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Scott Adams Interview from GET LAMP

Scott Adams Interview from GET LAMP

33 segments available

Scott Adams is an Interactive Fiction author who founded Adventure International, this first computer game company ever created. This is from the interview sessions that were used in the making of the excellent Interactive Fiction documentary, GET LAMP. The filmmaker's comments are at the bottom of this description. Please note that I merely performed some light editing work on this video. Its original form can be found at the archive.org link below. I am not the filmmaker or interviewer of this video. GET LAMP is a documentary filmed by Jason Scott. I obtained permission from Jason Scott to edit these interviews and host them on my channel, I hold no claims to the rights of this material, nor am I profiting in any way from this video. For ordering and information: http://www.getlamp.com Original edited interview footage: http://archive.org/details/GETLAMP-ScottAdams Jason Scott's notes: Scott Adams is considered one of the giants of adventure games, especially text-based adventures (The Scott Adams Grand Adventures (SAGA) series is especially cited). He is the founder of Adventure International, which sold software for a variety of platforms, mostly involving entertainment. This company grew wildly through the early 1980s but eventually went bankrupt in the inevitable industry shake-out, but should be considered one of the top "old-school" microcomputer software companies. His adventures were of the two-word parser variety, with sweeping general themes: the pirate adventure, the mystery game, the jungle. From Scott Adams' own website: "Scott was the first person to put an Adventure game (also known as Interactive Fiction) on a personal computer. This was in 1978 and the computer was a 16k Radio Shack TRS-80 model I. Scott went on to write over a dozen different adventure games for the personal computers of the 1980s. He is credited with starting the entire multi billion dollar a year computer game industry. Many people have written Scott and explained how his early games help led them into a career in computers today. Scott is 50 years old now and living in Wisconsin. He is married and has 5 children." Scott divorced Alexis, his wife and co-creator of some of the adventures, a good number of years ago, and has since remarried with a large family. Alexis continued to live in Florida until her passing in April of 2008. This interview was nearly missed because it had been snowing rather fiercely and my rental car slid out of control multiple times getting to the hotel - Scott graciously drove into town where I was and picked me up, taking me out to his farm to conduct the interview. A huge thanks to him for his generosity in sitting for this taping, and contributing so much to the final work. Mr. Adams has said in several contexts that he finds text adventures boring in the modern world, and spends a lot of his "gaming time" online with games like Everquest, Baldur's Gate, and so on.

Segments Timeline

1
0:05 - 1:13
1:08 duration223 words

The Bear Incident

Scott Adams shares a memorable experience from his first adventure game, Adventureland, involving a bear that players could accidentally kill. After receiving feedback from players who were upset about the bear's death, he decided to change the game to create a more comfortable experience for players. This segment highlights the importance of player feedback in game design and the emotional impact of storytelling in interactive fiction.

"one of the things that comes back to me is I remember in my second knowing the first adventure Adventure land there was a bear and I remember in my original version of the game the bear fell off the l..."

2
1:16 - 2:59
1:42 duration316 words

Inclusive Game Design for the Visually Impaired

In this segment, Scott discusses his efforts to make his games accessible to visually impaired players. He describes how he incorporated features that allow screen readers to narrate the game, enabling blind players to enjoy interactive fiction. This reflects his commitment to inclusivity in gaming and the unique opportunities that interactive fiction provides for diverse audiences.

"the bear in Adventureland the way I wrote the first adventure was I would have because of tightness of space I'd have English words that were only using the first three letters so in the interpreter i..."

3
3:01 - 4:22
1:20 duration266 words

Evolving Game Mechanics

Scott Adams reflects on the evolution of his game design philosophy, emphasizing the importance of innovation in each new title. He discusses how his games transitioned from simple treasure hunts to more complex narratives and mechanics, including character switching in his Marvel Comics tie-in. This segment showcases his creative journey and the challenges of pushing boundaries in game development.

"that way so that's that that was a that was kind of a an eye-opener for me to make me think about the necessity of doing that um did you ever actually find yourself playing your old games no not reall..."

4
4:24 - 5:51
1:27 duration260 words

The Marvel Universe Tie-In

Scott shares his experience of collaborating with Marvel Comics to create a series of adventure games. He discusses the creative freedom he had in developing the games and comics, as well as the excitement of being part of the Marvel Universe. This segment highlights the intersection of gaming and comic book storytelling, showcasing how cross-media collaborations can enhance the gaming experience.

"I did was when I was doing tie-in with Marvel Comics and I was doing the Fantastic Four and in that game you actually controlled two separate characters at different times that you could switch back a..."

5
5:53 - 7:02
1:08 duration233 words

Quest Probe: A Unique Adventure

In this segment, Scott discusses his game Quest Probe, which was designed to tie in with Marvel Comics. He explains how he created a narrative that required players to engage with both the game and the comic book to fully understand the story. This innovative approach illustrates the potential for interactive fiction to create immersive, multi-layered storytelling experiences.

"I'd literally get 8090 comics coming in each month and I read them all also this was the first iteration of what was known as the Marvel Universe this was the their series of comics that would tie tog..."

6
7:04 - 8:11
1:06 duration191 words

Return to Pirates Island

Scott talks about his decision to revisit and update his classic game, Return to Pirates Island. He explains how he enhanced the game's interpreter and added new puzzles, reflecting his desire to keep the adventure fresh for players. This segment emphasizes the importance of nostalgia in gaming while also highlighting the need for innovation in game design.

"very very proud of it I came up with the name for the series it was called quest probe and that was just the name that I drew out out of the air and I had a lot of fun with it I have hundreds upon hun..."

7
8:12 - 9:33
1:21 duration231 words

The Evolution of Gaming Technology

Scott Adams shares his thoughts on the rapid advancements in gaming technology and how it has influenced his work. He reflects on the transition from early computer games to modern consoles and the excitement of exploring new technologies. This segment captures the essence of innovation in the gaming industry and Scott's passion for staying at the forefront of game development.

"and I've got the preliminaries done and a the opening set up probably I'd say maybe 10% of the game where it was is where I like it it's called the inheritance but I haven't been working on it that mu..."

8
9:34 - 10:41
1:07 duration196 words

The Balance of Gaming as a Hobby

In this segment, Scott discusses the potential pitfalls of gaming as a hobby, particularly the time commitment involved in MMORPGs like EverQuest. He shares personal anecdotes about helping friends manage their gaming habits, emphasizing the importance of balance in life. This segment serves as a reminder of the need for moderation in gaming and the impact it can have on personal well-being.

"technologies I program in c-sharp I use net I don't like getting myself stuck where it's like oh I've always done it this way and this is the way I'll always do it I like learning new things I like tr..."

9
10:43 - 12:06
1:23 duration217 words

Creating Adventure Themes

Scott Adams explains his creative process for developing adventure game themes and goals. He describes how he constructs the narrative and puzzles, ensuring that each element fits within the overarching story. This segment provides insight into the intricacies of game design and the thought process behind crafting engaging interactive experiences.

"helped folks get out of playing games someone had to cut cold turkey because they're they're spending too much time in it but as a hobby it can be a lot of fun and we also did buckaroo banzai - right ..."

10
12:31 - 13:39
1:07 duration219 words

Crafting Adventure Themes

In this segment, Scott Adams discusses his creative process for developing adventure games. He explains how he would start with a theme, define the adventure's goal, and populate the game world with items and puzzles. This insight into his methodology highlights the intricate planning that goes into crafting engaging interactive fiction.

"my first job after I got past the first one or two games and I realized what I was doing and I started to put it together my first thing was to come up with a theme what is it that the theme of the ad..."

11
13:46 - 14:36
0:50 duration166 words

The Role of Alpha Testing

Scott Adams emphasizes the importance of alpha testing in game development. He describes how observing players interact with his games provided valuable insights and ideas for puzzles and gameplay mechanics. This segment illustrates the iterative nature of game design and the significance of player feedback in shaping the final product.

"the ultimate back story might be in there like quest probe was a good example because I this was a serious adventure that was tying together for an ultimate ending but in general the adventures would ..."

12
14:49 - 15:06
0:17 duration65 words

The Origins of Sierra Online

Adams recounts the beginnings of Sierra Online, highlighting how Doug, one of his original authors, transitioned from Adventure International to start his own company. This narrative sheds light on the interconnectedness of early game developers and the evolution of the adventure game industry.

"we had a interesting tie in with a flaw with Williams he originally worked for us as a one of our salesmen for adventure national he's a freelance salesman on the west coast until his wife Roberta cam..."

13
15:12 - 16:11
0:58 duration167 words

Innovations in Graphics for Adventure Games

Scott Adams discusses his venture into graphic adventures, particularly with the Atari ST. He explains the unique approach taken to compress graphics for Return to Pirate Island, showcasing the technical challenges and creative solutions that defined early adventure games.

"more the toward adventure games we went at one point we went heavy and more into the graphics mode some of our the adventures of a we brought on the Atari 800 not the 800 the ST the Atari ST had some ..."

14
16:14 - 17:28
1:14 duration227 words

The Health System in Return to Pirate Island

In this segment, Adams reveals the sophisticated health system he integrated into Return to Pirate Island. He expresses pride in the game's design, which allows players to receive hints and assistance, demonstrating his commitment to user experience and game accessibility.

"had to come up with a special way to compress the graphics instead of using a compression format what we used was a sort of a bits and pieces type approach where every picture if you look at it very c..."

15
17:31 - 18:05
0:34 duration107 words

Misunderstandings with Fan Mail

Scott Adams shares a humorous anecdote about receiving fan mail intended for another Scott Adams, a different game developer. This light-hearted moment reflects the confusion that can arise in the gaming community and highlights the interconnectedness of early game creators.

"confusion I get in our days is you're a goober don't you that's a different Scott Adams and the actually in the earlier days of the Internet Scott was putting out a newsletter and then today he said t..."

16
18:08 - 19:00
0:52 duration164 words

The Challenges of Running Adventure International

Adams candidly discusses the challenges he faced while running Adventure International, including financial struggles and poor business decisions. He reflects on the lessons learned from these experiences, providing insight into the realities of managing a game development company during the industry's early days.

"adventurer national made adventure games we actually had a business line we went into statistics we tried a few other things but none of them really ever panned out very well other than Chris Chris wa..."

17
19:03 - 20:26
1:23 duration247 words

The Downfall of Adventure International

In this segment, Scott Adams explains the factors that led to the decline of Adventure International, including market changes and unsold inventory. He shares his perspective on the industry's volatility and the impact of external circumstances on small game companies.

"see it in the old AI catalogs it's in there and we sold quite a few copies to other other stores and one of the problems with running your own business is you also are running your own problems and it..."

18
20:30 - 21:22
0:52 duration147 words

Reflections on Adventure International's Legacy

Adams reflects on his time with Adventure International, expressing nostalgia for the creative environment while acknowledging the difficulties faced. He discusses the legacy of the company and the evolution of the gaming industry, contemplating whether he would want to relive those experiences.

"basically a downhill slide at that point also we had sold out some of our lines to Commodore computer they were they were actually publishing our marvel lines and they did a really a very poor job of ..."

19
21:26 - 22:28
1:01 duration193 words

The Birth of Brøderbund

Scott Adams recounts the origins of Brøderbund, detailing how Doug Carlson, one of his original authors, transitioned to create a successful company. This segment highlights the entrepreneurial spirit of early game developers and the competitive landscape of the gaming industry.

"say probably not because of the hassles and heartaches so brøderbund just like Sarah was offshoot of Adventure International because Doug was one of our original authors he was my original outside aut..."

20
22:31 - 23:05
0:34 duration106 words

The Success of Preppy

In this segment, Adams shares the story of Preppy, a game inspired by Frogger, which became a commercial success. He discusses the creative process behind the game and the challenges of navigating trademark issues, showcasing the innovative spirit of early game development.

"that would never happen in today's world unless you're like a Tom Clancy writing books but anyway Doug was one of our was our first author Doug Carlson and he then I remember seeing him at the San Fra..."

21
23:08 - 25:04
1:56 duration404 words

Awards and Recognition for Preppy

Scott Adams reflects on the recognition Preppy received, including winning Game of the Year. He shares the experience of his colleague accepting the award and the unexpected success of the game, illustrating the impact of creativity and innovation in the competitive gaming market.

"on and there were a lot of these early companies that ended up like you said on the bear shield said the purview is a very interesting game this is up this was one of our first real arcade games that ..."

22
24:41 - 26:36
1:54 duration358 words

The First Big Order: Learning the Ropes

In this segment, Scott recounts the experience of receiving his first large order for 'Adventureland' from a Radio Shack manager. He humorously describes the learning curve of pricing and packaging, revealing the early struggles of a fledgling game company. This anecdote illustrates the challenges of transitioning from a small operation to a more structured business model in the burgeoning video game industry.

"special there we won an award for that game believe it or not the company won very few awards personally I've never won any awards or anything like that but there was a one year that preppy won Game o..."

23
26:36 - 28:56
2:20 duration458 words

Innovative Packaging Solutions

Scott Adams discusses the creative solutions he devised for packaging his games after receiving feedback from retailers. He describes how he used baby bottle liners as makeshift packaging and created a simple yet effective design to market his games. This segment showcases the resourcefulness required in the early days of the video game industry and the importance of adapting to customer needs.

"copies literally I had to hand make each cassette by hand we shipped all the cassettes the same way we would retail with a little sheet of paper and the 50 cassettes to him and he got it and he says w..."

24
28:56 - 30:08
1:12 duration192 words

The Rise and Fall of Distribution

In this segment, Scott reflects on the distribution strategies of Adventure International and the challenges they faced with overordering from distributors. He explains how these issues contributed to the company's eventual downfall, providing insight into the complexities of managing supply chains in the video game industry. This discussion highlights the importance of sustainable business practices in the rapidly evolving tech landscape.

"had furniture stores ordering for us at this time this was the dawn of the computer appliance computers and a lot of retailers were sort of experimenting I think we had a grocery store at one point on..."

25
30:08 - 31:13
1:04 duration156 words

Teaching with Adventure Games

Scott shares how his adventure games have been used in educational settings, including a notable instance where a professor used his game as part of an economics course. This segment emphasizes the impact of interactive fiction on learning and the innovative ways educators have integrated gaming into their curricula, showcasing the educational potential of video games.

"product I did a guest lecture for a university here in Wisconsin and and went in and had a very good time with them as part of it they set up for the infalling year to teach a course that required the..."

26
31:13 - 32:09
0:55 duration222 words

The Marvel Comics Collaboration

In this segment, Scott discusses his collaboration with Marvel Comics, where he wrote a comic book that was illustrated and published. He reflects on the excitement of merging his video game work with comic book storytelling, highlighting the creative opportunities that arose from this partnership. This anecdote illustrates the cross-media potential of storytelling in the gaming industry.

"a whole bunch of oh this is a great puzzle I'll save her for sometime in the future I always just came up with the puzzles that fit where I would have forgotten a lot of the puzzles I'm sure if I went..."

27
32:09 - 33:42
1:33 duration295 words

The Unfinished Game: Sapphire

Scott talks about an arcade game he developed called 'Sapphire,' which he never completed or sold. He describes the gameplay mechanics and his pride in the project, despite it remaining unfinished. This segment provides a glimpse into the creative process and the challenges developers face in bringing their ideas to fruition, as well as the personal connection to their work.

"that was great when I got the Atari ST graphics working they were just phenomenal what I was able to do on that being able to work with hardware I remember when the PC first came out and it had horrib..."

28
33:42 - 36:11
2:28 duration485 words

The Birth of Adventureland

Scott recounts the inception of 'Adventureland,' the first adventure game he created in 1978. He shares his motivation and the technical challenges he faced while developing the game on a TRS-80. This segment highlights the foundational moments of interactive fiction and the innovative spirit that drove Scott to create a new genre in gaming.

"interesting side note I was working at stromberg-carlson in just outside of Orlando and they had a deck mainframe there and one of the guys in the IT department said hey we got a really neat game on t..."

29
35:36 - 37:02
1:26 duration265 words

Building Adventureland

In this segment, Scott Adams details the development of 'Adventureland,' explaining how he constructed the game piece by piece, from creating rooms to adding unique puzzles. He reflects on the imaginative process that shaped the game, including the introduction of in-game advertising, which was innovative for its time. This showcases the evolution of game design in the early interactive fiction landscape.

"ground up and what I did was I started with an interpreter writing the interpreter for the for my own adventure language and went from there and I was able to get the interpreter start running the nex..."

30
37:02 - 38:43
1:41 duration325 words

The Rise of Adventure Games

Scott discusses the challenges and breakthroughs in the adventure game market, including the limitations of early computers and the impact of the Commodore 64. He emphasizes the nonviolent nature of his games, which fostered family engagement and learning. This segment illustrates the cultural significance of adventure games in the 1980s and their role in bringing families together.

"advertising I actually put a sign in there were in-game you ended up reading the sign and getting an advertisement for the next game in the series that was added later on once I had actually finished ..."

31
38:43 - 40:56
2:12 duration393 words

The Impact of Interactive Fiction

In this heartfelt segment, Scott Adams reflects on the emotional connections formed through his games, sharing touching stories from fans who played his adventures with loved ones. He discusses the unintended consequences of his work, highlighting how his games provided wholesome entertainment and learning opportunities for families. This underscores the profound impact of interactive fiction on personal relationships.

"original kit built it up it didn't work at the time I was down on antique island in the Caribbean and fortunately there were a lot of text down there and we worked on together got the thing running wh..."

32
40:56 - 42:20
1:23 duration271 words

The Business of Adventure Games

Scott Adams explains the early business model of selling hint sheets and the challenges of piracy in the adventure game industry. He shares insights into the sales dynamics of his games and hint books, revealing how they became a significant revenue source. This segment provides a glimpse into the entrepreneurial side of game development during the rise of interactive fiction.

"way which when I was writing the games certainly wasn't my intent I was doing it because I was enjoying it that's literally why I was doing it but my own I guess my values sort of rolled over into the..."

33
42:20 - 44:48
2:28 duration428 words

Innovating Interactive Fiction

In this concluding segment, Scott discusses the evolution of interactive fiction and his role in its creation. He draws parallels between his work and historical innovations, emphasizing the importance of problem-solving in game design. Scott reflects on the legacy of his contributions to the genre and the ongoing influence of interactive fiction in gaming culture.

"interesting do you remember bumping into the term interactive fiction of course now and that that became popular after really after adventure national was around I have for a while there I would visit..."