Get Lamp
Jason Scott, 2010
When I got
,
naturally one of the first things I wanted to do was stock up on video
games. My mother
got hold of a catalogue of games available for the IBM PC at the time, and
we spent a few minutes browsing through it. It turned out that the pickings
for those unfortunate souls with monochrome monitors were quite slim. My
dreams of playing
Spare Change and
Castle
Wolfenstein in the comfort of my own home, dashed! It looked like
my best bet was this one game whose ratings were an order of magnitude
better than any other game's and whose reviews were uniformly superlative.
It was called Deadline. But no — I looked into it a bit
more and discovered that Deadline had no graphics. That made it a
non-starter.
You might think that the irony of this story is that a few years later I
would end up writing games in the same format as Deadline —
compiled to run on the same virtual machine, even. But as far as I'm
concerned the real irony is this:
Deadline isn't a video game! The whole reason I didn't order it back
when it was universally considered the best game available for my system was
that it wasn't a video game! It was a text game, and the defining
characteristic of text games was their lack of graphics, i.e., a
component. It might therefore seem a bit perverse to make a movie about
text games — to create a work in a visual medium about a medium
defined by its lack of visuals. And yet here it is: Jason Scott's
documentary about interactive fiction, Get Lamp. And it's good!
As you might expect, with screenshots being fairly pointless, the movie is
heavy on talking heads — but that's the case for the vast
majority of documentaries, so hey. The main film is divided into
four main parts: one about the advent of text adventures in the 1970s and
their 1980s commercial heyday; one about the experience of actually playing
one of these things; one about puzzles; and one about the second flowering
of the medium in the 1990s, as hobbyists, free from commercial concerns,
started turning out pieces that truly were better described as "interactive
fiction" than as text adventures. You also get two backup features, one
about Bedquilt Cave, on which the first text adventure was based, and the
other about Infocom, the company that was basically synonymous with the
medium back in the day. The Infocom feature was the most interesting part
of the Get Lamp package to me — it's a fascinating,
self-contained story about a group of MIT students who start a software
company and pick a generic name because they don't actually know what kind
of software they want to make; sort of randomly release a text adventure,
Zork, which turns out to be a massive success; bring in a bunch of
people who, to those of us who imprinted on the Infocom oeuvre, are now
big celebrities; turn out more and more sophisticated interactive stories
while enjoying a work environment that's a geek's dream come true; turn
down a $28 million offer from Simon & Schuster; stake the
company's future on the piece of business software that another division
had been developing in parallel with the games; watch it flop; and get
bought out for a pittance by Activision, which shuts Infocom down. It's
sort of a smaller-scale, nerdier, much more esoteric version of the Beatles
story: these people come together, pile up an impressive catalogue in a
whirlwind of creativity, and then suddenly it's falling apart and the next
moment it's over. As Steve Meretzky puts it: "We definitely didn't spend
enough time thinking about how lucky we were at that time. We kind of
assumed, oh, well, this is what it's always going to be like, this is going
to go on forever — much like youth itself. There wasn't much
reflection on, 'Oh, this is just a shooting star and in a year or in three
years it'll all be gone.'"
All that is on the first disc. The second disc is a collection of little
snippets of this and that. One of these snippets is about one of
the IF competition entries from back in '98, Photopia, which I
wrote. So, yeah, I guess I should probably mention that I'm actually in
this thing — I think I'm only in the main movie for about five
seconds, but my screen time on the second disk is probably upwards of a
minute. Most of that is a string of "um"s and "y'know"s, though. I'm not
a very good interview subject. Interviewers tend to ask questions that,
for me at least, require way more reflection than a real-time exchange like
an interview allows. Even on the rare occasions that I am able to come up
with a semi-coherent reply right on the spot, I always find myself dwelling
on the questions, and coming up with much better answers, long after the
interview is over. Then I feel like an idiot for saying what I actually
said. I've also found that interviewers — though I should hasten
to add that Jason Scott didn't fall into this category —
generally already have a take on things that they want to push and are
mainly fishing for quotes to back it up. For instance, I just did an
interview with BBC Radio 4 about
Lyttle Lytton and, while the
host seemed like a really nice guy, he kept trying to steer me towards the
idea that good writing and bad writing are indistinguishable and that
writers should therefore live in constant terror that they're churning out
crap. This was not a notion I had really come prepared to grapple with. I
tried to finesse my way back toward points that I thought might be related
that I already had sound bites for: the fact that, yes, I do tend to like
entries that seem like they should work and yet are subtly wrong somehow,
or the way that, sure, I regularly find myself embarrassed by things I wrote
a few years earlier, even though they seemed fine to me at the time. But he
was pretty insistent on having me weigh in on his particular thesis, and
hell, I dunno — give me a couple of weeks to sort through my
thoughts and write an article about it and I'll have an answer.
Also, that answer will probably be as long as the article. Which brings me
to another thing that makes me a terrible interview subject: I think very
contextually. Like, when I'm drilling vocab with my GRE students, I don't
like it when they rattle off phrases they've memorized — to show
me you actually understand the nuances of the word, give me copia.
Use the word in three different sentences. Do a little skit for me. And
I tend to explain unto others as I would have them explain unto me. So when
the guy asked me to explain what the Lyttle Lytton contest was, but to
"focus on the real ones," I couldn't just go straight to talking about the
Found division of the contest — it needed context! First I
needed to explain who Edward Bulwer-Lytton was, then say a bit about the
history of the contest named after him, and my criticisms of same, and my
decision to start a spinoff of it, and then compare a sample Bulwer-Lytton
winner to a Lyttle Lytton one, and then discuss how people started to submit
real sentences in addition to made-up ones, and how the found ones showed
just how hard it was to write unintentionally bad sentences intentionally,
and before I got more than about 10% of the way into that he was like
just answer the fuckin' question, dude! (Except the British version
of that.)
By the way, the end of the Deadline story is that we ordered
Asylum
instead. I got nowhere.
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