Early in his autobiography, Richard Garriott characterizes himself as a storyteller, a lover of yarns. After reading his new book, stuffed with tales of derring-do, I interview him via Skype. True to form, he answers almost all my questions with anecdotes, occasionally waving props into the mini-cam. He's as practiced as a Toastmaster Grand Wizard.
I'm familiar with some of the stories he tells because I've just read them in his book. Others have only a glancing relationship with the actual question asked. But no matter, he's an entertaining old cove. Among video gaming's elite auteurs — the multi-millionaire club of game design innovators — he's probably the one you'd most readily invite to a dinner party.
You're probably thinking of Garriott as that fella who wrote the Ultima games and then bought a ticket to space. But his stock of reminiscences go far beyond merely helping to shape video games and visiting the International Space Station for a fun fortnight. He's explored the Titanic. Hiked the Antarctic. Built amazing ghost houses.
Garriott is not the sort to hole himself up in a mansion like some 21st Century Charles Foster Kane, secluded with his greenbacks and his toys. He's out there, living it large, splashing about in the joyful puddles of existence. It's enough to make the rest of us feel a twinge of envy, perhaps even a nasty lick of resentment.
After all, how many of us can say, "my dad was was an astronaut." Yet even as he acknowledges the good fortune of his birth (in the book's opening paragraphs) and an upbringing of marvellous privilege among America's scientific elite, it's impossible to take away his achievements. Being Richard Garriott has taken a lot of effort, and plenty of knocks.
It's illustrative that he spends as much of his book talking about how he got to go to space, as he does in space itself. He spent his life pursuing a single, highly unlikely dream. Time and again, he was thwarted by regulations, money troubles and bad luck. But he got there in the end.
Our reward is a bunch of gleeful stories about life on the Space Station, with an especially amusing chestnut about how to take a shit in space.
There's something else I like about Garriott. Some of these old-time videogame development heroes have gotten crotchety in their old age. As an interviewer and a journalist, I've found a few of them to be jealous of their carefully constructed myths and reputations. Garriott is happy to talk about his shortcomings such as the blinkers of his privilege, the professional relationships that went south and his own propensity to dodge boring chores.
The only thing he gets defensive about is his new game, Shroud of the Avatar. But we'll come to that later.
First, let's take a deep dive, down to the bottom of the Atlantic Ocean.
Titanic Struggles
His autobiography — co-written with David Fisher and available now — is called Explore / Create. From the get-go, Garriott pulls us into the exploration stuff, dropping us into a submersible where he's watching the ghostly outline of the Titanic drifting past his window. Y'know, just like me and you did in that movie, except he's right there, as opposed to sitting in front of Netflix. Anyway, long story short, something goes wrong and the sub is stuck under the rudders of the doomed liner.
Garriott explains that there's no point in panicking in a situation like this. But he has the good grace to admit to being pretty terrified at the thought of slowly suffocating 12,415 feet underwater. Anyway, after a few hours of staring at impending annihilation, the boffins up top figure out a way to free the vehicle, and Garriott lives to tell the tale.
He's frank about the limitations of his own courage. He has no interest in dangerous sports or thrill-seeking. He just likes visiting really cool places. His desire for experience is slightly greater than his fear of consequences.
Like many modern biographies, the book sets itself up as a guide to living, a self-help lite. But really, it doesn't have much more to say than: A little bit of what you fancy does you good. Exploration of places has been the point of his life, but the way he's gotten to do that is by creating things that other people want to consume.
For those of us animated by the history of computer and video games, there's plenty here to enjoy. Garriott was raised to be inquisitive and so, when computers first showed up, he wanted to know how to use them. When Dungeons & Dragons became a thing, he wanted to play. D&D is mainly about crafting stories, and this looped back into his own love of all things Tolkien.
Tolkien + D&D + scientific upbringing + emergent computers = kid who makes a video game. He sold it in a zip-bag from the computer store where, as a teenager, he earned pocket money. One copy ended up in the hands of a Californian entrepreneur who was desperate to make a killing from these newfangled games. The game was published and Garriott was suddenly, nauseatingly rich.
He wasn't very happy with that first game, so he made another, and called it Ultima. He and his business-minded brother got together to create a company called Origin. The Ultima series is now regarded as central to the development of role-playing games, right up to the seminal Ultima Online (1997) which did as much as any other game to pave the way for MMOs.
A life in video games
Garriott's game-related stories begin with his desire to transform code into explore-able worlds that could be manipulated by the player. He writes about his long fights to protect his artistic vision, even when he was out of sync with prevailing wisdom.
There's also a section on his ill-fated relationship with Electronic Arts, which bought Origin in 1992. I'd expected Garriott to be scathing about the company that essentially fired him. But in the book he holds his hands up to making bad decisions, and just not fitting in with a zero-sum culture of intense corporate competition. Still, in our interview, he's a little more forthcoming.
"The different studios would all go to a big meeting and discuss all of our products." he recalls. "I'd say all the right things about the other studios and I'd applaud their work. A rising tide raises all ships so let's give each other something positive.
"Then I'd go home and hear from the back-channels that as soon as we left the room Studio X, Y and Z started lambasting us and demanding our budgets be cut in favor of theirs. It was inappropriate. We weren't there to defend ourselves. But we began to see ourselves being marginalized by what I thought was mean-spirited, spiteful activities."
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