If I had been a teenager in 1991, I would have finished Ultima VI. I probably would have bought the Amiga port. I probably would have put the game’s actual retail box on the desk next to me as I played.
When I played, it would have been without distraction. In 1991, the Internet had yet to become the time-wasting demon it is today.
But I wasn’t a teenager back then. I wasn’t even close: I was three years old. I never had an Amiga, and I never bought Ultima VI.
I didn’t play a computer game until 1996. That was when my dad, who taught urban planning, borrowed the original SimCity from a grad student. We made a copy.
I didn’t buy a computer game until 1998, when I bought Myst. I still have the actual cardboard box that Myst came in. It’s in my closet. Barring a house fire or something, it’ll stay there for a while yet.
What can I say? There are people who can let go of the past, and then there are people like me.
My thirteenth birthday was in 2001. My twentieth birthday was in 2008. I played many, many games in the intervening seven years of teenager-hood. Every game had its time.
Ultima VI‘s time came in the summer of 2002. I downloaded the game in a zip file from some abandonware site and ran it by rebooting my Windows 95 machine into DOS mode.
I played the game a lot, but never finished it. I think I just didn’t have the patience for Ultima VI. I don’t think I’ll ever have the patience for Ultima VI.
Even in 2002, the game felt archaic, obtuse. I never managed to break through its complexity. I never made much progress. I’d walk around Britannia for hours until I was thoroughly and hopelessly lost, and then I’d stop playing.
So I’ve given up on Ultima VI, but I still come back to it every once in a while. The difference is that now I no longer even attempt to play it. I just watch the intro sequence.
Ultima VI‘s intro is great. It starts with the Origin logo, which fades onto the screen just as a loop of music starts playing. The loop is simple, this stripped-back MIDI thing that’s supposed to sound foreboding.
Because it kicks in so early, that music makes the Origin logo seem like part of the game. It doesn’t seem gratuitous, doesn’t seem out of place. It’s there setting the tone.
When the Origin logo fades out, you get another little title card. “A Lord British production.” In fine print near the bottom of the screen: “Copyright 1990 Origin Systems Inc. and Richard Garriott.”
1990. You are now in the past. There’s another fade to black, and then you see the opening scene.
The Avatar – who’s supposed to be you – is watching television. He looks tired, dejected. He’s sitting on one of those padded armchairs, but he isn’t reclining. He’s leaning forward. His back is arched. He wears a sweatshirt, the sleeves rolled up.
His right hand holds the remote. His left hand supports his right elbow. The state he’s in, he needs both arms just to change the channel.
The television’s inside of a media cabinet. On the shelf above it is the Avatar’s VCR, which gives the time: 6:07. Next to the TV is a bunch of hi-fi equipment. There is a turntable. Dusty LPs are stacked at an angle, jammed into the cabinet’s bottom shelf.
The Avatar changes the channel again and again. On the TV, a rock singer becomes a politician becomes a news anchor becomes a televangelist. The TV makes no sound. The only thing you can hear is that cold, bare intro music.
That synthetic sound used to seem tacky and lame to me, but I’ve come to like it more as I’ve grown older.
These days, I can’t stand games that bill themselves as having “all orchestral” soundtracks or whatever. I can’t stand that pompous shit. It’s well-composed and complex, maybe, but it’s also soulless, tuneless. I’d much rather have MIDI.
With Ultima VI, that MIDI intro music is a pulse. It gives the visuals weight and credibility.
But the sound and visuals aren’t all. The intro has text, too, down at the bottom of the screen. Like every piece of text in every Ultima game, it’s a little silly and overwritten.
“Upon your world,” it says, “five seasons have passed since your triumphant homecoming from Britannia.”
“You have,” it says, “traded the Avatar’s life of peril and adventure for the lonely serenity of a world at peace. But television supermen cannot take the place of friends who died at your side!”
By the time you’re done reading this, the camera has panned to the right, away from the Avatar and the television and towards a small window.
The text changes. “Outside, a chill wind rises . . . and in moments, the storm is upon you.”
And yeah, outside the window, you see black pine trees against a purple sky. And you see a flash of lightning.
Then a portal opens into Britannia, the Avatar rushes outside, enters it, et cetera, et cetera. By the time all this has happened, I’ve stopped playing. By the time all this has happened, the part of the intro that moves me is over.
But what moves me, exactly? I guess it’s that image of the Avatar sitting there, bored, channel-surfing. How many times have I been in a similar situation? Tired, bored with my life, waiting for some kind of way out?
The Avatar’s sitting there, somewhere, some fictitious, digital house in 1990, in the middle of a storm. Every time I start a new game of Ultima VI, he’s sitting there anew. Wherever “there” is.
It’s amazing to me that I can even run this game. It was written in 1990. It makes all kinds of assumptions about computer hardware that are no longer true. I run it from inside of DOSBox – a virtual “box” that approximates the kind of environment software like Ultima VI is used to seeing.
DOSBox hides the true nature of my computer from Ultima VI, which is a good thing, because if Ultima VI were to try to interface with my modern hardware directly, it would freak out. It would refuse to run. So I have to keep the game in a bubble.
DOSBox is a level of abstraction, a layer over the top of the already-abstract interface I use to communicate with my computer. This is, I guess, how computers work: through interface after interface, through level after level of abstraction. Layer after layer, each bringing you closer and closer to bare silicon.
I think about the staggering complexity of what goes on when I click on a little window and drag it around. That action gets translated and broken down into an instruction the machine can understand. Everything I say has to be translated.
The closer you get to bare silicon, the more baffling those instructions get. The closest I’ve ever gotten has been trying to write in assembly language, and it was a nightmare of bizarre commands with names like PUSH and POP and JMP. I had no idea what the hell I was doing.
As much as I’ve tried to learn to program, I’m only comfortable if I stay far, far away from the inner workings of my computer. I’m only comfortable with clicking on shit and dragging it around.
I wouldn’t even call myself comfortable with a command line. I can work that way if I have no other choice, but that’s all. And yet I always find myself going to the command line and playing with it. I want to get comfortable. There’s a weird intrigue there.
The communication gap goes the other way, too. For a computer to get a message to me, it has to go through the same layers of abstraction. Sometimes the message is fairly intelligible, and sometimes it’s arcane as fuck.
Talking to software can be simple. It can also be frustrating. Usually, though, it’s both at the same time, and that combination is what spurs me on, what keeps me interested. And that’s as it should be. What is a relationship without a little dynamic tension?
And what is a computer game but a piece of software? You can’t understand a computer game. You can’t know it. When I listen to shitty MIDI music, when I hear the crackle of those synthetic instruments, I can’t help but think that my computer, somehow, has something to say.
When I watch Ultima VI‘s intro, I can’t help but think that something in there is trying to talk to me.
Everything a computer says, everything it puts on the screen, everything it spews from its speakers comes from a hollow, dark place. Everything is a careful illusion built on synthetic layer after synthetic layer. Everything is artifice scraping against blackness.
On the lowest level, switches are flipped and circuits are formed, and somehow this adds up to a faux-consciousness that transcends biology. This is the closest we humans have ever gotten to creating life.
The unknowable is right under the surface. There’s that spark of something. This shadowy, evocative, alien thing always pulls me in. I want to understand this thing.
One day in 1998, at the “gifted” school, the teacher showed my class a LaserDisc that showcased computer animation.
That LaserDisc was, even in 1998, pretty old. I wish I could remember what it was called. It contained what were, I guess, CGI tech demos. Short films of 3D-rendered art, tastefully strung together. You know that really early Pixar short, the one with the two table lamps? Stuff like that.
The exact day that I saw that LaserDisc – it was May 5th. I know this not because I remember it, but because I have a file called “Journal.txt” that was last modified on 5 May 1998.
I created this file with the intent of using it as a diary, but I only used it for one day. The file then languished within My Documents until I scraped it into my archive.
According to “Journal.txt,” the LaserDisc was “this cool LaserDisc that was totally devoted to these awesome computer graphic images and things.” (Forgive the terrible prose. I was nine years old.)
According to “Journal.txt,” one of the segments I saw, apparently entitled “Chromosaurus,” was “a really cool movie with these realistic T-Rexes, except they were all shined [sic] like they were made of chrome.”
“Another good one,” I continued, “was with this fantastic flight simulator thing. It was really cool. Then there was one with bubbles merging together. The graphics were awesome.”
“Then,” I wrote, “there was this thing with a dome thing, with water on the bottom, and air on the top. And there are fishes, and birds all over through it [sic], and man! It was so realistic.”
It’s sort of depressing to realize I was such a happy, enthusiastic kid. I really don’t know that kid anymore.
The “thing with a dome thing” that I referred to – I remember that thing. It was a giant sphere that floated in a dark, unrendered void. The sphere had two halves, separated by a sheet of ice.
While the sphere’s upper half was filled with air, the lower half was filled with water. While the upper half was inhabited by birds, the lower half was inhabited by fish.
The birds lived with the birds, and the fish lived with the fish. That was how it worked. That was the social order that the sphere’s physical construction had dictated.
But then one of the birds saw one of the fish through the sheet of ice and fell in love. Because this was a silent film, he expressed that love through various longing looks, et cetera. These looks got the fish’s attention. She, it turned out, felt the same way.
The bird and the fish kind of sadly look at each other for a while, but then one of them gets the bright idea to break the ice or something. So this happens, the ice is broken, and then the birds and fish all intermingle and everyone lives happily ever after.
To be honest, I don’t know if I’m telling this story accurately. It could be that the bird was the female and the fish was the male. It could be that the fish saw the bird before the bird saw the fish. And I really know nothing about the chain of events that led to the ice’s breakage. I just know that it broke.
Those details are, of course, all incidental. The point is, it was a sweet, sappy story. It was Romeo & Juliet simplified and with a happy ending. It was some rad shit, and it was told – successfully – via icy, primitive 3d art. It conveyed something human by embodying something inhuman.
CGI can be pretty alienating, but life, most of the time, manages to push its way through. Under all the the artificial stuff, you can find a pulse.
I watched Ultima VI‘s intro today for the first time in about two years. The last time was in October 2007. I don’t remember the exact day. I could probably figure it out by looking at a calendar and correlating it with Gmail chat logs, but that would be a silly thing to do.
But I remember that it was raining that day, pouring. One of those days where it gets dark by early afternoon. Thick grayness blotted out everything but itself.
There wasn’t a lot to do. I just sat in my apartment and played old computer games. Ultima VI and Jill of the Jungle and Jazz Jackrabbit and Tyrian and Wolfenstein 3D. I ran all these games through DOSBox, filtered through countless abstractions.
I think DOSBox is pretty amazing software, but what I’d like is a DOSBox for humans – a way to run myself in a virtual environment, to abstract the world away, to shield myself from the past several years the way I can shield these games.
It’s probably unhealthy for me to play games at all. Do they have the power of redemption that I want to think they have? Maybe I want to grab ahold of something that can’t be grabbed.