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Alpha Centauri


This article tells part of the story of the Civilization series.

In the spring of 1996, Brian Reynolds and Jeff Briggs took a long, hard look around them and decided that they’d rather be somewhere else.

At that time, the two men were working for MicroProse Software, for whom they had just completed Civilization II, with Reynolds in the role of primary designer and programmer and Briggs in that of co-designer, producer, and soundtrack composer. They had brought the project in for well under $1 million, all that their bosses were willing to shell out for what they considered to be a game with only limited commercial potential. And yet the early sales were very strong indeed, proof that the pent-up demand for a modestly modernized successor to Sid Meier’s masterstroke that Reynolds and Briggs had identified had been very, very real. Which is not to say that they were being given much credit for having proved their managers wrong.

MicroProse’s executives were really Spectrum Holobyte’s executives, ever since the latter company had acquired the former in December of 1993, in a deal lubricated by oodles of heedless venture capital and unsustainable levels of debt. Everything about the transaction seemed off-kilter; while MicroProse had a long and rich history and product portfolio, Spectrum Holobyte was known for the Falcon series of ultra-realistic combat flight simulators, for the first version of Tetris to run on Western personal computers, and for not a whole lot else. Seeing the writing on the wall, “Wild Bill” Stealey, the partner in crime with whom Sid Meier had founded MicroProse back in 1982, walked out the door soon after the shark swallowed the whale. The conjoined company went on to lose a staggering $57.8 million in two years, despite such well-received, well-remembered, and reasonably if not extraordinarily popular games as XCOM, Transport Tycoon, and Colonization. By the spring of 1996, the two-headed beast, which was still publishing games under both the Spectrum Holobyte and MicroProse banners, was teetering on the brink of insolvency, with, in the words of its CEO Stephen M. Race, a “negative tangible net worth.” It would require a last-minute injection of foreign investment capital that June to save it from being de-listed from the NASDAQ stock exchange.

The unexpectedly strong sales of Civilization II — the game would eventually sell 3 million copies, enough to make it MicroProse’s best seller ever by a factor of three — were a rare smudge of black in this sea of red ink. Yet Reynolds and Briggs had no confidence in their managers’ ability to build on their success. They thought it was high time to get off the sinking ship, time to get away from a company that was no longer much fun to work at. They wanted to start their own little studio, to make the games they wanted to make their way.

But that, of course, was easier said than done. They had a proven track record inside the industry, but neither Brian Reynolds nor Jeff Briggs was a household name, even among hardcore gamers. Most of the latter still believed that Civilization II was the work of Sid Meier — an easy mistake to make, given how prominently Meier’s name was emblazoned on the box. Reynolds and Briggs needed investors, plus a publisher who would be willing to take a chance on them. Thankfully, the solution to their dilemma was quite literally staring them in the face every time they looked at that Civilization II box: they asked Sid Meier to abandon ship with them. After agonizing for a while about the prospect of leaving the company he had co-founded in the formative days of the American games industry, Meier agreed, largely for the same reason that Reynolds and Briggs had made their proposal to him in the first place: it just wasn’t any fun to be here anymore.

So, a delicate process of disentanglement began. Keenly aware of the legal peril in which their plans placed them, the three partners did everything in their power to make their departure as amicable and non-dramatic as possible. For instance, they staggered their resignations so as not to present an overly united front: Briggs left in May of 1996, Reynolds in June, and Meier in July. Even after officially resigning, Meier agreed to continue at MicroProse for some months more as a part-time consultant, long enough to see through his computerized version of the ultra-popular Magic: The Gathering collectible-card game. He didn’t even complain when, in an ironic reversal of the usual practice of putting Sid Meier’s name on things that he didn’t actually design, his old bosses made it clear that they intended to scrub him from the credits of this game, which he had spent the better part of two years of his life working on. In return for all of this and for a firm promise to stay in his own lane once he was gone, he was allowed to take with him all of the code he had written during the past decade and a half at MicroProse. “They didn’t want to be making detailed strategy titles any more than we wanted to be making Top Gun flight simulators,” writes Meier in his memoir. On the face of it, this was a strange attitude for his former employer to have, given that Civilization II was selling so much better than any of its other games. But Brian Reynolds, Jeff Briggs, and Sid Meier were certainly not inclined to look the gift horse in the mouth.

They decided to call their new company Firaxis Games, a name that had its origin in a piece of music that Briggs had been tinkering with, which he had dubbed “Fiery Axis.” Jason Coleman, a MicroProse programmer who had coded on Civilization II, quit his job there as well and joined them. Sid Meier’s current girlfriend and future second wife Susan Brookins became their office manager.

The first office she was given to manage was a cramped space at the back of Absolute Quality, a game-testing service located in Hunt Valley, Maryland, just a stone’s throw away from MicroProse’s offices. Their landlords/flatmates were, if nothing else, a daily reminder of the need to test, test, test when making games. Brian Reynolds (who writes of himself here in the third person):

CEO Jeff Briggs worked the phones to rustle up some funding and did all the hard work of actually putting a new company together. Sid Meier and Brian Reynolds worked to scrape together some playable prototype code, and Jason Coleman wrote the first lines of JACKAL, the engine which these days pretty much holds everything together. Office-manager Susan Brookins found us some office furniture and bought crates of Coke, Sprite, and Dr. Pepper to stash in a mini-fridge Brian had saved from his college days. We remembered that at some indeterminate point in the past we were considered world-class game designers, but our day-to-day lives weren’t providing us with a lot of positive reinforcement on that point. So, for the first nine months of our existence as a company, we clunked over railroad tracks in the morning, played Spy Hunter in the upstairs kitchen, and declared “work at home” days when Absolute Quality had competitors in the office.

Once the necessary financing was secured, the little gang of five moved into a proper office of their own and hired more of their former colleagues, many of whom had been laid off in a round of brutal cost-cutting that had taken place at MicroProse the same summer as the departure of the core trio. These folks bootstrapped Firaxis’s programming and art departments. Thanks to the cachet of the Sid Meier name/brand, the studio was already being seen as a potential force to be reckoned with. Publishers flew out to them instead of the other way around to pitch their services. In the end, Firaxis elected to sign on with Electronic Arts, the biggest publisher of them all.

The three founding fathers had come into the venture with a tacit understanding about the division of labor. Brian Reynolds would helm a sprawlingly ambitious but fundamentally iterative 4X strategy game, a “spiritual successor” to Civilization I and II. This was the project that had gotten Electronic Arts’s juices flowing; its box would, it went without saying, feature Sid Meier’s name prominently, no matter how much or how little Meier ultimately had to do with it. Meanwhile Meier himself would have free rein to pursue the quirkier, more esoteric ideas that he had been indulging in ever since finishing Civilization I. And Briggs would be the utility player, making sure the business side ran smoothly, writing the music, and pitching in wherever help was needed on either partner’s project.

Sid Meier has a well-earned reputation for working rapidly and efficiently. It’s therefore no surprise that he was the first Firaxis designer to finish a game, and by a wide margin at that. Called simply Gettysburg! — or rather Sid Meier’s Gettysburg! — it was based upon the battle that took place in that Pennsylvania city during the American Civil War. More expansively, it was an attempt to make a wargame that would be appealing to grognards but accessible enough to attract newcomers, by virtue of being real-time rather than turn-based, of being audiovisually attractive, and of offering a whole raft of difficulty levels and tutorials to ease the player into the experience. Upon its release in October of 1997, Computer Gaming World magazine called it “a landmark, a real-time-strategy game whose unique treatment of its subject matter points to a [new] direction for the whole genre.” For my own part, being neither a dedicated grognard nor someone who shares the fascination of so many Americans for the Civil War, I will defer to the contemporary journal of record. I’m sure that Gettysburg! does what it does very well, as almost all Sid Meier games do. On the broader question of whether it brought new faces into the grognard fold, the verdict is more mixed. Meier writes today that “it was a success,” but it was definitely not a hit on the scale of SSI’s Panzer General, the last wargame to break out of its ghetto in a big way.

To the hungry eyes of Electronic Arts, Gettysburg! was just the appetizer anyway. The main dish would be Alpha Centauri.

The idea for Alpha Centauri had been batted around intermittently as a possible “sequel to Civilization” ever since Sid Meier had made one of the two possible victory conditions of that game the dispatching of a spaceship to that distant star, an achievement what was taken as a proof that the nation so doing had reached the absolute pinnacle of terrestrial achievement. In the wake of the original Civilization’s release and success, Meier had gone so far as to prototype some approaches to what happens after humanity becomes a star-faring species, only to abandon them for other things. Now, though, the old idea was newly appealing to the principals at Firaxis, for commercial as much as creative reasons. They had left the rights to the Civilization franchise behind them at MicroProse, meaning that a Firaxis Civilization III was, at least for the time being, not in the cards. But if they made a game called Alpha Centauri that used many of the same rules, systems, and gameplay philosophies, and that sported the name of Sid Meier on the box… well, people would get the message pretty clearly, wouldn’t they? This would be a sequel to Civilization in all but its lack of a Roman numeral.

When he actually started to try to make it happen, however, Brian Reynolds learned pretty quickly why Sid Meier had abandoned the idea. What seemed like a no-brainer in the abstract proved beset with complications when you really engaged. The central drama of Civilization was the competition and conflict between civilizations — which is also, not coincidentally, the central drama of human history itself. But where would the drama come from for a single group of enlightened emissaries from an earthly Utopia settling an alien planet? Whom would they compete against? Just exploring and settling and building weren’t enough, Reynolds thought. There needed to be a source of tension. There needed to be an Other.

So, Brian Reynolds started to read — not history this time, as he had when working on Civilization II, but science fiction. The eventual manual for Alpha Centauri would list seven authors that Reynolds found particularly inspiring, but it seems safe to say that his lodestar was Frank Herbert, the first writer on the list. This meant not only the inevitable Dune, but also — and perhaps even more importantly — a more obscure Herbert novel called The Jesus Incident that wasn’t even still in print at the time. One of its author’s more polarizing creations, The Jesus Incident is an elliptical, intensely philosophical and even spiritual novel about the attempt of a group of humans to colonize a planet that begins to manifest a form of sentience of its own, and proves more than capable of expressing its displeasure at their presence on its surface. This same conceit would become the central plot hook of Alpha Centauri.

Yes, I just used the word “plot.” And make no mistake about its significance. Of the threads that have remained unbroken throughout Sid Meier’s long career in game design, one of the most prominent is this mild-mannered man’s deep-seated antipathy toward any sort of set-piece, pre-scripted storytelling in games. Such a thing is, he has always said, a betrayal of computer games’ defining attribute as a form of media, their interactivity. For it prevents the player from playing her way, having her own fun, writing her own personal story using the sandbox the designer has provided. Firaxis had never been intended as exclusively “Sid Meier’s company,” but it had been envisioned as a studio that would create, broadly speaking, his type of games. For Reynolds to suggest injecting strong narrative elements into the studio’s very first 4X title was akin to Deng Xiaoping suggesting to his politburo that what post-Cultural Revolution China could really use was a shot of capitalism.

And yet Meier and the others around Reynolds let him get away with it, just as those around Deng did. They did so because he had proven himself with Colonization and Civilization II, because they trusted him, and because Alpha Centauri was at the end of the day his project. They hadn’t gone to the trouble of founding Firaxis in order to second-guess one another.

Thus Reynolds found himself writing far more snippets of static text for his strategy game than he had ever expected to. He crafted a series of textual “interludes” — they’re described by that word in the game — in which the planet’s slowly dawning consciousness and its rising anger at the primates swarming over its once-pristine surface are depicted in ways that mere mechanics could not entirely capture. They appear when the player reaches certain milestones, being yet one more attempt in the annals of gaming history to negotiate the tricky terrain that lies between emergent and fixed narrative.

An early interlude, delivering some of the first hints that the planet on which you’ve landed may be more than it seems.

Walking alone through the corridors of Morgan Industries, you skim the security reports on recent attacks by the horrific native “mind worms.” Giant swarms, or “boils,” of these mottled 10cm nightmares have wriggled out of the fungal beds of late, and now threaten to overwhelm base perimeters in several sectors. Victims are paralyzed with psi-induced terror, and then experience an unimaginably excruciating death as the worms burrow into the brain to implant their ravenous larvae.

Only the most disciplined security squads can overcome their fear long enough to trigger the flame guns which can keep the worms at bay. Clearly you will have to tend carefully to the morale of the troops.

Furthermore, since terror and surprise increase human casualties dramatically in these encounters, it will be important to strike first when mind-worm boils are detected. You consider ordering some Former detachments to construct sensors near vulnerable bases to aid in such detection efforts.

Alpha Centauri became a darker game as it became more story-oriented, separating itself in the process from the sanguine tale of limitless human progress that is Civilization. Reynolds subverted Alpha Centauri’s original backstory about the perfect society that had finally advanced so far as to colonize the stars. In his new version, progress on Earth has not proved all it was cracked up to be. In fact, the planet his interstellar colonists left behind them was on its last legs, wracked by wars and environmental devastation. It’s strongly implied if not directly stated that earthly humanity is in all likelihood extinct by the time the colonists wake up from cryogenic sleep and look down upon the virgin new world that the game calls simply “Planet.”


Both the original Civilization and Alpha Centauri begin by paraphrasing the Book of Genesis, but the mood diverges quickly from there. The opening movie of Civilization is a self-satisfied paean to Progress…

…while that of Alpha Centauri is filled with disquieting images from a planet that may be discovering the limits of Progress.


Although the plot was destined to culminate in a reckoning with the consciousness of Planet itself, Brian Reynolds sensed that the game needed other, more grounded and immediate forms of conflict to give it urgency right from the beginning. He created these with another piece of backstory, one as contrived as could possibly be, but not ineffective in its context for all that. As told at length in a novella that Firaxis began publishing in installments on the game’s website more than six months before its release, mishaps and malevolence aboard the colony ship, which bore the sadly ironic name of Unity, led the colonists to split into seven feuding factions, each of whom inflexibly adhere to their own ideology about the best way to organize human society. The factions each made their way down to the surface of Planet separately, to become Alpha Centauri’s equivalent of Civilization’s nations. The player chooses one of them to guide.

So, in addition to the unusually strong plot, we have a heaping dose of political philosophy added to the mix; Alpha Centauri is an unapologetically heady game. Brian Reynolds had attended graduate school as a philosophy major in a previous life, and he drew from that background liberally. The factions’ viewpoints are fleshed out largely through a series of epigrams that appear as you research new technologies, that are attributed to whichever of the seven leaders would likely approve most of that development, with an occasional quote from Aristotle or Nietzsche dropped in for good measure.

Fossil fuels in the last century reached their extreme prices because of their inherent utility: they pack a great deal of potential energy into an extremely efficient package. If we can but sidestep the 100 million year production process, we can corner this market once again.

— CEO Nwabudike Morgan,
Strategy Session

The factions are:

  • Gaia’s Stepdaughters, staunch environmentalists who believe that humanity must learn to live in harmony with nature to avoid repeating the mistakes that led to the ruination of Earth.
  • The Human Hive, hardcore collectivists whose only complaint about Chairman Mao’s Cultural Revolution is that it didn’t go far enough.
  • Morgan Industries, hardcore capitalists whose only complaint about Ayn Rand is that she didn’t go far enough.
  • The University of Planet, STEM specialists who are convinced that scientific and technological progress alone would correct all that ails society if people would just let it run unfettered and go where it takes them.
  • The Lord’s Believers, a fundamentalist sect who are convinced that God will deliver humanity to paradise if we all just pray really hard and abide by a set of stringent, arbitrary dictates.
  • The Spartan Federation, who train their children from birth to be hardened, self-sacrificing warriors like the Spartans of old.
  • The Peacekeepers, the closest thing to pragmatists in this rogue’s gallery of ideologues; they value human rights, democracy, dialog, and consensus-building, and can sometimes seem just as wishy-washy and ineffectual in the face of militant extremism as the earthly United Nations that spawned them.

Unlike the nations that appear in Civilization I and II, each of the factions in Alpha Centauri has a very significant set of systemic advantages and disadvantages that to a large extent force even a human player to guide them in a certain direction. For example, the Human Hive is excellent at building heavy infrastructure and pumping out babies, but poor at research, and can never become a democracy; the University of Planet is crazily great at research, but its populace has little patience for extended wars and is vulnerable to espionage. Trying to play a faction against type is, if not completely impossible for the advanced player, not an exercise for the faint of heart.

There is a lot of food for thought in the backstory of a ruined Earth and the foreground story of an angry Planet, as there is in the factions themselves and their ideologies, and trust me when I say that plenty of people have eaten their fill. Even today, more than a quarter-century after Alpha Centauri’s release, YouTube is full of introspective think-pieces purporting to tell us What It All Means.

Indeed, if anything, the game’s themes and atmosphere resonate more strongly today than they did when it first came out in February of 1999, at which time the American economy was booming, our world was as peaceful and open as it has ever been, and the fantasy that liberal democracy had won the day and we had reached the end of history could be easily maintained by the optimistic and the complacent. Alas, today Alpha Centuari feels far more believable than Civilization and its sang-froid about the inevitability of perpetual progress. These days, Alpha Centauri’s depiction of bickering, bitterly entrenched factions warring over the very nature of truth, progressing not at all spiritually or morally even as their technology runs wild in a hundred different perilous directions, strikes many as the more accurate picture of the nature of our species. People play Alpha Centauri to engage with modern life; they play Civilization to escape from it.

The original Civilization was ahead of the curve on global warming, prompting accusations of “political correctness” from some gamers. Paying heed to the environment is even more important in Alpha Centauri, since failing to do so can only aggravate Planet’s innate hostility. The “Eco-Damage” statistic is key.

That said, we must also acknowledge that Alpha Centauri is disarmingly good at mirroring the beliefs of its players back at them. Many people like to read a strong environmentalist message in the game, and it’s not hard to see why. Your struggles with the hostile Planet, which is doing everything it can to protect itself against the alien parasites on its surface, is an extreme interpretation of the Gaia hypothesis about Earth, even as Alpha Centauri’s  “transcendence” victory — the equivalent of Civilization’s tech victory that got us here in the first place — sees humanity overcoming its estrangement from its surroundings to literally become one with Planet.

For what it’s worth, though, in his “Designer’s Notes” at the back of the Alpha Centauri manual, the one message that Brian Reynolds explicitly states that he wishes for the game to convey is a very different one: that we ought to be getting on with the space race. “Are we content to stew in our collective juices, to turn inward as our planet runs inexorably out of resources?” he asks. “The stars are waiting for us. We have only to decide that it’s worth the effort to go there.” Personally, although I have nothing against space exploration in the abstract, I must say that I find the idea of space colonization as the solution to the problem of a beleaguered Planet Earth shallow if not actively dangerous. Even in the best-case scenario, many, many generations will pass before a significant number of humans will be able to call another celestial object their permanent home. In the meantime, there is in fact nothing “inexorable” about polluting our own planet and bleeding it dry; we have the means to stop doing so. To steal a phrase from Reynolds, we have only to decide that it’s worth the effort.

But enough with the ideology and the politics, you might be saying — how does Alpha Centauri play as a game? Interestingly, Brian Reynolds himself is somewhat ambivalent on this subject. He recalls that he set aside a week just to play Civilization II after he pronounced that game done, so thrilled was he at the way it had come out. Yet he says that he could barely stand to look at Alpha Centauri after it was finished. He was very proud of the world-building, the atmosphere, the fiction. But he didn’t feel like he had quite gotten the gameplay mechanics sorted so that they fully supported the fiction. And I can kind of see what he means.

To state the obvious: the gameplay of Alpha Centauri is deeply indebted to Civilization. Like, really, really indebted. So indebted that, when you first start to play it, you might be tempted to see it as little more than a cosmetic reskin. The cities of Civilization are now “bases”; the “goody-hut” villages are now supply pods dropped by the Unity in its last hours of life; barbarian tribes are native “mind worms”; settler engineers are terraformers; money is “energy credits”; Wonders of the World are Secret Projects; etc., etc. It is true that, as you continue to play, some aspects will begin to separate themselves from their inspiration. For example, and perhaps most notably, the mind worms prove to be more than just the early-game annoyance that Civilization’s barbarians are; instead they steadily grow in power and quantity as Planet is angered more and more by your presence. Still, the apple never does roll all that far from the tree.

Very early in a game of Alpha Centauri, when only a tiny part of the map has been revealed. Of all the contrivances in the fiction, this idea that you could have looked down on Planet from outer space and still have no clue about the geography of the place might be the most absurd.

Where Alpha Centauri does innovate in terms of its mechanics, its innovations are iterative rather than transformative. The most welcome improvement might be the implementation of territorial borders for each faction, drawn automatically around each cluster of bases. To penetrate the borders of another faction with your own units is considered a hostile act. This eliminates the weirdness that dogged the first two iterations of Civilization, which essentially saw your empire as a linked network of city-states rather than a contiguous territorial holding. No longer do the computer players walk in and plop down a city… err, base right in the middle of five of your own; no longer do the infantry units of your alleged allies decide to entrench themselves on the choicest tile of your best base. Unsurprisingly given the increased verisimilitude they yielded, national borders would show up in every iteration of the main Civilization series after Alpha Centauri.

Other additions are of more dubious value. Brian Reynolds names as one of his biggest regrets his dogged determination to let you design your own units out of the raw materials — chassis, propulsion systems, weapons, armor, and so on — provided by your current state of progression up the tech tree, in the same way that galaxy-spanning 4X games like Master of Orion allowed. It proved a time-consuming nightmare to implement in this uni-planetary context. And, as Reynolds admits, it’s doubtful how much it really adds to the game. All that time and effort could likely have been better spent elsewhere.

When I look at it in a more holistic sense, it strikes me that Alpha Centauri got itself caught up in what had perchance become a self-defeating cycle for grand-strategy games by the end of the 1990s. Earlier games had had their scope and complexity strictly limited by the restrictions of the relatively primitive hardware on which they ran. Far from being a problem, these limits often served to keep the game manageable for the player. One thinks of 1990’s Railroad Tycoon, another Sid Meier classic, which only had memory enough for 35 trains and 35 stations; as a result, the growth of your railroad empire was stopped just before it started to become too unwieldy to micro-manage. Even the original Civilization was arguably more a beneficiary than a victim of similar constraints. By the time Brian Reynolds made Civilization II, however, strategy games could become a whole lot bigger and more complex, even as less progress had been made on finding ways to hide some of their complexity from the player who didn’t want to see it and to give her ways of automating the more routine tasks of empire management. Grand-strategy games became ever huger, more intricate machines, whose every valve and dial still had to be manipulated by hand. Some players love this sort of thing, and more power to them. But for a lot of them — a group that includes me — it becomes much, much too much.

To its credit, Alpha Centauri is aware of this problem, and does what it can to address it. If you start a new game at one of the two lowest of the six difficulty levels, it assumes you are probably new to the game as a whole, and takes you through a little tutorial when you access each screen for the first time. More thoroughgoingly, it gives you a suite of automation tools that at least nod in the direction of letting you set the high-level direction for your faction while your underlings sweat the details. You can decide whether each of your cities… err, bases should focus on “exploring,” “building,” “discovering,” or “conquering” and leave the rest to its “governor”; you can tell your terraforming units to just, well, terraform in whatever way they think best; you can even tell a unit just to go out and “explore” the blank spaces on your map.

Is the cure worse than the disease?

Sadly, though, these tools are more limited than they might first appear. The tutorials do a decent job of telling you what the different stuff on each screen is and does, but do almost nothing to explain the concepts that underlie them; that is to say, they tell you how to twiddle a variety of knobs, but don’t tell you why you might want to twiddle them. Meanwhile the automation functions are undermined by being abjectly stupid more often than not. Your governor will happily continue researching string theory while his rioting citizens are burning the place down around his ears. You can try to fine-tune his instructions, but there comes a point when you realize that it’s easier just to do everything yourself. The same applies to most of the automated unit functions. The supreme booby prize has to go to the aforementioned “explore” function. As far as I can determine, it just causes your unit to move in a random direction every turn, which tends to result in it chasing its tail like a dog that sat down in peanut butter rather than charging boldly into the unknown.

This, then, is the contradiction at the heart of Alpha Centauri, which is the same one that bothers me in Civilization II. A game that purports to be about Big Ideas demands that you spend most of your time engaged in the most fiddly sort of busywork. I hasten to state once again that this is not automatically a bad thing; again, some people enjoy that sort of micro-management very much. For my own part, I can get into it a bit at the outset, but once I have a dozen bases all demanding constant attention and 50 or 60 units pursuing their various objectives all over the map, I start to lose heart. For me, this problem is the bane of the 4X genre. I’m not enough of an expert on the field to know whether anyone has really come close to solving it; I look forward to finding out as we continue our journey through gaming history. As of this writing, though, my 4X gold standards remain Civilization I and Master of Orion I, because their core systems are simple enough that the late game never becomes completely overwhelming.

Speaking of Master of Orion: alongside the questionable idea of custom-built units, Alpha Centauri also lifts from that game the indubitably welcome one of a “diplomatic victory,” which eliminates the late-game tedium of having to hunt down every single enemy base and unit for a conquest victory that you know is going to be yours. If you can persuade or intimidate enough of the other factions to vote for you in the “Planetary Council” — or if you can amass such a large population of your own that you can swamp the vote — you can make an inevitability a reality by means of an election. Likewise, you can also win an “economic” victory by becoming crazy rich. These are smart additions that work as advertised. They may only nibble at the edges of the central problem I mentioned above, but, hey, credit where it’s due.

Aesthetically, Alpha Centauri is a marked improvement over Civilization II, which, trapped in the Windows 3.1 visual paradigm as it was, could feel a bit like “playing” a really advanced Excel spreadsheet. But Alpha Centauri also exhibits a cold — not to say sterile — personality, with none of the goofy humor that has always been one of Civilization’s most underrated qualities, serving to nip any pretentiousness in the bud by reminding us that the designers too know how silly a game that can pit Abraham Lincoln against Mahatma Gandhi in a nuclear-armed standoff ultimately is. There’s nothing like that understanding on display in Alpha Centauri — much less the campy troupe of live-action community-theater advisors who showed up to chew the scenery in Civilization II. The look and feel of Alpha Centauri is more William Gibson than Mel Brooks.

While the aesthetics of Alpha Centauri represent a departure from what came before, we’re back to the same old same old when it comes to the actual interface, just with more stuff packed into the menus and sub-menus. I’m sure that Brian Reynolds did what he could, but it will nevertheless come off as a convoluted mess to the uninitiated modern player. It’s heavily dependent on modes, a big no-no in GUI design since the days when the Apple Macintosh was a brand new product. If you’re anything like me, you’ll accidentally move a unit about ten times in any given evening of play because you thought you were in “view” mode when you were actually in “move” mode. And no, there is no undo function, a feature for which I’d happily trade the ability to design my own units.

The exit dialog is one of the few exceptions to Alpha Centauri as a humor-free zone. “Please don’t go,” says a passable imitation of HAL from 2001: A Space Odyssey. “The drones need you.” Note that this is a game in which you click “OK” to cancel. Somewhere out there a human-factors interface consultant is shuddering in horror.

As so often happens in reviews like these, I find now that I’ve highlighted the negative here more than I really intended to. Alpha Centauri is by no means a bad game; on the contrary, for some players it is a genuinely great one. It is, however, a sharply bifurcated game, whose fiction and gameplay are rather at odds with one another. The former is thoughtful and bold, even disturbing in a way that Civilization never dared to be. The latter is pretty much what you would expect from a game that was promoted as “Civilization in space,” and, indeed, that was crafted by the same man who gave us Civilization II. A quick survey of YouTube reveals the two halves of the whole all too plainly. Alongside those earnest think-pieces about What It All Means, there are plenty of videos that offer tips on the minutiae of its systems and show off the host’s skill at beating it at superhuman difficulty levels, untroubled by any of its deeper themes or messages.

As you’ve probably gathered from the tone of this article, Alpha Centauri leaves me with mixed feelings. I’m already getting annoyed by the micro-management by the time I get into the mid-game, even as I miss a certain magic sauce that is part and parcel of Civilization. There’s something almost mythical or allegorical about going from inventing the wheel to sending a colony ship on its way out to the stars. Going from Biogentics to the “Threshold of Transcendence” in Alpha Centauri is less relatable. And while the story and the additional philosophical textures that Alpha Centauri brings to the table are thought-provoking, they can only be fully appreciated once. After that, you’re mostly just clicking past the interludes and epigrams to get on to building the next thing you need for your extraterrestrial empire.

In fact, it seems to me that Alpha Centauri at the gameplay level favors the competitive player more than the experiential one; being firmly in the experiential camp myself, this may explain why it doesn’t completely agree with me. It’s a more fiercely zero-sum affair than Civilization. Those players most interested in the development side of things can’t ensure a long period of peaceful growth by choosing to play against only one or two rivals. All seven factions are always in this game, and they seem to me far more prone to conflict than those of Civilization, what with the collection of mutually antithetical ideologies that are such inseparable parts of their identities. Suffice to say that the other faction leaders are exactly the self-righteous jerks that rigid ideological extremists tend to be in real life. This does not lend itself to peace and harmony on Planet even before the mind worms start to rise up en masse. Even when playing as the Peacekeepers, I found myself spending a lot more time fighting wars in Alpha Centauri than I ever did in Civilization, where I was generally able to set up a peaceful, trustworthy democracy, forge strong diplomatic and trading links with my neighbors, and ride my strong economy and happy and prosperous citizenry to the stars. Playing Alpha Centuari, by contrast, is more like being one of seven piranhas in a fishbowl than a valued member of a community of nations. If you can find one reliable ally, you’re doing pretty darn well on the diplomatic front. Intervals of peace tend to be the disruption in the status quo of war rather than the other way around.

The other factions spend an inordinate amount of time trying to extort money out of you.

There was always an understanding at Firaxis that, for all that Alpha Centauri was the best card they had to play at that point in time from a commercial standpoint, its sales probably weren’t destined to rival those of Civilization II. For the Civilization franchise has always attracted a fair number of people from outside the core gaming demographics, even if it is doubtful how many of them really buckle down to play it.

Nonetheless, Alpha Centauri did about as well as one could possibly expect after its release in February of 1999. (Electronic Arts would surely have preferred to have the game a few months earlier, to hit the Christmas buying season, but one of the reasons Firaxis had been founded had been to avoid such compromises.) Sales of up to 1 million units have been claimed for it by some of the principals involved. Even if that figure is a little inflated, as I suspect it may be, the game likely sold well into the high hundreds of thousands.

By 1999, an expansion pack for a successful game like Alpha Centauri was almost obligatory. And indeed, it’s hard to get around the feeling that Alpha Centauri: Alien Crossfire, which shipped in October of that year, was created more out of obligation than passion. Neither the navel-gazers nor the zero-summers among the original game’s fan base seem all that hugely fond of it. Patched together by a committee of no fewer than eight designers, with the name of Brian Reynolds the very last one listed, it adds no fewer than seven new factions, which only serve to muddy the narrative and gameplay waters without adding much of positive interest to the equation; the two alien factions that appear out of nowhere seem particularly out of place. If you ask me, Alpha Centauri is best played in its original form — certainly when you first start out with it, and possibly forever.

Be that as it may, the end of the second millennium saw Firaxis now firmly established as a studio and a brand, both of which would prove very enduring. The company remains with us to this day, still one of the leading lights in the field of 4X strategy, the custodian of the beloved Civilization

Yes, Civilization. For their next big trick, Firaxis was about to get the chance to make a game under the name that they thought they’d left behind forever when they said farewell to MicroProse.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book Sid Meier’s Memoir!: A Life in Computer Games by Sid Meier with Jennifer Lee Noonan. Computer Gaming World of August 1996, January 1998, September 1998, April 1999, and January 2000; Next Generation of July 1997; Retro Gamer 241. Also the Alpha Centauri manual, one of the last examples of such a luxuriously rambling 250-page tome that the games industry would produce.

Online sources include Soren Johnson’s interview of Brian Reynolds for his Designer’s Notes podcast and Reynolds’s appearance on the Three Moves Ahead podcast (also with Soren Johnson in attendance). The YouTube think-pieces I mentioned include ones by GaminGHD, Waypoint, Yaz Minsky, CairnBuilder, and Lorerunner.

Where to Get It: Alpha Centauri and its expansion Alien Crossfire are available as a single digital purchase at GOG.com.

 

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Magic and Loss, Part 2: Magic on the Screen

It seems poetically apt that Peter Adkison first met Richard Garfield through Usenet. For Magic: The Gathering, the card game that resulted from that meeting, went on to usher in a whole new era of tabletop gaming, during which it became much more tightly coupled with digital spaces. The card game’s rise did, after all, coincide with the rise of the World Wide Web; Magic sites were among the first popular destinations there. The game could never have exploded so quickly if it had been forced to depend on the old-media likes of Dragon magazine to spread the word, what with print publishing’s built-in lag time of weeks or months.

But ironically, computers could all too easily also be seen as dangerous to the immensely profitable business Wizards of the Coast so speedily became. So much of the allure of Magic was that of scarcity. A rare card like, say, a Lord of the Pit was an awesome thing to own not because it was an automatic game-winner — it wasn’t that at all, being very expensive in terms of mana and having a nasty tendency to turn around and bite you instead of your opponent — but because it was so gosh-darned hard to get your hands on. Yet computers by their very nature made everything that was put into them abundant; here a Lord of the Pit was nothing but another collection of ones and zeroes, as effortlessly copyable as any other collection of same. Would Magic be as compelling there? Or, stated more practically if also more cynically, what profit was to be found for Wizards of the Coast in putting Magic on computers? If they made a killer Magic implementation for the computer, complete with Lords of the Pit for everyone, would anyone still want to play the physical card game? In the worst-case scenario, it would be sacrificing an ongoing revenue stream to die for in return for the one-time sales of a single boxed computer game.

Had it been ten years later, Wizards of the Coast might have been thinking about setting up an official virtual community for Magic, with online duels, tournaments, leader boards, forums, perhaps even a card marketplace. As it was, though, it was still the very early days of the Web 1.0, when most sites consisted solely of static HTML. Online play in general was in its infancy, with most computer games that offered it being designed to run over local-area networks rather than a slow and laggy dial-up Internet connection. In this technological milieu, then, a Magic computer game necessarily meant a boxed product that you could buy, bring home, install on a computer that may or may not even be connected to the Internet, and play all by yourself.

That last part of the recipe introduced a whole host of questions and challenges beyond the strictly commercial. Think again about the nature of Magic: a fairly simple game in itself, but one that could be altered in an infinity of ways by the instructions printed on the cards themselves. Making hundreds and hundreds of separate cards play properly on the computer would be difficult enough. And yet that wasn’t even the worst of it: the really hard part would be teaching the computer to use its millions of possible combinations of cards effectively against the player, in an era before machine learning and the like were more than a glint in a few artificial-intelligence theorists’ eyes.

But to their credit, Wizards of the Coast didn’t dismiss the idea of a Magic computer game out of hand on any of these grounds. When MicroProse Software came calling, promising they could make it happen, Wizards listened and agreed to let them take a stab at it.

It so happened that Magic had caught the attention of MicroProse’s star designer, Sid Meier of Pirates!, Railroad Tycoon, and Civilization fame. This was unsurprising in itself; Meier was a grizzled veteran of many a tabletop war, who still kept a finger on the pulse of that space. Although he was never a dedicated player of the card game, he was attracted to Magic precisely because it seemed so dauntingly difficult to implement on a computer. Meier was, you see, a programmer as well as a designer, one with a strong interest in artificial intelligence, who had in fact just spent a year or more trying to teach a 3DO console to create music in the mold of his favorite classical composer, Johann Sebastian Bach. In his memoir, he frames his interest in a Magic computer game as a way of placating the managers in the corner offices at MicroProse who were constantly pushing him and his colleagues in the trenches toward licensed properties. With Magic, he could have his cake and eat it too, pleasing the suits whilst still doing something he could get personally excited about. “It seemed prudent,” he writes dryly, “for us to choose the kind of license we liked before they assigned one to us.”

We cannot accuse MicroProse of thinking small when it came to Magic on the computer; they wound up creating not so much a game as a sort of all-purpose digital Magic toolkit. You could put together your dream deck in the “Deck Builder,” choosing from 392 different cards in all. Then you could take the deck you built into the “Duel” program, where you could participate in a single match or in a full-on tournament against computer opponents. If all of this left you confused, you could work your way through a tutorial featuring filmed actors. Or, last but by no means least, you could dive into Shandalar, which embedded the card game into a simple CRPG format, in which Magic duels with the monsters that roamed the world took the place of a more conventional combat engine and improving your deck took the place of improving your character’s statistics. Suffice to say that MicroProse’s Magic did not lack for ambition.

Like the cheesy advisors in the otherwise serious-minded Civilization II, the tutorial that uses clips of real actors dates the MicroProse Magic indelibly to the mid-1990s. The actress on the left is Rhea Seehorn, whose long journeyman’s career blossomed suddenly into fame and Emmy awards in 2015, when she began playing Kim Wexler in the acclaimed television series Better Call Saul.

Doubtless for this reason, it took an inordinately long time to make. The first magazine previews of the computer game, describing most of the features that would make it into the finished product, appeared in the spring of 1995, just as the craze for the card game was nearing its peak. Yet the finished product wasn’t released until March of 1997, by which point the frenzy was already beginning to cool off, as Magic slowly transformed into what it still is today: “just” an extremely popular card game. “This is the end of a long journey,” wrote Richard Garfield in his foreword to the computer game’s manual, a missive that exudes relief and exhaustion in equal measure.

In fact, by the time MicroProse and Garfield completed the journey a whole different digital Magic game had been started and completed by a different studio. Acclaim Entertainment’s Magic: The Gathering — Battlemage was Wizards of the Coast’s attempt to hedge their bets when the MicroProse project kept stretching out longer and longer. At the surface level, Battlemage played much like Shandalar: you wandered a fantasy world collecting cards and dueling with enemies. But its duels were far less ambitious; rather than trying to implement the real card game in nitty-gritty detail, it moved its broadest strokes only into a gimmicky real-time framework, with a non-adjustable clock that just so happened to run way too fast. “By the time [you] manage to summon one creature,” wrote Computer Gaming World in its review, “the enemy has five or six on the attack.” This, the very first Magic computer game to actually ship, is justifiably forgotten today.

Then, too, by the time MicroProse’s Magic appeared Sid Meier had been gone from that company for nine months already, having left with his colleagues Jeff Briggs and Brian Reynolds to form a new studio, Firaxis Games. In his memoir, he speaks to a constant tension between MicroProse, who just wanted to deliver the funnest possible digital implementation of Magic, and Wizards of the Coast, who were worried about destroying their cash cow’s mystique. “I was frustrated,” he concludes. “Magic was a good computer game, but not as good as it could be.”

I concur. The MicroProse Magic is a good game — in fact, a well-nigh miraculous achievement when one considers the technological times in which it was created. Yet Shandalar in particular is a frustrating case: a good game that, one senses, just barely missed being spectacular.

The heart of the matter, the Duel screen.

But without a doubt, the most impressive thing about this Magic is that it works at all. The interface is a breeze to use once you grasp its vagaries, the cards all function just as they should in all of their countless nuances, and the computer actually does make a pretty credible opponent most of the time, capable of combining its cards in ingenious ways that may never have occurred to you until you get blasted into oblivion by them. Really, I can’t say enough about what an incredible programming achievement this is. Yes, familiarity may breed some contempt in the course of time; you will eventually notice patterns in some of your opponents’ play that you can exploit, and the computer players will do something flat-out stupid every once in a while. (Then again, isn’t that true of a human player as well?) Early reviewers tended to understate the quality of the artificial intelligence because it trades smarts for speed on slower computers, not looking as far ahead in its calculations. These days, when some of our toasters probably have more processing power than the typical 1997 gaming computer, that isn’t a consideration.

The MicroProse game even manages to implement cards like Magic Hack, which lets you alter the text(!) found on other cards.

Wow. Just… wow.

Meanwhile Shandalar is a characteristic stroke of genius from Sid Meier, who was crazily good at translating lived experiences of all sorts into playable game mechanics. As we saw at length in the last article, it was the meta-game of collecting cards and honing decks that turned the card game into a way of life for so many of its players. Shandalar transplants this experience into a procedurally-generated fantasy landscape, capturing in the process the real heart of its analog predecessor’s appeal in a way that the dueling system on its own never could have, no matter how beautifully implemented. You start out as a callow beginner with a deck full of random junk, just like someone who has just returned from a trip to her friendly local game store with her first Magic Starter Pack. Your objective must now be to improve your deck into something you can win with on a regular basis, whilst learning how to use the cards you’ve collected most effectively and slowly building a reputation for yourself. Again, just like in real life.

The framing story has it that you are trying to protect the world of Shandalar from five evil wizards — one for each of the Magic colors — who are vying with one another and with you to take it over. You travel between the many cities and towns, buying and selling cards in their marketplaces and doing simple quests for their inhabitants that can, among other things, add to your dueling life-point total, which is just ten when starting out. Enemies in the employ of the wizards wander the same paths you do with decks of their own. Defeat them, and you can win one of their cards for yourself; get defeated by them, and you lose one of your own cards. (Shandalar is the last Magic product to use the misbegotten ante rule that the Wizards of the Coast of today prefers not to mention.)

After you’ve been at it a while, the other wizards’ lieutenants will begin attacking the towns directly. If any one enemy wizard manages to take over just three towns, he wins the game and you lose. (Unfortunately, the same lax victory conditions don’t apply to you…) Therefore it’s important not to let matters get out of hand on this front. You can rush to a town that’s being attacked and defend it by defeating the attacker in a duel, or you can even attack an already occupied town yourself in the hope of freeing it again, although this tends to be an even harder duel to win. When not thus occupied, you can explore the dungeons that are scattered about the map, stocked with tough enemies and tempting rewards in the form of gold, cards, and magical gems that confer special powers. Your ultimate goal, once you think you have the perfect deck, is to attack and defeat each wizard in his own stronghold; his strength in this final battle is determined by how many enemies of his color you’ve defeated elsewhere, so it pays to take your time. Don’t dawdle too long, though, because the other wizards get more and more aggressive about attacking towns as time goes by, which can leave you racing around willy-nilly trying to put out fire after fire, with scant time to take the offensive.


The MicroProse Magic was the first Sid Meier-designed game to appear in many years without the “Sid Meier’s…” prefix. His name was actually scrubbed from the credits completely, what with him having left the company before its completion. It was probably just as well: as he notes in his memoir, if MicroProse had tried to abide by its usual practice the game would presumably have needed to be called Sid Meier’s Wizards of the Coast’s Magic: The Gathering, which doesn’t exactly trip off the tongue.

Wandering the world of Shandalar.

You can accept quests for cards and other treasures.

When you bump into an enemy, you can either duel him for an ante or give him some money to go away.

You can reclaim towns that have been occupied by one of the enemy wizards, but it’s a risky battle, for which you must ante three cards to your opponent’s one.

Exploring a dungeon.



All told, it’s a heck of a lot of fun, the perfect way to enjoy Magic if you don’t want to spend a fortune on cards and/or aren’t overly enamored with the culture of nerdy aggression that surrounds the real-life game to some extent even today. I spent way more time with Shandalar than I could really afford to as “research” for this article, restarting again and again to explore the possibilities of many different colors and decks and the variations in the different difficulty levels. Shandalar is great just as it is; I highly recommend it, and happily add it to my personal Hall of Fame.

And yet the fact is that the balance of the whole is a little off — not enough so as to ruin the experience, but just enough to frustrate when you consider what Shandalar might have been with a little more tweaking. My biggest beef is with the dungeons. They ought to be one of the best things about the game, being randomly generated labyrinths stocked with unusual opponents and highly desirable cards. Your life total carries over from battle to battle within a dungeon and you aren’t allowed to save there, giving almost a roguelike quality to your underground expeditions. It seems to be a case of high stakes and high rewards, potentially the most exciting part of the game.

It makes no sense to risk the dungeons when you can randomly stumble upon places on the world map that let you have your choice of any card in the entire game. Happy as you are when you find them, these places are devastating to game balance.

But it isn’t, for the simple reason that the rewards aren’t commensurate with the risks in the final analysis. Most of the time, the cards you find in a dungeon prove not to be all that great after all; in fact, you can acquire every single one of them above-ground in one way or another, leaving you with little reason to even enter a dungeon beyond sheer, bloody-minded derring-do. A whole dimension of the game falls away into near-pointlessness. Yes, you can attempt to compensate for this by, say, pledging not to buy any of the most powerful cards at the above-ground marketplaces, but why should you have to? It shouldn’t be up to you to balance someone else’s game for them.

Even looking beyond this issue, Shandalar just leaves me wanting a little more — a bigger variety of special encounters on the world map, more depth to the economy, more and more varied quests. This is not because what we have is bad, mind you, but because it’s so good. My problem is that I just can’t stop seeing how it could be even better, can’t help wondering how it might have turned out had Sid Meier stayed at MicroProse through the end of the project. Which isn’t to say that you shouldn’t try this game if you already enjoy the card game or are even slightly curious about it. The MicroProse Magic retains a cult following to this day, many of whom will tell you that Shandalar in particular is still the most fun you can have with Magic on a computer.

In its own time, however, the most surprising thing about the MicroProse Magic is that it wasn’t more commercially successful. “I’ve found a wonderful place to play Magic: The Gathering,” wrote Computer Gaming World in its review. “I can play as much as I want whenever I want, and use legendary cards like Black Lotus and the Moxes without spending hundreds of dollars.” Nevertheless, the package didn’t set the world on fire. Perhaps the substandard Acclaim game, which was released just a month before the MicroProse version, muddied the waters too much. Or perhaps even more of the appeal of the card game than anyone had realized lay in the social element, which no digital version in 1997 could possibly duplicate.

Not that MicroProse didn’t try. “This game is exceedingly expandable,” wrote Richard Garfield in his foreword in the manual, strongly implying that the MicroProse Magic was just the beginning of a whole line of follow-on products that would keep it up to date with the ever-evolving card game. But that didn’t really happen. MicroProse did release Spells of the Ancients, a sort of digital Booster Pack with some new cards, followed by a standalone upgrade called Duels of the Planeswalkers, with yet more new cards and the one feature that was most obviously missing from the original game: the ability to duel with others over a network, albeit without any associated matchmaking service or the like that could have fostered a centralized online community of players. Not long after Duels of the Planeswalkers came out in January of 1998, the whole line fell out of print, having never quite lived up to MicroProse’s expectations for it. Wizards of the Coast, for their part, had always seemed a bit lukewarm about it, perchance not least because Shandalar relied so heavily on the ante system which they were by now trying hard to bury deep, deep down in the memory hole. Their next foray into digital Magic wouldn’t come until 2002, when they set up Magic: The Gathering Online, precisely the dynamic online playing space I described as infeasible earlier in this article in the context of the 1990s.

I’ll have more to say about the Magic phenomenon in future articles, given that it was the fuel for the most shocking deal in the history of tabletop gaming. The same year that the MicroProse Magic game came out, a swaggering, cash-flush Wizards of the Coast bought a teetering, cash-strapped TSR, who had seen the market for Dungeons & Dragons all but destroyed by Richard Garfield’s little card game. This event would have enormous repercussions on virtual as well as physical desktops, occurring as it did just after Interplay Entertainment had been awarded the license to make the next generation of Dungeons & Dragons computer games.

For today, though, let me warmly recommend the MicroProse Magic — if you can see your way to getting it running, that is. (See below for more on that subject.) Despite my quibbles about the ways in which it could have been even better, Shandalar remains almost as addictive for me today as the card game was for so many teenagers of the 1990s, only far less expensively so. When I pulled it up again to capture screenshots for this article, I blundered into a duel and just had to see it out. Ditto the next one, and then the one after that. Don’t say I didn’t warn you.


Where to Get It: The MicroProse Magic: The Gathering is unfortunately not an easy game to acquire or get running; the former difficulty is down to the complications of licensing, which have kept it out of digital-download stores like GOG.com, while the latter is down to its status as a very early Windows 95 game, from before DirectX was mature and before many standards for ensuring backward compatibility existed. Because I’d love for you to be able to play it, though, I’ll tell you how I got it working. Fair warning: it does take a bit of effort. But you don’t need to be a technical genius to make it happen. You just have to take it slow and careful.

  1. First of all, you’re going to need a virtual machine running Windows XP. This is not as onerous an undertaking as you might expect. I recommend a video tutorial from TheHowToGuy123, which walks you step by step through installing the operating system under Oracle VirtualBox in a very no-nonsense way.
  2. Next you need an image of the Magic CD. As of this writing, a search for “Magic The Gathering MicroProse” on archive.org will turn one up. Note that these procedures assume you are installing the original game, not Duels of the Planeswalkers. The patches you install will actually update it to that version.
  3. Boot up your virtual Windows XP machine and mount the Magic image from the VirtualBox “Devices” menu. Ignore the warning about not being on Windows 95 and choose “Install” from the window that pops up. Take the default options and let it do its thing. Do not install DirectX drivers and do not watch the tutorial; it won’t work anyway.
  4. Now you need to patch the game — twice, in fact. You can download the first patch from this very site. Mount the image containing the patch in VirtualBox and open the CD drive in Windows Explorer. You’ll see three executable files there, each starting with “MTGV125.” Drag all three to your desktop, then double-click them from there to run them one at a time. You want to “Unzip” each into the default directory.
  5. Restart your virtual Windows XP machine.
  6. Now you need the second patch, which you can also get right here. Mount this disk image on your virtual machine, create a folder on its desktop, and copy everything in the image into that folder. Double-click “Setup” from the desktop folder and wait a minute or two while it does its thing.
  7. Now copy everything from that same folder on your desktop into “C:\Magic\Program,” selecting “Yes to All” at the first warning prompt to overwrite any files that already exist there. If you see an error message about open file handles or the like, restart your virtual machine and try again.
  8. Here’s where it gets a little weird. The “Shandalar” entry on your Start menu is no longer pointing to the Shandalar game, but rather to the multiplayer engine. Go figure. To fix this, navigate into “C:\Magic\Program,” find “shandalar.exe,” and make a shortcut to it on your desktop. Double-click this to play the game. If it complains about a lack of swap space, just ignore it and go on.
  9. You’ll definitely want the manual as well.

Shandalar, the Deck Builder, and the single-player Duel app should all work now. The first does still have some glitches, such as labels that don’t always appear in town menus, but nothing too devastating (he says, having spent an inordinate amount of time… er, testing it thoroughly). I haven’t tested multiplayer, but it would surprise me if it still works. Alas, the cheesily charming tutorial is a complete bust with this setup; you can watch it on YouTube if you like.

Note that this is just one way to get Magic running on a modern computer, the one that worked out for me. Back in 2010, a group of fans made a custom version that ran seamlessly under Windows 7 without requiring a virtual machine, but it’s my understanding that that version doesn’t work under more recent versions of the operating system. Sigh… retro-gaming in the borderlands between the MS-DOS and Windows eras is a bit like playing Whack-a-Mole sometimes. If you have any other tips or tricks, by all means, share them in the comments.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book Sid Meier’s Memoir!: A Life in Computer Games by Sid Meier with Jennifer Lee Noonan; Computer Gaming World of June 1995, August 1996, May 1997, June 1997, and May 1998. And Soren Johnson’s interview with Sid Meier on his Designer Notes podcast.)

 
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Posted by on September 22, 2023 in Digital Antiquaria, Interactive Fiction

 

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Sequels in Strategy Gaming, Part 2: Master of Orion II

MicroProse had just published Master of Magic, the second grand-strategy game from the Austin, Texas-based studio SimTex, when SimCity 2000 made the world safe for numbered strategy sequels. After a quick palate cleanser in the form of a computerized version of the Avalon Hill board game 1830: Railroads & Robber Barons, Steve Barcia and the rest of the SimTex crew turned their attention to a sequel to Master of Orion, their 1993 space opera that was already widely revered as one of the finest ever examples of its breed.

Originally announced as a product for the Christmas of 1995, it took the sequel one full year longer than that to actually appear. And this was, it must be said, all for the better. Master of Magic had been a rather brilliant piece of game design whose commercial prospects had been all but destroyed by its premature release in a woefully buggy state. To their credit, SimTex patched it, patched it, and then patched it some more in the months that followed, until it had realized most of its immense potential as a game. But by then the damage had been done, and what might have been an era-defining strategy game like Civilization — or, indeed, the first Master of Orion — had been consigned to the status of a cult classic. On the bright side, MicroProse did at least learn a lesson from this debacle: Master of Orion II: Battle at Antares was given the time it needed to become its best self. The game that shipped just in time for the Christmas of 1996 was polished on a surface level, whilst being relatively well-balanced and mostly bug-free under the hood.

Gamers’ expectations had changed in some very significant ways in the three years since its predecessor’s release, and not generally to said predecessor’s benefit. The industry had now completed the transition from VGA graphics, usually running at a resolution of 320 X 200, to SVGA, with its resolutions of 640 X 480 or even more. The qualitative difference belies the quantitative one. Seen from the perspective of today, the jump to SVGA strikes me as the moment when game graphics stop looking undeniably old, when they can, in the best cases at any rate, look perfectly attractive and even contemporary. Unfortunately, Master of Orion I was caught on the wrong side of this dividing line; a 1993 game like it tended to look far uglier in 1996 than, say, a 1996 game would in 1999.

So, the first and most obvious upgrade in Master of Orion II was a thoroughgoing SVGA facelift. The contrast is truly night and day when you stand the two games up side by side; the older one looks painfully pixelated and blurry, the newer one crisp and sharp, so much so that it’s hard to believe that only three years separate them. But the differences at the interface level are more than just cosmetic. Master of Orion II‘s presentation also reflects the faster processor and larger memory of the typical 1996 computer, as well as an emerging belief in this post-Windows 95 era that the interface of even a complex strategy game aimed at the hardcore ought to be welcoming, intuitive, and to whatever extent possible self-explanatory. The one we see here is a little marvel, perfectly laid out, with everything in what one intuitively feels to be its right place, with a helpful explanation never any farther away than a right click on whatever you have a question about. It takes advantage of all of the types of manipulation that are possible with a mouse — in particular, it sports some of the cleverest use of drag-and-drop yet seen in a game to this point. In short, everything just works the way you think it ought to work, which is just about the finest compliment you can give to a user interface. Master of Orion I, for all that it did the best it could with the tools at its disposal in 1993, feels slow, jerky, and clumsy by comparison — not to mention ugly.

The home screen of Master of Orion I

…and its equivalent in Master of Orion II. One of the many benefits of a higher resolution is that even the “Huge” galaxy I’ve chosen to play in here now fits onto a single screen.

If Master of Orion II had attempted to be nothing other than a more attractive, playable version of its antecedent, plenty of the original game’s fans would doubtless have welcomed it on that basis alone. In fact, one is initially tempted to believe that this is where its ambitions end. When we go to set up a new game, what we find is pretty much what we would imagine seeing in just such a workmanlike upgrade. Once again, we’re off to conquer a procedurally generated galaxy of whatever size we like, from Small to Huge, while anywhere from two to eight other alien races are attempting to do the same. Sure, there are a few more races to play as or against this time, a new option to play as a custom race with strengths and weaknesses of our own choosing, and a few other new wrinkles here and there, but nothing really astonishing. For example, we do have the option of playing against other real people over a network now, but that was becoming par for the course in this post-DOOM era, when just about every game was expected to offer some sort of networked multiplayer support, and could expect to be dinged by the critics if it didn’t. So, we feel ourselves to be in thoroughly familiar territory when the game proper begins, greeting us with that familiar field of stars, representing yet another galaxy waiting to be explored and conquered.

Master of Orion II‘s complete disconnection from the real world can be an advantage: it can stereotype like crazy when it comes to the different races, thereby making each of them very distinct and memorable. None of us have to feel guilty for hating the Darlocks for the gang of low-down, backstabbing, spying blackguards they are. If Civilization tried to paint its nationalities with such a broad brush, it would be… problematic.

But when we click on our home star, we get our first shock: we see that each star now has multiple planets instead of the single one we’re used to being presented with in the name of abstraction and simplicity. Then we realize that the simple slider bars governing each planetary colony’s output have been replaced by a much more elaborate management screen, where we decide what proportion of our population will work on food production (a commodity we never even had to worry about before), on industrial production, and on research. And we soon learn that now we have to construct each individual upgrade we wish our colony to take advantage of by slotting it into a build queue that owes more to Master of Magic — and by extension to that game’s strong influence Civilization — than it does to Master of Orion I.

By the middle and late game, your options for building stuff can begin to overwhelm; by now you’re managing dozens (or more) of individual colonies, each with its own screen like this. The game does offer an “auto-build” option, but it rarely makes smart choices; you can kiss your chances of winning goodbye if you use it on any but the easiest couple of difficulty levels. It would be wonderful if you could set up default build queues of your own and drag and drop them onto colonies, but the game’s interest in automation doesn’t extend this far.

This theme of superficial similarities obscuring much greater complexity will remain the dominant one. The mechanics of Master of Orion II are actually derived as much from Master of Magic and Civilization as from Master of Orion I. It is, that is to say, nowhere near such a straightforward extension of its forerunner as Civilization II is. It’s rather a whole new game, with whole new approaches in several places. Whereas the original Master of Orion was completely comfortable with high-level abstraction, the sequel’s natural instinct is to drill down into the details of everything it can. Does this make it better? Let’s table that question for just a moment, and look at some of the other ways in which the game has changed and stayed the same.

The old research system, which allowed you to make progress in six different fields at once by manipulating a set of proportional sliders, has been replaced by one where you can research just one technology at a time, like in Civilization. It’s one of the few places where the second game is less self-consciously “realistic” than the first; the scientific establishment of most real space-faring societies will presumably be able to walk and chew gum at the same time. But, in harking back so clearly to Civilization rather than to its own predecessor, it says much about where Steve Barcia’s head was at as he was putting this game together.

Master of Orion I injected some entropy into its systems by giving you the opportunity to research only a randomized subset of the full technology tree, forcing you to think on your feet and play the hand you were given. The sequel divides the full ladder of Progress into groupings of one to three technologies that are always the same, and lets you choose one of them from each group — and only one of them — for yourself rather than choosing for you. You still can’t research everything, in other words, but now it’s you who decides what does get researched. (This assumes that you aren’t playing a race with the “Creative” ability, which lets you gain access to all available technologies each step of the way, badly unbalancing the game in the process.)

The research screen in a game that’s pretty far along. We can choose to research in just one of the eight categories at a time, and must choose just one technology within that category. The others are lost to us, unless we can trade for or steal them from another race.

We’re on more familiar ground when it comes to our spaceships and all that involves them. Once again, we can design our own ships using all of the fancy technologies our scientists have recently invented, and once again we can command them ourselves in tactical battles that don’t depart all that much from what we saw in the first game. That said, even here there are some fresh complications. There’s a new “command point” system that makes the number of fleets we can field dependent on the communications infrastructure we’ve built in our empire, while now we also need to build “freighters” to move food from our bread-basket planets to those focused more on industry or research. Another new wrinkle here is the addition of “leaders,” individuals who come along to offer us their services from time to time. They’re the equivalent of Master of Magic‘s heroes, to the extent that they even level up CRPG-style over time, although they wind up being vastly less consequential and memorable than they were in that game.

Leaders for hire show up from time to time, but you never develop the bonds with them that you do with Master of Magic‘s heroes. That’s a pity; done differently, leaders might have added some emotional interest to a game that can feel a bit dry.

The last major facet of the game after colony, research, and ship management is your relationship with the other aliens you eventually encounter. Here again, we’re on fairly familiar ground, with trade treaties, declarations of war and peace and alliance, and spying for purposes of information theft or sabotage all being possible and, on the more advanced difficulty levels, necessary. We have three ways of winning the game, which is one more than in Master of Orion I. As before, we can simply exterminate all of the other empires, or we can win enough of them over through friendship or intimidation that they vote to make us the supreme leader of a Galactic Council. But we can now also travel to a different dimension and defeat a mysterious alien race called the Antarans that live there, whereupon all of the races back in our home dimension will recognize us as the superior beings we’ve just proved ourselves to be. Here there are more echoes of Master of Magic — specifically, of that game’s two planes of Arcanus and Myrror and the dimensional gates that link them together.

The workings of the Galactic Council vote are virtually unchanged from Master of Orion I.

What to make of this motley blend, which I would call approximately 50 percent Master of Orion I, 25 percent Civilization, and 25 percent Master of Magic? First, let me tell you what most fans of grand strategy think. Then, I’ll give you my own contrarian take on it..

The verdict of the masses is clear: Master of Orion II is one of the most beloved and influential strategy games of all time. As popular in the latter 1990s as any grand-strategy game not called Civilization, it’s still widely played today — much more so, I would reckon, than the likes of its contemporary Civilization II. (Certainly Master of Orion II looks far less dated today by virtue of not running under Windows and using the Windows 3 widgets — to say nothing of those oh-so-1990s live-action video clips Civilization II featured.)  It’s often described as the archetypal strategic space opera, the Platonic ideal which every new space-based grand-strategy game must either imitate or kick against (or a little of both). And why not? Having received several patches back in the day to correct the few issues in its first release, it’s finely balanced (that “Creative” ability aside — and even it has been made more expensive than it used to be), rich in content, and reasonably attractive to look at even today. And on top of all that there’s a gob-smackingly good interface that hardly seems dated at all. What’s not to like?

Well… a few things, in this humble writer’s opinion. For me, the acid test for additional complexity in a game is partially whether it leads to more “interesting choices,” as Sid Meier would put it, but even more whether it makes the fiction come more alive. (I am, after all, very much an experiential player, very much in tune with Meier’s description of the ideal game of Civilization as “an epic story.”) Without one or preferably both of these qualities, added complexity just leads to added tedium in my book. In the beginning, when I’m developing only one or two planets, I can make a solid case for Master of Orion II‘s hands-on approach to colony management using these criteria. But when one or two colonies become one or two dozen, then eventually one or two hundred, the negatives rather outweigh the positives for me. Any benefits you get out of dragging all those little colonists around manually live only at the margins, as it were. For the reality is that you’ll quickly come up with a standard, rote approach to building up each new planet, and see it through as thoughtlessly as you put your shirt on each morning. At most, you might have just a few default approaches, depending on whether you want the colony to focus on agriculture, industry, or research. Only in a rare crisis, or maybe in the rare case of a truly exceptional planet, will you mix it up all that much.

Master of Orion II strikes me as emblematic of a very specific era in strategy gaming, when advances in computing hardware weren’t redounding entirely to the benefit of game design. During the 1980s and early 1990s, designs were brutally constrained by slow processors and small memories; games like the first Master of Orion (as well as such earlier space operas as the 1983 SSG classic Reach for the Stars) were forced by their circumstance to boil things down to their essentials. By 1996, however, with processor speeds starting to be measured in the hundreds of megahertz and memory in the tens of megabytes, there was much more space for bells, whistles, and finicky knob-twiddling. We can see this in Civilization II, and we can see it even more in Master of Orion II. The problem, I want to say, was that computing technology had fallen into a sort of uncanny valley: the latest hardware could support a lot more mechanical, quantitative complexity, but wasn’t yet sufficient to implement more fundamental, qualitative changes, such as automation that allows the human player to intervene only where and when she will and improved artificial intelligence for the computer players. Tellingly, this last is the place where Master of Orion II has changed least. You still have the same tiny set of rudimentary diplomatic options, and the computer players remain as simple-minded and manipulable as ever. As with so many games of this era, the higher difficulty levels don’t make the computer players smarter; they only let them cheat more egregiously, giving them ever greater bonuses to all of the relevant numbers.

There are tantalizing hints that Steve Barcia had more revolutionary ambitions for Master of Orion II at one point in time. Alan Emrich, the Computer Gaming World scribe who coined the term “4X” (“Explore, Expand, Exploit, Exterminate”) for the first game and did so much to shape it as an early play-tester that a co-designer credit might not have been out of order, was still in touch with SimTex while they worked on the second. He states that Barcia originally “envisioned a ‘layered’ design approach so that people could focus on what they wanted to play. Unfortunately, that goal wasn’t reached.” Perhaps the team fell back on what was relatively easy to do when these ambitions proved too hard to realize, or perhaps at least part of the explanation lies in another event: fairly early in the game’s development, Barcia sold his studio to his publisher MicroProse, and accepted a more hands-off executive role at the parent company. From then on, the day-to-day design work on Master of Orion II largely fell to one Ken Burd, previously the lead programmer.

For whatever reason, Master of Orion II not only fails to advance the conceptual state of the art in grand strategy, but actually backpedals on some of the important innovations of its predecessor, which had already addressed some of the gameplay problems of the then-nascent 4X genre. I lament most of all the replacement of the first game’s unique approach to research with something much more typical of the genre. By giving you the possibility of researching only a limited subset of technologies, and not allowing you to dictate what that subset consists of, Master of Orion I forced you to improvise, to build your strategy around what your scientific establishment happened to be good at. (No beam-weapon technologies? Better learn to use missiles! Weak on spaceship-range-extending technologies to colonize faraway star systems? Better wring every last bit of potential out of those closer to home!) In doing so, it ensured that every single game you played was different. Master of Orion II, by contrast, strikes me as too amenable to rote, static strategizing that can be written up almost like an adventure-game walkthrough: set up your race like this, research this, this, and this, and then you have this, which will let you do this… every single time. Once you’ve come up with a set of standard operating procedures that works for you, you’ve done so forever. After that point, “it’s hard to lose Master of Orion II,” as the well-known game critic Tom Chick admitted in an otherwise glowing 2000 retrospective.

In the end, then, the sequel is a peculiar mix of craft and complacency. By no means can one call it just a re-skinning; it does depart significantly from its antecedent. And yet it does so in ways that actually make it stand out less rather than more from other grand-strategy games of its era, thanks to the anxiety of influence.

For influence, you see, can be a funny thing. Most creative pursuits should be and are a sort of dialog. Games especially have always built upon one another, with each worthy innovation — grandly conceptual or strictly granular, it really doesn’t matter — finding its way into other games that follow, quite possibly in a more evolved form; much of what I’ve written on this very site over the past decade and change constitutes an extended attempt to illustrate that process in action. Yet influence can prove a double-edged sword when it hardens into a stultifying conventional wisdom about how games ought to be. Back in 1973, the literary critic Harold Bloom coined the term “anxiety of influence” in reference to the gravitational pull that the great works of the past can exert on later writers, convincing them to cast aside their precious idiosyncrasies out of a perceived need to conform to the way things ought to be done in the world of letters. I would argue that Civilization‘s set of approaches have cast a similar pall over grand-strategy-game design. The first Master of Orion escaped its long shadow, having been well along already by the time Sid Meier’s own landmark game was released. But it’s just about the last grand-strategy game about which that can be said. Master of Orion II reverts to what had by 1996 become the mean: a predictable set of bits and bobs for the player to busy herself with, arranged in a comfortably predictable way.

When I think back to games of Master of Orion I, I remember the big events, the lightning invasions and deft diplomatic coups and unexpected discoveries. When I think back to games of Master of Orion II, I just picture a sea of data. When there are too many decisions, it’s hard to call any of them interesting. Then again, maybe it’s just me. I know that there are players who love complexity for its own sake, who see games as big, fascinating systems to tweak and fiddle with — the more complicated the better. My problem, if problem it be, is that I tend to see games as experiences — as stories.

Ah, well. Horses for courses. If you’re one of those who love Master of Orion II — and I’m sure that category includes many of you reading this — rest assured that there’s absolutely nothing wrong with that. As for me, all this time spent with the sequel has only given me the itch to fire up the first one again…



Although I’ve never seen any hard sales numbers, all indications are that Master of Orion II was about as commercially successful as a game this time-consuming, slow-paced, and cerebral — and not named Civilization — could possibly be, most likely selling well into the hundreds of thousands of units. Yet its success didn’t lead to an especially bright future for SimTex — or MicroProse Austin, as it had now become known. In fact, the studio never managed to finish another game after it. Its last years were consumed by an expensive boondoggle known as Guardians: Agents of Justice, another brainchild of Steve Barcia, an “X-COM in tights,” with superheroes and supervillains instead of soldiers and aliens. That sounds like a pretty fantastic idea to me. But sadly, a turn-based tactical-combat game was at odds with all of the prevailing trends in an industry increasingly dominated by first-person shooters and real-time strategy; one frustrated MicroProse executive complained loudly that Barcia’s game was “slow as a pig.” It was accordingly forced through redesign after redesign, without ever arriving at anything that both satisfied the real or perceived needs of the marketers and was still fun to play. At last, in mid-1998, MicroProse pulled the plug on the project, shutting down the entirety of its brief-lived Austin-based subsidiary at the same time. And so that was that for SimTex; Master of Orion III, when it came, would be the work of a completely different group of people.

Guardians: Agents of Justice was widely hyped over the years. MicroProse plugged it enthusiastically at each of the first four E3 trade shows, and a preview was the cover story of Computer Games Strategy Plus‘s December 1997 issue. “At least Agents never graced a CGW cover,” joshed Terry Coleman of the rival Computer Gaming World just after Guardians‘s definitive cancellation.

Steve Barcia never took up the design reins of another game after conceiving Guardians of Justice, focusing instead on his new career in management, which took him to the very different milieu of the Nintendo-exclusive action-games house Retro Studios after his tenure at MicroProse ended. Some might consider this an odd, perchance even vaguely tragic fate for the designer of three of the most respected and beloved grand-strategy games of all time. On the other hand, maybe he’d just said all he had to say in game design, and saw no need to risk tarnishing his stellar reputation. Either way, his creative legacy is more than secure.

(Sources: the book The Anxiety of Influence: A Theory of Poetry by Harold Bloom; Computer Gaming World of October 1995, December 1996, March 1997, June 1997, July 1997, and October 1998; Computer Games Strategy Plus of December 1997. Online sources include Alan Emrich’s retrospective on the old Master of Orion III site and Tom Chick’s piece on Master of Orion II for IGN.

Master of Orion I and II are available as a package from GOG.com. So, you can compare and contrast, and decide for yourself whether I’m justified in favoring the original.)

 
 

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Sequels in Strategy Gaming, Part 1: Civilization II

How do you make a sequel to a game that covers all of human history?

— Brian Reynolds

At the risk of making a niche website still more niche, allow me to wax philosophical for a moment on the subject of those Roman numerals that have been appearing just after the names of so many digital games almost from the very beginning. It seems to me that game sequels can be divided into two broad categories: the fiction-driven and the systems-driven.

Like so much else during gaming’s formative years, fiction-driven sequels were built off the example of Hollywood, which had already discovered that no happily ever after need ever be permanent if there was more money to be made by getting the old gang of heroes back together and confronting them with some new threat. Game sequels likewise promised their players a continuation of an existing story, or a new one that took place in a familiar setting with familiar characters. Some of the most iconic names in 1980s and early 1990s gaming operated in this mode: Zork, Ultima, Wizardry, King’s Quest, Carmen Sandiego, Leisure Suit Larry, Wing Commander. As anyone who has observed the progress of those series will readily attest, their technology did advance dramatically over the years. And yet this was only a part of the reason people stayed loyal to them. Gamers also wanted to get the next bit of story out of them, wanted to do something new in their comfortingly recognizable worlds. Unsurprisingly, the fiction-driven sequel was most dominant among games that foregrounded their fictions — namely the narrative-heavy genres of the adventure game and the CRPG.

But there was another type of sequel, which functioned less like a blockbuster Hollywood franchise and more like the version numbers found at the end of other types of computer software. It was the domain of games that were less interested in their fictions. These sequels rather promised to do and be essentially the same thing as their forerunner(s), only to do and be it even better, taking full advantage of the latest advances in hardware. Throughout the 1980s and well into the 1990s, the technology- or systems-driven sequel was largely confined to the field of vehicular simulations, a seemingly fussily specific pursuit that was actually the source in some years of no less than 25 percent of the industry’s total revenues. The poster child for the category is Microsoft’s Flight Simulator series, the most venerable in the entire history of computer gaming, being still alive and well as I write these words today, almost 43 years after it debuted on the 16 K Radio Shack TRS-80 under the imprint of its original publisher subLogic. If you were to follow this franchise’s evolution through each and every installment, from that monochrome, character-graphic-based first specimen to today’s photo-realistic feast for the senses, you’d wind up with a pretty good appreciation of the extraordinary advances personal computing has undergone over the past four decades and change. Each new Flight Simulator didn’t so much promise a new experience as the same old one perfected, with better graphics, better sound, a better frame rate, better flight modeling,  etc. When you bought the latest Flight Simulator — or F-15 Strike Eagle, or Gunship, or Falcon — you did so hoping it would take you one or two steps closer to that Platonic ideal of flying the real thing. (The fact that each installment was so clearly merely a step down that road arguably explains why these types of games have tended to age more poorly than others, and why you don’t find nearly as many bloggers and YouTubers rhapsodizing about old simulations today as you do games in most other genres.)

For a long time, the conventional wisdom in the industry held that strategy games were a poor fit with both of these modes of sequel-making. After all, they didn’t foreground narrative in the same way as adventures and CRPGs, but neither were they so forthrightly tech-centric as simulations. As a result, strategy games — even the really successful ones — were almost always standalone affairs.

But all that changed in a big way in 1993, when Maxis Software released SimCity 2000, a sequel to its landmark city-builder of four years earlierSimCity 2000 was a systems-driven sequel in the purest sense. It didn’t attempt to be anything other than what its predecessor had been; it just tried to be a better incarnation of that thing. Designer Will Wright had done his level best to incorporate every bit of feedback he had received from players of his original game, whilst also taking full advantage of the latest hardware to improve the graphics, sound, and interface. “Is SimCity 2000 a better program than the original SimCity?” asked Computer Gaming World magazine rhetorically. “It is without question a superior program. Is it more fun than the original SimCity? It is.” Wright was rewarded for his willingness to revisit his past with another huge hit, even bigger than his last one.

Other publishers greeted SimCity 2000‘s success as something of a revelation. At a stroke, they realized that the would-be city planners and generals among their customers were as willing as the would-be pilots and submarine captains to buy a sequel that enhanced a game they had already bought before, by sprucing up the graphics, addressing exploits, incongruities, and other weaknesses, and giving them some additional complexity to sink their teeth into. For better or for worse, the industry’s mania for franchises and sequels thus came to encompass strategy games as well.

In the next few articles, I’d like to examine a few of the more interesting results of this revelation — not SimCity 2000, a game about which I have oddly little to say, but another trio that would probably never have come to be without it to serve as a commercial proof of concept. All of the games I’ll write about are widely regarded as strategy classics, but I must confess that I can find unreserved love in my heart for only one of them. As for which one that is, and the reasons for my slight skepticism about the others… well, you’ll just have to read on and see, won’t you?


Civilization, Sid Meier’s colossally ambitious and yet compulsively playable strategy game of everything, was first released by MicroProse Software just in time to miss the bulk of the Christmas 1991 buying season. That would have been the death knell of many a game, but not this one. Instead Civilization became the most celebrated computer game since SimCity in terms of mainstream-media coverage, even as it also became a great favorite with the hardcore gamers. Journalists writing for newspapers and glossy lifestyle magazines were intrigued by it for much the same reason they had been attracted to SimCity, because its sweeping, optimistic view of human Progress writ large down through the ages marked it in their eyes as something uniquely high-toned, inspiring, and even educational in a cultural ghetto whose abiding interest in dwarfs, elves, and magic spells left outsiders like them and their readers nonplussed. The gamers loved it, of course, simply because it could be so ridiculously fun to play. Never a chart-topping hit, Civilization became a much rarer and more precious treasure: a perennial strong seller over months and then years, until long after it had begun to look downright crude in comparison to all of the slick multimedia extravaganzas surrounding it on store shelves. It eventually sold 850,000 copies in this low-key way.

Yet neither MicroProse nor Sid Meier himself did anything to capitalize on its success for some years. The former turned to other games inside and outside of the grand-strategy tent, while the latter turned his attention to C.P.U. Bach, a quirky passion project in computer-generated music that wasn’t even a game at all and didn’t even run on conventional computers. (Its home was the 3DO multimedia console.) The closest thing to a Civilization sequel or expansion in the three years after the original game’s release was Colonization, a MicroProse game from designer Brian Reynolds that borrowed some of Civilization‘s systems and applied them to the more historically grounded scenario of the European colonization of the New World. The Colonization box sported a blurb declaring that “the tradition of Civilization continues,” while Sid Meier’s name became a possessive prefix before the new game’s title. (Reynolds’s own name, by contrast, was nowhere to be found on the box.) Both of these were signs that MicroProse’s restless marketing department felt that the legacy of Civilization ought to be worth something, even if it wasn’t yet sure how best to make use of it.

Colonization hit the scene in 1994, one year after SimCity 2000 had been accorded such a positive reception, and proceeded to sell an impressive 300,000 copies. These two success stories together altered MicroProse’s perception of Civilization forever, transforming what had started as just an opportunistic bit of marketing on Colonization‘s box into an earnest attempt to build a franchise. Not one but two new Civilization games were quickly authorized. The one called CivNet was rather a stopgap project, which transplanted the original game from MS-DOS to Windows and added networked or hot-seat multiplayer capabilities to the equation. The other Civilization project was also to run under Windows, but was to be a far more extensive revamping of the original, making it bigger, prettier, and better balanced than before. Its working title of Civilization 2000 made clear its inspiration. Only at the last minute would MicroProse think better of making SimCity 2000‘s influence quite so explicit, and rename it simply Civilization II.

Unfortunately for MicroProse’s peace of mind, Sid Meier, a designer who always followed his own muse, said that he had no interest whatsoever in repeating himself at this point in time. Thus the project devolved to Brian Reynolds as the logical second choice: he had acquitted himself pretty well with Colonization, and Meier liked him a lot and would at least be willing to serve as his advisor, as he had for Reynold’s first strategy game. “They pitched it to me as if [they thought] I was probably going to be really upset,” laughs Reynolds. “I guess they thought I had my heart set on inventing another weird idea like Colonization. ‘Okay, will he be too mad if we tell him that we want him to do Civilization 2000?’ Which of course to me was the ultimate dream job. You couldn’t have asked me to do something I wanted to do more than make a version of Civilization.”

Like his mentor Meier, Reynolds was an accomplished programmer as well as game designer. This allowed him to do the initial work of hammering out a prototype on his own — from, of all locations, Yorkshire, England, where he had moved to be with his wife, an academic who was there on a one-year Fulbright scholarship. While she went off to teach and be taught every day, he sat in their little flat putting together the game that would transform Civilization from a one-off success into the archetypal strategy franchise.

Brian Reynolds

As Reynolds would be the first to admit, Civilization II is more of a nuts-and-bolts iteration on what came before than any wild flight of fresh creativity. He approached his task as a sacred trust. Reynolds:

My core vision for Civ II was not to be the guy that broke Civilization. How can I make each thing a little bit better without breaking any of it? I wanted to make the AI better. I wanted to make it harder. I wanted to add detail. I wanted to pee in all the corners. I didn’t have the idea that we were going to change one thing and everything else would stay the same. I wanted to make everything a little bit better. So, I both totally respected [Civilization I] as an amazing game, and thought, I can totally do a better job at every part of this game. It was a strange combination of humility and arrogance.

Reynolds knew all too well that Civilization I could get pretty wonky pretty quickly when you drilled down into the details. He made it his mission to fix as many of these incongruities as possible — both the ones that could be actively exploited by clever players and the ones that were just kind of weird to think about.

At the top of his list was the game’s combat system, the source of much hilarity over the years, what with the way it made it possible — not exactly likely, mind you, but possible — for a militia of ancient spearmen to attack and wipe out a modern tank platoon. This was a result of the game’s simplistic “one hit and done” approach to combat. Let’s consider our case of a militia attacking tanks. A militia has an attack strength of one, a tank platoon a defense strength of five. The outcome of the confrontation is determined by adding these numbers together, then taking each individual unit’s strength as its chance of destroying the other unit rather than being destroyed itself. In this case, then, our doughty militia men have a one-in-six chance of annihilating the tanks rather than vice versa — not great odds, to be sure, but undoubtedly better than those they would enjoy in any real showdown.

It was economic factors that made this state of affairs truly unbalancing. A very viable strategy for winning Civilization every single time was the “barbarian hordes” approach: forgo virtually all technological and social development, flood the map with small, primitive cities, then use those cities to pump out huge numbers of primitive units. A computer opponent diligently climbing the tech tree and developing its society over a broader front would in time be able to create vastly superior units like tanks, but would never come close to matching your armies in quantity. So, you could play the law of averages: you might have to attack a given tank platoon five times or more with different militias, but you knew that you would eventually destroy it, as you would the rest of your opponent’s fancy high-tech military with your staggering numbers of bottom feeders. The barbarian-horde strategy made for an unfun way to play once the joy of that initial eureka moment of discovering it faded, yet many players found the allure of near-certain victory on even the highest difficulty levels hard to resist. Part of a game designer’s job is to save players like this from themselves.

This was in fact the one area of Civilization II that Sid Meier himself dived into with some enthusiasm. He’d been playing a lot of Master of Magic, yet another MicroProse game that betrayed an undeniable Civilization influence, although unlike Colonization it was never marketed on the basis of those similarities. When two units met on the world map in Master of Magic, a separate tactical-battle screen opened up for you to manage the fight. Meier went so far as prototyping such a system for Civilization II, but gave up on it in the end as a poor fit with the game’s core identity. “Being king is the heart of Civilization,” he says. “Slumming as a lowly general puts the player in an entirely different story (not to mention violates the Covert Action rule). Win-or-lose battles are not the only interesting choice on the path to good game design, but they’re the only choice that leads to Civ.”

With his mentor having thus come up empty, Brian Reynolds addressed the problem via a more circumspect complication of the first game’s battle mechanics. He added a third and fourth statistic to each unit: firepower and hit points. Now, instead of being one-and-done, each successful “hit” would merely subtract the one unit’s firepower from the other’s total hit points, and then the battle would continue until one or the other reached zero hits points. The surviving unit would quite possibly exit the battle “wounded” and would need some time to recuperate, adding another dimension to military strategy. It was still just barely possible that a wildly inferior unit could defeat its better — especially if the latter came into a battle already at less than its maximum hit points — but such occurrences became the vanishingly rare miracles they ought to be. Consider: Civilization II‘s equivalent of a militia — renamed now to “warriors” — has ones across the board for all four statistics; a tank platoon, by contrast, has an attack strength of ten, a defense strength of five, a firepower of one, and three hit points when undamaged. This means that a group of ancient warriors needs to roll the same lucky number three times in a row on a simulated six-sided die in order to attack an undamaged tank platoon and win. A one-in-six chance has become one chance in 216 — odds that we can just about imagine applying in the real world, where freak happenstances really do occur from time to time.

This change was of a piece with those Reynolds introduced at every level of the game — pragmatic and judicious, evolutionary rather than revolutionary in spirit. I won’t enumerate them exhaustively here, but will just note that they were all very defensible if not always essential in this author’s opinion.

Civilization II was written for Windows 3, and uses that operating system’s standard Windows interface.

The layers of the program that were not immediately visible to the player got an equally judicious sprucing up — especially diplomacy and artificial intelligence, areas where the original had been particularly lacking. The computer players became less erratic in their interactions with you and with one another; no longer would Mahatma Gandhi go to bed one night a peacenik and wake up a nuke-spewing madman. Combined with other systemic changes, such as a rule making it impossible for players to park their military units inside the city boundaries of their alleged allies, these improvements made it much less frustrating to pursue a peaceful, diplomatic path to victory — made it less likely, that is to say, that the other players would annoy you into opening a can of Gandhi-style whoop-ass on them just to get them out of your hair.

In addition to the complications that were introduced to address specific weaknesses of the first game, Civilization II got a whole lot more stuff for the sake of it: more nationalities to play and play against (21 instead of 14); more advances to research (89 instead of 71); more types of units to move around the map (51 instead of 28); a bewildering variety of new geological, biological, and ecological parameters to manipulate to ensure that the game built for you just the sort of random world that you desired to play in; even a new, ultra-hard “Deity” difficulty level to address Reynold’s complaint that Meier’s Civilization was just too easy. There was also a new style of government added to the original five: “Fundamentalism” continued the tradition of mixing political, economic, and now religious ideologies indiscriminately, with all of them seen through a late-twentieth-century American triumphalist lens that might have been offensive if it wasn’t so endearingly naïve in its conviction that the great debates down through history about how human society can be most justly organized had all been definitively resolved in favor of American-style democracy and capitalism. And then the game got seven new Wonders of the World to add to the existing 21. Like their returning stablemates, they were a peculiar mix of the abstract and the concrete, from Adam Smith’s Trading Company (there’s that triumphalism again!) in the realm of the former to the Eiffel Tower in that of the latter.

Reynolds’s most generous move of all was to crack open the black box of the game for its players, turning it into a toolkit that let them try their own hands at strategy-game design. Most of the text and vital statistics were stored in plain-text files that anyone could open up in an editor and tinker with. Names could be changed, graphics and sounds could be replaced, and almost every number in the game could be altered at will. MicroProse encouraged players to incorporate their most ambitious “mods” into set-piece scenarios, which replaced the usual randomized map and millennia-spanning timeline with a more focused premise. Scenarios dealing with Rome during the time of transition from Republic to Empire and World War II in Europe were included with the game to get the juices flowing. In shrinking the timeline so dramatically and focusing on smaller goals, scenarios did tend to bleed away some of Civilization‘s high-concept magic and turn it into more of a typical strategic war game, but that didn’t stop the hardcore fans from embracing them. They delivered scenarios of their own about everything from Egyptian, Greek, and Norse mythology to the recent Gulf War against Iraq, from a version of Conway’s Game of Life to a cut-throat competition among Santa’s elves to become the dominant toy makers.

The ultimate expression of Brian Reynolds’s toolkit approach can be seen right there on the menu every time you start a new game of Civilization II, under the heading of simply “Cheat.” You can use it to change anything you want any time you want, at the expense of not having your high score recorded, should you earn one. At a click of the mouse, you can banish an opposing player from the game, research any advance instantly, give yourself infinite money… you name it. More importantly in the long run, the Cheat menu lets you peek behind the curtain to find out exactly what is going on at any given moment, almost like a programmer sitting in front of a debugging console. Sid Meier was shocked the first time he saw it.

Cheating was an inherent part of the game now, right on the main screen? This was not good. Like all storytelling, gaming is about the journey, and if you’re actively finding ways to jump to the end, then we haven’t made the fantasy compelling enough. A gripping novel would never start with an insert labeled, “Here’s the Last Page, in Case You Want to Read It Now.” Players who feel so inclined will instinctively find their own ways to cheat, and we shouldn’t have to help them out. I could not be convinced this was a good idea.

But Reynolds stuck to his guns, and finally Meier let him have it his way. It was, he now acknowledges, the right decision. The Cheat menu let players rummage around under the hood of the game as it was running, until some of them came to understand it practically as well as Reynolds himself. This was a whole new grade of catnip for the types of mind that tend to be attracted by big, complex strategy games like this one. Meanwhile the loss of a high score to boast about was enough to ensure that gamers weren’t unduly tempted to use the Cheat menu when playing for keeps, as it were.

Of course, the finished Civilization II is not solely a creation of Brian Reynolds. After he returned from Britain with his prototype in hand, two other MicroProse designers named Doug Kaufman and Jeff Briggs joined him for the hard work of polishing, refining, and balancing. Ditto a team of artists and even a film crew.

Yes, a film crew: the aspect of Civilization II that most indelibly dates it to the mid-1990s — even more so than its Windows 3 interface — must surely be your “High Council,” who pop up from time to time to offer their wildly divergent input on the subject of what you should be doing next. They’re played by real actors, hamming it up gleefully in video clips, changing from togas to armor to military uniforms to business suits as the centuries go by. Most bizarre of all is the entertainment advisor, played by… an Elvis Presley impersonator. What can one say? This sort of thing was widely expected to be the future of gaming, and MicroProse didn’t want to be left completely in the cold when the much-mooted merger of Silicon Valley and Hollywood finally became a reality.


Civilization II was released in the spring of 1996 to glowing reviews. Computer Gaming World gave it five stars out of five, calling it “a spectacularly addictive and time-consuming sequel.” Everything I’ve said in this article and earlier ones about the appeal, success, and staying power of Civilization I applies treble to Civilization II. It sold 3 million copies over the five years after its release, staying on store shelves right up to the time that the inevitable Civilization III arrived to replace it. Having now thoroughly internalized the lesson that strategy games could become franchises too, MicroProse sustained interest in the interim with two scenario packs, a “Multiplayer Gold Edition” that did for Civilization II what CivNet had done for Civilization I, and another reworking called Civilization II: Test of Time that extended the timeline of the game into the distant future. Civilization as a whole thus become one of gaming’s most inescapable franchises, the one name in the field of grand strategy that even most non-gamers know.

Given all of this, and given the obvious amount of care and even love that was lavished on Civilization II, I feel a bit guilty to admit that I struggled to get into it when I played it in preparation for this article. Some of my lack of enthusiasm may be down to purely proximate causes. I played a lot of Civilization I in preparation for the long series of articles I wrote about it and the Progress-focused, deeply American worldview it embodies, and the sequel is just more of the same from this perspective. If I’d come to Civilization II cold, as did the majority of those 3 million people who bought it, I might well have had a very different experience with it.

Still, I do think there’s a bit more to my sense of vague dissatisfaction than just a jaded player’s ennui. I miss one or two bold leaps in Civilization II to go along with all of the incrementalist tinkering. Its designers made no real effort to address the big issues that dog games of this ilk: the predictable tech tree that lends itself to rote strategies, the ever more crushing burden of micromanagement as your empire expands, and an anticlimactic endgame that can go on for hours after you already know you’re going to win. How funny to think that Master of Orion, another game published by MicroProse, had already done a very credible job of addressing all of these problems three years before Civilization II came to be!

Then, too, Civilization II may be less wonky than its predecessor, but I find that I actually miss the older game’s cock-eyed jeu d’esprit, of which those ancient militias beating up on tanks was part and parcel. Civilization II‘s presentation, using the stock Windows 3 menus and widgets, is crisper and cleaner, but only adds to the slight sense of sterility that dogs the whole production. Playing it can feel rather like working a spreadsheet at times — always a danger in these kinds of big, data-driven strategy games. Those cheesy High Council videos serve as a welcome relief from the austerity of it all; if you ask me, the game could have used some more of that sort of thing.

I do appreciate the effort that went into all the new nationalities, advances, units, and starting parameters. In the end, though, Civilization II only provides further proof for me — as if I needed it — that shoehorning more stuff into a game doesn’t always or even usually make it better, just slower and more ponderous. In this sense too, I prefer its faster playing, more lovably gonzo predecessor. It strikes me that Civilization II is more of a gamer’s game, emphasizing min-maxing and efficient play above all else, at the expense of the original’s desire to become a flight of the imagination, letting you literally write your own history of a world. Sid Meier liked to call his game first and foremost “an epic story.” I haven’t heard any similar choice of words from Brian Reynolds, and I’ve definitely never felt when playing Civilization I that it needed to be harder, as he did.

I hasten to emphasize, however, that mine is very much a minority opinion. Civilization II was taken up as a veritable way of life by huge numbers of strategy gamers, some of whom have refused to abandon it to this day, delivering verdicts on the later installments in the series every bit as mixed as my opinions about this one. Good for them, I say; there are no rights or wrongs in matters like these, only preferences.


Postscript: The Eternal War

In 2012, a fan with the online handle of Lycerius struck a chord with media outlets all over the world when he went public with a single game of Civilization II which he had been playing on and off for ten years of real time. His description of it is… well, chilling may not be too strong a word.

The world is a hellish nightmare of suffering and devastation. There are three remaining super nations in AD 3991, each competing for the scant resources left on the planet after dozens of nuclear wars have rendered vast swaths of the world uninhabitable wastelands.

The ice caps have melted over 20 times, due primarily to the many nuclear wars. As a result, every inch of land in the world that isn’t a mountain is inundated swampland, useless to farming. Most of which is irradiated anyway.

As a result, big cities are a thing of the distant past. Roughly 90 percent of the world’s population has died either from nuclear annihilation or famine caused by the global warming that has left absolutely zero arable land to farm. Engineers are busy continuously building roads so that new armies can reach the front lines. Roads that are destroyed the very next turn. So, there isn’t any time to clear swamps or clean up the nuclear fallout.

Only three massive nations are left: the Celts (me), the Vikings, and the Americans. Between the three of us, we have conquered all the other nations that have ever existed and assimilated them into our respective empires.

You’ve heard of the 100 Year War? Try the 1700 Year War. The three remaining nations have been locked in an eternal death struggle for almost 2000 years. Peace seems to be impossible. Every time a ceasefire is signed, the Vikings will surprise-attack me or the Americans the very next turn, often with nuclear weapons. So, I can only assume that peace will come only when they’re wiped out. It is this that perpetuates the war ad infinitum.

Because of SDI, ICBMs are usually only used against armies outside of cities. Instead, cities are constantly attacked by spies who plant nuclear devices which then detonate. Usually the downside to this is that every nation in the world declares war on you. But this is already the case, so it’s no longer a deterrent to anyone, myself included.

The only governments left are two theocracies and myself, a communist state. I wanted to stay a democracy, but the Senate would always overrule me when I wanted to declare war before the Vikings did. This would delay my attack and render my turn and often my plans useless. And of course the Vikings would then break the ceasefire like clockwork the very next turn. I was forced to do away with democracy roughly a thousand years ago because it was endangering my empire. But of course the people hate me now, and every few years since then, there are massive guerrilla uprisings in the heart of my empire that I have to deal with, which saps resources from the war effort.

The military stalemate is airtight, perfectly balanced because all remaining nations already have all the technologies, so there is no advantage. And there are so many units at once on the map that you could lose twenty tank units and not have your lines dented because you have a constant stream moving to the front. This also means that cities are not only tiny towns full of starving people, but that you can never improve the city. “So you want a granary so you can eat? Sorry! I have to build another tank instead. Maybe next time.”

My goal for the next few years is to try to end the war and use the engineers to clear swamps and fallout so that farming may resume. I want to rebuild the world. But I’m not sure how.

One can’t help but think about George Orwell’s Oceania, Eurasia, and Eastasia when reading of Lycerius’s three perpetually warring empires. Like Nineteen Eighty-Four, his after-action report has the uncanny feel of a dispatch from one of our own world’s disturbingly possible futures. Many people today would surely say that recent events have made his dystopia seem even more probable than ten years ago.

But never fear: legions of fans downloaded the saved game of the “Eternal War” which Lycerius posted and started looking for a way to end the post-apocalyptic paralysis. A practical soul who called himself “stumpster” soon figured out how to do so: “I opted for a page out of MacArthur’s book and performed my own Incheon landing.” In the game of Civilization, there is always a way. Let us hope the same holds true in reality.

(Sources: the book Sid Meier’s Memoir! by Sid Meier; Computer Gaming World of April/May 1985, November 1987, March 1993, June 1996, July 1996, and August 1996; Retro Gamer 86, 112, and 219. Online sources include Soren Johnson’s interviews with Sid Meier and Brian Reynolds, PC Gamer‘s “Complete History of Civilization,” and  Huffington Post‘s coverage of Lycerius’s game of Civilization and stumpster’s resolution of the stalemate. The original text of original Lycenrius’s Reddit message is posted on the Civilization II wiki.

Civilization II is not currently available for online purchase. You can, however, find it readily enough on any number of abandonware archives; some are dodgier than others, so be cautious. I recommend that you avoid the Multiplayer Gold Edition in favor of the original unless you really, really want to play with your mates. For, in a rather shocking oversight, MicroProse released the Gold Edition with bugged artificial intelligence that makes all of the computer-controlled players ridiculously aggressive and will keep you more or less constantly at war with everyone. If perpetual war is your thing, on the other hand, go for it…

Update: See Blake’s comment below for information on how to get the Multiplayer Gold Edition running with the original artificial intelligence, thereby getting the best of both worlds!

Once you’ve managed to acquire it, there’s a surprisingly easy way to run Civilization II on modern versions of Windows. You just need to install a little tool called WineVDM, and then the game should install and run transparently, right from the Windows desktop. It’s probably possible to get it running on Linux and MacOS using the standard Wine layer, but I haven’t tested this personally.)

In a feat of robust programming of which its makers deserve to be proud, Civilization II is capable of scaling to seemingly any size of screen. Here it is running on my Windows 10 desktop at a resolution of 3440 X 1440 — numbers that might as well have been a billion by a million back in 1996.

 
 

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Titanic Visions, Part 1: Sifting Through the Wreckage

Games are not made in a vacuum.

This truth ought to be self-evident, but it’s often lost in histories of gaming. People like me tend to rely, perhaps a bit too much, on what I sometimes call the cataloging approach to gaming history. You all know the recipe for such articles: start with a discrete classic (or occasionally infamous) game, add a narrative of who made it and how they did so, pour in an evaluation of its merits and demerits, and season the final concoction with a description of its place in the evolution of gaming in general. I’ve written plenty of such articles in the past, and will doubtless write plenty more of them in the future.

What such articles sometimes lose sight of, however, is a broader cultural context that’s to be found beyond the permeable borders of the gaming ghetto. The ideas and influences that are turned into games come from all over the place, being reflections of the societies that surround them and the interests of the people who make them. (For much of gaming history, these people have been mostly young white and Asian men from fairly privileged socioeconomic circumstances, which, needless to say, has had its own impact on the types of games that exist and the subjects they tackle.) Sometimes the pop culture that influences games is so blindingly obvious that we almost can become blind to it: what would digital games be today if Gary Gygax and Dave Arneson had never invented the tabletop game of Dungeons & Dragons, or if J.R.R. Tolkien had never written The Lord of the Rings, or if George Lucas had never made Star Wars? But it’s the subtler influences that I find most interesting to ferret out — like, for instance, the way that techno-thriller author Tom Clancy’s brand of American military triumphalism fed into the combat simulations made by companies like Microprose, which at times commanded a quarter or more of the overall computer-gaming market during the 1980s and 1990s.

When I realized a decade or so ago that I had somehow stumbled into writing a broad, encompassing history of computer gaming, I promised myself that I would try to bring out connections like these whenever possible. I’m not sure that I’ve always kept that promise on an article-by-article basis, but I have always tried to keep one eye at least on the bigger picture, to give this site some credibility as a broad cultural history rather than just a catalog of neat games that appeared down through time — not that it hasn’t also been the latter, of course. In short, I’ve always wanted to understand how outside culture bleeds into the seemingly insular world of gaming, and how gaming has left its mark on the world outside its boundaries. (This last has barely begun to happen at the point in history we’ve reached now, more than ten years into this project, but rest assured that the “gamification” of everyday life is not that far away.) There are many reasons to play old games, the most popular ones being simply because they’re fun on their own merits and because of the warm and fuzzy feelings of nostalgia they invoke in us folks of a certain age. But another reason, which is no less defensible, is that they give us a chance to become time travelers in a more impersonal sense, by giving us a direct pipeline to a receding past.

So, please indulge me now in a case study about how changing fashions in the way we view one of the most enduring mytho-historical tropes of modern culture impacted games. The sinking of the brand-new, “unsinkable” luxury liner the Titanic following a collision with a North Atlantic iceberg on the night of April 14, 1912, is the delicious tragedy that we just can’t seem to let go of, an irresistible mixture of symbolism, theme, romance, pathos, mystery, and heroism to which we keep returning over and over. Just as many historical novels have more to tell us about the times in which they were written than the times they allegedly chronicle, the lens through which we view the Titanic has been as much a mirror we hold up to our contemporary selves as a window into the past. For example, during the unsentimental, materialist 1980s, the last full decade before our virtual online existences started to compete with our flesh-and-blood reality, the Titanic was discussed primarily as a thing, to be found, probed, and perhaps even raised above the waves once again. But then, in 1997 — an altogether dreamier, more fanciful time to be alive — a hit film reminded us why we had all fallen in love with the Titanic to begin with: because it’s such a great story, or rather collection of them, a beautiful canvas for our imaginations. My next three articles will examine these competing visions of the Titanic, and the games that were made in response to them — no fewer than ten games in all, plus one intriguing idea for a game that was never made.


The first person to propose finding and raising the Titanic from its watery grave did so barely a year after the ship had sunk. Charles Smith was a Colorado mining engineer who knew nothing about ships or the sea, but was convinced that his own area of expertise was as applicable to the problem of a seaborne salvage operation as it was to that of cracking open an elusive new seam of gold. It seems that when one goes through life with a miner’s hammer in one hand, everything looks like a suitable nail. “My object is to deliver the Titanic to its owners without further injury so that the great vessel may be rebuilt,” Smith declared. “Much of the cargo, or all of it, would be recovered. All the bodies which sank with the doomed ship have long since been embalmed by the action of the seawater, and when they are at last brought back to the surface they will be easily identifiable and prepared for reverential burial.”

Smith’s plan hinged on electromagnets, one of the trendy technological wonders of his age. He would build a massive one — possibly the most massive one ever built — sail or drag it out to the Titanic‘s last known location, turn it on, and let the sunken ship’s steel hull pull it to its bosom. With the wreck thus pinpointed on the ocean floor, he would descend in a custom-made submarine to attach hundreds more magnets to the hull, each with a rope leading back to a steam-powered winch aboard one of a dozen or so boats on the surface. When all was ready, the winches would all be activated in unison, and the 46,000-ton vessel would be slowly lifted back to the surface, then towed to a dry dock, repaired, and placed back into service. Smith estimated that the whole operation would require just $1.5 million and 162 men, and would take about three months: one month to find the wreck, one month to prepare it, and one month to raise it and tow it to safety. “It is merely a matter of magnets,” he insisted.

The plan left something to be desired in terms of basic physics, not to mention in its understanding of basic human psychology; how many passengers would really want to sail on a ship on which more than 1500 people had died in horrific circumstances? Yet it was taken bizarrely seriously in the popular press, which churned out excited headlines like “Can the Lost Titanic Be Raised?” Alas, potential investors proved less credulous: Smith managed to raise just $10,000 of the $1.5 million he said he needed. After the onset of the First World War, a more diffuse tragedy than the sinking of the Titanic but one that was many orders of magnitude more immense, he and his scheme faded back into obscurity, just another of the frivolous pipe dreams of a more innocent era.

More than half a century later, in the late 1960s, a British odd-jobber and Titanic obsessive named Doug Woolley captured headlines with a scheme that was almost as outlandish as that of Charles Smith. He would attach 200 deflated pontoons all around the Titanic‘s hull. Then they would be filled with hydrogen which would be extracted from the surrounding seawater via electrolysis, and the ship would rise majestically to the surface like the mother of all hot-air balloons. He said the whole operation would cost about £4.8 million and could be accomplished within one year.

To say that Woolley lacked qualifications in deep-sea salvage hardly begins to state the case. He was working in a pantyhose factory at the same time that he was holding press conferences about raising the Titanic. He had never personally sailed farther than the width of the English Channel, and was conducting what he insisted were groundbreaking experiments in electrolysis in his dingy flat’s bathtub. And he was rather putting the cart before the horse anyway, given that no one knew precisely where the Titanic lay; whereas Charles Smith had at least made some attempt to address that part of the problem, Woolley just took it on faith that it would turn up when he started to look around for it.

Wooley’s dream never had a chance in the real world, but the world of fiction was another matter. In 1976, the American author Clive Cussler published the third of what would become many pulpy adventure novels featuring his hero Dirk Pitt, a sort of Tom Swift for grown-ups. The novel was called Raise the Titanic!, and had a plot involving byzanium, a precious (and fictional) mineral, a radioactive power source whose potential dwarfs that of uranium or plutonium, whose only known reserves happened to be aboard the Titanic on that fateful night. Pitt and his friends concoct a plan for raising the ship — why they don’t just try to raise the byzanium in its hold is never adequately explained — that bears distinct similarities to Doug Woolley’s scheme: they will seal off the interior of the ship and pump it full of compressed air to cause it to float to the surface. This they succeed in doing, fighting off Soviet saboteurs all the while.

The novel became a bestseller, whereupon Hollywood made it into a big-budget summer movie in 1980. The scale model of the Titanic that was constructed for the film’s climactic scene of the ship breaking the ocean’s surface cost $7 million, as much as the original vessel when not adjusting for inflation. But surprisingly, even the Titanic name and a titanic budget worthy of the ship couldn’t save the film; it was savaged by critics, and turned into a box-office bomb. “It would have been cheaper to lower the Atlantic,” quipped its producer Lew Grade later.

Although the method employed by Dirk Pitt and his friends for raising the Titanic was hopeless for a vessel of this size at this depth, it was adapted from real-world techniques already in use for raising ships that had sunk in shallower waters. For a cottage industry of shipwreck recovery had arisen after World War II. With an estimated quarter of a million or more ships having sunk since humanity first began to ply the world’s waterways, the pickings in the most popular sea lanes were rich. People made fortunes by poring over old nautical records, searching doggedly where the ships they found in them were believed to have sunk, and retrieving the gold, silver, and other valuable in their holds. The Caribbean, which had once positively teemed with Spain’s treasure-laden galleons sailing from the New World back to the Old, was particularly fertile ground.

Meanwhile others had invented the new field of maritime archaeology, with the purpose of studying and preserving the wrecks they found instead of looting them for profit. Soon every other issue of National Geographic seemed to contain some new undersea discovery, illustrated in full-color Kodachrome. For example, the Titanic‘s sister ship the Britannic, which had struck a German mine and sunk off the coast of Greece in 1916 while serving as a hospital ship, was found by the famous French undersea explorer Jacques Cousteau in 1975.

Admittedly, the boundaries between the treasure hunter and the maritime archaeologist weren’t always clear. Many of the adventurous folks who got into this racket had a little bit of both in them, along with a hefty hankering for the notoriety that would come their way if they became, say, the first person to send back pictures of the most famous of all sunken ships in the world.

The problem with the Titanic, the thing which made it so much harder to find than the likes of the Britannic, was that it had sunk in the deep water of the open ocean rather than the coastal water of the Mediterranean. The deep ocean floor is the most inaccessible geography on our planet; even today, marine scientists like to say that we know more about the surface of Mars than we do about the landscapes under our own planet’s oceans. That said, people did come up with various ideas for locating the Titanic from the ocean’s surface that were more or less feasible. For example, Commander John Grattan, the Royal Navy’s anointed expert in diving and submersibles, proposed scouring the ocean floor with a huge active sonar array towed behind a trawler. But such plans would be dauntingly expensive to implement. And, even if the Titanic was found from the surface, what next? Only a few submersibles in the world were capable of diving to the wreck’s depth of two and a half miles below the ocean’s surface, and they were all in the hands of the United States Navy, which wasn’t in the habit of renting them out to private treasure hunters to use for snapping pictures and collecting souvenirs.

One man, however, judged that the fame and money that would follow a credible claim of just having found the Titanic — never mind the photographs, much less any salvage operations — would be enough to make the task eminently worth taking on. “Cadillac” Jack Grimm was a flamboyant Texas oilman with a taste for exotic adventure and pseudoscience, who had already mounted expeditions in search of Bigfoot, the Abominable Snowman, and the Loch Ness Monster, who had once traveled to the North Pole in the hope of proving that the Earth was hollow. His greatest achievement to date in this mold, at least if you asked him, was the recovery of a piece of Noah’s Ark from the side of Mount Ararat in Turkey — never mind that the scientific community universally scoffed at his alleged find.

In the summer of 1980, while Raise the Titanic was bombing in box offices, Grimm funded a search for the real ship that was broadly similar to the approach suggested by John Grattan: a trawler dragged behind it a sonar array which hovered a few hundred feet above the ocean floor. Over a period of more than a week, the boat methodically covered an area of about ten square miles that was judged the most likely to contain the wreck. It returned to port without a smoking gun, but its crew did create a list of fourteen sites within the search area that had sent back suspiciously regular sonar echoes, any of which could be indicative of a large human-made object like the Titanic. “I think we got that heifer corralled in a box canyon,” Grimm told the press in his usual colorful diction.

Indeed, Grimm knew how to work the press like the master of ceremonies at a rodeo, and he poured on the juice now. He announced that he would mount a second expedition the following summer to exhaustively search each of the fourteen sites with a more sensitive sonar array, an iron-detecting magnetometer, and a camera capable of sending back grainy photographs. He arranged this time to borrow from the Coast Guard the Gyre, a cutting-edge oceanographic research vessel, and funded a documentary film that was to be hosted by Orson Welles; the film crew would sail with the second expedition in order to capture the instant of discovery. He was, he told the assembled journalists on the day he himself sailed with the Gyre, absolutely convinced that he would be known to the world as the man who had found the Titanic by the time his feet next touched dry land.

Looking for an expert to support, debunk, or qualify his showy optimism, some journalists turned to one Robert Ballard, an oceanographer and diver with the Woods Hole Oceanographic Institute who was arguably the world’s foremost expert on deep-ocean exploration of a more scientific bent, whose greatest achievement to date had been his discovery of underwater hydrothermal vents and the unique forms of animal life that clustered around these precious oases of warmth on the bitter-cold ocean floor. The polar opposite of Grimm in temperament, the cautious Ballard said that, while Grimm’s overall approach was viable if conducted carefully and thoroughly, it would nevertheless be difficult to convince the public that he truly had found the Titanic absent high-quality, closeup photographs of the wreck. He was diplomatic enough not to add that Grimm’s earlier trafficking in mythical monsters and Biblical literalism would cause any claim he made to seem that much more dubious without overwhelming proof.

Meanwhile Grimm’s expedition set to work, contending with unstable weather that kept the Gyre‘s captain on a constant knife-edge. One by one, the crew eliminated the promising locations that had been identified the previous year. As the number of remaining possibilities dwindled, the mood onboard grew dimmer and dimmer. At last, the fourteenth and final site was crossed off the list. They had come up dry.

Or had they? On the way home, flipping in desultory fashion through the photographs that been returned to the surface, Grimm stumbled upon an image that gave him goosebumps: something that looked for all the world like a large human-made object, smoothly tapered like the wings of an airplane, rising out of the mud of the ocean floor. He was sure it must be a blade from one of the Titanic‘s 26-ton propellers.

Grimm immediately radioed the Coast Guard and asked to hang onto the Gyre for another week. But the Coast Guard refused, even when he name-dropped President Ronald Reagan, whom he claimed was a close personal friend. There was nothing for it but to continue the journey home. He was certain he had found the Titanic, but even his own team of experts, never mind outsiders, were unconvinced. They said that the blurry photograph was more likely than not just another rocky outcropping. An extraordinary claim required extraordinary proof, and this one picture was not it. Which didn’t stop Grimm’s documentary, once it was finished, from claiming it to be all but conclusive proof.

Grimm did try one more time to seal the deal. In the summer of 1983, he set off again aboard a research vessel, borrowed this time from Columbia University. But this trip was plagued by even worse weather than the last one. After several days of frantic searching for a propeller which seemed to have disappeared back into the ocean floor whence it had sprouted, 40-knot winds forced him to cut the expedition short. Grimm, who was prone to seasickness and had a deadly fear of water, decided enough was enough after this latest miserable experience. He never mounted a fourth expedition.

But the Titanic wasn’t to remain hidden much longer. For even as Jack Grimm was capturing headlines with his expeditions, Robert Ballard and his colleagues at Woods Hole were quietly developing an uncrewed deep-water sled equipped with an array of powerful searchlights and high-resolution still and video cameras, all operable by remote control from the surface. He called it the Argo, after the ship which the mythical Greek hero Jason had sailed into the unknown sea that lay beyond the Hellespont. Being not without a streak of public-relations savvy of his own, Ballard thought it would be quite a coup to use his expensive new toy to find and send back images of the Titanic, an achievement for which Grimm had obligingly primed the press’s pump.

That, at any rate, was how the story was reported in the 1980s. A more complicated and truthful version emerged years later. It seems that the United States Navy had funded much of the Argo‘s development and construction, with the understanding that it would be able to use it and its creator from time to time for its own purposes. (Ballard had longstanding relationships in the Navy, having served from 1967 to 1970 as an active-duty officer and being still a reservist.) The first favor was called in almost as soon as the Argo was ready for action. The Navy brass were very concerned about two nuclear attack submarines which had been lost in the 1960s in the North Atlantic, not far from where the Titanic had gone down. They were eager to ensure that the subs’ reactor cores had not ruptured and, just as importantly, that the Soviets hadn’t found the vessels and looted them for secrets. A search for the Titanic would make the perfect cover story for Ballard’s activities in this otherwise deserted stretch of open ocean. The Navy gave him two months to play with; if he completed his classified investigations more quickly than that, he could use the rest of his time to really search for the Titanic. As it happened, it took him slightly over a month and a half to find the two submarines and put the Navy’s mind at ease that neither was leaking radioactivity and neither had been plundered. He was left with twelve days in which to find the Titanic.

Ballard and his Argo were sailing aboard the research vessel Knorr, the workhorse of Woods Hole. That same summer, a French team under an oceanographer named Jean-Louis Michel had tried to find the Titanic using sonar, but had come up empty. This failure, combined with the failures of Jack Grimm’s expeditions, convinced Ballard that he shouldn’t be looking for a reasonably intact ship on the ocean floor; the area had been scoured so thoroughly with sonar by now that such an object would surely have been found if it existed. He believed that the ship must be far more badly damaged than had been previously assumed — in fact, that it had possibly broken into many pieces during its long plunge to the bottom. Instead of looking for a whole ship, he would look for the debris left by a sinking ship. Since sonar had no way of distinguishing small bits of human-made rubble from the natural detritus of the ocean floor, the only way to conduct such a search was visually, using the Argo‘s camera feeds. Time was short, the area to be searched was large, and this was an exhaustingly tedious way to go about it, but he would do what he could before he had to head home.

The twelve days were half up on the early morning of September 1, 1985, when, with Ballard fast asleep in his cabin, a shout went up from the Argo control room: “Wreckage!” By the time Ballard had burst into the room, the crew had zeroed in on a clearly manufactured metal object that they were certain was a boiler for the great ship’s engines. Everyone in the cramped little room burst into spontaneous cheers. But then, just as quickly, the mood turned sober. “We realized we were dancing on someone’s grave, and we were embarrassed,” remembered Ballard later. He suggested that they all observe a moment of silence. This they did, and then they got back to work.

Ballard and company carefully traced the “debris field” they had found back to each of its termini. At one end lay the front half of the ship, intact enough to still be readily recognizable for what it was; at the other end lay the rear half, so badly mangled that it looked like little more than a colossal pile of rusted metal and other junk. It was obvious what had happened: the ship’s back had broken as it plunged beneath the waves, and the two halves had separated completely from one another and finished the long fall separately, raining boilers, supports, furniture, bric-à-brac, and doubtless plenty of now-vanished human corpses from their open ends down onto the ocean floor between the two, like a gigantic busted piñata.

Needless to say, this discovery caused all but the most committed of dreamers to give up on any hopes of raising the ship. Grimm’s “propeller” lay well away from the real wreck site, proving to be nothing more than the unusual rock formation so many scientists had suspected it to be. On the other hand, it would later emerge that Grimm had towed his sonar array within 500 feet of the real ship’s bow back in 1981. Robert Ballard had been both very good and very, very lucky — a potent combination in any endeavor.

The September 3, 1985, edition of The New York Times included a small article printed near the bottom of the front page: “Wreckage of Titanic Reported Discovered 12,000 Feet Down.” It was the first trickle in what would become a torrent of media coverage. Soon the first photographs began making their way back from the North Atlantic — haunting images of a propeller (the real one this time), of a cabin porthole, of crockery and pots and a stoking port for the boilers. The killer shot captured much of the ship’s bow, its shape unmistakable to even the rankest layperson.

At this point, the story becomes for better or for worse as much a tale of mass media as exploration and discovery. Robert Ballard became more than just a run-of-the-mill celebrity; “folk hero” is a better description of his status. He returned to the wreck in the summer of 1986 with a crewed submersible called the Alvin, one of those aforementioned few vehicles in the world capable of withstanding the almost inconceivable cold and pressure that exist two and a half miles below the ocean’s surface; Ballard’s enviable connections had allowed him to borrow this unique vessel from the Navy. The photographs he came up with this time were stunning, allegories of splendid desolation fit to be framed and hung in a Romantic poet’s library. The press and the public they served couldn’t get enough. They experienced vicariously the same emotions Ballard had felt as he gazed out the window of the Alvin: “As I peered entranced through my viewport, I could easily imagine people walking down the promenade, looking out of the windows I was now looking into. Here I was on the bottom of the ocean gazing at recognizable, man-made artifacts. I was looking [at] decks along which [people] had walked, rooms in which they had slept, joked, made love.”




The wreck of the Titanic was simply inescapable for the next few years in the United States, Britain, and much of the rest of the world, the subject of newspaper and magazine articles, books, documentary films, museum exhibits, and even tourism; charter companies sold expensive junkets out to the spot in the ocean directly above the wreck. And, as with any media sensation worth its salt, there were also controversies. Jack Grimm resurfaced with a spurious legal claim, quickly dismissed by the courts, that he rather than Robert Ballard was the rightful discoverer of the wreck by virtue of having passed so close to it with his sonar array. And already in 1987 a dodgy outfit managed to mount an underwater expedition of its own to the site, damaging the wreck in the process of grabbing a handful of objects that were later unveiled in a tacky syndicated-television special. Host Telly Savalas and his panel of “experts” pawing through these precious artifacts was the twentieth-century equivalent of the amateur archaeologists of the nineteenth century blasting away at the interior of the Pyramid of Khufu with gunpowder.


The Titanic wreck site has continued to attract both earnest maritime archaeologists and shameless profiteers ever since, along with every gradient in between the two. But our interest today is in the early years of the Titanic mania spawned by the initial search for and discovery of the wreck. It’s time for us to turn in that context to computer games, a very young form of media at the time Jack Grimm and Robert Ballard were making headlines, but one that was already responding to and reflecting the broader landscape of old media around it. In the case of the Titanic mania, this led to an entire sub-genre of games about the discovery of, exploration of, and in some cases the raising of the famous luxury liner. I’ll reveal upfront that none of these games is a deathless classic. Yet each is an instant of cultural history, suspended in the digital ether like the Titanic in its underwater grave.


The earliest game I know of which tackles the subject of the discovery and salvage of the Titanic predates Robert Ballard’s finding of the wreck by well over a year. Released in early 1984 in Britain only for the Sinclair Spectrum, the oddly titled Titanic: The Adventure Begins… is rather a reflection of the hype which surrounded Jack Grimm’s three expeditions. It was re-released two years later in not only the original Spectrum but a Commodore 64 version, doubtless in response to the news of Ballard’s discovery. It’s very much a product of the collective sugar rush that was the early British games industry, when just about any enterprising bedroom coder could slap a game together, pay a duplication house for a run of cassettes containing it, pay a print shop for a simple insert for the case, and sell the end result for a few quid in corner software shops all over the country.

Programmer Paul Hill, who called himself R&R Software, was clever enough to recognize that at least a third of the battle of finding the Titanic was funding the expedition. Accordingly, the first of the three radically different stages of his game involves finding a sponsor and outfitting your boat and crew, whilst keeping enough cash in reserve to pay your running costs once you head to sea. Stage two is the search for the wreck, which you conduct by sending diving teams down to promising locations identified on the NASA satellite photo you hopefully purchased during the previous stage; matters are complicated here by the icebergs that dot the ocean’s surface. Finally, stage three lets you actually explore the wreck, which in this alternate reality sits on the ocean floor conveniently intact. This stage, the most elaborate by far, is an exercise in mapping a three-level maze of almost 500 locations, looking for the game’s MacGuffin, a fortune in gold that supposedly went down with the ship.

Paul Hill’s knowledge of the realities of deep-water exploration is clearly nonexistent; the scuba divers he imagines frolicking through the wreck would have been crushed like bugs before they made it halfway down to 12,500 feet. Nor is his game any paragon of thoughtful design; much of your success or lack thereof depends on blind luck. Nevertheless, there’s a certain gonzo charm to the thing, a product of a time well before gameplay genres calcified into a set of straitjacketed expectations, when a game could do and be almost anything its programmer could dream up and dare to implement with the primitive tools at his disposal. In this sense, it’s a time capsule par excellence. I only wish I could hear the song which Paul Hill put on the tape’s flip side, an “epic rock track” by a bunch of his mates who called themselves Rare Breed. Sadly, this exposure did not lead to a record deal…

(You can download the original Spectrum version of Titanic: The Adventure Begins… from this site. Note that you’ll need a Spectrum emulator such as Fuse to run it.)


In Sinkable, his recent book-length meditation on the wreck of the Titanic and the hold it continues to exert on our imaginations, Daniel Stone writes that “the complexity of salvage can make it painfully boring. Like building an amusement park or passing a law, the process is far less interesting than the finished product. The film Raise the Titanic was a commercial flop because the title was the most breathtaking part.” Much the same might be said about many of the games featured here; an archaeological expedition to the Titanic is one of a surprisingly large number of possible game subjects which sound exciting in the abstract, but which are damnably difficult to turn into a satisfying gameplay loop once you drill down to the details. Unsurprisingly, then, those designers who came closest to making a compelling go of it were the ones who were willing to season their simulations with a degree of whimsy. The British game R.M.S. Titanic, which was also released in the United States as a budget title under the name of Titanic: The Recovery Mission, is a case in point.

Appearing in Britain in early 1986, R.M.S. Titanic technically postdates Robert Ballard’s discovery of the real ship, but was probably already in development before that point. It’s the product of a small studio who called themselves Oxford Digital Enterprises, whose one previous game was thoroughly in keeping with the highbrow expectations engendered by that name, being a four-stage journey through William Shakespeare’s Macbeth that was published at the height of the bookware boom. R.M.S. Titanic, which was released for the Commodore 64 only, is by contrast all of a piece. Although you have to manage your finances and logistics much like in The Adventure Begins, you do so side-by-side with your exploration of the wreck.

All of the facets of this game are much more involved. You have half a dozen fickle backers whom you must keep mollified in order to keep the funding coming in; this you do by recovering alluring artifacts from the wreck and generating favorable press coverage. Indeed, working the press is another important part of the game. You field questions from reporters in press conferences, trying to tailor your responses to the organs they write for; the Titanic Historical Society has different priorities than Pravda.

But the heart of the game still takes place underwater, as it should. The game presumes that you have already located the wreck, and thus focuses only on your exploration of same with an uncrewed, remote-controlled submersible, which is simulated in some detail. You control its movements, set the intensity of its light, and can pick up and manipulate objects using its mechanical arm, keeping one eye always on its battery level; running out of juice under the ocean is disastrously expensive. As in The Adventure Begins, the ship here is conveniently intact, a maze of decks and rooms to be explored. Here, however, your way is blocked by lots and lots of locked doors. The game’s fanciful side comes to the fore via your method of opening them: each door is a little object-combination puzzle. For example, you might need to combine a cherry with a sundae in order to open the door that leads into an ice-cream parlor.

The game’s fiction, such as it is, has it that a previous expedition has already placed eight deflated balloons in the ship, then somehow lost track of where they are (and apparently locked all of the doors behind themselves). Your ultimate goal is to reach all of the balloons and inflate them, in order to raise the ship to the surface. As must be abundantly clear by now, there is much about this game that makes no sense whatsoever. If you’re wondering how a sundae and a cherry have survived for more than 70 years on the ocean floor, I’m afraid I don’t have an answer for you.

Still, much the same sense of giddy possibility clings to R.M.S. Titanic as to The Adventure Begins, combined with more sophisticated programming. The underwater scenes are almost unnervingly atmospheric despite — or because of? — the low resolution of the graphics, all flickering light peering into the eerie gloom. I remember being quite captivated by this game for several weeks as a young teenager, even though I never got very far in it.

For its difficulty is its real Achilles heel. As you move deeper and deeper into the ship, the object combinations you must divine grow more and more esoteric and the sheer quantity of objects and geography to reckon with grows more and more daunting. The first documented instance of anyone solving this game dates from after the millennium, when a patient German named Stefan Schönfelder finally accomplished the feat by making extensive use of emulator save states. The ending sequence proved predictably underwhelming; in this era of gaming, the journey had to be its own reward.

(You can download R.M.S. Titanic from this site. Note that you’ll need a Commodore 64 emulator such as VICE to run it.)


By the late 1980s, the shift to more powerful computers made a credible full-on simulation of marine archaeology seem like an increasingly realizable possibility. This would prove a mixed blessing, for all of the reasons listed by Daniel Stone above.

Search for the Titanic was released in 1989 by the American budget software house Capstone, who were best known for casino simulations. There were a flagship version for MS-DOS and a heavily redacted one for the trusty old Commodore 64. Despite or because of having been “reviewed for authenticity by the staff of the Woods Hole Oceanographic Institute,” it’s one of the most brutally boring computer games ever made. The broad strokes are familiar: you have to deal with the business aspects of an expedition to the Titanic alongside the seaborne bits. This time out, however, you have to build up your reputation and financing by exploring a dozen or so less famous wrecks before you get a crack at the Titanic.

The actual dives are almost totally beyond your control; the game is primarily a simulation of finding the location of the wrecks from the surface. In this and much else, the designers’ guiding principal seems to have been, “Implement all the boring stuff, but be sure to leave out all the fun stuff.” If this is what you get when you do the research and take marine archaeology seriously, give me scuba divers swimming around at 12,500 feet and doors with ham-sandwich-activated locks any day.

There are two things that I find hilarious about this game. The first is that your reward for slogging through this simulation that has less pizazz than your average Excel spreadsheet is a set of digitized photographs of the wreck; it reminds me of those awful games of computerized strip poker I used to play as a sexually frustrated teenager, giving a whole new dimension to the neologism “disaster porn.” The other is that someone recently saw fit to dredge this stinker of a game up off the bottom and put it up for sale on a digital storefront for a fiver. To call that an audacious move is the understatement of the year. For, as Trent Nickson wrote in his 2005 review of Search for the Titanic for the Lemon 64 website, “I don’t really know how you could tart this game up to make it fun.” Suffice to say that the designers never even tried.

(The truly dedicated gaming historians among you can buy this game from GOG.com.)


Thankfully, someone else did try very hard to make marine archaeology fun. Sea Rogue was the first game by a small San Diego studio called Software Sorcery, and was published by Microprose for MS-DOS on their Microplay budget label in 1992. It was created with the assistance of a retired Navy captain whose expertise was underwater salvage, and was billed as a simulation. None of this sounds overly promising in light of the previous game in this survey.

But when you start to play the thing, it quickly becomes clear that Software Sorcery has made an aesthetic rather than a literal simulation — a game which endeavors to give you a taste of its real-world subject matter, but which never overwhelms you with boring detail, which understands that games need to be fun first and foremost. The Titanic is pushed somewhat into the background here; it’s just one of about 150 different wrecks you can find and explore, from the Spanish treasure galleons that litter the floor of the Caribbean to such other legendary modern wrecks as the World War II German battleship Bismarck. Sea Rogue is by far the most ambitious game on this list; there are a lot of moving parts here. I want to say that it’s the best game here as well.

The older game which Sea Rogue immediately brings to mind, even before any of the ones above, is the Sid Meier classic Pirates!. You start out in Norfolk with an old trawler, eager to make your fortune as a wreck hunter. So, you sail up and down the east coast of the United States and into the Caribbean and the Gulf of Mexico, seeking clues to wreck sites at each port of call. As you find and dive the wrecks and sell off the loot you acquire thereby back on land, you gradually improve your boat and your equipment. Eventually, you’ll have enough dosh to replace your rusty old tub entirely, first with a state-of-the-art research vessel and then with a beyond-state-of-the-art submarine, the Sea Rogue from which the game takes it name. These vessels make it practical to travel much farther — all the way to Britain, Europe, Africa, and into the Mediterranean, another veritable watery junkyard. And the Sea Rogue allows you to reach deep-water wrecks like the Titanic.

As I said, there’s a lot going on here. You have a crew to manage, who have CRPG-style statistics that improve with experience, assuming you invest in shore-based training every time they level up. Your relationships with different countries are affected by how much respect — or lack thereof — you show to their ships’ wreck sites; aggravate them too much and they’ll send their navies after you. You can hire research assistants, take on salvage contracts, even detect undersea mineral deposits and earn a finder’s fee.

Meanwhile up to five computer-managed competitors are doing the same things you are. One of them, the fellow named Evil Eddie, is particularly nasty, and will sometimes attack your vessel at sea or ambush your divers underwater. This means you need to make provisions for defending yourself, need to have some guns of your own available.

I absolutely love the premise, love the way it blends the unabashedly fantastic with the real-world subculture of wreck hunting. Half of the thick manual is given over to a list of every single one of those 150 ships that are waiting to be found, each and every one of them a real, documented wreck, ranging from Viking longboats to modern Soviet submarines. In order to earn full value for any treasures you recover, you have to ferret out the name of any ship you find from clues at the site, cross-referenced with the descriptions in the manual. The Titanic and Bismarck aren’t the only ships in this game that you’ve heard of before: there are also vessels like the Hunley, the Andrea Doria, the Lusitania, and much of the Spanish Armada to be found. If you approach your endeavors in the right imaginative spirit, you’ll feel a genuine shiver go up your spine when you discover one of these storied ships, and may just go scurrying off to Wikipedia to learn more about it.

Still, it’s possible that my love for the premise makes me more kindly disposed toward the game than it deserves. For it lacks the compulsive playability of Pirates!. The interface is clunky, and, while the big manual does a reasonably good job of telling which keys to press and where to click the mouse, it often fails to explain why you’re doing so; I must confess that I still don’t completely understand the sonar-scanning screen even after playing the game for a considerable number of hours. And then, for all that the developers strained mightily to give you lots of different things to do, from decoding radio messages to chasing down Pirates!-style treasure maps, it never quite gels into a cohesive whole. The competition aspect of the affair never feels all that urgent even when Evil Eddie starts shooting at you. It all becomes a bit samey sooner than it ought to, sorely lacking Pirates!‘s addictive kinetic quality; in the older game, you actually sail your ship from place to place with the joystick, where here you just plot a course on a map, hit a key, and jump instantly to your destination. Perhaps the game’s biggest weakness is the wreck-diving mini-game, which consumes far more time than anything else you do but plays like a not especially exciting board game, complete with an ocean floor made up of discrete squares. Again, the developers plainly tried to spice it up, by introducing roaming sharks that occasionally attack your divers. But there’s no variety from wreck to wreck to keep your interest up; you’ll quickly develop a rote approach to the task that works every time, one that is about as exciting as cutting your lawn (a task with which it has much in common).

In the end, then, Sea Rogue is more of a game that I want to love — that I sometimes manage to convince myself that I at least like — than one I really can enjoy over the longer haul. Call it a brilliant concept, imperfectly realized. In all the years since its release, there’s been nothing else quite like it. I remain convinced that there’s a great game in there somewhere, and I’d be thrilled to see the idea revived with richer and more varied content, ideally spanning all of the world’s oceans, with the sense of atmosphere that Sea Rogue‘s workmanlike graphics and sound struggle to inculcate. We have hugely successful games today in which you do nothing but drive a truck around a continent’s highways and byways. Why not one where you travel its seaways in search of treasures from the past?

(I’ve prepared a Sea Rogue download for you which should be fairly simple to get running under your platform’s version of DOSBox.)


Whatever else one can say about Capstone, someone there clearly had a real interest in marine archaeology. For in 1993, four years after Search for the Titanic, they returned to the scene of that crime with Discoveries of the Deep for MS-DOS. It’s a vastly better effort. Then again, how could it not be?

Discoveries of the Deep is an edutational product aimed at youngsters, and sports the sense of whimsy that Search for the Titanic so sorely lacked, including a credible darts game and a shoot-em-up arcade game in your boat’s galley, ready to play when all of this oceanography business starts to become too much. The main game is structured around seven missions which you may undertake in any order. Only one of them involves the Titanic; the others range from investigating airplane crashes in the Bermuda Triangle to disposing of underwater toxic waste. It plays as a simplified version of the premise we’ve been seeing over and over: sail out to the general vicinity of your goal, search from the surface until you pinpoint it precisely, then get into your submersible to complete your mission. Only the economic element is lacking, replaced with a refreshing focus on environmental science; you definitely won’t be looting the Titanic this time out. Although there’s not overmuch to the experience in the final analysis, what there is is colorful and good-hearted. One can easily imagine this game going down a treat in a classroom back in the day, and it still wouldn’t be a bad choice for a kid of the right age — about ten years old is probably the sweet spot — with an interest in the ocean and the things that lie beneath it. Chalk it up as a partial atonement for Search for the Titanic.

(Like Search for the Titanic, Discoveries of the Deep is available on GOG.com as a digital purchase.)


The last wreck-hunting game of this lineage to date appeared in 1998, the year after James Cameron’s film about the disaster rejiggered all of the pop culture surrounding the Titanic in a way which we’ll examine in my next two articles. Titanic: Challenge of Discovery is simultaneously one of a number of cash-in products made in response to the film’s enormous success and a throwback to an earlier era, when the ship existed in the public’s imagination primarily as a wreck. The game’s box copy would have one believe that Robert Ballard himself made it, declaring it “a dramatic game of deep-sea exploration from the man who discovered the Titanic.” This only serves as grist for the mill of Ballard’s critics, who have been muttering behind the scenes for decades now that he is a bit too eager for the limelight and the money that comes with it, having by now lent his name to a jumble of slapdash products like this one that’s about as large as the sunken Titanic‘s debris field.

Challenge of Discovery was created by a “multimedia” studio rather than a games studio, an outfit called Maris Multimedia to be exact, and was published by Panasonic Interactive for Windows. It came rather late in the day of the multimedia boom, but otherwise bears all the hallmarks of its checkered lineage: a surfeit of video clips, including some featuring Ballard himself, and a paucity of worthwhile gameplay. I’ve written about the problems which plagued creations of this sort at some length elsewhere, so I won’t belabor those points here.

In this game, you’re expected to explore three shipwrecks: a man-of-war from the Spanish Armada, the Bismarck (whose wreck was discovered by Ballard in 1989), and finally the Titanic. But it’s painfully clear that far more attention was lavished on the video clips than the gameplay, which is slow, dull, and buggy, to the point that parts of the game are outright broken. Neither the traditional hardcore gamer demographic nor the different, more casual audience whom Panasonic was presumably trying to attract had anywhere near enough patience for this exercise in tedium. All told, it makes for a dispiriting capstone to a strand of games that had a lot of potential in their individual ingredients, but that no one ever quite managed to bake into a comprehensively delicious cake.

(You can find CD images for Challenge of Discovery by searching on archive.org. But, like a lot of shoddily programmed early Windows software, this game is a nightmare to get running on modern systems. I was finally able to succeed by using a Windows 95 — not Windows 98, mind you — installation running through Oracle VirtualBox. If you’re determined to try out this terrible game for yourself, this YouTube video will show you how to get your Windows 95 virtual machine going.)



Next time, then, we’ll turn to a very different way of approaching the Titanic as a gaming subject, and find out whether anyone had more luck there…

(Sources: the books Sinkable: Obsession, the Deep Sea, and the Shipwreck of the Titanic by Daniel Stone, Into the Deep by Robert Ballard and Christopher Drew, The Discovery of the Titanic by Robert Ballard and Ken Marschall, Raise the Titanic! by Clive Cussler, Beyond Reach: The Search for the Titanic by William Hoffman and Jack Grimm, and Titanic and the Making of James Cameron by Paula Parisi; Crash! of June 1984 and October 1984; Your Computer of July 1984; Zzap! of June 1986; Ahoy! of April 1987; Games Machine of April 1990; Computer Gaming World of July 1992 and December 1993; National Geographic of December 1986.)

 
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Posted by on September 23, 2022 in Digital Antiquaria, Interactive Fiction

 

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