Tales of the Rampant Coyote
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Friday, June 16, 2006
 
How Do I Get Past the Harpies?
Especially back in the 1980s (but still true today), if you happened to know a thing or two about computers, people assumed you were an expert on the subject. And you'd get called on to fix other people's computers. At the age of 14, I knew how to program in BASIC and a little bit of 6502 machine code; I knew what a floppy disk was (they were mainly 5 1/4" back then); and a little bit about booting up different kinds of machines. That made me a "whiz kid" and earned me some measure of respect and awe from adults. Which was of course, very cool.

One Saturday a woman from our church needed help with her computer, and had asked my parents if I could come over and take a look at it. She lived a distance away, so my dad dropped me off to take a look at it, promising to be back in a few hours.

This lady was very gracious, but had no clue what to do with this machine on her kitchen table. This was a "portable computer." Back in 1984, a "portable computer" was jokingly referred to as a "luggable." They were about 50 pounds or so, had a built-in 4" screen, and were about the size of a small suitcase.

I spent about 20 minutes fiddling around with the system, asking the lady for her boot disks and anything else that came with her system. I figured out the problem, but I wasn't able to fix it (I think it was a bad disk, and she didn't have a backup). I gave her my best advice, and I was done. And... I still had a few hours to wait before my dad would pick me up. She gave me some lemonade, and said that she thought there was a couple of games on her assortment of floppies.

The one game I found held my interest for a few minutes (it was some game about a garden maze full of monsters - all ASCII characters), but then I found a disk with a version of BASIC. I booted it up, and began programming.

By the time my Dad showed up to pick me up, I'd written a short little text-adventure game. I only had time to do a really simple text parser, and it had something like 20 areas and a dozen items scattered through them. I left the computer running, and forgot about it. The lady thanked me again for my help (what little I'd done), and I went home and forgot about it.

Shortly after dinner, we got a phone call from this lady. It was for me. I was wondering if there was something else wrong with her computer. I answered the call.

"How do I get past the harpies?!?" she begged me.

It took me a few seconds to realize what she was talking about. She'd discovered my little adventure game --- and had gotten most of the way through it. She was stuck at the harpies, which kept killing her.

"Oh, you get the wax from the candles and put them in your ears. Just 'Use wax.' That way you won't be effected by their song," I responded.

"Thank you!" she said. And she explained that she'd been playing it all evening, and had been trying to get past the harpies for the last two hours, and it had been driving her nuts. She thanked me for the solution, and hung up - presumably to finish the game. Which had taken her almost as long to play as it had taken me to write.

As for me, I felt GREAT. This was the first time someone else had played one of my games - and she'd apparently been hooked on it the entire evening. She LIKED it. And she was not a geeky computer-game addict like me... just some woman who used her computer for her business. But my little invention was of worth to her.

There have been a lot of games since then, and a lot of players. And the feeling hasn't changed much.

It still feels great.

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Comments:
I know the feeling. There's just something indescribable about seeing someone playing your game and actually enjoying it.

A few weeks ago I sent a test version of my latest game to a few friends of mine. I was mainly looking for compatability feedback but we ended up -playing- it for nearly 3 hours before calling it quits (and only because it was 3 a.m. and work was looming just around the corner). Despite the bugs, everyone really enjoyed it.

As for me, I had an absolute blast just watching them play it and seeing them discover all of the little nuances of the game.

Needless to say, I didn't get much sleep that night.

It's experiences like those that answer my 'Is this game worth doing?' test. If people can play it for hours and still want to come back for more, I think I'm on to something.
 
Great post! I think all of us who develop games have an experience like that somewhere that keeps us coming masochistically back. Making games is a lot of work, but you're right - it's worth it when you see the enjoyment people get from your efforts.

Keep up the nice blog.
 
Thanks for the encouragement, guys!

It's nice to see other people who feel the same way. I mean, we're not out here curing cancer or saving children from burning buildings or anything. But what keeps me going (besides the just having fun doing it) is the knowledge that what I'm doing and building is valued and of worth to people. It makes them happy, and it's (relatively) good, clean fun.

That makes me a really lucky guy.
 
Interactive Media is ART, the game developer is the artist, and the player is the audience. The satisfaction that you feel is the same that any artist feels when his/her art is appreciated. If it also makes money, well that is just icing on the cake. ;)
 
great post with great feelings.
I can go to bad happy :)
 
I meant bed -_-'
 
But that first one was so intriguing to read, what with all the moral and ethical implications...
 
I do agree. The very moment when you see people enjoying your work is cathartic and magical, and makes it worth every hour you spent debugging that weird shader bug.

For me, the Very Real Test (ie. let your 6 years old son try the last build and point out blatant bugs you just missed) is best part of games programming. When a hard bug arises, I keep thinking in that moment because it makes it worth any effort you do.
 
i love this story, thanks for posting it.
 
@anon - Very true. Though I did have a little quandary many years later point, when my oldest daughter was spending too much time playing a video game... but it was MY video game (or at least one I had worked on). Man, what do you say to that?

Me? I said, "Why are you wasting so much time playing a crappy game like this? If you are gonna sluff off your homework, at least play something GOOD!"

@eric - Thanks. I wish I remembered more about this game ... but I don't know if there was much to tell. I pretty much forgot about it the next day. I was just amazed that the lady had actually PLAYED the thing.

I wish I had copies of a few of the games I'd written way back when. I mean, I KNOW they would suck, and that my memories of them are much cooler than they probably were in reality, but it would be neat to go back and take a look at them.
 
Dude, that's so cool. It's what programming is all about. :D I don't write games, but code is code.

Great post.
 
BTW, I think you mean "affect", not "effect".
 
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