 1993; Questbusters of November 1991, August 1992, April 1993, and August 1993; Retro Gamer 84; Dragon of January 2004; the CD-ROM Today bundled CD-ROM of August/September 1994. Online sources include Matt Barton’s interviews with Neal Hallford, Jeff Tunnell, and John Cutter in Matt Chat episodes 191, 192, 201, 291, 292, and 293; Neal Hallford’s blog series Krondor Confidential; the “History of Midkemia Press” on the same publisher’s website.

Betrayal at Krondor and Betrayal in Antara are available as a package purchase at GOG.com.)

 
 

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Gabriel Knight: Sins of the Fathers

Fair warning: spoilers for Gabriel Knight: Sins of the Fathers are to be found herein!

In 1989, a twenty-something professional computer programmer and frustrated horror novelist named Jane Jensen had a close encounter with King’s Quest IV that changed her life. She was so inspired by the experience of playing her first adventure game that she decided to apply for a job with Sierra Online, the company that had made it. In fact, she badgered them relentlessly until they finally hired her as a jack-of-all-trades writer in 1990.

Two and a half years later, after working her way up from writing manuals and incidental in-game dialog to co-designing the first EcoQuest game with Gano Haine and the sixth King’s Quest game with Roberta Williams, she had proved herself sufficiently in the eyes of her managers to be given a glorious opportunity: the chance to make her very own game on her own terms. It really was a once-in-a-lifetime proposition; she was to be given carte blanche by the biggest adventure developer in the industry at the height of the genre’s popularity to make exactly the game she wanted to make. Small wonder that she would so often look back upon it wistfully in later years, after the glory days of adventure games had become a distant memory.

For her big chance, Jensen proposed making a Gothic horror game unlike anything Sierra had attempted before, with a brooding and psychologically complex hero, a detailed real-world setting, and a complicated plot dripping with the lore of the occult. Interestingly, Jensen remembers her superiors being less than thrilled with the new direction. She says that Ken Williams in particular was highly skeptical of the project’s commercial viability: “Okay, I’ll let you do it, but I wish you’d come up with something happier!”

But even if Jensen’s recollections are correct, we can safely say that Sierra’s opinion changed over the year it took to make Gabriel Knight: Sins of the Fathers. By the time it shipped on November 24, 1993, it fit in very well with a new direction being trumpeted by Ken Williams in his editorials for the company’s newsletter: a concerted focus on more “adult,” sophisticated fictions, as exemplified not only by Sins of the Fathers but by a “gritty” new Police Quest game and another, more lurid horror game which Roberta Williams had in the works. Although the older, more lighthearted and ramshackle [this, that, and the other] Quest series which had made Sierra’s name in adventure games would continue to appear for a while longer, Williams clearly saw these newer concepts as the key to a mass market he was desperately trying to unlock. Games like these were, theoretically anyway, able to appeal to demographics outside the industry’s traditional customers — to appeal to the sort of people who had hitherto preferred an evening in front of a television to one spent in front of a monitor.

Thus Sierra put a lot of resources into Sins of the Fathers‘s presentation and promotion. For example, the box became one of the last standout packages in an industry moving inexorably toward standardization on that front; in lieu of anything so dull as a rectangle, it took the shape of two mismatched but somehow conjoined triangles. Sierra even went so far as to hire Tim Curry of Rocky Horror Picture Show fame, Mark Hamill of Star Wars, and Michael Dorn of Star Trek: The Next Generation for the CD-ROM version’s voice-acting cast.

Jane Jensen with the first Gabriel Knight project’s producer and soundtrack composer Robert Holmes, who would later become her husband, and the actor Tim Curry, who provided the voice of Gabriel using a thick faux-New Orleans accent which some players judge hammy, others charming.

In the long run, the much-discussed union of Silicon Valley and Hollywood that led studios like Sierra to cast such high-profile names at considerable expense would never come to pass. In the meantime, though, the game arrived at a more modestly propitious cultural moment. Anne Rice’s Gothic vampire novels, whose tonal similarities to Sins of the Fathers were hard to miss even before Jensen began to cite them as an inspiration in interviews, were all over the bestseller lists, and Tom Cruise was soon to star in a major motion picture drawn from the first of them. Even in the broader world of games around Sierra, the influence of Rice and Gothic horror more generally was starting to make itself felt. On the tabletop, White Wolf’s Vampire: The Masquerade was exploding in popularity just as Dungeons & Dragons was falling on comparatively hard times; the early 1990s would go down in tabletop history as the only time when a rival system seriously challenged Dungeons & Dragons‘s absolute supremacy. And then there was the world of music, where dark and slinky albums from bands like Nine Inch Nails and Massive Attack were selling in the millions.

Suffice to say, then, that “goth” culture in general was having a moment, and Sins of the Fathers was perfectly poised to capitalize on it. The times were certainly a far cry from just half a decade before, when Amy Briggs had proposed an Anne Rice-like horror game to her bosses at Infocom, only to be greeted with complete incomprehension.

Catching the zeitgeist paid off: Sins of the Fathers proved, if not quite the bridge to the Hollywood mainstream Ken Williams might have been longing for, one of Sierra’s most popular adventure games of its time. An unusual number of its fans were female, a demographic oddity it had in common with all of the other Gothic pop culture I’ve just mentioned. These female fans in particular seemed to get something from the game’s brooding bad-boy hero that they perhaps hadn’t realized they’d been missing. While games that used sex as a selling point were hardly unheard of in 1993, Sins of the Fathers stood out in a sea of Leisure Suit Larry and Spellcasting games for its orientation toward the female rather than the male gaze. In this respect as well, its arrival was perfectly timed, coming just as relatively more women and girls were beginning to use computers, thanks to the hype over multimedia computing that was fueling a boom in their sales.

But there was more to Sins of the Father‘s success than its arrival at an opportune moment. On the contrary: the game’s popularity has proved remarkably enduring over the decades since its release. It spawned two sequels later in the 1990s that are almost as adored as the first game, and still places regularly at or near the top of lists of “best adventure games of all time.” Then, too, it’s received an unusual amount of academic attention for a point-and-click graphic adventure in the traditional style (a genre which, lacking both the literary bona fides of textual interactive fiction and the innate ludological interest of more process-intensive genres, normally tends to get short shrift in such circles). You don’t have to search long in the academic literature to find painfully earnest grad-student essays contrasting the “numinous woman” Roberta Williams with the “millennium woman” Jane Jensen, or “exploring Gabriel as a particular instance of the Hero archetype.”

So, as a hit in its day and a hit still today with both the fans and the academics, Gabriel Knight: Sins of the Fathers must be a pretty amazing game, right? Well… sure, in the eyes of some. For my own part, I see a lot of incongruities, not only in the game itself but in the ways it’s been received over the years. It strikes me as having been given the benefit of an awful lot of doubts, perhaps simply because there have been so very few games like it. Sins of the Fathers unquestionably represents a noble effort to stretch its medium. But is it truly a great game? And does its story really, as Sierra’s breathless press release put it back in the day, “rival the best film scripts?” Those are more complicated questions.

But before I begin to address them, we should have a look at what the game is all about, for those of you who haven’t yet had the pleasure of Gabriel Knights’s acquaintance.

Our titular hero, then, is a love-em-and-leave-em bachelor who looks a bit like James Dean and comes complete with a motorcycle, a leather jacket, and the requisite sensitive side concealed underneath his rough exterior. He lives in the backroom of the bookshop he owns in New Orleans, from which he churns out pulpy horror novels to supplement his paltry income. Grace Nakimura, a pert university student on her summer holidays, works at the bookshop as well, and also serves as Gabriel’s research assistant and verbal sparring partner, a role which comes complete with oodles of sexual tension.

Gabriel’s bedroom. What woman wouldn’t be excited to be brought back here?

Over the course of the game, Gabriel stumbles unto a centuries-old voodoo cult which has a special motivation to make him their latest human sacrifice. While he’s at it, he also falls into bed with the comely Malia, the somewhat reluctant leader of the cult. He learns amidst it all that not just voodoo spirits but many other things that go bump in the night — werewolves, vampires, etc. — are in fact real. And he learns that he’s inherited the mantle of Schattenjäger — “Shadow Hunter” — from his forefathers, and that his family’s legacy as battlers of evil stretches back to Medieval Germany. (The symbolism of his name is, as Jensen herself admits, not terribly subtle: “Gabriel” was the angel who battled Lucifer in Paradise Lost, while “Knight” means that he’s, well, a knight, at least in the metaphorical sense.) After ten days jam-packed with activity, which take him not only all around New Orleans but to Germany and Benin as well — Sins of the Fathers is a very generous game indeed in terms of length — Gabriel must choose between his love for Malia and his new role of Schattenjäger. Grace is around throughout: to serve as the good-girl contrast to the sultry Malia (again, the symbolism of her name isn’t subtle), to provide banter and research, and to pull Gabriel’s ass bodily out of the fire at least once. If Gabriel makes the right choice at the end of the game, the two forge a tentative partnership to continue the struggle against darkness even as they also continue to deny their true feelings for one another.

As we delve into what the game does well and poorly amidst all this, it strikes me as useful to break the whole edifice down along the classic divide of its interactivity versus its fiction. (If you’re feeling academic, you can refer to this dichotomy as its ludological versus its narratological components; if you’re feeling folksy, you can call it its crossword versus its narrative.) Even many of the game’s biggest fans will admit that the first item in the pairing has its problematic aspects. So, perhaps we should start there rather than diving straight into some really controversial areas. That said, be warned that the two things are hard to entirely separate from one another; Sins of the Fathers works best when the two are in harmony, while many of its problems come to the fore when the two begin to clash.

Let’s begin, though, with the things Sins of the Fathers gets right in terms of design. While I don’t know that it is, strictly speaking, impossible to lock yourself out of victory while still being able to play on, you certainly would have to be either quite negligent or quite determined to manage it at any stage before the endgame. This alone shows welcome progress for Sierra — shows that the design revolution wrought by LucasArts’s The Secret of Monkey Island was finally penetrating even this most stalwart redoubt of the old, bad way of making adventure games.

Snarking aside, we shouldn’t dismiss Jensen’s achievement here; it’s not easy to make such an intricately plot-driven game so forgiving. The best weapon in her arsenal is the use of an event-driven rather than a clock-driven timetable for advancing the plot. Each of the ten days has a set of tasks you must accomplish before the day ends, although you aren’t explicitly told what they are. You have an infinite amount of clock time to accomplish these things at your own pace. When you eventually do so — and even sometimes when you accomplish intermediate things inside each day — the plot machinery lurches forward another step or two via an expository cut scene and the interactive world around you changes to reflect it. Sins of the Fathers was by no means the first game to employ such a system; as far as I know, that honor should go to Infocom’s 1986 text adventure Ballyhoo. Yet this game uses it to better effect than just about any game that came before it. In fact, the game as a whole is really made tenable only by this technique of making the plot respond to the player’s actions rather than forcing the player to race along at the plot’s pace; the latter would be an unimaginable nightmare to grapple with in a story with this many moving parts. When it works well, which is a fair amount of the time, the plot progression feels natural and organic, like you truly are in the grip of a naturally unfolding story.

The individual puzzles that live within this framework work best when they’re in harmony with the plot and free of typical adventure-game goofiness. A good example is the multi-layered puzzle involving the Haitian rada drummers whom you keep seeing around New Orleans. Eventually, a victim of the voodoo cult tells you just before he breathes his last that the drummers are the cult’s means of communicating with one another across the city. So, you ask Grace to research the topic of rada drums. Next day, she produces a book on the subject filled with sequences encoding various words and phrases. When you “use” this book on one of the drummers, it brings up a sort of worksheet which you can use to figure out what he’s transmitting. Get it right, and you learn that a conclave is to be held that very night in a swamp outside the city.

Working out a rada-drum message.

This is an ideal puzzle: complicated but not insurmountable, immensely satisfying to solve. Best of all, solving it really does make you feel like Gabriel Knight, on the trail of a mystery which you must unravel using your own wits and whatever information you can dig up from the resources at your disposal.

Unfortunately, not all or even most of the puzzles live up to that standard. A handful are simply bad puzzles, full stop, testimonies both to the fact that every puzzle is always harder than its designer thinks it is and to Sierra’s disinterest in seeking substantive feedback on its games from actual players before releasing them. For instance, there’s the clock/lock that expects you to intuit the correct combination of rotating face and hands from a few scattered, tangential references elsewhere in the game to the number three and to dragons.

Even the rather brilliant rada-drums bit goes badly off the rails at the end of the game, when you’re suddenly expected to use a handy set of the drums to send a message of your own. This requires that you first read Jane Jensen’s mind to figure out what general message out of the dozens of possibilities she wants you to send, then read her mind again to figure out the exact grammar she wants you to use. When you get it wrong, as you inevitably will many times, the game gives you no feedback whatsoever. Are you doing the wrong thing entirely? Do you have the right idea but are sending the wrong message? Or do you just need to change up your grammar a bit? The game isn’t telling; it’s too busy killing you on every third failed attempt.

Other annoyances are the product not so much of poor puzzle as poor interface design. In contrast to contemporaneous efforts from competitors like LucasArts and Legend Entertainment, Sierra games made during this period still don’t show hot spots ripe for interaction when you mouse over a scene. So, you’re forced to click on everything indiscriminately, which most of the time leads only to the narrator intoning the same general room description over and over in her languid Caribbean patois. The scenes themselves are well-drawn, but their muted colors, combined with their relatively low resolution and the lack of a hot-spot finder, constitute something of a perfect storm for that greatest bane of the graphic adventure, the pixel hunt. One particularly egregious example of the syndrome, a snake scale you need to find at a crime scene on a beach next to Lake Pontchartrain, has become notorious as an impediment that stops absolutely every player in her tracks. It reveals the dark flip side of the game’s approach to plot chronology: that sinking feeling when the day just won’t end and you don’t know why. In this case, it’s because you missed a handful of slightly discolored pixels surrounded by a mass of similar hues — or, even if you did notice them, because you failed to click on them exactly.

You have to click right where the cursor is to learn from the narrator that “the grass has a matted appearance there.” Break out the magnifying glass!

But failings like these aren’t ultimately the most interesting to talk about, just because they were so typical and so correctable, had Sierra just instituted a set of commonsense practices that would have allowed them to make better games. Much more interesting are the places that the interactivity of Sins of the Fathers clashes jarringly with the premise of its fiction. For it’s here, we might speculate, that the game is running into more intractable problems — perhaps even running headlong into the formal limitation of the traditional graphic adventure as a storytelling medium.

Take, for example, the point early in the game when Gabriel wants to pay a visit to Malia at her palatial mansion, but, as a mere civilian, can’t get past the butler. Luckily, he happens to have a pal at the police department — in fact, his best friend in the whole world, an old college buddy named Mosely. Does he explain his dilemma to Mosely and ask for help? Of course not! This is, after all, an adventure game. He decides instead to steal Mosely’s badge. When he pays the poor fellow a visit at his office, he sees that Mosely’s badge is pinned, as usual, to his jacket. So, Gabriel sneaks over to turn up the thermostat in the office, which causes Mosely to remove the jacket and hang it over the back of his chair. Then Gabriel asks him to fetch a cup of coffee, and completes the theft while he’s out of the room. With friends like that…

Gabriel is turned away from Malia’s door…

…but no worries, he can just figure out how to steal a badge from his best friend and get inside that way.

In strictly mechanical terms, this is actually a clever puzzle, but it illustrates the tonal and thematic inconsistencies that dog the game as a whole. Sadly, puzzles like the one involving the rada drums are the exception rather than the rule. Most of the time, you’re dealing instead with arbitrary roadblocks like this one that have nothing whatsoever to do with the mystery you’re trying to solve. It becomes painfully obvious that Jensen wrote out a static story outline suitable for a movie or novel, then went back to devise the disconnected puzzles that would make a game out of it.

But puzzles like this are not only irrelevant: they’re deeply, comprehensively silly, and this silliness flies in the face of Sins of the Fathers‘s billing as a more serious, character-driven sort of experience than anything Sierra had done to date. Really, how can anyone take a character who goes around doing stuff like this seriously? You can do so, I would submit, only by mentally bifurcating the Gabriel you control in the interactive sequences from the Gabriel of the cut scenes and conversations. That may work for some — it must, given the love that’s lavished on this game by so many adventure fans — but the end result nevertheless remains creatively compromised, two halves of a work of art actively pulling against one another.

Gabriel sneaks into the backroom of a church and starts stealing from the priests. That’s normal behavior for any moodily romantic protagonist, right? Right?

It’s at points of tension like these that Sins of the Fathers raises the most interesting and perhaps troubling questions about the graphic adventure as a genre. Many of its puzzles are, as I already noted, not bad puzzles in themselves; they’re only problematic when placed in this fictional context. If Sins of the Fathers was a comedy, they’d be a perfectly natural fit. This is what I mean when I say, as I have repeatedly in the past, that comedy exerts a strong centrifugal pull on any traditional puzzle-solving adventure game. And this is why most of Sierra’s games prior to Sins of the Fathers were more or less interactive cartoons, why LucasArts strayed afield from that comfortable approach even less often than Sierra, and, indeed, why comedies have been so dominant in the annals of adventure games in general.

The question must be, then, whether the pull of comedy can be resisted — whether compromised hybrids like this one are the necessary end result of trying to make a serious graphic adventure. In short, is the path of least resistance the only viable path for an adventure designer?

For my part, I believe the genre’s tendency to collapse into comedy can be resisted, if the designer is both knowing and careful. The Lost Files of Sherlock Holmes, released the year before Sins of the Fathers, is a less heralded game than the one I write about today, but one which works better as a whole in my opinion, largely because it sticks to its guns and remains the type of fiction it advertises itself to be, eschewing goofy roadblock puzzles in favor of letting you solve the mystery at its heart. By contrast, you don’t really solve the mystery for yourself at all in Sins of the Fathers; it solves the mystery for you while you’re jumping Gabriel through all the irrelevant hoops it sets in his path.

But let’s try to set those issues aside now and engage with Sins of the Fathers strictly in terms of the fiction that lives outside the lines of its interactivity. As many of you doubtless know, I’m normally somewhat loathe to do that; it verges on a tautology to say that interactivity is the defining feature of games, and thus it seems to me that any given game’s interactivity has to work, without any qualifiers, as a necessary precondition to its being a good game. Still, if any game might be able to sneak around that rule, it ought to be this one, so often heralded as a foremost exemplar of sophisticated storytelling in a ludic context. And, indeed, it does fare better on this front in my eyes — not quite as well as some of its biggest fans claim, but better.

The first real scene of Sins of the Fathers tells us we’re in for an unusual adventure-game experience, with unusual ambitions in terms of character and plot development alike. We meet Gabriel and Grace in medias res, as the former stumbles out of his backroom bedroom to meet the latter already at her post behind the cash register in the bookstore. Over the next couple of minutes, we learn much about them as people through their banter — and, tellingly, pretty much nothing about what the real plot of the game will come to entail. This is Bilbo holding his long-expected party, Wart going out to make hay; Jane Jensen is settling in to work the long game.

As Jensen slowly pulls back the curtain on what the game is really all about over the hours that follow, she takes Gabriel through that greatest rarity in interactive storytelling, a genuine internal character arc. The Gabriel at the end of the game, in other words, is not the one we met at the beginning, and for once the difference isn’t down to his hit points or armor class. If we can complain that we’re mostly relegated to solving goofy puzzles while said character arc plays out in the cut scenes, we can also acknowledge how remarkable it is for existing at all.

Jensen is a talented writer with a particular affinity for just the sort of snappy but revealing dialog that marks that first scene of the game. If anything, she’s better at writing these sorts of low-key “hang-out” moments than the scenes of epic confrontation. It’s refreshing to see a game with such a sense of ease about its smaller moments, given that the talents and interests of most game writers tend to run in just the opposite direction.

Then, too, Jensen has an intuitive understanding of the rhythm of effective horror. As any master of the form from Stephen King to the Duffer Brothers will happily tell you if you ask them, you can’t assault your audience with wall-to-wall terror. Good horror is rather about tension and release — the horrific crescendos fading into moments of calm and even levity, during which the audience has a chance to catch its collective breath and the knots in their stomachs have a chance to un-clench. Certainly we have to learn to know and like a story’s characters before we can feel vicarious horror at their being placed in harm’s way. Jensen understands all these things, as do the people working with her.

Indeed, the production values of Sins of the Fathers are uniformly excellent in the context of its times. The moody art perfectly complements the story Jensen has scripted, and the voice-acting cast — both the big names who head it and the smaller ones who fill out the rest of the roles — are, with only one or two exceptions, solid. The music, which was provided by the project’s producer Robert Holmes — he began dating Jensen while the game was in production, and later became her husband and constant creative partner — is catchy, memorable, and very good at setting the mood, if perhaps not hugely New Orleans in flavor. (More on that issue momentarily.)

Still, there are some significant issues with Sins of the Fathers even when it’s being judged purely as we might a work of static fiction. Many of these become apparent only gradually over time — this is definitely a game that puts its best foot forward first — but at least one of them is front and center from the very first scene. To say that much of Gabriel’s treatment of Grace hasn’t aged well hardly begins to state the case. Their scenes together often play like a public-service video from the #MeToo movement, as Gabriel sexually harasses his employee like Donald Trump with a fresh bottle of Viagra in his back pocket. Of course, Jensen really intends for Gabriel to be another instance of the archetypal charming rogue — see Solo, Han, and Jones, Indiana — and sometimes she manages to pull it off. At far too many others, though, the writing gets a little sideways, and the charming rogue veers into straight-up jerk territory. The fact that Grace is written as a smart, tough-minded young woman who can give as good as she gets doesn’t make him seem like any less of a sleazy creep, more Leisure Suit Larry than James Dean.

I’m puzzled and just a little bemused that so many academic writers who’ve taken it upon themselves to analyze the game from an explicitly feminist perspective can ignore this aspect of it entirely. I can’t help but suspect that, were Sins of the Fathers the product of a male designer, the critical dialog that surrounds it would be markedly different in some respects. I’ll leave it to you to decide whether this double standard is justified or not in light of our culture’s long history of gender inequality.

As the game continues, the writing starts to wear thin in other ways. Gabriel’s supposed torrid love affair with Malia is, to say the least, unconvincing, with none of the naturalism that marks the best of his interactions with Grace. Instead it’s in the lazy mold of too many formulaic mass-media fictions, where two attractive people fall madly in love for no discernible reason that we can identify. The writer simply tells us that they do so, by way of justifying an obligatory sex scene or two. Here, though, we don’t even get the sex scene.

Pacing also starts to become a significant problem as the game wears on. Admittedly, this is not always so much because the writer in Jane Jensen isn’t aware of its importance to effective horror as because pacing in general is just so darn difficult to control in any interactive work, especially one filled with road-blocking puzzles like this one. Even if we cut Jensen some slack on this front, however, sequences like Gabriel’s visit to Tulane University, where he’s subjected to a long non-interactive lecture that might as well be entitled “Everything Jane Jensen Learned about Voodoo but Can’t Shoehorn in Anywhere Else,” are evidence of a still fairly inexperienced writer who doesn’t have a complete handle on this essential element of storytelling and doesn’t have anyone looking over her shoulder to edit her work. She’s done her research, but hasn’t mastered the Zen-like art of letting it subtly inform her story and setting. Instead she infodumps it all over us in about the most unimaginative way you can conceive: in the form of a literal classroom lecture.

Gabriel with Professor Infodump.

The game’s depiction of New Orleans itself reveals some of the same weaknesses. Yes, Jensen gets the landmarks and the basic geography right. But I have to say, speaking as someone who loves the city dearly and has spent a fair amount of time there over the years, that the setting of the game never really feels like New Orleans. What’s missing most of all, I think, is any affinity for the music that so informs daily life in the city, giving the streets a (literal) rhythm unlike anywhere else on earth. (Robert Holmes’s soundtrack is fine and evocative in its own right; it’s just not a New Orleans soundtrack.) I was thus unsurprised to learn that Jensen never actually visited New Orleans before writing and publishing a game set there. Tellingly, her depiction has more to do with the idiosyncratic, Gothic New Orleans found in Anne Rice novels than it does with the city I know.

The plotting too gets more wobbly as time goes on. A linchpin moment comes right at the mid-point of the ten days, when Gabriel makes an ill-advised visit to one of the cult’s conclaves — in fact, the one he located via the afore-described rada-drums puzzle — and nearly gets himself killed. Somehow Grace, of all people, swoops in to rescue him; I still have no idea precisely what is supposed to have happened here, and neither, judging at least from the fan sites I’ve consulted, does anyone else. I suspect that something got cut here out of budget concerns, so perhaps it’s unfair to place this massive non sequitur at the heart of the game squarely on Jensen’s shoulders.

But other problems with the plotting aren’t as easy to find excuses for. There is, for example, the way that Gabriel can fly from New Orleans to Munich and still have hours of daylight at his disposal when he arrives on the same day. (I could dismiss this as a mere hole in Jensen’s research, the product of an American designer unfamiliar with international travel, if she hadn’t spent almost a year living in Germany prior to coming to Sierra.) In fact, the entirety of Gabriel’s whirlwind trip from the United States to Germany to Benin and back home again feels incomplete and a little half-baked, from its cartoonish German castle, which resembles a piece of discarded art from a King’s Quest game, to its tedious maze inside an uninteresting African burial mound that likewise could have been found in any of a thousand other adventure games. Jensen would have done better to keep the action in New Orleans rather than suddenly trying to turn the game into a globetrotting adventure at the eleventh hour, destroying its narrative cohesion in the process.

Suddenly we’re in… Africa? How the hell did that happen?

As in a lot of fictions of this nature, the mysteries at the heart of Sins of the Fathers are also most enticing in the game’s earlier stages than they have become by its end. To her credit, Jensen knows exactly what truths lie behind all of the mysteries and deceptions, and she’s willing to show them to us; Sins of the Fathers does have a payoff. Nevertheless, it’s all starting to feel a little banal by the time we arrive at the big climax inside the voodoo cult’s antiseptic high-tech headquarters. It’s easier to be scared of shadowy spirits of evil from the distant past than it is of voodoo bureaucrats flashing their key cards in a complex that smacks of a Bond villain’s secret hideaway.

The tribal art on the wall lets you know this is a voodoo cult’s headquarters. Somehow I never expected elevators and fluorescent lighting in such a place…

Many of you — especially those of you who count yourselves big fans of Sins of the Fathers — are doubtless saying by now that I’m being much, much too hard on it. And you have a point; I am holding this game’s fiction to a higher standard than I do that of most adventure games. In a sense, though, the game’s very conception of itself makes it hard for a critic to avoid doing so. It so clearly wants to be a more subtle, more narratively and thematically rich, more “adult” adventure game that I feel forced to take it at its word and hold it to that higher standard. One could say, then, that the game becomes a victim of its own towering ambitions. Certainly all my niggling criticisms shouldn’t obscure the fact that, for all that its reach does often exceed its grasp, it’s brave of the game to stretch itself so far at all.

That said, I can’t help but continue to see Sins of the Fathers more as a noble failure than a masterpiece, and I can’t keep myself from placing much of the blame at the feet of Sierra rather than Jane Jensen per se. I played it most recently with my wife, as I do many of the games I write about here. She brings a valuable perspective because she’s much, much smarter than I am but couldn’t care less about where, when, or whom the games we play came from; they’re strictly entertainments for her. At some point in the midst of playing Sins of the Fathers, she turned to me and remarked, “This would probably have been a really good game if it had been made by that other company.”

I could tell I was going to have to dig a bit to ferret out her meaning: “What other company?”

“You know, the one that made that time-travel game we played with the really nerdy guy and that twitchy girl, and the one about the dog and the bunny. I think they would have made sure everything just… worked better. You know, fixed all of the really irritating stuff, and made sure we didn’t have to look at a walkthrough all the time.”

That “other company” was, of course, LucasArts.

One part of Sins of the Fathers in particular reminds me of the differences between the two companies. There comes a point where Gabriel has to disguise himself as a priest, using a frock stolen from St. Louis Cathedral and some hair gel from his own boudoir, in order to bilk an old woman out of her knowledge of voodoo. This is, needless to say, another example of the dissonance between the game’s serious plot and goofy puzzles, but we’ve covered that ground already. What’s more relevant right now is the game’s implementation of the sequence. Every time you visit the old woman — which will likely be several times if you aren’t playing from a walkthrough — you have to laboriously prepare Gabriel’s disguise all over again. It’s tedium that exists for no good reason; you’ve solved the puzzle once, and the game ought to know you’ve solved it, so why can’t you just get on with things? I can’t imagine a LucasArts game subjecting me to this. In fact, I know it wouldn’t: there’s a similar situation in Day of the Tentacle, where, sure enough, the game whips through the necessary steps for you every time after the first.

Father Gabriel. (Sins of the fathers indeed, eh?)

This may seem a small, perhaps even petty example, but, multiplied by a hundred or a thousand, it describes why Sierra adventures — even their better, more thoughtful efforts like this one — so often wound up more grating than fun. Sins of the Fathers isn’t a bad adventure game, but it could have been so much better if Jensen had had a team around her armed with the development methodologies and testing processes that could have eliminated its pixel hunts, cleaned up its unfair and/or ill-fitting puzzles, told her when Gabriel was starting to sound more like a sexual predator than a laid-back lady’s man, and smoothed out the rough patches in its plot. None of the criticisms I’ve made of the game should be taken as a slam against Jensen, a writer with special gifts in exactly those areas where other games tend to disappoint. She just didn’t get the support she needed to reach her full potential here.

The bitter irony of it all is that LucasArts, a company that could have made Sins of the Fathers truly great, lacked the ambition to try anything like it in lieu of the cartoon comedies which they knew worked for them; meanwhile Sierra, a company with ambition in spades, lacked the necessary commitment to detail and quality. I really don’t believe, in other words, that Sins of the Father represents some limit case for the point-and-click adventure as a storytelling medium. I think merely that it represents, like all games, a grab bag of design choices, some of them more felicitous than others.

Still, if what we ended up with is the very definition of a mixed bag, it’s nevertheless one of the most interesting and important such in the history of adventure games, a game whose influence on what came later, both inside and outside of its genre, has been undeniable. I know that when I made The King of Shreds and Patches, my own attempt at a lengthy horror adventure with a serious plot, Sins of the Fathers was my most important single ludic influence, providing a bevy of useful examples both of what to do and what not to do. (For instance, I copied its trigger-driven approach to plot chronology — but I made sure to include a journal to tell the player what issues she should be working on at any given time, thereby to keep her from wandering endlessly looking for the random whatsit that would advance the time.) I know that many other designers of much more prominent games than mine have also taken much away from Sins of the Fathers.

So, should you play Gabriel Knight: Sins of the Fathers? Absolutely. It’s a fascinating example of storytelling ambition in games, and, both in where it works and where it fails, an instructive study in design as well. A recent remake helmed by Jane Jensen herself even fixes some of the worst design flaws, although not without considerable trade-offs: the all-star cast of the original game has been replaced with less distinctive voice acting, and the new graphics, while cleaner and sharper, don’t have quite the same moody character as the old. Plague or cholera; that does seem to be the way with adventure games much of the time, doesn’t it? With this game, one might say, even more so than most of them.

The big climax. Yes, it does look a little ridiculous — but hey, they were trying.

(Sources: the book Influential Game Designers: Jane Jensen by Anastasia Salter; Sierra’s newsletter InterAction of Spring 1992, Summer 1993, and Holiday 1993; Computer Gaming World of November 1993 and March 1994. Online sources include “The Making of… The Gabriel Knight Trilogy” from Edge Online; an interview with Jane Jensen done by the old webzine The Inventory, now archived at The Gabriel Knight Pages; “Happy Birthday, Gabriel Knight from USgamer; Jane Jensen’s “Ask Me Anything” on Reddit. Academic pieces include “Revisiting Gabriel Knight” by Connie Veugen from The Heidelberg Journal of Religions on the Internet Volume 7; Jane Jensen’s Gabriel Knight: Sins of the Fathers: The Numinous Woman and the Millennium Woman” by Roberta Sabbath from The Journal of Popular Culture Volume 31 Issue 1. And, last but not least, press releases, annual reports, and other internal and external documents from the Sierra archive at the Strong Museum of Play.

Gabriel Knight: Sins of the Fathers is available for purchase both in its original version and as an enhanced modern remake.)

 
 

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Chief Gates Comes to Oakhurst: A Cop Drama

One day in late 1992, a trim older man with a rigid military bearing visited Sierra Online’s headquarters in Oakhurst, California. From his appearance, and from the way that Sierra’s head Ken Williams fawned over him, one might have assumed him to be just another wealthy member of the investment class, a group that Williams had been forced to spend a considerable amount of time wooing ever since he had taken his company public four years earlier. But that turned out not to be the case. As Williams began to introduce his guest to some of his employees, he described him as Sierra’s newest game designer, destined to make the fourth game in the Police Quest series. It seemed an unlikely role based on the new arrival’s appearance and age alone.

Yet ageism wasn’t sufficient to explain the effect he had on much of Sierra’s staff. Josh Mandel, a sometime stand-up comic who was now working for Sierra as a writer and designer, wanted nothing whatsoever to do with him: “I wasn’t glad he was there. I just wanted him to go away as soon as possible.” Gano Haine, who was hard at work designing the environmental-themed EcoQuest: Lost Secret of the Rainforest, reluctantly accepted the task of showing the newcomer some of Sierra’s development tools and processes. He listened politely enough, although it wasn’t clear how much he really understood. Then, much to her relief, the boss swept him away again.

The man who had prompted such discomfort and consternation was arguably the most politically polarizing figure in the United States at the time: Daryl F. Gates, the recently resigned head of the Los Angeles Police Department. Eighteen months before, four of his white police officers had brutally beaten a black man — an unarmed small-time lawbreaker named Rodney King — badly enough to break bones and teeth. A private citizen had captured the incident on videotape. One year later, after a true jury of their peers in affluent, white-bread Simi Valley had acquitted the officers despite the damning evidence of the tape, the Los Angeles Riots of 1992 had begun. Americans had watched in disbelief as the worst civil unrest since the infamously restive late 1960s played out on their television screens. The scene looked like a war zone in some less enlightened foreign country; this sort of thing just doesn’t happen here, its viewers had muttered to themselves. But it had happened. The final bill totaled 63 people killed, 2383 people injured, and more than $1 billion in property damage.

The same innocuous visage that was now to become Sierra’s newest game designer had loomed over all of the scenes of violence and destruction. Depending on whether you stood on his side of the cultural divide or the opposite one, the riots were either the living proof that “those people” would only respond to the “hard-nosed” tactics employed by Gates’s LAPD, or the inevitable outcome of decades of those same misguided tactics. The mainstream media hewed more to the latter narrative. When they weren’t showing the riots or the Rodney King tape, they played Gates’s other greatest hits constantly. There was the time he had said, in response to the out-sized numbers of black suspects who died while being apprehended in Los Angeles, that black people were more susceptible to dying in choke holds because their arteries didn’t open as fast as those of “normal people”; the time he had said that anyone who smoked a joint was a traitor against the country and ought to be “taken out and shot”; the time when he had dismissed the idea of employing homosexuals on the force by asking, “Who would want to work with one?”; the time when his officers had broken an innocent man’s nose, and he had responded to the man’s complaint by saying that he was “lucky that was all he had broken”; the time he had called the LAPD’s peers in Philadelphia “an inspiration to the nation” after they had literally launched an airborne bombing raid on a troublesome inner-city housing complex, killing six adults and five children and destroying 61 homes. As the mainstream media was reacting with shock and disgust to all of this and much more, right-wing radio hosts like Rush Limbaugh trotted out the exact same quotes, but greeted them with approbation rather than condemnation.

All of which begs the question of what the hell Gates was doing at Sierra Online, of all places. While they were like most for-profit corporations in avoiding overly overt political statements, Sierra hardly seemed a bastion of reactionary sentiment or what the right wing liked to call “family values.” Just after founding Sierra in 1980, Ken and Roberta Williams had pulled up stakes in Los Angeles and moved to rural Oakhurst more out of some vague hippie dream of getting back to the land than for any sound business reason. As was known by anyone who’d read Steven Levy’s all-too-revealing book Hackers, or seen a topless Roberta on the cover of a game called Softporn, Sierra back in those days had been a nexus of everything the law-and-order contingent despised: casual sex and hard drinking, a fair amount of toking and even the occasional bit of snorting. (Poor Richard Garriott of Ultima fame, who arrived in this den of iniquity from a conservative neighborhood of Houston inhabited almost exclusively by straight-arrow astronauts like his dad, ran screaming from it all after just a few months; decades later, he still sounds slightly traumatized when he talks about his sojourn in California.)

It was true that a near-death experience in the mid-1980s and an IPO in 1988 had done much to change life at Sierra since those wild and woolly early days. Ken Williams now wore suits and kept his hair neatly trimmed. He no longer slammed down shots of tequila with his employees to celebrate the close of business on a Friday, nor made it his personal mission to get his nerdier charges laid; nor did he and Roberta still host bathing-suit-optional hot-tub parties at their house. But when it came to the important questions, Williams’s social politics still seemed diametrically opposed to those of Daryl Gates. For example, at a time when even the mainstream media still tended to dismiss concerns about the environment as obsessions of the Loony Left, he’d enthusiastically approved Gano Haines’s idea for a series of educational adventure games to teach children about just those issues. When a 15-year-old who already had the world all figured out wrote in to ask how Sierra could “give in to the doom-and-gloomers and whacko commie liberal environmentalists” who believed that “we can destroy a huge, God-created world like this,” Ken’s brother John Williams — Sierra’s marketing head — offered an unapologetic and cogent response: “As long as we get letters like this, we’ll keep making games like EcoQuest.”

So, what gave? Really, what was Daryl Gates doing here? And how had this figure that some of Ken Williams’s employees could barely stand to look at become connected with Police Quest, a slightly goofy and very erratic series of games, but basically a harmless one prior to this point? To understand how all of these trajectories came to meet that day in Oakhurst, we need to trace each back to its point of origin.


Daryl F. Gates

Perhaps the kindest thing we can say about Daryl Gates is that he was, like the young black men he and his officers killed, beat, and imprisoned by the thousands, a product of his environment. He was, the sufficiently committed apologist might say, merely a product of the institutional culture in which he was immersed throughout his adult life. Seen in this light, his greatest sin was his inability to rise above his circumstances, a failing which hardly sets him apart from the masses. One can only wish he had been able to extend to the aforementioned black men the same benefit of the doubt which other charitable souls might be willing to give to him.

Long before he himself became the head of the LAPD, Gates was the hand-picked protege of William Parker, the man who has gone down in history as the architect of the legacy Gates would eventually inherit. At the time Parker took control of it in 1950, the LAPD was widely regarded as the most corrupt single police force in the country, its officers for sale to absolutely anyone who could pay their price; they went so far as to shake down ordinary motorists for bribes at simple traffic stops. To his credit, Parker put a stop to all that. But to his great demerit, he replaced rank corruption on the individual level with an us-against-them form of esprit de corps — the “them” here being the people of color who were pouring into Los Angeles in ever greater numbers. Much of Parker’s approach was seemingly born of his experience of combat during World War II. He became the first but by no means the last LAPD chief to make comparisons between his police force and an army at war, without ever considering whether the metaphor was really appropriate.

Parker was such a cold fish that Star Trek creator Gene Roddenberry, who served as an LAPD officer during his tenure as chief, would later claim to have modeled the personality of the emotionless alien Spock on him. And yet, living as he did in the epicenter of the entertainment industry — albeit mostly patrolling the parts of Los Angeles that were never shown by Hollywood — Parker was surprisingly adept at manipulating the media to his advantage. Indeed, he became one of those hidden players who sometimes shape media narratives without anyone ever quite realizing that they’re doing so. He served as a consultant for the television show Dragnet, the first popular police drama, which all but placed a halo above the heads of the officers of the LAPD. The many shows that followed it cemented a pernicious cliché of the “ideal” cop that can still be seen, more than half a century later, on American television screens every evening: the cop as tough crusader who has to knock a few heads sometimes and bend or break the rules to get around the pansy lawyers, but who does it all for a noble cause, guided by an infallible moral compass that demands that he protect the “good people” of his city from the irredeemably bad ones by whatever means are necessary. Certainly Daryl Gates would later benefit greatly from this image; it’s not hard to believe that even Ken Williams, who fancied himself something of a savvy tough guy in his own right, was a little in awe of it when he tapped Gates to make a computer game.

But this wasn’t the only one of Chief Parker’s innovations that would come to the service of the man he liked to describe as the son he’d never had. Taking advantage of a city government desperate to see a cleaned-up LAPD, Parker drove home policies that made the city’s police force a veritable fiefdom unto itself, its chief effectively impossible to fire. The city council could only do so “for cause” — i.e., some explicit failure on the chief’s part. This sounded fair enough — until one realized that the chief got to write his own evaluation every year. Naturally, Parker and his successors got an “excellent” score every time, and thus the LAPD remained for decades virtually impervious to the wishes of the politicians and public it allegedly served.

The Los Angeles neighborhood of Watts burns, 1965.

As Parker’s tenure wore on, tension spiraled in the black areas of Los Angeles, the inevitable response to an utterly unaccountable LAPD’s ever more brutal approach to policing. It finally erupted in August of 1965 in the form of the Watts Riots, the great prelude to the riots of 1992: 34 deaths, $40 million in property damage in contemporary dollars. For Daryl Gates, who watched it all take place by Parker’s side, the Watts Riots became a formative crucible. “We had no idea how to deal with this,” he would later write. “We were constantly ducking bottles, rocks, knives, and Molotov cocktails. It was random chaos. We did not know how to handle guerrilla warfare.” Rather than asking himself how it had come to this in the first place and how such chaos might be prevented in the future, he asked how the LAPD could be prepared to go toe to toe with future rioters in what amounted to open warfare on city streets.

Chief Parker died the following year, but Gates’s star remained on the ascendant even without his patron. He came up with the idea of a hardcore elite force for dealing with full-on-combat situations, a sort of SEAL team of police. Of course, the new force would need an acronym that sounded every bit as cool as its Navy inspiration. He proposed SWAT, for “Special Weapons Attack Teams.” When his boss balked at such overtly militaristic language, he said that it could stand for “Special Weapons and Tactics” instead. “That’s fine,” said his boss.

Gates and his SWAT team had their national coming-out party on December 6, 1969, when they launched an unprovoked attack upon a hideout of the Black Panthers, a well-armed militia composed of black nationalists which had been formed as a response to earlier police brutality. Logistically and practically, the raid was a bit of a fiasco. The attackers got discombobulated by an inaccurate map of the building and very nearly got themselves hemmed into a cul de sac and massacred. (“Oh, God, we were lucky,” said one of them later.) What was supposed to have been a blitzkrieg-style raid devolved into a long stalemate. The standoff was broken only when Gates managed to requisition a grenade launcher from the Marines at nearby Camp Pendleton and started lobbing explosives into the building; this finally prompted the Panthers to surrender. By some miracle, no one on either side got killed, but the Panthers were acquitted in court of most charges on the basis of self-defense.

Yet the practical ineffectuality of the operation mattered not at all to the political narrative that came to be attached to it. The conservative white Americans whom President Nixon loved to call “the silent majority” — recoiling from the sex, drugs, and rock and roll of the hippie era, genuinely scared by the street violence of the last several years — applauded Gates’s determination to “get tough” with “those people.” For the first time, the names of Daryl Gates and his brainchild of SWAT entered the public discourse beyond Los Angeles.

In May of 1974, the same names made the news in a big way again when the SWAT team was called in to subdue the Symbionese Liberation Army, a radical militia with a virtually incomprehensible political philosophy, who had recently kidnapped and apparently converted to their cause the wealthy heiress Patty Hearst. After much lobbying on Gates’s part, his team got the green light to mount a full frontal assault on the group’s hideout. Gates and his officers continued to relish military comparisons. “Here in the heart of Los Angeles was a war zone,” he later wrote. “It was like something out of a World War II movie, where you’re taking the city from the enemy, house by house.” More than 9000 rounds of ammunition were fired by the two sides. But by now, the SWAT officers did appear to be getting better at their craft. Eight members of the militia were killed — albeit two of them unarmed women attempting to surrender — and the police officers received nary a scratch. Hearst herself proved not to be inside the hideout, but was arrested shortly after the battle.

The Patty Hearst saga marked the last gasp of a militant left wing in the United States; the hippies of the 1960s were settling down to become the Me Generation of the 1970s. Yet even as the streets were growing less turbulent, increasingly militaristic rhetoric was being applied to what had heretofore been thought of as civil society. In 1971, Nixon had declared a “war on drugs,” thus changing the tone of the discourse around policing and criminal justice markedly. Gates and SWAT were the perfect mascots for the new era. The year after the Symbionese shootout, ABC debuted a hit television series called simply S.W.A.T. Its theme song topped the charts; there were S.W.A.T. lunch boxes, action figures, board games, and jigsaw puzzles. Everyone, it seemed, wanted to be like Daryl Gates and the LAPD — not least their fellow police officers in other cities: by July of 1975, there were 500 other SWAT teams in the United States. Gates embraced his new role of “America’s cop” with enthusiasm.

In light of his celebrity status in a city which worships celebrity, it was now inevitable that Gates would become the head of the LAPD just as soon as the post opened up. He took over in 1978; this gave him an even more powerful nationwide bully pulpit. In 1983, he applied some of his clout to the founding of a program called DARE in partnership with public schools around the country. The name stood for “Drug Abuse Resistance Education”; Gates really did have a knack for snappy acronyms. His heart was perhaps in the right place, but later studies, conducted only after the spending of hundreds of millions in taxpayer dollars, would prove the program’s strident rhetoric and almost militaristic indoctrination techniques to be ineffective.

Meanwhile, in his day job as chief of police, Gates fostered an ever more toxic culture that viewed the streets as battlegrounds, that viewed an ass beating as the just reward of any black man who failed to treat a police officer with fawning subservience. In 1984, the Summer Olympics came to Los Angeles, and Gates used the occasion to convince the city council to let him buy armored personnel carriers — veritable tanks for the city streets — in the interest of “crowd control.” When the Olympics were over, he held onto them for the purpose of executing “no-knock” search warrants on suspected drug dens. During the first of these, conducted with great fanfare before an invited press in February of 1985, Gates himself rode along as an APC literally drove through the front door of a house after giving the occupants no warning whatsoever. Inside they found two shocked women and three children, with no substance more illicit than the bowls of ice cream they’d been eating. To top it all off, the driver lost control of the vehicle on a patch of ice whilst everyone was sheepishly leaving the scene, taking out a parked car.

Clearly Gates’s competence still tended not to entirely live up to his rhetoric, a discrepancy the Los Angeles Riots would eventually highlight all too plainly. But in the meantime, Gates was unapologetic about the spirit behind the raid: “It frightened even the hardcore pushers to imagine that at any moment a device was going to put a big hole in their place of business, and in would march SWAT, scattering flash-bangs and scaring the hell out of everyone.” This scene would indeed be played out many times over the remaining years of Gates’s chiefdom. But then along came Rodney King of all people to inadvertently bring about his downfall.

King was a rather-slow-witted janitor and sometime petty criminal with a bumbling reputation on the street. He’d recently done a year in prison after attempting to rob a convenience store with a tire iron; over the course of the crime, the owner of the store had somehow wound up disarming him, beating him over the head with his own weapon, and chasing him off the premises. He was still on parole for that conviction on the evening of March 3, 1991, when he was spotted by two LAPD officers speeding down the freeway. King had been drinking, and so, seeing their patrol car’s flashing lights in his rear-view mirror, he decided to make a run for it. He led what turned into a whole caravan of police cars on a merry chase until he found himself hopelessly hemmed in on a side street. The unarmed man then climbed out of his car and lay face down on the ground, as instructed. But then he stood up and tried to make a break for it on foot, despite being completely surrounded. Four of the 31 officers on the scene now proceeded to knock him down and beat him badly enough with their batons and boots to fracture his face and break one of his ankles. Their colleagues simply stood and watched at a distance.

Had not a plumber named George Holliday owned an apartment looking down on that section of street, the incident would doubtless have gone down in the LAPD’s logs as just another example of a black man “resisting arrest” and getting regrettably injured in the process. But Holliday was there, standing on his balcony — and he had a camcorder to record it all. When he sent his videotape to a local television station, its images of the officers taking big two-handed swings against King’s helpless body with their batons ignited a national firestorm. The local prosecutor had little choice but to bring the four officers up on charges.

The tactics of Daryl Gates now came under widespread negative scrutiny for the first time. Although he claimed to support the prosecution of the officers involved, he was nevertheless blamed for fostering the culture that had led to this incident, as well as the many others like it that had gone un-filmed. At long last, reporters started asking the black residents of Los Angeles directly about their experiences with the LAPD. A typical LAPD arrest, said one of them, “basically consisted of three or four cops handcuffing a person, and just literally beating him, often until unconscious… punching, beating, kicking.” A hastily assembled city commission produced pages and pages of descriptions of a police force run amok. “It is apparent,” the final report read, “that too many LAPD patrol officers view citizens with resentment and hostility.” In response, Gates promised to retire “soon.” Yet, as month after month went by and he showed no sign of fulfilling his promise, many began to suspect that he still had hopes of weathering the storm.

At any rate, he was still there on April 29, 1992. That was the day his four cops were acquitted in Simi Valley, a place LAPD officers referred to as “cop heaven”; huge numbers of them lived there. Within two hours after the verdict was announced, the Los Angeles Riots began in apocalyptic fashion, as a mob of black men pulled a white truck driver out of his cab and all but tore him limb from limb, all under the watchful eye of a helicopter that was hovering overhead and filming the carnage.

Tellingly, Gates happened to be speaking to an adoring audience of white patrons in the wealthy suburb of Brentwood at the very instant the riots began. As the violence continued, this foremost advocate of militaristic policing seemed bizarrely paralyzed. South Los Angeles burned, and the LAPD did virtually nothing about it. The most charitable explanation had it that Gates, spooked by the press coverage of the previous year, was terrified of how white police officers subduing black rioters would play on television. A less charitable one, hewed to by many black and liberal commentators, had it that Gates had decided that these parts of the city just weren’t worth saving — had decided to just let the rioters have their fun and burn it all down. But the problem, of course, was that in the meantime many innocent people of all colors were being killed and wounded and seeing their property go up in smoke. Finally, the mayor called in the National Guard to quell the rioting while Gates continued to sit on his hands.

Asked afterward how the LAPD — the very birthplace of SWAT — had allowed things to get so out of hand, Gates blamed it on a subordinate: “We had a lieutenant down there who just didn’t seem to know what to do, and he let us down.” Not only was this absurd, but it was hard to label as anything other than moral cowardice. It was especially rich coming from a man who had always preached an esprit de corps based on loyalty and honor. The situation was now truly untenable for him. Incompetence, cowardice, racism, brutality… whichever charge or charges you chose to apply, the man had to go. Gates resigned, for real this time, on June 28, 1992.

Yet he didn’t go away quietly. Gates appears to have modeled his post-public-service media strategy to a large extent on that of Oliver North, a locus of controversy for his role in President Ronald Reagan’s Iran-Contra scandal who had parlayed his dubious celebrity into the role of hero to the American right. Gates too gave a series of angry, unrepentant interviews, touted a recently published autobiography, and even went North one better when he won his own radio show which played in close proximity to that of Rush Limbaugh. And then, when Ken Williams came knocking, he welcomed that attention as well.

But why would Williams choose to cast his lot with such a controversial figure, one whose background and bearing were so different from his own? To begin to understand that, we need to look back to the origins of the adventure-game oddity known as Police Quest.


Ken Williams, it would seem, had always had a fascination with the boys in blue. One day in 1985, when he learned from his hairdresser that her husband was a California Highway Patrol officer on administrative leave for post-traumatic stress, his interest was piqued. He invited the cop in question, one Jim Walls, over to his house to play some racquetball and drink some beer. Before the evening was over, he had started asking his guest whether he’d be interested in designing a game for Sierra. Walls had barely ever used a computer, and had certainly never played an adventure game on one, so he had only the vaguest idea what his new drinking buddy was talking about. But the only alternative, as he would later put it, was to “sit around and think” about the recent shootout that had nearly gotten him killed, so he agreed to give it a go.

The game which finally emerged from that conversation more than two years later shows the best and the worst of Sierra. On the one hand, it pushed a medium that was usually content to wallow in the same few fictional genres in a genuinely new direction. In a pair of articles he wrote for Computer Gaming World magazine, John Williams positioned Police Quest: In Pursuit of the Death Angel at the forefront of a new wave of “adult” software able to appeal to a whole new audience, noting how it evoked Joseph Wambaugh rather than J.R.R. Tolkien, Hill Street Blues rather than Star Wars. Conceptually, it was indeed a welcome antidote to a bad case of tunnel vision afflicting the entire computer-games industry.

In practical terms, however, it was somewhat less inspiring. The continual sin of Ken Williams and Sierra throughout the company’s existence was their failure to provide welcome fresh voices like that of Jim Walls with the support network that might have allowed them to make good games out of their well of experiences. Left to fend for himself, Walls, being the law-and-order kind of guy he was, devised the most pedantic adventure game of all time, one which played like an interactive adaptation of a police-academy procedure manual — so much so, in fact, that a number of police academies around the country would soon claim to be employing it as a training tool. The approach is simplicity itself: in every situation, if you do exactly what the rules of police procedure that are exhaustively described in the game’s documentation tell you to do, you get to live and go on to the next scene. If you don’t, you die. It may have worked as an adjunct to a police-academy course, but it’s less compelling as a piece of pure entertainment.

Although it’s an atypical Sierra adventure game in many respects, this first Police Quest nonetheless opens with what I’ve always considered to be the most indelibly Sierra moment of all. The manual has carefully explained — you did read it, right? — that you must walk all the way around your patrol car to check the tires and lights and so forth every time you’re about to drive somewhere. And sure enough, if you fail to do so before you get into your car for the first time, a tire blows out and you die as soon as you drive away. But if you do examine your vehicle, you find no evidence of a damaged tire, and you never have to deal with any blow-out once you start driving. The mask has fallen away to reveal what we always suspected: that the game actively wants to kill you, and is scheming constantly for a way to do so. There’s not even any pretension left of fidelity to a simulated world — just pure, naked malice. Robb Sherwin once memorably said that “Zork hates its player.” Well, Zork‘s got nothing on Police Quest.

Nevertheless, Police Quest struck a modest chord with Sierra’s fan base. While it didn’t become as big a hit as Leisure Suit Larry in the Land of the Lounge Lizards, John Williams’s other touted 1987 embodiment of a new wave of “adult” games, it sold well enough to mark the starting point of another of the long series that were the foundation of Sierra’s marketing strategy. Jim Walls designed two sequels over the next four years, improving at least somewhat at his craft in the process. (In between them, he also came up with Code-Name: Iceman, a rather confused attempt at a Tom Clancy-style techno-thriller that was a bridge too far even for most of Sierra’s loyal fans.)

But shortly after completing Police Quest 3: The Kindred, Walls left Sierra along with a number of other employees to join Tsunami Media, a new company formed right there in Oakhurst by Edmond Heinbockel, himself a former chief financial officer for Sierra. With Walls gone, but his Police Quest franchise still selling well enough to make another entry financially viable, the door was wide open — as Ken Williams saw it, anyway — for one Daryl F. Gates.


Daryl Gates (right) with Tammy Dargan, the real designer of the game that bears his name.

Williams began his courtship of the most controversial man in the United States by the old-fashioned expedient of writing him a letter. Gates, who claimed never even to have used a computer, much less played a game on one, was initially confused about what exactly Williams wanted from him. Presuming Williams was just one of his admirers, he sent a letter back asking for some free games for some youngsters who lived across the street from him. Williams obliged in calculated fashion, with the three extant Police Quest games. From that initial overture, he progressed to buttering Gates up over the telephone.

As the relationship moved toward the payoff stage, some of his employees tried desperately to dissuade him from getting Sierra into bed with such a figure. “I thought it’s one thing to seek controversy, but another thing to really divide people,” remembers Josh Mandel. Mandel showed his boss a New York Times article about Gates’s checkered history, only to be told that “our players don’t read the New York Times.” He suggested that Sierra court Joseph Wambaugh instead, another former LAPD officer whose novels presented a relatively more nuanced picture of crime and punishment in the City of Angels than did Gates’s incendiary rhetoric; Wambaugh was even a name whom John Williams had explicitly mentioned in the context of the first Police Quest game five years before. But that line of attack was also hopeless; Ken Williams wanted a true mass-media celebrity, not a mere author who hid behind his books. So, Gates made his uncomfortable visit to Oakhurst and the contract was signed. Police Quest would henceforward be known as Daryl F. Gates’ Police Quest. Naturally, the setting of the series would now become Los Angeles; the fictional town of Lytton, the more bucolic setting of the previous three games in the series, was to be abandoned along with almost everything else previously established by Jim Walls.

Inside the company, a stubborn core of dissenters took to calling the game Rodney King’s Quest. Corey Cole, co-designer of the Quest for Glory series, remembers himself and many others being “horrified” at the prospect of even working in the vicinity of Gates: “As far as we were concerned, his name was mud and tainted everything it touched.” As a designer, Corey felt most of all for Jim Walls. He believed Ken Williams was “robbing Walls of his creation”: “It would be like putting Donald Trump’s name on a new Quest for Glory in today’s terms.”

Nevertheless, as the boss’s pet project, Gates’s game went inexorably forward. It was to be given the full multimedia treatment, including voice acting and the extensive use of digitized scenes and actors on the screen in the place of hand-drawn graphics. Indeed, this would become the first Sierra game that could be called a full-blown full-motion-video adventure, placing it at the vanguard of the industry’s hottest new trend.

Of course, there had never been any real expectation that Gates would roll up his sleeves and design a computer game in the way that Jim Walls had; celebrity did have its privileges, after all. Daryl F. Gates’ Police Quest: Open Season thus wound up in the hands of Tammy Dargan, a Sierra producer who, based on an earlier job she’d had with the tabloid television show America’s Most Wanted, now got the chance to try her hand at design. Corey Cole ironically remembers her as one of the most stereotypically liberal of all Sierra’s employees: “She strenuously objected to the use of [the word] ‘native’ in Quest for Glory III, and globally changed it to ‘indigenous.’ We thought that ‘the indigenous flora’ was a rather awkward construction, so we changed some of those back. But she was also a professional and did the jobs assigned to her.”

In this case, doing so would entail writing the script for a game about the mean streets of Los Angeles essentially alone, then sending it to Gates via post for “suggestions.” The latter did become at least somewhat more engaged when the time came for “filming,” using his connections to get Sierra inside the LAPD’s headquarters and even into a popular “cop bar.” Gates himself also made it into the game proper: restored to his rightful status of chief of police, he looks on approvingly and proffers occasional bits of advice as you work through the case. The CD-ROM version tacked on some DARE propaganda and a video interview with Gates, giving him yet one more opportunity to respond to his critics.

Contrary to the expectations raised both by the previous games in the series and the reputation of Gates, the player doesn’t take the role of a uniformed cop at all, but rather that of a plain-clothes detective. Otherwise, though, the game is both predictable in theme and predictably dire. Really, what more could one expect from a first-time designer working in a culture that placed no particular priority on good design, making a game that no one there particularly wanted to be making?

So, the dialog rides its banality to new depths for a series already known for clunky writing, the voice acting is awful — apparently the budget didn’t stretch far enough to allow the sorts of good voice actors that had made such a difference in King’s Quest VI — and the puzzle design is nonsensical. The plot, which revolves around a series of brutal cop killings for maximum sensationalism, wobbles along on rails through its ever more gruesome crime scenes and red-herring suspects until the real killer suddenly appears out of the blue in response to pretty much nothing which you’ve done up to that point. And the worldview the whole thing reflects… oh, my. The previous Police Quest games had hardly been notable for their sociological subtlety — “These kinds of people are actually running around out there, even if we don’t want to think about it,” Jim Walls had said of its antagonists — but this fourth game takes its demonization of all that isn’t white, straight, and suburban to what would be a comical extreme if it wasn’t so hateful. A brutal street gang, the in-game police files helpfully tell us, is made up of “unwed mothers on public assistance,” and the cop killer turns out to be a transvestite; his “deviancy” constitutes the sum total of his motivation for killing, at least as far as we ever learn.

One of the grisly scenes with which Open Season is peppered, reflecting a black-and-white — in more ways than one! — worldview where the irredeemably bad, deviant people are always out to get the good, normal people. Lucky we have the likes of Daryl Gates to sort the one from the other, eh?

Visiting a rap record label, one of a number of places where Sierra’s pasty-white writers get to try out their urban lingo. It goes about as well as you might expect.

Sierra throws in a strip bar for the sake of gritty realism. Why is it that television (and now computer-game) cops always have to visit these places — strictly in order to pursue leads, of course.

But the actual game of Open Season is almost as irrelevant to any discussion of the project’s historical importance today as it was to Ken Williams at the time. This was a marketing exercise, pure and simple. Thus Daryl Gates spent much more time promoting the game than he ever had making it. Williams put on the full-court press in terms of promotion, publishing not one, not two, but three feature interviews with him in Sierra’s news magazine and booking further interviews with whoever would talk to him. The exchanges with scribes from the computing press, who had no training or motivation for asking tough questions, went about as predictably as the game’s plot. Gates dismissed the outrage over the Rodney King tape as “Monday morning quarterbacking,” and consciously or unconsciously evoked Richard Nixon’s silent majority in noting that the “good, ordinary, responsible, quiet citizens” — the same ones who saw the need to get tough on crime and prosecute a war on drugs — would undoubtedly enjoy the game. Meanwhile Sierra’s competitors weren’t quite sure what to make of it all. “Talk about hot properties,” wrote the editors of Origin Systems’s internal newsletter, seemingly uncertain whether to express anger or admiration for Sierra’s sheer chutzpah. “No confirmation yet as to whether the game will ship with its own special solid-steel joystick” — a dark reference to the batons with which Gates’s officers had beat Rodney King.

In the end, though, the game generated decidedly less controversy than Ken Williams had hoped for. The computer-gaming press just wasn’t politically engaged enough to do much more than shrug their shoulders at its implications. And by the time it was released it was November of 1993, and Gates was already becoming old news for the mainstream press. The president of the Los Angeles Urban League did provide an obligingly outraged quote, saying that Gates “embodies all that is bad in law enforcement—the problems of the macho, racist, brutal police experience that we’re working hard to put behind us. That anyone would hire him for a project like this proves that some companies will do anything for the almighty dollar.” But that was about as good as it got.

There’s certainly no reason to believe that Gates’s game sold any better than the run-of-the-mill Sierra adventure, or than any of the Police Quest games that had preceded it. If anything, the presence of Gates’s name on the box seems to have put off more fans than it attracted. Rather than a new beginning, Open Season proved the end of the line for Police Quest as an adventure series — albeit not for Sierra’s involvement with Gates himself. The product line was retooled in 1995 into Daryl F. Gates’ Police Quest: SWAT, a “tactical simulator” of police work that played suspiciously like any number of outright war simulators. In this form, it found a more receptive audience and continued for years. Tammy Dargan remained at the reinvented series’s head for much of its run. History hasn’t recorded whether her bleeding-heart liberal sympathies went into abeyance after her time with Gates or whether the series remained just a slightly distasteful job she had to do.

Gates, on the other hand, got dropped after the first SWAT game. His radio show had been cancelled after he had proved himself to be a stodgy bore on the air, without even the modicum of wit that marked the likes of a Rush Limbaugh. Having thus failed in his new career as a media provocateur, and deprived forevermore of his old position of authority, his time as a political lightning rod had just about run out. What then was the use of Sierra continuing to pay him?


Ken and Roberta Williams looking wholesome in 1993, their days in the hot tub behind them.

But then, Daryl Gates was never the most interesting person behind the games that bore his name. The hard-bitten old reactionary was always a predictable, easily known quantity, and therefore one with no real power to fascinate. Much more interesting was and is Ken Williams, this huge, mercurial personality who never designed a game himself but who lurked as an almost palpable presence in the background of every game Sierra ever released as an independent company. In short, Sierra was his baby, destined from the first to become his legacy more so than that of any member of his actual creative staff.

Said legacy is, like the man himself, a maze of contradictions resistant to easy judgments. Everything you can say about Ken Williams and Sierra, whether positive or negative, seems to come equipped with a “but” that points in the opposite direction. So, we can laud him for having the vision to say something like this, which accurately diagnosed the problem of an industry offering a nearly exclusive diet of games by and for young white men obsessed with Star Wars and The Lord of the Rings:

If you match the top-selling books, records, or films to the top-selling computer-entertainment titles, you’ll immediately notice differences. Where are the romance, horror, and non-fiction titles? Where’s military fiction? Where’s all the insider political stories? Music in computer games is infinitely better than what we had a few years back, but it doesn’t match what people are buying today. Where’s the country-western music? The rap? The reggae? The new age?

And yet Williams approached his self-assigned mission of broadening the market for computer games with a disconcerting mixture of crassness and sheer naivete. The former seemed somehow endemic to the man, no matter how hard he worked to conceal it behind high-flown rhetoric, while the latter signified a man who appeared never to have seriously thought about the nature of mass media before he started trying to make it for himself. “For a publisher to not publish a product which many customers want to buy is censorship,” he said at one point. No, it’s not, actually; it’s called curation, and is the right and perhaps the duty of every content publisher — not that there were lines of customers begging Sierra for a Daryl Gates-helmed Police Quest game anyway. With that game, Williams became, whatever else he was, a shameless wannabe exploiter of a bleeding wound at the heart of his nation — and he wasn’t even very good at it, as shown by the tepid reaction to his “controversial” game. His decision to make it reflects not just a moral failure but an intellectual misunderstanding of his audience so extreme as to border on the bizarre. Has anyone ever bought an adventure game strictly because it’s controversial?

So, if there’s a pattern to the history of Ken Williams and Sierra — and the two really are all but inseparable — it’s one of talking a good game, of being broadly right with the vision thing, but falling down in the details and execution. Another example from the horse’s mouth, describing the broad idea that supposedly led to Open Season:

The reason that I’m working with Chief Gates is that one of my goals has been to create a series of adventure games which accomplish reality through having been written by real experts. I have been calling this series of games the “Reality Role-Playing” series. I want to find the top cop, lawyer, airline pilot, fireman, race-car driver, politician, military hero, schoolteacher, white-water rafter, mountain climber, etc., and have them work with us on a simulation of their world. Chief Gates gives us the cop game. We are working with Emerson Fittipaldi to simulate racing, and expect to announce soon that Vincent Bugliosi, the lawyer who locked up Charles Manson, will be working with us to do a courtroom simulation. My goal is that products in the Reality Role-Playing series will be viewed as serious simulations of real-world events, not as games. If we do our jobs right, this will be the closest most of us will ever get to seeing the world through these people’s eyes.

The idea sounds magnificent, so much so that one can’t help but feel a twinge of regret that it never went any further than Open Season. Games excel at immersion, and their ability to let us walk a mile in someone else’s shoes — to become someone whose world we would otherwise never know — is still sadly underutilized.

I often — perhaps too often — use Sierra’s arch-rivals in adventure games LucasArts as my own baton with which to beat them, pointing out how much more thoughtful and polished the latter’s designs were. This remains true enough. Yet it’s also true that LucasArts had nothing like the ambition for adventure games which Ken Williams expresses here. LucasArts found what worked for them very early on — that thing being cartoon comedies — and rode that same horse relentlessly right up until the market for adventures in general went away. Tellingly, when they were asked to adapt Indiana Jones to an interactive medium, they responded not so much by adjusting their standard approach all that radically as by turning Indy himself into a cartoon character. Something tells me that Ken Williams would have taken a very different tack.

But then we get to the implementation of Williams’s ideas by Sierra in the form of Open Season, and the questions begin all over again. Was Daryl Gates truly, as one of the marketers’ puff pieces claimed, “the most knowledgeable authority on law enforcement alive?” Or was there some other motivation involved? I trust the answer is self-evident. (John Williams even admitted as much in another of the puff pieces: “[Ken] decided the whole controversy over Gates would ultimately help the game sell better.”) And then, why does the “reality role-playing” series have to focus only on those with prestige and power? If Williams truly does just want to share the lives of others with us and give us a shared basis for empathy and discussion, why not make a game about what it’s like to be a Rodney King?

Was it because Ken Williams was himself a racist and a bigot? That’s a major charge to level, and one that’s neither helpful nor warranted here — no, not even though he championed a distinctly racist and bigoted game, released under the banner of a thoroughly unpleasant man who had long made dog whistles to racism and bigotry his calling card. Despite all that, the story of Open Season‘s creation is more one of thoughtlessness than malice aforethought. It literally never occurred to Ken Williams that anyone living in South Los Angeles would ever think of buying a Sierra game; that territory was more foreign to him than that of Europe (where Sierra was in fact making an aggressive play at the time). Thus he felt free to exploit a community’s trauma with this distasteful product and this disingenuous narrative that it was created to engender “discussion.” For nothing actually to be found within Open Season is remotely conducive to civil discussion.

Williams stated just as he was beginning his courtship of Daryl Gates that, in a fast-moving industry, he had to choose whether to “lead, follow, or get out of the way. I don’t believe in following, and I’m not about to get out of the way. Therefore, if I am to lead then I have to know where I’m going.” And here we come to the big-picture thing again, the thing at which Williams tended to excel. His decision to work with Gates does indeed stand as a harbinger of where much of gaming was going. This time, though, it’s a sad harbinger rather than a happy one.

I believe that the last several centuries — and certainly the last several decades — have seen us all slowly learning to be kinder and more respectful to one another. It hasn’t been a linear progression by any means, and we still have one hell of a long way to go, but it’s hard to deny that it’s occurred. (Whatever the disappointments of the last several years, the fact remains that the United States elected a black man as president in 2008, and has finally accepted the right of gay people to marry even more recently. Both of these things were unthinkable in 1993.) In some cases, gaming has reflected this progress. But too often, large segments of gaming culture have chosen to side instead with the reactionaries and the bigots, as Sierra implicitly did here.

So, Ken Williams and Sierra somehow managed to encompass both the best and the worst of what seems destined to go down in history as the defining art form of the 21st century, and they did so long before that century began. Yes, that’s quite an achievement in its own right — but, as Open Season so painfully reminds us, not an unmixed one.

(Sources: the books Blue: The LAPD and the Battle to Redeem American Policing by Joe Domanick and Rise of the Warrior Cop: The Militarization of America’s Police Forces by Radley Balko; Computer Gaming World of August/September 1987, October 1987, and December 1993; Sierra’s news magazines of Summer 1991, Winter 1992, June 1993, Summer 1993, Holiday 1993, and Spring 1994; Electronic Games of October 1993; Origin Systems’s internal newsletter Point of Origin of February 26 1993. Online sources include an excellent and invaluable Vice article on Open Season and the information about the Rodney King beating and subsequent trial found on Famous American Trials. And my thanks go out yet again to Corey Cole, who took the time to answer some questions about this period of Sierra’s history from his perspective as a developer there.

The four Police Quest adventure games are available for digital purchase at GOG.com.)

 

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