During a transcontinental video chat with my brother, we talked about
The Oregon Trail for a few minutes. We are technically Millennials—after all, the word describes children set to graduate from high school in and around 2000, that is, youths expected to leave home for college at the turn of the millennium. The word was coined for, or first spotted in, a newspaper article in the mid-80s. A class of 2000 kid, I'm as originally Millennial as you can get. And I like that. Some people ask me why I like that.
We first-issue, Ice Age Millennials, we're a little different from the canonical Millennial born near 2000, and we're sometimes not included in the category. Historians seem to consider us distinct, or distinct enough: a "micro-generation." And my favorite name for this micro-generation, bar zero, is "The Oregon Trail Generation." We did. We did, in fact, as far as I've ever witnessed,
all play
The Oregon Trail in school. We have that in common. We also saw the internet appear under our noses and bike helmets. Most of us remember when no one had a computer in their home, and remember the transition to a few, and then a few more, and then many more, and then everyone having computers, and then computers on the internet and the same adjustment with phones. We grew up right when that change was happening. We saw the tsunami hit. We remember hearing about the tsunami on its way. We remember never having heard of the tsunami.
Computers, of course, had existed for a long time, and even existed in homes when we were born, just
not in most homes. Computing was a fringe hobby or a thing to do at work for a small part of the population. You could comfortably go through your first several years of life and have no idea. Even though both of my parents worked in telecommunications, teaching IT and the fundamentals of the internet to professionals around the country (we often stayed with the neighbors upstairs when both parents were off in other states giving seminars), I never saw a computer until I was in Kindergarten. Even though they had met each other at work when they both coded in assembly language (my mom was this amazing engineer called in to fix a router no one else had been able to fix, and she did fix it, which apparently took electrical meters and solder), I
never saw a computer until I was in Kindergarten. Alphabet soup about "o-s-i" and "t-c-p-i-p" and "packetswitching" and "networkprotocols" and "itsoverethernet" at the dinner table aside, I didn't even know these gadgets existed.
The Oregon Trail is a surprisingly old game. We think of it as a cutesy educational sim about dysentery and fording rivers, as edutainment dull enough to be vetted by our teachers, ratified as a classroom pacifier. But actually it's one of the earliest of all computer games. It was drafted from paper prototypes in 1971 by a college student teaching his first class, 8th grade history. To help his students understand Westward Expansion (for foreigners, that mid-1800s swarm of pioneers setting out across North America in wagons), he came up with a game idea, a game that could be played with cards. History might easily have swerved down the normal road, but the school had access to a time-share teletype computer, the HP 2100. Wait a second. Most younger people don't know what teletype is, so I'll give you the rundown: you sit at a typewriter, and you type on paper, directly onto paper, as you normally do on a typewriter. But magically, in the background, somewhere, somewhere way out of sight, perhaps in the basement, perhaps not in the same building even, a computer catches drift of your typing, and it grabs control of the typewriter and types responses back to you. It's like using a command line, only you type on paper with a typewriter, and sometimes it springs to life and types back to you. This leaves a paper record of your entire "conversation" with the machine. Get it? (I've never used teletype. I hope this is accurate.)
That's what the original version of
The Oregon Trail (called, at the time, just
OREGON) was like when it ran in class on December 3, 1971. For a little perspective, many people consider
PONG the first video game.
PONG came out in 1972.
The truth is,
PONG was not the first digital game at all. But for many, many people, it was the first one they ever saw or played. That's because it was the game that made it into arcades and living rooms. It was the first blockbuster. In fact, arcades were practically thrown together from scrap metal around
PONG. Well, arcades as you think of them, as places you meander and play video games in cabinets and people scoot in next to you and join in your personal fray with a coin, sometimes asking, sometimes not, just interrupting mischievously. You find yourself two inches away from a stranger—a new friend?—who is there specifically to trounce your best efforts, sometimes giving you a tip or two, a kind word, a boast. Reaching deep into mist: I remember arcades—mostly at the mall, malls would have them. Now they don't. It isn't something I think of often, but I remember asking my parents for change and going off into a bewildering dark room full of strangers and spots of bright light and all kinds of sound and shouting. It was scary and thrilling. It was an arcade. And these dark-lit rooms were everywhere, but I remember when the entire concept and its peculiar outline struck me: that's what this was, I'd seen it around and never fully taken notice, this was an arcade. This was where bigger kids went to play and socialize. How many of them in here knew each other? Who was I and what was I doing? It was a little intimidating.
The Oregon Trail predates that entire culture. Amazing, isn't it?
Mostly, I missed that culture—it was a little before my time, you see—but
OREGON threw a curveball around the decade. Its name clung like a burr to a generation. The world changed shape just so, and an idea stuck in all our minds.
Now, here I have to admit that by saying
The Oregon Trail predates arcade culture
, I can only mean the first version of what would, in wanderings round the sun and release cycles, become
The Oregon Trail of 1985, a game with animated graphics and awful music that had gotten all the important parts of its design finally right, and was adopted everywhere and widely copied, both by its publisher MECC (
The Amazon Trail, anyone?
Africa Trail?
The Yukon Trail? me neither, but they exist) and by others scratching their chins thoughtfully. Nevertheless, the session that ran on December 3, 1971 was the same game at heart. Anyone who played the breakthrough version would recognize it.
The version we played was the 1985 "breakthrough" one on Apple ][, or maybe the 1990 on PC, or both. (They seem equally familiar, and they're almost identical.) Funnily enough, I played very, very little of it. But not all experiences must be plural. If you met an astronaut as a child, you wouldn't hedge and say, oh, you only met the astronaut a little bit such a small number of times. YOU MET AN ASTRONAUT. We arrived in Oregon once or twice at least. It worked on me, somehow.
In 2014, TIME gave its
game of the year award to
80 Days. At first I didn't make an association with
OREGON, but foreshadowing there thickly is. Instead of a rattlesnake-infested continent in 1848, you plot around the globe of an alternate, steampunk 1872, using boats and cabs and zeppelins and other vectors to infect another country with your... wait, wrong game. The tally of all possible itineraries is more than half a million words, written predominantly by British-Indian Meg Jayanth, who
works in subtle comments on gender and colonialism. It's the best interactive story-game-travel-thing I've ever played. Interactive travelogue? Travel emulator? Yes, the best of those, and ultra-impressive as an example of interactive storytelling that is also undeniably a game. The blend is unusually natural. A year later TIME named
The Oregon Trail the
9th best video game ever. We can, of course, take everything they say with a grain of salt, because they named
Tetris the best video game ever.
The mini-lecture I gave my poor brother over Messenger video chat led to his asking what actually was the first digital game. And I didn't know off the top of my head, partly because it really depends how you define "the first digital game." There are a number of answers, depending on the definition you choose. So, climbing a few ladders through my psychic library of images from "History and Future of Immersive and Interactive Media," a class I took a few years ago in graduate school, I drew out
Space War! as an example of just about the first, the first
true video game, something everyone would agree was exactly that. But I wasn't quite right, and I knew I was dropping my notes off the ladder. If you want live, animated graphics to interact with, the honor goes to a game that was created 3 or 4 years before
Space War! (1958 versus 1962). That game is
Tennis for Two.
Time for a deep breath. It's nice to pause.
Both of those games, both of the two earliest definitely-video games, are actually quite pretty to watch. You may be surprised to hear that
Space War! has 1024x1024 graphics, and that doesn't do it justice at all, really. The game ran on an air-traffic control screen, which is why the resolution was so high for 1962 (Jiminy, botswain, even for 1992). The
phosphors in the screen produce a dazzling, scintillating, cloudy contrail effect that just firing up the code won't show you. And it ran on the DEC PDP-1, which was the state of the art in computing. Three people created this game at MIT specifically to take the PDP-1 to its absolute limit. It uses every feature and every bit of sail in the new flagship. It was applied not just for fun but also as a "smoke test," a way to make sure the machine was in perfect working order.
Space War! is the absolute unblinking state of the art in computing for 1962. And maybe that's why it's still incredible. Here,
watch this video if you don't believe me.
Tennis for Two is also entrancing. We didn't have a bad beginning.
You can watch it here.
All right, but I was getting at something under the surface. Computer games aren't all graphics, you know? We were just talking about
The Oregon Trail, a teletype game from 1971, and we were happy to consider it a game as much as its 1985-and-later descendants, which eventually sported lessons on flora, ancient photographs, recorded voices, and actors in clothes from the era.
The Oregon Trail of 1971 could only type on paper. Yet it was clearly a digital game. So what was the first? Where do digital games begin?
Well, this is where I also mentioned the Geniac and Brainiac, two home hobby kits for children who wanted to build computers in the mid & late 1950s (or more like it, for their parents who wanted to give them a head start and take a crack at this themselves). Designed by Edmund Berkeley, who created
Simon the first personal computer several years before, these were not "real" computers in the sense that they didn't have a CPU or transistors or even vacuum tubes. They were little more than circular breadboards made of sawdust. Figuring anything out with one of these was like stringing together an electrical abacus from spare Christmas lights. But they could compute, surprisingly, and a book of activities came with them, games for hobbyists to manually "program" into the computer with wires. These lessons were presented as experiments, with names like "EXPERIMENT 38: THE FARNSWORTH CAR POOL" and "EXPERIMENT 11: THE MANGO BLOSSOM SPECIAL." One of the games, "EXPERIMENT 49: THE URANIUM SHIPMENT" (
see page 50 here and better yet
this video), was recently uncovered as
the earliest known digital interactive story. Actually, most people would call it analog, not digital, though it operated on bits, so I'm unclear on whether it should be called
both analog and digital, or just one. (Update: technically, it's digital. By its appearance and operation by manual rotation, I think we can be forgiven for thinking it's analog.) Either way, it was the first changing story mediated by a computer. Certainly it didn't have graphics, but also, certainly, we've got to agree it's more primordial than
The Oregon Trail.
What is the first code ever written for a game? Now that's a story.
It was the Ur computer opponent. Before anyone knew a computer could play chess, someone was working intensely on making that happen. Doing fundamental research in machine learning about a decade before "AI" was coined for this pursuit, Alan Turing gradually wrote a program called
Turochamp with another mathematician, David Champernowne. You may recognize Alan Turing as the protagonist of
The Imitation Game.
Turochamp was so experimental it couldn't handle all the rules of chess, just a subset. It could play this watered-down version of chess by looking two moves ahead at all possibilities. But it was so demanding compared to 1948-1952 computers that Turing simply couldn't get it to run. He kept trying but never succeeded.
Not to be defeated, he challenged his friend to a game of chess. And he pulled out some paper. He had brought his code, a stack of pages sitting next to him. They started playing. When it was his turn, he would trace through the code by hand to find what the algorithm said to do. It was a bit like an old mechanical Turk, those contraptions that supposedly could play chess and defeat royalty and statesmen and master players in the 1800s, always turning out to be a hoax with a guy sweating inside the robot (or "automaton," as the word "robot" comes from a 1920 Czech science-fiction play called
R.U.R., short for
Rossum's Universal Robots, or
Rossumovi Univerzální Roboti before translation) pulling cables, only Turing wasn't hiding. He was sitting across the table from his friend, moving the pieces himself once he knew where to move them. That is, once he'd determined what the code said to do.
It would take him half an hour or more to calculate every move, whenever it was his turn.
His friend won in 29 moves.
Tragically, Alan Turing died in 1956, about 4 years later, still never having gotten the code to work on any of the sorcerous machines he had helped invent. The code itself appears to have disappeared, though the basic approach it took is well-known. Not incidental to our larger story, Turing died by suicide, eating an apple laced with cyanide. This could be interpreted as a reference to Snow White or to Adam and Eve and the fruit—that is, perhaps to the religion whose presiding morals led to his mistreatment. Many say, but I cannot confirm, that Turing's apple, bitten and laced with knowledge, is the origin and meaning of the Apple logo. (Hi there, cute little Apple ][ running
The Oregon Trail.) In 2013, the Queen of England officially pardoned him for his criminal conviction of homosexuality, which had resulted in his chemical castration and probably also his chemical suicide.
In 2014,
The Imitation Game, about Turing's life and what he did for the WWII war effort, saving countless lives by code-breaking Germany's Enigma cipher, won many rounds of acclaim internationally. In terms of his personality, it is not accurate, but it's a great and broadly true story. The title refers to his famous Turing test, a baseline concept for roboticists and lifelike AI developers ever since. The test, in short: What percentage of participants would believe an AI meant to seem human was human? Can we tell the difference? Can we be fooled by an imitator? This idea is made extremely vivid in the movie
Ex Machina, which has an ending that can be read as misogynist, but I think that particular interpretation misses the mark, though it's interesting and very much worth discussing (some of why we have fiction). Anyway, the resident math consultant on the crew of
The Imitation Game was a well-known game designer who also happens to be a mathematician and cryptographer: Jon Ingold. In fact, the world is an exceedingly small place. Ingold was instrumental in creating
80 Days, specifically as one of the project's two directors and the inventor of the story system it runs on.
Curiously, he had created a little experimental game for that system called
The Intercept in 2012, either before or during his collaboration on
The Imitation Game. Both are about Alan Turing's work at Bletchley Park. There's so much overlap between
The Intercept and
The Imitation Game that when I saw the latter, I felt certain that the teacup in the interview scene was a direct reference to the game. It was only when the credits rolled that I saw Jon Ingold's name there and couldn't believe my eyes. But it's true. Same guy. And that
was a real reference in
The Imitation Game to a tiny, obscure, but rather brilliant bit of interactive storytelling (or vice-versa?). Check it out. You can play it in five minutes, and the meanings of moments along with the paths to them change when you replay and choose differently. It's surprisingly clever.
In 2012, about when
The Intercept was spun off and
The Imitation Game was in development, a historically reconstructed version of
Turochamp (remember Turing's and humanity's first code for an AI opponent and arguably the first computer game?) played Gary Kasparov, this time running correctly on an actual computer. Kasparov won in 16 moves. The win can't have surprised him much! He'd gone from the top of a mountain, his chess matches casually and regularly mentioned on the evening news around the world, to sound defeat in 1996 by one of these highly suspect mechanical Turks. The success for IBM's Deep Blue had taken 48 years of AI development after Turing's and Champernowne's first draft. Presumably, Kasparov had beaten every computer nemesis he'd faced before then. But that day in 1996, the great imitator, the computer, had prevailed. Kasparov, the world champion at the game, once refused to believe it would ever happen, famously. Then he had to believe it when it happened. And there was no going back from that shift—in a symbolic sense losing chess for the entire human team. And so this mirror image of a rematch in 2012, a piece of time travel like a Terminator appearing before it was created, was a unique moment. He gave a speech afterwards, saying, among other things, "I suppose you might call it primitive, but I would compare it to an early car—you might laugh at them but it is still an incredible achievement."
So that's the origin story of the computer game. It finally came out in 2012, and the world's greatest (and also most eternally defeated) chess player beat it, but didn't really. Whether you would call the world's very first example a
video game or not (I would say clearly not, as no graphics logic was ever involved), and whether you care that a
curious gonkulator preceded it in 1947 as the first "interactive electronic game" (this really was an analog mechanism, not a digital processor, and rather more tinker toy than game) or a
custom-built Nim player in 1939 (no code and not a general computer, but electromechanics that could do just one thing, as if "EXPERIMENT 49: THE URANIUM SHIPMENT" were burned into a Brainiac that could never change its tune; still, technically a digital computational game with light bulbs instead of graphics, built from relays mere months before the first real computer),
Turochamp is today indisputably the first code of any kind written for a game. Because it was never produced, we could also call it the first example of game vaporware.
Let's take stock of the panorama, then. There were various efforts to run simple board games electronically—nim, tic-tac-toe, checkers—using displays made of bulbs (starting in 1939). Turing and Champernowne wrote the first game code, also for a board game, this time a simplified chess (1948-1952), kicking off a strange and lengthy saga. And
Tennis for Two (1958) and
Space War! (1961) ushered in what we'd all recognize as video games. In terms of creative expression written for a participative machine that could do other things, the common ancestor of
The Oregon Trail, PONG, The Uranium Shipment, SimEarth, Grand Theft Auto V, Braid, Undertale, Soma, Five Nights at Freddy's, 80 Days, Sunless Sea, Divinity 2, Surviving Mars, and
Where the Water Tastes Like Wine, to name just a very few examples, sprang from the restless mind widely regarded as having created the computer and the field of AI. Maybe that isn't a coincidence after all.
Myself, I suspect that games began—before any system of writing, as we know from artifacts—like the instinct of play itself, as a way for us to learn about what's outside of us. And I suspect they will end as a way for computers to learn from what's
inside of us. Instead of playing just to learn, we eventually play to teach. But that's a story for another day.
Have you gathered up and pieced together, with just a few touches of superglue, why I'm proud to be called one of "The Oregon Trail Generation" and why I prefer to be included as a Millennial?
See, Alan Turing was right about several things. He was right in calculations that broke a secret code and shortened a world war. He was right about AI before there was a name for it. He was right to be gay when it wasn't allowed. He was right about the deeply universal nature of computers before any computer even existed. And he was right about this: games are important. They're more than some fool's stray pomposity, though. "Important" means nothing by itself. The form is endlessly ready to represent ideas and feelings. It gives us voice to simulate and explore and tinker with natural and artificial systems, real and imaginary, past, present, and future. It teaches and re-educates us about working together, about improving patterns that aren't good enough. No high count of skeptical parents, time-sink releases, derogatory references to wasting life playing games, or starched suits to impress will reduce that essence. I'm proud to be in The Oregon Trail Generation because I understood. The more of us who understand, the better, and better loved, our Earth can become.