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  • WEDNESDAY NOVEMBER 12 2008 6:00 PM

Wil Wheaton's Geek in Review: When the MCP Was Just a Chess Program

Hey, remember me? My name’s Wil, and I used to write about geek stuff once a week. Well, now I’m doing it once a month. It’s good to be back.

My extremely active imagination was forged in the playground fire of a childhood spent weak and strange. I read books while other kids played football; I played and wrote computer games while other teens went to makeout parties. While I couldn’t get to second base on the kickball field at school or in Justine Baker’s house, by the end of middle school I had taken the One Ring to Mordor, destroyed the Death Star, and designed and populated countless dungeons.

The real world was a pretty miserable place for a kid like me. I did everything I could to find ways to step out of it: one page at a time in a book or one quarter at a time in the arcade, the more immersive the game, the better. I was never a huge fan of Battlezone’s gameplay, but it remains the closest I’ve ever come to actually driving a tank. I always favored the sit-down versions of games like Pole Position, Spy Hunter, and Sinistar. They felt more . . . real . . . than their stand-up brothers, providing a cleaner escape from the kids at Pinball Plus who took pitiless joy in pointing out that my shoes were Traxx from Kmart, not Vans from the mall.

While game designers and arcade owners did all they could with cabinet systems and sound design (I defy anyone to tell me they didn’t want their Slush Puppy “shaken, not stirred” after a particularly rousing round of Spy Hunter, with music blasting behind their heads, their feet jammed down on the gas, and imagined breezes blowing through their feathered hair), it was our imagination that did most of the work of creating the alternate reality, especially on our console systems at home.

The earliest video games didn’t just encourage us to use our imaginations when we played them, they forced us to. Yar’s Revenge, the best-selling original title on the Atari 2600, has simple yet entertaining gameplay, but it was supported by an extraordinarily rich backstory, turning it into one chapter in an epic struggle for cosmic justice. When I was 9, I wasn’t just chipping away at the shield while I readied my Zorlon cannon; I was helping the Yar extract revenge on the Qotile for the destruction of their planet, Razak IV, as illustrated in the comic that came with the game.

When I was 10 or 11, I arranged a TV tray, a dining room chair, and a worn blanket to make a small tent in front of our 24-inch TV set. I carefully moved our Atari 400 onto the tray and plugged Star Raiders into the cartridge slot. I flipped the power on, picked up the joystick, and booted up my imagination as I sat in the command chair of my very own space ship. For the next hour, I was a member of the Atarian Starship Fleet. I was all that stood between the Zylon Empire and the destruction of humanity. Through my cockpit’s viewscreen (developed at great expense by the RCA corporation back on Earth) I blasted Zylon starships and Zylon basestars, and I would have defeated them all, if my meddling mother hadn’t made me stop and eat dinner!

Over the years, I built bigger and better immersive environments for myself, using transistor radios and walkie-talkies to complete a cockpit with a Vectrex as the main viewer. I made maps of whatever jungle I explored as Pitfall Harry and hung them on my bedroom walls. I created star charts and galactic maps for everything from Asteroids to Cosmic Ark. When I copied game programs out of Antic magazine, I dimmed the lights and did it in the dark, because that seemed like something real hackers would do. (This probably explains a rash of headaches suffered by real hackers throughout the ’80s and ’90s.)

In 1984, after cutting my teeth on the Atari 400 and TI-99/4A, I got my first Macintosh computer. While it had word processing and drawing ability like nothing I’d seen up to that point in my life, it didn’t have any real games, and its programming environment was confounding to the point of uselessness. There wasn’t enough combined imagination in the world to make MacVegas fun, especially when my friends with Commodores and PCs could show off a game like King’s Quest. I was despondent.

My disappointment softened when I discovered Macventure games by ICOM Simulations: DeJa Vu in 1985, Uninvited in 1986, and Shadowgate in 1987. While these games weren’t as technologically advanced or immersive as some in the arcades, they gave me access to worlds that were richer than the ones I’d visited before. They felt less linear, less finite, and engaged my imagination in ways I hadn’t felt since I built my first Atarian Starship in our living room so many years before. And when I finished them, I got a diploma that I could print out – slowly – on my dot-matrix Imagewriter.

As I grew older and came of age in the ’80s, I looked to gaming more for stimulation and entertainment than for escape. I was still attracted to immersive environments, though, and loved games like Defender of the Crown and NeTrek. Around 1988 or 1989, an unlikely game captured my imagination and transported me to another world like nothing had before. Maybe it’s because I was such a huge geek, maybe it’s because I’d been reading Choose Your Own Adventure books since I was in fourth grade, or maybe it’s because I was working on Star Trek every day and my imagination was constantly in an excited state, but Infocom’s The Lurking Horror completely pulled me into its virtual world. It was just green text on a black background, and there wasn’t even any sound, but I was Flynn to its MCP. I spent hours – okay, days – exploring G.U.E. Tech and the nightmares therein. My imagination took the words and created something scary and real. I had finally found the totally immersive game I’d been looking for my entire life in my fragile eggshell mind, where I got to control everything from the sound of a floor waxer to the darkness of the steam tunnels. After I finished it, I played every interactive fiction title I could get my hands on, from Zork to Leather Goddesses of Phobos to Planetfall to The Hitchhiker’s Guide to the Galaxy. (I think I’ll get over Macho Grande before I get over my inability to capture the babelfish without using Invisiclues™.)

My kids live in a very different world than I did. Their immersive, narrative gaming experiences are the space shuttle to my paper airplane. Several months ago, I showed my 17-year-old stepson some of the classic Infocom games that I loved when I was his age. After growing up in a world where our Xbox 360 is more powerful than every console I owned in my entire childhood, combined and squared, he could appreciate the historical significance but was otherwise unimpressed. (“This is what gaming was for you? That’s weird.”) I was a little saddened, but it quickly passed. After all, when I was his age, I could only dream of one day putting myself into a living, breathing world like Liberty City. It’s a consequence of progress, I guess, and I’m sure that one day he’ll show my incredulous grandchildren these games he used to play that were confined to a television set. (“You had to use an external console, not a chipslot? That’s weird.”)

As I wrote this column, I got a jones to hop in a bathysphere and spend some time back in Rapture. I already finished Bioshock once, but it wasn’t the plasmids or the music or the visual design that pulled me back; it was the story. It was a desire to experience Andrew Ryan’s world once again, to find every single diary and explore every single room, to feel like I was back under the sea in that incredible place.

I played for several hours one day, discovering some new areas and reliving some half-remembered favorites. I eventually found myself under Sander Cohen’s spotlight, pulled away only when my wife asked me – for what was apparently the third or fourth time – to come to dinner. I saved the game and shut down the console. After we ate, I grabbed my controller, and prepared to go back to Fort Frolic.

What I found was worse than a room filled with Splicers: the dreaded Red Ring of Death. To anyone who doubts the narrative power of modern video games, I submit myself: I felt like I was in the middle of a book, only to have it ripped from my hands and thrown into a fire. I felt like I was watching a movie, only to have the film catch and burn through somewhere in the fourth reel. It was fabula interrupta.

Waiting for my 360 to get back from the gaming doctor and restore my access to Rapture and points beyond isn’t as bad as one might think, though. I still have all my books and movies and hobby games and other nerdly escape routes. And, I confess, I keep a Z Machine interpreter on my Mac, so I’m never too far away from an open field west of a white house, with a boarded front door.

Wil Wheaton imagines there’s no heaven.


 

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Comments
malkav11

malkav11

Saint Paul, MN
July 2003

NOV 12, 2008 11:40 PM

Interactive fiction may not be a commercial medium anymore, and some of the youth of today may not understand it, but it's still an excellent time and going strong in the fan community. And while some of Infocom's games don't hold up that well (Zork, alas, being one such), others remain brilliant as ever, like Trinity and A Mind Forever Voyaging.

Also - I'm shocked and delighted that this column is back. I first saw the title assuming that someone had for whatever reason bumped one of those long-dead threads, but no, they were in CE, so it couldn't be! And sure enough, new! Hurrah!

Remj

Remj

Seattle, WA
April 2003

NOV 13, 2008 12:12 AM

Did you ever play the Battlezone remake? That was very much a tank command game. The hardware I played it on was a little flaky, or the game was. Your call.

I loved CyberSled as an arcade machine in the early 90's. The arcade had 4 machines networked together...amazing. It was more of a player tank vs. player tank, but had some tricky techniques to learn.

Good luck in your rematch against the next Red Ring!

_margot_

_margot_

Los Angeles, CA
December 2007

NOV 13, 2008 01:18 AM

Sweet!!! welcome back!

Metaverse

Metaverse

USA
March 2005

NOV 13, 2008 02:34 AM

Woohooo! I remember the first game I ever played on a Mac, it was Shadowgate. So fun. I miss all my old consoles, and I miss Zork, and Wizardry.

So great to see you back. Even if it's only once a month, that is one time a month I know I will read something that hits right home to my nerdly heart smile

beaky

beaky

Miami, FL
April 2003

NOV 13, 2008 02:52 AM

so I was not alone in getting all the chairs from the dining room into the living room building a cockpit in front of the tv and enclosing the whole thing with sheets strapped together by clothesline pins...

WB Will

Aaron

Aaron

Shakopee, MN
July 2004

NOV 13, 2008 03:13 AM

Glad your back Wil!

Anguz

Anguz

United Kingdom
May 2006

NOV 13, 2008 03:17 AM

Where the hell have you been? It's great to see you back in the, er, office chair I guess. Missed your columns.

Jace

Jace

San Francisco, CA
February 2004

NOV 13, 2008 04:05 AM

Wil is back!

I was at Penny Arcade Expo a few months ago, but your line was so damn long. Every time I stood in it, something managed to pull me out before I could get up to you. Sad times.

Welcome back, guy!

Mankarlen

Mankarlen

Columbia City, OR
June 2006

NOV 13, 2008 05:48 AM

welcome back

Mark_plus_Beer

Mark_plus_Beer

United Kingdom
August 2005

NOV 13, 2008 05:53 AM

Yaaaah welcome back , i loved your previous reviews.

I too adored Bioshock. I've played it through several times as it was to me a perfect gaming experience for myself.

mmmttt

mmmttt

United Kingdom
February 2008

NOV 13, 2008 09:41 AM

Hurrah! Wil is back with GiR. smile Thank you to everyone concerned.

neverender

neverender

Pleasanton, CA
January 2003

NOV 13, 2008 09:43 AM

thanks for bringing GiR back.

LeBoucanier

LeBoucanier

Turners Station, KY
February 2004

NOV 13, 2008 10:59 AM

Welcome back Wil. Missed your column, and you.

Hunkpapa

Hunkpapa

United Kingdom
June 2004

NOV 13, 2008 11:13 AM

great to see you back, Wil! great column.

J24U

J24U

Danvers, MA
February 2006

NOV 13, 2008 11:26 AM

Dude, this:
"I think I'll get over Macho Grande..."

Pure gold.

Welcome back.

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