• personals • promotions • best of austin • find a paper • submit an event • advertise with us • contact • jobs
Subscribe To RSS Feeds
Get Mobile Content For Your Ipod, Pda, And Phone
Sign Up For Email Digest And Events Newsletter
Sign Up
HOME: MARCH 5, 2004: SCREENS
text size

Geeks Get Paid

What's cool about gaming? Apparently, everything.

BY COURTNEY FITZGERALD


NCsoft's Richard Garriott
Photo By John Anderson

Richard Garriott and Warren Spector were geeky when geeky wasn't cool.

Garriott, who published his first game in 1980, is creator of the Ultima Online series; currently executive producer at NCsoft, he's recognized as the first commercial success in online gaming. Spector, originator of the celebrated Deus Ex title, now heads Ion Storm. The Austin game gurus plan to ponder their industry's evolving image in their SXSW Interactive kickoff presentation.

Brad King, moderator of the forum (and occasional Chronicle contributor), co-authored Dungeons and Dreamers: The Rise of Computer Game Culture From Geek to Chic, which covers Garriott, Spector, and the evolution of gaming from being the strict domain of Ren-fair Dungeons & Dragons enthusiasts to an expanded sphere of hip scenesters and artists.

Austin, with its blend of high tech and artistic sympathies, has been an instrumental breeding ground for developing this new image. "Austin turns out to be a great place for this to happen," says Garriott, the son of an artist and a NASA astronaut. "It's an old hippie town and the live music capital of the world. It's also a great high tech town, with Texas Instruments, IBM, and Advanced Microdevices. So it's really a high tech arts town, and it's perfect for computer games."

Garriott was a classic geek in high school. "I was sort of the king of D&D during that period," declares Garriott, who admits to having spent every adolescent Friday night at home with 50 to 100 fellow medieval role-play enthusiasts. With his silver jewelry and long, thin braid, Garriott still seems to hold his D&D days dear.

"The real issue for me was being the right age at the right time for some events that happened," says Garriott, who went to high school south of Houston from 1974 to 1979, a time that saw D&D's first publication, the Apple II computer release, and The Lord of the Rings on every high school reading list.

He used D&D. And it helped. Garriott made $150,000 off his first game, born of a seven-week class assignment when he was a teenager.

A few years older than Garriott, Spector wasn't a kid when D&D hit the geek scene. "I started playing the game in 1978, just a few years after Gary Gygax and Dave Arneson created it," says Spector via e-mail. "[I] never understood why most people considered this collaborative, creative, interactive experience to be something exclusively, or even primarily, for kids. If I had more time, I'd still be playing today."

So D&D is about more than capes and magic. Its strengths in storytelling are what made the slick games members of so many varied demographics play today. While Garriott stuck with medieval sword sorcery for 20 years while working on Ultima, he's begun to tweak the fantasy.

In his new title, Tabula Rasa, Garriott modernizes the medieval D&D influence. His clean slate is "neither medieval sword-sorcery nor Star Wars/Star Trek-style spaceship science fiction," he says. He calls it "near-future science fantasy."

As games evolve to reinvent role playing, markets expand to include larger audiences. But D&D's strong interactive-story influence remains a part of the success formula. "We're in a digital age now," explains King. "What this means is that many people are beginning to look for things that are very interactive." The movie industry illustrates this with interactive DVDs and major Hollywood actors doing voiceovers for games. Synergy? "Yes. It's the place to be," says King.

"I'm constantly blown away at how cool gaming has become," says Spector. "We're not quite mass-market yet, but we're definitely not some fringe medium or cult phenomenon. We went from being the medium where only the weird kids knew about us to a medium where if you don't know about us, you are the weird kid."

Take a walk down Garriott's NCsoft hallway. Sure, you'll find some geeks, but not without running into some impressively pierced artist types first. You'll even find buttoned-up yuppies. "This business requires so many different kinds of minds to work on it," says Garriott. The symbiotic relationship between the far-flung talents of the "hip" and the "geeky" necessary for these games to come to life surely influences audiences.

But what about Austin's future, in particular, and its culture of hip high tech? Could the recently announced closing of Origin – Austin's original game company, founded by Garriott and his brother, Robert, and sold to Electronic Arts in 1992 – affect the city's standing as one of the epicenters of the industry? Will we lose our cool?

"Even with Origin gone, Austin has a bright gaming future," says Spector, a former Origin employee. "The Garriott brothers ... did more than create a single company. They seeded an entire industry, one that's now robust enough to survive the death, or at least relocation, of its first and most visible component." end story


The Today's Gaming, Tomorrow's Virtual Worlds presentation takes place Friday, March 12, at 7:30pm.

MORE SXSW INTERACTIVE 04

  • Welcome to the world of cyberpolitics. What took you so long?
  • Red vs Blue's Machinima stars
  • The Austin Wireless City Project and SXSW Music launch a real-world test for the interactive world
  • Craig of Craigslist really exists, and he's about more than selling your tuba
  • Online dating gives the personals a new cachet

POST A COMMENT
Headline (optional):

Post as (unregistered name):

Leave blank to post as "guest", or sign in below.
Comment:

Permission to Print: If this box remains checked, your comment will be considered for publication in the print edition.
  To post with your registered username, sign in.
 
RELATED STORIES


  • Make Room for the Party Crashers
    Welcome to the world of cyberpolitics. What took you so long?


  • Almost Famous
    Red vs Blue's Machinima stars


  • Unchained Melodies
    The Austin Wireless City Project and SXSW Music launch a real-world test for the interactive world


  • The Man Behind the List
    Craig of Craigslist really exists, and he's about more than selling your tuba


  • Escape From Loserville
    Online dating gives the personals a new cachet


    FURTHER READING
    More about
    gaming
    The Serious Play in Saving the World April 18, 2008
    Gaming gets on the sustainability bandwagon

    Players Guide February 22, 2008
    News, rumors, and outright lies from the gaming realm

    More about
    SXSW Interactive 2004
    Unchained Melodies March 5, 2004
    The Austin Wireless City Project and SXSW Music launch a real-world test for the interactive world

    Escape From Loserville March 5, 2004
    Online dating gives the personals a new cachet

    Keywords
    for this story
    gaming
    SXSW Interactive 2004
    Richard Garriott
    Warren Spector
    Dungeons and Dreamers: The Rise of the Computer Game Culture From Geek to Chic
    Dungeons & Dragons
    Origin
    NCsoft
    Ultima
    Tabula Rasa

    Deep Focus
    Interviews

    The Unforeseen

    BLOGS
    Extra Quarter for the Bus
    Infowars Versus Faux News
    Finally, a Roll Call Vote

    Why Is GreenChoice No. 1?
    In Favor of President Obama?
    Go to Xeriscape

    ARCHIVES
    More from
    March 5, 2004
    News
    Arts
    Books
    Food
    Screens
    Music
    Columns

    Browse the
    Archives by
    Issue
    Author
    Column
    Review
    Section

  • ADVERTISING AND PROMOTIONS
    contests
    AdIndex


    Services (102)

    Civic (17)

    Retail (55)



    Jobs (9)