THE WAY IT USED TO BE!

Articles

Part
1:

THE
WAY IT USED TO BE!
By Johnny Wilson
Introduction
By Randy Sluganski
December 11, 2002


For 18 years from 1982
– 1999, Johnny Wilson progressed from staff writer to Associate
Editor, to Editor, Editor-In-Chief and finally Editorial Director
of the world’s most popular computer gaming magazine –
Computer Gaming World.

Just as Vegas had their
Rat Pack (Frank, Dino, Sammy, et al), the devoted readers of Computer
Gaming World also felt as though they had their own computer gaming
rat pack by following the monthly antics of Russell Sipe, Johnny Wilson,
Scorpia, Charles Ardai & M. Evan Brooks.

During this time, a
review from CGW could –though they would be loathe to publicly
admit this – make or break a game. Their slavish devotion to
detail and to insisting that the reviewer finish the game would be
unthinkable in today’s marketplace where internet gaming sites
post reviews of games that take 40+ hours to complete the day after
their release and magazines publish reviews of beta versions just
so they can scoop the internet sites.

I first met Johnny
Wilson during a press junket four years ago. At the time, I was a
nobody. Now, I am an older nobody and Johnny Wilson, after a brief
stint with Magic the Gathering, is the President of Paizo
Publishing
a company that publishes special interest magazines
– Dungeon Magazine, Dragon Magazine, Star Wars Insider &
Dungeon Polyhedron – in the fields of entertainment and hobby
gaming and promotes community and fan involvement through the official
Star Wars fan club.

Imagine my surprise
when, after one of my JA newsletters elicited a humorous response
from Johnny Wilson, I off-the-cuff asked him if he would be interested
in writing an article covering his years at Computer Gaming World
for Just Adventure and 8 hours later the article you are about to
read appeared in my inbox.

Whether you are new
to computer gaming or, like myself, an old-timer, sit back and enjoy
yourself and relive the days when Scorpia was the queen of adventure
gaming and Johnny Wilson its undisputed king. As for myself, well
an email from Russell
Sipe
has just appeared in my inbox – it seems he has just
read the interview
I conducted with Scorpia in the Summer of 2002 – so who knows what
the future holds…



By Johnny Wilson

Part 1:

THE
WAY IT USED TO BE!

(All
pictures and captions accompanying pictures are courtesy Russell
Sipe and are part of Mr. Sipe’s personal archive. My
sincere thanks to Mr. Sipe & Mr. Wilson for allowing JA
the honor of publishing their reminiscences of the glory days
of computer gaming and life at CGW)


It almost
takes a Walter Brennan or Gabby Hayes impression to do justice
to the way things used to be at Computer Gaming World magazine.
One expects to hear a crackling voice out of a B western as soon
as the first few lines are read: “Our first articles were
typed on an Apple II using Magic Window and sent to the typesetter
via a 300 baud Hayes modem. We picked up the linotyped text in
person and returned to the kitchen table to cut the columns to
size and paste them to art boards using wax.” It gets worse:
“We didn’t use color screenshots in those days. We
took black and white pictures with a camera on a tripod and sent
them out to be half-toned. Then, we cut those up and waxed them
to the boards, too.”
click to enlarge
An early shot of the office in Russell Sipe’s
garage. The Apple II (expanded to 64K!) was the editorial and
game playing computer. The Compaq “luggable” was the
subscription database computer. Not shown: the C-64 and Atari

In these days of computer-to-plate
publishing, using desktop layout programs, it’s hard to
imagine how primitive our operation was. I say “our”
operation because I was privileged to be a part of Computer Gaming
World for so long that I took a proprietary attitude toward the
magazine. Even before I became an official part of Russell Sipe’s
staff in 1986, I had written for the magazine, sorted mail, handled
UPS shipping to the retailers (in those days, mostly “Mom
and Pop” computer shops that handled computer games in zip-locked
bags hung on wire racks), and helped Russell with the booth at
local and national game conventions. In fact, I remember meeting
the folks from Australia’s Strategic Studies Group and the
U.S.’s Strategic Simulations, Inc. at the 1985 Origins game
convention in Los Angeles. But, the fact is that even
though everyone thinks I was there from the beginning, Computer
Gaming World was established by Russell Sipe. He worked a miracle
by getting the magazine out the door and surviving until the cash
flow caught up with the initial investment. He’s the one
who started on the proverbial kitchen table, moved the operation
to the spare bedroom, renovated the garage into a real office,
and expanded the operation from one office to two offices to new
offices during the time we worked together. I watched Russell
move the circulation needle from a few thousand to 20,000 and
up to over 100,000 while I worked with him. So, even though I’m
telling the story my way, I don’t want anyone to forget
him. He da’ man!

When I did come on
board in 1986, everything was already in place for success. I
must have believed that. I took the job at half-time pay and supplemented
my salary with writing (not just for CGW) and teaching business
college at night. Russell generously foreshadowed the dot.com
era by giving me stock for every quarter I worked at the company,
but my stock actually proved to be worth something when Ziff-Davis
purchased the magazine in late 1993.

As I said, everything
was in place for success. Russell had already recruited Scorpia,
M. Evan Brooks and Charles Ardai as regular contributors and had
an entire network of strategy gamers from the local game clubs
to draw from as part of the contributor pool. All I had to do
was work with them in such a way that I didn’t make them
mad. Of course, my goal was to cram as much gaming goodness as
I could possibly stuff into the pages of the magazine and that
meant that it was only a few issues before I ticked off some of
our regulars. I didn’t tick off Scorpia (for a while, at
least) because I thought her columns were absolutely unique (more
on those, later), but I had the most boring review of a sports
game I had ever read. It was a game that was advertised in our
magazine, so I believed it needed to be covered, but the article
was so poorly written that I trimmed it down to a one-page article
from the 2-3 pager we were expecting to print.

click to enlarge
Visiting with Richard Garriott (aka Lord British) at an early
CES. This picture was taken sometime before Johnny was promoted
to pundit and gadfly. Hmmm. I wonder what I was saying to Richard?
“No, Richard, we cannot change the name of the magazine
to Ultima Gaming World.”

The authors of the
review had the most amazing temper tantrum. They screamed that
they were regular contributors to an AWARD-WINNING magazine (at
that time, Computer Gaming World hadn’t yet won the Charles
Roberts Award for Best Professional Adventure Game Magazine nor
had I won the SPA award for Best Software Reviewer), not some
rag like ours. Their award-winning magazine had exactly one-fourth
the circulation that we had at the time and it was to get progressively
smaller in circulation as our publication became progressively
larger. What had I chopped out to infuriate these “award-winning”
authors? I had removed the description of the package and the
details of the documentation, as well as some of the box scores
from the games they had played using the strategy game.

By the way, a lot of
people may get the wrong impression when I say that a game was
advertised and needed to be covered. This is not and
never was the case in my days at CGW that an advertised
game got a good review because it was advertised, but
we felt that if a game had flaws and was advertised, the readers
deserved to hear about a flawed advertised game before they heard
about an okay non-advertised game. The irony of my entire tenure
at CGW was that we were constantly accused of being “in
bed” with advertisers at the same time that people in certain
major companies (Origin, MicroProse, Sierra and Activision) wouldn’t
speak to us because they thought they had been singled out for
editorial abuse. The truth is that Russell and I both believed
that we needed to be shot at by both sides in order to know that
we were being objective enough. Looking back, we must have been
plenty objective.

Computer
Gaming World had an editorial philosophy that isn’t practical
in the current publishing environment. We expected the reviewers
to play all the way through an adventure or role-playing game
and we expected the reviewers to win a strategy game. We also
expected our reviewers to play the actual commercial version of
the game that was sold in stores. We didn’t review patches.
We reviewed what the gamer was buying. The few times we reviewed
early versions to try to hit deadline, we were burned (including
the time I reviewed a game with online functionality based on
the gold version and discovered after we went to press that the
company had stripped out the online functionality just before
duplication). This expectation of playing all the way through
the game and reviewing from commercial copies has largely gone
away since the era “shrink wrap reviews” on the web
took hold. (In order to post reviews as fast as possible, many
web reviews are based on popping the shrink wrap, installing the
game, fiddling around for a couple of hours and writing the review.
We called these “shrink wrap reviews.” They could
almost be written from the blurbs on the back of the box.)
click to enlarge
A group shot of some CGW staffers and various computer game
design notables. I’m (R) rusty on a few of the names here. Johnny
(L) can tick them off for you. Uh, I mean, Johnny can list their
names. Of course, he ticked some of them off too.

By the way,
notice that everyone is having a good time except Johnny.
What’s going on there, Johnny?

click to enlarge
Here Johnny (R)
and I  (L) pose with “Wild Bill” Stealey in front
of his T-28 “Miss Microprose”. If I seem a bit stressed
its because just minutes before Bill and I had landed after
a near belly flop. Bill was showing off for an A-10 squadron
lined up in preparation for take-off after our landing. Bill
hot-dogged a power dive landing but forgot to lower the landing
gear. As we pulled out of the 3-g dive and leveled off I noticed
that the landing gear dial indicated we were wheels up. We were
less than 10 feet above the deck. I hit my intercom button but
at the same moment the tower radio blared out “WHEELS UP!”.
Bill firewalled the engine which roared and slowly pulled us
up from the edge of disaster. Watching from the tarmac Johnny
thought we were just goofing off. During the much more conservative
reapproach to the field Bill swore me to secrecy. But he began
to tell the story himself in bars at CES in the following years.
These
rules weren’t a problem when we were the source,
but once we had competition in print and online, we kept redrawing
the lines we wouldn’t cross. I’m still proud of CGW’s
staff. I think they still do the most thorough job of covering
the actual games for the readers—even in this era of “shrink
wrap reviews.” The rules also paid unexpected dividends.
Since we only paid a few cents per word at that time and the old
games often took 40+ hours to play, this meant that our fees weren’t
high enough to attract the big name computer journalists of the
period. These guys were used to playing the game for a night and
writing a couple hundred words for $.50 to $1.00 per word. We
had read those mini-reviews in the “real” computer
publications and we weren’t impressed. As a result, we ended
up assembling the strangest cast of characters to ever populate
a freelance stable. We had wargame reviews written by veteran
pilots, active naval officers and graduates of military command
schools. We had a driving game reviewed by a professional sports
car driver. We had science-fiction games reviewed by published
science-fiction writers (there were three of these across the
years and all were published under pseudonyms). We had role-playing
reviews by one of the co-creators of Dungeons & Dragons. We
had an Ivy League professor analyze the mathematical model underlying
an armored combat simulation and we had a professional investor
analyze a business strategy game. At one point, I was even recruited
by the National Space Society to review serious astronomical software
and space simulations for their magazines (Space World and Ad
Astra). Why? They asked because it was clear that I had learned
a lot from the simulations available in those days and they wanted
to pass along the good news.

So, where does the
mystery lady of computer gaming fit in? Scorpia was already on
board when I joined the CGW staff. Although Russell had her “real
name” on a Rolodex card in his office, we made out her checks
to “Scorpia” and sent all mail to her as “Scorpia.”
Scorpia is one of the most refreshing people you could ever meet.
Ask her to review a crappy game and she would respond, “I
guess so. I hate to finish it, but it’s so bad my readers
have to know.” Ask her if she thought some niggling point
in a review was necessary and she’d defend it to the utmost.
“My readers care about that kind of thing and it would be
dishonest for me not to tell them. I owe them, Johnny.”
Ouch! Those are the kinds of statements that editors
are supposed to make to publishers. Yet, that’s
the way Scorpia was.

Scorpia not only kept
disk-based copies of all her characters and game saves, she kept
detailed files with hand-drawn maps and notes. I really enjoyed
having access to this human database of information. If I needed
help with a puzzle in an adventure or role-playing game, I could
call her up and tell her where I was. Instead of telling me the
answer outright, she would give me a hint—just like she
used to give in Scorpion’s Mail. Instead of saying, place
the cards in the following order, she would challenge you to remember
the mnemonic for the color spectrum that you learned in junior
high school (ROYGBIV) and you’d know to insert the cards
from red to violet in a set order (or, as in The Neverhood,
to press buttons in that order). No one, but no one could ever
match her walk-throughs or hints.

Of course, editors
and reviewers don’t always see eye-to-eye. Because of our
insistence that the games be played all the way through, Scorpia
often felt an urgency to get to the end. As a result, there were
certain more open-ended games that we didn’t assign her
because she hated “red herrings” that led nowhere
and kept her from getting to the end of the story. The good news
was that she often found bugs in the end games of adventures and
RPGs that the playtesters had missed. Some companies truly didn’t
believe that any players would ever get there or felt that they
would have the game patched by the time the players got there.
The bad news was that she occasionally skewered a game for doing
what I thought a game should—offering multiple possibilities.

This brings me to the
biggest disagreement that Scorpia and I ever had. It was over
the MicroProse game, Darklands. Darklands was
a thorough and marvelous game of role-playing in medieval Germany.
Scorpia, like most players, hated the game because it crashed
too often. I was playing an unpatched version and had 60+ hours
with only two crashes. The guys at the office kidded me about
having the Immaculate Contraption because I was able to play many
games without experiencing the crash problems that others were
experiencing (I later found out the reason). She also didn’t
like the conclusion of the game, sacrificing one of the player
characters in order to win. I thought the idea of self-sacrifice
was a unique factor in computer games and Scorpia felt it mocked
the heroic efforts of her party members. I thought she was treating
her characters too much like her children, the digital equivalent
of those who pamper their pets. She thought I was lying about
the program not crashing on me.

So, I ran Scorpia’s
review without slicing off her criticism of the product, but
I ran a sidebar that said that I thought the idea of sacrifice
was a marvelous corrective to the typical heroic ending of most
computer role-playing games. The readers castigated me. They felt
like I had invalidated Scorpia’s criticism by putting in
an alternate opinion. You would have thought I had thrown a flask
of urine at the pope from the reaction! Later, after 72 hours
of playing around with minor quests and avoiding the main plot
line of Darklands, I decided it was time to finish
the game. I had seven complete system crashes in less than an
hour-and-a-half once I decided to jump in and finish the game.
I didn’t really have an immaculate contraption, I just hadn’t
encountered the worst crashes because I hadn’t filled my
upper memory with the system critical details of the end game.
Scorpia hadn’t overreacted to the crashes because she was
mad about the ending. I just hadn’t seen how bad it was
because I was fooling around with the game instead of trying to
win. Since most players would be trying to win, Scorpia’s
review was more valid than my sidebar. Ah, well, that probably
isn’t the worst thing I’ve ever done when I thought
I was being fair.

End of part 1.

Please join us next
week as we conclude Johnny Wilson’s walk down memory lane as
he continues his reminisces about his years at Computer Gaming World.

 

You
may have noticed the flashing icon on our front page of Johnny Wilson
with and without beard. Our question to you is – which Johnny Wilson
do you like better. Bearded Johnny or Beardless Johnny? Your vote
is important!

Johnny’s Beard
Which Johnny Wilson do you like better?

Bearded Johnny!
Beardless Johnny!


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Randy Sluganski

Randy Sluganski

Randy Sluganski was a true adventure gamer and his passion for these games made him just as important as the developers and publishers of these games. Randy passed away after battling lung cancer for over 10 years. Randy can never be replaced but we would like to light a torch in his memory for what he did for us with his love of adventure gaming. We dedicate this site to the Memory of Randy Sluganski and his love for adventure games.