Game Machines
Ken
Williams was one of the early buyers of a personal
computer, an Apple computer. For a man who was used to dealing with mainframes
that handled requests from multiple terminals, the “idea of this sleek, beige
machine being a computer seemed in one sense ludicrous”, writes Stephen Levy in
Hackers. So why did he buy one anyway?
It was interactive, it ran pretty fast (the mainframe’s far superior speed was
shared among multiple users, so on a per user metric, the Apple wasn’t bad),
and it could be used “in the middle of the night”.
At this
early stage, “hardly anyone had done anything
on the Apple”. So Ken decided to implement the FORTRAN language on Apple. He
had what is called the tools-to-make-tools syndrome.
And yet
the “more significant revolution in computing was happening right there in his
house”. Huh? It started when Ken coaxed his wife Roberta to try out a “really
fun game” on the Apple. Back then, graphics were non-existent and the game was
entirely textual! The game described a scenario (in text) and you picked an
option (again presented in text). She was fascinated even by such a primitive
game. Soon she was searching for games to buy, but found them uninteresting. So
she conceived her own game with “puzzle, character traits, events and
landmarks” on a stack of papers.
“Look what I did!”, she told Ken.
Ken was
dismissive. After all:
“No one really
wanted to use a personal computer as a game machine – they were for engineers
who wanted to figure out how to design circuits or solve triple-x exponential
equations.”
But
later, he warmed up. Who knew, he thought, the game might even make some money,
fund a vacation even. He went and bought a device called VersaWriter, a tablet
kind of gadget on which you drew (stick figures) which would then get
translated into an Apple format. Ken then coded Roberta’s idea into a game
called the Mystery House, figuring
out how to pack the program (and seventy pictures) into a floppy disk! And thus
began the first computer game company in history.
Fast
forward to present day. Programming languages meant for kids are designed to
write games, as I find with Scratch. I guess some things never change. Another
thing I find that hasn’t changed is that most of the sample games you find for
Scratch on the Net are obviously written by guys/boys: they’re all shoot-‘em-up
or racing games. In those games, even the girly characters supported by the
language, like butterflies, become (what else?) killer butterflies…
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