Monday, June 8, 2009

An Open Letter To Mr. Bob Blauschild, Formerly Of Sirius Software

[no. what i need is to bash my face against the keys a few more times, perhaps try typing some curse words.]

Dear Mr. Blauschild,

As you may have realized from my blog and body of work widely available on the Internet, I am a video game journalist. I was tonight the recipient of a sudden electroshock of nostalgia, during which I suddenly remembered that you, sir, are the source of my fear of elevators.

You see, Mr. Blauschild, I am actually the heir to my father's consumer technology journalism mantle. My father covered a variety of home entertainment products including what were at the time fairly newly-invented items including the home personal computer, the home videocasette player, and the home video game console. As a result, I was raised with plenty of access to press review copies of just about every Apple II and Commodore 64 game ever developed, and that, sir, includes your portfolio of work as a designer of text games accompanied by graphics published under the marquee of Sirius Software.

Mr. Blauschild, you developed quite a few excellent products which stumped me mightily -- I was only five or six years old at the time, and precocious but not especially freakish, please understand. So it was that your titles Critical Mass and Escape From Rungistan came to form one of the earliest gaming palettes that I can to this day recall. So did Kabul Spy, Blade of Blackpoole and Gruds In Space, but I am unsure whether you are the one to whom I can assign responsibility for these titles.

Current internet research informs me that indeed Sirius Software's adventure titles were merely poor clones of what Sierra titled at the time its "Hi-Res Adventures," but my young mind knew no difference, and I'll have you know that Escape From Rungistan challenged me for years. That action sequence with the skis? I even consulted my uncle, a ski aficionado, for advice on how commands like LEAN RIGHT and LEAN LEFT might correspond to actual skiing, but all I ever ended up with was a face full of splinters (via text, naturally). I once had a dream I arrived at the animated cannibals that I saw in the game's manual -- and bragged to my friends that I indeed passed the ski sequence -- but in truth, it was a dream only.

Although my young days were filled with fantasies of triumph, I never did beat any of your games, Mr. Blauschild. I was only six years old.

However, my particular bone to pick with you hinges on the odd title Critical Mass, which as I'm certain you recall begins in an office in which the word LITHIUM is written on the wall to inform the player of a password for later use. Why should a six-year-old know the meaning of the word LITHIUM, Mr. Blauschild? Well, I knew it not, but what really took its place beneath my skin was the "action sequence" that followed the player character's exiting his office via text command.

As I'm sure you cannot not have forgotten, almost immediately upon opening gameplay, the player is placed in a plummeting elevator, and if the player does not type "JUMP" at the precisely-timed correct moment (followed, of course, by the seminal 'Return' key), the player will die -- after being informed that one's elbows and knees have switched places, or perhaps it was the hips and shoulders, or other such gruesome penalty.

Mr. Blauschild, I was six years old, and it took me months -- I jest not, months, sir -- of repeated attempts before I fundamentally understood the idea of action gameplay timing. I did pass that point in your game, indeed I did. I arrived at the airport and bestowed the flower upon the Hare Krishna (I had no idea, of course, what Krishnas were). I took the plane to France where I was delighted by your clever street names such as "Rue La Chat" and "Rue La Pig" -- and was then immediately frustrated by the key in the drain pipe, the flooding streets.

But to this day, Mr. Blauschild, every time I enter an elevator in my normative adult life -- I am now twenty-something, sir -- I recall your game, Critical Mass, and wonder whether, should the elevator plummet, my upper and lower joints will trade places if I do not JUMP at precisely the assigned moment. My body temperature perceptibly lowers, and every time -- every time I enter an elevator, Mr. Blauschild, and I a New York resident! -- I prepare myself to JUMP. I am traumatized, and it is your fault.

This means, Mr. Blauschild, formerly of Sirius Software, developer of the games that formed my childhood sustenance, that I shall never forget you. And this means, in addition to having traumatized me for life, you taught me action gameplay timing, sir. Not only were there the skis in Escape From Rungistan, but there was that hellacious "call Gidget" waterski sequence in Critical Mass. What is with you and skis, dear sir? I know not -- but I concede, here and now, that you helped create me as I am.

Today I am a game journalist, Mr. Blauschild. And you taught me not only my terror of elevators and my comprehension of action gameplay timing, but my love of the intellectual interactive puzzle, my yen for banging my head against the steep wall of frustration, my asbsolute addiction to outwitting the sadistic logic of a game designer.

Certainly, you are not sole among my earliest mentors; I must thank early Origin Systems veteran Dallas Snell for Ring Quest, Phillip and Bob Hess for the insanely ruthless Death in the Caribbean, of course, the Williamses Ken and Roberta (because before King's Quest, there were Mystery House and The Dark Crystal, of course). And slightly later, I owe my gratitude to Al Lowe for teaching me, by way of Leisure Suit Larry, what a "prophylactic" is at the age of eight or so (yes, precocious, intellectual independence, hallelujah)!

But perhaps against all odds, Mr. Blauschild, I loved and loathed alike your titles first and best. Thank you, in both highest esteem and admiration, and in good-natured frustration, bitterness and childhood damage, for my passion and for my livelihood. All that exists to be read with my name beneath the headline was born in part of you.

Sincerely yours,

Leigh Alexander
News Director, Gamasutra
Proprietress, Sexy Videogameland
leighalexander1 at gmail dot com

PS: To all gentlemen and women herein named, I forever adore you, genuinely.

22 comments:

The_B said...

I would like to shake my fist in a similar manner to Sierra, whom managed to install a similar fear of doing anything at all for fear of death!


Actually on a more serious note, I'm still slightly sad at the loss of random death scenarios in adventure games - I can see why they were removed, but some of the more elaborate ones did always manage to raise a smile.

Mark said...

Action gameplay timing is all very well and good in games built around visual cues, but the last place you expect to find them is in a text adventure.

Years of convention taught us that at the moment the three-headed crocodile leaps out of the shadows, destination: neck, we could leave the computer, go brew a nice cup of tea, maybe catch up on some ironing, then return half-an-hour later to type in our response. ("I'm sorry, I don't understand DUCK.")

I never played any of the Sirius games, but I do remember encountering action gameplay timing in Infocom's Borderzone. In fact, the whole game was one huge action gameplay timing event, which either completely terrifying or utterly hilarious, depending on your mood and whether or not you wanted to see how far you could go to break the game.

Pepe said...

Okay, that was fun ^_^

Simon Ferrari said...

This pales in comparison to Bogost's letter to U-Haul. Playtest and iterate, my dear.

SVGL said...

Yeah, except Bogost's letter was 1. An expression of dissatisfaction and 2. Intended as satire. This is neither -- looks like someone needs to re-read the design docs!

And "dear"? ...Really? Come on.

Simon Ferrari said...

Correct on all points, madame. Guilty of drunk commenting: this guy!

Simon Ferrari said...

Though this raises a good question: is "dear" as sexually desultory as "sweety" or "honey?" I certainly didn't intend it as such--using "dear" to refer to men and women alike--but as of this moment I forever banish the word from my vocabulary (for as long as I remember the current moment).

Alan Jack said...

I too played a lot of text adventures as a child. Now I feel a small pang of anxiety every time I leave a room without attempting to take everything I have found their with me.

Will said...

Text adventures passed me by unfortunately, but that's not completely my fault. They were always only in english. That may be the reason why I was a bit faster than anyone else at learning english, but beating a text based game in a language you don't understand is frakin impossible.

Anyway, fun read. I'm sure Mr. Bob Blauschild thinks the same. Did he send an answer yet? ;)

SVGL said...

Simon: Well, I wouldn't say it's "sexually desultory" -- it's just over-familiar, so comes across condescending.

I have plenty of friends who call me "dear" and it doesn't bother me -- y'know, 'cause I know them :)

Will: I bet -- what was your first language? And no, he hasn't! I have no idea if he's still making games or what he's up to or what.

maver1ck89 said...

Long letter is long.

Moriarty70 said...

Funny thing, when I was reading the first half of the letter and hadn't scrolled down I was thinking of Leisure Suit Larry as well.

Al Lowe didn't just teach sex ed and social interation to a young crowd, but he taught us some history at the same time. If only we'd known of the bypass keys then.

beeporama said...

Forgive the digression, but for what it's worth, jumping in a plummeting elevator doesn't work. If it plummets, you die (or at least get seriously injured). But, modern elevators have so many redundancies, you're far safer in one of them than crossing a NYC street.

Doogie2K said...

Of course, the other related question is whether you have similar issues with elevators in games. I imagine Mass Effect and Half-Life, in particular, could be quite traumatizing if you have elevator-related issues.

Will said...

German is my first language. I'm belgian though. We're the bastard child of our two other languages. Credit to the contract of Versailles.

Ah, Leisure Suit Larry. It always makes my then 11 year old heart a little nostalgic. Al Lowe had a bigger impact on my knowledge of sex than parents, teachers and friends combined. Thank you, Al.

MistahSmiley said...

That was a good read, kept me entertained while being really bored at work

Thanks Leigh

Anonymous said...

Nice read, really enjoyed this. I as well owe much to the original text adventures. Zork I was my first game, and I still love it. I think Blade of Blackpoole was my personal childhood demon amongst those mentioned (how was I supposed to know where to leave the honey for the return trip. Oh the pain.) And of course, figuring the answers to the adult questions to play LSL, good times.

Those old unforgiving adventure games have a very dear place to me as well.

Kevin Hall said...

Hot damn, what I wouldn't give to have access to the hardware you did as a kid. Definitely jealous!

Reading this, it probably also would have made sense if you got really into skiing.

Fun read!

SVGL said...

Actually Kevin, I have never once in my life ski-ed and I don't have any intention of ever so doing. I hate snow.

And I hate skis.

RASS said...

I never expected you'r age, I thought you were much older, and not because you seem old in pictures, videos, podcasts or anything like that (where you look quite young and atractive, if I'm allowed to say without looking like a stalker or weirdo, but then again, why would I?), but because of the high professionalism of your work.

It saddens me to think those were games that I never played, and probably never will. Thinking about it, it's quite funny how I read that the videogame industry grows and grows every year, "overcoming" other media, but videogames seem to have the lowest lifespan as products, compared with books or movies, I can always walk into a store and buy an antique work, while with videogames, my only chance is by getting a used copy, or wait for it to be released on a platform a la Xbox Live, Playstation Store, or Wii store. And I can't afford all three consoles =(. Sometimes the only way to get an old game is by downloading an emulator and ROM from the internet, which dosen't help the industry at all (does it?), and I allways try to avoid.

Anyways, thanks for the intresting reading.

SVGL said...

Thank you, RASS. Whether or not I'm young depends on who you ask -- to a lot of my audience I'm their same age or older, and to a lot of the people I cover, I'm a kid! :)

These games actually came out in 1983, most of 'em, and so it was a few years later than that when I was old enough to play them. Fortunately Dad left them lying around.

Anonymous said...

My video game experience started with the NES and I didn’t have access to a computer at home when I was growing up. I get the felling that I missed out on some great experiences that the computer had to offer.

I do remember playing Oregon Trail in elementary school though.

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