Abstract
U.S. video game history is often conducted with little reference to geography. The history of a game company, however, cannot be separated from the histories of the region where it is located and the people who work there. Paying attention to this regional dimension can reveal a wider purview for U.S. video game history—one that encompasses more than video games. The only way to achieve this regional perspective is through footwork: by showing up and doing local research using methods such as oral history. This chapter offers a personal case study on doing U.S. video game history from a regionalist perspective, focusing on the author’s fieldwork in Oakhurst, California, compiling source material for a research project on the computer game company Sierra On-Line.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
At the time of Levy’s arrival, Sierra On-Line was known as On-Line Systems, a name Levy (1994[1984], 299) described as a “holdover from Ken’s vision of selling the respectable kind of business software for the Apple.” The company’s name changed in the fall of 1982.
- 2.
The Williamses’ first ad for their software products was published in the May 1980 issue of MICRO: The 6502 Journal on the last page of the issue before the back cover.
- 3.
Early on, other family members were drafted into the business. Roberta’s father, John Heuer, was reported as On-Line’s northern California distributor in 1981. Ken’s brother John Williams sometimes refers to himself variously either Sierra’s first or second employee; John Williams distributed company software out of his car in 1980, and later worked in Sierra’s marketing department (Tommervik 1981, 4–5; Williams 1987, 8–9).
- 4.
Like the majority of towns in Madera County, Oakhurst and Coarsegold are unincorporated, census designated locations, meaning they have no civic elected offices and run under the jurisdiction of the county.
- 5.
Of the fourteen coastal California companies that advertised in Softalk, eight were in the Greater Los Angeles Area, three in the San Francisco–Silicon Valley region and one in San Diego.
- 6.
The Williamses redwood hot tub at their Mudge Ranch Road home famously made an appearance in the advertisement for On-Line System’s Softporn, the first commercially released erotic computer game.
- 7.
For a deeper reading of the Ken and Roberta Williams Collection, see Nooney (2015).
- 8.
While often used interchangeably, “oral history” has a distinct function compared to the more generic term “interview.” As Donald A. Ritchie (2003, 24) writes, “An interview becomes an oral history only when it has been recorded, processed in some way, made available in an archive, library, or other repository, or reproduced in relatively verbatim form for publication. Availability for general research, reinterpretation, and verification defines oral history.”
- 9.
While I considered phone interviews and have used them when other modes of interviewing were not possible, I felt strongly about meeting in person and in the company’s historic location.
- 10.
Natalie Scheidler, whom I had met during my Master’s work at Kansas State University, was a doctoral student at Montana State-Bozeman at the time. I arranged for her to meet me in Fresno and we drove up to Oakhurst together. Scheidler assisted me in sorting inquires over email and phone, organizing my schedule and helping with setup for the Heritage Days booth. Scheidler also conducted an oral history when I became double booked, and provided much-needed emotional support during the long days of interviews.
References
Anderson, Kathryn, and Dana C. Jack. 2015. Learning to listen: Interview techniques and analyses. The oral history reader. 3rd ed. Eds. Robert Perks and Alistair Thomson, 179–192. New York: Routledge.
Carlston, Douglas G. 1985. Software people: an insider’s look at the personal computer software industry. New York: Simon & Schuster.
Ceruzzi, Paul E. 2008. Internet Alley: High Technology in Tysons Corner, 1945–2005. Cambridge, MA: MIT Press.
Dorman, Robert L. 2012. Hell of a vision: Regionalism and the modern American West. Tucson, AZ: University of Arizona Press.
Fernández-Vara, Clara, and Bennett Foddy. 2017. European videogames of the 1980s. Well Played 6.2: 1–6.
Garda, Maria B. 2016. Who Made That Last Game? The Alternative Chronology of the 8-bit Era in Poland. DiGRA Abstract Proceedings. http://www.digra.org/wp-content/uploads/digital-library/paper_394.pdf.
Gazzard, Allison. 2013. The platform and the player: exploring the (hi)stories of Elite. Game Studies. 13.2. http://gamestudies.org/1302/articles/agazzard.
Gluck, Sherna. 1977. What’s so special about women? Women’s oral history. Frontiers: A Journal of Women Studies 2.2: 3–17.
Gluck, Sherna Berger and Daphne Patai, eds. 1991. Women’s Words: The Feminist Practice of Oral History. New York: Routledge.
Grele, Ronald J. and Stud Terkel. 1985. Envelopes of Sound: The Art of Oral History. Chicago: Precedent Publishing.
Guy, Jim and Marc Benjamin. 2014. Junction fire destroys eight Oakhurst structures; evacuations ordered. The Fresno Bee. August 19. http://www.fresnobee.com/news/local/article19523433.html.
Hsu, Hsuan L. 2009. New regionalisms: literature and uneven development. A Companion to the Modern American Novel 1900–1950, ed. John T. Matthews, 218–239. West Sussex: Blackwell Publishing.
Kushner, David. 2004. Masters of Doom: How two guys created an empire and transformed pop culture. New York: Random House.
Levy, Steven. 1994[1984]. Hackers: heroes of the computer revolution. New York: Penguin Books.
Nooney, Laine. 2015. A Tale of Two CEOs: Digging the Sierra and Broderbund Archive Collections at the Strong Museum of Play. http://www.lainenooney.com/blog/a-tale-of-two-ceos-digging-the-sierra-and-broderbund-archive-collections-at-the-strong-museum-of-play. Accessed 8 April 2020.
Nooney, Laine. 2017. Let’s Begin Again: Sierra On-Line and the ‘Origins’ of the Graphical Adventure Game. American Journal of Play 10.1: 71–98.
Portelli, Alessandro. 1991. The Death of Luigi Trastulli and Other Stories: Form and Meaning in Oral History. Albany, NY: SUNY Press.
Portelli, Alessandro. 2016[1979]. What makes oral history different. The oral history reader. 3rd ed. Eds. Robert Perks and Alistair Thomson, 48–58. New York: Routledge.
Ritchie, Donald A. 2003. Doing Oral History: A Practical Guide. 2nd ed. Oxford: Oxford UP.
Saarikoski, Petri, and Jaakko Suominen. 2009. Computer hobbyists and the gaming industry in Finland. IEEE Annals of the History of Computing 31.3: 20–33.
Saxenian, AnnaLee. 1996. Regional advantage: culture and competition in Silicon Valley and Route 128. Cambridge, MA: Harvard University Press.
Sheff, David. 1999. Game Over: How Nintendo Conquered the World. Wilton, CT: CyberActive Publishing.
Sierra Extends Hint Hotlines for Holiday Season. 1988. Sierra Newsletter. 1.4: 14.
Russell, Andrew L. 2017 Hagiography, Revisionism & Blasphemy in Internet Histories. Internet Histories 1.1–2: 15–25.
Stoler, Ann Laura. 2002. Colonial archives and the arts of governance. Archival science 2.1–2: 87–109.
Švelch, Jaroslav. 2018. Gaming the iron curtain: How teenagers and amateurs in communist Czechoslovakia claimed the medium of computer games. Cambridge, MA: MIT Press.
Swalwell, Melaine and Michael Davidson. 2016. Game History and the Case of ‘Malzak’: Theorizing the Manufacture of ‘Local Product’ in 1980s New Zealand. Locating Emerging Media. New York: Routledge.
Swalwell, Melanie. 2009. Towards the Preservation of Local Computer Game Software: Challenges, Strategies, Reflections. Convergence: The International Journal of Research into New Media Technologies 15.3: 263–279.
Tommervik, Allan. 1981. Exec On-Line Systems: Adventures in Programming. Softalk. February: 4–5.
Vendel, Curt, and Marty Goldberg. 2012. Atari Inc.: Business is Fun. Carmel, NY: Sygyzy Company Press.
Williams, John. 1987. Welcome to Coarsegold, California. Catalog 1987. Coarsegold, CA: Sierra On-Line, 8–9. http://www.sierragamers.com/John-Williams.
Zielinski, Siegfried. 2008. Deep Time of the Media: Toward an archaeology of hearing and seeing by technical means. Cambridge, MA: MIT Press.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this chapter
Cite this chapter
Nooney, L. (2021). On Footwork: Finding the Local in American Video Game History. In: Swalwell, M. (eds) Game History and the Local. Palgrave Games in Context. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-66422-0_6
Download citation
DOI: https://doi.org/10.1007/978-3-030-66422-0_6
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-030-66421-3
Online ISBN: 978-3-030-66422-0
eBook Packages: Literature, Cultural and Media StudiesLiterature, Cultural and Media Studies (R0)