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QUESTRON — 1984

A room of the Wiz Think Tank.

In 1984, Strategic Simulations (SSI) published Questron, a fantasy role-playing game built on Ultima's model — with Richard Garriott's blessing. The Director's name is in its rule book: he did the game's theory, the layer underneath the design, and the layer is anthropology — how to hold a human being inside a system for forty hours.

Game TheoryGerald M. Wieczorek
Game DesignCharles W. Dougherty
ProgrammingJohn C. Dougherty
PublisherStrategic Simulations (SSI), 1984

Credits as printed in the original rule book.


PLAY QUESTRON

The Character Disk boots in Drive 1. When the game asks for Game Disk I or II, click Drive 1’s Load Disk (folder) button, choose that disk, then click the screen and press ESC.

Questron — SSI box art, Commodore 64 edition


THE DESIGN — FLOW, BUILT ON FEAR

The Director's account of what he built, in his own terms: he deliberately created heavy FLOW — total absorption — through fear and commitment. Every player dies in the first hour and must restart. Later in the game, a suicide mechanic lets the player kill their own character to continue — the early, forced self-killing teaches the player to stake themselves, and that stake sustains concentration and fear across a game of roughly forty hours.

It worked at scale. The game drew substantial fan mail; the Director keeps the measure he was given at the time — one player called in sick for a week to play it.


Page compiled by Mr. Nimbus, Oct 30, 2026. The game is SSI's, 1984. Credits and the design account are from the Director's record.

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