If you've finished Larry 3, you know I wrapped things
up pretty tight and tied a big bow on it. I knew
it was going to be the last of a trilogy and I wanted
everything to turn out right. That's why I had Larry
"fall out of" the game and into the "back
lot" of Sierra in a little homage to
Blazing Saddles, one of my favorite comedies
of all time. The final screen shows Passionate Patti
sunbathing beside Bass Lake while new Sierra employee
Larry starts programming a game for Ken Williams.
"I think I'll start in Lost Wages, outside
a little bar named Lefty's," Larry says.
And that was to be the end of that.
Back then, no game had ever had more than three
incarnations and I had no reason to think Larry
would either. Ken and I started kicking around ideas
for another project.
We decided to invent Internet gaming.
"No, wait," you're saying. "That
was Al Gore, not Al Lowe!" Wrong, bit breath!
We were so naive, so over-confident (so dumb?) that
when Ken came up with the idea of adventure games
where multiple-players could interact together via
modems, we said, "Sure, Ken. Sounds great!"
and actually sat down to do it.
It was going to be Leisure Suit Larry 4, the first
multi-player on-line adventure game.
Jeff Stephenson had written much of the system code
for the AGI and SCI languages. He was going to create
the system. Matthew George would create the low-level
communications code. I would be the designer and
high-level applications programmer. The three of
us grabbed an office and a coffee pot and started
coding in January, 1991.
We had a few basic questions:
How will people connect
up? The only way we knew was through dial-up
modems, so we filled a computer with modems, then
bought an expansion chassis and filled it with modems,
then plugged in another chassis and kept daisy-chaining
them together.
Could we expect 2400-baud
modems? We opted to "demand" 1200-baud
minimum speed but "recommend" the speedier
new technology, which was, at that time, still quite
expensive.
How do we handle the huge
graphics files necessary? Easy. We planned
to sell the game in a box, but require a modem.
The game code, graphics, sounds, etc. would be on
the floppies (no CD-ROMs either). Only minimum data
would pass through the slow comm bottleneck.
How would players decide
who was in their game? I came up with the
concept of a "waiting room" where newcomers
hung out until they found others who wanted to play.
How would I know what you
were like? I created what we nicknamed "Facemaker,"
which let you decorate your avatar with various
eyes, noses, mouths, and hair (including bald, of
course).
And on and on
After a month or so, we knew we were in trouble.
I decided to write a checkers game as a simple test
case to see if we could actually move objects and
communicate. It worked. But we were still a long
way from making characters walk and communicate
and interact.
So I wrote a backgammon game. Then chess. Still
we had no system to support all the features needed
for an adventure game. But we were having so much
fun playing against each other, we decided to push
what we had into a real product. Ken envisioned
a product so simple that even his grandmother could
use it. That became our goal.
My wife, Margaret, came up with the first name Constant
Companion, because we figured anyone could log
on at any time, day or night, and find someone else
to play with. Constant Companion became
The Sierra Network. TSN was quite successful
in its day, especially considering the small numbers
of players who also had modems.
Eventually, when TSN was losing 10 million
dollars per year, Ken sold half of it to AT&T
for 50 million dollars. I laughingly said Sierra
was the only company to make money in on-line gaming:
by selling out! Later AT&T would pay another
50 mil for the other half. They then sat on it for
about a year before giving up and selling the whole
thing to America On-Line for 10 million. AOL announced
big plans, but never carried through and the whole
thing withered up and died without ever seeing the
light of day.
So Larry 4, the multi-player on-line adventure game,
never saw the light of day. Then why is the next
game Larry 5? Why not call that Larry 4?
Find out here.