
Games Workshop. Today a large company in charge of, among other things, the Blood Bowl game and the behemoth IP that is Warhammer and Warhammer 40K. Movies, video games, magazines, merchandise... probably some candy somewhere, too. My kids love staring at their beautiful (if startlingly expensive) table top games in the specialty stores, while their dad sneaks off to buy some of the company’s terrific (if startlingly expensive) Citadel miniature paint.
Games Workshop was founded in 1975 by John Peake, Steve Jackson and Ian Livingstone, the latter two well known for their Fighting Fantasy (and Livingstone of course for being the mastermind behind Eureka!)
The company is not particularly famous for its adventure games, but it did in fact produce a few. Key among these were Tower of Despair, a highly atmospheric fantasy game with a sequel, Key of Hope that appeared to have vanished into thin air. How and why did a company such as Games Workshop decide to get into computer games? I was intrigued, and after some searching I came across Mike McKeown, one of Tower’s designers. Mike turned out to be a very friendly chap, but he started off claiming to have forgotten most things, so I was interested to see where this was going.
Mike was born in Derbyshire "in the early space age - 1961" and received a degree in Astrophysics from Queen Mary College University of London. And then it was on to the games industry...
I first worked at Games Centre and then at Games Workshop which is how I came to be (briefly) a games developer. Tower of Despair was written in our spare time while we were working for Games Workshop in other capacities. Russell Clarke and I were in the warehouse, having just graduated from University. Jamie Thomson was a staff writer for White Dwarf magazine, and Steve Williams worked in mail order.
I think what happened was that someone approached GW with the idea of converting their board game Battlecars into a micro computer game, and they decided that they’d like creative control and were looking about for a couple of other games for an opening slate of titles.
They’d already let the ball drop a bit with the Fighting Fantasy game books by letting Puffin publish it when they were already publishers in a way.
The font was my idea, but the limitations of an 8x8 pixel grid made a cursive font a challenge to design. We wanted to make the screen look like a printed book. So the actual writing often involved word and sentence choices that would allow the text to appear justified on screen - I would add in the odd double space to make it fit better but would often change wording to avoid short lines in the middle of paragraphs.
The original idea for the game was a single title outlined by Jamie. When it seemed to be a success, Russell and I plotted out the story to be a trilogy - we used a set of rooms in the first game as inspiration for titles and so Key of Hope and Champion of Destiny were outlined and shopped back to GW.
Meanwhile Battlecars and D-Day were also a success and we were commissioned to make a C64 version of Tower and D-Day - both of which we did. Another team did a port of Tower onto Amstrad CPC at the same time.
We had written Tower using the Quill utility and we had to get a custom version of it made in order to do the font in C64 ...
GW had big plans for a short time, with a new guy - Angus Ryall - brought in to market the games.
We did a bit of machine code in the background and hid some of the quirks that would have made it look like every other Quilled game. But the Quill was an excellent engine at the time and that let us focus on the story, and the logic.
Tower was also big - I think it was the first Spectrum adventure which was really two games - you had to save at the end of part one and turn the cassette over and load your game into part two. A lot of the objects and verbs from part one were destroyed and/or repurposed to get round the 255 item limit.
And we had a lot of secret synonyms - where we thought you’d never use both words to try the same thing. I remember just one - PASS(AGE) was the same noun as TREE.
We wanted the game to seem as intelligent as possible. Finding the exact right two words was a huge source of frustration to me as a player. We did have to pay a price for that - we had no room for any HELP in the first half of the game.
Yes, the 16 pages of artwork contained items not referenced directly in the text to act as clues.
Plus, our team was awful at computer graphics anyway.
No, it wasn’t. We did get someone in to do vector graphics for Key.
Yes, it came out later. What killed GW’s nascent computer games division was something really stupid… The guys who wrote D-Day made a version for Sinclair QL. The QL had a unique looped tape drive with fragile and expensive cartridges.
Ian Livingstone and Steve Jackson were early adopters and thought it was the next big thing and that GW could become THE QL gaming house. So they ordered a big print run of D Day.
The developers, meanwhile, forgot to tell anyone that their game wrote back to the micro drive constantly. So when the game was put out, with the standard commercial protection for tapes, the cases had no write protection tabs. So the game was broken.
And since the division had to be self funding, each release was as to pay for the next.
Meanwhile Citadel Miniatures was making a reverse takeover bid for GW and bought out Ian and Steve. All the money went to Warhammer and moving head office from London to Nottingham. No more computer games division ... poof.
And really, the writing was on the wall for commercial adventure games. SSI was developing Pool of Radiance and computer RPGs were on the way.
We had good royalties for a couple of years. I think the four of us made a couple of thousand each, which was a nice bonus at the time.
It probably sold around 7-8 thousand copies - GW gave us 10% royalties, more than most software houses. Ian and Steve made that on their gamebooks and thought it was standard.

I think we’d pretty much coded it up and we were in play testing.
Yep - it was a time travel based quest, but it’s all lost in the mists of time - we were trying to move away from the “generic high fantasy” of the first one.
We had time travel via the spirit of the protagonist entering the bodies of his descendants. So Key of Hope was actually going to have you experiencing things from a female POV - quite an early example I think for gaming. You can see the first hint of that in the comment about the protagonist thinking their mass was “strangely distributed” in the screenshot.
No. Pretty sure not. I don’t and I was lead coder. I don’t even have a copy of Tower any more.
Yep - I doodled a couple more but needed a good job and went into mainframe programming for businesses instead.
Wife, children, and now it’s almost 35 years later. I still have some paper notes for what my next game was going to be - “The Dying of the Light” - which would have been a world hopping adventure, a sort of noir meets Lovecraft thing to prevent alien space bats emerging from their slumbers to darken our skies for all eternity.
But I think others have done these things better in the intervening time
It was a fun time - more fun than being a PMO Manager at a bank, anyway.
These days the closest I get to that is writing automation VBA in Excel and putting the macros onto a custom ribbon ...
Ok - it’s nice to be remembered!