Opening the Gold Box, Part 3: From Tabletop to Desktop

The Digital Antiquarian has turned their earlier articles on “Joel Bilings and SSI” and “Ten Odd Years at TSR” into a series called “Opening the Gold Box”, after which they’ve wrangled up a third installment entitled “From Tabletop to Desktop” this weekend. This particular entry returns to Joel and the early days of SSI, and gives us some surprising clarity about how the studio wound up releasing so many memorable CRPGs:

So, if a veteran wargamer like Joel Billings needed further reason to dislike all this Dungeons & Dragons silliness, there he had it. Trip Hawkins, a member of SSI’s board from the company’s inception, claims that he started telling Joel that he should branch out into CRPGs almost immediately after SSI was founded. But, although SSI quickly began to supplement their wargames with sports titles and other sorts of strategy games, Joel resisted CRPGs, saying that he preferred to publish (the games that he enjoyed personally.) RPGs, whether played on the tabletop or the desktop, clearly weren’t in that category.

Although Joel did nothing to encourage CRPG submissions, in late 1983 a fairly decent one arrived of its own accord. Written by two teenage brothers, Charles and John Dougherty, Questron had already ping-ponged around the industry a bit before it reached SSI. When the Dougherty brothers had sent it to Origin Systems, Richard Garriott had not only rejected it but told them in no uncertain terms to expect legal trouble if they dared to release something he considered to be so obviously derivative of his own Ultima games. Word of Garriott’s displeasure may very well have made the other major publishers shy away, until it ended up with the Doughertys’ long shot, nichey little SSI. Joel decided that, with a first entry in the genre all but gift-wrapped on his desk, he might as well dip a toe into these new waters and see how it went. SSI published Questron in February of 1984, albeit only after finding a way to placate an angry Garriott, who learned of their plans to do so at the January 1984 Winter Consumer Electronics Show and pitched a royal fit. Joel gave him a small stake in Questron’˜s action and a small note on its box: (Game structure and style used under license of Richard Garriott.)

Questron proved a modest start to something very significant. The game, benefiting from the lack of new Ultima or Wizardry titles during 1984, did unexpectedly well. In fact, when the Commodore 64 port of the Apple II original shipped in August, it became the fastest-selling new release SSI had ever enjoyed. The final total would hit almost 35,000 copies, pretty good numbers for a company whose average game still failed to break 10,000 copies. Some meeting notes dated December 2, 1984, make the new thinking that resulted clear: (Going into fantasy games now, could really affect sales favorably.) A little over a month later, SSI was already going through something of an identity crisis: are we a (wargame company) or a more generalized (computer-game company,) more meeting notes plaintively ask.

But SSI would have a hard time building on the momentum of Questron in the time-honored game-industry way of turning it into a franchise. In the contract the Dougherty brothers had signed with SSI, the latter was granted a right of first refusal of a potential sequel. This put the Doughertys in essentially the same situation as a restricted free agent in sports: they were free to shop a potential Questron II to other publishers if they wished, but they had to allow SSI the chance to match any publisher’s offer before signing a final contract. Not understanding or choosing to ignore this stipulation, the Doughertys allowed themselves to be poached by none other than Trip Hawkins’s Electronic Arts, who, with The Bard’s Tale series still in the offing, were eager to hedge their bets with another potential new CRPG franchise. SSI knew nothing about what was going on until the Doughertys announced that they had gone over to the slicker, better-distributed Electronic Arts farewell and thank you very much for everything. Feeling compelled to defend his own company’s interests, Joel sued Electronic Arts and the Doughertys. A potential Questron series remained in limbo, its momentum dissipating, while the lawsuit dragged on. The situation doubtless made for some strained times back at SSI’s offices, where board-member Trip Hawkins was still coming every month for the directors meeting.

The suit wasn’t settled until April of 1987, ostensibly at least largely in SSI’s favor. The Doughertys’ long-delayed sequel was published shortly thereafter by Electronic Arts, but under the new title of Legacy of the Ancients. Meanwhile the Doughertys were obliged to design, but not to program, a Questron II for SSI; the programming of the sequel could either be done in-house by SSI or outsourced elsewhere at their discretion. It ended up going to Westwood Associates, a frequent SSI contractor on ports and other unglamorous technical tasks who would soon be making a bigger name for themselves as a developer of original games. Released at last in February of 1988, Questron II felt rather uninspired, as one might expect given the forced circumstances of its creation. It did surprisingly well, though, outselling the first Questron by some 16,000 copies. Rather than its own merits, its success was likely down to increasing enthusiasm for CRPGs in general among gamers, and to other things going on that year that were suddenly making little SSI among the biggest names in the genre.

In the immediate wake of Questron I’˜s release and success, however, those events were still well in the future. Neither Joel Billings’s troubles with his two teenage problem children nor his personal ambivalence toward CRPGs deterred him from recognizing the potential that game had highlighted. Never a publisher to shy away from releasing lots of games, SSI added CRPGs to their ongoing firehose of new wargames. To Joel Billings the businessman’s pleasure if perhaps to Joel Billings the wargamer’s chagrin, the average SSI CRPG continued to do far, far better than the average wargame. Indeed, their very next CRPG(ish) game after Questron, an unusual action hybrid called Gemstone Warrior released in December of 1984, became their first game of any type to top 50,000 copies sold. The more traditional Phantasie names weren’t really SSI’s strong suit in March of 1985 also topped the magic 50,000 mark. Soon the CRPGs were coming almost as quickly as the wargames: Rings of Zilfin (January 1986, 17,479 sold); Phantasie II (February 1986, 30,100 sold); Wizard’s Crown (February 1986, 47,676 sold); Shard of Spring (July 1986, 11,942 sold); Roadwar 2000 (August 1986, 44,044 sold); Gemstone Healer (September 1986, 6030 sold); Realms of Darkness (February 1987, 9022 sold); Phantasie III (March 1987, 46,113 sold); The Eternal Dagger (June 1987, 18,471 sold); Roadwar Europa (July 1987, 18,765 sold).

Share this article:

Leave a Reply

Your email address will not be published. Required fields are marked *