Switch Lights

The lights are on

What's Happening

Horror Story: An Oral History of The 7th Guest

When Trilobyte founders Graeme Devine and Rob Landeros sat down to make their first game together, they knew they had the perfect idea. Using the untapped potential of CD-ROM technology, they planned to incorporate full motion video of live actors into a horror-themed puzzle game. Their intuition proved correct. Upon its release in 1993, The 7th Guest was heralded as a technical marvel, selling more than two million copies and pushing sales of CD-ROM drives through the roof. Bill Gates even called it a “new standard in interactive entertainment.”

However, behind the scenes, The 7th Guest was the eye of a developmental tornado. Fraught with delays, budget issues, and technical challenges, the game drove apart the two friends who came together to create it. Devine and Landeros set out to design one of the best horror games ever made, but the development process turned out to be the most terrifying experience of all.

VIRGIN INNOCENCE 
Graeme Devine: In the early ‘90s, Mastertronic– which was eventually bought by Virgin Games– called me and said, “Do you want to come out to the States for six weeks? No one there knows how to turn on a Commodore 64. It's all business people.” I was, like, “Sure. That sounds like a ton of fun.” That was 24 years ago. I never went back.

Rob Landeros: I met Graeme while working for Virgin Games. He was head of the programming department and I was head of the art department. 

Devine: We were stuck in a room for nine months together, almost 18 hours a day. We got along great. We had a lot in common. We would sit and watch movies like The Shining over and over and over again, and when we'd come to the end of it we'd look at each other and say, “Let's watch it again.”

Landeros: Graeme and I decided to make ourselves the self-appointed heads of new technologies. [Laughs] We might have even had cards printed. We’d have our boss pick up our ticket and hotel room, and we’d jet off to Chicago, New York, L.A. – wherever they were holding a convention.

Devine: We were at a conference in New York, and everyone was demoing CD-ROMs. A lot of people were touting their fast text search engines, which could search encyclopedias in two seconds. They weren’t tapping the technology. Both Rob and I saw it was capable of doing much, much more.

Landeros: After going to four or five of these things, I was feeling a little conscientious about having such a good time on my boss’ dime, and I told Graeme that we should really file a report or something.

Devine: We got out a paper napkin and wrote down some ideas.

Landeros: We both loved David Lynch’s Twin Peaks. We wanted to create a weird, scary, off-the-wall, mystery like that.

Devine: Virgin Games had also just bought Melbourne House, which had the rights to Clue. So at the airport in New York City, we sat and thought about making a game of Clue based around Twin Peaks. 

Landeros: It was Graeme’s fault that we didn’t stick with the Twin Peaks thing. He came up with this outline of an evil toy maker who trapped children’s souls in dolls. I don’t know where he got that, but in a few weeks we had a 20-page document about the story, the game design, a few puzzles. The game would be in black and white and go to color as you moved the mouse around. We handed that pitch to Martin Alper, the president of Virgin Games, when he came in one morning. He walked back 45 minutes later and said, “Let’s go to lunch.”

Devine: Basically he said, “I'm going to have to fire the two of you, because there's no way in hell you're ever going to make that game. It's got failure written all over it. Cartridges are going to be the future of Virgin Games.” Then he went, “But I will give you a contract to go make this game.” Virgin thought it would be, like, a calling card product – an experiment with brand new media – like a trophy product. 

Landeros: I thought it was strange that he let his head of programming and his art director to go form their own company. But by the time we got back from lunch we realized we were free agents.

Devine: Martin said, “I will let you go make this game on the following conditions: One, we actually make a floppy disk version of this game. That's what will make profit. Two, I can come visit you all the time, so you will not move more than 30 or 40 miles away. Three, you only have six months to make this game.” Those were the three rules. We broke them all. 

SETTING UP SHOP

Terror in the Trenches

Graeme Devine did not enter into the world of game development easily. Before he moved to the United States and started working for Virgin, Devine tried to start his own company in England. The trials of game development were nothing like what he expected.

“One of my partners got addicted to cocaine and he kind of fell off the face of the planet with quite a lot of the money,” he says. “Then I made a game for the ZX Spectrum and it sold a bunch. I actually had £25,000 in my bank account in England, which back in 1982 was like a gazillion dollars.”

Unfortunately, this was not the end of Devine’s trials. His partners took all of this money out of the bank account without talking to him, which prompted the budding programmer to leave the company. Devine packed up all of his equipment and left, but his partners weren’t happy to see their star programmer walk out the door with most of the company’s computers.

“They threatened to break my legs and to make me disappear…all sorts of nasty things,” he says. “When you are an 18-year-old that can seem pretty intimidating. One day they came to my house to threaten me, and my dad hid behind the door with a golf club, just in case things got rough. Thankfully, they sat down and we worked it out. Then I started the second company, because games are in my blood.” 

Devine: We didn't know of anyone else doing what we were doing. People on the board said, “The 7th Guest is impossible! It’s entirely impossible to have animation come off a CD-ROM with any kind of quality.” CD-ROMs at the time gave you 150k/second. Now if you get that downloading from the Internet, you get upset. It took the full power of the CPU to give you 150k/second on most machines. The general thinking was that we were doing a fool's errand.

Landeros: Graeme wrote a video player program that would play double normal resolution and played smooth even after video compression. That was the basis for our game engine.

Devine: We filmed the live action sequences in two days above a comic book store in Medford, Oregon. We hired a Shakespeare Society in Ashland, and a film and video society that was an offshoot of that. 

Landeros: We were kind of hands-off because we didn’t know about filming and video. It was very much like we were playing the role of executive producers. There's no way you can pull off that kind of production today. Today it would take weeks of planning and weeks of casting and costumes and so forth. But somehow, we managed to get it together inside a week for only $24,000. It was absolutely incredible. It was so cheaply done.

Devine: The actors performed against a terrible blue screen that wasn't even blue; it was blue paper. That's why the ghosts in The 7th Guest have this fuzzy line around them; we couldn't actually get rid of the entire blue background. In the end, it became a feature.

Landeros: Graeme handled all the programing, but I was a fan of puzzle game magazines so I worked on all the puzzles. Our team was small; there were only a couple other people on staff. Six months in, we were still struggling to finish. Then we went to CES in Las Vegas, because Graeme had decided to demo the game for Martin Alper. That’s when everything sort of changed. 

Devine: Martin didn't want us to show the game at CES, but we turned up with a build, and Martin wanted us to show him the game using a computer that was demoing Monopoly. However, we were out in the open, so people started to crowd around us. Soon the booth was crammed full of people. 

Landeros: I remember showing up late to the show – around 1:30 in the afternoon. Before I even got to the conference somebody said, “Rob, congratulations, man. You’ve got a hit.” I said, “What do you mean?” He said, “Everybody is talking about The 7th Guest. There are crowds around your booth.”

Devine: Along came Roberta Williams from Sierra and she was blown away. She came back with her programmers and said, “See, I told you this stuff was possible, and you didn't believe me!” That’s when Virgin realized that we really had something here.

Landeros: Leaving the show, Graeme and I looked at each other and said, “Well, my gosh, we are sitting on something. We got a tiger by the tail here.”

Devine: During the plane ride back to Oregon, we were both absolutely distraught. Now we really had to finish this thing.

Email the author , or follow on , , , and .

Comments
  • I love pieces like this. Thanks so much for highlighting The 7th Guest, this is exactly the sort of game and behind the scenes discussion I make time to read about.
  • Wow.......

  • Interesting... I wonder how they made money selling two $100 discs for $100 together.
  • Interesting read.  I wouldn't mind seeing a 7th Guest CD-I Replay.

  • Pretty sure this is the first CD-rom game my family ever had. I was 14 at the time and my brother was 11, and man those puzzles were very hard for young gamers. We needed the strategy guide for most of them. That being said, it truly was revolutionary and one of a kind. Great game.

    It may not hold up well today, but back then it was dark, scary, and probably gave us some sleepless nights!
  • Never heard of it. SOunds cool.

  • Never heard of it. SOunds cool.

  • I am an intern for Trilobyte Games, so if you guys want any info on their games or their recent rerelease of Tender Loving Care staring John Hurt, just hit me up. I might have some promo codes if you guys want to review it

  • Never got round to playing it, but I remember my first CD-ROM game was Myst, and at school the other kids seemed to like the 7th Guest, too.

    As a side note in reference to their jarred friendship: executives, now and then, are all idiots. I know this too well. They pretend to know the world and what people want, but in reality they act according to their own twisted view of themselves as the bright and superior masterminds of their market, whatever it may be.

    So many stupid sequels and remakes stand proof to my statement.

  • Great game, frustrating in some parts though, and a great article. I will always remember wandering in the basement of that mansion while a while a voice kept asking "Feeling lonely?"

  • ooooh~ interesting! want to learn more on this.

  • Staff
    It's always interesting to learn about first-of-its-kind titles. You have to respect developers who try something different!
  • I absolutely loved this when I read it in the magazine! My best friend and I used to sneak into the computer room late at night after her parents had gone to bed and play The 7th Guest all night, and when we finally beat it we moved on to the 11th Hour. It's sad that such great games, which augmented one of my earlier childhood friendships, tore apart the friendship of the developers that made them. I'll always love The 7th Guest, and I love seeing it get recognition from my favorite game news website!

  • I have long loved the horrible true story of Trilobyte.  A cautionary tale these days, it illustrates just how badly something can go awry.  

    Great read in the magazine.

  • So was this interview with them sitting down in a room together? Or two separate interviews with different perspectives run concurrently.

  • 7th Guest was actually neat.

  • Yeah, 7th Guest was a weird thing. Sounds like most of the drama was circling around the production of 11th Hour though. This is crazy to read some of this stuff nowadays - $100 to burn a CD? Retailing for $100? Nintendo bought the console rights to 7th Guest to spite Sega? Man... I miss the 90's :D

    Glad these guys sort of patched things up. Wonder if they'll ever finish up (or, uh... start work on) 7th Guest 3: The Collector?

    Now, let's talk about Warp and D/D's Diner!
  • the 7th guest sold CD-Roms. I remember geting a copy of this with a new computer probably around 1994. I remember seeing graphics better than the NES for the first time in such disturbing images they were. truely, 7th guest should be better know because it was something so new. i recall takeing out the 7th guest disks every now and then for a bit of a replay, then one day it just stopped working because windows just couldn't run it anymore.

  • Reading the ending of the interview-- I hope they'll get back together and kindle their friendship anew. That's one of the saddest things I've ever heard. :(

1 2 Next