One day in early June of 1992, a group of executives from Electronic Arts visited Origin Systems’s headquarters in Austin, Texas. If they had come from any other company, the rank and file at Origin might not have paid them much attention. As it was, though, the visit felt a […]
Alone in the Dark
Most videogame stories are power fantasies. You spend your time getting ever stronger, ever tougher, ever more formidable as you accumulate experience points, gold, and equipment. Obstacles aren’t things to go around; they’re things you go through. If you can’t get past any given monster, the solution is to go […]
Gabriel Knight: Sins of the Fathers
Fair warning: spoilers for Gabriel Knight: Sins of the Fathers are to be found herein! In 1989, a twenty-something professional computer programmer and frustrated horror novelist named Jane Jensen had a close encounter with King’s Quest IV that changed her life. She was so inspired by the experience of playing […]
Chief Gates Comes to Oakhurst: A Cop Drama
One day in late 1992, a trim older man with a rigid military bearing visited Sierra Online’s headquarters in Oakhurst, California. From his appearance, and from the way that Sierra’s head Ken Williams fawned over him, one might have assumed him to be just another wealthy member of the investment […]
The Mortgaging of Sierra Online
The Sierra Online of the 1980s and very early 1990s excelled at customer relations perhaps more than anything else. Through the tours of their offices (which they offered to anyone who cared to make the trip to rural Oakhurst, California), the newsletter they published (which always opened with a folksy […]
The Last Works Before the Renaissance
By 1993, textual interactive fiction was reaching the fag end of the unsettled, uncertain half-decade-and-change between the shuttering of Infocom and the rise of a new Internet-centered community of amateur enthusiasts. Efforts by such collectives as Adventions and High Energy Software to sell text adventures via the shareware model had […]
Return to Zork
Where should we mark the beginning of the full-motion-video era, that most extended of blind alleys in the history of the American games industry? The day in the spring of 1990 that Ken Williams, founder and president of Sierra On-Line, wrote his latest editorial for his company’s seasonal newsletter might […]
An Unlikely Savior
Activision Blizzard is the largest game publisher in the Western world today, generating a staggering $7.5 billion in revenue every year. Along with the only slightly smaller behemoth Electronic Arts and a few Japanese competitors, Activision for all intents and purposes is the face of gaming as a mainstream, mass-media […]
Life Off the Grid, Part 1: Making Ultima Underworld
The 1980s was the era of the specialist in game development, when many of the most successful studios did just one or two things, but did them very, very well. For Infocom, that meant text adventures; for Sierra, graphic adventures; for MicroProse, military simulations; for SSI, strategic wargames and Dungeons […]
The Analog Antiquarian
I’m very excited today to announce The Analog Antiquarian, a new companion site to this one. While this site continues to be, as the subtitle says, “a history of computer entertainment and digital culture,” the new one will be for “chronicles of worldly wonders” — more wide-angle history articles about […]
Life on the Grid
I’ve long been interested in the process by which new games turn into new gaming genres or sub-genres. Most game designers know from the beginning that they will be working within the boundaries of an existing genre, whether due to their own predilections or to instructions handed down from above. […]