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An Ion Storm!, Part 1: The Ascent to Gamer Paradise


This article tells part of the story of John Romero.

At id, the company was rolling in millions of dollars and we just had walls. It was the whole Carmack idea of, “I don’t need anything on my walls, all I need is a table and a computer and a chair,” instead of, “Okay, we’ve got a lot of money, why not make a really bad-ass office?”

— John Romero

Romero is chaos and Carmack is order. Together they make the ultimate mix. But when you take them away from each other, what’s left?

— id Software artist Paul Steed


It was Trip Hawkins who first opened the can of worms. In 1983, to celebrate the release of Electronic Art’s first half-dozen games, he proclaimed their developers to be the rock stars of the new digital generation. The advertising campaign that followed was built around Annie Leibovitz-inspired photographs of his charges, trying a little bit too hard to look cool there in moody black and white, with Pinball Construction Set creator Bill Budge proudly showing off an actual studded leather glove. (“That’s not me really,” he would later admit; he’d bought it for dressing up as a punk rocker at a costume party.) The campaign attracted much comment, then as it still does today, but it appears not to have been all that effective in selling games. Within a few years, EA had backed off the programmers-as-rock-stars angle and was moving toward becoming the faceless corporate collective that gamers know — and in some cases hate — today.

But a dream as enticing as this one could never truly die. Ten and a half years after those airbrushed-cool EA advertisements, a group of scruffy outsiders in Dallas, Texas, unleashed DOOM upon the world. John Carmack and John Romero became the leaders of a movement that remade the culture of computer gaming over the next several years, turning it brasher, bolder, more action-oriented — and, yes, more violent. With his long hair and his penchant for black jeans and heavy-metal tee-shirts, Romero looked more at home with a studded leather glove on his fist than Bill Budge ever had. Within a year or two, he was playing DOOM in the back of a tour bus next to Trent Reznor of Nine Inch Nails.

The reborn rock-star ethos rippled outward from id Software, Carmack and Romero’s company. Suddenly gaming was cool in a way it had never been before. Sony went all-in on rave culture and heroin-chic in promoting its new PlayStation console. David Bowie wrote songs for and lent his voice and persona to Omikron: The Nomad Soul, shortly after the aforementioned Trent Reznor had written the soundtrack for id’s Quake. A fellow named American McGee, who had worked for a few years as a level designer at id, overcame his middling CV with a rock-star-worthy name and rock-star-worthy-looks, making a transgressive shooter based on Alice in Wonderland that would have done Alice Cooper proud, with his own name up in lights there on the front of the box.

But it’s safe to say that no one in gaming did the rock-star thing bigger and better than John Romero himself. DOOM had been his brilliant, dangerous masterpiece, the game the kids all wanted to play as loudly as possible while their parents pined for the more innocent days of Pac-Man. And after DOOM… well, anyone who has ever seen one of those VH1 Behind the Music documentaries knows what has to come next. It was time for him to lose himself in decadent rock-star excess and lose the plot on his art.

Such is the conventional narrative about Ion Storm, at any rate. Is it correct, you ask? Partially — but the tale is also more complex than it might seem on the surface.


In the earliest days of Ion Storm, John Romero and Tom Hall stand outside the mock-Tudor mansion the former bought with his DOOM money.

When we last checked in with John Romero, it was the summer of 1996, and he had just been fired from id Software for some combination of artistic disagreements with John Carmack and dereliction of duty. id’s fandom on the young World Wide Web greeted the news much as their parents had that of the breakup of the Beatles. How could the partnership of opposites that had changed their lives by marrying Carmack’s cutting-edge graphics technology to Romero’s diabolically inventive level designs have fallen apart so quickly?

As it happened, Romero had already been weighing his options for months by the time the axe fell. He’d been considering starting a new studio with his old friend Tom Hall, who’d been fired from id years before for trying to inject too much story into DOOM. Now, Hall was running into much the same problem at 3D Realms, where he had been assigned to a shooter called Prey. (True to form for 3D Realms, who believed in taking their time with their games, Prey wouldn’t be completed until 2006.)

Romero’s firing changed the two men’s talk into action. Feeling the need of a partner in what lay ahead, perhaps still feeling a twinge of guilt for the way Hall’s tenure on DOOM had ended, Romero offered to pay him a salary from his own DOOM windfall while the pair of them got a new studio off the ground. Romero’s stated ethos for the studio reflected the lingering bitterness he felt toward Carmack, who had made it clear that technology — his technology — would always be the primary driver of life at id.

Design is law. What we design is what’s going to be the game. It’s not going to be that we design something and have to chop it up because the technology can’t handle it or because some programmer says we can’t do it. You design a game, you make it, and that’s what you do. That’s the law. It’s the fucking design.

It didn’t take Tom Hall long to turn in his resignation at 3D Realms.

Romero first thought to call the studio Dream Design, but soon decided that sounded too “soft,” like a “mattress brand.” Hall suggested changing it to Ion Design. Then a mutual friend named Kee Kimbrell chortled over the phone one day that “the competition better watch out, or they are going to get caught up in an ion storm!” “We’re done here,” said Romero the moment he heard those words.

Publishers courted the new studio like record labels after a hot new band. Romero and Hall made the rounds of the industry, toasted and feted at every stop: Activision, Origin, Virgin, Mindscape, Acclaim, GT Interactive. Many of these houses had been blindsided by the 3D-action revolution in games, which had sprung up from the hinterlands while they imagined that the future of interactive entertainment was for it to become one with the movies. Now, they hoped to tempt the coolest dude of all from the new scene to come in and save their bacon. Romero dined out on their desperation, unabashedly playing one publisher against another, mocking them for their cluelessness to their faces.

In the course of these journeys, Romero and Hall visited the less prominent publisher 7th Level, who were looking to diversify from educational software into games. In service of that agenda, they had already bought a fledgling studio known as Distant Thunder, founded by one Todd Porter. A nephew of the legendary rockabilly guitarist Chet Atkins, Porter was, in addition to being a pretty good guitarist himself, a former seminary student and male stripper (stage name: Preacher Boy) whose chief claim to gaming fame was a rather excruciating 1989 CRPG called Knights of Legend. (The CRPG Addict, who has far more time and patience for the lesser lights in his favorite genre than I do, spent a staggering 96 hours with it; he numbered among its flaws the fact that you need to enter “ten keyboard commands just to move one step.”) Romero and Hall got to chatting with Porter. One thing led to another, and soon they decided to offer him a job and a stake in Ion Storm. Porter agreed to join, bringing with him his art director from Distant Thunder, Jerry O’Flaherty.

Romero had his fair share of flaws, as these articles will make abundantly clear. And yet, as this episode demonstrates, his enthusiasm for games was honest and almost naïvely heartfelt. On the strength of nothing more than good vibes and good chemistry, he gave Porter and O’Flaherty 25 percent of his new studio each, leaving himself and Hall to split the other half equally. It seemed that he still wanted to be a member of a band, not a solo artist. “At worst, if we disagreed on a company direction, we’d stalemate,” he remembers thinking. Not having much experience running a business, he had no idea how damaging such a stalemate could be.

On Christmas Eve of 1996, Ion Storm closed a deal with Eidos Interactive. The British publisher was already riding high off Tomb Raider, featuring the short-shorted and ludicrously proportioned Lara Croft, who despite her lack of corporeal reality was poised to become an unlikely It Girl of the mainstream zeitgeist. Now that Eidos had a full-blown pinup star, why not add a rock star to the stable? They agreed to pay Ion Storm $3 million in advance for each of three games — one from Romero, one from Hall, and one from Porter — plus a slush fund of another $4 million thrown on top, ostensibly for console rights. And they asked for the right of first refusal on Ion Storm’s next three projects as well, again promising $3 million for each of them in advance if they liked what they were pitched. Once the games reached stores and sold through their advances — that ought to take only about 150,000 unit sales, peanuts in a world where DOOM and Quake had sold in the multi-millions  — Eidos would pay a 40-percent royalty directly into Ion Storm’s pocket. It seemed like a spectacularly good deal.

Hall’s game, which would come to be known as Anachronox, was meant to combine the gameplay of Final Fantasy and Super Mario 64 with a story inspired by the novels Battlefield Earth and The Hitchhiker’s Guide to the Galaxy. Romero was predictably unfazed by this unwieldy collection of influences. Sounds great, he said. Design first and all that.

Porter’s idea was vaguely based on the old horror flick Invasion of the Body Snatchers. Romero described it to the press as “a real-time-strategy, first-person-action, weird hybrid of a game, completely hectic and totally hot.” Make of that what you will.

Romero’s own game was to be called Daikatana. It would send its player and two non-player companions hopscotching through two millennia worth of human history, from late Antiquity to the far future. It was to include shooter elements, but was also to be much more than just another DOOM or Quake. Like Hall, Romero mentioned JRPGs as some of his primary inspirations. Stealing a page from the early playbook of Electronic Arts, some of whose rock-star advertisements had sported the tagline “Can a Computer Make You Cry?,” he said that “I want you to become so emotionally attached to the characters that certain events in the game will make you break down and cry, just like in the opera scene from Final Fantasy III.” Who would have thought the man who had brought the verbs “frag” and “gib” into the lexicon could be such a soft touch?

As true-blue a man of his people as Bruce Springsteen was of his, Romero made it a point to hire his employees from the booming DOOM and Quake modding scenes as much as possible, foregoing for the most part folks with established industry résumés in favor of ones who reminded him of him and his friends from id before DOOM changed their lives forever. They all moved into an anonymous-looking but spacious “starter office” in North Dallas.

Standing from left to right: Bob Wright (a friend of Todd Porter’s, he was COO for a spell), Porter, Tom Hall, John Romero, and Jerry O’Flaherty. Seated: Mike Wilson.

Romero poached id’s marketing director, Mike Wilson, to become Ion Storm’s CEO and head PR man. “Honestly, I didn’t see how it could miss,” Wilson would say later. “I had just driven up the rates for a PC game to well beyond where they had ever been. It went up over the course of a year from, like, a million dollars a game to two or three or four [million] in advances. And I’d just renegotiated the Quake [royalty] rate up into the 40s [percent]. So I knew that the going rates were pretty good. And with John’s name, and Tom’s… you know.”

Wilson and Romero both enjoyed taking potshots in the press at their former colleagues from id, and in particular at John Carmack, behaving rather like John Lennon during his “How Do You Sleep?” phase. The irony of this public feud was that Ion Storm’s three games were actually to run under the Quake engine.

Romero soon learned of the disadvantages of not working in the same office where the technology that powers your dream design is conceived. At the E3 show in June of 1997, id demonstrated the upcoming Quake II. Romero pronounced immediately after he saw it that Ion Storm couldn’t possibly make do with the Quake I engine, that they would have to wait until the sequel was released six months from now — id naturally got first dibs on their own engine — and then update their works-in-progress accordingly. Many members of his own team were confused by his stance; they could make Daikatana just fine with the Quake I engine, they said, then upgrade for the next game. Why was a studio that had pure design as its founding ethos suddenly getting so hot and bothered about polygon counts and screen resolutions? But Romero was adamant; it was the Quake 2 engine or nothing. “If we don’t switch engines,” he said, “it [Daikatana] will look ancient in comparison.” Daikatana, originally projected to be a direct competitor to Quake 2 that Christmas, would have to be pushed to 1998. Hall’s and Porter’s projects would also make the switch, suffering similar delays.

While he waited on his new engine, Romero’s broader ambitions for his studio continued to grow. Unhappy with the company’s unremarkable current digs, he set his heart on the “penthouse” at the top of the 55-story Chase Tower, the third or fourth highest (depending on how you measured it) building in all of Dallas. The soaring ceiling and canted walls of the multi-tiered space were made of glass, giving a view that no other location in the city could match. Yet ten years after the skyscraper had first opened for business, the penthouse was still unoccupied; the real-estate agent explained that many potential tenants had looked at it, only to balk at the rent of half a million dollars per month and the almost equally astronomical cost of air-conditioning the giant glass bubble through the long, hot, sun-drenched Texas summers.

The agent must have danced a jig when Romero said that he would take the white elephant anyway. He hired a contractor to turn it into a gamer’s paradise, complete with a “rec area” with billiard and foosball and ping-pong tables and stand-up arcade machines, a deathmatch arena, a labyrinth, a movie theater, a television lounge, a motion-capture stage, $1500 chairs for everyone, and lots of comfy couches and showers for the many employees who would be encouraged to more or less live in the Ion Storm tree house. The renovations would require months to complete, at a cost of $2.5 million. Incredibly, Mike Wilson managed to convince Eidos to foot the bill, by promising that they could house their board of directors here and use the space as a showcase for visiting press. While they waited on the renovations to be completed, Ion Storm took over the 30th floor of the Chase Tower.

The Chase Tower in downtown Dallas, with the Cathedral Shrine of Our Lady Guadalupe sitting just at its base. This juxtaposition of big business and religion, ultra-modernity and tradition, is Dallas, the city where I grew up, in a nutshell.

Their publisher’s generosity in picking up the renovations tab notwithstanding, Ion Storm was spending money at an alarming rate. A perverse incentive emerged from the terms of their contract with Eidos: to initiate more projects so as to collect more $3 million advance payouts to cover short-term costs. Right from the moment he arrived, Mike Wilson had been telling the others that he wouldn’t have taken the Eidos deal, sweet as it looked. Now that they had, he said that they ought to “burn through” the six games they were on the hook for as quickly as possible, in order to become a publisher in their own right. That was where the real money was, he said. Romero was skeptical, but Wilson found an unexpected ally in this scheme in Todd Porter, who, it was slowly becoming clear, fancied himself an equally smooth and crafty wheeler-dealer. Porter hatched an ingenious if ethically dodgy scheme.

He had heard from his old colleagues from Distant Thunder that 7th Level had gotten cold feet about the games thing after their MechWarrior 2 competitor G-Nome had stiffed. (Computer Gaming World said that G-Nome “perfectly simulates putting a moron in a giant robot.”) They’d decided to cut their losses and get out of games as abruptly as they’d gotten into them, just as Porter’s old gang were about to finish an entrant into the crowded real-time-strategy field called Dominion: Storm Over Gift 3. (“Gift 3” was the name of the planet in the game, not an indication that it was the third in any series.) Ion Storm could buy it for a song, Porter said, give it to four employees for six weeks or so to apply a final coat of spit and polish, and offer it to Eidos. If the publisher accepted it, and if the cost of acquiring Dominion and finishing it worked out to less than $3 million, then they would be able to pocket the difference, even if the game never sold a single copy. Even in the worst case of Eidos saying no thanks, they would still have burned off one of their three options, and would still be free to shop it around elsewhere or publish it themselves. “The only reason we’re thinking about acquiring it is to burn an option, simple as that,” wrote Romero in an email.1

As Porter had hoped, Eidos agreed to pay the advance and publish the game, although it was clear that they weren’t thrilled at the prospect. But nothing else went according to the plan which Porter had pitched to the other founders. He ended up paying 7th Level fully $1.8 million for Dominion — far more than his partners had expected — only to admit once he had it that it was in far worse shape than he had anticipated. He proceeded to hire a group of his own former employees from Distant Thunder to finish it, a task that now looked likely to consume quite some months. The project went out of the black and into the red in December of 1997. It now had to sell decently well if it wasn’t to lose Ion Storm money, $3 million advance or no. The other founders were left wondering whether they had been the victim of guile or incompetence on Porter’s part. It was a question they would find themselves asking again and again as time wore on.

In September of 1997, Ion Storm announced that they had signed a fourth game designer to initiate a fifth development project. Older, bespectacled, and as thoughtful and well-spoken as Romero and his friends were brash and profane, Warren Spector was by no means an obvious candidate to join them. He had made his reputation at Looking Glass Software with Ultima Underworld and System Shock, games which he liked to describe as “immersive sims.” They used the same three-dimensional first-person perspective as DOOM and Quake, but in more cerebral and conceptually ambitious ways that counted combat as just one part of a larger whole. Nevertheless, Romero was a fan, eager to sign him up when he learned that the financially troubled Looking Glass was shutting down the Austin office where Spector was employed. Romero sent him an email: “Dude, you’ve got to join Ion Storm. Let me come down and convince you.” When he arrived, he gave Spector the same pitch he had delivered to Hall and Porter: he could make any game he wanted to make, using $3 million of Eidos’s money. At Ion Storm, nobody would tell him what to do.

Spector found the offer a hard one to refuse, especially after a couple of years of creative frustration at the perpetually short-staffed Looking Glass. At the same time, though, what he saw going on 180 miles to his north in Dallas made him nervous. He would accept, he said, but only if he could stay in Austin, opening his own office there and keeping the rest of Ion Storm at arm’s length. Far from being offended, Romero agreed to his terms. Eidos picked up yet another $3 million option, and Ion Storm could look forward to paying rent on yet another office space. But, setting all that aside, it was, many a gamer will tell you today, the best decision John Romero ever made. For it would result in Deus Ex, one of the most beloved and critically lauded computer games of all time, every inch the silver lining in the Ion Storm story.

Meanwhile the gang in Dallas debated flying out to London together to have their picture taken on the famous Abbey Road crosswalk, a Fab Four for this new pop-culture era of interactivity. Dubious as that idea was, it would surely have made for a better first advertisement for the delayed Daikatana than the one they finally landed on. In lieu of a game to celebrate the Christmas of 1997, Ion Storm rolled out a magazine advertisement which told their fans that “John Romero’s about to make you his bitch. Suck it down!” Mike Wilson judged that last phrase to be such a winner that he took out a trademark on it.

Daikatana had somehow wandered far afield indeed in a remarkably short time from the interactive epic that was supposed to make you cry. It was too much even for some of Romero’s more slavish followers — the ones who non-ironically bowed down to him saying “I’m not worthy!” at trade shows, who looked to him for personal-grooming as well as gaming tips. (“I always flip my hair over in front of my face and look at the floor while using a brush and hair dryer to slowly dry all my hair,” he said of his famous heavy-metal locks. “Brushing downward while drying will help straighten your hair and completely drying it will make sure it doesn’t kink up or curl up.” Who said that gamers were oblivious to fashion?) Instead of seeming edgy and cool, as Wilson had no doubt envisioned, the advert hit all wrong, demonstrating contempt not just for social norms — that was A-okay in the rock-star business — but for Ion Storm’s own most likely customers. The online blowback which ensued was an early indication that there might be some cracks in Romero’s armor, some limits to what even he could get away with. He would have done well to heed the warning when it was presented to him.

By now, the Dallas office was wracked by constant infighting among the senior staff, which made the place feel more dysfunctional by the day. Almost everyone seemed to agree that Todd Porter was the problem; now that he felt free to show his true colors, he was by most accounts an abrasive character indeed. Yet Romero and Hall had no way of getting rid of him, since his loyalist Jerry O’Flaherty would always vote with him to keep him around. Romero was learning a belated lesson on the dangers of a business stalemate.

Yet it turned out to be Mike Wilson rather than Porter who left first under bad terms. The infamous “bitch” advertisement may well have had something to do with it; Romero has long claimed that he was never really onboard with it, that he agreed to it only when Wilson called him a “pussy” for expressing reluctance. But there are also two other stories connected to Wilson’s departure. One involves him “borrowing” $30,000 from the company’s bank account to buy himself a used BMW. He took the money just for the short term, so he said, because “my loan officer is out of town.” But Wilson then proceeded to wreck the car before said loan officer could return, leaving the company out all that money.  The other story — the one told by John Romero in his recent memoir — is that Wilson started a games publisher of his own on the side, without telling any of his colleagues, and was fired when they found out. For all we know, of course, both stories might be true. Lord knows, Ion Storm was crazy enough to make that possible.

Whatever the exact reasons for his departure, there is no disputing that Wilson really did announce the new publisher Gathering of Developers — or G.O.D., as he preferred to call it — soon after his departure. In its bare couple of years as an independent going concern, G.O.D. produced a surfeit of revolutionary rhetoric about rescuing the creatives from the predations of the suits, but came out with few games that were reviewed well or that sold much. Its one real hit, before being swallowed up by the much larger publisher Take Two Interactive, was rather out of character for it: the strategy game Railroad Tycoon II. Other than this, G.O.D. was most noted among gamers for its “booth babes,” who at trade shows and especially at invitation-only after-hours parties let it all hang out, so to speak. Whatever else you can say about him, there can be no denying that Mike Wilson worked like a demon to cement the case for game developers as rock stars.

With Wilson went Ion Storm’s own ambition for becoming a game publisher as well as a studio. Indeed, Ion Storm was becoming ever more tightly coupled to Eidos, dependent upon them for their very survival. By the beginning of 1998, Eidos had begun sending a monthly remittance of $1.2 million to Dallas just to keep the doors open. Understandably concerned about the situation, they were starting to make noises about wanting equity in the studio itself in return. It looked like the founders might have to grant this wish, just to keep the lifeline from being pulled out of their grip.

In the midst of it all, in February of 1998, Ion Storm finally moved into the penthouse at the top of the Chase Tower. In addition to all of the other perks, there were free soda and limitless junk food on tap for the nearly 100 employees. Rumor had it that there were other, more illicit substances floating around the place as well, although these were presumably not purchased by the company — not officially, anyway. Call it part and parcel of the rock-star lifestyle.



Oddly few photographs of Ion Storm’s infamous penthouse office space exist. At some point, though, John Romero shared the following pictures, along with explanations of exactly what we are looking at. I found them in a Reddit post by one “Tricky-Adeptness-657.” The photographs appear to have been taken when the offices were mostly cleaned out, probably in the run-up to Ion Storm’s final closure.

The penthouse of the Chase Tower — now known as the Dallas Arts Tower — looks like this today. You can still play table games there, so the continuity with the past is not completely broken.



The penthouse was by no means a failure in its role of providing a showcase for a burgeoning creative industry, of showing that there was enough money flying around here to buy plenty of rock-star decadence. This was something that a mainstream reporter who had never played a computer game more advanced than Solitaire could readily understand and convey to her audience. CNN toured the penthouse for an on-air segment; Entertainment Weekly named Romero one the 100 most important people in its circumscribed world; Time called him the Quentin Tarantino of games; Texas Monthly included him on its list of “Top Twenty Texans”: “John Romero is the reigning bad boy of computer gaming, an image he cultivates with his flowing black hair, devilish smile, passion for fast cars (he’s a self-described ‘maniac’ behind the wheel of his Ferrari Testarossa), and thirst for bloody fights to the death — onscreen, of course.” It seldom came up in such coverage that Ion Storm had yet to finish a game, was in fact hemorrhaging money to no clear purpose.

To find a more skeptical and at least modestly more informed take on the current state of the studio, you had to turn to the gaming websites. Here the bloom had just about come off the rose. Ion Storm’s tone-deaf public relations and lack of concrete progress to show on any of its disparate projects were fast transforming fans’ view of John Romero in particular from worshipful adulation to angry mockery. Hell hath few furies like gamers scorned…

The company’s new fishbowl playground was proving great for every purpose except one: that of actually getting work done. The bright sunlight streaming in from above and every side made it impossible to see the monitor screens. Some employees resorted to working only at night; some went to a hardware store and returned with sheets of black felt, which they taped to the walls and ceiling to keep out the accursed light. They eventually discovered that outdoor patio coverings served the purpose best. The stunning space with its views of the Dallas skyline and of the blue sky overhead, streaked with jet contrails from the nearby airport, turned into a sad-sack tent city, which had to be hastily torn down like a homeless encampment before a police raid whenever a representative of the press came around.

Ion Storm received the Quake II engine from id at long last in the same month that they moved into the penthouse, whereupon the programmers saw that porting Daikatana over to it would be even more complicated than they had thought. Eidos had been told that Daikatana would be ready by March; not for the first nor the last time, Romero had to disappoint them. The publisher was growing steadily more worried and impatient at the endless delays and the lack of focus. Some at Ion Storm hatched a plan, perhaps after indulging in one of those other substances that were said to be floating around the penthouse, to launch a line of comic books. It was unceremoniously squashed by an increasingly interventionist Eidos, but not before illustrators had been hired and computers and specialized software purchased for them to use. The sense of strategic and tactical confusion was palpable. People complained that John Romero and Todd Porter had a different answer to every question that was posed to them, were effectively running two different companies. The stalemate ground on.

Ion Storm was learning the hard way that it was an exercise in diminishing returns to chase the latest, hottest game engine instead of just doing the best work possible with the tools to hand. At the E3 show in May of 1998, the new Quake 2-powered Daikatana looked underwhelming once again, this time when set beside the brand-new Unreal from Epic MegaGames, the first shooter by another studio to up the audiovisual bar on id’s flagship releases. As if that wasn’t bad enough, there was also the upcoming shooter Half-Life from a new studio known as Valve, which looked poised to bring a richer story to the genre in much the same way as had been mooted for Daikatana, but with vastly more self-assurance and clarity of purpose; ironically, it made do perfectly well with the old Quake 1 engine. At the same show, Ion Storm’s Dominion, which had still not been released nine months after it had been bought, looked like even more of a long shot than it had before next to Blizzard Entertainment’s Starcraft.

Nevertheless, the fact remained that Dominion was the only game Ion Storm had that was anywhere close to completion. Todd Porter was convinced, against the evidence of that E3 show, that it could become a hit. He turned down an offer from Compaq to bundle it with their home computers, for a royalty of $1 for every such computer sold, with a guaranteed minimum payout of $1.5 million. His logic was that doing so would “cannibalize” retail sales. When finally released in a standard box in June of 1998, Dominion flopped miserably, selling fewer than 17,000 copies and being named a runner-up for “Coaster of the Year” by Computer Gaming World: “Let’s just hope that Ion Storm learns from this experience before its next game ships, or its legacy may be closer to Blind Faith’s than the Beatles’.” It was not an auspicious retail debut for the most hyped studio in the industry.

In the aftermath of this fiasco, Eidos said that they no longer wanted Ion Storm to bother finishing Porter’s Body Snatchers-style game, despite having already paid $3 million for it. Just get the other games done and all will be forgiven, they said. Porter’s team was split between Romero’s team, Hall’s team, and Warren Spector’s down in Austin. The integration process did not go particularly smoothly.

Still, the infighting at the top was even worse. Instead of hashing out their differences face to face, Romero and Porter took them out on their opposite numbers’ favored underlings. Angry on-the-spot firings became commonplace. Epithets like “fucking rat-faced bitch,” which used to be reserved for deathmatch sessions, became normal office chatter. Someone — maybe many people — were leaking to the gaming websites, which reveled in every petty anecdote. The atmosphere of paranoia and distrust left some employees on the verge of a mental breakdown. The penthouse paradise had turned into Lord of the Flies.

A deal to give Eidos 19 percent of Ion Storm, in return for forgiving all of the advances that had come the latter’s way, fell through on the day when the contract was to be signed, when Eidos was informed that Ion Storm would not have a game ready to go for the coming Christmas either. There were rumors that Eidos was just about ready to pull the plug completely. In the midst of the worry and disappointment, Porter sent out a company-wide email asking if anyone wanted to buy his Lotus sports car, because he was looking to upgrade to a Ferrari like the one Romero had; it was leaked and all over the Internet by the next day. Ditto other emails in which Porter called his colleagues “shit” and implied that he had fired a PR firm because Romero was getting too much of the spotlight.

But by no means did all of the troubles at Ion Storm come down to Porter’s abrasive presence. Romero struck many of his employees as… well, as kind of lazy, a conclusion John Carmack had reached years ago. “If you want the overriding problem with John Romero’s character, I’d say it was his emphasis on being John Romero in the public eye, rather than getting things done — especially the things that made him John Romero in the public eye in the first place,” said one anonymous employee to a journalist. “It’s this idea that, once you’ve reached this pinnacle, life is a free ride and you don’t have to do anything from that point on, which is totally wrong.”

“Some people don’t want to do anything,” said another anonymous employee who preferred to speak still more cryptically. “And to them, it’s not a high price to pay to let someone else take control, if they can still do whatever they want.” It seemed that, for all his popular reputation as gaming’s reigning alpha male, Romero could be weirdly passive — one was almost tempted to say timid — when push came to shove. Most of his people believed, probably correctly, that he had the clout to oust Porter if he really, really wanted to; it wasn’t as if anyone was coming to the Chase Tower penthouse to meet the creator of Knights of Legend. But he just let the situation fester, until those around him were almost as angry at him as they were at Porter.

On November 19, 1998, eight core members of the Daiktana team asked for a meeting with Romero. “We don’t think this game is ever going to get done,” they said. They told him that they had received an offer from Mike Wilson over at G.O.D. to make a shooter starring the veteran rock band KISS, and that they had decided to take him up on it. They were leaving, then and there. All of the free soda, candy, and perks in the world weren’t worth enduring the toxic work environment which Ion Storm had become.

True to form, Romero told the heart of his team not to let the door hit them on their way out. But even as he did so, he could surely all too clearly picture Wilson giggling to himself at having engineered so perfect a revenge for his firing from Ion Storm. How the hell was Romero going to finish his game now?

Predictably enough, the story of the walkout was all over the online gaming sites within hours. Ion Storm had become a soap opera par excellence for people who claimed they hated relationship dramas. Even juicier than Wilson’s knife in the back was the person who now stepped up to take a prominent role in Daikatana‘s design. Having recently split from his second wife, Romero was to elevate his new girlfriend, Stevie “KillCreek” Case, to the position of primary level designer.

The Ion Storm saga was already rife with as much anger, dysfunction, and general decadence as any Behind the Music documentary. Now it was time to complete the tableau with a healthy dose of sex.



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Sources: The books Masters of DOOM: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner, Online Game Pioneers at Work by Morgan Ramsay, and DOOM Guy: Life in First Person by John Romero; Computer Gaming World of October 1996, January 1997, June 1997, June 1998, October 1998, and January 1999; Retro Gamer 75; Dallas Observer of January 19 1999; Texas Monthly of September 1998.

I owe the anecdote about Todd Porter being a nephew of Chet Atkins to a decade-old email exchange with Mark Mark Pelczarski of Penguin Software, who gave Porter his very first job in the industry.

Also the online article “A Hardcore Elegy for Ion Storm” by Christian Divine for Salon.

 
 

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A Looking Glass Half Empty, Part 2: A Series of Unfortunate Events


This article tells part of the story of Looking Glass Studios.

Coming out of 1998, the folks at Looking Glass Studios believed they had pretty good reason to feel optimistic about their future. With Thief, they had delivered not just their first profitable original game since 1995’s Flight Unlimited but their biggest single commercial success ever. They had no fewer than four more games slated for release within the next fifteen months, a positively blistering pace for them. Yes, all of said games were sequels and iterations on existing brands, but that was just the nature of the industry by now, wasn’t it? As long-running franchises like Ultima had first begun to demonstrate fifteen years ago, there was no reason you couldn’t continue to innovate under a well-known and -loved banner headline. Looking Glass closed their Austin office that had done so much to pay the bills in the past by taking on porting contracts. In the wake of Thief, they felt ready to concentrate entirely on their own games.

Then, just as they thought they had finally found their footing, the ground started to shift beneath Looking Glass once again. Less than a year and a half after the high point of Thief’s strong reviews and almost equally strong sales, Paul Neurath would be forced to shutter his studio forever.

We can date the beginning of the cascading series of difficulties that ultimately undid Looking Glass to March of 1999, when their current corporate parent decided to divest from games, which in turn meant divesting from them. Intermetrics had been on a roller-coaster ride of its own since being purchased by Michael Alexander in 1995. In 1998, the former television executive belatedly recognized the truth of what Mike Dornbrook had tried to tell him some time ago: that his dreams and schemes for turning Intermetrics into a games or multimedia studio made no sense whatsoever. He deigned to allow the company to return to its core competencies — indeed, to double-down on them. Late in the year, Intermetrics merged with Pacer InfoTec, another perennial recipient of government and military contracts. The new entity took the name of AverStar. When one looked through its collection of active endeavors — making an “Enterprise Information Portal” for the Army Chief of Staff; developing drainage-modeling software for the U.S. Geological Survey; providing “testing and quality-support services” for the Administrative Office of the U.S. Courts; writing and maintaining software for the Space Shuttle and other NASA vehicles — the games of Looking Glass stood out as decidedly unlike the others. Michael Alexander and his reconstituted team of managers, most of them grizzled veterans of the Beltway military-industrial complex, saw no point in continuing to dabble in games. In the words of Looking Glass programmer Mark LeBlanc, “AverStar threw us back into the sea.”

Just as is the case with Intermetrics’s acquisition of Looking Glass barely a year and a half earlier, the precise terms under which Alexander threw his once-prized catch back have never surfaced to my knowledge. It’s clear enough, however, that Looking Glass’s immediate financial position at this juncture was not quite so dire as it had been, thanks to the success of Thief if nothing else. Still, none of the systemic problems of being a small fish in the big pond of the games industry had been solved. Their recent success notwithstanding, without a deeper-pocketed parent or partner to negotiate for them, Looking Glass was destined to have a harder time getting their games into stores and selling them on their own terms.

The next unfortunate event — unfortunate for Looking Glass, but deeply tragic for some others — came about a month later. On April 20, 1999, two deeply troubled, DOOM-loving teenagers walked into their high school in the town of Columbine, Colorado, carrying multiple firearms each, and proceeded to kill thirteen of their fellow students and teachers and wound or terrorize hundreds more before turning their guns on themselves. This act of mass murder, occurring as it did before the American public had been somewhat desensitized to such massacres by the sheer numbing power of repetition, placed the subject of violence in videogames under the mass-media spotlight in a way it hadn’t been since Joseph Lieberman’s Senate hearings of 1993. Now Lieberman, a politician with mounting presidential ambitions, was back to point the finger more accusingly than ever.

This is not the place to attempt to address the fraught subject of what actual links there might be between violence in games and violence in the real world, links which hundreds of sociological and psychological studies have never managed to conclusively prove or disprove. Suffice to say that attributing direct causality to any human behavior outside the controlled setting of a laboratory is really, really hard, even before one factors in the distortions that can arise from motivated reasoning when the subject being studied is as charged as this one. Setting all of that aside, however, this was not a form of attention to which your average gaming executive of 1999 had any wish to expose himself. First-person action games that looked even vaguely like DOOM — such as most of the games of Looking Glass — were cancelled, delayed, or de-prioritized in an effort to avoid seeming completely insensitive to tragedy. De-prioritization rather than something worse was the fate of Looking Glass’s System Shock 2, but that would prove plenty bad enough for a studio with little margin for error.

The story of System Shock 2′s creation is yet another of those “only at Looking Glass” tales. In 1994, a 27-year-old Boston-area computer consultant named Ken Levine played System Shock 1 and was bowled over by the experience. A year or so later, he saw a want ad from the maker of his favorite game in a magazine. He applied and was hired. He contributed a great deal to Thief during that project’s formative period of groping in the dark — he is credited in the finished game for “initial design and story concepts” — and then was given a plum role indeed. Looking Glass had just won a contract to make an adventure game based on the popular new television series Star Trek: Voyager, and Levine was placed in charge of it.

Alas, that project fell apart within a year or so, when Viacom, the media conglomerate that owned the property, took note of the lackluster commercial performance of another recent Star Trek adventure game — and of recent adventure games in general — and pulled the plug. Understandably enough, Levine was devastated at having thus wasted a year of his life. Somewhat less understandably, he blamed the management of Looking Glass as much as Viacom for the fiasco. He left to start his own studio, taking with him two other Looking Glass employees, by the names of Jon Chey and Rob Fermier.

This is where the story gets weird, in an oh, so Looking Glass sort of way. Once they were out on their own, trading under the name of Irrational Games, the trio found that contracts and capital were not as easy to come by as they had believed they would be. At his wit’s end, facing the prospect of a return to his former life as an ordinary computer consultant, Levine came crawling back to his old boss Paul Neurath. But rather than ask for his old job back, he asked that Irrational be allowed to make a game in partnership with Looking Glass, using the same Dark Engine that was to power Thief. Most bosses would have laughed in the face of someone who had poached two of their people in a bid to show them up and show them how it was done, only to get his comeuppance in such deserving fashion. But not Neurath. He agreed to help Levine and his friends make a game in the spirit of System Shock, Levine’s whole reason for joining the industry in the first place. In fact, he even let them move back into Looking Glass’s offices for a while in order to do it. Neurath soon succeeded in capturing the interest of Electronic Arts, the corporate parent of Origin Systems and thus the owner of the System Shock brand. Just like that, Levine’s homage became a direct sequel, an officially anointed System Shock 2.

The ironic capstone to this tale is that Warren Spector had recently left Looking Glass because he had been unable to secure permission to do exactly what the unproven and questionably loyal young Ken Levine was now going to get to do: to make a spiritual heir to System Shock. Spector ended up at Ion Storm, a new studio founded by John Romero of DOOM fame, where he set to work on what would become Deus Ex.

In the course of making System Shock 2, the Irrational staff grew to about fifteen people, who did eventually move into their own office. Nonetheless, the line separating their contributions from those of Looking Glass proper remained murky at best. As a postmortem written by Jon Chey would later put it, “the project was a collaborative effort between two companies based on a contract that only loosely defined the responsibilities of each organization.” It’s for this reason that I’ll be talking about System Shock 2 from here on like I might any other Looking Glass game.

The sequel isn’t shy about embracing its heritage. Once again, it casts you into an outer-space complex gone badly, horrifyingly haywire; this time you find yourself in humanity’s first faster-than-light starship instead of a mere space station. Once again, the game begins with you waking up disoriented, not knowing how you got here, forced to rely on narrations of the backstory that may or may not be reliable. Once again, your first and most obvious antagonists are the zombified corpses of the people who used to crew the ship. Once again, you slowly learn what really went down here through the emails and logbooks you stumble across. Once again, you have a variety of cybernetic hardware to help you stay alive, presented via a relentlessly diegetic interface. Once again, you meet SHODAN, the disembodied, deliciously evil artificial intelligence who was arguably the most memorable single aspect of the very memorable first game. And once again, she is brought to iconic life by the voice of Terri Brosius. In these ways and countless others, this apple doesn’t fall far from the tree.

But even as it embraces its heritage in the broad strokes, System Shock 2 isn’t averse to tinkering with the formula, through both subtraction and addition. The most significant edit is the elimination of a separate, embodied cyberspace, which was already beginning to feel dated in 1994, having been parachuted in straight out of William Gibson’s 1984-vintage Neuromancer. Cyberspace has its charms in System Shock 1, but few would deny that it’s the roughest part of the game in terms of implementation; it was probably a wise choice for Ken Levine and company to focus their efforts elsewhere. More debatable are their decisions to simplify the hacking mini-games that you sometimes need to play to open locked doors and the like, and to eliminate the unique multi-variant difficulty settings of the first game, which let you turn it into whatever kind of experience you desire, from a walking simulator to an exercise in non-stop carnage to a cerebral pseudo-adventure game. System Shock 2 settles for letting you choose a single setting of “Easy,” “Normal,” “Hard,” or “Impossible,” like any standard-issue shooter of the era.

In fact, at first glance this game looks very much like a standard shooter. If you try to play it as one, however, you’ll be quickly disabused of that notion when you die… and die and die and die. This isn’t a stealth game to the same extent as Thief, but it does demand that you proceed with caution, looking for ways to outwit enemies whom you can’t overcome through firepower. If you can’t see your way to noticing and disabling the security cameras that lurk in many a corner, for example, you’re going to find yourself overwhelmed, no matter how fast and accurate a trigger finger you happen to possess.

By way of a partial replacement for the multi-variant difficulty settings of its predecessor, Irrational chose to graft onto System Shock 2 more CRPG elements. Theoretically at least, these give you almost as much control over what kind of game you end up playing. You can go for a combat-oriented build if you want more of a shooter experience — within reason, that is! — or you can become a hardcore tech-head or even a sort of Jedi who makes use of “psi” powers. Or you can judiciously mix and match your abilities, as most players doubtless wind up doing. After choosing an initial slate of skills at the outset, you are given the opportunity to learn more — or to improve the ones you already have — at certain milestones in the plot.

You create your character in System Shock 2 in a similar way to the old Traveller tabletop RPG, by sending him off on three tours of duty with different service branches — or the same one, if you prefer. (I fancy I can see some traces of the Star Trek: Voyager game which Ken Levine once set out to make in the vibe and the iconography here.) This is an example of how System Shock 2 can sometimes feel like it has a few too many ideas for its own good. It seems like an awful lot of effort to go through to establish a character who is about to get his memories erased anyway.

System Shock 2 is an almost universally acclaimed game today, perhaps even more so than its uglier low-res predecessor. There are good reasons for this. The atmosphere of dread builds and builds as you explore the starship, thanks not least to masterful environmental sound design; if anything, this game is more memorable for its soundscape than for its visuals. Although its emergent qualities are certainly nothing to sneeze at, in my opinion the peak moment of the game is actually pre-scripted. A jaw-dropping plot twist arrives about halfway through, one of the most shocking I’ve ever encountered in a game. I hesitate to say much more here, but will just reveal that nothing and no one turn out to be what you thought they were, and that SHODAN is involved. Because of course she is…

For all its increased resolution and equal mastery of atmosphere, however, System Shock 2 doesn’t strike me as quite so fully realized as the first System Shock. It also suffers by comparison with Warren Spector’s own System Shock successor Deus Ex, which was released about nine months later. System Shock 2 never seems entirely sure how to balance its CRPG elements, which are dependent on character skill, with its action elements, which are dependent on player skill. Increasing your character’s skill in gunnery, for example, somehow makes your guns do more damage when you shoot someone with them; this is not exactly intuitive or realistic. Deus Ex just does so much of this sort of thing so much better. In that game, a higher skill level lets your character hold the gun steadier when you’re trying to shoot with it; this makes a lot more sense.

Unusually for Looking Glass, who seldom released a game before its time, System Shock 2 shows all the signs of having been yanked out of its creators’ hands a few months too early. The level design declines dramatically during the final third of the game, becoming downright sketchy by the time you get to the underwhelming finale. The overall balance of the gameplay systems is somewhat out of whack as well. It’s really, really hard to gain traction as a psi-focused character in particular, and dismayingly easy to end up with a character that isn’t tenable by choosing the wrong skills early on. I found a lot of the design choices in System Shock 2 to be tedious and annoying, such that I wished for a way to just turn them off: the scarcity of ammunition (another way to find yourself in an unwinnable cul de sac), the way that weapons degrade at an absurd pace and constantly need to be repaired, the endlessly respawning enemies that make hard-won firefights feel kind of pointless, the decision to arbitrarily deprive you of your trusty auto-map just at the point when you need it most.

Granted, some of this was also in System Shock 1, but it irritated me much more here. In the end, the two games provide very similar subjective experiences. Perchance this was just a ride I was only interested in going on once; perchance I would have a very different reaction to System Shock 2 if I had met it before its older sibling. Or maybe I’m just getting more protective of my time as I get older and have less and less of it left. (Ach… hold that morbid thought!)

Whatever its ratio of strengths to weaknesses, System Shock 2 didn’t do very well at all upon its release in August of 1999. Many folks from both Looking Glass and Irrational attribute this disappointment entirely to the tragic occurrence of four months earlier in Columbine, Colorado. Although the full picture is surely more nuanced — it always is, isn’t it? — we have no reason to doubt that the fallout from the massacre was a major factor in the game’s commercial failure. According to Paul Neurath, Electronic Arts pondered for a while whether it was wise to put System Shock 2 out at all. He remembers EA’s CEO Larry Probst telling him that “we may just want to walk away from doing shooters because there’s talk of these shooters causing these kinds of events.” “We convinced them to release the game,” says Neurath, “but they did almost zero marketing and they put it in the bargain discount $9.95 bin 45 days after the game launched. It never stood a chance to make any money. That really hurt us financially.”

If System Shock 2 was to some extent a victim of circumstances, Looking Glass’s next game was a more foreseeable failure. For some reason, they just couldn’t stop beating the dead horse of flight simulation, even though it had long since become clear that this wasn’t what their primary audience wanted from them at all. Flight Unlimited III wasn’t a bad flight simulator, but the changes it introduced to the formula were nowhere near as dramatic as those that marked Flight Unlimited II. The most notable new development was a shift from the San Francisco Bay to Washington State, a much larger geographical area depicted in even greater detail. (Owners of the second game were given the privilege of loading their old scenery into the new engine as well.) Innovation or the lack thereof aside, the same old problem remained, in the form of Microsoft’s 800-pound-gorilla of a flight-simulation franchise, which was ready with its own “2000” update at the same time. Published by Electronic Arts in late 1999, Flight Unlimited III stiffed even more abjectly than had System Shock 2.

On the left, we see Seattle-Tacoma International Airport as depicted in Microsoft’s Flight Simulator 2000. On the right, we see the same airport in Flight Unlimited III. The former modeled the whole world, including more than 20,000 airports; the latter tried to compete by modeling a comparatively small area better. Regardless of the intrinsic merits of the two approaches, Looking Glass’s did not prove a formula for marketplace success.

A comparatively bright spot that holiday season was Thief Gold, which added three new missions to the original’s twelve and tweaked and polished the existing ones. It did decently well as a mid-tier product with a street price of about $25, plus a $10 rebate for owners of the previous version of Thief and the promise of a $10 discount off the upcoming Thief II. But a product like this was never going to offset Looking Glass’s two big failures of 1999.

In truth, the Looking Glass goose was probably already more or less cooked as Y2K began. The only thing that might have saved them was Thief II: The Metal Age turning into a massive hit right out of the gate. Sadly, there was little likelihood of that happening; the best that Looking Glass could realistically hope for was another solid half-million seller. There was already a sense in the studio as the final touches were being put on Thief II that, barring a miracle, this game was likely to be their swansong.

As swansongs go, Thief II acquits itself pretty darn well. It comes off as far more self-assured than its predecessor, being focused almost exclusively on stealth rather than monster-slaying through its fifteen cunningly crafted levels. Some of these spaces — a huge central bank, a sprawling warehouse complex, a rich art collector’s country estate — are intricate and beautiful enough that you almost wish there was an option to just wander around and admire them, without having to worry about guards and traps and all the rest. There’s a greater willingness here to use gameplay to advance the larger story: plot twists sometimes arrive in the midst of a mission, and you can often learn more about what’s really going on, if you’re interested, by listening carefully to the conversations that drift around the outskirts of the darkness in which you cloak yourself. Indeed, Thief II is positively bursting with little Easter eggs for the observant. Some of them are even funny, such as a sad-sack pair of guards who have by now been victimized by Garrett several times in other places, who complain to one another, Laurel and Hardy style, about their lot in life of constantly being outsmarted.

The subtitle pays tribute to the fact that the milieu of Thief has now taken on a distinct steampunk edge, with clanking iron robots and gun turrets for Garrett to contend with in addition to the ever-present human guards. Garrett now has a mechanical eye which he can use to zoom in on things, or even to receive the visual signal from a “scouting orb” that he’s tossed out into an exposed space to get a better picture of his surroundings. I must confess that I’m somewhat of two minds about this stuff: it’s certainly more interesting than zombies, but I do still kind of long for the purist neo-Renaissance milieu I thought I was getting when I played the first level of Thief I.

The “faces” on the robots look a bit like SHODAN, don’t they? Some of the code governing their behavior was also lifted directly from that game. But unlike your mechanical enemies in System Shock 2, these robots have steam boilers on their posteriors which you can douse with water arrows to disable them.

Beyond this highly debatable point, though, there’s very little to complain about here, unless it be that Thief II, for all its manifest strengths, doesn’t quite manage to stand on its own. Oddly in light of what a make-or-break title this was for them, Looking Glass seems not to have given much thought to easing new players into this very different way of approaching a first-person action game; they didn’t even bother to rehash the rudimentary tutorial that kicks off Thief I. As a result, and as a number of otherwise positively disposed contemporary reviewers noted, Thief II has more the flavor of an expansion pack — a really, really well-done one, mind you — than a full-fledged sequel. It probably isn’t the best place to start, but anyone who enjoyed the first game will definitely enjoy this one.

Looking Glass’s problem, of course, was that none of what I’ve just written sounds like a ticket to id- or Blizzard-level success, which was what they needed by this point to save the company. As Computer Gaming World wrote in its review, Thief II “is a ’boutique’ game: a gamer’s game. It pays its dividends in persistent tension rather than in bursts of fear. It still pumps as much adrenaline, but it works on a subtler level. It’s the difference between Strangers on a Train and Armageddon, between the intimated and the explicit.”

Having thus delivered another cult classic rather than a blockbuster, Looking Glass’s fate was sealed. By March of 2000, when Eidos published Thief II, Paul Neurath had been trying to sell the studio for a second time for the better part of a year. Sony was seriously interested for a while, until a management shakeup there killed the deal. Then Eidos was on the verge of pulling the trigger, only to have its bankers refuse to loan the necessary funds after a rather disappointing year for the company, in which the Tomb Raider train seemed to finally be running out of steam and John Romero’s would-be magnum opus Daikatana, which Eidos was funding and publishing for Ion Storm, ran way over time and budget. Not wanting to risk depriving his employees of their last paychecks, Neurath decided to shut the studio down with dignity. On May 24, 2000, he called everyone together to thank them for their efforts and to tell them that Thief II had been Looking Glass’s last game. “We’re closing,” he said. What else was there to say?

Plenty, as it turned out. The news of the shuttering prompted paroxysms of grief throughout gaming’s burgeoning online ecosystem, frequently accompanied by a full measure of self-loathing. Looking Glass had been just too smart for a public that wasn’t worthy of them, so the story went. Many a gamer who had always meant to pick up this or that subtly subversive Looking Glass masterstroke, but had kept delaying in favor of easier, more straightforward fare, blamed himself for being a part of the problem. But no amount of hand-wringing or self-flagellation could change the fact that Looking Glass was no more. The most it could do was to turn having worked for the studio into a badge of honor and one hell of a line item on anyone’s CV, as a Looking Glass diaspora spread out across the industry to influence its future.

To wit: the tearful tributes were still pouring in when Ion Storm’s Warren Spector-led Deus Ex reached store shelves in June of 2000. Cruel irony of ironies: Deus Ex became a hit on a scale that Thief, Looking Glass’s biggest game ever, could scarcely have dreamed of approaching. Right to the end, Looking Glass was always the bridesmaid, never the bride.


Looking Glass was a cool group, and a lot of us put a lot of time and energy and a large part of our lives into it, and it’s sad when that doesn’t work out. So there’s some part of me that says, oh, that sucks, that’s not fair, but it’s the real world and it had a pretty good run.

— Doug Church

Without consciously intending to, I’ve found myself writing quite a lot of obituaries of gaming icons recently: TSR, Sierra On-Line, MicroProse, Bullfrog, the adventure-making arm of Legend Entertainment. Call it a sign of the millennial times, a period of constant, churning acquisition and consolidation in which it began to seem that just half a dozen or so many-tendriled conglomerates were destined to divide the entirety of digital gaming among themselves. Now, we can add Looking Glass to our list of victims of this dubious idea of progress.

A lot of hyperbole has been thrown around about Looking Glass over the past quarter-century. A goodly portion of it is amply justified. That said, I do think there is some room for additional nuance. (There always is, isn’t there?) At the risk of coming off like the soulless curmudgeon in the room, I’m not going to write about Looking Glass here as if they were a bunch of tortured artists starving in a garret somewhere. Instead I’m going to put on my pragmatist’s hat and go off on in search of some more concrete reasons why these remarkable games didn’t resonate as much as they may have deserved to back in the day.

It shouldn’t be overlooked that Paul Neurath and Ned Lerner made some fairly baffling business decisions over the years. Their disastrous choice to try to make a go of it as an independent publisher against gale-force headwinds in 1995 can be all too easily seen as the precipitating event that sent Looking Glass down the road to closure five years later. Then, too, Neurath’s later insistence on persisting with the Flight Unlimited series must stand high on the list of mistakes. Incredibly, at the time Looking Glass was shut down, they were still at the flight-simulation thing, having spent a reported $3 million already on a fourth one, which was finally to add guns and enemy aircraft to the mix; this was half a million more than they had spent to make Thief II, a game with a far more secure customer base.2

Then again, this isn’t a Harvard Business School case study. What final words are there to say about the games themselves, the real legacy of this company that failed rather spectacularly at its business-school ambition of making a lot of — okay, any — money? How should we understand them in their full historical context?

As you probably know, historical context is kind of my jam. Writing for this site is for me a form of time travel. I don’t play modern games for lack of hours in the day, and I’ve long since settled into a more or less one-to-one correspondence between present time and historical time; that’s to say, it takes me about one year worth of articles on this site to fully cover one year of gaming history and matters adjacent. We’ve by now moved out of the era when I was playing a lot of games in my previous life, so most of what I encounter is new to me. I think this puts me in a privileged position. I can come pretty close to experiencing and appreciating games — and the evolution of the medium as a whole — as a contemporary player might have done. When I read in the year 2025 that Looking Glass was poorly rewarded for their uncompromising spirit of innovation, I can understand and even to a large extent agree. And yet, in my role as a time traveler, I can also kind of understand why a lot of gamers ended up voting with their wallets for something else.

The decade after Looking Glass’s demise saw the rise of what gaming scholar Jesper Juul has dubbed the Casual Revolution; this was the heyday of Bejeweled, Zuma, Diner Dash, and the Big Fish portal, which brought gaming to whole new, previously untapped demographics who dwarfed the hardcore old guard in numbers. In 2010, when this revolution was at its peak, Juul put forth five characteristics that define casual gaming: “emotionally positive fictions”; “little presupposed knowledge” on the player’s part; a tolerance for being played in “short bursts”; “lenient punishments for failing”; and “positive feedback for every successful action the player performs.” The games of Looking Glass are the polar opposite of this list. At times, they seem almost defiantly so; witness the lack of an “easy” setting in Thief, as if to emphasize that anyone who might wish for such a thing is not welcome here. Looking Glass’s games are the ultimate “gamer’s games,” as Computer Gaming World put it, unabashedly demanding a serious commitment of time, focus, energy, and effort from their players. But daily life demands plenty of those things from most of us already, doesn’t it? In this light, it doesn’t really surprise me that a lot of people decided to just go play something more welcoming and less demanding. This didn’t make them ingrates; it just made them people who weren’t quite sure that there was enough space in their life to work that hard for their entertainment. I sympathize because I often felt the same in the course of my time-traveling; when I saw a new Looking Glass game on the syllabus, it was always a little bit harder than it ought to have been for me to muster the motivation to take the plunge. And this is part of what I do for a living!

Now, there’s certainly nothing wrong with gamer’s games. But they are by definition niche pursuits. The tragedy of Looking Glass (if I can presume to frame it in those terms in an article which has previously mentioned the real tragedy that took place at Columbine High School) is that they were making niche games at a time when the economics of the industry were militating against the long tail, pushing everyone toward a handful of tried-and-true mainstream gameplay formulas. After the millennium, the rise of digital distribution would give studios the luxury of being loudly and proudly niche, if that was where their hearts were. (Ironically, this happened at the same instant that ultra-mainstream casual gaming took off, and was enabled by the same transformative technology of broadband in the home.) But digital distribution of games as asset-heavy as those of Looking Glass was a non-starter throughout the 1990s. C’est la vie.

This situation being what it was, I do feel that Looking Glass could have made a bit more of an effort to be accessible, to provide those real or metaphorical easy modes, if only in the hope and expectation that their customers would eventually want to lose the training wheels and play the games as they were meant to be played. On-ramping is a vital part of the game designer’s craft, one at which Looking Glass, for all their strengths in other areas, wasn’t all that accomplished.

Another thing that Looking Glass was not at all good at, or seemingly even all that interested in, was multiplayer, which became a bigger and bigger part of gaming culture as the 1990s wore on. (They did add a co-operative multiplayer mode to System Shock 2 via a patch, but it always felt like the afterthought it was.) This was a problem in itself. Just to compound it, Looking Glass’s games were in some ways the most single-player games of them all. “Immersion” was their watchword: they played best in a darkened room with headphones on, almost requiring of their players that they deliberately isolate themselves from the real world and its inhabitants. Again, this is a perfectly valid design choice, but it’s an inherently niche one.

Speaking only for myself now, I think this is another reason that the games of Looking Glass proved a struggle for me at times. At this point in my life at least, I’m just not that excited about isolating myself inside hermetically sealed digital spaces. If I want total immersion, I take a walk and immerse myself in nature. Games I prefer to play on the sofa next to my wife. My favorite Looking Glass game, for what it’s worth, is System Shock 1, which I played at an earlier time in my life when immersion was perhaps more of a draw than it is today. Historical context is one thing, personal context another: it’s damnably difficult to separate our judgments of games from the circumstances in which we played them.

Of course, this is one of the reasons that I always encourage you not to take my judgments as the final word on anything, to check out the games I write about for yourself if they sound remotely interesting. It’s actually not that hard to get a handle on Looking Glass’s legacy for yourself. Considering the aura of near-divinity that cloaks the studio today, the canon of widely remembered Looking Glass classics is surprisingly small. They seem to have had a thing for duologies: their place in history boils down to the two Ultima Underworld games, the two System Shock games, and the two Thief games. The rest of their output has been pretty much forgotten, with the partial exception of Terra Nova on the part of the really dedicated.

Still, three bold and groundbreaking concepts that each found ways to advance the medium on multiple fronts is more than enough of a legacy for any studio, isn’t it? So, let us wave a fondly respectful farewell to Looking Glass, satisfied as we do so that we will be meeting many of their innovations and approaches, sometimes presented in more accessible packages, again and again as we continue to travel through time.



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


Sources: The books Game Design Theory & Practice (2nd. ed.) by Richard Rouse III, A Casual Revolution: Reinventing Video Games and Their Players by Jesper Juul, and the Prima strategy guide to Thief II by Howard A. Jones; Computer Gaming World of January 1999, November 1999, January 2000, February 2000, and June 2000;  Retro Gamer 60, 177, and 260; Game Developer of November 1999; Boston Globe of May 26 2000; Boston Magazine of December 2013.

Online sources include “Ahead of Its Time: A History of Looking Glass” and “Without Looking Glass, There was No Irrational Games” by Mike Mahardy at Polygon, James Sterrett’s “Reasons for the Fall: A Post-Mortem on Looking Glass Studios,” a GameSpy featurette by John “Warrior” Keefer, Christian Nutt’s interview with Ken Levine on the old Gamasutra site, and AverStar’s millennial-era corporate site.

My special thanks to Ethan Johnson, a fellow gaming historian who knows a lot more about Looking Glass than I do, and set me straight on some important points after the first edition of this article was published.

Where to Get Them: System Shock 2: 25th Anniversary Remaster (which includes the original version of the game as a bonus) and Thief II: The Metal Age are available as digital purchases on GOG.com.

 
 

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A Looking Glass Half Empty, Part 1: Just Lookin’ for a Hit


This article tells part of the story of Looking Glass Studios.

There was some discussion about it: “Wow, gosh, it’d sure be nice if we were making more money and selling more copies so we could do crazy games of the type we want, as opposed to having to worry about how we’re going to sell more.” Hey, I’d love it if the public was more into what I like to do and a little less into slightly more straightforward things. But I totally get that they’re into straightforward things. I don’t have any divine right to have someone hand me millions of dollars to make a game of whatever I want to do. At some fundamental level, everyone has a wallet, and they vote with it.

— Doug Church, Looking Glass Studios

Late in 1994, after their rather brilliant game System Shock had debuted to a reception most kindly described as constrained, the Cambridge, Massachusetts-based studio Looking Glass Technologies sent their star producer Warren Spector down to Austin, Texas. There he was to visit the offices of Looking Glass’s publisher Origin Systems, whose lack of promotional enthusiasm they largely blamed for their latest game’s lukewarm commercial performance. Until recently, Spector had been directly employed by Origin. The thinking, then, was that he might still be able to pull some strings in Austin to move the games of Looking Glass a little higher up in the priority rankings. The upshot of his visit was not encouraging. “What do I have to do to get a hit around here?” Spector remembers pleading to his old colleagues. The answer was “very quiet, very calm: ‘Sign Mark Hamill to star in your game.‘ That was the thinking at the time.” But interactive movies were not at all what Looking Glass wanted to be doing, nor where they felt the long-term future of the games industry lay.

So, founders Paul Neurath and Ned Lerner decided to make some major changes in their business model in the hope of raising their studio’s profile. They accepted $3.8 million in venture capital and cut ties with Origin, announcing that henceforward Looking Glass would publish as well as create their games for themselves. Jerry Wolosenko, a new executive vice president whom they hired to help steer the company into its future of abundance, told The Boston Globe in May of 1995 that “we expect to do six original titles per year. We are just beginning.” This was an ambitious goal indeed for a studio that, in its five and a half years of existence to date, had managed to turn out just three original games alongside a handful of porting jobs.

Even more ambitious, if not brazen, was the product that Looking Glass thought would provide them with their entrée into the ranks of the big-time publishers. They intended to mount a head-on challenge to that noted tech monopolist Microsoft, whose venerable, archetypally entitled Flight Simulator was the last word — in fact, very nearly the only word — in civilian flight simulation. David-versus-Goliath contests in the business of media didn’t come much more pronounced than this one, but Looking Glass thought they had a strategy that might allow them to break at least this particular Microsoft monopoly.

Flight Unlimited was the brainchild of a high-energy physicist, glider pilot, and amateur jazz pianist named Seamus Blackley, who had arrived at Looking Glass by way of the legendary Fermi Laboratory. His guiding principle was that Microsoft’s Flight Simulator as it had evolved over the last decade and a half had become less a simulation of flight itself than a simulation of the humdrum routine of civil aviation — of takeoff permissions and holding patterns, of navigational transponders and instrument landing systems. He wanted to return the focus to the simple joy of soaring through the air in a flying machine, something that, for all the technological progress that had been made since the Wright brothers took off from Kitty Hawk, could still seem closer to magic than science. The emphasis would be on free-form aerobatics rather than getting from Airport A to Airport B. “I want people to see that flying is beautiful, exciting, and see the thrill you can get from six degrees of freedom when you control an airplane,” Blackley said. “That’s why we’ve focused on the experience of flying. There is no fuel gauge.”

The result really was oddly beautiful, being arguably as close to interactive art as a product that bills itself as a vehicular simulation can possibility get. Its only real concession to structure took the form of a 33-lesson flying course, which brought you from just being able to hold the airplane straight and level to executing gravity-denying Immelman rolls, Cuban eights, hammerheads, and inverted spins. Any time that your coursework became too intense, you always had the option to just bin the lesson plans and, you know, go out and fly, maybe to try some improvisational skywriting.

In one sense, Flight Unlimited was a dramatic departure from the two Ultima Underworld games and System Shock, all of which were embodied first-person, narrative-oriented designs that relied on 3D graphics of a very different stripe. In another sense, though, it was business as usual, another example of Looking Glass not only pushing boundaries of technology in a purist sense — the flight model of Flight Unlimited really was second to none — but using it in the service of a game that was equally aesthetically innovative, and just a little bit more thoughtful all the way around than was the norm.

Upon its release in May of 1995, Flight Unlimited garnered a rare five-stars-out-of-five review from Computer Gaming World magazine:

It’s just you, the sky, and a plane that does just about anything you ask it to. Anything aerobatic, that is. Flight Unlimited is missing many of the staple elements of flight simulations. There are no missiles, guns, or enemy aircraft. You can’t learn IFR navigation or practice for your cross-country solo. You can’t even land at a different airport than the one you took off from. But unless you’re just never happy without something to shoot at, you won’t care. You’ll be too busy choreographing aerial ballets, pulling off death-defying aerobatic stunts, or just enjoying a quiet soar down the ridge line to miss that stuff.

Flight Unlimited sold far better than System Shock: a third of a million copies, more even than Looking Glass’s previous best-seller Ultima Underworld, enough to put itself solidly in the black and justify a sequel. Still, it seems safe to say that it didn’t cause any sleepless nights for anyone at Microsoft. Over the years, Flight Simulator had become less a game than a whole cottage industry unto itself, filled with armchair pilots who often weren’t quite gamers in the conventional sense, who often played nothing else. It wasn’t all that easy to make inroads with a crowd such as that. Like a lot of Looking Glass’s games, Flight Unlimited was a fundamentally niche product to which was attached the burden of mainstream sales expectations.

That said, the fact remained that Flight Unlimited had made money for Looking Glass, which allowed them to continue to live the dream for a while longer. Neurath and Lerner sent a homesick Warren Spector back down to Austin to open a second branch there, to take advantage of an abundance of talent surrounding the University of Texas that the Wing Commander-addled Origin Systems was believed to be neglecting.

Then Looking Glass hit a wall. Its name was Terra Nova.

Terra Nova: Strike Force Centauri had had the most protracted development cycle of any Looking Glass game, dating almost all the way back to the very beginning of the company and passing through dozens of hands before it finally came to fruition in the spring of 1996. At its heart, it was an ultra-tactical first-person shooter vaguely inspired by the old Robert Heinlein novel Starship Troopers, tasking you with leading teams of fellow soldiers through a series of missions, clad in your high-tech combat gear that turned you more than halfway into a sentient robot. But it was also as close as Looking Glass would ever come to their own stab at a Wing Commander: the story was advanced via filmed cutscenes featuring real human actors, and a lot of attention was paid to the goings-on back at the ranch when you weren’t dressed up in your robot suit. This sort of thing worked in Wing Commander, to whatever extent it did, because the gameplay that took place between the movie segments was fairly quick and simple. Terra Nova was not like that, which could make it feel like an even more awkward mélange of chocolate and peanut butter. It’s difficult to say whether Activision’s Mechwarrior 2, the biggest computer game of 1995, helped it or hurt it in the marketplace: on the one hand, that game showed that there was a strong appetite for tactical combat involving robots, but, on the other, said demand was already being fed by a glut of copycats. Terra Nova got lost in the shuffle. A game that had been expected to sell at least half a million copies didn’t reach one-fifth of that total.

Looking Glass’s next game didn’t do any better. Like Flight Unlimited, British Open Championship Golf cut against the dark, gritty, and violent stereotype that tended to hold sway when people thought of Looking Glass, or for that matter of the games industry writ large. It was another direct challenge to an established behemoth: in this case, Access Software’s Links franchise, which, like Flight Simulator, had its own unique customer base, being the only line of boxed computer games that sold better to middle-aged corporate executives than they did to high-school and university students. Looking Glass’s golf project was led by one Rex Bradford, whose own history with simulating the sport went all the way back to Mean 18, a hit for Accolade in 1986. This time around, though, the upstart challenger to the status quo never even got a sniff. By way of damning with faint praise, Computer Gaming World called British Open Championship Golf “solid,” but “somewhat unspectacular.” Looking Glass could only wish that its sales could have been described in the same way.

With the benefit of hindsight, we can see all too clearly that Neurath and Lerner crossed the line that separates ambition from hubris when they decided to try to set Looking Glass up as a publisher. At the very time they were doing so, many another boutique publisher was doing the opposite, looking for a larger partner or purchaser to serve as shelter from the gale-force winds that were beginning to blow through the industry. More games were being made than ever, even as shelf space at retail wasn’t growing at anything like the same pace, and digital distribution for most types of games remained a nonstarter in an era in which almost everyone was still accessing the Internet via a slow, unstable dial-up connection. This turned the fight over retail space into a free-for-all worthy of the most ultra-violent beat-em-up. Sharp elbows alone weren’t enough to win at this game; you had to have deep pockets as well, had to either be a big publisher yourself or have one of them on your side. In deciding to strike out on their own, Neurath and Lerner may have been inspired by the story of Interplay Productions, a development studio which in 1988 had broken free of the grasp of Electronic Arts — now Origin System’s corporate parent, as it happened — and gone on to itself become one of the aforementioned big publishers who were increasingly dominating at retail. But 1988 had been a very different time in gaming.

In short, Neurath and Lerner had chosen just about the worst possible instant to try to seize full control of their own destiny. “Game distribution isn’t always based on quality,” noted Warren Spector at the end of 1996. Having thus stated the obvious, he elaborated:

The business has changed radically in the last year, and it’s depressing. The competition for shelf space is ridiculous and puts retailers in charge. If you don’t buy an end-cap from retailers for, say, $50,000 a month, they won’t buy many copies.

Products once had three to six months. The average life is now 30 days. If you’re not a hit in 30 days, you’re gone. This is predicated on your association with a publisher who gets your title on shelves. It’s a nightmare.

With just three games shipped in the last two and a half years — a long way off their projected pace of “six original titles per year” — and with the last two of them having flopped like a wet tuna on a gymnastics court, Looking Glass was now in dire straits. The only thing that had allowed them to keep the doors open this long had been a series of workaday porting jobs that Warren Spector had been relegated to supervising down in Austin, while he waited for the company to establish itself on a sound enough financial footing to support game development from whole cloth in both locations. Ten years on, after Looking Glass had been enshrined in gaming lore as one of the most forward-thinking studios of all time and Spector as the ultimate creative producer, the idea of them wasting their collective talents on anonymous console ports would seem surreal. But such was the reality circa 1997, when Looking Glass, having burnt through all of their venture capital, was left holding on by a thread. “I remember people walking into the office to take back the [rented] plants which the studio was no longer able to pay for,” says programmer and designer Randy Smith.

Ned Lerner abandoned what seemed to be a sinking ship, leaving Looking Glass to co-found a new studio called Multitude, whose focus was to be Internet-enabled multiplayer gaming. Meanwhile Neurath swallowed the hubris of 1995 and did what the managers of all independent games studios do when they find themselves unable to pay the bills anymore: looking for a buyer who would be able to pay them instead. But because Looking Glass could never seem to do anything in the conventional way even when they tried to, the buyer Neurath found was one of the strangest ever.

The Cambridge firm known as Intermetrics, Inc., was far from a household name, but it had a proud history that long predated the personal-computer era. Intermetrics had grown out of the fecund soil of Project Apollo, having been founded in March of 1969 by some of the engineers and programmers behind the Apollo Guidance Computer that would soon help to place astronauts on the Moon. After that epochal achievement, Intermetrics continued to do a lot of work for NASA, providing much of the software that was used to control the Space Shuttle. Other government and aerospace-industry contracts filled out most of the balance of its order sheets.

In August of 1995, however, a group of investors led by a television executive bought the firm for $28 million, with the intention of turning it into something altogether different. Michael Alexander came from the media conglomerate MCA, where he had been credited with turning around the fortunes of the cable-television channel USA. Witnessing the transformation that high-resolution graphics, high-quality sound, and the enormous storage capacity of CD-ROM were wreaking on personal computing, he had joined dozens of his peers in deciding that the future of mass-market entertainment and infotainment lay with interactive multimedia. Deeming most of the companies who were already in that space to be “overvalued,” and apparently assuming that one type of computer programming was more or less the same as any other, he bought Intermetrics, whose uniform of white shirts, ties, and crew cuts had changed little since the heyday of the Space Race, to ride the hottest wave in 1990s consumer electronics.

“This is a company that has the skills and expertise to be in the multimedia business, but is not perceived as being in that business,” he told a reporter from The Los Angeles Times. (It was not a question of perception; Intermetrics was not in the multimedia business prior to the acquisition.) “And that is its strength.” (He failed to elaborate on exactly why this should be the case.) Even the journalist to whom he spoke seemed skeptical. “Ponytailed, black-clad, twenty-something multimedia developers beware,” she wrote, almost palpably smirking between the lines. “Graying engineers with pocket protectors and a dozen years of experience are starting to compete.” Likewise, it is hard not to suspect Brian Fargo of Interplay of trolling the poor rube when he said that “I think it’s great that the defense guys are doing this. It’s where the job security is now. It used to be in defense. Now it’s in the videogame business.” (Through good times and bad, one thing the videogame business has never, ever been noted for is its job security.)

Alas, Michael Alexander was not just a bandwagon jumper; he was a late bandwagon jumper. By the time he bought Intermetrics, the multimedia bubble was already close to popping under the pressure of a more sustained Internet bubble that would end the era of the non-game multimedia CD-ROM almost before it had begun. As this harsh reality became clear in the months that followed, Alexander had no choice but to push Intermetrics more and more in the direction of games, the only kind of CD-ROM product that was making anyone any money. The culture clash that resulted was intractable, as pretty much anyone who knew anything about the various cultures of computing could have predicted. Among these someones was Mike Dornbrook, a games-industry stalwart who had gotten his start with Infocom in the early 1980s. Seeking his next gig after Boffo Games, a studio he had founded with his old Infocom colleague Steve Meretzky, went down in flames, Dornbrook briefly kicked the tires at Intermetrics, but quickly concluded that what he saw “made no sense whatsoever”: “They were mostly COBOL programmers in their fifties and sixties. I remember looking around and saying, ‘You’re going to turn these guys into game programmers? What in the world are you thinking?'” 3

Belatedly realizing that all types of programming were perhaps not quite so interchangeable as he had believed, Michael Alexander set out in search of youngsters to teach his old dogs some new tricks. The Intermetrics rank and file must have shuddered at the advertisements he started to run in gaming magazines. “We are rocket scientists!” the ads trumpeted. “Even our games are mission-critical!” When these efforts failed to surface a critical mass of game-development talent, Alexander reluctantly moved on to doing what he should have done back in 1995: looking for an extant studio that already knew how to make games. It so happened that Looking Glass was right there in Cambridge, and, thanks to its troubled circumstances, was not as “overvalued” as most of its peers. Any port in a storm, as they say.

On August 14, 1997, a joint press release was issued: “Intermetrics, Inc., a 28-year-old leading software developer, and Looking Glass Studios, one of the computer gaming industry’s foremost developers, today announce the merger of the two companies’ gaming operations to form Intermetrics/Looking Glass Studios, LLC. Through the shared strengths of the two entities, the new company is strategically positioned to be a major force in the computer-game, console and online-gaming industries.” Evidently on a quest to find out how much meaningless corporate-speak he could shoehorn into one document, Michael Alexander went on to add that “Looking Glass Studios immediately catapults Intermetrics into a leading position in the gaming industry by giving us additional credentials and assets to compete in the market. Our business plan is to maintain and grow our core contract-services business while at the same time leveraging our expertise and financial resources to be a major player in the booming interactive-entertainment industry.” The price paid by the rocket scientists for their second-stage booster has to my knowledge never been publicly revealed.

The acquiring party may have been weird as all get-out, but it could have worked out far worse for Looking Glass, all things considered. In addition to the obvious benefit of being able to keep the doors open, at least a couple of other really good things came directly out of the acquisition. One was a change in name, from Looking Glass Technologies to Looking Glass Studios, emphasizing the creative dimension of their work. Another was a distribution deal with Eidos, a British publisher that had serious retail clout in both North America and Europe. Riding high on the back of the massive international hit Tomb Raider, Eidos could ensure that Looking Glass’s games got prominent placement in stores. Meanwhile this idea of the Looking Glass people serving as mentors to those who were struggling to make games at Intermetrics proper — an excruciating proposition for both parties — would prove to mostly be a polite, face-saving fiction for Michael Alexander; in practice, the new parent company would prove largely content to leave its subsidiary alone to do its own thing. Now the folks at Looking Glass just needed to deliver a hit to firmly establish themselves in their new situation. That was always the sticky wicket for them.

The first game that Looking Glass released under their new ownership was Flight Unlimited II, which appeared just a few months after the big announcement. Created without the input of Seamus Blackley, who had left the company, Flight Unlimited II sought simultaneously to capitalize on the relative success of Looking Glass’s first flight simulator and to adjust that game’s priorities to better coincide with the real or perceived desires of the market. Looking Glass paired the extant flight model with an impressively detailed depiction of the geography of the San Francisco Bay Area. Then they added a lot more structure to the whole affair, in the form of a set of missions to fly after you finished your training. The biggest innovation, a first for any civilian flight simulator, was the addition of other aircraft, turning San Francisco International Airport into the same tangle of congested flight lanes it was in the real world. These changes moved the game away from being such a purist simulation of flight as an end unto itself. Still, there was a logic to the additions; one can easily imagine them making Flight Unlimited II more appealing to the sorts of gamers who don’t tend to thrive in goal-less sandboxes. Be that as it may, though, it didn’t show up in the sales figures. Flight Unlimited II sold better than Terra Nova or British Open Championship Golf, but not as well as its series predecessor, just barely managing to break even.

This disappointment put that much more pressure on Looking Glass’s next game to please the new boss and show that the studio could deliver a solid, unqualified hit. In a triumph of hope over experience, everyone had high expectations for The Dark Project, which had been described in the press release announcing the acquisition as “a next-generation fantasy role-playing game.” Such a description might have left gamers wondering if Looking Glass was returning to the territory of Ultima Underworld. As things worked out, the game that they would come to know as simply Thief would not be that at all, but would instead break new ground in a completely different way. It stands today alongside Ultima Underworld in another sense: as one of the three principal legs — the last one being System Shock, of course — that hold up Looking Glass’s towering modern-day reputation for relentless, high-concept innovation.

The off-kilter masterstroke that is Thief started with a new first-person 3D engine known as The Dark Engine. It could have powered a “low-brain shooter,” as the Looking Glass folks called the likes of the mega-hit Quake, with perfect equanimity. But they just couldn’t bring themselves to make one.

It took a goodly while for them to decide what they did want to do with The Dark Engine. Doug Church, the iconoclastic programmer and designer who had taken the leading role on System Shock, didn’t want to be out-front to the same extent on this project. The initial result of this lack of a strong authority figure was an awful lot of creative churn. There was talk of making a game called Better Red than Undead, mixing a Cold War-era spy caper with a zombie invasion. Almost as bizarre was Dark Camelot, an inverted Arthurian tale in which you played the Black Knight against King Arthur and his cronies, who were depicted as a bunch of insufferable holier-than-thou prigs. “Our marketing department wasn’t really into that one,” laughs Church.

Yet the core sensibility of that concept — of an amoral protagonist set against the corrupt establishment and all of its pretensions — is all over the game that did finally get made. Doug Church:

The missions [in Dark Camelot] that we had the best definition on and the best detail on were all breaking into Camelot, meeting up with someone, getting a clue, stealing something, whatever. As we did more work in that direction, and those continued to be the missions that we could explain best to other people, it just started going that way. Paul [Neurath] had been pushing for a while that the thief side of it was the really interesting part, and why not just do a thief game?

And as things got more chaotic and more stuff was going on and we were having more issues with how to market stuff, we just kept focusing on the thief part. We went through a bunch of different phases of reorganizing the project structure and a bunch of us got sucked into doing some other project work on Flight [Unlimited] and stuff, and there was all this chaos. We said, “Okay, well, we’ve got to get this going and really focus and make a plan.” So we put Greg [LoPiccolo] in charge of the project and we agreed we were going to call it Thief and we were going to focus much more. That’s when we went from lots of playing around and exploring to “let’s make this Thief game.”

It surely comes as no revelation to anyone reading this article that most game stories are power fantasies at bottom, in which you get to take on the identity of a larger-than-life protagonist who just keeps on growing stronger as you progress. Games which took a different approach were, although by no means unknown by the late 1990s, in the decided minority even outside of the testosterone-drenched ghetto of the first-person shooter. The most obvious exponents of the ordinary-mortal protagonist were to be found in the budding survival-horror genre, as pioneered by Alone in the Dark and its sequels on computers and Resident Evil on the consoles. But these games cast you as nearly powerless prey, being stalked through dark corridors by zombies and other things that go bump in the night. Thief makes you a stealthy predator, the unwanted visitor rifling through cupboards and striking without warning out of the darkness, yet most definitely not in any condition to mow down dozens of his enemies in full-frontal combat, Quake-style. If you’re indiscreet in your predations, you can become the cornered prey with head-snapping speed. This was something new at the time.

Or almost so. Coincidentally, two Japanese stealthy-predator games hit the Sony PlayStation in 1998, the same year as Thief’s release. Tenchu: Stealth Assassins cast you as a ninja, while Metal Gear Solid cast you as an agent of the American government on a top-secret commando mission. The latter in particular caused quite a stir, by combining its unusual gameplay style with the sort of operatically melodramatic storytelling that was more commonly associated with the JRPG genre. That said, Thief is a far more sophisticated affair than either of these games, in terms of both its gameplay and its fiction.

The titular thief and protagonist is a man known only as Garrett, who learned his trade on the streets of The City, a mixture of urban squalor and splendor that is best described as Renaissance Florence with magic — a welcome alternative to more typical fantasy settings. Over the course of a twelve-act campaign, Garrett is given a succession of increasingly daunting assignments, during which a larger plot that involves more than the acquisition of wealth by alternative methods does gradually take shape.

Although the mission tree is linear, nothing else about your experience in Thief is set in stone. It was extremely important to Looking Glass that Thief not turn into a puzzle game, a series of set-piece challenges with set-piece solutions. They wanted to offer up truly dynamic environments, environments that were in their own way every bit as much simulations as Flight Unlimited. They wanted to make you believe you were really in these spaces. Artist Daniel Thron speaks of the “deep sense of trust we had in the player. There isn’t a single solution to Thief. It’s up to you to figure out how to steal the thing. It’s letting you tell that story through gameplay. And that sense of ownership makes it unique. It becomes yours.” In the spirit of all that, the levels are big, with no clearly delineated through-line. These dynamic virtual spaces full of autonomous actors demand constant improvisation on your part even if you’ve explored them before.

Looking Glass understood that, in order for Thief to work as a vehicle for emergent narrative, all of the other actors on the stage have to respond believably to your actions. It’s a given that guards ought to hunt you down if you blatantly give away your presence to them. Thief distinguishes itself by the way it responds to more subtle stimuli. An ill-judged footstep on a creaky floor tile might cause a guard to stop and mutter to himself: “Wait! Did I just hear something?” Stand stock still and don’t make a sound, and maybe — maybe — he’ll shrug his shoulders and move on without bothering to investigate. If you do decide to take a shot at him with your trusty bow or blackjack, you best not miss, to steal a phrase from Omar Little. And you best hide the body carefully afterward, before one of his comrades comes wandering along the same corridor to stumble over it.

These types of situations and the split-second decisions they force upon you are the beating heart of Thief. Bringing them off was a massive technical challenge, one that made the creation of 3D-graphics engine itself seem like child’s play. The state of awareness of dozens of non-player characters had to be tracked, as did sound and proximity, light and shadow, to an extent that no shooter — no, not even Half-Life — had ever come close to doing before. Remarkably, Looking Glass largely pulled it off, whilst making sure that the more conventional parts of the engine worked equally well. Garrett’s three principal weapons — a blackjack for clubbing unsuspecting victims in the back of the head, a rapier for hand-to-hand combat, and a bow which can be used to shoot a variety of different types of arrows — are all immensely satisfying to use, having just the right feeling of weight in your virtual hands. The bow is a special delight: the arrows arc through the air exactly as one feels they ought to. You actually get to use your bow in all sorts of clever ways that go beyond killing, such as shooting water arrows to extinguish pesky torches — needless to say, darkness is your best friend and light your eternal enemy in this game — and firing rope arrows that serve Garrett as grappling hooks would a more conventional protagonist.

Looking Glass being Looking Glass, even the difficulty setting in Thief is more than it first appears to be. It’s wouldn’t be much of an exaggeration to say that Thief is really three games in one, depending on whether you play it on Normal, Hard, or Expert. (Looking Glass apparently wasn’t interested in the sorts of players who might be tempted by an “easy” mode.) Not only do the harder settings require you to collect more loot to score a passing grade on each mission, but the environments themselves become substantially larger. Most strikingly, in a brave subversion of the standard shooter formula, each successive difficulty setting requires you to kill fewer rather than more people; at the Expert level, you’re not allowed to kill anyone at all.

Regardless of the difficulty setting you choose, Thief will provide a stiff challenge. Its commitment to verisimilitude extends to all of its facets. In lieu of a conventional auto-map, it provides you only with whatever scribbled paper map Garrett has been able to scrounge from his co-conspirators, or sometimes not even that much. If your innate sense of direction isn’t great — mine certainly isn’t — you can spend a long time just trying to find your way in these big, twisty, murky spaces.

When it’s at its best, Thief is as amazing as it is uncompromising. It oozes atmosphere and tension; it’s the sort of game that demands to be played in a dark room behind a big monitor, with the phone shut off and a pair of headphones planted firmly over the ears. Sadly, though, it isn’t always this best version of itself. In comparison to Ultima Underworld or System Shock, both of which I enjoyed from first to last, Thief strikes me as a lumpy creation, a game of soaring highs but also some noteworthy lows. I was all-in during the first mission, a heist taking place in the mansion of a decadent nobleman. Having recently read Sarah Dunant’s The Birth of Venus and written quite a lot about Renaissance Florence, my receptors were well primed for this Neo-Renaissance setting. Then I came to the second mission, and suddenly I was being asked to fight my way through a bunch of zombies in an anonymous cave complex. Suddenly Thief felt like dozens of other first-person action games.

This odd schizophrenia persists throughout the game. The stealthy experience I’ve just been describing — the boldly innovative experience that everyone thinks of today when they think of Thief — is regularly interspersed with splatterfests against enemies who wouldn’t have been out of place in Quake: zombies, rat men, giant exploding frogs, for Pete’s sake. (Because these enemies aren’t human, they’re generally exempt from the prohibition against killing at the Expert level.) All told, it’s a jarring failure to stick to its guns from a studio that has gone down in gaming lore for refusing to sacrifice its artistic integrity, to its own great commercial detriment.

As happens so often in these cases, the reality behind the legend of Looking Glass is more nuanced. Almost to a person, the team who made Thief attribute the inconsistency in the level design to outside pressure, especially from their publisher Eidos, who had agreed to partially fund the project. “Eidos never believed in it and until the end told us to put in more monsters and have more fighting and exploring and less stealth, and I’m not sure there was ever a point [when] they got it,” claims Doug Church. “I mean, the trailers Eidos did for Thief were all scenes with people shooting fire arrows at people charging them. So you can derive from that how well they understood or believed in the idea.”

And yet one can make the ironic case that Eidos knew what they were doing when they pushed Looking Glass to play up the carnage a little more. Released in November of 1998, Thief finally garnered Looking Glass some sales figures that were almost commensurate with their positive reviews. (“If you’re tired of DOOM clones and hungry for challenge, give this fresh perspective a try,” said Computer Gaming World.) The game sold about half a million copies — not a huge hit by the standards of an id Software or Blizzard Entertainment, but by far the most copies Looking Glass had ever sold of anything. It gave them some much-needed positive cash flow, which allowed them to pay down some debts and to revel in some good vibes for a change when they looked at the bottom line. But most importantly for the people who had made Thief, its success gave them the runway they needed to make a sequel that would be more confident in its stealthy identity.



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


Sources: The book Game Design Theory & Practice (2nd. ed.) by Richard Rouse III; Next Generation of March 1997 and June 1997; PC Zone of December 1998; Computer Gaming World of September 1995, June 1996, August 1997, April 1998, and March 1999; Retro Gamer 117, 177, and 260; Los Angeles Times of September 15 1995; Boston Globe of May 3 1995.

Online sources include the announcement of the Intermetrics acquisition on Looking Glass’s old website, InterMetrics’s own vintage website, “Ahead of Its Time: A History of Looking Glass” by Mike Mahardy at Polygon, and James Sterrett’s “Reasons for the Fall: A Post-Mortem on Looking Glass Studios.”

My special thanks to Ethan Johnson, a fellow gaming historian who knows a lot more about Looking Glass than I do, and set me straight on some important points after the first edition of this article was published.

Where to Get Them: Terra Nova: Strike Force Centauri and Thief Gold are available for digital purchase at GOG.com. The other Looking Glass games mentioned this article are unfortunately not.

 
 

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System Shock

We approached games as immersive simulations. We wanted to build game environments that reacted to player’s decisions, that behaved in natural ways, and where players had more verbs than simply “shoot.” DOOM was not an influence on System Shock. We were trying something more difficult and nuanced, [although] we still had a lot of respect for the simplicity and focus of [the id] games. There was, to my recollection, a vague sense of fatalism about the parallel tracks the two companies were taking, since it was clear early on that id’s approach, which needed much less player education and which ran on adrenaline rather than planning and immersion, was more likely to be commercially successful. But we all believed very strongly in Looking Glass’s direction, and were proud that we were taking games to a more cerebral and story-rich place.

— Dorian Hart

We hope that our toiling now to make things work when it is still very hard to do effectively will mean that when it is easier to do, we can concentrate on the parts of the game that are less ephemeral than polygons per second, and distinguish ourselves by designing detailed and immersive environments which are about more than just the technology.

— Doug Church

In late 1992, two separate studios began working on two separate games whose descriptions sound weirdly identical to one another. Each was to make you the last human survivor on a besieged space station. You would roam its corridors in real time in an embodied first-person view; both studios prided themselves on their cutting-edge 3D graphics technology. As you explored, you would have to kill or be killed by the monsters swarming the complex. Yet wresting back control of the station would demand more than raw firepower: in the end, you would have to outwit the malevolent intelligence behind it all. Both games were envisioned as unprecedentedly rich interactive experiences, as a visceral new way of living through an interactive story.

But in the months that followed, these two projects that had started out so conceptually similar diverged dramatically. The team that was working on DOOM at id Software down in Dallas, Texas, decided that all of the elaborate plotting and puzzles were just getting in the way of the simpler, purer joys of blowing away demons with a shotgun. Lead programmer John Carmack summed up id’s attitude: “Story in a game is like story in a porn movie. It’s expected to be there, but it’s not that important.” id discovered that they weren’t really interested in making an immersive virtual world; they were interested in making an exciting game, one whose “gameyness” they felt no shame in foregrounding.

Meanwhile the folks at the Cambridge, Massachusetts-based studio Looking Glass Technologies stuck obstinately to their original vision. They made exactly the uncompromising experience they had first discussed, refusing to trade psychological horror in for cheaper thrills. System Shock would demand far more of its players than DOOM, but would prove in its way an even more rewarding game for those willing to follow it down the moody, disturbing path it unfolded.

It was in this moment, then, that the differences between id and Looking Glass, the yin and the yang of 1990s 3D-graphics pioneers, became abundantly clear.



Looking Glass arrived at their crossroads moment just as they were completing their second game, Ultima Underworld II. Both it and its predecessor were first-person fantasy dungeon crawls set in and around Britannia, the venerable world of the Ultima CRPG series to which their games served as spinoffs. And both were very successful, so much so that they almost overshadowed Ultima VII, the latest entry in the mainline series. Looking Glass’s publisher Origin Systems would have been happy to let them continue making games in this vein for as long as their customers kept buying them.

But Looking Glass, evincing the creative restlessness that would define them throughout their existence, was ready to move on to other challenges. In the months immediately after Ultima Underworld II was completed, the studio’s head Paul Neurath allowed his charges to start three wildly diverse projects on the back of the proceeds from the Underworld games, projects which were unified only by their heavy reliance on 3D graphics. One was a game of squad-level tactical combat called Terra Nova, another a civilian flight simulator called Flight Unlimited. And the third — actually, the first of the trio to be officially initiated — was System Shock.

Doug Church, the driving creative force behind Ultima Underworld, longed to create seamless interactive experiences, where you didn’t so much play a game as enter into its world. The Underworld games had been a big step in that direction within the constraints of the CRPG form, thanks to their first-person, free-scrolling perspective, their real-time gameplay, and, not least, the way they cast you in the role of a single embodied dungeon delver rather than that of the disembodied manager of a whole party of them. But Church believed that there was still too much that pulled you out of their worlds. Although the games were played entirely from a single screen, which itself put them far ahead of most CRPGs in terms of immediacy, you were still switching constantly from mode to mode within that screen. “I felt that Underworld was sort of [four] different games that you played in parallel,” says Church. “There was the stats-based game with the experience points, the inventory-collecting-and-managing game, the 3D-moving-around game, and there was the talking game — the conversation-branch game.” What had seemed so fresh and innovative a couple of years earlier now struck Church as clunky.

Ironically, much of what he was objecting to is inherent to the CRPG form itself. Aficionados of the genre find it endlessly enjoyable to pore over their characters’ statistics at level-up time, to min-max their equipment and skills. And this is fine: the genre is as legitimate as any other. Yet Church himself found its cool intellectual appeal, derived from its antecedents on the tabletop which had no choice but to reveal all of their numbers to their players, to be antithetical to the sort of game that he wanted to make next:

In Underworld, there was all this dice rolling going on off-screen basically, and I’ve always felt it was kind of silly. Dice were invented as a way to simulate swinging your sword to see if you hit or miss. So everyone builds computer games where you move around in 3D and swing your sword and hit or miss, and then if you hit you roll some dice to simulate swinging a sword to decide if you hit or miss. How is anyone supposed to understand unless you print the numbers? Which is why, I think, most of the games that really try to be hardcore RPGs actually print out, “You rolled a 17!” In [the tabletop game of] Warhammer when you get a five-percent increase and the next time you roll your attack you make it by three percent, you’re all excited because you know that five-percent increase is why you hit. In a computer game you have absolutely no idea. And so we really wanted to get rid of all that super opaque, “I have no idea what’s going on” stuff. We wanted to make it so you can watch and play and it’s all happening.

So, there would be no numbers in his next game — no character levels, no character statistics, not even quantifiable hit points. There would just be you, right there in the world, without any intervening layers of abstraction.

Over the course of extensive discussions involving Doug Church himself, Paul Neurath, Looking Glass designer and writer Austin Grossman, and their Origin Systems producer Warren Spector, it was decided to make a first-person science-fiction game with distinct cyberpunk overtones, pitting you against an insane computer known as SHODAN. Cyberpunk was anything but a novelty in the games of the 1990s, a time when authors like William Gibson, Bruce Sterling, and Neal Stephenson all occupied prominent places on the genre-fiction bestseller charts and the game developers who read their novels rushed to bring their visions to life on monitor screens. Still, cyberpunk would suit Looking Glass’s purposes unusually perfectly by presenting a credible explanation for the diegetic interface Church was envisioning. You would play a character with a neural implant that let you “see” a heads-up display sporting a life bar for yourself, an energy bar for your weapons and other hardware, etc. — all of it a part of the virtual world rather than external to it. When you switched between “modes,” such as when bringing up the auto-map or your inventory display, it would be the embodied you who did so in the virtual world, not that other you who sat in front of the computer telling a puppet what to do next.

System Shock‘s commitment to its diegetic presentation is complete. As you discover new software and gadgets, they’re added to the heads-up display provided by your in-world neural implant. This serves the same purpose that leveling up did in Ultima Underworld, but in a more natural, realistic way.

Dissatisfied with what he saw as the immersion-killing conversation trees of Ultima Underworld, Church decided to get rid of two-way conversation altogether. When the game began, there would be enticing signs that other humans were still alive somewhere on the space station, but you would be consistently too late to reach them; you would encounter them only as the zombies SHODAN turned them into after death. Of course, all of this too was highly derivative, and on multiple levels at that. Science-fiction fans had been watching their heroes take down out-of-control computers since the original Star Trek television series if not before; “I don’t think if you wrote the novel [of System Shock] it would fly off the shelves,” admits Church. Likewise, computer games had been contriving ways to place you in deserted worlds, or in worlds inhabited only by simple-minded creatures out for your blood, for as long as said games had existed, always in order to avoid the complications of character interaction; the stately isolation of the mega-hit adventure game Myst was only the most recent notable example of the longstanding tradition at the time System Shock was in development.

But often it’s not what you do in any form of media, it’s how well you do it. And System Shock does what it sets out to do very, very well indeed. It tells a story of considerable complexity and nuance through the artifacts you find lying about as you explore the station and the emails you receive from time to time, allowing you to piece it all together for yourself in nonlinear fashion. “We wanted to make the plot and story development of System Shock be an exploration as well,” says Church, “and that’s why it’s all in the logs and data, so then it’s very tied into movement through the spaces.”

Reading a log entry. The story is conveyed entirely through epistolary means like these, along with occasional direct addresses from SHODAN herself that come booming through the station’s public-address system.

Moving through said spaces, picking up bits and pieces of the horrible events which have unfolded there, quickly becomes highly unnerving. The sense of embodied realism that clings to every aspect of the game is key to the sense of genuine, oppressive fear it creates in its player. Tellingly, Looking Glass liked to call System Shock a “simulation,” even though it simulates nothing that has ever existed in the real world. The word is rather shorthand for its absolute commitment to the truth — fictional truth, yes, but truth nevertheless — of the world it drops you into.

Story is very important to System Shock — and yet, in marked contrast to works in the more traditionally narrative-oriented genre of the adventure game, its engine also offers heaps and heaps of emergent possibility as you move through the station discovering what has gone wrong here and, finally, how you might be able to fix it. “It wasn’t just, ‘Go do this sequence of four things,'” says Church. “It was, ‘Well, there are going to be twelve cameras here and you gotta take out eight of them. Figure it out.’ We [also] gave you the option [of saying], ‘I don’t want to fight that guy. Okay, maybe I can find another way…'”

Thus System Shock manages the neat trick of combining a compelling narrative with a completely coherent environment that never reduces you to choosing from a menu of options, one where just about any solution for any given problem that seems like it ought to work really does work. Just how did Looking Glass achieve this when so many others before and since have failed, or been so daunted by the challenges involved that they never even bothered to try? They did so by combining technical excellence with an aesthetic sophistication to which few of their peers could even imagine aspiring.

Just as the 3D engine that powers Ultima Underworld is more advanced than the pseudo-3D of id’s contemporaneous Wolfenstein 3D, the System Shock engine outdoes DOOM in a number of important respects. The enormous environments of System Shock curve over and under and around one another, complete with sloping floors everywhere; lighting is realistically simulated; you can jump and crouch and look up and down and lean around corners; you can take advantage of its surprisingly advanced level of physics simulation in countless ingenious ways. System Shock even boasts perspective-correct texture mapping, a huge advance over Ultima Underworld, and no easy thing to combine with the aforementioned slopes.

Each of the ten “levels” of System Shock is really multiple levels in the physical sense, as the corridors often curve over and under one another. Just as in Ultima Underworld, you can annotate the auto-map for yourself. But even with this aid, just finding your way around in these huge, confusing spaces can be a challenge in itself.

That said, it’s also abundantly true that a more advanced engine doesn’t automatically make for a better game. Any such comparison must always carry an implied addendum: better for whom? Certainly DOOM succeeded beautifully in realizing its makers’ ambitions, even as its more streamlined engine could run well on many more of the typical computers of the mid-1990s than System Shock‘s could. By no means do the engines’ respective advantages all run one way: in addition to being much faster than the System Shock engine, the DOOM engine allows rooms of arbitrary sizes and non-orthogonal walls, neither of which is true of its counterpart from Looking Glass.

In the end, System Shock wants to be a very different experience than DOOM, catering to a different style of play, and its own engine is designed to allow it to realize its own ambitions. It demands a more careful approach from its player, where you must constantly use light and shadow, walls and obstacles, to aid you in your desperate struggle. For you are not a superhuman outer-space marine in System Shock; you’re just, well, you, scared and alone in a space station filled with rampaging monsters.

A fine example of the lengths to which Looking Glass’s technologists were willing to go in the service of immersion is provided by the mini-games you can play. Inspired by, of all things, the similarly plot-irrelevant mini-games found in the LucasArts graphic adventure Sam and Max Hit the Road, they contribute much more to the fiction in this case than in that other one. As with everything in System Shock, the mini-games are not external to the world of the main game. It’s rather you playing them through your neural implant right there in the world; it’s you who cowers in a safe corner somewhere, trying to soothe your soul with a quick session of Breakout or Missile Command. You get the chance to collect more and better games as you infiltrate the station’s computer network using the cyberspace jacks you find scattered about — a reward of sorts for a forlorn hacker trying to survive against an all-powerful entity and her horrifying minions.

Taking the edge off with a quick game of Pong (in the window at lower left).

Sean Barret, a programmer who came to Looking Glass and to the System Shock project well into the game’s development, implemented the most elaborate by far of the mini-games, a gentle satire of Origin Systems’s Wing Commander that goes under the name of Wing 0. The story of its creation is a classic tale of Looking Glass, a demonstration both of the employees’ technical brilliance and their insane levels of commitment to the premises of their games. Newly arrived on the team and wishing to make a good impression, Barrett saw a list of mini-game ideas on a whiteboard; a “Wing Commander clone” was among them. So, he set to work, and some days later presented his creation to his colleagues. They were as shocked as they were delighted; it turned out that the Wing Commander clone had been a joke rather than a serious proposal. In the end, however, System Shock got its very own Wing Commander after all.

Still, there were many other technically excellent and crazily dedicated games studios in the 1990s, just as there are today. What truly set Looking Glass apart was their interest in combining the one sort of intelligence with another kind that has not always been in quite so great a supply in the games industry.

As Looking Glass grew, Paul Neurath brought some very atypical characters into the fold. Already in late 1991, he placed an advertisement in the Boston Globe for a writer with an English degree. He eventually hired Austin Grossman, who would do a masterful job of scattering the puzzle pieces of Doug Church’s story outline around the System Shock space station. There soon followed another writer with an English degree, this one by the name of Dorian Hart, who would construct some of the station’s more devious internal spaces using the flair for drama which he had picked up from all of the books he had read. He was, as he puts it, “a liberal-arts nobody with no coding skills or direct industry experience, thrown onto arguably the most accomplished and leading-edge videogame production team ever assembled. It’s hard to explain how unlikely that was, and how fish-out-of-water I felt.” Nevertheless, there he was — and System Shock was all the better for his presence.

Another, even more unlikely set of game developers arrived in the persons of Greg LoPiccolo and Eric and Terri Brosius, all members of a popular Boston rock band known as Tribe, who had been signed to a major label amidst the Nirvana-fueled indie-rock boom of the early 1990s, only to see the two albums they recorded fail to duplicate their local success on a national scale. They were facing a decidedly uncertain future when Doug Church and Dan Schmidt — the latter being another Looking Glass programmer, designer, and writer — showed up in the audience at a Tribe show. They loved the band’s angular, foreboding songs and arrangements, they explained afterward, and wanted to know if they’d be interested in doing the music for a science-fiction computer game that would have much the same atmosphere. Three members of the band quickly agreed, despite knowing next to nothing about computers or the games they played. “Being young, not knowing what would happen next, that was part of the magic,” remembers Eric Brosius. “We were willing to learn because it was just an exciting time.”

Terri Brosius became the voice of SHODAN, a role that fell to her by default: artificial intelligences in science fiction typically spoke in a female voice, and she was the only woman to be found among the Looking Glass creative staff. But however she got the part, she most definitely made it her own. She laughs that “people tend to get freaked out” when they hear her speak today in real life. And small wonder: her glitchy voice ringing through the empty corridors of the station, dripping with sarcastic malice, is one of the indelible memories that every player of System Shock takes away with her. Simply put, SHODAN creeps you the hell out. “You had a recurring, consistent, palpable enemy who mattered to you,” notes Doug Church — all thanks to Austin Grossman’s SHODAN script and Terri Brosius’s unforgettable portrayal of her.


As I think about the combination of technical excellence and aesthetic sophistication that was Looking Glass, I find one metaphor all but unavoidable: that of Looking Glass as the Infocom of the 1990s. Certainly Infocom, their predecessors of the previous decade on the Boston-area game-development scene, evinced much the same combination — the same thoroughgoing commitment to excellence and innovation in all of their forms — during their own heyday. If the 3D-graphics engines of Looking Glass seem a long way from the text and parsers of Infocom, let that merely be a sign of just how much gaming itself had changed in a short span of time. Even when we turn to more plebeian matters, there are connections to be found beyond a shared zip code. Both studios were intimately bound up with MIT, sharing in the ideas, personnel, and, perhaps most of all, the culture of the university; both had their offices on the same block of CambridgePark Drive; two of Looking Glass’s programmers, Dan Schmidt and Sean Barrett, later wrote well-received textual interactive fictions of their own. The metaphor isn’t ironclad by any means; Legend Entertainment, founded as it was by former Infocom author Bob Bates and employing the talents of Steve Meretzky, is another, more traditionalist answer to the question of the Infocom of the 1990s. Still, the metaphor does do much to highlight the nature of Looking Glass’s achievements, and their importance to the emerging art form of interactive narrative. Few if any studios were as determined to advance that art form as these two were.

But Looking Glass’s ambitions could occasionally outrun even their impressive abilities to implement them, just as could Infocom’s at times. In System Shock, this overreach comes in the form of the sequences that begin when you utilize one of those aforementioned cyberspace jacks that you find scattered about the station. System Shock‘s cyberspace is an unattractive, unwelcoming place — and not in a good way. It’s plagued by clunky controls and graphics that manage to be both too minimalist and too garish, that are in fact almost impossible to make head or tail of. The whole thing is more frustrating than fun, not a patch on the cyberspace sequences to be found in Interplay’s much earlier computer-game adaption of William Gibson’s breakthrough novel Neuromancer. So, it turns out that even the collection of brilliant talent that was assembled at Looking Glass could have one idea too many. Doug Church:

We thought [that] it fit from a conceptual standpoint. You’re a hacker; shouldn’t you hack something? We thought it would be fun to throw in a different movement mode that was more free-form, more action. In retrospect, we probably should have either cut it or spent more time on it. There is some fun stuff in it, but it’s not as polished as it should be. But even so, it was nice because it at least reinforced the idea that you were the hacker, in a totally random, arcadey, broken kind of way. But at least it suggested that you’re something other than a guy with a gun. We were looking at ourselves and saying, “Oh, of course we should have cyberspace! We’re a cyberpunk game, we gotta have cyberspace! Well, what can we do without too much time? What if we do this crazy thing?” Off we went…

By way of compounding the problem, the final confrontation with SHODAN takes place… in cyberspace. This tortuously difficult and thoroughly unfun finale has proven to be too much for many a player, leaving her to walk away on the verge of victory with a terrible last taste of the game lingering in her mouth.

Cyberspace was a nice idea, but its implementation leaves much to be desired.

Luckily, it’s possible to work around even this weakness to a large extent, thanks to another of the generous affordances which Looking Glass built into the game. You can decide for yourself how complex and thus how difficult you wish the game to be along four different axes: Combat (the part of the game that is most like DOOM); Mission (the non-combat tasks you have to accomplish to free the station from SHODAN’s grip); Puzzle (the occasional spatial puzzles that crop up when you try to jigger a lock or the like); and Cyber (the cyberspace implementation). All of these can be set to a value between zero and three, allowing you to play System Shock as anything from a straight-up shooter where all you have to do is run and gun to an unusually immersive and emergent pure adventure game populated only by “feeble” enemies who “never attack first.” The default experience sees all of these values set at two, and this is indeed the optimal choice in my opinion for those who don’t have a complete aversion to any one of the game’s aspects — with one exception: I would recommend setting Cyber to one or even zero in order to save yourself at lot of pain, especially at the very end. (The ultimate challenge for System Shock veterans, on the other hand, comes by setting the Mission value to three; this imposes a time limit on the whole game of about seven hours.)

If you really, really want to play System Shock as a DOOM clone, that’s okay with Looking Glass.

System Shock was released in late 1994, almost two full years after Ultima Underworld II, Looking Glass’s last game. It sold acceptably but not spectacularly well for a studio that was already becoming well-acquainted with the financial worries that would continue to dog them for the rest of their existence. Reviews were quite positive, yet many of the authors of same seemed barely to have noticed the game’s subtler qualities, choosing to lump it in instead with the so-called “DOOM clones” that were beginning to flood the market by this point, almost a year after the original DOOM‘s release. (One advantage of id Software’s more limited ambitions for their game was the fact that it was finished much, much quicker than System Shock; in fact, a DOOM II was already on store shelves by the time System Shock made it there.)

Although everyone at Looking Glass took the high road when asked about the DOOM connection, the press and public’s tendency to diminish their own accomplishment in 3D virtual-world-building had to rankle at some level; former employees insist to this day that DOOM had no influence whatsoever on their own creation, that System Shock would have turned out the same even had DOOM never existed. The fact is, Looking Glass’s own claim to the title of 3D-graphics pioneers is every bit as valid as that of id, and their System Shock engine actually was, as we’ve seen, more advanced than that of DOOM in a number of ways. No games studio in history has ever deserved less to be treated as imitators rather than innovators.

Alas, mainstream appreciation would be tough to come by throughout the remaining years of Looking Glass’s existence, just as it had sometimes been for Infocom before them. A market that favored the direct, visceral pleasures of id’s DOOM and, soon, Quake didn’t seem to know quite what to do with Looking Glass’s more nuanced 3D worlds. And so, yet again as with Infocom, it would not be until after Looking Glass was no more that the world of gaming would come to fully appreciate everything they had achieved. When asked pointedly about the sales charts which his games so consistently failed to top, Doug Church showed wisdom beyond his years in insisting that the important thing was just to earn enough back to make the next game.

id did a great job with [DOOM]. And more power to them. I think you want to do things that connect with the market and you want to do things that people like and you want to do things that get seen. But you also want to do things you actually believe in and you personally want to do. Hey, if you’re going to work twenty hours a day and not get paid much money, you might as well do something you like. We were building the games we were interested in; we had that luxury. We didn’t have spectacular success and a huge win, but we had enough success that we got to do some more. And at some level, at least for me, sure, I’d love to have huge, huge success. But if I get to do another game, that’s pretty hard to complain about.

Today, free of the vicissitudes of an inhospitable marketplace, System Shock more than speaks for itself. Few games, past or present, combine so many diverse ideas into such a worthy whole, and few demonstrate such uncompromising commitment to their premise and their fiction. In a catalog filled with remarkable achievements, System Shock still stands out as one of Looking Glass’s most remarkable games of all, an example of what magical things can happen when technical wizardry is placed in the service of real aesthetic sophistication. By all means, go play it now if you haven’t already. Or, perhaps better said, go live it now.

(Sources: the books Game Design Theory and Practice, second edition, by Richard Rouse III and System Shock: Strategies and Secrets by Bernie Yee; Origin’s official System Shock hint book; Origin’s internal newsletter Point of Origin from June 3 1994, November 23 1994, January 13 1995, February 10 1995, March 14 1995, and May 5 1995; Electronic Entertainment of December 1994; Computer Gaming World of December 1994; Next Generation of February 1995; Game Developer of April/May 1995. Online sources include “Ahead of Its Time: The History of Looking Glass” and “From Looking Glass to Harmonix: The Tribe,” both by Mike Mahardy of Polygon. Most of all, huge thanks to Dorian Hart, Sean Barrett, and Dan Schmidt for talking with me about their time at Looking Glass.

System Shock is available for digital purchase at GOG.com.)

 
 

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Life Off the Grid, Part 2: Playing Ultima Underworld

I rarely play or even see current games; the demands of this historical project of mine simply don’t allow for it. Thankfully, though, being a virtual time traveler does have its advantages. Just when I’m starting to feel a little sorry for myself, having heard about some cool new release I just don’t have time for, I get to experience a game like Ultima Underworld the way a player from its own time would have seen it, and suddenly living in my bubble is worth it.

It really is difficult to convey to non-time travelers just how amazing Ultima Underworld was back in March of 1992. To be able to move freely through a realistically rendered 3D space; to be able to walk up and down inclines, to jump over or into chasms, even to swim in underground streams… no one had ever seen anything like it before. At a stroke, it transformed the hoary old CRPG formula from a cerebral exercise in systems and numbers into an organic, embodied virtual reality. In time, it would prove itself to have been the starting point of a 3D Revolution in gaming writ large, one that would transform the hobby almost beyond recognition by the end of the 1990s. We live now in a gaming future very different from the merger of Silicon Valley and Hollywood which was foreseen by the conventional wisdom of 1992. Today, embodied first-person productions, focusing on emergent experience at least as much as scripted content, dominate across a huge swathe of the gaming landscape. And the urtext of this 3D Future through which we are living is Ultima Underworld.

Given what an enormous technological leap it represented in its day, it feels almost unfair to expect too much more than that out of Ultima Underworld as a game. After all, Blue Sky Productions was working here with a whole new set of affordances, trying to figure out how to put them together in a compelling way. It seems perfectly reasonable to expect that the craftspeople of game design, at Blue Sky and elsewhere, would need a few iterations to start turning all this great new technology into great games.

But it’s in fact here that Ultima Underworld astounds perhaps most of all. This very first example of a free-scrolling 3D dungeon crawl is an absolute corker of a game design; indeed, it’s arguably never been comprehensively bettered within its chosen sub-genre. In almost every one of the many places where they were faced with a whole array of unprecedented design choices, Blue Sky chose the right one. Ultima Underworld is a game, in other words, of far more than mere historical interest. It remains well worth learning to overlook the occasional graphical infelicities of its fairly primitive 3D engine in order to enjoy the wonderful experience that still awaits underneath them.

Needless to say, this isn’t quite the norm among such radically pioneering games. Yet it is a trait which Ultima Underworld shares with the two great earlier pioneers in the art of the dungeon crawl, Wizardry and Dungeon Master. Those games too emerged so immaculately conceived that the imitators which followed them could find little to improve upon beyond their audiovisuals. Just what is it about this particular style of game that yields such success right out of the gate? Your guess is as good as mine.

Regardless, we really should take the time to look at Ultima Underworld‘s gameplay still more closely than we have up to this point. So, today, I’d like to take you on a little tour of the most groundbreaking game of 1992.


Ultima Underworld puts its most conventional foot forward first. After the conventionally horrid introductory movie, it asks us to create a character, choosing from the usual collection of classes, abilities, and skills. The only thing here that might bring a raised eyebrow to the jaded CRPG player is the demand that we specify our character’s handedness — the first clear indication that this is going to be a much different, more embodied experience than the norm.

As soon as we begin the game proper, however, all bets are off. This looks and feels like no CRPG before it. The grid has disappeared from its dungeon; we can move smoothly and freely in real time, just as if we were really inside its world.

Which isn’t to say that Blue Sky didn’t have to make compromises to bring this free-scrolling 3D environment to life using 1992-vintage hardware. I already discussed one of the compromises in my previous article: the use of affine texture mapping rather than a more rigorous algorithm. This allows the game to render its graphics much faster than it would otherwise be able to, at the expense of a slight wonkiness that afflicts the rendering engine in some situations much more than in others. The second compromise is even more obvious: the actual first-person view fills less than half of the total screen real estate. Simply put, fewer pixels to render means that the rendering can happen that much faster.

Wolfenstein 3D

Of course, virtually every game ever made is at bottom a collection of compromises with the ideal in a designer’s head. Blue Sky made these two specific ones because they weren’t willing to compromise in other areas. Two months after Ultima Underworld was released, id Software released Wolfenstein 3D, the other great 3D pioneer of 1992. It features a first-person view that fills much more of the screen than that of Ultima Underworld, and with a considerably faster frame rate on identical hardware to boot. But its world is far less interactive. Its levels are all just that — entirely flat — and it won’t even let you look up or down. These were compromises which Blue Sky wasn’t willing to make. A commitment to verisimilitudinous simulation is the dominant theme of Ultima Underworld‘s design. It would go on to become the attribute that, more than any other, distinguishes the games of their later incarnation, Looking Glass Technologies, from the “just run and shoot” approach of id.


In light of the ubiquity of first-person 3D games in the decades since Ultima Underworld, it’s worth examining Blue Sky’s approach to controlling such a game, formulated well before any norms for same had been set in stone. Unlike what followed it, Ultima Underworld‘s preferred approach uses the mouse for everything; this was very much in line with the conventional wisdom of its era, which privileged the relatively new and friendly affordance of the mouse over the keyboard to such an extent that most games used the latter, if they used it at all, only for optional shortcuts. Thus in Ultima Underworld, you move around the world by moving the mouse into the view area and clicking as the cursor changes shape to indicate the direction of travel or rotation.

Blue Sky’s control scheme is a little different from what we may be used to, but it’s not necessarily worse. In fact, the use of the mouse in lieu of the more typical “WASD” keyboard controls for movement has at least one rather lovely advantage: moving the mouse pointer further in a given direction causes you to move faster. The WASD setup, in which each key can only be on or off at any given time, allows for no such sliding scale of movement speed, forcing clumsier solutions like another binary toggle on the keyboard for “run.”

If you just can’t deal with Ultima Underworld‘s preferred movement scheme, however, there are alternatives — always a sign of a careful, thought-through design. You can click directly on the little gray movement buttons down there below the view window. Or, in what was something of a last-minute addition, you can actually use the keyboard in a way very similar to what you may be used to from more recent games. Here, though, the WASD scheme is replaced with SADX, with the “W” key serving as the run toggle. The difference drives some modern players crazy, but it really needn’t do so. Try to get used to moving using only the mouse; you might be surprised at how well it works. (It’s worth noting as well that even id wouldn’t arrive at the WASD standard for quite some time after Ultima Underworld and Wolfenstein 3D. As late as 1993’s DOOM, they would still be mapping the arrow keys to movement by default.)

While left-clicking in the view window lets you move around, right-clicking allows you to manipulate the environment. The vertical row of icons to the left of the view window lets you choose a verb: “talk,” “take,” “examine,” “fight,” or “use,” with the topmost icon leading to the utility menu. If no icon is explicitly selected at a given point, the game intuits a default action when we right-click something in the environment. The end of the short video snippet above shows how elegantly this works in practice. We notice a message scrawled on the wall, and simply right-click it to do the most reasonable thing: to read it.


The video above gives a further taste of the interface in action. Note the ability, so conspicuously absent in id’s contemporaneous games, to look up and down as we move through the world and interact with it. This is accomplished via an exception to the mouse-centric approach. It’s only a little awkward: the “3” key shifts the view upward, “2” centers it vertically, and “1” shifts it downward. It would be at least a couple of years after Ultima Underworld‘s release before any other 3D engine would offer this capability.

This video also illustrates the game’s “paper doll” interface in action, as we pick up objects from the environment and move them into our inventory. The paper doll itself wasn’t new to Ultima Underworld; it had been pioneered by Dungeon Master and long since picked up by the main-line Ultima engines among others. This implementation of it, however, does Dungeon Master one better by living entirely on the main gameplay screen. Indeed, the game has no other screens, with just one exception which we’ll get to momentarily; its commitment to a mode-less interface is even more complete than was Dungeon Master‘s. This, one might even say, is the hidden benefit of that constrained view window. Everything that surrounds it is necessary; the view window might be small, but there is no wasted space anywhere else on the screen. Even what might seem, judging only from the videos above, to be small areas with no purpose actually aren’t, as further playing will reveal. The gray area to the left of the compass will tell us what magical status effects are active; the shelf to the right of the compass is where we will build spells using runes; the crystal at far left, just below the icon bar, shows our current attack strength, and is thus vital for combat. The fact that you aren’t constantly moving between screens does much to enhance the all-pervasive sense that you are there in the dungeon.

Equally important for this effect is a general disinterest in using numbers to represent the current status of your character — or, perhaps better said in light of the game’s commitment to embodiment, your status. While numbers do appear in places — especially if you go looking for them — they’re nowhere near as prevalent as they are in most contemporaneous CRPGs. Your health and mana levels, for instance, are represented graphically by the red and blue vials on the bottom right of the screen — this being another part of the screen you might have initially assumed to be decoration, but which is actually vital.

Later in the video above, we fire up a torch, shedding some welcome light on our surroundings and showing off the game’s advanced lighting model. At the risk of beating a dead horse, I must say, yet again, that no other game of Ultima Underworld’s era or for some time thereafter could match the latter.

Finally, we see something of the game’s physics model in action, as we toss a (useless) skull against the wall. Such kinetic, tactile responsiveness is a far cry from most CRPGs, even as the strength of your character’s throw is indeed affected by his statistics. Dungeon Master, that critical way station beyond Wizardry and Ultima Underworld, pioneered some of this more kinetic approach, but the free-scrolling environment here allows the game to use it that much more effectively.

In addition to the torch, we found in that first sack the game’s auto-map. Even as its presence as a physical object in the world emphasizes the game’s ongoing commitment to embodiment, this is actually the only place where the game’s commitment to its mode-less interface falters — but what a spectacular exception it is! I’ve cheated a bit with the screenshot above, choosing a point from much deeper in the game in order to show the auto-map in its full glory. It’s a feature that simply has to be here; the rest of the game, remarkable as it is, would fall apart without it. Cartography — making your own maps on reams of graph paper — had been a standard part of the dungeon-crawl experience prior to Ultima Underworld. Even real-time dungeon crawls like Dungeon Master had left mapping to the player. By removing the discrete grid, however, Ultima Underworld made this style of mapping, if not utterly impossible, at least far too difficult to be any fun even for the dedicated graph-paper-and-pencil crowd. An auto-map was as fundamental to its design as anything in the game.

But if an auto-map of some sort was essential, it certainly wasn’t necessary for its implementation to be this absurdly fantastic. Dan Schmidt, one of the Ultima Underworld developers, has said on several occasions that he considers the seemingly plebeian affordance of the auto-map to be the most impressive single thing in a game that’s bursting at the seams with unprecedented features. There are days when I find myself agreeing.

Whilst ditching the need for graph paper and pencil, Ultima Underworld preserves the foremost pleasure of CRPG cartography: that of seeing all of the blank spaces on your map filled in, enjoying the gradual transformation of the chaotic unknown into the orderly known. The map of each level is lovely to look at as it takes shape. You want to visit every nook and cranny on each one of the levels just to make it as pristine and complete as possible. You’ll even swim the length of the underground streams and lakes, if that’s what it takes to get them completely documented on parchment.

And there’s one final thing the auto-map does which few games — few games ever, mind you — can match: you can make your own notes on the thing, wherever and whenever you want to. Did you notice all of the text on the map above? I did that, not the game. Needless to say, the programming needed to accommodate this — which, incidentally, had already been completed by Doug Church and J.D. Arnold before the rest of the Blue Sky programming team even arrived — couldn’t have been easy. In terms of both design and implementation, Ultima Underworld‘s auto-map really is nothing short of spectacular.


In the video above, we move down the corridor from the game’s starting point. Notice again how we can move slower or faster merely by shifting the position of the mouse within the view window.

We find our first door at the end of the corridor. This door can be opened by a pull chain just beside it, but we rather perversely elect to close it again and then bash it open. Our ability to do so serves as a further illustration of Blue Sky’s commitment to simulation and emergence. The main-line Ultima games as well have doors of variable strength, but, as any dedicated player of those games quickly realizes, Origin Systems had a tendency to cheat in order to fill the needs of a plot that got steadily more complex from installment to installment: many doors — the plot-important doors — are indestructible. You need the correct key to open them, whose acquisition ensures that certain bits of plot are seen before other bits. (As Ron Gilbert once put it, heavily narrative-focused game design ultimately all tends to come down to locks and keys of a literal or metaphorical stripe.)

But Blue Sky, who don’t have the same sort of elaborate pre-crafted plot full of important story beats to worry about, never cheats. Any given door may indeed have a key which you can find, but, if you haven’t found the key, it is at least theoretically possible to pick its lock, to open it using a magic spell, or to simply bash it down. Mind you, doing the last may not do your weapon any favors; keen sword blades were not made to chop through wood. Here we have yet another example of the game’s focus on simulation, albeit one that may feel somewhat less welcome in practical terms than it does in the abstract when your poor misused sword breaks at an inopportune moment — like, say, in the midst of a desperate combat.


The game’s magic system is marked by the same sense of embodied physicality as everything else. Before you can cast spells at all, you’ll need to find a rune bag helpfully left behind by one of the dungeon’s unfortunate earlier explorers. For a long time to come, you’ll be collecting runes to put in it. You combine these runes into “recipes” — most of which are found in the manual — in order to cast spells. In the video above, we place two recently discovered runes into our rune bag and then cast a light spell which can serve as a handy replacement for a torch. (Note that it takes a couple of tries to successfully cast the spell, a sign of our character’s inexperience.) All character classes can use magic to a greater or lesser degree. Even an otherwise “pure” fighter will probably find simple spells that obviate the need to cart around torches or food to be very useful indeed. Thanks to magic, there’s no time limit on the game in the form of depleting resources; by the time you’ve scarfed up all the food in the dungeon, you’ll have long since mastered the “create food” spell.

The rune-based magic system is another aspect of Ultima Underworld that smacks of Dungeon Master (as is, for that matter, the flexible character-development system in which any character can learn to do anything with enough time and effort). But the Blue Sky team has denied looking closely to the older game for inspiration, and we have no reason to doubt their word. So, we’ll have to chalk the similarities up to nothing more than the proverbial great minds thinking alike. If anything, Ultima Underworld‘s magic system is even more elegant than its predecessor’s. Because you’re collecting physical runes, rather than mere spell recipes in the form of scrolls as in Dungeon Master, the sense that everything that matters to the game is an embodied thing in the world is that much more pronounced here.


It should come as no surprise by this point that Ultima Underworld‘s combat system is built along the same lines of embodied physicality. That is to say, you physically swing (or shoot, or throw) your weapon against monsters that are embodied in the same space as you. The video above gives a taste of this, in the form of a battle against a giant rat guarding some choice booty. (Ultima Underworld may be a breathtakingly original design, but some things in the world of CRPGs are timeless. Meeting giant rats as your first opponents is among these.)

Later battles will see you using the environment in all sorts of creative ways: shooting down upon monsters from ledges, blasting them with magic and then running away to recharge your batteries behind a closed door. You can also try to sneak past monsters you’d rather not fight, using not only your character’s innate stealth ability but your own skill at maneuvering through light and shadow. In fact, a sufficiently dedicated pacifist could finish Ultima Underworld while doing surprisingly little killing at all. One of the advantages of the simulation-first approach is that it really does let you play the game your way — possibly even in ways that the game’s designers never thought of.

But Ultima Underworld isn’t all emergent simulation. It does have a plot of sorts, albeit one that you can approach in your own way, at your own speed, and in your own order. You learn soon after arriving in the dungeon that you need to assemble a collection of magic objects. Doing so will occupy your attention for the bulk of the game.

This scavenger-hunt structure may be less innovative than most of the game, but it’s executed with considerable verve. Each level has its own personality and its own inhabitants, living in what feel like credible communities. Importantly, you don’t — or shouldn’t, anyway — indiscriminately slaughter your way through the levels. You need to talk to others, an element that’s notably missing from Wizardry and Dungeon Master. The dungeon’s inhabitants actually remember your treatment of them. An early example of the game’s relationship model, if you will, is provided on the very first level. Two tribes of goblins who hate one another live there in an uneasy symbiosis. Will you ally yourself with one or the other? Or will you try to thread the needle between friend and foe with both, or for that matter go to war with both? The choice is up to you. But choose carefully, for such choices in this game have consequences which you will be living with for a long time to come.

Regular readers of this blog are doubtless aware that I place a high premium on fairness and solubility in games. I’ve gone on record many times saying that a game which is realistically soluble only through a walkthrough cannot by definition be a good game, no matter what other things it does well. In this context, everything would seem to be working against Ultima Underworld. A bunch of MIT whiz kids, all freelancing without recourse to any central design authority, working in an insular environment without recourse to outside play testers… it doesn’t give one much hope for fair puzzles.

Yet, here as in so many other places, Ultima Underworld defies my prejudices and expectations alike. There are perhaps two or three places where the clues could stand to be a little more explicit — certainly no one should feel ashamed to peek at a walkthrough when playing — but there are no egregious howlers here. Take careful notes, take your time, and follow up diligently on all of the clues, and there’s no reason that you can’t solve this one for yourself. Sure, by modern standards it’s an absurdly difficult game. There is no quest log to keep everything neat and tidy for you, and, as a byproduct of its ethos of respecting and empowering its player at every turn, the game will happily let you toss essential quest items into a river, never to be seen again, without saying a word about it. At the same time, though, the utter lack of guardrails can be bracing. If you solve this one, you’ve really accomplished something. And, unlike so many of the games I’ve complained about on this blog, Ultima Underworld never feels like it’s trying to screw you over. It just won’t prevent you from doing so if you decide to screw yourself over.

Only occasionally does the commitment to simulation get in the way of friendly, fair design. To wit: after talking to a character once, trying to elicit the same information again often results only in some variation on “I already told you that!” Dan Schmidt, who was responsible for pulling all of the dialog together, told me that he believed at the time that this was only fair, another way of committing to verisimilitude in all things. Nowadays, I (and he) are more likely to categorize it under that heading of design failures known as “the designer being a jerk just because he can.” Given what a masterpiece Ultima Underworld is on the whole, it’s almost comforting to know that Blue Sky still had a few things to learn about good design.

On the other hand, I really love the way the design uses the game’s virtual space. There are a considerable number of quests and puzzles that span multiple levels in the dungeon, forcing you to retrace your steps and revisit “finished” levels. Another of Ultima Underworld‘s more unique design decisions in comparison with the dungeon-crawl tradition, this does much to give the game a holistic feel, making its dungeon feel like a living place rather than just a series of levels to be solved one after another.

The puzzles themselves are as mode-less as the basic interface. None of them pull you out of the game’s world: no riddles, no mini-games. Instead they work brilliantly within it. There are some wonderfully rewarding puzzles here, such that I hate to spoil them by saying too much about them. Following up on the clues you’re given, you’ll do things that seem like they couldn’t possibly work — surely the game engine can’t be that granularly responsive! — and be shocked and delighted when they actually do. In one fine example, you’ll have to literally learn a new language — okay, a limited subset of it anyway — via clues scattered around the environment. Sometimes challenging and often complex but never unfair, the puzzles will richly reward the effort you put into them.

Perhaps the best example of how the puzzles of Ultima Underworld are integrated into its environment is Garamon, a mysterious personage who often visits your dreams when you sleep. He at first seems like nothing more than a contrived adventure-game clue dispenser, but you gradually realize that he is a real — albeit deceased! — character in the story of the Abyss, and that he has something very personal he wants you to do for him: to give his body a proper burial so he can find peace. When you discover a certain empty tomb, and connect it with the figure from your dreams, the flash of insight is downright moving.

I could go on with yet more praise for Ultima Underworld — praise for, by way of example, its marvelous context-sensitive music, provided by the prolific game composers George “The Fat Man” Sanger and Dave Govett (also the composers of the Wing Commander score among many, many others). Yet I hesitate to cause what may already seem like an overly effusive review to read still more so. I can only hope that my reputation as a critic not overly prone to hyperbole will precede me here when I say that this game truly is a sublime achievement.

Ultima Underworld II

I have less — and far less that is positive — to say about the second and final Ultima Underworld game, which bears the subtitle Labyrinth of Worlds. In contrast to its groundbreaking predecessor, it’s a fairly typical sequel, offering as its only mechanical or technical innovation a somewhat larger view window on the 3D environment. Otherwise, it’s more of the same, only much bigger, and not executed quite as well.

The new entity that was known as Looking Glass Technologies — the product of the merger between Blue Sky Productions and Lerner Research — became a much more integral part of the Origin Systems family after the first Ultima Underworld‘s release and commercial success. The result was a plot for the new game that was also better integrated into the Ultima timeline, falling between the two games made by Origin themselves with their own Ultima VII engine in terms of both plot and release chronology. The new interest in set-piece plotting and Ultima lore does the sequel few favors; it rather straitjackets the sense of free-form exploration and discovery that marks the original. Instead of being confined to a single contiguous environment, Ultima Underworld II sends you hopscotching back and forth through its titular “labyrinth of worlds.” The approach feels scattershot, and the game is far less soluble than its predecessor — yet another proof of a theorem which the games industry could never seem to grasp: that a bigger game is not necessarily a better game.

The sequel was created from start to finish in less than nine months, nearly killing the team responsible for it. Origin and Looking Glass’s desire to get a second game out the door is understandable on the face of it; they had a hit on their hands, and wanted to strike while the iron was hot. This they certainly did, but the sequel reportedly sold less than half as many copies as its predecessor — although it should also be noted that even those numbers were enough to qualify it as a major hit by contemporary standards. Still, Paul Neurath, the head of Blue Sky and co-head of Looking Glass, has expressed regret that he didn’t give his people permission and time to make something more formally ambitious. In the future, Looking Glass would generally avoid these sorts of quickie sequels.

While the second game is probably best reserved for the CRPG hardcore and those who just can’t get enough of the experience provided by the first one, the original Ultima Underworld is a must-play. Without a doubt one of the very best CRPGs ever made, it’s even more important for the example it set for gaming in general, showing what heights of flexibility and player-responsiveness could be scaled through the emerging medium of 3D graphics. The pity is that more developers — even many of those who eventually went 3D — didn’t heed the entirety of its example. Countless later games would improve on Ultima Underworld‘s sometimes wonky visuals by throwing out its simplistic affine texture mapping in favor of better techniques, and by blowing up its view window to fill the whole screen. Very few of them, however, would demonstrate the same commitment to what Blue Sky/Looking Glass saw as the real potential of 3D graphics: that of simulating an intuitively emergent world and placing you, the player, inside it. Whether judged in terms of historical importance or by the more basic metric of how much fun it still is to play, Ultima Underworld is and will always remain seminal.

(Ultima Underworld I and II can be purchased from GOG.com.)

 
 

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