Tag Archives: Will Crowther

Colossal Cave Modernized And Rereleased

Acclaimed game designer Roberta Williams revives Colossal Cave as a retro, point-&-click, cave exploration puzzler. Based on the original 1970’s design by Will Crowther & Don Woods this 3D update maintains its vintage charm, while revitalizing it for modern gamers.

Colossal Cave is a reimagining of the original text-based adventure game, first introduced in 1975 by Will Crowther and Don Woods, as a fully immersive 3D VR experience.

Colossal Cave is already well known to tens of millions of gamers worldwide. Several elements of the game, such as the codewords “Xyzzy” and “Plugh”, are recognized instantly by many gamers.

Roberta Williams, who has received widespread industry recognition including several “Hall of Fame” awards, and who is the designer of several industry leading hit games, including King’s Quest, Phantasmagoria, Black Cauldron, and many more, is adapting the game for the VR world and bringing to life its many characters.

In the game, players explore a vast and extensive cave, seeking treasures within. Along the way, they will encounter a variety of characters, some of whom will attack and some of whom will entertain. For instance, there is a Troll (at the troll bridge), a bear, a snake, dwarves (seven, of course), and a pirate. The player’s quest is to find all the treasure. The challenge is not easy, and there will be a wide variety of puzzles to overcome.

Though the audio is only in English provisions have been made for many other languages via text subtitles: French, Italian, Spanish, Japanese, Chinese (Simplified), Arabic, German, Polish, Portuguese, Korean, Russian, Thai

Free demo for every system- click here to try it out.

Ars Technica stated that Williams was “one of the more iconic figures in adventure gaming”. GameSpot named her tenth in their list of “the most influential people in computer gaming of all time” for “pushing the envelope of graphic adventures” and being “especially proactive in creating games from a woman’s point of view and titles that appealed to the mainstream market, all the while integrating the latest technologies in graphics and sound wherever possible.”  In 1997, Computer Gaming World ranked her tenth on the list of the most influential people of all time in computer gaming for adventure game design. In 2009, IGN placed the Williams 23rd on the list of top game creators of all time, expressing hope that “maybe one day, we’ll see the Williams again as well.” She was also a source of inspiration for the character of Cameron Howe in the AMC television drama Halt and Catch Fire.

The Original Colossal Cave was a vintage gaming icon

Williams was given the Pioneer Award at the 20th Game Developers Choice Awards in March 2020 for her work in the graphical adventure game genre and for co-founding Sierra On-Line.

SOME OF THE GAMES BY ROBERTA WILLIAMS

Ken Williams

Ken started his career as an IBM mainframe software engineer in the Los Angeles area, specializing in databases and networked systems, while consulting with a wide variety of companies, including McDonnell Douglas, Electra Records, Bekins Moving and Storage, Los Angeles Children’s Hospital, Financial Decision Systems and others.

Ken, alongside his wife Roberta, co-founded Sierra On-Line in 1979. Ken ran the company as its CEO for nearly twenty years. During Ken’s tenure at Sierra the company, Sierra regularly topped bestseller charts worldwide, releasing over 200 titles for a variety of hardware platforms and languages. Sierra became a public company on Nasdaq in 1987, grew to one thousand employees, and was sold in 1996 for one billion dollars.

Sierra was known for its technology leadership, and pioneered such technologies as vector graphics, sound and music in computer games, avatars, and network games.

In his role as Sierra’s CEO, Williams focused on innovation: “I’m not sure how typical I am of other CEOs. Most of my time is spent looking at product. To me, everything is about being able to build awesome product. Any game which does not push the state of the art leaves an opportunity for a competitor’s game to look better.”

Sierra’s extensive list of hit products include: Leisure-Suit Larry, King’s Quest, Phantasmagoria, Space Quest, Red Baron, Nascar Racing, Hoyle’s Card Games, Dr. Brain, Mickey’s Space Adventure, Half-Life, Ultima, and many more.

After selling Sierra, Ken and Roberta retired to Mexico where they lived for over twenty years. They also purchased a small, rugged, ocean-crossing capable yacht and used it to explore the world, visiting over twenty-five countries and crossing both the Atlantic and the Pacific. Their adventures include crossing the Bering Sea as part of a three-boat group calling themselves “The Great Siberian Sushi Run”. Ken and Roberta enjoy a “second 15 minutes of fame” as world cruisers and Ken wrote four books about their travels.

In 2021, while locked down by the Pandemic, Ken found time to write about the “Sierra days” and captured the history in the bestselling book, “Not All Fairy Tales Have Happy Endings”. With a renewed interest in games, Ken decided to dig into how modern games are produced and spent time learning the Unity 3D Engine. In a loop back to their earlier history, Roberta suggested Ken program a game. Thus, was invented their new company: Cygnus Entertainment.

Humble Origins Of RPG Gaming

No video game genre is as venerable, or as durable, as that of the simple adventure game. “Adventure” actually covers a number of styles, but there are a few distinguishing characteristics common to them all. They eschew action and combat in favor of exploration and puzzle-solving, and instead of developing their own in-game personas, players generally step into the shoes of an established, or at the very least fixed, character following a tightly-crafted narrative. Yet from the text-based odysseys of the 70’s and 80’s to the surprisingly sophisticated point-and-click journeys of today, the adventure in all its many variations has proven itself one tough old bird.

The origins of the genre can be found in the 1976 game entitled Colossal Cave Adventure. Created by Will Crowther, it was based on his real-life caving experiences embellished with a smattering of fantasy elements that were later expanded upon by Stanford University graduate student Don Woods. Among its most ardent fans were Ken and Roberta Williams, who were so inspired by the game that they actually launched their own software house, Online Entertainment, later famous as Sierra Online, one of the foremost game publishers of the 80s and 90s and an early pioneer of the graphical adventure.

While Sierra was innovating with graphics, another company known as Infocom was pushing boundaries of a different sort. Infocom games like Zork, Planetfall and The Hitchhiker’s Guide to the Galaxy were all about the text parser, yet they were also engaging, complex and, for awhile, commercially successful. But unlike Sierra, Infocom was late catching the graphical wave; its sales declined throughout the second half of the 1980s until Activision, which acquired Infocom in 1986, shut it down for good in 1989.

The next big thing in adventures was LucasArts. These days the company is best known for churning out half-baked Star Wars titles but there was a time when the name evoked images of rough-hewn bikers, invading alien tentacles, Freelance Police and some of the most unlikely pirates you’re ever likely to meet. In 1993, Cyan changed everything with Myst, an incredibly popular and influential release that discarded many of the conventional rules of the genre and made exploration and the discovery of everything, including the basic rules of play, an integral part of the experience.

Today, adventures no longer set the pace for the industry they way they once did (perhaps things are changing- L.A. Noir aims to refresh the adventure genre in high style- content producer)  but they have enjoyed a resurgence in recent years in the hands of small, independent developers who continue to innovate and refine. One of the most remarkable examples of the current state of the adventure art is Gemini Rue, which actually roots itself in the past with blocky, VGA-style graphics that manage to look both dated and yet surprisingly beautiful. But underneath those retro visuals lies a thoroughly modern game, with a haunting soundtrack, top-flight voice acting and a story that will keep you guessing until the very end – and leave you wanting more.

The humble adventure has long since been surpassed in popularity by the shooter, the RPG and other genres, but the emergence of gaming as a mainstream creative medium, coupled with the near-limitless potential of widely accessible digital distribution, could very well herald a renaissance. This in turn opens the style to a wider audience than ever, and while not every gamer will like every adventure – personally, I can’t stand King’s Quest games – I can just about guarantee that ever gamer will find one or two that suit their tastes. Try one sometime. You might be surprised. For the Silo, Andy Chalk. 

Featured image- The Jewels of Darkness Trilogy (all 3 Colossal Cave Adventure games/sequels) MS-DOS 1986