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History & Retro Computing 74Games & Graphics 74

31

The Incredible Machine

As we saw in my previous article , Jeff Tunnell walked away from Dynamix’s experiments with “interactive movies” feeling rather disillusioned by the whole concept. How ironic, then, that in at least one sense comparisons with Hollywood continued to ring true even after he thought he’d consigned such things to his…

32

I Have No Mouth, and I Must Scream

To the person who [is] contemplating buying this game, what would I say? I would say take your money and give it to the homeless, you’ll do more good. But if you are mad to buy this game, you’ll probably have a hell of a lot of fun playing it, it will probably make you uneasy, and you’ll probably be a smarter person…

33

Generation Nintendo

In the final months of World War II, when the United States was trying to burn out the will of a starving Japan via the most sustained campaign of aerial incendiary bombardment in history, a handful of obvious targets remained strangely untouched. Among those targets was Kyoto: population 1 million plus, founded in…

34

Another World

The French creative aesthetic has always been a bit different from that of English-speaking nations. In their paintings, films, even furniture, the French often discard the stodgy literalism that is so characteristic of Anglo art in favor of something more attenuated, where impression becomes more important than…

35

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…

36

Ultima (2012)

When we left Richard Garriott, California Pacific had just released his first game, Akalabeth , a substantial windfall for the 19-year-old university student. In between classes and SCA events, he spent his sophomore year at the University of Texas writing a new, much more ambitious game, which CP published just as…

37

Betrayal at Krondor

During the 1960s and 1970s, a new type of game began to appear in increasing numbers on American tabletops: the experiential game . These differed from the purely abstract board and card games of yore in that they purported to simulate a virtual world of sorts which lived behind their surface systems. The paradigm…

38

Going Rogue

When a beleaguered Netscape announced in January of 1998 that it would release the source code to its browser for everyone to tinker with and improve upon, the news shook the worlds of technology and business to their foundations. This open-source “revolution,” as even many in the mainstream press took to calling it…

40

Bullfrog in the Dungeon

In January of 1995, Electronic Arts bought the prestigious British games studio Bullfrog Productions for an undisclosed sum that was rumored to be in the neighborhood of $45 million. The lives of the 35 or so people who worked at Bullfrog were transformed overnight. Peter Molyneux, the man who had built the studio’s…

41

The Lamentable Later Life of Lemmings

For a while there in the early 1990s, there seemed to be good reason to believe that Lemmings was on its way to becoming one of gaming’s perennial franchises. Developed by DMA Design of Dundee, Scotland, the original Lemmings game took the world by storm upon its release in 1991. From its first home on the Commodore…

42

Ultima IV

There’s lots of somethings to be said for sheer audacity in art, for a willingness to stick your neck out and give your audience something they never, ever expected from you. I think sometimes about how the first folks who listened to Revolver must have felt when the erstwhile cuddly Fab Four unleashed the…

43

The Shareware Scene, Part 4: Doom

The full extent of Wolfenstein 3D ‘s popularity during 1992 and 1993 is difficult to quantify with any precision due to the peculiarities of the shareware distribution model. But the one thing we can say for sure is that it was enormously popular by any standard. Apogee sold roughly 200,000 copies of the paid…

44

Star Control II

In this vaguely disturbing picture of Toys for Bob from 1994, Paul Reiche is at center and Fred Ford to the left. Ken Ford, who joined shortly after Star Control II was completed, is to the right.

46

Full Throttle

The adventure makers at LucasArts had a banner 1993. One of the two games they released that year, Day of the Tentacle , was the veritable Platonic ideal of a cartoon-comedy graphic adventure; the other, Sam and Max Hit the Road , was merely very, very good.

47

So You Want to Be a Hero?

Rule #1 is “The Player Must have Fun.” It’s trivially easy for a game designer to “defeat” players. We have all the tools and all the power. The trick is to play on the same side as the players, to tell the story together, and to make them the stars.

48

Great Adventure-Game Puzzles

This blog has become, among other things, an examination of good and bad game-design practices down through the years, particularly within the genre of adventure games. I’ve always tried to take the subject seriously, and have even dared to hope that some of these writings might be of practical use to someone — might…

49

Lemmings 2: The Tribes

When the lads at DMA Design started making the original Lemmings , they envisioned that it would allow you to bestow about twenty different “skills” upon your charges. But as they continued working on the game, they threw more and more of the skills out, both to make the programming task simpler and to make the final…

50

The Road to Ultima V

It’s not easy having a software superstar for a little brother. That’s something that Robert Garriott, president of Origin Systems , had more and more cause to realize as the 1980s wore on. Whilst Richard Garriott quite literally lived out his fantasies, it was Robert who was left to deal with all the mundanities of…

51

Sierra Gets Creative

Coming out of Sierra On-Line’s 1984 near-death experience , Ken Williams made a prognostication from which he would never waver: that the real future of home as well as business computing lay with the open, widely cloned hardware architecture of IBM’s computers, running Microsoft’s operating systems. He therefore…

52

Mediagenic (or, the Patent from Hell)

On August 31, 1966, a 44-year-old electrical engineer named Ralph Baer had an epiphany whilst waiting for a colleague outside a New York City bus terminal. For reasons he would never be able to explain, his thoughts turned to the potential of an interactive version of television. The next day, he sat down in his…

53

Master of Magic

Steve Barcia started thinking about his second grand-strategy game well before he had finished creating his first one. While he was waiting for his latest iteration of Master of Orion to compile each day in the cramped Austin, Texas, offices of his company SimTex, he sketched in the mental details of a follow-up that…

55

Doing Windows, Part 1: MS-DOS and Its Discontents

Has any successful piece of software ever deserved its success less than the benighted, unloved exercise in minimalism that was MS-DOS? The program that started its life as a stopgap under the name of “The Quick and Dirty Operating System” at a tiny, long-forgotten hardware maker called Seattle Computer Products…

57

The year of peak might and magic

Some passions are lifelong, but many others fade away over the course of a life, to be replaced by others. Not long after Jon Van Caneghem, the founder of New World Computing, sold his company to 3DO , it started to become obvious to everyone who worked for him that the torch he carried for computer games no longer…

58

Myst: the Drawbacks to Success

Robyn Miller, one half of the pair of brothers who created the adventure game known as Myst with their small studio Cyan, tells a story about its development that’s irresistible to a writer like me. When the game was nearly finished, he says, its publisher Brøderbund insisted that it be put through “focus-group…

59

Broken Sword: The Shadow of the Templars

The games of Revolution Software bore the stamp of the places in which they were conceived. Work on Beneath a Steel Sky , the company’s breakthrough graphic adventure, began in Hull, a grim postindustrial town in the north of England, and those environs were reflected in the finished product’s labyrinths of polluted…

60

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…