







The early days were the best. We had successes, we had fun, and we had a good business model. As the industry changed, everything became more complicated and harder.
» Choose Your Own Adventure The Digital Antiquarian
The first and most iconic of all the Choose Your Own Adventure books involved spelunking, just as did the first and most iconic of all computer-based adventure games.
» Starcraft (A History in Two Acts) The Digital Antiquarian
Great success brings with it great expectations. And sometimes it brings an identity crisis as well.
» The Game of Everything, Part 1: Making Civilization The Digital Antiquarian
If my gravestone says, “Sid Meier, developed Civilization,” I’m happy with that. It’s a game I’m happy to be known for.
» Half-Life The Digital Antiquarian
Around twenty years ago, people would have laughed if you told them that videogames would end up at the Smithsonian, but the Half-Life team really did want to make games that were more than just throwaway toys. The rule against cinematics — which made our jobs much harder and also ended up leaving a lot of my favorite work out of the game — was a kind of ideological stake in the ground: we really did want the game and the story to be the same thing. It was far from flawless, but it was really trying to push the boundaries of a young medium.
» The Goldilocks Principle in Fantasy Strategy The Digital Antiquarian
Although I’ve played way too many games for way too many hours over the way too many years I’ve been writing these histories, it’s safe to say that I haven’t spent more time with any one game than Heroes of Might and Magic II. Partly this was down to circumstance. Heroes II showed up on the syllabus just as I was embarking on one of my periodic digressions, a long series about international communications networks and how they culminated in the World Wide Web. Without the need to write in detail about a new game every fortnight, I was freer than I usually am just to play whatever I felt like playing. And what I felt like playing at that time was Heroes II. I beat every single Heroes II scenario in my Heroes of Might and Magic Millennium Edition set, some alone, some in multiplayer mode with my wife Dorte, who became almost as obsessed as I was. I must confess that my usual rule of no more than two hours of gaming per day was strained at times, shattered completely at others. But we were still in the midst of the pandemic then and there wasn’t much else for me to do with my free time, so I figured it was okay to set self-discipline aside for a while. Maybe it was even good experiential research, in that it re-familiarized me with that strange hungover feeling you get when you’ve spent hours and hours peering into an imaginary world behind your monitor screen — like butter that’s been scraped over too much bread, to steal a phrase from Tolkien. (For what it’s worth, I’ve found that the best cure for this condition is the same as that for a conventional hangover: a long walk in nature.)
» The Game of Everything, Part 2: Playing Civilization The Digital Antiquarian
As a game designer, you have ultimate power. And with this ultimate power comes very little responsibility.
» The CRPG Renaissance, Part 1: Fallout The Digital Antiquarian
This early advertisement for Fallout makes a not-so-subtle dig at gaming’s then-current flavor of the month, the highly streamlined — or, in the view of some, dumbed-down — CRPG Diablo.
» The CRPG Renaissance, Part 4: …Long Live Dungeons & Dragons! The Digital Antiquarian
In December of 1997, Interplay Entertainment released Descent to Undermountain, the latest licensed Dungeons & Dragons computer game. It’s remembered today, to whatever extent it’s remembered at all, as one of the more infamous turkeys of an era with more than its share of over-hyped and half-baked creations, a fiasco almost on par with Battlecruiser 3000AD or Daikatana. The game was predicated on the dodgy premise that Dungeons & Dragons would make a good fit with the engine from Descent, Interplay’s last world-beating hit — and also a hit that was, rather distressingly for Brian Fargo and his colleagues, more than two years in the past by this point.
The Rise and Fall of the Lone Game Developer – Holy Ghost Stories
In the early 80s, all it took to make a game was a computer, some graph paper, and a lot of determination.
» EverQuest The Digital Antiquarian
It isn’t always or even usually the pioneers who reap the rewards of the trails they blaze. As often as not, some pragmatic Johnny-come-lately pops in to make off with the booty.
The CRPG Project
I’ve been thinking about computer RPGs a lot recently, and trying to play a bunch. There’s a quality that I’ve always loved about especially older computer RPGs: you really felt t…

» Huge for the Holidays: Epic Interactive Fiction of the Millennial Period The Digital Antiquarian
After fighting the tendency for decades, I’ve finally learned to accept that I’m a bit of a conservative, if not a downright Luddite, when it comes to my interactive fiction — or my text adventures, as I still persist in calling them. Despite its name, parser-based interactive fiction doesn’t actually strike me as all that good at plot-heavy storytelling. What it does excel at is setting.
» A Looking Glass Half Empty, Part 2: A Series of Unfortunate Events The Digital Antiquarian
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.
» Rollercoaster Tycoon (or, MicroProse’s Last Hurrah) The Digital Antiquarian
I think it touches on two of the most fundamental aspects of human nature. We all like doing something constructive, where we can see that we are creating something from virtually nothing, and we all have a desire to nurture or look after things. This is what the game is all about. You spend hours painstakingly building your park and roller coasters up piece by piece, and then it becomes your own baby, which you want to look after and keep running smoothly, watching it grow in popularity and delighted by all the little guests who are enjoying all your hard work. Of course, the subject matter, roller coasters and theme parks, helps a lot as well. What could be more fun in a game than to build and run a park which is full of little people also having fun?
» Riven The Digital Antiquarian
Sometimes success smacks you right in the face. More often, it sneaks up on you from behind.
» Retro No More: Interactive Fiction of the Early Comp Era The Digital Antiquarian
In 2002, Paul O’Brian, a prolific author, reviewer, and commentator on the contemporary interactive-fiction scene, attempted to compile a list of those people who had done the most to help text adventures live on beyond the death of Infocom. Among the names he listed were those of Mike Roberts and Graham Nelson, the creators of TADS and Inform; Andrew Plotkin, who contributed crucial technical innovations of his own and authored a number of perplexing, intriguing games; and Adam Cadre, who wrote the single most-played text adventure of the post-Infocom era. None of these names will come as a surprise to anyone who has been even a casual tourist of the interactive-fiction scene over the years. But another of them very well might: that of Gerry Kevin “Whizzard” Wilson. And yet one can make an argument that his skill set was the most unique and thus the most essential of them all.