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Session Name:

Beneath the Flesh of Walls: The Making of Sierra's 'Mystery House'

Overview:

Roberta Williams didn't like computers. Ken Williams didn't really care about games. So how did this couple go on to design and program 'Mystery House', the first graphical adventure game for the home computer and one of the most iconic pieces of computer entertainment software of the early 1980s? This game history-centric talk answers that question through a deep dive into the technical process, domestic context, and creative collaboration that gave birth to 'Mystery House'. Showcasing a range of original documents and interviews, this talk will offer a fresh, mature perspective on this famed, but often misunderstood, game and how it was a key influence in titles that followed.

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  • GDC 2018
  • Laine Nooney
  • New York University
  • free content
  • Advocacy
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