Chris Crawford Interview: Exploring the Frontiers of Game Design

In February 2024, we had the unique opportunity to engage with one of the video game industry’s most influential figures, Chris Crawford, through a mail correspondence. Crawford, whose career spans several decades, has left an indelible mark on the landscape of game design and interactive storytelling. Known for his pioneering work and thought-provoking insights into the art and science of video games, Crawford’s perspectives offer a deep dive into the evolution of gaming, from its early days to its current state. This interview sheds light on his experiences, beliefs, and the wisdom he’s garnered throughout his illustrious career.

Chris Crawford’s journey into the realm of video game design began in the late 1970s, a period marked by the burgeoning development of personal computing. With a background in physics, Crawford’s transition into game development was fueled by a passion for creating interactive experiences that challenged conventional norms. His early work, characterized by innovative design and a focus on strategy and simulation, quickly established him as a visionary in the field.

In 1979, Crawford joined Atari, a company that stood at the forefront of the video game revolution. During his tenure, he contributed to the development of several notable titles, pushing the boundaries of what video games could achieve. However, it was his work on “Eastern Front (1941)” and “Balance of Power” that cemented his reputation as a developer who was not afraid to infuse games with complex themes and a deep sense of strategy. These games were not just entertainment; they were interactive narratives that engaged players in ways that had never been seen before.

Beyond his contributions to game development, Crawford has been a vocal advocate for the advancement of interactive storytelling. His efforts to create a language and platform for narrative games have inspired countless developers and academics. Perhaps his most ambitious project, the Storytron engine, aimed to revolutionize how stories are told and experienced within the digital space, highlighting his commitment to exploring the narrative potential of games.

Crawford’s influence extends beyond his game titles and development tools. He is the founder of the Game Developers Conference (GDC), an annual event that has grown to become the world’s largest professional game industry gathering. Through GDC, Crawford has facilitated a global dialogue among game developers, fostering a community that shares knowledge, challenges the status quo, and collaborates on the future of gaming. His writings, particularly “The Art of Computer Game Design,” continue to serve as essential reading for anyone interested in understanding the depth and breadth of game design as a craft.

Interview with Chris Crawford

Chris Crawford working on Eastern Front (1941)
Chris Crawford working on Eastern Front (1941).

1. What was the first computer that you owned or operated and what was the experience like for you?

A KIM-1 system I built in 19781. Details are at https://www.erasmatazz.com/kimtanktics/index.html

2. How about video games? What early games inspired you to get into game development or were tabletop games a bigger influence?

Definitely board wargames from Avalon-Hill2 and SPI3.

3. What years did you work at Atari and how did you get the job?

I joined in September 1979 and left in March 1984

4. Can you talk a little about working at Atari during the video game crash of 19834 or more broadly what it was like to be a game designer at that time?

Those were dark times. Many people could not find work. Several committed suicide and several came down with fatal illnesses. My wife suggested that it was time for me to look for “a real job”. It really seemed that video games were a fad whose time had passed.

5. During your time with the company, what was the work culture like? Were the days of wild parties over by the time you got there?

Atari had many subcultures. Coin-op was super-techie: very smart people working there. Yes, there were party-people, but they were a small part of the company. Most people were fairly normal. But Ray Kassar installed a bunch of managers from CDC5 and they tried to impose a mainframe style of software development on HCS6. Total disaster.

6. As someone who witnessed the evolution of video games from a niche hobby to a mainstream entertainment medium, what are your thoughts on the current state of the industry compared to its early days?

I’m disappointed. Our sales increased much faster than our maturity. We ended up as an industry selling juvenile products. We never spread out into other kinds of games for other kinds of people.

7. If you could go back to the early 1980s and give one piece of advice to your younger self at Atari, what would it be?

Good question! I can’t decide whether it should be a warning (e.g. “If you found a conference, make it non-profit!!!) or an exhortation (e.g. “Trust your own judgment.”) or personal (“Fame don’t mean shit, because they don’t really know you”.) I think the best advice I could give is, “spend more time developing your social intelligence”).

8. Was there a game concept that you really wanted to execute during your time at Atari but couldn’t due to the technological constraints at the time?

You’ll find this answer particularly odd. The 8-bit computers were simple enough that it was possible for a person to master the technology. I completely mastered the Atari technology. I understood fully its capabilities and limitations. So fully integrated into my creative process was this understanding that I simply never imagined designs that were not possible on the 8007. But I must add that once I saw the 680008, I found it difficult to want to work on the 65029.

9. Do you still enjoy playing video games and if so which ones?

I occasionally play a game of Civilization, but not often.


Footnotes:

1. KIM-1 System: A single-board computer developed by MOS Technology in 1975, popular among hobbyists and educators for its affordability and accessibility.

2. Avalon-Hill: A company known for its board wargames and strategy titles, influential in the development of strategic and tactical gaming.

3. SPI (Simulations Publications, Inc.): Renowned for its detailed military strategy games and contributions to the wargaming hobby and genre.

4. Video Game Crash of 1983: A significant downturn in the video game industry, marked by market saturation and the proliferation of low-quality games.

5. CDC (Control Data Corporation): A pioneering company in the field of mainframe and supercomputing, known for its powerful mainframe computers.

6. HCS (Home Computer System): Refers to Atari’s line of 8-bit computers, including the Atari 400 and 800 models, part of the early personal computing market.

7. Atari 800: One of Atari’s most popular 8-bit home computers, known for its advanced graphics and sound capabilities.

8. Motorola 68000: A 32-bit microprocessor introduced by Motorola in 1979, offering significantly more power than the older 8-bit processors.

9. 6502: A microprocessor widely used in early home computers and game consoles, including the Atari 8-bit family, for its low cost and simplicity.

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