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     Haunted Glory


Part 1: Recruiting the Guests
Part 2: Clock Strikes Eleven
Part 3: A Year of Waiting
Part 4: A Tender Moment
Part 5: A New Ascension
Part 6: The Bitter End
Table of Contents
Behind The Games
Part 4
Page 15: A Tender Moment

By mid-1996, David Wheeler had completed the feature film cut of Tender Loving Care and was ready to screen it to potential distribution studios. Having seen the dailies, the executives at Trilobyte were concerned about its marketability. "Our marketing department was concerned about the sexual content," remembers Landeros. Nevertheless, the company went ahead and held a screening of the film at the Medford theatre for all the company employees. Although the game would allow players to tailor the content to their suiting, the film contained full-out adult content. The reaction was mixed.

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"[The TLC movie] was a little on the hard-R side," explains artist Mark Peasley.
"I definitely thought it was a little on the hard-R side," explains artist Mark Peasley. To some, TLC was a complete shock - they couldn't believe such content was coming out of Trilobyte. Others found the film a refreshing change and a "real psychological adventure," according to Noble Smith. To Devine's credit, he fully supported the film, standing up in front of the audience and telling employees as he left the theatre, "Wasn't that great?" Devine says," Although I had a creative disagreement with Rob, I still wanted to support him."

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TLC caused great concern among the principals at Trilobyte. "TLC was just flat," explains CFO Jeff Johnson.
CFO Jeff Johnson was more forthright in his opinion: "TLC was just flat - not compelling in the least, and that's very frustrating when you've spent over a million dollars for the film." Both Landeros and Wheeler stand behind the picture, although in retrospect, Landeros admits, "TLC probably pushed the envelope too much for Trilobyte." Trilobyte also took the film to the 1996 Game Developer's Conference in San Jose and the Electronic Entertainment Expo in Los Angeles. As Landeros put it, reaction at the screenings was "mixed." One magazine, New Media, said, "Those trapped in the theater were subjected to a soft-porn film with a weak plot and rancid acting." However, some Trilobyte employees, including James Yokota, found merit in the fact that "at least Rob and David stayed true to their vision with TLC." But even aside from the film, some employees were taken aback by the psychological questions in the interactive product that probed players about the most taboo of sexual subjects.

By mid-1996 Trilobyte was starting to run low on cash, due in part to huge expenditures on products like TLC, which the board maintains cost upward of $2.5 million to complete. "TLC was an experimental product, and here it was costing more than The 11th Hour," says CFO Johnson. For the record, Landeros insists TLC cost no more than $1.7 million. Regardless of the budget and the particulars, the facts don't lie: $6 million in equity financing had all but dried up at Trilobyte.

About this time, Trilobyte entered into exploratory discussions with Broderbund about a possible acquisition of the company. Although Landeros and Devine had decided an initial public offering was not in their interest, public corporations like Broderbund were keen on internalizing talent that could produce games like their megahit, Myst. In its heyday, Trilobyte was valued by some on Wall Street at upward of $50 million. Although Broderbund considered an acquisition, at the end of the day it never came to fruition.

"The Stauf Mansion Through the Years"
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The initial concept sketch for the mansion's foyer.
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The foyer comes to life in The 7th Guest.

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70 years later, the foyer in The 11th Hour.
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A never-before-seen image of the foyer from The 7th Guest III.

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An exclusive image showing the dining room from the never released The 7th Guest III (Render by Ken Nash).
While TLC was winding its way through post production, Virgin entered into an agreement with Trilobyte for the creation of The 7th Guest III, which was to be a joint venture between the two companies. "T7G3 was going to be very media soaked," says writer Matt Costello, "and we were going to ask, 'What if games, gamers, and the media were controlled by a satanic figure?'" Virgin contributed $500,000 to the project, and Trilobyte began work on initial art and design. However, by mid-1996 it was clear to Virgin that Landeros' heart was not into the game, and the publisher - dismayed with progress on the title - promptly cancelled development.


The respect between the two founders seemed to be dwindling, and everyone inside the company knew something was wrong.


While Devine and Landeros were still working in the same office building, their communication was sporadic at best. "I'd talk to Graeme and Rob separately and ask, 'When was the last time you guys talked?'" says Kessler, "and they'd say, 'Oh, at the last board meeting.' It just wasn't healthy." The respect between the two founders seemed to be dwindling, and everyone inside the company knew something was wrong. "I still remember that at our summer picnic on the Rogue Valley, Graeme and Rob threw a Frisbee back and forth," recalls Yokota. "I think everyone was collectively amazed they were even doing that."

But within weeks, even tossing a Frisbee back and forth would become too great a task for the founders of Trilobyte to manage. Next, Devine would move offsite, and the final chapter of the partnership would be written.

Next: He's Left The Building


 
 

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