Opening the Gold Box, Part 1: Joel Billings and SSI

In the event that you're looking for a brief biography on Strategic Simulations, Inc. founder Joel Billings, as well as the history surrounding the founding of SSI, you'll find such an article over on The Digital Antiquarian. Most of the article focuses on Joel's fascination with wargaming, the founding of the company, and the computer battlefields they created in its earliest days, so there really isn't anything to consume regarding the company's notable contributions to the Dungeons & Dragons CRPG scene. Despite that, it's still well worth a read:

Lyon set to work programming the game, using only text because that's all the borrowed North Star CP/M machine he and Joel had scrounged could manage; neither of these two would-be microcomputer-software impresarios yet owned an actual microcomputer. Meanwhile his uncle set up several meetings with venture capitalists, which didn't yield any immediately tangible results. But then the Silicon Valley grapevine reached Trip Hawkins, a young man only a few older than Joel who worked for a company Joel had barely heard of to this point: Apple Computer. A venture capitalist called Hawkins to tell him about this interesting proposal that was coming from an inexperienced youngster with questionable credentials to pull it off. If Hawkins would quit his job at Apple and become president of the new company, the venture capitalist said, he could guarantee him ample financing. Hawkins wasn't ready to do any such thing, but he was intrigued enough by the venture capitalist's description to meet with Joel.

The two were polar opposites in temperament, Hawkins charismatic, nakedly ambitious, and dynamic while Joel was quiet, staid, and thoughtful. Both, however, had grown up similarly steeped in the games culture of the 1960s and 1970s. Eager to foster the games industry that he hoped to enter in his own right someday soon, Hawkins offered to join the board of any prospective company, provided that Joel was willing to develop his game on the Apple II. The Apple II had been overshadowed by the likes of the TRS-80 and all those CP/M machines to date, Hawkins admitted, but it was having a very good 1979 and was poised to come on strong in the new decade poised to be (the computer of the future.) He was, to give credit where it's due, largely right in this. The Apple II would indeed become the premier gaming computer of the next several years, thanks not least to a standout feature that Hawkins didn't hesitate to point out to Joel: its color bitmap graphics. If they made their Bismarck game for the Apple II, Joel and John could substitute a color picture of the North Atlantic for textual descriptions of the situation.

Hawkins's participation should play well with the many Silicon Valley venture capitalists who already knew him as a bright young spark, and he could even get Joel access to Apple's own distribution network and customer rolls. And, far from being a sacrifice, going with the burgeoning Apple II as the new company's platform of choice seemed a logical course. Hawkins promised to join the board, and Apple II it was from then on.

Still, Joel remained cautious by nature. All too aware of his own lack of experience, he cast about for a bigger partner to shoulder some of the risk and some of the responsibility. He screwed up his courage to call the home of his self-described (heroes) at the wargaming Mecca of Avalon Hill, and managed to get Thomas N. Shaw game designer, founding editor of Avalon Hill's in-house magazine The General, and the most long-serving employee of the company on the other end of the line. Shaw, in Joel's words, (blew him off,) said Avalon Hill was already investigating the field of computer gaming for themselves and didn't particularly need the help of a 21-year-old with no relevant experience, thank you very much. Joel's next call was to Automated Simulations, a computer-games publisher founded by two veteran tabletop wargamers that struck him as the only publisher remotely close in background and spirit to what he was trying to do. But, flying high on the sales of their proto-CRPG Temple of Apshai, Automated Simulatons was more interested in adding to that line than branching out into computer wargames. And, once again, they remained distinctly unimpressed by young Joel himself. If Joel wanted to do this thing, he would have to do it alone.
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