Al Lowe is to adventure gaming like Al Gore is to the
Internet, no wait, that's not quite right...
Having worked alongside Sierra's best, Al helped to create
dozens of classic games including King's Quest III, Donald Duck's Playground,
and of course, Leisure Suit Larry!
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Most commonly known for his hit, animated computer game series about
the adventures of a hopeless lounge lizard in search of love, Al Lowe sits
among a few select others as a true legend in the land of adventure gaming.
Although the future of his signature character, Larry Laffer, has been
unofficially proclaimed a lost cause by the gaming industry, Al still dreams
of the day when he'll be invited to introduce a new generation to the world
of Leisure Suit Larry.
Just Laugh's Managing Editor, Matthew Gatesy, recently had the opportunity
to chat with the comedic genius about life, love and the pursuit of a few
good laughs. Here's how the interview went...
Shall we just dive right in then?
Sure, let's go.
We know that you started out as a band director. How did you
make your transition from being a band director to designing computer games?
I was born a small black child...
Well, I had always been the closet geek. I was the guy who set
up the AV equipment in high school. I was the guy who had the band
equipment, the PA system, when the band went places, so I ended up being
tagged. I was the guy with the tape recorder when I was in sixth
grade, a reel to reel tape recorder. I was always interested in electronics
and gadgets and stuff like that. When computers came along, I was
fascinated by them. When I was young, it always had to do with mathematicians,
computing trajectories and things. Stuff that I had no use for.
Then later, when I was in college, it focused around business stuff,
and I wasn't in business. Finally, I got out and started teaching.
I guess when I first had access to a machine, I became a school administrator,
I was a district music coordinator and so I was operating out of the district
office. They had a Deck PDP 11-7D computer - Hot digity! As
I remember, they were really excited to get more people using the machine
because, at the time, they wanted to get more memory. They had 32
users and they only had a megabyte of memory, which was divided up between
them. And of course the programmers in the back room, they got double.
It didn't leave a lot of space for everybody else, but it was more than
enough because nobody knew what they were doing anyway. When they
found out that I was interested they said, "Well, you can use it to make
your job easier." Really, how do you do that?
What they gave me was a copy of a programmer's editor and a program
called Runoff, which allowed me to format things, but you had to look at
it in all these dot commands and stuff. It was like looking at Word
Perfect's reveal code or looking at HTML, actually, that's a better example
for today. You know, looking at HTML code and trying to figure out
what exactly the page would look like. So you had to run this other
program called Runoff, and that was actually like the browser. And
then you could actually see what the program looked like, but you couldn't
make any changes there of course. It did help and it did get me interested
in machines and how I could use them to make my job easier.
So I was an early adopter of word processing. The district couldn't
even buy the word process that Deck sold because it was $8,000 and they
didn't know of anybody else who would use it. Isn't that funny? "What
would anyone need a word processor for?" Only the typing pool would
use that. I also got into databases and started doing some database
design and work. They were excited by that because no one ever used
databases outside of the programming department.
I wrote a set of programs that would calculate the scoring for a music
festival. That came about because, as a band director, I got stung
several times by going to festivals where the common practice at the time
was to have 5x8 cards filled out by each judge and a platoon of band parents
with adding machines would add these things together and cross check their
paper tape and then try to put the cards in order. And several times
we got a third place trophy and we got home and found out we had earned
the first place trophy. So I said, "This is the perfect solution,
we should have the computer tabulate these scores." And it was the
perfect first programming job because I had never programmed anything before,
but I knew exactly the output that I needed to have and I knew exactly
the input because I had designed the score sheet. So all I had to
do was to do the computation.
Well, it turned out it was a great thing, so I spent about a month while
I was working full time developing this program. As far as I know
we were the first music festival in the country, in the world, to use computerized
scoring, so I was proud of that. From that, it lead to an idea that
I could write games and make them educational and entertain kids, where
as the typical software at the time was very boring. I wrote games
because I had a son and I knew he wouldn't play these other things, the
homework stuff, but he would play games, so I wrote games that were educational.
At the time, Sierra was the biggest publisher of software. Ken Williams
saw the games and liked the way they looked. He offered me a contract
and I became an outside contractor with them for 16 years. It all started
because of my background in education.
Now, my band director in high school was, to put it nicely, kind
of a complete nutcase. I assume all band directors aren't like that right?
Well, I think if you stay long enough - I got out after 10
years. Yeah, I think that's probably pretty accurate. I had
some rules in my band. The band had an attitude that was pretty much
like mine. We were kinda loose, but when we had to perform, when we had
to have discipline, we had it. We were good at sight-reading--I made
them learn how to read and by that I don't mean English. I mean the
language of halftime shows and stuff. Remember, this was all before
computers designed halftime shows. In fact, that was one of the main
reasons I got interested in computers, because I wanted to design a halftime
show with it, but by the time I got around to doing that somebody had else
already done it. Now I don't know of a band director that doesn't
use a computer. I had the idea in 1977. Trouble was, the hardware
wasn't up to it at that point.
I think all band directors are strange. The rule in my band was
if you could make me laugh, you could crack the line, but if you put out
a joke and it bombed, then you got in trouble. So you had to have
confidence in your humor. I had some guys that pretty regularly cracked
me up, so they could get away with it. And pretty much it was the
kinds that determined it, if they laughed... So we had a good time,
but we also had a pretty good band program. That was part of the
problem. I got to be 35 years old and I had reached all of the goals I
had set for myself in college. I thought, "What the hell am I going
to do?" I had 20-30 years before I would retire, what kind of advancement
could I do? Then I got hooked on computers and suddenly it was obvious.
What was it like to work on what was basically the dream team of
computer game design, along with Roberta and Ken Williams and Scott Murphy
and that group?
We didn't know we were the dream team. We thought we
didn't know anything and we were just kinda struggling to figure it out.
We thought all the other companies had these brilliant guys who had backgrounds
in computer science and knew lots of ways of coding things and had all
the secrets and all the stuff figured out. Hell, we didn't know everyone
was scuffling and faking it and making it up as they went along just as
we were.
I think my background in music was a big reason that our games looked
and felt different than a lot of others, because we didn't have the background
as programmers. I was a teacher. Roberta was a big movie buff and
a big reader, she was never trained in writing or directing or anything,
but she was certainly self-trained. And Scott was just a crazy guy
with a great sense of humor. So our stuff didn't come out looking
like it had been done by programmers. At first I thought it was a
disadvantages. Later, I looked at it like there were a lot of guys
who could program, but I could be creative.
And my team never missed a goal. I think in the 27 products I
did one was late, and that was because I didn't have a say so in when that
goal was. They said, "You'll have this ready by then." And
I said, "No we won't." They didn't listen and they were wrong.
I also think there's also a lot to be said for being a jazz musician and
being able to improvise, because when you stand up in front of a crowd
you have to give it your best shot and do what you can do right now.
To a great extent, I think game design is that same thing. You'll
see guys, who know who they are, that spend years and years going back
and forth over the same product, trying to get this tweaked just right
and that tweaked. And finally by the time it comes out, it's anticlimactic,
it's outdated, it's old. And people say, "Well, this was a good game
2 or 3 years ago, but now..." I think that's a big part of it.
I think Freddie Farkas had 1,000 lines of dialogue. You don't have
time to sit there and spend an hour on each one. You have come up
with a snappy comeback or something that has a laugh in it or at least
some spark of creativity. And you have to do it right now, and I
think the background I had falls into that.
Do you ever talk to the Williams' or Murphy anymore?
I just spent a week with the Williams at their beautiful beach
home in Mexico - went down there and played golf with Ken and Roberta and
my wife. Scott, I talk to every month, I suppose. I've lost
track of Mark Crowe. I don't know where he is right now. I
followed him at Dynamix, but when they went under I lost him. I don't
know what happened to him. So I see a lot of the guys.
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