How Spielberg’s gentle alien killed the video… | Little White Lies

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How Spielberg’s gen­tle alien killed the video game industry

03 Mar 2015

Words by Michael Leader

Damaged and torn tabloid newspaper amongst rubble and rocks.
Damaged and torn tabloid newspaper amongst rubble and rocks.
Did E.T. real­ly cause the 1983 Video Game Crash? Michael Leader goes in search of a pop cul­ture myth.

Sep­tem­ber, 2012: The rumoured remains of King Richard III are found buried beneath a car park in Leices­ter. Eigh­teen months lat­er, half the world away in Alam­ogor­do, New Mex­i­co, an alto­geth­er geeki­er group of experts and enthu­si­asts make a sim­i­lar­ly his­toric dis­cov­ery in a 30-year-old land­fill: a mass grave teem­ing with video game car­tridges report­ed­ly entombed in 1983, a fate­ful year for both the gam­ing indus­try and its pio­neer­ing com­pa­ny, Atari.

The video game indus­try may still be in its infan­cy when com­pared with cin­e­ma, tele­vi­sion, music and lit­er­a­ture, but it has already con­tributed its fair share of cul­tur­al his­to­ry, and gam­ing folk­lore has no larg­er leg­end than that sur­round­ing the myth­i­cal­ly-pro­por­tioned Video Game Crash. The num­bers speak for them­selves: what was a $3 bil­lion busi­ness at its peak in the ear­ly 80s shrunk by 97 per cent to a mere $100 mil­lion with­in a hand­ful of years. Atari, the indus­try leader with an aston­ish­ing 80 per cent mar­ket share (Accord­ing to Forbes the com­bined share of Nin­ten­do, Microsoft and Sony’s con­soles only make up 63 per cent of today’s indus­try), bore the brunt of the col­lapse, post­ing $500 mil­lion loss­es in 1982 and lay­ing off 80 per cent of its staff soon after.

Spoil­er alert: the video game indus­try even­tu­al­ly bounced back. But in the ensu­ing years, a tidy nar­ra­tive devel­oped, com­plete with its own scape­goat. Step for­ward E.T. The Extra-Ter­res­tri­al, an ill-fat­ed tie-in game for Steven Spielberg’s hit fam­i­ly flick designed by Atari wun­derkind Howard Scott War­shaw. Atari paid through the nose for the licence and set War­shaw, fresh from design­ing a pop­u­lar and acclaimed adap­ta­tion of Raiders of the Lost Ark, the task of com­plet­ing the project not in the usu­al time­frame of months, but weeks. An unprece­dent­ed five of them, in fact, to ensure a Christ­mas 1982 release. The result was by most accounts a ful­ly-func­tion­ing, but dis­ap­point­ing and pun­ish­ing­ly dif­fi­cult game. Atari hoped to sell four mil­lion copies, but many remained on store shelves. And a sig­nif­i­cant chunk of that stock, so the leg­end goes, was buried in Alamogordo.

Imag­ine if infa­mous box office bombs like Heaven’s Gate or Cut­throat Island didn’t just sink film move­ments or pro­duc­tion com­pa­nies, but scup­pered the entire movie busi­ness. That’s the rep­u­ta­tion thrust upon E.T., and even a casu­al Google of the phrase worst video game ever’ brings up legions of lis­ti­cles per­pet­u­at­ing the myth. Not­ed inter­net grouch Sean­ba­by, for exam­ple, places E.T. in the top spot of his Crap­strav­a­gan­za’ fea­ture, draw­ing a com­par­i­son to noto­ri­ous­ly un-PC Atari game Custer’s Revenge (which ranked #9) in his entry: The Atari 2600 had a game where Gen­er­al Custer raped Indi­ans tied to cac­tus­es, and that couldn’t kill the sys­tem… Call­ing [E.T.] a piece of trash is actu­al­ly sci­en­tif­i­cal­ly accurate.”

But how does it all stand up to cold, hard, dis­in­terred fact? Like the case of the king in the car park, the exca­va­tion of this ancient video game bur­ial ground was spear­head­ed and chron­i­cled by a film crew, and was even­tu­al­ly cut togeth­er into a brisk, endear­ing doc­u­men­tary titled Atari: Game Over (ini­tial­ly launched, curi­ous­ly, on Microsoft’s Xbox Live media plat­form, now more wide­ly avail­able on VoD). Direc­tor Zak Penn, else­where known for co-writ­ing screen­plays for Last Action Hero, Inspec­tor Gad­get and X‑Men: The Last Stand, was one of the kids who expe­ri­enced the crash first-hand.

It was mys­ti­fy­ing,” he recalls. Every­body loved these games, they were real­ly pop­u­lar. And then it stopped.” But he was attract­ed to the E.T. sto­ry much lat­er, when the myth was in full flow, exag­ger­at­ed and pro­lif­er­at­ed by a younger gen­er­a­tion online: The inter­net is a very good, crowd­sourced sto­ry­teller. What drew me into this spe­cif­ic sto­ry was… how the hell did all these pieces come together?”

Across 66 whol­ly enlight­en­ing min­utes, Atari: Game Over picks apart the accept­ed nar­ra­tive of the crash and inter­views devel­op­ers (Atari founder Nolan Bush­nell), his­to­ri­ans and oth­er notable game buffs (includ­ing Ready Play­er One author Ernest Cline and for­mer jour­nal­ist and cur­rent screen­writer Gary Whit­ta), lead­ing up to grand unveil­ing of the dig’s find­ings. In the process, the film mounts a defence case in sup­port of E.T. and, in par­tic­u­lar, design­er Howard Scott War­shaw, who tagged out of the indus­try after the crash to become a writer, film­mak­er and, lat­ter­ly, a psychotherapist.

Penn’s the­sis, which is borne out by his cho­sen talk­ing heads and, indeed, the bur­ial site’s con­tents (nowhere near the report­ed amount of car­tridges, and only a pro­por­tion of them were E.T.), is that Atari’s bub­ble was bound to burst any­way, thanks to mar­ket sat­u­ra­tion and lack of inno­va­tion. The real issue about what hap­pened with Atari was a tech­no­log­i­cal one,” Penn explains. They thought they had the hula hoop, they didn’t realise they had cin­e­ma.” Years lat­er, the likes of Nin­ten­do, Sony and Microsoft would build a new video game indus­try based on reg­u­lar hard­ware refresh­es, but Atari erro­neous­ly believed that their 2600 con­sole was a busi­ness unto itself. When it failed, both Atari and the gam­ing com­mu­ni­ty need­ed an easy expla­na­tion, and E.T. was it. Penn puts it in suit­ably Hol­ly­wood terms: E.T. was the fall guy.”

E.T. design­er Howard Scott War­shaw describes the Video Game Crash as the community’s first shared tragedy, akin to the Great Depres­sion, and his game just pro­vid­ed the face. But when asked about the endur­ing leg­end around the game, he pin­points a mode of social behav­iour spe­cif­ic to con­tem­po­rary online cul­ture: Being a hater is in vogue, par­tic­u­lar­ly in this gen­er­a­tion. It’s a social trend. I see it as a bunch of peo­ple exer­cis­ing their wit, and I’m always in favour of that. But my game hap­pened to be a light­ning rod for haters.” That most of these crit­ics plac­ing E.T. at the top of their worst game’ lists haven’t even played the game seems to be beside the point; its asso­ci­a­tion with the down­fall of the indus­try is enough to make it a wor­thy target.

What Atari: Game Over sig­nals, though, is a dif­fer­ent breed of video game dis­course dis­tinct from haters and myth-deal­ing nos­tal­gia. Through­out, Penn and co exhib­it a gen­uine curios­i­ty to read against accept­ed wis­dom, and there’s an infec­tious sin­cer­i­ty to the film’s approach to the game and its cre­ator, best wit­nessed in the scenes doc­u­ment­ing the exca­va­tion itself, which come across like a spir­i­tu­al cer­e­mo­ny, or a com­mu­nal hap­pen­ing. Enthu­si­asts gath­ered from all over the States, even abroad, to take part in the col­lec­tive experience.

War­shaw him­self was moved: It was over­whelm­ing to me to think that some­thing that I did 32 years ago is still doing what I want­ed it to do, which is to cre­ate some excite­ment and relief from bore­dom for a few moments. And there it was, right in front of me, before my very eyes, and I wept. Some­thing that I found in this movie that I didn’t even know I need­ed as much as I did was redemp­tion. It was a hum­bling moment.”

A reclaimed E.T. car­tridge from the land­fill now sits in the col­lec­tion of the Smithsonian’s Nation­al Muse­um of Amer­i­can His­to­ry, com­ple­ment­ing the copy of Warshaw’s ear­li­er game, the crit­i­cal­ly-acclaimed space shoot­er Yars’ Revenge, which takes pride of place in the Archi­tec­ture & Design col­lec­tion at the Muse­um of Mod­ern Art. But, reflect­ing on the dig, War­shaw is clear about which is the more promi­nent work: if I would have come up with a bril­liant game and every­body enjoyed play­ing the game, it would have been like Yars, and nobody would be there.”

By being hat­ed, slat­ed and entombed, E.T. was lift­ed out of its imme­di­ate con­text and cement­ed into pop cul­ture his­to­ry, sug­gest­ing, per­haps, that sim­ply being good isn’t some­thing worth phon­ing home about.

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