| From: jsomers@marcam.com (Jeff Somers) | |
| Newsgroups: rec.games.int-fiction,comp.sys.ibm.pc.games.adventure | |
| Subject: An Infocom history | |
| Date: 7 Feb 1995 23:44:28 GMT | |
| Ran across an interesting article in a back issue of Computer Gaming | |
| World. In the 10th anniversary issue of CGW they printed a history | |
| of computer games, and a good hunk of the article dealt with Infocom. | |
| Since threads about Infocom's history tend to pop up occaisonally on | |
| rec.games.int-fiction and comp.sys.ibm.pc.games.adventure, I thought | |
| I'd crosspost the Infocom sections of this article to these two | |
| groups. The most interesting parts are towards the end, where | |
| Activision's buyout of Infocom is discussed. | |
| jeff s. | |
| jsomers@marcam.com | |
| ---- | |
| A History of Computer Games, by Johnny Wilson | |
| Computer Gaming World, November 1991 | |
| (c) Golden Empire Publications, 1991 | |
| [Text about Adventure and its inspiration of Roberta Williams deleted.] | |
| In addition, a group of M.I.T. hackers (including Marc Blanc[sic], Joel Berez | |
| and others) began to create a text adventure called Zork which owed its | |
| original inspiration to Adventure and went its mentor one better by creating a | |
| parser that could understand complete sentences. Zork was not actually | |
| available on a home computer until 1981 when the hackers' new company, | |
| Infocom, | |
| released the game for the Apple II. | |
| [text deleted] | |
| Although Zork did not arrive on the Apple II until 1981, its birth was more | |
| properly part of the '70s. In the mid-1970s, Infocom's eventual braintrust | |
| (Marc Blank, Joel Berez and Dave Lebling) met at M.I.T.'s Laboratory of | |
| Computer Science. Inspired by the original Adventure, Blank and Lebling | |
| designed a mainframe adventure game. | |
| It wasn't just any adventure game, however. The goal of the game's | |
| designers was to allow the computer to understand more typical English | |
| sentences than the simplistic and often infuriating two-word parser of | |
| previous adventure games. So, Marc Blank applied his artificial intelligence | |
| work and created ZIL (Zork Interactive Language), a "parser" which allowed | |
| the program to find associations between sentences and, hence, better | |
| understand what the player wanted to do. | |
| Students at M.I.T. responded so favorably to the mainframe version of Zork | |
| that a professor at the institute, Al Vezza, encouraged the group to form a | |
| corporation. On June 22, 1979, the professor and his star pupils (Berez, | |
| Blank and Lebling) formed Infocom for the express purpose of developing Zork | |
| for the personal computer market. Its success was followed by Starcross (a | |
| science fiction adventure which came packaged in its own flying saucer) and | |
| two Zork sequels (Zork II and Zork III). | |
| At first, the company seemed very focused on producing quality interactive | |
| fiction and designers like Stu Galley, Steve Meretzky and Brian Moriarty | |
| were added to the cast. Games like Deadline, Planetfall, Suspended and | |
| Witness followed (1983). Yet, Blank, Berez and Vezza had a hidden agenda | |
| that was already beginning to foreshadow changes at the company. Their goal | |
| was to move from games to productivity tools. | |
| Actually, many people do not realize that the founders of Infocom were not | |
| entirely interested in computer games. Most did not even like personal | |
| computers. Instead, they were business-oriented and hoped to "make it big" | |
| like their friends and classmates who founded Lotus Development. The idea of | |
| producing a business-oriented database became an obsession, as did the later | |
| move to luxury accommodations in Cambridge. Vezza was determined to out-Lotus | |
| Lotus. What this obsession did to Infocom in the latter part of the '80s can | |
| be read later in this article. | |
| [text deleted] | |
| Infocomplications | |
| 1986 also brought the red ink of Cornerstone, the only Infocom product without | |
| a plot. Cornerstone was a database that rocked the corporate structure of | |
| Infocom rather than bringing the desired stability. Instead, it brought | |
| trouble. | |
| Of course, it didn't look like trouble, at first. It looked (as it does in | |
| many corporate acquisitions) like a "White Knight" riding to the rescue. | |
| James Levy, (then) CEO of (then) Activision, was a true fan of Infocom games. | |
| He perceived the corporate weakness brought about by Cornerstone as an | |
| opportunity to acquire a software jewel and began putting the deal in motion | |
| that was finalized on Feb. 19, 1986. | |
| Activision purchased Infocom for $7.5 million (although much of the settlement | |
| price was in Activision common stock and may have had a different value by the | |
| final payment on June 13, 1986). This meant that Marc Blanc[sic] lost his bet | |
| with Cornerstone co-author Brian "Spike" Berkowitz that Infocom stock would | |
| top | |
| $20.00 per share by '87 or Blanc[sic] would buy Spike dinner in Paris. | |
| Infocom | |
| sold for much less than $20 per share and the last CGW heard, the bet had | |
| still not been paid off and Blanc[sic] was trying to change the venue to | |
| Tokyo. | |
| The acquisition was not received well at Infocom. The company newsletter, | |
| once | |
| known as the New Zork Times but soon to be known as The Status Line, joked | |
| about | |
| graphics in interactive fiction stories and better parsers in Little Computer | |
| People (one of Activision's big hits of the era), but printed one phrase that, | |
| in retrospect, offers a melancholic ring: "We'll still be the Infocom you | |
| know | |
| and love." At first, it looked like this might be true. From 1985's low of | |
| three interactive fiction titles, 1986 saw five new titles. | |
| The humor at Infocom never really stopped until the latter days. When the New | |
| York Times complained about their newsletter's original name (New Zork Times), | |
| they ran a contest to rename the publication and first prize was a | |
| subscription | |
| to the New York Times. Their in-house (great underground?) paper InfoDope | |
| joked that Levy wanted them to do simulations, cynically suggesting titles | |
| like Tugboat Simulator and Empire State Elevator Operator. Less-than-kind | |
| remarks accused Activision superstar Steve Cartwright (designer of Alien and | |
| Ghostbusters) of being able to turn out action games in an afternoon. | |
| Yet harmless jokes about Levy turned to cynical anger at Levy's successor, | |
| Bruce Davis. Insiders claim Activision's new CEO had been against the Infocom | |
| buyout from the start and that he immediaitely raised the ante on some | |
| anticipated losses that were to have been indemnified by Infocom shareholders | |
| from $300,00 to $900,000 with no accounting. The shareholders filed a | |
| preemptive suit and managed to stave off the "required" payment. | |
| Morale began to deteriorate, with Infocom personnel feeling like Davis was | |
| foisting off all the programs which should have been still-born in development | |
| onto Infocom. They detested Infocomics, the Tom Snyder Productions attempt | |
| to use the computer as an interactive comic book (the idea was to produce $12 | |
| products in a continuing series that would appeal to the comics crowd), never | |
| believing in the concept but noting that all the development costs were being | |
| charged against their budget. A brutal (underground) memo urged Infocommies | |
| to join the "Bruce Youth" movement, casting the CEO in a classic bad guy role | |
| as he requested Infocom personnel to "turn in" their fellow employees | |
| whenever said Infocommies would murmur "a discouraging word." | |
| Activision gradually dismantled Infocom. First, sales and manufacturing were | |
| absorbed. This seemed logical, but by the time the great Infocomics | |
| experiment failed in 1988, public relations and customer support were also | |
| absorbed. In 1989, development was moved to the West Coast, but those who | |
| built the Great Underground Empire elected not to move or were not invited | |
| to do so. As Arthur, BattleTech, Journey and Shogun reached the market, | |
| Infocom was no longer a distinctive publisher, it was only a label. | |
| [no furthur Infocom tidbits in article] | |
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