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| "the infinitely improbable DOUG ADAMS" by Roe R. Adams III and | |
| "Booted Up Any Good Books Lately?" by Charles Ardai. | |
| Transcribed into HTML by David Welbourn." /> | |
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| <h1>Two articles from <i>Electronic Games</i>, circa 1985</h1> | |
| <ul> | |
| <li><a href="#adams"><b>the infinitely improbable DOUG ADAMS</b></a> by Roe R. Adams III | |
| <li><a href="#ardai"><b>Booted Up Any Good Books Lately?</b></a> by Charles Ardai | |
| </ul> | |
| <p>(Note from the transcriber: Both are from the same magazine, but I only kept the articles, so I don't know | |
| the issue number and I can't be certain about the year. Also, my apologies for the break in the second article, | |
| where I missed a page or three.)</p> | |
| <hr /><a id="adams" /> | |
| <!-- page 23 begins --><a id="page23" /> | |
| <h1>the infinitely improbable DOUG ADAMS</h1> | |
| <p>By ROE R. ADAMS III</p> | |
| <div style="float:right; border-top: black solid 2px; border-bottom: black solid 2px; | |
| color: red; text-align: center; font-style: italic; margin-left: 0.5em"> | |
| <b><big>Hitch a Ride<br />With Doug Adams,<br />The Man With a<br />Heart of Gold.</big></b></div> | |
| <p>If you ever wake up one morning and find yourself in a strange room with a splitting headache and no tea, | |
| where would you be? No, no, not there (but what a deliciously naughty thought). Rather, you'd be about to spend | |
| a wondrous sojourn inside the fertile mind of Douglas Adams, creator of <strong>Hitchhiker's Guide to the Galaxy</strong>.</p> | |
| <p>The four books in the <i>Hitchhiker</i> Trilogy (that anomaly is consistent with known improbabilities) | |
| have generated such a devoted following worldwide that the books have obtained major cult status. While many | |
| unenlighted people still respond "Who?" to a suggested viewing of a <i>Dr. Who</i> episode, the mention of | |
| <i>Hitchhiker's Guide to the Galaxy</i> elicits such comments as "Now, <emph>that's</emph> funny!"; "What a book!"; | |
| "Awesome"; "Isn't that the Carl Perkins show?"; "The movie was excellent"; "I hear that Douglas Adams is really | |
| Arthur Dent and that the book is an autobiography"; and even a whispered "I hear the guide is for real, honest." | |
| All of the above is true except for the part about Douglas being Arthur Dent. Anyone who knows Douglas Adams well, | |
| would know he was really Ford Prefect, the celestial vagabond on an expense account.</p> | |
| <p>Douglas Adams began only slightly humorous. So, how does one learn to be really funny? Well, it pays to be born | |
| into an aristocracy noted for its unintentional humor. Then go to an exclusive private school that requires everyone | |
| to wear hilarious uniforms, and where they turn the worst students into lovely rocking chairs. Finally, one should attend | |
| a world-famous University that specializes in classic comical curriculums. No, it is not Harvard (good guess), or even | |
| Brown (which is much closer to the truth), but, is in fact, Cambridge. Ah, almost caught you there! | |
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| <!-- page 24 begins --><a id="page24" /> | |
| You where thinking, "But Harvard is in Cambridge." But this is the Cambridge that is in Cambridge, which is to say, | |
| a town in England (a.k.a. Great Britain, United Kingdom, Arthur's Place). The guidebooks refer to Cambridge as one of | |
| the country's great inland ports, though perhaps the word "port" was a typo for portal.</p> | |
| <p>Another critical ingredient for becoming a successful comic writer is being born in 1952. That means that during the | |
| early '70's you'd be able to mix and match wits with such luminaries and great straight men as Dudley Moore, | |
| John Cleese, and Graham Chapman. Stir that all together and, while you do not get Hamlet written by 500 monkeys, | |
| you do get <i>Monty Python</i> (and friends). Douglas Adams qualified as an early friend and occasional collaborator | |
| on the hit television series. Asked about his continuing relationship with the Monty Python people, Adams says, | |
| "Terry Jones and I have been great friends for a long time. We often have lunch to discuss what we're going to do | |
| together and we always end up having a great lunch."</p> | |
| <p>Adams shamelessly traded in on his numerous <i>Python</i>-generated contacts within the BBC (not an easy feat) | |
| for a job as one of the script editors for the mega-series <i>Dr. Who</i>. Adams even got to script a couple of the more | |
| vaguely unforgettable episodes. Following the good doctor through a few seasons of reincarnations and personality changes | |
| taxed even Adams' hardy constitution.</p> | |
| <p>Wanting to get a way from it all, and relax in a quiet environment, Adams hired on as a bodyguard to an Arabian royal | |
| family. This low-key job only required him to stand outside a door, bow occasionally, and duck hand grenades. Seems Adams | |
| took this employment with his usual acute sense of timing—the height of the OPEC oil crisis and rabid anti-Arab | |
| sentiment. The only momento that Adams still has from those fun-filled days is his heavy-duty, official Chuck Norris | |
| black leather jacket. He is rarely seen in public without it, lending credence to the rumor that it is so bulky | |
| because it is Ninja proof.</p> | |
| <p>Leaving this job for the exciting, globe-trotting career as a world famous, wealthy author was easy. | |
| However, there were a few small in-between stages, like becoming wealthy, and becoming famous. The globe-trotting | |
| part was fun and actually led to the rest.</p> | |
| <p>Travelling through Europe on a negative cash flow is not easy, but it can be done. Carrying his trusty, much worn, | |
| copy of "The Hitchhiker's Guide to Europe," Adams went where few natives dared to tread, even off-season. One night | |
| in a slightly drunken stupor, Adams found himself in Innsbruck, Austria, face up, looking at the starry sky (the entire | |
| fate of the unknown universe would have been changed if it had been cloudy that night). The thought randomly came to him: | |
| "Eureka! It floats!" This was closely followed by two arias from Bartok's atonal opera, <i>Bluebeard</i>. | |
| Then in thirty-foot high letters, tilted back and receding, came the thought <i>Hitchhiker's Guide to the Galaxy</i>. | |
| Why not, no one had done it before! It's a catchy title and think of all those galactic royalties if it goes into | |
| syndication.</p> | |
| <p>Now the dilemma was what medium would maximize the audience? Since most of the readers were going to be | |
| Pan-Galacticans, the best way to reach them would obviously be through a radio telescope beamed across the universe | |
| and all adjacent slums. Flush with triumph at this brilliant marketing idea, Adams hurried to the BBC. Detoured en route | |
| by a six-year time warp (he had to write copy sometime), he arrived at the BBC just when they were fresh out of | |
| telescopes. So, in typical BBC practicality, they put the show on the radio and beamed it across the Thames to | |
| adjacent slums.</p> | |
| <p>The rest is history. Every Pan-Galactican living in disguise in London listened to the show (1978 was the year of the | |
| supersaver El-Alien tours) and sent in tons of incomprehensible fan mail. Since the BBC reportedly never actually | |
| reads a show's mail but just weighs it, the program was declared a two-ton smash hit and renewed for a second year.</p> | |
| <div style="float:right; border-top: black solid 2px; border-bottom: black solid 2px; | |
| color: red; text-align: center; font-style: italic; margin-left: 0.5em"> | |
| <b><big>"The game was more fun [than the books].<br />Writing a book is staring | |
| at a piece of paper until<br />your forehead bleeds."</big></b></div> | |
| <p>A book was written based on the shows, certainly an excellent ecological recycling of old scripts. | |
| This book was named | |
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| <!-- page 25 begins --><a id="page25" /> | |
| <i>Hitchhiker's Guide to the Galaxy</i> (might as well run with your proven winner), and promptly sold out. | |
| Little realizing that the first book had only been bought as a souvenir item by the departing Pan-Galacticans at the | |
| end of their tour, Adams wrote a second novel: <i>The Restaurant at the End of the Universe</i>. This book was | |
| appropriately placed in the culinary sections of the bookstores. Julia Child even did a television show on how to | |
| properly prepare a talking-steak dinner. Some dark rumors circulated afterward about the simulataneous disappearance | |
| of her arch rival, the Galloping Gourmet. People, however, rushed out to get the recipes from the first book, | |
| as the second book continued after the appetizers.</p> | |
| <p>The BBC decided that if it was good enough for the French Chef, then it was good enough for British television. | |
| So, a BBC television mini-series was done on the books patterned after the maxi-series, <i>The Forsythe Saga</i>. | |
| Belatedly realizing that Adams Chronicles had already been usurped as a title, the BBC imaginatively called the series | |
| <i>Hitchhiker's Guide to the Galaxy</i>. In true economical BBC fashion, the television series was a condensed version | |
| of both books, thus saving the BBC from paying out for two shows.</p> | |
| <p>Now the initial book really started to hit some sales figures. It was also first reported being smuggled into the | |
| United States via a case of Snickers. The desperate smugglers were thus able to bypass the numerous federal agencies | |
| on guard for illegal British humor.</p> | |
| <p>Alas, the government's worst fears were confirmed when the highly contagious <i>Hitchhiker</i> proceeded to sweep | |
| the ranks of science fiction readers in the United States. The condition reached epidemic proportions when British | |
| press copies of the third book, <i>Life, the Universe, and Everything</i>, flowed over the borders from Canada. | |
| Faced with the prospects of detoxifying thousands of rabid fans, the government capitulated and declared Douglas | |
| Adams a schedule-one uncontrollable British humorist.</p> | |
| <p>Official U.S. versions of Adams' books now appeared everywhere to rave reviews. Numerous radio stations | |
| broadcast the old shows. Channel 2 in Boston, the | |
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| <!-- page 78 begins --><a id="page78" /> | |
| most avant-garde of the nation's PBS stations, even dared to show the highly subversive BBC television series.</p> | |
| <div style="float:right; border-top: black solid 2px; border-bottom: black solid 2px; | |
| text-align: center; margin-left: 0.5em; font-style: italic"> | |
| <b><big>"I really feel<br />the need to<br />branch out into<br />fresh areas<br />and clear<br />my head | |
| from<br />Hitchhiker."</big></b></div> | |
| <p>When the third book was released in the United States, <i>Life, the Universe and Everything</i> was immediately | |
| recognized as heavy-duty philosophy. Therefore it was put on bookstore shelves right next to Carlos Castanada's latest | |
| book: <i>The Teachings of Ron Don: The Yankee Way to Knowledge</i>. Adams' third book immediately became the darling | |
| of the coffee table set. They, in turn, had to rush out and buy the first two books since the third one made no sense | |
| without reading the others first (Now that really is profound.)</p> | |
| <p>Douglas Adams was (and is) an international celebrity. His U.S. tour was a great success as he was lionized from | |
| coast to coast. So delighted was he with the overbearing American hospitality, tedious talk shows, and unending dinner | |
| speeches that he titled his fourth (and supposedly final) <i>Hitchhiker</i> book, <i>So Long and Thanks for All the | |
| Fish</i>.</p> | |
| <p>What to do next? Let's see...books, records (of the radio shows), television, stage play (Off-Off-Off-Broadway. | |
| Liverpool perhaps, or maybe it was the Orkneys), even the obligatory movie contract. "Say", said Adams one night, | |
| in a not-so-drunken stupor, "How about a computer game version!" (The difference between doing a game or a book, | |
| Adams says, is that "A game is fun. A book is staring at a piece of paper until your forehead bleeds."</p> | |
| <p>A quick marketing survey showed him that a small adventure game company in Cambridge, MA (note the auspicious | |
| location, heavy Karmic influences, and Freudian overtones) named Infocom owned the entire computer text adventure field. | |
| In fact, Douglas' first introduction to Infocom was through playing <strong>Suspended</strong>, one of the company's | |
| most mind-boggling games. (Yes, he solved it.) It occurred to him that here was a company with minds as devious and | |
| eccentric as his own. He decided to approach them about <i>Hitchhiker's</i>. Little did Adams realize that Infocom was | |
| actually only leasing the highly lucrative field from the Gnome of Zurich. In fact, a check with the Frozboz Chamber | |
| of Commerce would have revealed that Infocom was in fact a front for a vast Underground Empire. Many an adventure | |
| game player had disappeared forever into its clutches; their jobs, families, and sanity ensnared by slavering Grues. | |
| The few that escaped usually wandered around saying "Hello, sailor," of "Frotz," and carrying a strangely familiar lamp. | |
| The Chaucer of | |
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| <!-- page 80 begins --><a id="page80" /> | |
| British humor was about to meet the dreaded Masters of the Purple Prose.</p> | |
| <p>Initial contact was made ethereally through a transoceanic computer bulletin board. Further discussions were held in | |
| a variety of British pubs. It is even money that one of them must have been The White Hart in London; so appropriate | |
| with Arthur C. Clarke's personal table in the far corner, right next to the cheese sandwiches. Another creative locale | |
| was Huntsham Court, a hotel in the village of Huntsham, near Tiverton, Devon. Adams wrote <i>So Long and Thanks for all | |
| the Fish</i> there, and a lot of the electronic version of <i>Hitchhiker's</i> as well. He also bought part of the | |
| establishment. How did that come about? "One night after a few drinks," says Adams, "it seemed like a good idea."</p> | |
| <p>Adams insisted on only dealing with the game designer who had the greatest stature in Infocom. Steve Meretzky, | |
| at 6'4" was taller than Marc Blank, so he was drafted.</p> | |
| <p>Meretzky was one of Infocom's early playtesters, and suffered from a terminal case of "Boy, game design is a snap. | |
| Why, even I could do a better job in a few weeks than..." So, being highly sadistic, Infocom gave Meretzky a chance | |
| to design a game. Somehow the few weeks evolved into over a year, but much to everyone's amazement (except Meretzky's), | |
| the game was fantastic. Who can forget Floyd's tragic death? <strong>Planetfall</strong> earned Infocom a whole | |
| shelf full of Best Game awards for that year.</p> | |
| <p>Even with Meretzky's heavy credentials in computer game design (<i>Planetfall</i> and <strong>Sorcerer</strong>, | |
| another stellar scenario), he found it difficult to see eye-to-eye with Adams on every aspect of the game design. | |
| (The rumor is that Adams' real height is being kept a media secret in the U.S., because of his literary agent's fears | |
| that Adams will be shanghied by the Boston Celtics and never write again. He admits to 6'5".)</p> | |
| <div style="float:right; border-top: black solid 2px; border-bottom: black solid 2px; | |
| text-align: center; margin-left: 0.5em; font-style: italic;"> | |
| <b><big>"The game<br />design is basically<br />pear-shaped.<br />After the player<br />gets comfortable<br /> | |
| running<br />around the<br />narrow neck at<br />the beginning,<br />the bottom<br />drops out."</big></b></div> | |
| <p>Luckily for computer adventure fans, the design did not become a battle of the Giants. Mutual respect was earned by | |
| the exchange of outrageous jokes, a similar fondness for wearing bizarre costumes (you must see Meretzky in his gorilla | |
| suit at some party), and sporting eye-blinding clothing. Adams is infamous for his day-glo ties that add new meaning | |
| to the phrase Contact High. Meretzky counters this with a collection of Dali-like Hawaiian floral sport shirts. | |
| These are the same shirts made famous by Americans travelling overseas in the 50's and 60's before the Geneva | |
| Convention ban on visual warfare.</p> | |
| <p>The peril-sensitive sunglasses that were developed for the computer game are actual replicas of those worn by staff | |
| members who had to sit in on lengthy conferences when both Meretzky and Adams were present. In fact, almost all the | |
| goodies enclosed with the game originally had other uses: The fluff was really used for earplugs to deaden the impact | |
| of the puns. The official destruct orders were actually coded hit contracts on Adams and Meretzky put out by the | |
| bedraggled playtesters. The baggy containing the microscopic space fleet looks suspiciously like the bag provided | |
| by the airlines in each seat for heavy flying. The sales brochure is really Adams' dummy Swiss company that sells | |
| digital watches on late night television (remember the Gnome of Zurich). The Don't Panic button is, of course, the | |
| Unimportant Red Button (can you find the Important Green Button in the packet before the Earth blows up?).</p> | |
| <p>The only thing in the game package that is what it seems to be is the "No Tea." Historians have long claimed that | |
| the entire expansion of the British Empire was based on the search for a real cup of tea. To date, they have only | |
| found Advanced Substitute Tea, which explains the fall of the Pound, the Falklands, the coal mine strike, and | |
| Stonehenge.</p> | |
| <p>A few people in the Himalayas have written in and asked whether or not they could enjoy playing the computer game | |
| without having touched the books, seen the TV shows, felt the play, heard the records, or smelt a computer overheating | |
| from twelve hours of obsessive playing. To which Adams responded, "42!"</p> | |
| <p>He further noted, "The game design is esssentially pear-shaped. After the beginning player gets comfortable | |
| running around the narrow neck at the beginning, the bottom drops out." What an understatement! With the babel fish | |
| problem, the game shifts into really high gear. Many a seasoned player has been stumped here for hours. It does not | |
| help that <i>Hitchhiker's</i> is, in Adams' words, "the only game that deliberately lies to you."</p> | |
| <p>Adams, however, has taken pity on those less brilliant and warped—over Meretzky's pleas to "let them suffer." | |
| For the first time, an Infocom game actually has hints to solving some of the puzzles built right into the game itself. | |
| Admittedly, they are mostly obscure, but nonetheless actually there. A perceptive adventurer will spot the clues quickly, | |
| but even the most dilettante player can grasp them, if they read all the text very carefully, and can visualize the | |
| entire floorplan of a typical Vogan space ship (copies of the floorplans are available from the traveling bookmobile | |
| run by Wowbagger the Infinitely Prolonged).</p> | |
| <p>The game ricochets all across the universe in a bewildering kaleidoscope of improbable pasts, presents, and futures. | |
| The scenario design resembles a galactic pinball game. Watch out for the Black Hole or you may never get out again, | |
| and remember to be careful what you say and do. In Adams's universe causality is paramount. A stone thrown here | |
| blows up planets over there.</p> | |
| <p>Meretzky and Adams have designed Infocom's <i>Hitchhiker's Guide to the Galaxy</i> as really an artifical intelligence | |
| test. They will find out just how artificial your intelligence really is. Try to deal with entire ship equipped with | |
| Sirius Cybernetics Corporation devices, whose motto is Share and Enjoy. This is usually considered sufficient cause | |
| through the galaxy for immediate self-destruction in order to save your sanity. See how good you are at cheering up | |
| Marvin, who is a manic-depressive robot. Need to open the screening door? Easy, just show it a little bit of | |
| intelligence. The clue to salvation may just be the "thing" your Aunt gave you that you can not get rid of no matter | |
| how hard you try. Then again, maybe not. At the bottom of Adams's pear is the jammed | |
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| <!-- page 81 begins --><a id="page81" /> | |
| hatch puzzle. This puzzle will grow on you until it takes over your mind. Beware the Jabberwocks!</p> | |
| <p>Now that Adams has conquered this new medium (the game is already in the top ten on the overall charts), what are | |
| his plans? Will he do <i>Son of Hitchhiker</i>, or <i>Hitchhiker, Parts II-XXV</i>? "No," says Adams, "I really feel | |
| the need to branch out into fresh areas and clear my head from <i>Hitchhiker</i>. I certainly have enjoyed working with | |
| Infocom and would very much like to do another adventure game, but on a different topic." Adams compares adventure | |
| games to movie-making in the early 1900's: "It's a real novelty medium and only the people doing them really know | |
| how great they are."</p> | |
| <p>Sitting across the breakfast table from Meretzky and Adams is difficult indeed, even wearing the peril-sensitive | |
| sunglasses. The air between them seems to shimmer and blur. At times they bear a startling resemblance to that maestro | |
| of self-expediency, Zaphod Beeblebrox. The two heads seem to share the same body. Perhaps Zaphod is the end result | |
| of the cloned collaboration.</p> | |
| <p>"Remember," says Adams, leaning over like a conspirator while chuckling diabolically. "To <i>share</i> the real | |
| feeling of the game, <i>enjoy</i> everything."</p> | |
| <p>So, now that you have stayed up all night and have solved six impossible puzzles this morning, why not round it off | |
| with breakfast at Milliway's. Go ahead. If you have just finished this computer adventure game, you have | |
| definitely earned it! <b style="background-color:black;color:white;"><small>EG</small></b></p> | |
| <!-- page 81 ends --> | |
| <hr style="width:50%; text-align:center; color:gray" /> | |
| <h2>Photos used in this article:</h2> | |
| <ol> | |
| <li>Large photo of Douglas Adams, sticking out a hitchhiking thumb with his left hand. Uses all of page 22 with | |
| his arm extending into page 23.</li> | |
| <li>Four large book covers, followed by the hitchhiking Adams, run along the bottom halves of pages 24 and 25. | |
| The book covers are from <i>The Hitchhiker's Guide to the Galaxy</i>; <i>The Restaurant at the end of the Universe</i>; | |
| <i>Life, The Universe and Everything</i>; and <i>So Long and Thanks for All the Fish</i>. | |
| <br />Caption: The four books of the famous <i>Hitchhiker's</i> trilogy: from nuts to fish.</li> | |
| <li>Black and white headshot of Steve Meretzky, on page 25. | |
| <br />Caption: Steve Meretzky, co-perpetrator with Douglas Adams of the electronic version of the <i>Hitchhiker's Guide</i>.</li> | |
| <li>Small black and white headshot of Adams on page 78.</li> | |
| <li>Black and white photo of Adams scratching his head on page 80.</li> | |
| </ol> | |
| <hr style="margin-bottom:4em" /><a id="ardai" /> | |
| <h1>Booted Up Any Good Books Lately?</h1> | |
| <p>By CHARLES ARDAI</p> | |
| <div style="float:right; border-top: black solid 2px; border-bottom: black solid 2px; | |
| text-align: center; margin-left: 0.5em"> | |
| <b><big>Software<br />Companies Take<br />A Novel<br />Approach to<br />New Kinds of<br />Entertainment</big></b></div> | |
| <p>Until recently, interactive fiction seemed to be getting rather stagnant. After all, every company has already | |
| gone through the tried-and-true adventure game themes of medieval battles between wizards and dragons, hard-boiled | |
| detective stories, treasure seeking a la Indiana Jones in perilous old temples and ruins, and science-fictiony searches | |
| through futuristic, but deserted, planets, asteroids and spaceships many times over; things seemed to be getting rather | |
| repetitive. Once in a while a really original game would appear, but that was a rare occurence. There's no question | |
| that what we needed was an influx of new ideas.</p> | |
| <p>Finding new ideas was harder than it sounds — even Infocom's <strong>Planetfall</strong> and | |
| <strong>Enchanter</strong> were — as far as their plots were concerned — basically rehashings of old, used | |
| concepts. It quickly became evident that companies would have to start looking outside the market for a source of | |
| originality. And so, in a fit of inspiration, or perhaps desperation, several companies simultaneously cast their eyes | |
| upon their bookshelves.</p> | |
| <p>The decision to make adventure games out of books should not come as a surprise — players of <i>Dungeons | |
| & Dragons</i>-type role-playing games have been doing it for years. Books are wonderful as sources of imaginative | |
| escapist entertainment, but too often readers fall into the "I would have done it differently" syndrome. By their very | |
| nature, books make readers observers of, rather than participants in, any action that they depict. Only by converting | |
| a book to a more interactive format, like a role-playing game or a "Choose-Your-Own-Adventure" type book, can a reader | |
| truly take part in the events detailed within its covers.</p> | |
| <p>However, both formats have problems. Role-playing games almost always require two or more players. | |
| "Choose-Your-Own-Adventure" books are very limited, lacking both the element of human interaction and the overall | |
| complexity found in a full role-playing game. What's more, such "interactive books" are much too open to | |
| unintentional cheating.</p> | |
| <p>Computer adventure games may not yet be able to duplicate human interaction, but the best of today's technology comes | |
| pretty close. Certainly, computers can easily mimic the complexity of a role-playing game, and they never allow a player | |
| to see the solution to a puzzle before he has found it for himself. The connection was made: What better way to boost | |
| the adventure game industry than to take ideas from the boundless imagination of books?</p> | |
| <p>Obviously this train of thought, or one very similar, has been passing through the minds of a number of game | |
| designers and | |
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| <!-- page 28 begins --> | |
| industry executives, since over the past few months various types of book-based adventure games have been turning up on | |
| the market at a tremendous rate. Epyx was one of the first to enter the field with <strong>Dragonriders of Pern</strong>, | |
| a strategy adventure based on the bestselling sci-fi series by Anne McCaffrey, and <strong>Robots of Dawn</strong>, | |
| a futuristic whodunnit mystery game converted from the novel of the same title by Isaac Asimov. Forthcoming is a second | |
| Pern game called <strong>Moreta: Dragonlady of Pern</strong>, also being released by Epyx. Infocom recently released a | |
| <strong>Hitchhiker's Guide to the Galaxy</strong> adventure, based on the hilarious cult classic by Douglas Adams. | |
| Quicksilva's <strong>The Snowman</strong> has its roots in a novel by Raymond Briggs. And, of course, the entire | |
| Wyndham Classics and Telarium (nee Trillium) lines of adventure games are based on famous books or were written by | |
| well-known authors.</p> | |
| <p>The Telarium games are unique in that they depend more heavily on input from the authors on whose books they are | |
| based than do the games made by most other companies. Seth Godin, Telarium's founder, explained the company's unusual | |
| practice of giving the writers an opportunity to play a major role in the creation of each new game. "These games are | |
| very much like movies and books because they are both visual and literary," he said. "We wanted to go to the people | |
| who could write that the best. And that's not programmers — it's authors."</p> | |
| <p>Infocom followed a similar policy when Adams approached them with the idea of a <i>Hitchhiker's</i> game. They gave | |
| him a free hand in writing the general story and the various encounters, and had ex-science fiction author and designer | |
| of <i>Planetfall</i> Steven Meretzky write it into an adventure game format. The results of this unique collaboration | |
| can be seen throughout the game, which is filled with Adams' very distinct sense of humor. Not only does | |
| <i>Hitchhiker's</i> play well, but it reads well, too. As an experimental way to design an adventure game, | |
| <i>Hitchhiker's Guide to the Galaxy</i> is a success.</p> | |
| <p>A different point of view is held over at Epyx, where talented game designers and programmers were the ones to | |
| create both Pern games and <i>Robots of Dawn</i> with little input by the authors whatsoever. According to Robert Votch, | |
| a representative of Epyx, Anne McCaffrey did meet with the programmers to discuss and offer suggestion for both Pern | |
| games, the second more so than the first. In addition, she approved the final versions of both games. Still, most | |
| of the actual design work and programming was done without McCaffrey's presence.</p> | |
| <p>However, compared with the amount of input that Isaac Asimov had in the <i>Robots of Dawn</i> game, Ms. McCaffrey's | |
| might as well have written both Pern games singlehandedly. Mr. Votch reported that although the licensing agreement | |
| was made through his publisher, Dr. Asimov did participate in the design of the game through a set of guidelines that | |
| he sent in to Epyx. Dr. Asimov contends that he hardly even knew of the game's existence until a copy of the finished | |
| product found its way to his home — a copy he couldn't even try out since his computer, which he used for word | |
| processing, is a TRS-80.</p> | |
| <p>Would Asimov be interested in actually writing a game some time in the future? "Not really," he says. "If it were | |
| earlier in my writing career, maybe. But as it is, I'm too busy with my writing to start any other projects." | |
| (At a rate of about one book | |
| <!-- page 28 ends --> | |
| <!-- page 29 begins --><a id="page29" /> | |
| every three weeks, Dr. Asimov is one of the nation's most prolific authors.) And his opinion of computer games in general? | |
| "We are faced with a new technology, and as always, we must accept the products of that technology."</p> | |
| <p>New technology did indeed play a major role in the creation of these new book-games. Only a few years ago, an adventure | |
| was considered complex if it contained more than a dozen rooms. Now, recent leaps in technology have made possible | |
| complex adventures with over a hundred rooms, like Telarium's <strong>Rendezvous with Rama</strong>, a suspenseful game | |
| which takes place in a gigantic space complex. Telarium's other games are relatively massive, too; Ray Bradbury's | |
| <strong>Fahrenheit 451</strong>, a sequel to the acclaimed, world famous novel, is set in a futuristic New York City | |
| with a total of seventy key locations to wander through, and the more traditional <strong>Dragonworld</strong> whose | |
| medieval city of Kandesh includes sixty accessible areas.</p> | |
| <p>Similar technical advances have made animated graphic sequences and background music not only a reality, but a standard | |
| feature of many adventure games. The Telarium and Wyndham games, for instance, all boast outstanding graphics and | |
| wonderfully atmospheric music.</p> | |
| <p>Byron Preiss, head of Byron Preiss Video Productions, worked on the production of a number of Telarium games | |
| including Robert Heinlein's <strong>Starman Jones</strong>, Bradbury's <i>Fahrenheit 451</i>, <i>Rendezvous with Rama</i>, | |
| for which author Arthur C. Clarke wrote a brand-new surprise ending, and <i>Dragonworld</i> which he co-authored as a novel | |
| with Michael Reaves. In discussing the games, he explained why it is so much more difficult for an author to write an | |
| adventure game than it is to write a novel.</p> | |
| <p>"[When writing an adventure] you have to anticipate a heck of a lot more, to understand the consequences of the | |
| characters' actions in more than one way. When you do a book, you can just say, 'Okay, this is how it is going to happen, | |
| and that's it'. When you do a game, you have to realize that someone can do many different things in any given situation. | |
| You have to pre-guess the players so that the events you put in seem logical."</p> | |
| <p>On the flip side of these problems, celebrated writer Alan Dean Foster, author of countless movie novelizations and the | |
| popular <i>Spellsinger</i> series (the fourth volume of which, <i>Perturbations of the Perambulator</i>, is being | |
| released soon), was faced with some rather unusual difficulties in writing a novelization of the Telarium game | |
| <strong>Shadowkeep</strong>. The game is a hybrid of <strong>Wizardry</strong>-style action and a typical adventure | |
| game scenario , which involves saving a mythical world from destruction at the hands of a menagerie of evil, | |
| <!-- page 29 end --> | |
| </p> | |
| <p style="color:red"><i>[Oops. Unfortunately, I forgot to keep pages 74 to 76 when I saved the article. So, um, part of the | |
| article is missing. Hopefully I or someone else can find a copy archived in a library somewhere and fill in the gap. | |
| —David].</i></p> | |
| <div style="float:right; border-top: black solid 2px; border-bottom: black solid 2px; | |
| text-align: center; margin-left: 0.5em"> | |
| <b><big>Book-based<br />interactive fiction<br />is a whole<br />new field that<br />has taken<br />the | |
| adventure<br />gaming industry<br />by storm.</big></b></div> | |
| <p> | |
| <!-- page 77 begins --> | |
| even have looked at under other circumstances. In fact, some universities are already using Infocom adventures in | |
| remedial reading courses. All adventure games encourage reading, and gamers who would otherwise hardly give a book like | |
| <i>Fahrenheit 451</i> a second glance may be tempted to read it after playing the adventure.</p> | |
| <p>Book-based interactive fiction is a whole new field of computer software that has taken the adventure gaming industry | |
| by storm. These games are entertaining, sophisticated and intellectually stimulating, while at the same time being | |
| exciting and fun to play. And though one can never predict anything with certainty in the constantly changing computer | |
| industry, it seems that these games have a bright future ahead of them. If nothing else, these games have given new | |
| meaning to the phrase "computer literacy." <b style="background-color:black;color:white;"><small>EG</small></b></p> | |
| <!-- page 77 ends --> | |
| <hr style="width:50%; text-align:center; color:gray" /> | |
| <h2>Photos used in this article:</h2> | |
| <ol> | |
| <li>Page 26 is entirely a painted piece of artwork depicting a black hardcover book with a shiny two-socket panel | |
| on its front cover. The book floats somewhere in the upper atmosphere high above planet Earth against a starry sky. | |
| Plugged into the book's upper socket is a long, long red electric cord which spirals from the book down to | |
| the planet, far below.</li> | |
| <li>Color photo on the top of page 27: The covers of five Trillium games are displayed: | |
| <i>Fahrenheit 451</i> by Ray Bradbury; <i>Rendezvous With Rama</i> by Arthur C. Clarke; <i>Dragonworld</i> by | |
| Preiss/Reaves; <i>Amazon</i> by Michael Crichton; and <i>Shadowkeep</i> by Alan Dean Foster.</li> | |
| <li>Color photo on page 28: Anne McCaffrey signing a game box for <i>Dragonriders of Pern</i>. | |
| <br />Caption: Anne McCaffrey, whose sci-fi books are the basis of two games from Epyx.</li> | |
| <li>Along the top of pages 28 and 29 are four photos: | |
| <ol> | |
| <li>Color photo: Game box for Isaac Asimov's <i>Robots of Dawn</i>, publisher: Epyx.</li> | |
| <li>Black and white photo: Douglas Adams and Steve Meretzky, sitting in front of a computer. | |
| <br />Caption: Author Douglas Adams and designer Steve Meretzky of the infamous <i>Hitchhiker's Guide</i>.</li> | |
| <li>Color photo: Game box for <i>Dragonriders of Pern</i> based on the novels by Anne McCaffrey, publisher: Epyx.</li> | |
| <li>Black and white photo: Byron Preiss standing behind a computer monitor, both facing the camera. The computer | |
| is currently in the middle of a game session. | |
| <br />Caption: Byron Preiss with Telarium's <i>Dragonworld</i>.</li> | |
| </ol> | |
| </li> | |
| <li>Color photo on page 29: Arthur C. Clarke typing on a computer, as two men sitting off to one side watch. | |
| <br />Caption: Arthur C. Clarke, Byron Preiss and D. Harris.</li> | |
| <li>Black and white photo on page 77: Book cover for Isaac Asimov's <i>The Robots of Dawn</i>.</li> | |
| </ol> | |
| </body> | |
| </html> |
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