This week’s Eight Eighties Questions are being answered by the
legendary video game designer David Crane, who helped to shape the childhood of
1980s kids with his contributions to the video game industry. He began his programming career at Atari by
creating video games for the Atari 2600, and he helped to design the operating
system for the Atari 800 Home Computer System.
He was a co-founder of Activision and created Pitfall! – one of the greatest titles
from the golden era of gaming. Pitfall! was named Game of the Year in
1982 and is the #2 bestselling game of all-time for the Atari 2600, second only
to Pac-Man. David is still a programmer, and was kind
enough to make time in his schedule to answer Eight Eighties Questions.
1. When you were growing up, video games and personal computers
didn’t exist. How did you become
interested in computer science?
Growing up my older brother had an
interest in the sciences, making rocket fuel with his chemistry set to stuff
into cardboard tube rockets, etc. (He
went on to become a systems analyst for IBM.)
But he was much older and after he went off to college I got heavily
into electronics. I subscribed to a “kit
of the month” club containing science experiments and rudimentary electronic
projects. My parents quickly learned
that as each kit arrived they could get me to do anything - up to and including
cleaning my room - before I was allowed to open the box. One such kit was the “Digital LogicMicrolab” that was first an assembly project, and then a platform for wiring up digital
logic gates to learn logic. I was
hooked.
Before I was out of high school I
had taken apart and reassembled a TV set, built a 7-segment digit display, and
created a tic-tac-toe machine out of rotary switches.
David Crane in 1979 |
2. You had a hand in developing the Atari 800 Home Computer,
which was more powerful and had more sophisticated graphics and sound
capabilities than the Apple II. It was
revolutionary for its time because it was a fully functioning computer and a
video game console in one. What can you tell us about your role in developing
it?
Ironically, Atari created the
400/800 computer to compete with Apple, but the engineering department used the
budget instead to create a better video game system. In truth, there was very little market for a
personal computer at the time for any of the classic reasons. When the storage device was a cassette tape
and the output device was a 40 character printer that used adding-machine
paper, it was a tough sell. Sure, you
could balance your checkbook with it, but no better than with a
calculator. Word processing made no
sense without the ability to print a page at least as attractive as what a
typewriter could do. But we in
engineering knew that a better, higher-resolution video game was needed to
replace the aging Atari VCS.
This split came from the highest
levels. The senior VP of engineering
told management what they wanted to hear: “Of course we are making you a
personal computer at least as good as the Apple II.” At the same time he told
us to make the best video game hardware and software we could. Obviously, with management and marketing
trying to sell a different product than what engineering was developing, the
400/800 never got marketed correctly or sold very well.
We did end up with a nice new
generation video game console, but saddled with personal computer elements like
a full keyboard made it too expensive.
3. Like all 1980s kids I loved Pitfall! and still play it on my 2600 – my favorite obstacle
continues to be the pond that would disappear and reappear. What inspired you to create Pitfall!?
I was driven to make a game with a
realistic human character, before the game console hardware really had the
capability of rendering a recognizable human figure. The hardest part of making Pitfall! was
Pitfall Harry himself. Once I had him
looking good by carefully selecting every pixel, his side-view perspective lent
itself to transitioning from screen to screen in a larger world. That made Pitfall! so much more expansive than
the typical single screen Atari 2600 game.
I tried to find a good game concept
into which I could insert the running man, but I failed several times. After each failure I went off and made
another game, vowing to come back to the running man again. When I finally settled on a side-view
adventure format, there were a couple of inspirations from other media. Raiders of the Lost Ark was in theaters, and
that likely gave me the idea to place the adventure in a jungle. The alligators came from a cartoon from my
childhood: Heckle and Jeckle. These were
two “talking magpies” (don’t ask me why) who always got into trouble and barely
escaped. A sequence in the opening
credits showed the characters running through the open mouths of alligators,
each of which snapped closed an instant too late to munch the magpie. As I was adding the water hazards to Pitfall! I added the alligators as an homage to Heckle and Jeckle.
David Crane in 1985 |
4. You created many early games besides Pitfall!, including Grand
Prix, Dragster, and Fishing Derby. In those days, one person would design an
entire game by themselves. How long did
it take to design, create, and program a game in the early days of video
gaming?
In that era we coined the job
description “Game Designer” to call attention to the fact that we were a lot
more than programmers. We each came up
with an original game concept, drew every pixel of art, developed every sound
effect, programmed every line of code, and then did all of the play
testing. A typical project would take
approximately 1000 hours of work over 6-9 months.
Some of my game concepts came from
real life. (I still remember riding in a
bus to CES in Chicago and watching a man try to cross 10 lanes of rush-hour
traffic on Lake Shore Drive to avoid a $10 parking fee. I remarked to my seat companion “There’s an
idea for a video game.” Freeway was
born.) But more often I would experiment
for several weeks trying to make the Atari 2600 hardware do something not
intended by its designers. I achieved
that many times, making games like Dragster and Grand Prix possible. That added to my development workload, but I
was among the fastest coders of the time and still managed to turn out about
1.5 games per year.
5. You are a co-founder of Activision (which produced some of
the most memorable games of the 1980s, including River Raid), which was the first company to make games
independently for other platforms. What
can you tell us about founding Activision, and the unique culture that centered
around game designers?
Activision was founded by 4 game
designers from Atari and one executive from the record business. One of the founding principals was that a
video game is the work of an author, and that the author should be given credit
for his work. So each of our games
featured the designer’s name and a designer’s tip that we would create. Once the game player could know who made a
game, they might decide to add a game to their collection based as much on the
game as the author. We all tended to
have our own style.
Because of his background, our CEO
Jim Levy embraced the concept and included it into the company’s
marketing. That resulted in a little bit
of fame which was nice. That said, I am
always quick to point out that my typical groupie was a 12-year-old boy… It
wasn’t quite rock star status.
We also designed the games in an open
cubicle farm. Everybody’s TVs faced the
open center, so anyone in the room could kibbutz on the games. That made every game a little better since it
first had to pass the approval of the top collection of game designers in the
industry. In that same way we could
bring the new game designers along and help them out. I remember one day in the lab when Carol Shaw
was working on River Raid. She wanted to
play a warning siren sound effect for low fuel.
All sound effects on the Atari 2600 were actually programmed
algorithms. I called across the room and
gave her a dozen program instructions to type in. She did so and it created the siren effect
that is in the game to this day.
6. You are still a game designer, and programming has come a
long way since the late 1970s and early 1980s.
Video games are lot more sophisticated in every way than their early
predecessors. What is it like creating a
video game today as opposed to the early years?
Video game design has gone from one
man projects completed in less than a year to 100+ person projects taking
several years and tens of millions of dollars.
This did not occur as a revolution, but rather as an evolution, and I
was able to evolve with it. Having
produced games through the entire period I am familiar with how to make a
successful game regardless of the size of the project. After all, the goal is still to provide a fun
and entertaining diversion that a player can enjoy for a few hours.
As it happens, having the ability to
wear any hat on a given project helped me a great deal. Look at any successful movie maker. You can bet he or she knows a lot about every
discipline required. To frame a particularly
difficult scene, Steven Spielberg still climbs the camera boom and sits behind
the viewfinder to tweak the scene. Any
successful game has to have that someone who can make the tough decisions so
that the end product lives up to its potential.
7. Today you are an independent game programmer and have a
phenomenal career, having created over one-hundred video games. What can you tell us about your current
projects?
David Crane today |
I am currently an independent game
designer simply because there is a bias in the industry against anyone over
30. People who don’t understand the
creative process think it makes sense that you have to be a part of the target
market in order to relate to a target market.
I prefer working with others like myself who have a proven track record
of being able to produce a game on time and on budget that is still fun to play. But we are all expensive and it is hard to
raise the budget needed to staff a project with all seasoned professionals.
As a result I have several projects
in the very early stages that I am thinking about developing more fully. I will likely choose one of those to take
into the cutthroat world of project funding before I have anything I can talk
about.
8. What is one piece of life advice that you would like to
share?
I often have people ask me how to
get into game development. My first
answer is “Why? Do you really like
working all-nighters and never seeing your family?” But for those so inclined I suggest that they
get involved in a game development project at whatever level they can get into
- even as an unpaid intern. Or if you
know how to program, make a game on the iPhone.
You may not sell any more copies than you have friends, but you can go
into the next project as a “published game developer.” Bigger developers will take you more
seriously at that point.
To turn this into “life advice,” at
the end of the project honestly ask yourself if that was the most fun thing you
have ever done. And only if the answer
is yes pursue it further. Only a
fraction of a percent of people become successful in game development. If you are having the time of your life, you
can fail and still feel like a success.
Wow such a cool interview!
ReplyDeleteI'm glad you enjoyed it, Matthew!
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