
Howard
Scott Warshaw
By Keith Phipps
February 2, 2005
The Onion AV Club Volume 41 Issue 05
A true
pioneer in the field of home video games, Howard
Scott Warshaw left the straitlaced world of
Hewlett-Packard in the early '80s to join up
with Atari, where he created some of the company's
most famous titles—as well as its most
infamous one.
Warshaw's
1981 creation Yars' Revenge remains a challenging
game that only looks like a straightforward
outer-space shoot-'em-up. He followed it in
1982 with Raiders Of The Lost Ark, an adventure
game that pushed the technological limits of
the Atari system. Warshaw was riding high when
he received his next assignment: the video-game
adaptation of E.T. But a tight deadline cut
into his programming time, leading to a game
that disappointed fans and helped compound Atari's
financial woes. According to urban folklore,
millions of unsold E.T. cartridges now reside
in a landfill in New Mexico.
Warshaw
stayed at Atari long enough to develop Saboteur,
a game that only saw release last year, as part
of the Atari Flashback system. Since his days
at Atari, Warshaw has written two books: the
card-game guide The Complete Book Of PAN, and
Conquering College. He also returned briefly
to the gaming industry, but now he mainly concentrates
on documentary filmmaking. His most recent release
was the multi-part Atari retrospective Once
Upon Atari, which is available at onceuponatari.com,
where Warshaw maintains a web presence. Warshaw
recently spoke to The Onion A.V. Club about
the ups and downs of video gaming's formative
years.
O:
Not to be too disparaging of Atari, but Yars'
Revenge is one of the few Atari 2600 games that's
as enjoyable now as it was then.
HSW:
Well, thank you very much. The goal of Yars'
Revenge was for me to make a game that I would
want to play, that I would find fun. I felt
that I was a gamer, and I thought that if I
do a game that I enjoy, that I really like playing,
then a lot of gamers would enjoy it. I used
a lot of techniques and sound effects. I had
a lot more formal training than a lot of the
people who were there. There were a lot of hackers
there, and I had a master's in computer engineering.
But we were all pretty wacky. It was just a
really fun and interesting and diverse crew.
Everybody there had other hobbies and other
interests. There were people there who were
boatmakers, people who had been professional
gamblers for a while, people who had been academics
and gotten bored with that and come over into
microcomputing. There was one guy who literally,
a year or two before he got to Atari, had been
a bum in the streets of Berkeley. He'd taught
himself to program, and wrangled his way in,
and ended up doing real well at Atari, for a
while, before he self-destructed later. But
it was a very interesting crew, a lot of very
creative, very neurotic people.
O:
How did you approach the assignment for Raiders
Of The Lost Ark?
HSW:
With Raiders Of The Lost Ark, it was a whole
different thing. My favorite genre is action
games. I like twitch games. Yars' Revenge is
exactly my kind of game. Now, I wasn't a big
adventure-game fan, but I respect the genre.
When it came to me to do Raiders Of The Lost
Ark, and go meet Steven Spielberg, and do some
sort of pseudo-interview with him, I showed
him Yars' and we talked a little. He said, "Okay,
I definitely want Howard to do Raiders Of The
Lost Ark," and then he later requested
me for E.T., which I'm sure we'll get to. But
with Raiders, the goal for me was... You know
the game Adventure, by Warren Robinett? That
game established a genre. It had a huge following,
so it was a little intimidating doing an adventure
game after Adventure was out. My feeling was
that I needed to make what I would consider
to be the best adventure game on the system,
and it had to be a big step up from the game
Adventure. I like to innovate. To me, if it's
worth doing something, it's worth doing it well.
Do something that's going to demand attention
and notice. Sure, I bet that goes back to my
childhood. [Laughs.] I actually made a video
of the game and went and showed that to Spielberg.
I narrated and played through the whole game.
It was one of the few times in my life that
I played the whole game perfectly. It was right
on time. I showed this tape to Spielberg, and
he goes, "It's just like a movie!"
He was really impressed with the demo tape of
the game, and I thought, "All right, Steven
Spielberg is telling me he likes this thing,
he thinks it's like a movie." That was
a great moment in my life.
O:
There's a clip on your site of him calling you
a "certifiable genius." Is it based
on that?
HSW:
No, no, that was during an interview where he
was actually discussing some stuff about E.T.
Spielberg and I got to spend a few afternoons
here and there together. We would meet whenever
he came up to Sunnyvale, and sometimes I went
down to visit him at his office. There was some
time that we spent together, sort of goofing
around. I explained why he was an alien. I had
this theory that in the early '80s, we were
very close to contact from aliens and other
planets and stuff like that. I felt that if
the aliens were going to come down, if people
were smart enough to visit Earth, then they
were smart enough not to come down and say "Hi!"
They would send a recon team, a sort of advance
team to culturalize the planet, and prepare
it to meet the aliens; not like in The Day The
Earth Stood Still. Spielberg had done a couple
of movies like E.T. and Close Encounters, some
of the first movies that had portrayed aliens
as non-threatening people to us. Those movies
became hugely successful. They were seen all
over the planet, literally. So my theory was
that Spielberg was the engineer of the advance
team. His job was to make movies that showed
aliens in a positive light.
O:
Now he's making War Of The Worlds. What does
that do to your theory?
HSW:
Maybe they didn't follow through with their
bonus check.
O:
So that brings us to E.T., which, for better
or for worse, is probably what you're best known
for.
HSW:
Yars' Revenge is consistently rated
one of the best games of all time. And E.T.
is consistently rated one of the worst games
of all time. That means I have the greatest
range of any game designer in history.
O:
So assuming E.T. really is the worst game, how
did that happen?
HSW:
Atari was negotiating the rights with
Spielberg. They waited a long time to do that.
It was 1982, and they were negotiating well
into July. Toward the end of July, they finished
the negotiations, and they paid an inordinate
amount of money for the rights to E.T., more
than they could probably realistically hope
to make from the game.
O:
Wasn't it something like $20 million?
HSW:
It was over that, it was like $22 million. So
at the end of July, around July 27 or 28, I
get a call saying, "Hey, can you do E.T.
in, like, five weeks?" No one had ever
done a game in less than six months or so. They
needed someone who could do the game really
fast, and Spielberg wanted me to do the game,
because he liked me, and he thought Raiders
was cool, and he liked Yars' Revenge. The people,
the managers, thought that nobody else could
really pull it off. They came to me, and I sort
of held them up, said, "Yeah, I can do
a game in six weeks, if we make the right agreement."
But, to me, it was a great challenge. I liked
the idea of this huge technical challenge, to
try and produce a full game in six weeks. Actually,
it was five weeks. It was the end of July, and
it had to be ready on September 1. Because to
make the Christmas season, it would have to
go into production by September 1, and they
did not want to miss that Christmas season.
So I did what I could. I tried to design a game
that could be done in five or six weeks. It
wasn't like I borrowed a lot of stuff or rehashed
a lot of other things; it was all original code
and graphics that I put together. I just worked
my ass off for five weeks and made a game. I
got a bunch of signatures in it, and a whole
bunch of things. Yeah, it's got some problems.
If I'd had another week or two to work on it,
it may well have been a much better game. But
for a five-week effort, which is what it was—about
35 days that I had to work on it, including
the design—it's a hell of a game.
O:
Is the landfill story true or false?
HSW:
I say false.
O:
You don't know definitively, though?
HSW:
I don't know if anybody knows definitively,
because I doubt that it happened, so nobody
can really know. I have a reasoning for it.
At the time this was going on, Atari was in
huge financial trouble. Atari's a company that
goes from the most explosive and successful
company in American history to the fastest-falling
company in American history. They went from,
like, nothing, to $2 billion in sales, in just
a couple years, and then the next year, they
lost money.
O:
It can't all be the E.T. cartridge, right?
HSW:
Oh, no, no, it's not the E.T. cartridge. Atari,
for years, was using the leverage that they
had to just screw distributors everywhere. When
they had a hot game, they would force distributors
to buy copies of the old games that weren't
selling anymore, just to get copies of the new
game. This is the kind of stuff they were doing.
So when things started to turn on them, everyone
in the industry was waiting to jump on them
with both feet. That's what killed Atari, was
the ill will that they had generated through
their cutthroat business practices on their
way up.
O:
In general, what was it like to work there?
HSW:
It was intense. It was a lot of fun, usually,
but sometimes it was very scary. There were
times when you didn't know what was going to
happen from day to day: if everyone was going
to get fired, if the industry was going to fall
apart, if huge money was going to be handed
out. Literally, you come to work, and it's like,
"There's a chance I could get a five-figure
check today as a bonus. There's a chance I could
get fired today, because something didn't go
very well." And what would you do? Where
would you go? Everyone was getting totally spoiled
and wrecked, in terms of going and working at
a regular company after working at Atari. It's
insane. It's a crazy idea. The really weird
thing is that I came there from HP, so I had
a better sense of what life was like outside
of Atari than a lot of other people there did.
For a lot of the people, this was their first
corporate job. You have to imagine people smoking
dope in their offices whenever they want to,
where the security team has orders to keep the
police away, because they don't want to take
a chance on anyone getting arrested, because
it would keep them from putting games out. You
gotta imagine showing up out of college, making
huge amounts of money—two or three times
what your peers are making—imagine going
in there and thinking that's what professional
life is supposed to be. That falls apart, now
you have to go get a job at another company.
O:
What was your next step?
HSW:
After Atari, I was fortunate, because I had
made some decent money. I took some time off,
because I needed to digest my experience. It
was the most intense thing that had ever happened
to me in my life. Atari was just an amazing
experience. You saw people self-destructing,
you saw people realizing their potential, learning
their limits and capabilities. There were a
lot of amazing things to see, human-wise, and
I wanted to tell that story in some way. It
took me a while to get my head around it. Then
I started Once Upon Atari, over the course of
many years. First, I waited for the statute
of limitations to run out. Then I went and started
working on it, because I realized that I needed
closure on this whole thing myself. I need to
get this story out, and to see it for myself,
and to share it with a lot of people. People
were interested in what was going on at Atari,
but no one was telling anywhere near the truth
about it. People were making up these ridiculous
stories, and there were these images of the
older, wacky professors in lab coats running
around making these cute games for kids. That's
not what it was like at all. If parents knew
what was happening with us behind the scenes
making the games, I don't know if they'd have
been as enthusiastic about their kids getting
the games.
|