excerpt from DRAGON Magazine #127
November 1987
The Role of Computers
(C) 1987 by Hartley and Patricia Lesser
A stunning series of software entertain-
ments is on its way to your computer --
centered on the ADVANCED DUNGEONS
& DRAGONS(R) game. Based on a licensing
agreement between TSR, Inc. and Strate-
gic Simulations, Inc., signed in May of this
year, AD&D(R) games will grace the Com-
modore 64/128 machines, IBM PCs and
compatibles, and members of the Apple II
computer family sometime during the
spring of 1988. Releases for the Atari ST
and Commodore Amiga will follow.
This is an exciting event -- one that
many other computer software developers
would have dearly loved to have obtained.
To be the only company to actually offer
TSR's AD&D game in computer form is
quite a coup for SSI. We intend to keep
you fully informed of progress on the
initial series of games, as well as offering
"sneak peeks" at the games in development
when we can. After meeting with Joel
Billings (president of SSI), Chuck Kroegel
(vice president of Research and Develop-
ment), Keith Brors (programming project
leader), and Victor Penman (game devel-
oper), we think the AD&D game offerings
could be the reason many gamers pur-
chase their first computers next year.
There was fierce competition for the
AD&D game license rights between 10
companies. Joel Billings indicated that SSI
first contacted TSR over a year ago to see
if it was interested in selling the licensing
rights to the AD&D game. "At that time,
they weren't," Billings said. "They kept us
in mind, so when they -- almost overnight
-- decided to sell the license, we went and
saw them. This was around April of this
year. We received the license, I believe,
because of our R&D capability. That was
really the bottom line -- an R&D staff that
knows AD&D games, plays AD&D games,
and enjoys AD&D games. A lot of the
other companies didn't have the capabili-
ties in-house for this kind of project. We
were able to show them that we at SSI
would really champion the product. The
people here really feel honored to be
doing computer AD&D games. If you're
doing fantasy games, the AD&D game is
the one to do.
"We took six computers to TSR and
showed them everything we've done on
every computer, and we basically showed
them six or eight fantasy games that we've
worked on. We showed them all different
kinds of games. We tried to say: 'Look,
we've done more different kinds of fanta'
sy games than anybody else. Other com-
panies may be stereotyped into a
particular style of game. We aren't.'
only thing we had to sell them on was the
fact we would add that extra polish --
graphics -- to this game, which our pre-
vious games haven't had. We also devel-
oped some routines just for this project, so
when we went to TSR, we showed them
what we had done in the last month. We
didn't even have the contract when we did
this. This will be the number-one fantasy
product in the marketplace.
According to vice president Kroegel: "I
believe TSR chose SSI because we showed
that we would have more focus on their
product, that we wanted this project more
than the other companies, and that their
project wouldn't be lost in another firm's
huge product line. We showed TSR how
well they could work with our own R&D
department. We have the resources and
graphics capability and game development
to complete this project well. I think TSR
was afraid that someone would only com-
plete this project halfway and not do the
project justice."
Exactly what area of the AD&D game
environment will SSI's products encom-
pass? "At this point, we're working on one
part at a time," said Keith Brors. "This is an
enormous project, especially when you
consider the other adventure games on
the market today. Their scale is quite
large. We want to put the feel of [the
AD&D game system] in the game, and to
have it large enough for people to adven-
ture in, so that it will be something differ-
ent than what has been played or was on
the market before."
"The computer game that Keith is work-
ing on will take place in the Forgotten
Realms," added Chuck. "This is the new
world that TSR has produced. In fact, TSR
has even carved out a space where our
games will take place on the [FORGOTTEN
REALMS(TM) setting] map [for the] first
adventure. . . . The TSR staff is actually
designing the first scenario for us. They
going to be making paper modules of that
same adventure as well. There might even
be a novel -- a true multimedia approach."
The SSI involvement goes far beyond
just a single game, however. According to
Victor Penman: "We are actually doing
three major project groups under this
license. One is an arcade-style game that is
being done under contract by another
company. The second is a computer-
assisted AD&D game (CAADD), and that is
one that will be primarily done by outside
programmers and artists. The intention of
this offering is to provide Dungeon Mas-
ters with computer assists to take care of
the bookkeeping that is attendant to play-
ing AD&D games. Encounter generation
and map functions will be handled by the
computer, allowing the DM more time for
creativity. The third project is the one that
Keith is doing the programming on, where
the computer will, in fact, act as the DM.
Players will have the option of purchasing
modules from SSI to run with Keith's
program, and I think the plans also
include programs that people can use at
home to make their own AD&D game
modules."
The flagship of the TSR licensing
arrangement will revolve around the
stand-alone, computerized fantasy role-
playing game. This is the first program
that will be released.
"What Keith is doing is equivalent to
producing the Players Handbook, the
Dungeon Masters Guide, and the Monster
Manual in one program, and also allowing
users to create their own modules. The
core set of rules and adventuring proce-
dures that allow it all to happen are in this
first program," added Victor.
Keith indicated the programming is
being done in assembly language, which
makes the program run very quickly as
this is the native "tongue" of any computer
system. Two other programmers work
with Keith on the computerized AD&D
game project. The initial releases will be
for the Commodore 64/128 computer
system and IBM micros and compatibles.
These will be followed by the Apple II
version. Of interest is the fact that SSI uses
the Apple II computer as the development
machine for their Commodore 64/128
product lines. The IBM version will also
offer an Enhanced Graphics Adapter (EGA)
option of play for those systems possessing
EGA boards and Enhanced Displays. Pric-
ing has not yet been set, although Chuck
indicated the program pricing would be
competitive with current market offerings.
SSI has already received all of the basic
information on the FORGOTTEN REALMS
setting, and TSR is well into the creation
of the first scenario, with the Creative
Services team headed by Jim Ward. Chuck
expects delivery of the first scenario by
January 1988.
We asked Keith exactly how he was
going to incorporate the Dungeon Masters
Guide, Players Handbook, and a scenario
all in one package for the Commodore
machine without slow operation and mul-
tiple disk-loads because of memory con-
straints.
"Most of the core system will be loaded
immediately into the computer's memory.
There will be a lot of core routines, like
the magic items and the characters, loaded
into the machine. Every so often, a new
block of data will be loaded in as you
move overland -- a small section of map at
a time, a 16-by-16 area. When you move
off that area, another 16-by-16 area is
accessed via disk-load. It's such a small
amount of data, it only takes a second to
do it, so there will be no delay in the
game."
As the IBM micro has more memory, we
asked if the IBM version would have
improved performance over other versions.
"You might well see such improvement,"
said Keith. "The drives are much faster,
and there's more memory. And with the
ST and Amiga versions, the graphics will
be improved as well, as you have so much
more memory to work with."
According to Victor, the first SSI package
will include the core program and a mod-
ule you can play with it. "Periodically, we'll
be releasing more modules to be played
with that first core package," Victor said.
"It'll be a lot like buying your AD&D game
books and the modules that go with them.
The core package is the Handler program,
and the modules are then played with it.
We anticipate a variety of locations for
these adventures at different levels of
difficulty, [and] the modules can go in a
number of different directions. I expect
we are going to work on whatever the
public wants. TSR, beyond working on
this first scenario, may also work on sev-
eral other modules as well."
According to the group, one of the inter-
esting aspects to the Handler program is
that a lot of the second-edition AD&D
game rules are incorporated into the offer-
ing. These will be the same rules that are
going to be published by TSR in paper
form. . . . Chuck also believes additional
modules could become available every
four to six months from SSI, after the
Handler and first module releases.
The SSI release will look far better than
games currently on the market -- at least,
that's what these three SSI experts indi-
cated in our conversation. Some of the
ideas and distinctive elements will be
based on another of SSI's current fantasy
adventure games, The Wizard's Crown
(reviewed in DRAGON* issue #114). But
the big difference is the new emphasis SSI
is putting into the game's graphics.
"In the past, when SSI was primarily a
wargames company, graphics were not as
important as game play," said Victor. "Now
the graphics will be better, making this
product more of an improvement than any
other. We're committed to carrying out
state-of-the-art graphics all the way down
the line, so we're dedicated to game
sophistication and a new level of graphics
more so than anything we've done
date."
"We currently have a new 3-D system
that is better than anything else out there
right now," said Chuck. "It's better than
The Bard's Tale II by a considerable
degree."
"That includes a lot of new ideas," Keith
added, "such as an overhead projection so
you can self-map. You can keep your own
maps if you get lost or something. Also,
you'll be able to see the objects and mon-
sters that you are about to confront, even
when they're not in the same square as
you. I don't know why no one eles has
done this yet."
"The 3-D system is one of the things that
impressed TSR," indicated Victor. "We gave
them a demonstration of it, with the types
of developments we are coming through
with now, and demonstrated the graphics
capability we're going to be showing in the
game. That's why it's difficult to compare
our system with what's on the market
today. Much of the stuff we're using for
the AD&D game hasn't been released yet."
The graphics system won't see release as
a stand-alone, commercial product by SSI,
according to Kroegel. "It's like a good cook.
Other chefs have available to them the
same ingredients as we have; it's just a
matter of how they're put to use. Three-D
perspective is one ingredient a lot of com-
panies use, but we're also adding other
ingredients that will make this game far
superior to anything out there. What we
have is available to anyone else out there
who wants to dig into the technology."
"We're going to add a few new twists
that we haven't seen in the market," con-
tinued Chuck. "It will have state-of-the-art
animation that is used as a reward for
having done something, having achieved
something, in the program. You can basi-
cally eat up all of your memory by having
animation. We wish to use animation
appropriately in our game, in areas where
it will make a real difference. We have put
more of our time, energy, and resources
into this product than any other project in
our history. We've been working on this
project for three months, and we have
three or four programmers at work on the
game full-time."
"And this doesn't take into account the
time that TSR has already put into the
scenario," added Victor.
"That's the other ingredient that other
companies just don't have," continued
Kroegel. "Anybody can say they've got
a fantasy role-playing game, but SSI is
going to be the only company to have the
AD&D game. Anything else is a rip-off. We
have the original! And that is why we
encouraged TSR to at least do the first
module. We felt that these are the people
who keep up with this environment -- the
people who founded it, continued it, and
made it successful. TSR knows something,
and we wanted our first module to have
that something that only TSR can offer."
According to the game's project leader,
the game suits anyone who has played the
D&D? or AD&D games, and the transition
into computerized gaming will be very
smooth. Those who have played other
fantasy games on the market will also find
game participation easy. The novice player,
one who hasn't played AD&D games or
hasn't used a computer, can use this, too,
and enjoy the program immediately. Even
experienced AD&D game players will find
the introductory module a worthwhile
experience. The aim of SSI is to offer
modules that are challenging to a variety
of experiences, with different modules
offering different levels of challenge,
much as an AD&D game paper module
aims at specific-level characters.
"Really," said Chuck," the crux of the
game, in the role-playing of it, is: What are
you trying to accomplish? Do you have the
role-playing elements you're looking for?
Do you have room for character develop-
ment? Does everyone have different abili-
ties, and a chance to use those abilities? I
feel that even the advanced AD&D game
player will enjoy this game. There are a
few options we're considering putting in
the game at some point, to allow you to
input your favorite paper-module charac-
ter. The long-range plan is allow the char-
acters from a continuing AD&D game to
be input into this product."
After the flagship Handler program and
the first module are released, the Assist
program -- the Dungeon Master utility
program -- will debut. "We see the Com-
puter Assist program as addressing the
second part of the market," said Victor
Penman. "The Handler program is a mass
market [program]; anyone can use it. It
game that everyone will enjoy very much.
The CA is aimed at people who are run-
ning AD&D game campaigns, or who want
to run AD&D game campaigns. All of the
work that this entails for the DM, includ-
ing the reading of the rules and implemen-
tation of the rules, will now be managed
by the computer. We're taking [some of]
the work out of being a DM. We're freeing
the DM up to do more creative stuff.
There are screens for the DM, piles of
paper and rules that he or she has to
constantly reference, and we intend to
incorporate these materials in the CA
program. The DM will be able to call up a
character, call up encounters, allow the
computer to generate characters, manage
combat, handle encounters, even create
dungeons on demand anytime.
"We'll also enable the DM, if he or she
wants, to call up an illustration of a mon-
ster on the computer screen to show it to
the adventure party. The computer will
also know if the party has seen this partic-
ular monster before; it will tell the DM
that, and if the party hasn't seen [the
monster], it'll just present the picture on
the screen without identifying it. Well, that
may or may not help the party. The
program will also do a lot of preparatory
work for the DM. It'll also print out lists
and any character information, and tell
you exactly what the stats are.
"Also, it'll be able ot individualize the
encounters. With a lot of other computer
fantasy games, all of the monsters you run
into are the same. With the CA program,
this doesn't have to be. You can have indi-
vidual personalities and individual abilities
for a wider range of monsters. You can
have one wimpy orc and one great orc, for
example, but the party doesn't know
which one is which until they actually
start the combat. So there will be a lot
more detail that would be practical to put
into a game. Typically, I think, there is a
trade-off between detail and playability.
Detail has a tendency, when relying on a
human to find records and do maps, to
slow down games. We're putting the detail
and the maps into the computer; it
dle it, and the detail will be there without
slowing down the game, with the com-
puter handling the boring work."
With the CA program, the DM will set up
basic configurations before running the
game. How does he want experience points
to work? How does he want alignment to
work? These matters will be under the DM
control from the beginning.
Victor added that he wants to hear from
anyone who might have ideas for these
game modules, as well as from readers
who have done programming and might
be able to offer insights into the develop-
ment of this series. Write to: Strategic
Simulations, Inc., 1046 North Rengstorff
Avenue, Mountain View CA 94043-1716.
This is an extremely exciting project,
with the finished product resulting in an
element that the role-playing industry has
needed for some time. Once these games
make their entry into the marketplace,
they will make role-playing games a far
more practical exercise in entertainment.
The computer will manage activities it can
best deal with, while the people manage
what they do best: the creativity aspect of
role-playing games. We'll keep you
appraised of the progress of the project.
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