The Golden Age of Computer Gaming
Chapter 2: The Sierra Revolution
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The Sierra Revolution
THE FUNDAMENTAL LAW
In a small town called Oakhurst, California, in the shadow of Yosemite, Ken and Roberta Williams weren't just making games - they were creating a new language of interactive entertainment.
THE MOMENT OF CREATION
Picture this: 1979. Ken Williams takes a teletype terminal home to work on an accounting program. Looking through a catalog, he finds a game called Colossal Cave Adventure. He buys the game and introduces it to his wife, Roberta, and they both play through it together. They begin to search for something similar but find the market underdeveloped.
Roberta decides that she could write her own adventure, conceiving the plot for what would become Mystery House. She takes inspiration from Agatha Christie's novel "And Then There Were None" and the board game Clue, which helps break her out from a linear structure. Recognizing that though she knows some programming, she needs someone else to code the game, she convinces her husband to help her.
Ken agrees and borrows his brother's Apple II computer to write the game. Ken suggests that adding graphical scenes to the otherwise text-based game would make it more interesting for players, so the couple buys a VersaWriter machine - a device that could trace drawings and convert them into digital coordinates.
THE ART OF INNOVATION
Ken finds that the resulting digital drawings are too large to fit into a 5¼-inch floppy disk, so he devises a way to convert the images into coordinates and instructions for the program to redraw the lines of the scenes rather than static images. He also writes a better version of the VersaWriter scanning software, creating the first graphics system for adventure games.
The resulting game is a text-based adventure with a depiction of the character's location displayed above the text. Ken spends a few nights developing the game on his Apple II using 70 simple two-dimensional drawings done by Roberta. The game's code is completed in only a few days, finishing on May 5, 1980.
FROM THE ARCHIVES
The couple takes out an advertisement in Micro magazine as On-Line Systems, and mass-produces Ziploc bags containing a floppy disk and a sheet of instructions, to be sold at $24.95. To the Williamses' surprise, what Roberta had initially considered a hobby project sells more than 10,000 copies through mail-order.
Roberta personally packs the disks and supporting materials in Ziploc bags, and answers her home phone to provide hints for the game's puzzles. Ken begins to personally distribute copies of the game to computer stores, with hopes that it would allow the couple to eventually move out of the city.
THE PERFECT TIMING
Mystery House becomes an instant hit with about 15,000 copies sold, earning $167,000. It is the first computer adventure game to have graphics, although made with crude, static, monochrome line drawings. The success shifts their focus to developing more graphical adventure games, and Mystery House becomes the first in what would be called the Hi-Res Adventure series.
Though Ken believes that the gaming market would be less of a growth market than the professional software market, he perseveres with games. In 1980, the Williams found On-Line Systems, which would become Sierra On-Line in 1982. They release Wizard and the Princess later that year, improving on their previous title with color graphics and dithering. The game sells 60,000 copies, leading them to hire more employees for distribution and programming.
THE TECHNICAL DANCE
Early Sierra games perform a delicate ballet of resources, operating within severe constraints. Their Hi-Res Adventure series continues through 1981 and 1982 with Mission Asteroid, Cranston Manor, Ulysses and the Golden Fleece, Time Zone, and The Dark Crystal. Like Sierra's earlier adventure titles, such as Wizard and the Princess, these games use vector graphics rather than pre-rendered bitmaps, which would consume excessive disk space on 360-kilobyte floppy disks.
Each screen is drawn line-by-line and painted in, with the games drawing polygons on the screen and then coloring them. This technique would become standard in all Sierra adventure games up to King's Quest V, proving that technical limitations could inspire elegant solutions.
THE IBM PARTNERSHIP
In late 1982, IBM contacts Sierra On-Line for launch games for its forthcoming PCjr home computer, announced in November 1983. IBM offers to fund the entire development and marketing of the game, paying royalties. Ken and Roberta Williams accept and start on the project, with IBM requesting a sophisticated and replayable adventure game.
Roberta Williams creates a story featuring classic fairy-tale elements, based on an earlier On-Line Systems title called Wizard and the Princess. Her game concept includes animated color graphics, a pseudo 3D-perspective where the main character is visible on the screen, a more competent text parser that understands advanced commands from the player, and music playing in the background through the PCjr sound hardware.