There was a reason for this: thanks to their need for large amounts of single-use visual and audio assets, those games were among the most expensive of all to produce European studios for the most part simply lacked the resources to make them. British and, indeed, most European developers had little that could compete with the latest graphic adventures from American publishers like Sierra and Lucasfilm Games. The one area of gaming where the Americans most obviously outdid the Brits, he realized, was the genre he still loved best: the adventure game. What to do now?Īll his time spent porting and selling American games had given him a familiarity with goings-on across the Atlantic that was unusual among his countrymen. In 1990, the 27-year-old Charles Cecil, who had recently been enjoying such luxuries as a posh company car and a mobile phone, was left high and dry by Mediagenic’s collapse. Two years later, he parlayed that into a short-lived gig as development manager for US Gold, then a longer-lived one in the same role for Activision’s European subsidiary.īut a series of unfortunate events and poor management decisions at the American parent company - a trend which began about the time of Cecil’s arrival, with management’s decision to change the company’s name to the hopeless corporatese “Mediagenic” - ultimately spelled disaster for that international software empire. In 1985, Cecil jumped from the sinking ship to found his own Paragon Programming, which specialized in porting American games to European platforms. (Artic’s games were particularly noted for their atrocious spelling…)Ĭecil continued to design games and do various other odd jobs for Artic for several years, but by the middle of the decade the company’s homespun products were finding the going tough in what had now become a crowded and hyper-competitive British software market. A game designer had been born, alongside a cottage industry of similarly ramshackle semi-professional text adventures that would persist for the better part of two decades. “Why don’t you write one?” Thus Cecil designed Adventure B: Inca Curse, followed by several more text adventures, all primitive enough - or, if you like, minimalist enough - to fit into a computer with just 16 K of memory. “You like telling stories,” Turner said to Cecil. In June of 1981, Turner and Thornton’s Adventure A: Planet of Death became the first home-grown adventure game ever to be sold in Britain.Īs the name of that first game would imply, Artic intended from the beginning to make a whole line of text adventures, just as Scott Adams had done. Taking note of the success that Scott Adams was having with his text adventures in the United States, Artic developed an engine for similar games on Sinclair machines. Although he was not and never would become a programmer, Cecil got pulled into other aspects of the venture, such as drawing what he describes today as “the shittiest logo.”Ĭhris Thornton, Richard Turner’s partner in Artic, owned an imported Radio Shack TRS-80 this allowed the group of friends to keep tabs on the American microcomputing scene, which had a few years’ head start on the British. There he became friends with a fellow student named Richard Turner, who had just co-founded Artic Computing, one of the very first suppliers of software for the Sinclair ZX80, Britain’s very first mass-market personal computer. Born in 1962, he began studying engineering at Manchester University in 1980. Charles Cecil was a part of the British adventure-games scene from the beginning.
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