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0% found this document useful (0 votes)
14 views165 pages

Dungeons and Dreamers The Rise of Computer Game Culture From Geek To Chic 1st Edition Brad King Full Chapters Included

Complete syllabus material: Dungeons and Dreamers The Rise of Computer Game Culture from Geek to Chic 1st Edition Brad KingAvailable now. Covers essential areas of study with clarity, detail, and educational integrity.

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\.fcGraw-Hill/Osborne
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th

~meryville, California 94608


l.S.A.
lo arrange bulk purchase discounts for sales promotions, premiums, or fund-raisers,
)lease contact McGraw-Hill/Osborne at the above address. For information on
ranslations or book distributors outside the U.S.A., please see the International
:ontact information page immediately following the index of this book.

>wigeons and Dreamers: For mom, dad, Cheri, and Kendra.


rhe Bise of Oomputer Game Culture from Geek to Ohic All my love.
-BK
:opyright © 2003 by The McGraw-Hill Companies. All rights reserved. Printed
i1 the United States of America. Except as permitted under the Copyright Act of
976, no part of this publication may be reproduced or distributed in any form To my parents and my brother.
,r by any means, or stored in a database or retrieval system, without the prior -JB
vritten permission of publisher, with the exception that the program listings may
'e entered, stored, and executed in a computer system, but they may not be
eproduced for publication.

34567890 DOC DOC 019876543

:iBN 0-07-222888-1

Publisher Brandon A. Nordin


lice President & Associate Publisher Scott Rogers
Editorial Director Roger Stewart
Project Editor Madhu Prasher
Acquisitions Coordinator Tana Allen
Technical Editor Steve Kent
Copy Editor Lisa Theobald
Proofreader Paul Tyler
Composition Elizabeth Jang, Lucie Ericksen
Illustrator Lyssa Wald
Series Design Jean Butterfield
Cover Design Tree Hines

his book was composed with Corel VENTURA™ Publisher.

formation has been obtained by McGraw-HiII/Osbome from sources belleved to be rellable. However,
'Cause of the possibility of human or mechanical error by our sources, McGraw-Hill/Osborne, or others,
cGraw-Hill/Osbome does not guarantee the accuracy, adequacy, or completeness of any information and
not responsible for any errors or omissions or the results obtained from the use of such information.
.bout the Authors
'ad Ki ng (Austin, TX) is currently living the life of a freelance writer in
CONTENTS
IStin, Texas, where he pens stories about technology and culture. In
tween gigs, he'll be teaching a class on new media journalism at the
llversity of Texas. Brad was the digital entertainment reporter for Wired ix
Acknowledgments .
'ws for three years, where he covered the video game, movie, and music
:lustries. An expert on digital entertainment issues, Brad has delivered
ks on emerging, new media trends in London, San Francisco, and New Prologue: The Beginnings . 1
,rk and regularly appears on national television and radio programs.
Lroughout his nine-year career, his work has appeared in The Hollywood Part I The Rise of Digital Gaming
porler, Hits magazine, Business 2.0, Variety's eV, and MP3 magazine.
1 Together ···· 11
Ing before he became a journalist, Brad was a gamer, playing Lemonade
md and M.U.L.E. on a Commodore Pet in 1985. For two years, Brad 2 Machines at Play . 23
ent every Saturday morning at his math teacher's house, programming 3 Building Community, Building Business . 41
orts simulations in BASIC and saving them on cassette tapes. Brad has a
ister's degree in journalism from the University of California at Berkeley. 4 Brave New Worlds . .. "" " " "" "." . 61

Part-II Networked Gaming Age


)hn Borland (San Francisco, CA) is a senior writer at CNET
~tworks.com, where he covers digital entertainment, including music, 5 Log On, Shoot Down . 87
)vies, and video games. John routinely appears on television and radio
6 Homebrewed Garners ... " "." " " . 117
ograms as an invited technology expert, including ABC World News,
7 Losing the Game . 148
:>R's "Talk of the Nation," and BBC Radio. Throughout his 10-year
reer, John's work has appeared in Fortune magazine, the New York Post, Part III The Era of Garners
? San Francisco Examiner, and The New York Times Online. John's work has
m industry awards from the national Society of Professional Journalists, 8 Garners, Interrupted . 173
? Online News Association, the Society of Professional Journalists
9 Unleashed .. "" " """"" " "." .. " . 199
)rthern California Chapter, and the Western Publications Association. In
01 he was named in Technology Marketing's list of most influential 10 Herding Garners . 229
line journalists. John has a master's degree in journalism from the Epilogue: Beginning Again . 251
liversity of California at Berkeley.
Notes ························ . 258
Index.............................................. 265
ACKNOWLEDGMENTS

This book has been the single best experience of my life. One of the
most brilliant parts of being a journalist is the people you come across.
Richard Garriott is one of those people. He has been more than
generous with his time, and we certainly couldn't have written this
book }Vithout him.
I'd like to thank my friend John Borland who provided countless
hours of stimulating conversation and laughter, and he confined his
yelling to instant messaging, which I appreciate.
The McGraw-Hill/Osborne Media team has been outstanding.
Our editor, Roger Stewart, has been patient and kind in the face of
an endless series of missed deadlines, half-finished chapters, and
smart-ass emails. Those mostly came from John. Bettina Faltermeier,
Madhu Prasher, and Lisa Theobald have been invaluable in promot-
ing, shaping, and editing the book.
My Austin crew never once hassled me when I'd disappear for
weeks on end, locked in my bedroom, writing. Andy Wilson provided
emotional support when I was down, and he always made me laugh
when I needed it. Andy Erdmann offered countless hours of wel-
come relief at the PlayStation 2. Jimmy and Dana McArthur, Avery
Simmons, Bill Jerram, Jason and Andrea Roe, Austin and Becky
Walker, and Chris Keistler weathered a multitude of mood swings.
Acknowledgments Acknowledgments xi

Cincinnati crew never failed to answer the phone when I freaked Lastly, I want to thank my uncle Dennis who passed through this
1t. Jimmy Maple, Greg Taylor, and Matt Colwell are the greatest col- world far too quickly. He was a scholar and a biker, but he never quite
ction of baseball players ever. And Kevin Fox is the finest musician. found his community here on Earth. Still, I'd like to think he's looking
I've been blessed throughout my life to find a community of writers down on me, smiIiJlg, knowing that through him, I've found the cour-
ho have taken an interest in me. A big shout out to Mary Jean Corbett, age to strike out on my own, and forge my own way through this world.
son Barbacovi, Amy Firis, Jeff O'Brien, Eric Hellweg, Julie Case, Jeff Ride strong, Hot Dog. ~
owe, Tamara Conniff, Paul Grabowicz, Bill Drummond, John Fox, -Brad King
avid Simutis, and David Pescovitz.
This book would certainly not have been written without the help of
any kind servers at bars, coffeehouses, and restaurants. Special kudos
Thanks to my family, to everyone who read our early drafts, and to
the Mallard (Berkeley), Squat & Gobble (San Francisco), Trudy's
the scores of people whose infectious love of computer games informed
Jrth Star (Austin), Trudy's Tex Star (Austin), The Spiderhouse (Austin),
and inspired the reporting for this book.
ld Kaldi's (Cincinnati). I spent far too many hours drinking coffee,
-John Borland
Iring over text, and using their electricity, and never once did I hear a
mplaint. Tip those servers 20 percent.
Special kudos to the band Plow On Boy. The manuscript was written
.d edited with their wonderful sounds playing. They broke up far
J soon. Extra special thanks to my Palm i705-with wireless Internet

nnectivity and a mobile keyboard, I was able to transcribe interviews


I went.
Thanks to the family. They are truly one of those dysfunctional
JUps that you read about, and I wouldn't trade any of them. John and
lrol King, my parents, have given me a safety net wider than any child
uld ever ask for. My sister, Cheri, is truly one of the most talented pia-
;ts ever to grace this planet. Kendra has been a welcome addition to
y life, and I hope as the years go by, we continue to grow and learn
out each other. Betty and Loren McQueen are my patron saints.
-nny and Mitch King provide a quiet calmness to the family. Granny
ng is larger than life-the matriarch of hillbillies. Barry and Peggy
lrney are the epicenter of activity, and pretty good swing dancers,
boot. My cousins-Chip, Scott, Jenny, Ali, Randy, and Danielle-
~ never far from my thoughts, although a great distance separates us.
Prologue
The Beginnings

cool fall afternoon in 1972, a trio of Minnesotans pulled into Lake


·G€~neva. Wisconsin, a picturesque lakeside town about an hour north of
(..]rn.cag(). They puttered through the four-block downtown, pulling into a
\ idri.ve·wav il11st a few streets outside the tiny main street drag. Two of them,
Arneson and Dave Megarry, anxiously rechecked their bags as they
\j~~er~~ed from their car. They'd driven 350 miles just to show off the
\J","~ClJ.U 5""lLU;;:' they'd made themselves. If they'd forgotten anything, it
too late togo back, but they wanted to make sure all their materials
in order.
Lake Geneva then, as now, was an unlikely gaming mecca. A resort
>t'nwrn with a population of 5000 people-that figure quadrupled in the
\~~FW~ler, when people carne to swim in the lake's uncharacteristically
·('1"'.... rock-bottomed waters-it had been better known as the summer
• • • • • ~~9!l"le for wealthy families such as the chewing-gum Wrigleys and the
~Qt)lle-'applianc:eMaytags. Now it was horne to 34-year-old Gary Gygax, a
~arJlle l;>layel' anld game writer whose peripatetic energy and immense curi-
already earned him a prominent place in a community of Mid-
~~~iterneJrs fascinated by military and history-themed games.
>A~nles,on and Gygax had met before, at the Geneon gaming conven-

Gygax had started in Lake Geneva a few years earlier. The two
collaborated on a sailing game called Don't Give Up The Ship.
ArneSion was working on a new adventure game with a style of

1
2 Dungeons and Dreamers The Beginnings 3

play that was as close to theater as it was to the typical miniature sol- safe house? It was a little haphazard-Arneson kept rules scrawled
dier battles. Megarry, too, had been trying out a new board game, ,~.(u'l.otebo()kfull of loose-leaf sheets of paper, and anything that he didn't
played more conventionally with dice and cards, but set underground simply made up on the spot. He'd been doing this with his own
in a monster-infested dungeon. Gygax had heard about them and of garners for almost a year now in Minneapolis, and he had the
wanted to see both.
"Come on in," Gygax told the visitors. "I'll show you around." in the primeval swamps of LaKe Gloomey, shrouded in perpet-
He let them inside, showed them where they would be sleeping, and lies the city of the Brothers of the Swamp..." he started, and the
then led them down to the basement. Gygax had built a sand table there, I>a,:t1;y of adventurers was off.
12 feet long by 6 feet wide, where a group that he played with almost every ,< <·Ftv the end of the weekend, Gygax and the rest of the Lake Geneva
weekend held their games. Gygax was the author of a game called were enthusiastic. Collectively, they saw that something new was
Chainmail, which used little figurines to simulate medieval battles. He'd <1nreaich, mierl~inig the underground dungeon exploration scenario and this
recently modified the game, adding elements of fantasy such as trolls and '·.j):nipnwilsatilonal role-playing mode of gaming. Maybe others in the com-
dragons and magicians that shot fireballs, which not so coincidentally had drawn to its fantastic mix. Arneson gave Gygax copies of
the same blast radius as the cannons used for other games played on this to work from, and Gygax set to work creating a full set of rules,
table. The new version had proved wildly popular. Sometimes as many .<.dra~vin,2: from these and from Chainmail, and making up new elements to
as 20 or 30 garners sat around the table playing. Uli:UI.!'i.e>. By the time he finished a draft of the ISO-page rule book

As the sun set, the little group gathered to play at Gygax's dining room the next year and began showing it around to his friends, he had a
table upstairs. A few other people from the Lake Geneva scene had joined for the new game: Dungeons & Dragons.
them, including Gygax's own l2-year-old son, Ernie. They tried Megarry's "We were having a tremendous amount of fun, but we figured we were
game first. The players traversed a board made of graph paper, running into crazy," Arneson said, years later. "We had no inkling that this would tum
monsters and fighting them with magic spells. "1 said, 'Wow, this is a great out to be something so big."
adaptation.' It was Chainmail in a dungeon," Gygax remembered later.
Arneson went next. A heavyset, spectacled young man a few years
younger than Gygax, with a big, mischievous smile, he launched them into •••
book is about the phenomenon ofgamers, and most specifically, the
something very different. The players had to make characters and give
COlntIlurritiles of computer game players that have sprung up and matured
them attributes that would determine how strong or smart they were.
the past 2S years.The story starts in this small town, with a group
Those attributes would help them when they attacked monsters or tried to
n"onl" who had no desire to play games electronically. Elsewhere in
figure out puzzles in the game. Then the players would act out the charac- the arcade video game craze was just starting to build under the
ters' roles as they wandered through the swamps of the haunted Castle fin.gertil)s of game deSigners and players at Atari and elsewhere. The
Blackmoor, doing their best to stay alive. Arneson himself would play the garners in Lake Geneva, however, weren't interested in moving pixels
godlike role of Game Master, telling the story of what was happening to arclund a screen. They were concerned instead with storytelling, and with
the characters at any given moment and letting them decide as a group the ability to play parts in their stories together. That desire would
what to do next. Would they fight the monster? Would they run away? ultimately have a profound impact on the development of computer
Would one member of the group steal everyone else's treasure and hightail games and the communities of computer game players. The high-tech
4 Dungeons and Dreamers The Beginnings 5

story of computer game communities is about people searching for a place popular in Germany in the late 1800s, and the games spread across Europe
that feels like home, surrounded by others-even if they are only virtual • • aIlld .1\:mlerilca. Even committed pacifist author H.G. Wells had been a devo-
representations on a computer screen-who understand them. This story writirlQ a book on the subject called Little Wars in 1913. In mid-century
is necessarily intertwined with the rise and spread of home computers and ·.•J\Jrn.erica, a game publisher called Avalon Hill started releasing strategy
the Internet, but its seeds were planted here in Lake Geneva. based on the Civil War, Revolutionary War, World War II, and other
It's almost impossible to overstate the role of Dungeons & Dragons in p~lttles, helping to initiate a renewed interest in war gaming; Gygax and
the rise of computer gaming, even if the game itself was originally all pen, Arneson had been among the devotees of that company's games, and their
paper, dice, and notebooks. Scratch almost any game developer who groups in Lake Geneva and Minneapolis were dedicated to that type
worked from the late 1970s until today and you're likely to find a vein of OIDll:1lV before the advent of role-playing games.
role-playing experience. Some of the biggest computer games have ex- they would come to be known after the rise of the com-
plicit roots in 0&0. Richard Garriott's long-running Ultima series was nUTPT" " " ' P served very much as prototypes for the kinds of digital commu-

originally based directly on his high school 0&0 games. The 1996 hit that would come later. The players were mostly male, mostly young,
Quake was named after a character in the long-running 0&0 games ","",ct·ll" white and middle class. Computer researchers and program-
played by the developers at id Software, and Quake was originally con- .ml~rs·-a demographic that seemed drawn in disproportionate numbers to
ceived as a medieval-themed role-playing game. Indeed, without Gary • • • •.• .• ·•• taIlltas,y novels like J.R.R. Tolkien's Lord of the Rings series-loved the
Gygax and Dave Arneson, computer gaming communities would likely < g-~un,e. They played it in its original form, and because their medium was
look radically different than they look today. ".'.' . .(.k,ut:: and computer, not paper and dice, they tried to replicate its magic
Gygax wound up publishing Dungeons & Dragons in 1974 under the machines. Throughout the 1970s, digital versions of the game
imprint of a new company called Tactical Studies Rules (TSR) started by on university and other publicly accessible networks, and
himself and a few associates. He'd expected it to be a success, although in >~F~Jie~la qUIcklV through programming circles.
the war gamers' highly specialized world, that usually meant sales of '."' . < ,J..I.::lnl~r games were heavy on violence and fantasy, as computer games
about 8000 copies. He and his friends had optimistically forecast a big hit- would be. In the best cases, storytelling and genuine role-playing
which meant selling maybe 50,000 copies, making it a near-record breaker. < (~efined play, although these elements varied with the quality of the imagi-
The game reached far beyond their expectations, spreading largely by .Jla~iorls of people running the games. In Gygax's mind, at least, it hasn't
word of mouth across college campuses around the United States. By the an accident that so much of gaming tradition has been centered on
time it had been out a year, Gygax and his partners were revising TSR's es- <)~iQleI1lce, from chess to war games to 0&0 to Quake, nor that players
timates. Maybe it would ultimately sell a million copies, they thought, <~¢llcled to be males.
stunned.-,Even that was well short of the truth. By the early 1980s, when "Games tend to answer a lot of deep instinctive things," he says.
Dungeons & Dragons and similar games reached the peak of their popu- <(':i\'la)Tbe it's men's male aggressiveness that makes them want to play
larity, the number of people playing role-playing games in the United ••••·,•.'.~aJrnes. There's a competitive aggressiveness to games, even Monopoly.
States was somewhere between four and five million, Gygax estimated. to win."
Those early role-playing communities had roots in earlier games, just as ., .."'un whoever was playing, Dungeons & Dragons created the kind of

computer gamers could later look to Gygax and his kin as predecessors. <.e~)1Ulmunities sustained by simple physical presence. The games were
Serious, adult-oriented war games, using toy soldiers, had become in garages, basements, and dorm rooms across the country by
Dungeons and Dreamers The Beginnings 7

small groups of people. The fact that their games took them outside the /~l.sewtlefie. Interested readers may want to pick up a copy of Steven Kent's
mainstream of American popular entertainment culture helped solidify UlI~imate History of Video Games for the most complete history of the
their bonds. Over the course of a night, a weekend, or even months- •·• •. ~'c:a(:l.e and video gaming industry available. The history of the industry
amid piles of empty soda cans, pizza boxes, and more than a few .8ilielof<:oIln.o·utE~r games is well illustrated in Rusel Demaria's High Score!
"roaches"-players worked together to get out of each dangerously lethal as has happened in the nongaming technical world, the" geekier"
situation their Game Master threw them into. ;'I:!l(..l~JJl computer gaming culture has blazed a trail that the mainstream is
The spread of D&D-like games onto computers and computer networks iflolll)wing now. The types of games, and most particularly the types of
changed the boundaries of the paper game. It opened up geographic bor- )c"J.nll'lunities, that have sprung up in the wake of home computing and
ders, linking people from around the world in ways barely imaginable be- U:lternet connectivity are bleeding into the arcade and home console mar-
fore. It gave storytellers, now in the form of programmers and game In Asia, "PC Bangs"-a kind of arcade room where people play games
designers, a much wider palette on which to paint their universes, chang- onn.et\",orkE~d personal computers-are largely responsible for the growth
ing the dynamics of narrative fiction. It gave the players themselves game communities populated by millions of people. The same
the opportunity to interact with the story, changing the games in ways pJb,erlOnn.erlon is taking off in the United States, although in the U.s., the
developers never intended. /C:VD4~I cafes are often populated with more action-oriented games than are
Asian counterparts. Home video game consoles now have network
C()ln.n(~ctilon.s,and the same games that spurred the growth of sprawling on-
••• communities on the PC are finding their way to Sony's PlayStation 2
Garners, though, don't play alone. This book delves into the computer
and video game communities that resulted from that flowering of Microsoft's XBox.
This book will make no broad claims about who garners are or why they
technological and creative imagination. It's about the people who made
and make them up, and the people who have created the games that make .i·O}alV--flIonmav this type of generalization be possible, given the increasing
them possible. It focuses on one developer, a Texan named Richard ):>l'e,adlh of gaming communities and the diversity of games available. This
Garriott, whose own story stretches from the moments of his exposure to ,;.jls not a book of psychology or cultural anthropology. But we hope that by

computer programming and Dungeons & Dragons to the present. But the time the reader finishes the book, he or she will understand how gam-
real subject of the chapters that follow is the broader population of garners: communities can play an important role in peoples' lives, even if it
the people who play, the people who create, and the people who sustain at times that players are simply staring at screens filled with scenes
gaming communities in one way or another. ohriolen(:e and bloodshed. The content of these games can often playa sec-
This book doesn't cover the entirety of video and computer gaming cul- "n,rl".... ' role to their socializing effects.

ture. Many different strands make up that history, and this book focuses It might sound a little grandiose, referring to computer games as a
on the parts of the culture that we believe best tells the story of the rise of Sweel)ing, socializing force. These are just games. But really they're not so
today's vibrant digital gaming communities. At virtually all times cov- different from many other components of modem life. Much of what we
ered in this book, sales of video games for home console platforms such as with our lives~from organizing our music and movie collections so
those made by Atari, Nintendo, Sega, Sony, and Microsoft far outstripped visitors can see what we like, to joining recreational sports teams-is about
most of the computer games we're writing about. The histories of those findirlg other people who like what we like, and making the connections
games and those cultures have been told with grace and thoroughness that make us feel less alone in a hurried world.
8 Dungeons and Dreamers

For millions of people, computer games have provided an opportunity


to find other people who share similar backgrounds, stories, hopes, and
dreams. It may seem strange to think of computer game communities in
the same light as sports teams, writing groups, or ordinary offline friends,
particularly if you've never logged on to hunt digital terrorists in a cyber
Part
I
cafe or listened to a bard flirting and singing songs in the EverQuest land
of Norrath.
But for gamers, those virtual worlds are now just an extension of the
real world.

The Rise of
Digital Gaming
1
Together

·.·····I.(lr·h~lrri Garriott flopped onto his bed in the small, two-bunk dorm
>1''C\(')1'Y'l at Oklahoma University and surveyed his options. There didn't

;.:;eeJ:n to be many. His parents had dropped him off here, seven hours from
and high school friends, so he could attend a seven-week
W~lumlffi(~r computer camp. He could think of more tedious-sounding
.nun2:S, but .this camp was already high up on his list. He was used to
!f,unruners full of weird art projects and near total freedom, and the little bit
pnaglrarnrrling he'd previously experienced hadn't captured his
j.m,aginatioln. He kicked the bag he'd flung on the floor as he'd come in, a
feeling of dread washing over him. Already, this felt like a lonely
He was trapped for seven weeks with computer nerds.
The 16-year-old was actually looking forward to tinkering with the ma-
:qunE~S using his rudimentary programming skills, but he didn't think it
"u.'"'' u"nrrn losing almost his whole summer. This was the summer of 1977,

while computers were still out of reach for most of the country, Rich-
parents had wanted to make sure he was on the cusp of the techno-
~ogIc,al revolution. The family-and really, most of the kids that Richard
grown up with-already lived in something that looked a little like
'UI.U"<:;, with rocket scientists and astronauts as their neighbors in

fSllPllfb~anHouston. His own father, Owen, was an astronaut and had tem-
arily shared the title for the longest space flight any human had ever
en. Owen had taken his whole family to Palo Alto, California, for a year
at Stanford University in 1976 (Richard's parents had gotten the

11
8 Dungeons and Dreamers

For millions of people, computer games have provided an opportunity


to find other people who share similar backgrounds, stories, hopes, and
dreams. It may seem strange to think of computer game communities in
the same light as sports teams, writing groups, or ordinary offline friends,
particularly if you've never logged on to hunt digital terrorists in a cyber
Part
cafe or listened to a bard flirting and singing songs in the EverQuest land
of Norrath.
But for garners, those virtual worlds are now just an extension of the
real world.

The Rise of
Digital Gaming
1
Together

Garriott flopped onto his bed in the small, two-bunk dorm


at Oklahoma University and surveyed his options. There didn't
::/:::<:::::it:I~Ill to be many. His parents had dropped him off here, seven hours from
and high school friends, so he could attend a seven-week
:)is'lllrnnler computer camp. He could think of more tedious-sounding
.... Ull..'"'-c..,. but .this camp was already high up on his list. He was used to

~U]llUJl1eI'S full of weird art projects and near total freedom, and the little bit
programming he'd previously experienced hadn't captured his
lnl::l0"11n~Tl(~n He kicked the bag he'd flung on the floor as he'd come in, a

feeling of dread washing over him. Already, this felt like a lonely
He was trapped for seven weeks with computer nerds.
The 16-year-old was actually looking forward to tinkering with the ma-
:::::~.,l1.Ul~i:) using his rudimentary programming skills, but he didn't think it
losing almost his whole summer. This was the summer of 1977,
while computers were still out of reach for most of the country, Rich-
parents had wanted to make sure he was on the cusp of the techno-
::..v;"".......... revolution. The family-and really, most of the kids that Richard

grown up with-already lived in something that looked a little like


future, with rocket scientists and astronauts as their neighbors in
subUirban Houston. His own father, Owen, was an astronaut and had tem-
shared the title for the longest space flight any human had ever
Owen had taken his whole family to Palo Alto, California, for a year
study at Stanford University in 1976 (Richard's parents had gotten the

11
12 Dungeons and Dreamers Together 13

computer religion after this). Richard had done some work on the com- make the best of his time at programming camp was to try to make a game,
puter terminals that had been placed in every classroom in Palo Altds it looked like these others might be allies.
technologically savvy high school, but he hadn't been nearly as impressed He sauntered over but didn't say anything, hovering for a minute
as his parents. oeJ:un.u the person who appeared to be leading the game. This boy had
Despite his trepidation, the Garriotts packed their son off to O.D. The stapled pamphlet laid out on the table in front of him, and he' was
other camp kids didn't share his mixed emotions. Before long, there was a ClU"'UT"'H describing a landscape and scenario. The other players responded
knock on his dorm room door. He roused himself and answered it. A small turn, describing actions-exploring, opening doors, even fighting
group of boys was there. J;tu::>ru;tel:s. Every once in a while someone would roll some weird-shaped
"Hi,o one of the boys said. ,,;," ."·u:n..:.:: that would resolve some conflict. Richard was confused. There was

"Hello/' he replied, a bit intimidated but determined to make friends or little pieces to move around. If this game had rules or an
while he was here. ><lmmE:~dljateobjective, they certainly didn't seem obvious. Theplayers were
"Did you say hello? Nobody from around here says hello," one of :< srrnJ:>ly talking about fighters, dragons, dwarves, elves, and magic. It
the boys said, frowning a little. "You must be from Britain, so we'll call · ·•·. sOlIDCled. a little like the books he'd read earlier in the year, J.R.R. Tolkien's
you British." ;;/;;lwra of the Rings trilogy.
Richard had been born in England, but his parents had moved to Hous- After several minutes had passed, Richard leaned down, tapped the
ton when he was a baby, and he had no discemable accent at all. He had no <}leal::ler on the shoulder, and asked him what they were doing.
idea what the boy was talking about. This certainly wasn't helping to quell Dungeons & Dragons," the boy responded, not looking up. "It's a
his desire to run down the hallway, down the 10 flights of stairs, and out on I'Ole-I.Jld'Vllll~ game." That didn't help much. Richard had never heard of
the highway toward home. ;;;;:<;:..rn~ ~,alnle and he associated role-playing with his occasional acting in local
"Okay, you're British, then," the boy said, tagging him with a nickname :~~~'tQe!atE!r. He stuck around for a little longer, listening to the game unfold,
that would follow him for the next 26 years. "Welcome to camp." the Dungeon Master-that was the leader's title-wove the tale.
He realized what was happening. It was a welcoming committee, and .}.:\.;}thler students drifted over, too, and before long the original group had to
simultaneously a naming committee. In this group, he'd be known as ::,::,:,::;,':1i:!'fr\r\' ~n","~ explain in more detaiL

British. Fine. The group moved on to the next door, repeating the se- a game, and others did as well. By the second night,
quence. Knock. Answer. Bestow a nickname. Move along. Resigned, :tllieUl:tle lC\hlh'l1·tAT~iC filled with several gaming groups, all telling eachother
Richard followed as the group made its way down the boys' corridor, <~1tor'les of dragons and skeletons and orcs. Girls were as eager as the guys
through the main lobby, and into the girls' corridor. By the end of the :<:bDtllav. and they threw themselves into playing their characters with just
circuit, everyone had a new name. < GlSD1U(:I1 bravado. The role-playing helped them talk to each other in ways
The rest of the day was taken up in meetings. Meetings about rules. kids mighthave had trouble doing otherwise. It was a
Meetings about courses. Meetings about the campus. The da~ which had silly at first, pretending to be a dwarf or elf or magician, and "Brit-
started miserably, had begun looking promising when he'd met the girls, b'lIn.ott Cx.c~n(jlIl):\.CUembarrassed grins with other players more than
but had turned sour again until he found himself in the common area after :..:;;::""............, but once the stories started flowing they lost themselves in these
dinner. There he noticed a small group of students huddled together at a iX;~(l:gICial worlds.
table playing some kind of game, surrounded by soda cans and crumpled the initial social awkwardness faded, other barriers fell. Among
candy wrappers. He was intrigued. He'd already decided that the way to "'!-: H to go were the rules imposed by the gender-segregated halls. The
14 Dungeons and Dreamers 15
Together

college-aged chaperone tasked with keeping boys and girls apart moved It would take only a few years before ULord British" was one of the most
one of the female students into his room, and the other girls and boys u1'1rh.lII" known figures in the young computer gaming pantheon, and his
quickly paired up. One enterprising student figured out a way to jimmy the become only more influentialfrom there. Large communities
locks that kept them out of the closed half of the dormitory, and soon nf' ."'\1 <>'UO,,.c and programmers would build around his games. He, like other

the theoretically off-limit rooms had become hideaways or clubhouses for .·.···<aev~~101)erS, would give game players a common.language, give them a
couples and gaming groups. Richard and his summer girlfriend laid claim of shared and individual mastery over· their environment that was
.;.;·0,.........' ' ' '

to a particularly choice room with a door labeled liThe Crypt," written in missing from their everyday lives. As computer game players grew
dripping, blood-red letters, and an interior with a full-room mural depict- scattered pockets of programmers ,and computer hobbyists into
inga swamp creature about to abduct an oblivious half-naked woman. ..'*"'••"'"".. ...,.0' global communities, his games and influence would be felt
Programming, though, was the reason the teens were there. They were ~jtbr4[)u~~hc)llt. If his own profile was ultimately eclipsed, it would be because
learning to control computers. They worked in the FORTRAN computer eXl,el'ierlce and passions had become assimilated by the wider world.
language, feeding punch cards into the big machines as a means of pro- would play with the elements discovered in that 1977 summer
gramming them. The programs they learned were simple, certainly not caJmtl--pf()gI'anlffimg and role-playing-for the next quarter decade. But
enough to fulfill Richard's vague notions of writing a game, but they already familiar with the feeling of community he found here. It
hinted at a vast potential power. no accident that this would be a running theme in his life and in his
Just as powerful was the shared social experience. People spoke the It had been a part of his life from the beginning.
same language here. For the students, it was the first time experiencing
this sense of community. They shared an implicit understanding that com-
puters, programming, technology, fantasy, and role-playing games were •••
okay. They weren't nerdy, dorky, or strange. The group just accepted these .t"'r'IQr'n grew up in a Houston neighborhood just a hop and a jump
as perfectly logical and natural parts of their day, in the same way athletes from Johnson Space Center, where the National Air and Space
practiced after school or cheerleaders did routines between bells. For Rich- Admi11istration (NASA) influence could be felt everywhere. His father,
ard, the environment would prove to be deeply influential and bitterly Owen, was a former Stanford physics professor and Navy officer who had
hard to give up at the close of the seven-week camp. tapped by the manned space flight program in 1965, and the Garriott
"Itwas a summer of programming and girls," Richard would say later. ·t'~n"\lI'\l had quickly become a part of the tight-knit NASA circle. Their
lilt was one of those pivotal moments. A lot of firsts happened there./I ImmE~<1liatecircle-Richard's two older brothers, Randy and Robert;
This series of collisions and discoveries would echo in the back of Rich- younlg:er sister, Linda; and Helen, Richard's free-spirited artist mother-
ard's mind for the next 26 years, and in the process would help him trans- even tighter. They'd all shared the national spotlight briefly in 1973,
formth~ course of computer gaming as much as any other single figure in when Owen went up in Skylab 3 for 59 days, doubling the amount of time
the business. The mix of computers, community, and game play he found any human had been in space. Growing up in that kind of environment
in Oklahoma was a heady one, and the moment he left campus he resolved tended to undermine any kid's sense of the impossible.
to mesh them further. He vowed to use his newfound power over the com- The Garriott household had long been a mix between a mad scientist's
puter to create dungeon worlds as rich and frightening as anything laboratory and a surrealist artist's studio. Richard's father, a thin, musta-
Tolkien or the teenaged Dungeon Masters had come up with. The history chioed man with an angular, serious face, had routinely brought home ex-
of his efforts to repeat and extend his experiences here would ultimately pensive government toys from NASA headquarters, tinkering with them
shape the history of computer gaming and gaming communities. for days on end and taking them apart to see what made them work. When
16 Dungeons and Dreamers Together 17

he elTIerged in the evenings from his study, he often brought with him the The young Richard was much closer to his mother, an artist whose inter-
coolest science project imaginable. In the mid 70s, years before weekend ....£'101ttaT·u to silversmithing to painting and well beyond to

warriors would know what night vision goggles were, he brought home a ?'Cl(}n(:ep.tuli! art. Her garage workshop was always open to the kids, and
prototype that the boys immediately strapped on and used to chase each >~lch,ard. in particular took frequent advantage of the open-door policy,
other across the dark lawn outside. ?:~rorl<ll1lg with his mother on day sculptures or little metal designs of his
One night, Owen appeared with a pair of glasses with special prisms These were the little diversions, h~wever-Helen thought big, and
that reversed the wearer's vision, flipping the world 180 degrees. If some- •.u"'.... h::.rl her sons to be just as ambitious. She taught the boys to be to-
one reached out their right hand, the glasses would make it appear as . tqilv(~on:un:ltte!a to their projects, a lesson the brothers willingly followed.
though the person were reaching with their left. The distortion was mind- like to think that I do big projects," Richard said. "But I definitely ac-
wrecking for a time after the wearer donned the glasses, making it impos- r~:nme~ that drive from my mother."
sible to accomplish even the Simplest task, like grabbing the handrail on was the time, for example, that Helen helped Richard and his
the staircase. The space agency was using cats to test the glasses, studYing ;:<~:rotJh.er Robert with their Boy Scout model building. The trio decided to
how long it took the mind to adjust to radical vision problems, but Richard >.1....• ...1 an airplane in the backyard, starting with two-by-fours, shaping the
1.

and his brothers were happy to serve as unofficial test subjects. :>:S~'elE~tO]rl, and then paneling the sides. They rigged the wing flaps with a
lIlt was like magic," Richard said later. "There was always something at :;~~J)UlLev system so they could be opened and closed using a handle in the
our house. I didn't realize that this wasn't necessarily true in other places." ;cclCklPlt, which also came with a working gearshift and a movable steering
It was rare tha t Owen had the time or the inclination to work closely That was good, but it lacked a certain realism. They had completely
with his youngest son. Robert, Richard's serious-minded older '>"1.::l1"1"'lT_rl0-crpn the entire plane, using what little knowledge they had about

brother, was closer to the reserved astronaut. When Richard and his father /<p~larles and their overactive imaginations, but it didn't fly-a fairly impor-
did work together, the results were impressive, however. Late in Richard's prerequisite for planes. They wanted to build something that did
high school career, the two teamed up on a science fair project they dubbed than just sit and look impressive.
"Wave Propagation with Computer Analysis." Owen had taught and The inspiration for something better came at the dinner table, where the
studied electromagnetic theory and ionospheric physics, and he showed would on rare occasions get a glimpse of life at NASA. One evening,
his son a little about how light and radio waves moved though air, water, mentioned tests astronauts had to endure before being allowed into
and other substances. Richard, by that time, knew enough programming cockpit of an actual spaceship. One of the toughest tests involved a
to create a fairly sophisticated simulation of radio waves' motion on the __ i"i'U"£'c..> accelerator that simulated the crushing effect of gravity several
computer. Their combined efforts helped Richard win the U.s. National times stronger than Earth's-similar to what they would feel as their cap-
Science Fair and place fourth in an international competition. catapulted out of the atmosphere.
If the practical-minded Owen was forthcoming with his scientific At that point, a light bulb went on in Richard's head, and "The
knowledge, he was decidedly less so with his own experiences, at least .JNzlUs,eator" was born. Four feet long and two feet wide, the structure was
with his boys. Despite constant questions, Owen seemed reticent to talk to spin whoever climbed into the little box 360 degrees, with the mo-
about his trip into space. "My dad has never told me anything about being meant to be controlled by motors. They built the controls, which con-
in space," Richard said, leaning back in his office chair years later and of two joysticks that would in theory guide both horizontal and
shrugging his shoulders slightly. He once said it was kind of like scuba
If ltla,otlr:;ll motion. At the time, the boys believed they could tum this into a

diving, but he never said anything with any kind of emotion." game, in which the "astronaut" could control the movements.
18 Dungeons and Dreamers Together 19

The engineering for the electronically controlled joysticks turned out to ;.i:E:no'ugh to get to his house easily. They agreed to come over Friday, four
be far beyond the boys' capabilities, but the project wasn't a total waste. away.
Brute force still worked where technology had failed them. Their friends //·.·.·c:u.,uv'-.;:V., Richard paced around the house on Friday evening. Word had

would climb in, strap themselves down, and then with the help of three throughout the school, and his small gaming group was now closer
friends, the boys would spin the device in all directions, giving the astro- dozen. He'd spent the week huddled over his notebook paper, map-
naut the dizzy feeling of a plane spiraling out of control. In the anarchistic his fantastical world. His mother, in particular, had loved the idea,
realm of childhood, this was something like the ultimate game. There was she prepared dinner and snacks. As the garners arrived, Richard led
no point, other than not to throw up, and by those standards there weren't to the formal dining room table; which the family rarely used. It
many winners. In the end, the thousand-pound behemoth took up much ::>¥~a~,la:[~t:~ ~rlUl.l~ll for everyone to stretch out and eat while Richard wove a
of their garage and was, in Richard's words, "staggeringly dangerous." {t<illtastlc story. Hours passed, and the group continued playing, laughing,
"We'd just spin the rings and you'd come out and recover feeling pretty talking, oblivious to the dawn sun peeking through the curtains and
good," Richard's older brother Robert said years later, half-giggling at the :"una1NaJre of their heavy eyes.
memory. "Then you'd get this stomach thing going after about 10 minutes, .MC)nClay morning, the weekend garners found each other before the
just when you thought you were going to be fine, and you'd just throw up day began, anxious to relive their weekend game and plan the next
...................... 'V ..

all over the place. It was really staggering. Ten minutes. Every time." Throughout the day, they'd see each other in the hallways, classes,
These were the elements to which Richard added when he came home at lunchtime, and conversation turned to the game. Other friends
from Oklahoma with a newfound desire to make computer games. It .c\v,prh"'::'ll"f1 and poked their noses in, asking questions. Richard preached

proved to be a short step from the Nauseator to games that would sweep the game's ~irtues, as did the others. The next Friday, several more garners
up dozens of people in his neighborhood, and put him on the path to a star- ShC)Wf'd up. The week after, another batch. Before the end of the first

ring role in computer game history. of school, two games were underway-one in the formal dining
and one in the family's living room.
Word continued to spread throughout the school, first to the science and
••• geeks, and then, oddly enough, to other social cliques. Throughout
With summer nearly over after the camp's end, Richard spent his day, people would wander up to Richard and ask if they could spend
waning free days building bike ramps and tree forts with his sister Linda the weekend with him. He was more than happy to have them. By winter,
and friend Keith Zabalaoui, who lived in a house behind the Garriotts'. games were being played throughout the house, eventually forcing Helen
But Richard couldn't shake the feeling he had had while playing D&D out of her garage art studio. In its place, she set up two large ping-pong
with his fellow students. tables, minus their nets, to accommodate more garners.
When school started up, he decided to start a group of his own. That The Garriott home became ground zero for weekend gaming. Adven-
first day, he tracked his friends down one by one, pitching them on the idea tures would stretch into early Saturday mornings, and after brief rest peri-
of a weekly role-playing game. He cornered Bob White. Then Elizabeth ods for food and catnaps, they'd slowly pick up again in the afternoon.
Froebel, Chuck Bueche, Rene Hans, and Zabalaoui. One by one, they said With so many players, the weekend gaming sessions tookon a diverse per-
yes, although few had any idea what the game Richard was chattering sonality. What started as a small group of hard-core geeks turned into a
about entailed. But, like Richard, they were a bit geeky and they lived close social cornucopia. By early 1978, parents started shOWing up with their
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