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Diablo

All of us had become disappointed with computer RPGs because they were going in the opposite direction of where we thought they should be going. They were becoming story- and stat-laden, really appealing to a super-small niche of super RPG geeks — which we were in a way, but that wasn’t really our style.

So, when [David] Brevik mentioned these roguelike games, it was kind of a natural. “Yeah, let’s take that cool, addictive structure and modernize it. Let’s strip away the stuff that’s turning off a lot of game fans from RPGs.”

— Max Schaefer of Blizzard North

A palpable sense of ennui dogged the Consumer Electronics Shows of 1994. The venerable semiannual expo where such landmark gaming hardware as the Atari VCS, the Commodore 64 and Amiga, the Nintendo Entertainment System and Super Entertainment System, and the Sega Genesis had been seen for the first time seemed somehow past its sell-by date now. Attendance at the Summer CES in particular was down in a big way, so much so that the organizers would move the event out of its long-standing home in Chicago’s McCormick Place the following year and turn it into a traveling exhibition in the hope of drumming up some much-needed excitement. In the meantime, the makers of gaming software had an especially underwhelming time of it in Chicago that year: as usual, they were treated as second-class citizens by the organizers, relegated to the hall’s basement so that the choicer spaces were kept free for cutting-edge toasters, refrigerators, and microwave ovens.

Among the games people who were having the worst time of it of all were the folks behind a tiny San Mateo, California, studio called Condor, Incorporated. David Brevik and his co-founders, the brothers Max and Erich Schaefer, were ostensibly at the show to demonstrate their very first finished original game, a Genesis title called Justice League: Task Force. But they knew the game was no great shakes. They had made exactly what their publisher, the financially troubled Japanese giant Sunsoft, had ordered them to make in rather pedantic detail: a blatant clone of yesteryear’s massive hit Street Fighter II, with DC Comics superheroes inserted in place of its inspiration’s pugilists. They felt it was competently executed, but knew as well as anyone that it was no more than a quickie placeholder product for a five-year-old console that was soon due to be superseded by the next-generation Sega Saturn.

Their ulterior motive for being at CES was something else entirely. Brevik had an idea for a computer game called Diablo, which he had been slowly expanding upon ever since he had lived with his family at the foot of the California mountain of that name back in the mid-1980s. Now, he felt its time had come; he desperately wanted to interest a publisher in it. But every executive he talked to at the show starting shaking his head as soon as he saw the first line of the pitch document, stating that it was “a proposal for a role-playing game.” For CRPGs were dead and buried according to the industry’s conventional wisdom, having nothing to offer in an era when multimedia flash and 3D mayhem reigned supreme. They were quaint at best, deadly boring at worst, as their recent sales figures reflected.

Thoroughly disheartened by his proposal’s reception, Brevik duly turned up with the Schaefer brothers at the appointed time to show Justice League to the assembled press. And here they all got a shock. They learned only minutes before taking the stage that Sunsoft had actually arranged to make a second version of the game for the Super Nintendo, sending the same design brief to another little studio, Blizzard Entertainment of Costa Mesa, California. Both development teams could immediately see that the other had done a pretty solid, professional job with a less than inspiring project. Indeed, they were struck by how similar the two end results were to one another.

They soon learned that they had much more in common. Blizzard too had been founded on a shoestring by three games-obsessed kids just out of university, in this case by the names of Allen Adham, Mike Morhaime, and Frank Pearce. And they too had become all too familiar with workaday projects like Justice League, which they too saw as a way for their new, unproven studio to pay its dues on the way to bigger, better things to come. The big difference was that Blizzard was a few years older, and thus that much further along the road to becoming a marquee studio. They had recently been acquired by the educational-software giant Davidson & Associates, whose distributional pipeline they would be able to use to publish their own games under their own imprint. Now, they were hard at work finishing up the project that they hoped would change everything for them: a game for computers only called Warcraft. They took the Condor boys into a cramped back room and showed it to them. “I had no idea at that point that Warcraft would become an historically important game,” says Max Schaefer. “It just looked cool.” A relationship was forged. The Blizzard folks said they were just too busy to think about anything else just then, but they promised to listen to Condor’s pitch for Diablo once Warcraft was out the door.

They were true to their word. In January of 1995, with Warcraft on store shelves and selling well, everyone came together again in Blizzard’s conference room to talk about Diablo. No one in that room was unaware of the concerns that had caused publisher after publisher to walk away from the proposal; in fact, in many ways they shared them. CRPGs had glutted the market just a few years earlier, a bewildering procession of elves and dwarves and dragons. For the hardcore aficionados, all of the different games and series were (and still are) possessed of their own distinctive personalities and intricate subtleties, but it was hard for everybody else to keep Dungeons & Dragons separate from Dungeon Master, Might and Magic separate from The Magic Candle. I have a friend who likes to say that there are only two blues songs: “the fast one and the slow one.” Likewise, one might go so far as to say that for most gamers there were only two CRPGs, the first-person Wizardry style and the overhead Ultima style. As computers had gotten more capable, games of the former type had gotten ever more complex in terms of rules, while those of the latter type had threatened to collapse under the sheer weight of their lore and verbiage, which minuscule computer memories no longer restricted. Those sorts of things were not what the Condor guys were into at all. Sure, they had all played tabletop Dungeons & Dragons as kids, but world-building and storytelling hadn’t been their primary interest. “It was all about killing monsters and finding good stuff,” says Max Schaefer.

And so that was what Diablo was to be about as well. “As games today substitute gameplay with multimedia extravaganzas and strive toward needless scale and complexity,” read the pitch document, “we seek to reinvigorate the hack-and-slash, feel-good gaming audience. Emphasis will be on exploration, conflict, and character development.”

Diablo‘s most direct influence by far was the roguelike games, which David Brevik had played for hundreds upon hundreds of hours while a student at university. From roguelikes it inherited its minimalist narrative — amounting to little more than “make it to the last level and kill the boss of bosses Diablo” — as well as randomized dungeons that would be new with every playthrough, along with the randomized “good stuff” they contained. Brevik’s favorite roguelike of all was Angband, which distinguished itself from the likes of the original Rogue and its spiritual successor NetHack by having a town to serve as the player’s base of operations for her expeditions into the nearby dungeon, resulting in a slightly more relaxed pacing and introducing an economic element. Diablo was to duplicate this structure exactly: “Forays into the dungeon will be broken up by trips to the town located above. In the town, a general store will provide standard equipment and repairs, and will also purchase extra equipment from the player. A temple will provide healing for injured and sick characters. Training and other facilities may also be available.”

In Brevik’s initial vision, Diablo was even to have roguelike perma-death: if the player’s character was killed, “that character will be erased completely from the hard drive, and the player must start over from scratch.” Combat would be turn-based like in a roguelike, but heavily influenced by the game’s secondary inspiration, Julian Gollop’s 1994 strategy classic X-COM; Diablo would use a similar interface and action-points system. If it strikes you as strange that a game that would later be so commonly dismissed as nothing more than a mindless, frantic click-fest could have two such cerebral inspirations as these… well, such are the paradoxes of game development.

At any rate, Blizzard was suitably impressed, and agreed to fund and publish the game described in the pitch document. But several of the Blizzard folks who were present at the meeting have since claimed that they were already thinking about a major change: to make Diablo run in real time. Not long after work began on the game in earnest down in San Mateo, Blizzard began slowly but relentlessly to apply pressure to Condor — more specifically, to David Brevik — to make the switch.

Brevik was appalled. There was a certain kind of moment, familiar to every roguelike player, that he considered essential to recreate in Diablo. It’s that moment when you’re down to your last few hit points and are staring down the maw of a mind flayer or a wyvern, knowing that it’s about to hit you and kill you on its next turn unless you do something really clever and/or get really lucky on your own last turn before it can do so. Do you pull out that potion that you have no idea what it does and drink it down, hoping against hope that it’s a Potion of Protection? Or do you take one last swipe at the monster with your sword, hoping it’s as close to death as you are? Or do you try to get away by running down that nearby staircase, hoping against hope that it misses with its last lunge against your vulnerable backside? Most of the time, of course, you choose wrong and/or don’t get lucky, and another character goes to the graveyard. But every once in a while, it works out, your character lives to fight another day, and you shout and dance around the room and rush to tell your friends about it. That dopamine release is what keeps people coming back to roguelikes again and again. Brevik was understandably loath to lose it.

But the slow drip, drip, drip from Blizzard continued, seeping even into Condor’s own ranks. Knowing this, Allen Adham made a suggestion to Brevik in or around May of 1995: Why not ask your own people? Why not take a vote on whether just to try real time? If it doesn’t work, you can always go back to turn-based.

It was too reasonable a suggestion to refuse. Brevik asked for a show of hands among his own people of those interested in exploring real time, and was dismayed to see almost every hand in the room go up. Acceding to the will of the majority, he retreated into his office to have a good-faith go at something he was sure would never fit with the game he wanted to make. The quicker it was demonstrated to everyone that real time wasn’t a practical possibility, he thought, the quicker they could all get back to more productive endeavors. What followed instead was the project’s kairos moment.

I can remember the moment like it was yesterday. I was sitting and I was coding the game, and I had a warrior with a sword, and there was a skeleton on the other side of the screen. I’d been working on this code to make characters move smoothly, doing a whole bunch of testing, and we’d talked about how the controls would work.

We wanted it to be visceral. Click and swing, click and swing. We wanted it to automatically happen: if you clicked on the monster, your character would go over there and swing.

I remember very vividly: I clicked on the monster, the guy walked over, and he smashed this skeleton, and it fell apart onto the ground.

The light from heaven shone through the office down onto the keyboard. I said, “Oh, my God, this is so amazing!” I knew it was not only the right decision, but that Diablo was just going to be massive. It was really the most defining moment of my career, as well as for that genre of gaming.

A new genre was born in that moment, and it was really quite incredible to be the person coding it and creating it. I was just there by myself coding it up. It was pretty incredible.

Diablo may have lost that suspended instant of supreme tension that Brevik had always seen as essential, but it had gained something else, something that would make it a different sort of game entirely. Kelly Johnson, an artist who worked on the game:

In a turn-based game, when you win, you say, “Cool, my plan worked. I took time, I deliberated, I made a plan, and it worked out.” But in a real-time [game], it’s, “Wow! I won!” It’s visceral. You’re in the moment.

Everyone at Condor, including Brevik, was soon marveling that they had ever imagined Diablo being anything other than a real-time game. Millions of players would eventually feel the same way, as the game’s real-time nature became the core of its very identity.

The Diablo team with Diablo himself. We must hope that the keytar is intended ironically.

But before that could happen, Diablo had to be finished. In their excitement over not being rejected yet again, Condor had secured less than half a million dollars in funding from Blizzard, to support a team that numbered a dozen or more. By the beginning of 1996, that money was running out. The founders dipped deep into their personal bank accounts just to cover payroll, and their employees started racing one another to the bank on payday, knowing that the last checks deposited had a tendency to bounce. Meanwhile Blizzard was soaring. That Christmas, they had released Warcraft II, a refinement of its predecessor that blew up massively; it would sell 3 million copies before all was said and done.

The Schaefer brothers and David Brevik were stunned when their publisher came to them and asked whether they would be interested in being acquired; Blizzard was suddenly flush with cash, and the brain trust there was very, very excited about Diablo‘s prospects, such that they wanted to have it all for themselves. For the people making Diablo, the unexpected offer was a lifeline materializing out of thin air in front of a drowning man. In March of 1996, Condor became Blizzard North.

It was Blizzard that had pushed the erstwhile Condor to make Diablo run in real time. Now, it would be Blizzard South that drove another core feature into being. The initial pitch document had included “two-player and multiplayer game sessions via modem or network.” Since actual work had begun on the game, however, that aspiration had been all but forgotten. Yet Blizzard South knew how important multiplayer could be for a game in this new era of widespread network connectivity. They knew that multiplayer deathmatches had made DOOM what it was, and they knew that, long after players had finished Warcraft II‘s single-player campaign, it was multiplayer that kept them going there as well, turning the game into a veritable institution. They wanted all that for Diablo, so much so that they made their only significant technical intervention into its development, sending programmers up to San Mateo to apply their Warcraft II expertise to Diablo‘s multiplayer mode.

For Blizzard had huge plans for multiplayer games in general. Everyone could sense that a large percentage of future gaming would take place between real people on the Internet, that the “LAN parties” of the current age were just a temporary stopgap. Yet gaming over long distances was still technically challenging for the user, even as sessions had to be pre-planned with buddies who had bought the same game you had; spontaneous, pick-up-and-play matches were impossible. Various third-party companies were experimenting with ways to change both of these things, but everything was in a nascent, febrile state. Having money to spend as they did, Blizzard decided to introduce a game hosting and matchmaking service for their customers, under the name (and the Internet URL) of Battle.net. And they decided to offer it to buyers of their games for the low, low price of free, on the logic that the boxed-game sales it would generate would easily pay for its upkeep. It was a revolutionary idea, one that would prove as important to Blizzard’s rise into gaming’s stratosphere as any of their individual titles, iconic as they were. Thanks to Battle.net, you would always be able to find someone to play with, then be in a game with them within seconds. Patches would download automatically when you logged onto the service, a first step toward the always-online mentality that has taken over since. And Diablo was the very first Battle.net-enabled game. If it had achieved nothing else, it would be historically notable for this fact alone.

With Diablo being refined into an ever more effortless, frictionless experience, it was inevitable that another legacy of the roguelikes would fall away. The Southerners told the Northerners that perma-death just wouldn’t fly in the modern commercial market. David Brevik kvetched, but there was no way he was going to win this argument. Even if it hadn’t started out that way, Diablo was evolving into a lean-back rather than a lean-forward sort of game, designed to be more fun than it was demanding. Mistakes would happen in a game like that, and nobody wanted to lose a character he had spent eight hours building because he got distracted by the pizza guy ringing the doorbell. By way of compromise, the Southerners did agree to allow only one save slot, which fit in nicely with the game’s ethic of simplicity anyway. And of course, if anyone really wanted to play Diablo like a roguelike, there was nothing but the temptation of that extant last save file preventing it.

Warcraft II had made Blizzard one of the biggest names in mainstream gaming, on a level with id Software of DOOM and Quake fame and Westwood Studios, the makers of Command & Conquer, Blizzard’s great rival in the real-time-strategy space. Everything Blizzard did was now of interest to obsessive gamers. Diablo was to be their first game that ran under Windows 95 rather than MS-DOS; like Battle.net, this was another outcome of the company’s guiding principle of frictionless ease in all things. In the summer of 1996, Blizzard arranged to have a two-level demo of Diablo included on a Microsoft DirectX sampler disc. Interest in the game exploded. It became easily the most anticipated title of the 1996 holiday season.

That fact makes the next bit that much more remarkable. When the last possible instant to send the game out to be burned onto hundreds of thousands of CDs and shipped to stores all over the country in time for the Christmas buying season arrived, Blizzard took a long, hard look at its current state. It wasn’t in terrible shape, but it still had its fair share of minor niggles here and there. The vast majority of publishers would have said it was good enough and shipped it at this point — after all, they could always patch it later, right? (Wasn’t that one of the points of Battle.net?) But Blizzard decided to wait, resigning themselves to letting Christmas slip by without a major new release from them. It was better, they judged, to make sure Diablo was just exactly perfect when it did ship. More than anything else, it would be this thoroughgoing focus on quality — quality at almost any cost — that would make Blizzard one of the most extraordinary success stories in the entire history of gaming. From the beginning, their tender-aged founders understood something that eluded a bizarre number of their more grizzled peers: that one’s reputation is one’s most precious business asset of all, being laborious to build up and disconcertingly easy to lose. In an industry fueled by short-term hype, they took the long view. “If you truly put the game first,” says Allen Adham, “then decisions like holding a product an extra couple of months, even if it means missing Christmas, become fairly clear.” Gamers came to know that Blizzard would never let them down, and this knowledge fueled the company’s rise. The sacrificing of tens of thousands of sales the following month led to millions and millions of sales over the following decade.

So, Diablo missed the Christmas deadline, but not by much: the first copies wended their way onto store shelves between Christmas and New Years, when lots of younger gamers had gift checks from uncles and aunts and grandparents burning holes in their pockets. Others trotted down to their local software store and traded some less desirable Christmas present for Diablo. Retailers fended off the return-season blues by turning Diablo‘s release into an event, plastering posters all over their walls and filling their display windows with mannequins of the devil on the cover. All told, it’s questionable whether the belated release really hurt Diablo very much at all, even in the shortest of terms. By spring, it was clear both from the sales reports and from the level of activity on Battle.net that Diablo was the hottest computer game in the world. It was blowing up huge, even by comparison with Warcraft II. Diablo‘s sales surpassed 1 million units within months.



Diablo‘s eventual impact on the culture and practices of computer gaming was arguably more pronounced than that of any individual title since DOOM. It introduced phrases like “loot drop” into the gamer lexicon; it was the pioneer of a new era of easy online multiplayer gaming, between friends and strangers alike; it single-handedly dragged the entire genre of the CRPG back into public favor. This long shadow can make it oddly difficult to discuss as just a game. When I went back to play it recently for the first time in a quarter of century — boy, I’m getting old! — I was impressed if not blown away by the experience. And yet, despite my best efforts, I couldn’t quite avoid allowing my opinions to be colored by some of what Diablo has wrought. We’ll get to that in due course. But first, Diablo the game…[1]The commentary in this article deals only with the original Diablo. An expansion pack to the game called Hellfire, created out-of-house by the Sierra subsidiary Synergistic Software, was released in late 1997. The relationship between Blizzard North and Synergistic was plagued with discord from first to last, and David Brevik and many of his colleagues have since disowned many elements of Hellfire as fatal dilutions of their vision. So, we’ll honor Blizzard North’s original intentions here and stick to the base game.

When you start a new adventure in the world of Diablo, you first choose your character from three fantasy archetypes: the warrior, who is best at bashing things with his big old sword; the rogue, who fights a little more surgically, preferring the bow and arrow; or the mage, who unlike his counterparts is pretty good with spells from the outset. But you don’t spend any time fussing about with statistics. You’re dropped into the hardscrabble village of Tristram, which has had the misfortune to be built over a demon’s not-so-final resting place, as soon as you’ve given your character a name. In Tristram, you can buy and sell in a few different shops and talk to a handful of villagers, but it’s all kept very short and sweet. Before you know it, you’ll be in the first dungeon, which is found beneath the graveyard of the local church.

You’ll have to fight your way through sixteen dungeon levels in all, divided into four sets of four that open up one after another, presenting ever more powerful monsters for your ever more powerful character to battle. In keeping with the game’s roguelike heritage, each level is procedurally generated. There is a modicum of story, even a cut scene here and there, but nothing you ever need to think too much about. (Although a fairly elaborate backstory does appear in the manual, it too is nothing you need to concern yourself with if you don’t want to. It was tacked on very late in development by Blizzard South, who realized that some gamers at least still liked to see such things.) There are also some pre-scripted quests to carry out, selected randomly from a pool of possibilities each time you start a new game. Most of these are given to you by the townspeople when you talk to them — but, again, all are extremely basic, coming down to “kill this monster” or “collect this object” (which, come to think of it, always involves killing the monster guarding it).

In practice, playing Diablo is a very simple loop. You go into the depths and make as much progress as you can against the hordes of enemies that await you there. Then you return topside to sell off the stuff you’ve collected that you don’t need, heal up and buy any potions or other equipment you think you’re going to need, and go downstairs again. Rinse and repeat, until you meet and hopefully kill Diablo himself. Unlike the typical epic CRPG, Diablo is intended to be a game you play over and over again. Thus the average playthrough takes only ten hours or so, as opposed to the hundred or more of its weightier brethren.

Blizzard North’s stated goal was to make Diablo “so easy your mom could play it.” Setting aside the condescension of their choice of words, they certainly achieved their goal in spirit. Fighting monsters is simply a matter of clicking on them, which causes your character to whack them with his melee weapon or fire off an arrow or spell at them. Tactics in the dungeons come down to common sense: whittling away at the edges of large groups of monsters instead of charging right into the middle of them, using doorways and narrow corridors to your advantage, keeping a healthy distance and using ranged attacks if you’re playing a rogue or a mage. That said, it does pay to learn the monsters’ strengths and weaknesses and tailor your attacks to them: skeletons, for example, are more vulnerable to attacks by blunt weapons such as maces than edged weapons such as swords.

The biggest source of tension is the question of when you should leave off in the dungeon and return to the town for succor. Usually when you die, it’s because you’ve pressed your luck just a bit too much. On the whole, though — and ironically given its line of descent through one of the most infamously unforgiving sub-genres in all of gaming — Diablo is one of the less intrinsically challenging games I’ve played in the course of writing these histories. If you do find yourself feeling under-powered and over-matched — perhaps because you made poor choices about where to allocate the ability points your character is awarded every time she levels up — you can always restart the game whilst retaining your existing character, complete with her current statistics and all of her current kit. Poor character-building choices or a general lack of skill can, in other words, always be compensated for with patient grinding.

Notice the auto-map overlaid onto the standard display…

In lieu of challenge, Diablo thrives on its polished addictiveness. Vanishingly few of its contemporaries can even begin to touch it in terms of intuitive playability. It’s clear that every last detail — every last window, every last hotkey, every last mouse click — was fussed over for hours and hours, until it was just what it ought to be. The auto-map is a thing of wonder that I have to call out for special praise. In CRPGs of the 1990s, such things are usually found in a separate window on the main display that is always too small for comfort and yet takes up too much precious screen real estate — or the auto-map can only be accessed on a separate screen, leaving you constantly flipping back and forth between the two views as you try to get somewhere. Diablo‘s auto-map, on the other hand, appears as a transparent overlay right on top of the usual display, toggled on and off by pressing the TAB key. Like everything else here, it’s elegant and perfect, a brilliant stroke that could only have come about through dedicated, dogged iteration. You have to be in awe of the craftsmanship of this game. It knows precisely what it wants to be, and it achieves its best self in every respect.

This statement applies equally to the game’s aesthetics, which are nothing short of masterful; whatever Diablo lacks in set-piece storytelling, it makes up for in atmosphere. If I had to describe that atmosphere in one word, it would be “Gothic.” Diablo captures the side of the Middle Ages that all of those Tolkienesque CRPGs cheerfully ignore in the midst of all their elves and halflings romping merrily through the forest: the all-encompassing religion of Christianity, the almost tangible reality of another life that awaits after this one, which is as much a source of fear as comfort in the minds of the people. Diablo taps into something deep and almost primal in the human psyche, having more in common with The Exorcist than The Lord of the Rings, more in common with Hieronymus Bosch than Boris Vallejo. The shocking ending, which I won’t spoil here, is likewise more horror than fantasy. Diablo is lucky it wasn’t released during the Satanic Panic of the 1980s, given that it sports much of what all those concerned parents were looking for in Dungeons & Dragons and not quite finding.

The lair of the Butcher, one of the gorier locations in Diablo. “Fresh meat!”

Matt Uelmen’s amazingly sophisticated soundtrack, recorded partially on real instruments at a time when many games were still relying entirely on tinny MIDI sound fonts, could easily have played behind a big-budget horror movie. The “Town” theme, featuring the best use of a twelve-string guitar since the heyday of the Byrds, is especially unforgettable; it took me back instantly when I heard it again after 25 years away.


All that said, I won’t go so far as to say that Diablo itself is scary. It seems to me that gameplay that revolves around killing hundreds of monsters is incompatible with true horror. Horror depends on a feeling of powerlessness, whereas Diablo is, like almost all CRPGs, a power fantasy at bottom. Nevertheless, it’s as audiovisually focused and accomplished as any game I’ve ever seen. I say this even as I freely acknowledge that its unrelentingly dark atmosphere tends to wear thin with me pretty quickly. (For me, a bit of light and joy brings out the shadows that much more effectively.)

And sadly, that statement pretty much sums up my response to Diablo as a whole, which is the same today as it was 25 years ago. It does what it does brilliantly. I just wish I liked what it does a bit more. Let me tell you how I got on with it when I played it for this article…

Given its titanic importance, my first plan was to play through it three times, once for each of the character classes. I first bashed my way to the finish line as a warrior. As I did so, I admired all of the qualities described above, but I also found the experience a little hollow; I didn’t dread sitting down with the game on the couch after dinner each evening for an hour or two, but neither did I look forward to it all that much — and nor did my wife have to tell me twice that it was time for bed, as she has to when I’m playing some games. I came to regard my Diablo sessions much as I might, say, an old episode of Law & Order: a low-effort something to pass the time, which I could do while chatting intermittently with my wife about completely different things. When I finished the game, I put it on the shelf for several months, intending always to get back to it but never feeling all that excited about doing so. Finally, knowing I had to write this article soon, I forced myself to start a new game as a rogue, hoping that character might be more interesting to play. But this time I found myself actively bored; “been there, done that” was the dominant note. Halfway through, I just couldn’t muster the will to continue. I could admire Diablo for its craftsmanship, but I couldn’t love it.

What am I to make of this? Obviously, I’m in the group of people who just aren’t really in the market for what Diablo is selling — a group who tend to be as vocal in their criticisms as the game’s fans are in their praise. But I’m not eager to join the chest-beating grognards who call Diablo dumbed down, or who shout that it’s not even a real CRPG at all. (Is there anything more tedious than a semantic debate between intractably biased parties?) It’s actually not Diablo‘s simplicity that puts me off; I’m much more likely to scold a game for being too complicated than for being too simple. And then too, over the years I’ve been writing these histories, I’ve found many — perhaps most — games from the 1980s and 1990s to be more rather than less difficult than I really need them to be, so it’s not precisely the lack of challenge that bothers me about Diablo either. Too easy is far, far better in my book than too hard.

On the other hand, I do tend to prefer human-crafted to procedurally-generated content in general, and Diablo doesn’t do anything to disabuse me of that notion. Its randomized nature means that its dungeons can only be a collection of rooms, corridors, and monsters, without the guileful tricks and traps and drama of the best dungeon crawlers of yore. Beyond that, and beyond an aesthetic presentation that isn’t quite to my taste, I think my lack of receptivity to Diablo is to do with the passivity of the experience. I’ve seen it described as a good “hangover game,” what with how little it actually asks of you. Even more tellingly, I’ve seen it called the gaming equivalent of candy: you can eat an awful lot of it without thinking much about it, but it doesn’t leave you feeling all that great afterward.

One nice thing about getting older is that you learn what makes you feel good and bad. I’ve long since learned, for instance, that I’m happiest if I don’t play games for more than a couple of hours per day, even on those rare occasions when I have time for more. But I want those hours to have substance — to yield fun stories to tell, interesting decisions to remember, strategies or puzzle solutions to muse about while I’m cooking dinner or working out or taking a walk, accomplishments to feel good about. For me, Diablo is peculiarly flat; I went, I saw, I clicked on monsters. For me, it feels less like a time waster than a waste of time. I almost find myself wishing the game wasn’t so superbly polished in every particular, just to relieve the monotony.

More substantively, I do see one aspect of Diablo as vaguely ominous in the larger context of gaming history: the way it uses stuff to do the heavy lifting of player motivation. As I mentioned above, “loot drops” became a thing in gaming with this game. Although CRPGs had been tempting and teasing players with the prospect of a new magic sword or armor as long as they had existed, Diablo put that temptation front and center, making it the main driver of its gameplay loop. In doing so, David Brevik and company consciously tapped into something besides the allure of the Gothic that is primal in human psychology. They liked to use the analogy of a slot machine: you clicked endlessly on monsters in the hope that eventually something really good would drop out of one of them. When I hear these anecdotes, I can’t help but think of the glassy-eyed zombies to be found in casinos from Shreveport to Macau, pulling the handles of the one-armed bandits again and again for hours, likewise waiting for something good to drop into their laps. Pat Wyatt, Blizzard’s vice president of research and development at the time of Diablo‘s creation, proffers an even more disturbing metaphor: “Positive reinforcement is one of the hardest types of conditioning to break, which is why pets beg at the table: rewards may not happen very often, but every once in a while you get a scrap, so they keep begging.” In the decades after Diablo, this Pavlovian loop would be exploited mercilessly by cynical game makers, trapping players in unsatisfying cycles of addiction that drained their time and their wallet, leaving them with nothing but a few virtual trinkets to their names in a virtual world that would be gone in a year or two anyway.

In the late 1990s, the dangerous addictiveness of loot drops was most in evidence in multi-player Diablo, as played on Battle.net, which in its early years was a fascinating if ofttimes toxic social laboratory in its own right. I do have more to say about it, but I think I’ll reserve it for a future article which will look at this formative period of online gaming in a more holistic way.

Instead, let me say in conclusion today what I often say when I end a review on a downer note: that no game is for everyone, and no way of having fun is wrong, as long as you aren’t hurting anyone else or yourself. If you love Diablo, you’re in good company. It’s a fine, fine game by any objective measure. Whatever cynicism it might have inspired is on the conscience of the folks who displayed it; this game was made for all the right reasons. It’s a triumph of care and dedication from which many another studio could learn, then and now. Just be sure to remember that there’s a beautiful world out there with plenty of cloudless blue skies to contrast with Diablo‘s perpetually sooty ones, and you’ll be just fine. Click away, my friends, click away!



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: As was the case with my last article, I’m hugely indebted to David L. Craddock for Stay Awhile and Listen Book I and Book II, which I plundered for quotes with all the enthusiasm of a Diablo loot hunter. By all means, check out these books if you’re interested in learning more about the Blizzard story.

Magazine sources include Computer Gaming World of August 1996, December 1996, March 1997, April 1997, and May 1997; Retro Gamer 43 and 103. Online sources include Lee Hutchison’s interview with David Brevik for Ars Technica, the Dev Game Club interview with Brevik, and Brevik’s Diablo post-mortem at the 1996 Game Developers Conference.

Diablo and its controversial expansion Hellfire are available as a single digital purchase at GOG.com.)

Footnotes

Footnotes
1 The commentary in this article deals only with the original Diablo. An expansion pack to the game called Hellfire, created out-of-house by the Sierra subsidiary Synergistic Software, was released in late 1997. The relationship between Blizzard North and Synergistic was plagued with discord from first to last, and David Brevik and many of his colleagues have since disowned many elements of Hellfire as fatal dilutions of their vision. So, we’ll honor Blizzard North’s original intentions here and stick to the base game.
 

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A Dialog in Real Time (Strategy)

At the end of the 1990s, the two most popular genres in computer gaming were the first-person shooter and the real-time strategy game. They were so dominant that most of the industry’s executives seemed to want to publish little else. And yet at the beginning of the decade neither genre even existed.

The stories of how the two rose to such heady heights are a fascinating study in contrasts, of how influences in media can either go off like an explosion in a TNT factory or like the slow burn of a long fuse. Sometimes something appears and everyone knows instantly that it’s just changed everything; when the Beatles dropped Sgt. Pepper’s Lonely Hearts Club Band in 1967, there was no doubt that the proverbial goalposts in rock music had just been shifted. Other times, though, influence can take years to make itself felt, as was the case for another album of 1967, The Velvet Underground & Nico, about which Brian Eno would later famously say that it “only sold 10,000 copies, but everyone who bought it formed a band.”

Games are the same. Gaming’s Sgt. Pepper was DOOM, which came roaring up out of the shareware underground at the tail end of 1993 to sweep everything from its path, blowing away all of the industry’s extant conventional wisdom about what games would become and what role they would play in the broader culture. Gaming’s Velvet Underground, on the other hand, was the avatar of real-time strategy, which came to the world in the deceptive guise of a sequel in the fall of 1992. Dune II: The Building of a Dynasty sported its Roman numeral because its transnational publisher had gotten its transatlantic cables crossed and accidentally wound up with two separate games based on Frank Herbert’s epic 1965 science-fiction novelone made in Paris, the other in Las Vegas. The former turned out to be a surprisingly evocative and playable fusion of adventure and strategy game, but it was the latter that would quietly — oh, so quietly in the beginning! — shift the tectonic plates of gaming.

For Dune II, which was developed by Westwood Studios and published by Virgin Games, really was the first recognizable implementation of the genre of real-time strategy as we have come to know it since. You chose one of three warring trading houses to play, then moved through a campaign made up of a series of set-piece scenarios, in which your first goal was always to make yourself an army by gathering resources and using them to build structures that could churn out soldiers, tanks, aircraft, and missiles, all of which you controlled by issuing them fairly high-level orders: “go here,” “harvest there,” “defend this building,” “attack that enemy unit.” Once you thought you were strong enough, you could launch your full-on assault on the enemy — or, if you weren’t quick enough, you might find yourself trying to fend off his attack. What made it so different from most of the strategy games of yore was right there in the name: in the fact that it all played out in real time, at a pace that ranged from the brisk to the frantic, making it a test of your rapid-fire mousemanship and your ability to think on your feet. Bits and pieces of all this had been seen before — perhaps most notably in Peter Molyneux and Bullfrog’s Populous and the Sega Genesis game Herzog Zwei — but Dune II was where it all came together to create a gaming paradigm for the ages.

That said, Dune II was very much a diamond in the rough, a game whose groundbreaking aspirations frequently ran up against the brick wall of its limitations. It’s likely to leave anyone who has ever played almost any other real-time-strategy game seething with frustration. It runs at a resolution of just 320 X 200, giving only the tiniest window into the battlefield; it only lets you select and control one unit at a time, making coordinated attacks and defenses hard to pull off; its scenarios are somewhat rote exercises, differing mainly in the number of enemy hordes they throw against you as you advance through the campaign rather than the nature of the terrain or your objectives. Even its fog of war is wonky: the whole battlefield is blank blackness until one of your units gets within visual range, after which you can see everything that goes on there forevermore, whether any of your units can still lay eyes on it or not. And it has no support whatsoever for the multiplayer free-for-alls that are for many or most players the biggest draw of the genre.

Certainly Virgin had no inkling that they had a nascent ludic revolution on their hands. They released Dune II with more of a disinterested shrug than a fulsome fanfare, having expended most of their promotional energies on the other Dune, which had come out just a few months earlier. It’s a testimony to the novelty of the gameplay experience that it did as well as it did. It didn’t become a massive hit, but it sold well enough to earn its budget back and then some on the strength of reasonably positive reviews — although, again, no reviewer had the slightest notion that he was witnessing the birth of what would be one of the two hottest genres in gaming six years in the future. Even Westwood seemed initially to regard Dune II as a one-and-done. They wouldn’t release another game in the genre they had just invented for almost three years.

But the gaming equivalent of all those budding bedroom musicians who listened to that Velvet Underground record was also out there in the case of Dune II. One hungry, up-and-coming studio in particular decided there was much more to be done with the approach it had pioneered. And then Westwood themselves belatedly jumped back into the fray. Thanks to the snowball that these two studios got rolling in earnest during the mid-1990s, the field of real-time strategy would be well and truly saturated by the end of the decade, the yin to DOOM‘s yang. This, then, is the tale of those first few years of these two studios’ competitive dialog, over the course of which they turned the real-time strategy genre from a promising archetype into one of gaming’s two biggest, slickest crowd pleasers.


Blizzard Studios is one of the most successful in the history of gaming, so much so that it now lends its name to the Activision Blizzard conglomerate, with annual revenues in the range of $7.5 billion. In 1993, however, it was Westwood, flying high off the hit dungeon crawlers Eye of the Beholder and Lands of Lore, that was by far the more recognizable name. In fact, Blizzard wasn’t even known yet as Blizzard.

The company had been founded in late 1990 by Allen Adham and Mike Morhaime, a couple of kids fresh out of university, on the back of a $15,000 loan from Morhaime’s grandmother. They called their venture Silicon & Synapse, setting it up in a hole-in-the-wall office in Costa Mesa, California. They kept the lights on initially by porting existing games from one platform to another for publishers like Interplay — the same way, as it happened, that Westwood had gotten off the ground almost a decade before. And just as had happened for Westwood, Silicon & Synapse gradually won opportunities to make their own games once they had proven themselves by porting those of others. First there was a little auto-racing game for the Super Nintendo called RPM Racing, then a pseudo-sequel to it called Rock ‘n’ Roll Racing, and then a puzzle platformer called The Lost Vikings, which appeared for the Sega Genesis, MS-DOS, and the Commodore Amiga in addition to the Super Nintendo. None of these titles took the world by storm, but they taught Silicon & Synapse what it took to create refined, playable, mass-market videogames from scratch. All three of those adjectives have continued to define the studio’s output for the past 30 years.

It was now mid-1993; Silicon & Synapse had been in business for more than two and a half years already. Adham and Morhaime wanted to do something different — something bigger, something that would be suitable for computers only rather than the less capable consoles, a real event game that would get their studio’s name out there alongside the Westwoods of the world. And here there emerged another of their company’s future trademarks: rather than invent something new from whole or even partial cloth, they decided to start with something that already existed, but make it better than ever before, polishing it until it gleamed. The source material they chose was none other than Westwood’s Dune II, now relegated to the bargain bins of last year’s releases, but a perennial after-hours favorite at the Silicon & Synapse offices. They all agreed as to the feature they most missed in Dune II: a way to play it against other people, like you could its ancestor Populous. The bane of most multiplayer strategy games was their turn-based nature, which left you waiting around half the time while your buddy was playing. Real-time strategy wouldn’t have this problem of downtime.

That became the design brief for Warcraft: Orcs & Humans: remake Dune II but make it even better, and then add a multiplayer feature. And then, of course, actually try to sell the thing in all the ways Virgin had not really tried to sell its inspiration.

To say that Warcraft was heavily influenced by Dune II hardly captures the reality. Most of the units and buildings to hand have a direct correspondent in Westwood’s game. Even the menu of icons on the side of the screen is a virtual carbon copy — or at least a mirror image. “I defensively joked that, while Warcraft was certainly inspired by Dune II, [our] game was radically different,” laughs Patrick Wyatt, the lead programmer and producer on the project. “Our radar mini-map was in the upper left corner of the screen, whereas theirs was in the bottom right corner.”

In the same spirit of change, Silicon & Synapse replaced the desert planet of Arrakis with a fantasy milieu pitting, as the subtitle would suggest, orcs against humans. The setting and the overall look of Warcraft owe almost as much to the tabletop miniatures game Warhammer as the gameplay does to Dune II; a Warhammer license was seriously considered, but ultimately rejected as too costly and potentially too restrictive. Years later, Wyatt’s father would give him a set of Warhammer miniatures he’d noticed in a shop: “I found these cool toys and they reminded me a lot of your game. You might want to have your legal department contact them because I think they’re ripping you off.”

Suffice to say, then, that Warcraft was even more derivative than most computer games. The saving grace was the same that it would ever be for this studio: that they executed their mishmash of influences so well. The squishy, squint-eyed art is stylized like a cartoon, a wise choice given that the game is still limited to a resolution of just 320 X 200, so that photo-realism is simply not on the cards. The overall look of Warcraft has more in common with contemporary console games than the dark, gritty aesthetic that was becoming so popular on computers. The guttural exclamations of the orcs and the exaggerated Monty Python and the Holy Grail-esque accents of the humans, all courtesy of regular studio staffers rather than outside voice actors, become a chorus line as you order them hither and yon, making Dune II seem rather stodgy and dull by comparison. “We felt too many games took themselves too seriously,” says Patrick Wyatt. “We just wanted to entertain people.”

Slavishly indebted though it is to Dune II in all the broad strokes, Warcraft doesn’t neglect to improve on its inspiration in those nitty-gritty details that can make the difference between satisfaction and frustration for the player. It lets you select up to four units and give them orders at the same time by simply dragging a box around them, a quality-of-life addition whose importance is difficult to overstate, one so fundamental that no real-time-strategy game from this point forward would dare not to include it. Many more keyboard shortcuts are added, a less technically impressive addition but one no less vital to the cause of playability when the action starts to heat up. There are now two resources you need to harvest, lumber and gold, in places of Dune II‘s all-purpose spice. Units are now a little more intelligent about interpreting your orders, such that they no longer blithely ignore targets of opportunity, or let themselves get mauled to death without counterattacking just because you haven’t explicitly told them to. Scenario design is another area of marked improvement: whereas every Dune II scenario is basically the same drill, just with ever more formidable enemies to defeat, Warcraft‘s are more varied and arise more logically out of the story of the campaign, including a couple of special scenarios with no building or gathering at all, where you must return a runaway princess to the fold (as the orcs) or rescue a stranded explorer (as the humans).

The orc on the right who’s stroking his “sword” looks so very, very wrong — and this screenshot doesn’t even show the animation…

And, as the cherry on top, there was multiplayer support. Patrick Wyatt finished his first, experimental implementation of it in June of 1994, then rounded up a colleague in the next cubicle over so that they could became the first two people ever to play a full-fledged real-time-strategy game online. “As we started the game, I felt a greater sense of excitement than I’d ever known playing any other game,” he says.

It was just this magic moment, because it was so invigorating to play against a human and know that it wasn’t some stupid AI. It was a player who was smart and doing his absolute best to crush you. I knew we were making a game that would be fun, but at that moment I knew the game would absolutely kick ass.

While work continued on Warcraft, the company behind it was going through a whirlwind of changes. Recognizing at long last that “Silicon & Synapse” was actually a pretty terrible name, Adham and Morhaime changed it to Chaos Studios, which admittedly wasn’t all that much better, in December of 1993. Two months later, they got an offer they couldn’t refuse: Davidson & Associates, a well-capitalized publisher of educational software that was looking to break into the gaming market, offered to buy the freshly christened Chaos for the princely sum of $6.75 million. It was a massive over-payment for what was in all truth a middling studio at best, such that Adham and Morhaime felt they had no choice but to accept, especially after Davidson vowed to give them complete creative freedom. Three months after the acquisition, the founders decided they simply had to find a decent name for their studio before releasing Warcraft, their hoped-for ticket to the big leagues. Adham picked up a dictionary and started leafing through it. He hit pay dirt when his eyes flitted over the word “blizzard.” “It’s a cool name! Get it?” he asked excitedly. And that was that.

So, Warcraft hit stores in time for the Christmas of 1994, with the name of “Blizzard Entertainment” on the box as both its developer and its publisher — the wheels of the latter role being greased by the distributional muscle of Davidson & Associates. It was not immediately heralded as a game that would change everything, any more than Dune II had been; real-time strategy continued to be more of a slowly growing snowball than the ton of bricks to the side of the head that the first-person shooter had been. Computer Gaming World magazine gave Warcraft a cautious four stars out of five, saying that “if you enjoy frantic real-time games and if you don’t mind a linear structure in your strategic challenges, Warcraft is a good buy.” At the same time, the extent of the game’s debt to Dune II was hardly lost on the reviewer: “It’s a good thing for Blizzard that there’s no precedent for ‘look and feel’ lawsuits in computer entertainment.”[1]This statement was actually not correct; makers of standup arcade games of the classic era and the makers of Tetris had successfully cowed the cloning competition in the courts.

Warcraft would eventually sell 400,000 units, bettering Dune II‘s numbers by a factor of four or more. As soon as it became clear that it was doing reasonably well, Blizzard started on a sequel.


Out of everyone who looked at Warcraft, no one did so with more interest — or with more consternation at its close kinship with Dune II — than the folks at Westwood. “When I played Warcraft, the similarities between it and Dune II were pretty… blatant, so I didn’t know what to think,” says the Westwood designer Adam Isgreen. Patrick Wyatt of Blizzard got the impression that his counterparts “weren’t exactly happy” at the slavish copying when they met up at trade shows, though he “reckoned they should have been pleased that we’d taken their game as a base for ours.” Only gradually did it become clear why Warcraft‘s existence was a matter of such concern for Westwood: because they themselves had finally decided to make another game in the style of Dune II.

The game that Westwood was making could easily have wound up looking even more like the one that Blizzard had just released. The original plan was to call it Command & Conquer: Fortress of Stone and to set it in a fantasy world. (Westwood had been calling their real-time-strategy engine “Command & Conquer” since the days of promoting Dune II.) “It was going to have goldmines and wood for building things. Sound familiar?” chuckles Westwood’s co-founder Louis Castle. “There were going to be two factions, humans and faerie folk… pretty fricking close to orcs versus humans.”

Some months into development, however, Westwood decided to change directions, to return to a science-fictional setting closer to that of Dune II. For they wanted their game to be a hit, and it seemed to them that fantasy wasn’t the best guarantee of such a thing: CRPGs were in the doldrums, and the most recent big strategy release with a fantasy theme, MicroProse’s cult-classic-to-be Master of Magic, hadn’t done all that well either. Foreboding near-future stories, however, were all the rage; witness the stellar sales of X-COM, another MicroProse strategy game of 1994. “We felt that if we were going to make something that was massive,” says Castle, “it had to be something that anybody and everybody could relate to. Everybody understands a tank; everybody understands a guy with a machine gun. I don’t have to explain to them what this spell is.” Westwood concluded that they had made the right decision as soon as they began making the switch in software: “Tanks and vehicles just felt better.” The game lost its subtitle to become simply Command & Conquer.

While the folks at Blizzard were plundering Warhammer for their units and buildings, those at Westwood were trolling the Jane’s catalogs of current military hardware and Soldier of Fortune magazine. “We assumed that anything that was talked about as possibly coming was already here,” says Castle, “and that was what inspired the units.” The analogue of Dune II‘s spice — the resource around which everything else revolved — became an awesomely powerful space-born element come to earth known as tiberium.

Westwood included most of the shortcuts and conveniences that Blizzard had built into Warcraft, but went one or two steps further more often than not. For example, they also made it possible to select multiple units by dragging a box around them, but in their game there was no limit to the number of units that could be selected in this way. The keyboard shortcuts they added not only let you quickly issue commands to units and buildings, but also jump around the map instantly to custom viewpoints you could define. And up to four players rather than just two could now play together at once over a local network or the Internet, for some true mayhem. Then, too, scenario design was not only more varied than in Dune II but was even more so than in Warcraft, with a number of “guerilla” missions in the campaigns that involved no resource gathering or construction. It’s difficult to say to what extent these were cases of parallel innovation and to what extent they were deliberate attempts to one-up what Warcraft had done. It was probably a bit of both, given that Warcraft was released a good nine months before Command & Conquer, giving Westwood plenty of time to study it.

But other innovations in Command & Conquer were without any precedent. The onscreen menus could now be toggled on and off, for instance, a brilliant stroke that gave you a better view of the battlefield when you really needed it. Likewise, Westwood differentiated the factions in the game in a way that had never been done before. Whereas the different houses in Dune II and the orcs and humans in Warcraft corresponded almost unit for unit, the factions in Command & Conquer reflected sharply opposing military philosophies, demanding markedly different styles of play: the establishment Global Defense Initiative had slow, strong, and expensive units, encouraging a methodical approach to building up and husbanding your forces, while the terroristic Brotherhood of Nod had weaker but faster and cheaper minions better suited to madcap kamikaze rushes than carefully orchestrated combined-arms operations.

Yet the most immediately obvious difference between Command & Conquer and Warcraft was all the stuff around the game. Warcraft had been made on a relatively small budget with floppy disks in mind. It sported only a brief opening cinematic, after which scenario briefings consisted of nothing but scrolling text and a single voice over a static image. Command & Conquer, by contrast, was made for CD-ROM from the outset, by a studio with deeper pockets that had invested a great deal of time and energy into both 3D animation and full-motion video, that trendy art of incorporating real-world actors and imagery into games. The much more developed story line of Command & Conquer is forwarded by little between-mission movies that, if not likely to make Steven Spielberg nervous, are quite well-done for what they are, featuring as they do mostly professional performers — such as a local Las Vegas weatherman playing a television-news anchorman — who were shot by a real film crew in Westwood’s custom-built blue-screen studio. Westwood’s secret weapon here was Joseph Kucan, a veteran theater director and actor who oversaw the film shoots and personally played the charismatic Nod leader Kane so well that he became the very face of Command & Conquer in the eyes of most gamers, arguably the most memorable actual character ever associated with a genre better known for its hordes of generic little automatons. Louis Castle reckons that at least half of Command & Conquer‘s considerable budget went into the cut scenes.

The game was released with high hopes in August of 1995. Computer Gaming World gave it a pretty good review, four stars out of five: “The entertainment factor is high enough and the action fast enough to please all but the most jaded wargamers.”

The gaming public would take to it even more than that review might imply. But in the meantime…


As I noted in an earlier article, numbered sequels weren’t really commonplace for strategy games prior to the mid-1990s. Blizzard had originally imagined Warcraft as a strategy franchise of a different stripe: each game bearing the name would take the same real-time approach into a completely different milieu, as SSI was doing at the time with their “5-Star General” series of turn-based strategy games that had begun with Panzer General and continued with the likes of Fantasy General and Star General. But Blizzard soon decided to make their sequel a straight continuation of the first game, an approach to which real-time strategy lent itself much more naturally than more traditional styles of strategy game; the set-piece story of a campaign could, after all, always be continued using all the ways that Hollywood had long since discovered for keeping a good thing going. The only snafu was that either the orcs or the humans could presumably have won the war in the first game, depending on which side the player chose. No matter: Blizzard decided the sequel would be more interesting if the orcs had been the victors and ran with that.

Which isn’t to say that building upon its predecessor’s deathless fiction was ever the real point of Warcraft II: Tides of Darkness. Blizzard knew now that they had a competitor in Westwood, and were in any case eager to add to the sequel all of the features and ideas that time had not allowed them to include in the first game. There would be waterways and boats to sail on them, along with oil, a third resource, one that could only be mined at sea. Both sides would get new units to play with, while elves, dwarves, trolls, ogres, and goblins would join the fray as allies of one of the two main racial factions. The interface would be tweaked with another welcome shortcut: selecting a unit and right-clicking somewhere would cause it to carry out the most logical action there without having to waste time choosing from a menu. (After all, if you selected a worker unit and sent him to a goldmine, you almost certainly wanted him to start collecting gold. Why should you have to tell the game the obvious in some more convoluted fashion?)

But perhaps the most vital improvement was in the fog of war. The simplistic implementations of same seen in the first Warcraft and Command & Conquer were inherited from Dune II: areas of the map that had been seen once by any of your units were revealed permanently, even if said units went away or were destroyed. Blizzard now made it so that you would see only a back-dated snapshot of areas currently out of your units’ line of sight, reflecting what was there the last time one of your units had eyes on them. This innovation, no mean feat of programming on the part of Patrick Wyatt, brought a whole new strategic layer to the game. Reconnaissance suddenly became something you had to think about all the time, not just once.

Other improvements were not so conceptually groundbreaking, but no less essential for keeping ahead of the Joneses (or rather the Westwoods). For example, Blizzard raised the screen-resolution stakes, from 320 X 200 to 640 X 480, even as they raised the number of people who could play together online from Command & Conquer‘s four to eight. And, while there was still a limit on the number of units you could select at one time using Blizzard’s engine, that limit at least got raised from the first Warcraft‘s four to nine.

The story and its presentation, however, didn’t get much more elaborate than last time out. While Westwood was hedging its bets by keeping one foot in the “interactive movie” space of games like Wing Commander III, Blizzard was happy to “just” make Warcraft a game. The two series were coming to evince very distinct personalities and philosophies, just as gamers were sorting themselves into opposing groups of fans — with a large overlap of less partisan souls in between them, of course.

Released in December of 1995, Warcraft II managed to shake Computer Gaming World free of some of its last reservations about the burgeoning genre of real-time strategy, garnering four and a half stars out of five: “If you enjoy fantasy gaming, then this is a sure bet for you.” It joined Command & Conquer near the top of the bestseller lists, becoming the game that well and truly made Blizzard a name to be reckoned with, a peer in every sense with Westwood.

Meanwhile, and despite the sometimes bitter rivalry between the two studios and their fans, Command & Conquer and Warcraft II together made real-time strategy into a commercial juggernaut. Both games became sensations, with no need to shirk from comparison to even DOOM in terms of their sales and impact on the culture of gaming. Each eventually sold more than 3 million copies, numbers that even the established Westwood, much less the upstart Blizzard, had never dreamed of reaching before, enough to enshrine both games among the dozen or so most popular computer games of the entire 1990s. More than three years after real-time strategy’s first trial run in Dune II, the genre had arrived for good and all. Both Westwood and Blizzard rushed to get expansion packs of additional scenarios for their latest entries in the genre to market, even as dozens of other developers dropped whatever else they were doing in order to make real-time-strategy games of their own. Within a couple of years, store shelves would be positively buckling under the weight of their creations — some good, some bad, some more imaginative, some less so, but all rendered just a bit anonymous by the sheer scale of the deluge. And yet even the most also-ran of the also-rans sold surprisingly well, which explained why they just kept right on coming. Not until well into the new millennium would the tide begin to slacken.


With Command & Conquer and Warcraft II, Westwood and Blizzard had arrived at an implementation of real-time strategy that even the modern player can probably get on with. Yet there is one more game that I just have to mention here because it’s so loaded with a quality that the genre is known for even less than its characters: that of humor. Command & Conquer: Red Alert is as hilarious as it is unexpected, the only game of this style that’s ever made me laugh out loud.

Red Alert was first envisioned as a scenario pack that would move the action of its parent game to World War II. But two things happened as work progressed on it: Westwood decided it was different enough from the first game that it really ought to stand alone, and, as designer Adam Isgreen says, “we found straight-up history really boring for a game.” What they gave us instead of straight-up history is bat-guano insane, even by the standards of videogame fictions.

We’re in World War II, but in a parallel timeline, because Albert Einstein — why him? I have no idea! — chose to travel back in time on the day of the Trinity test of the atomic bomb and kill Adolf Hitler. Unfortunately, all that’s accomplished is to make world conquest easier for Joseph Stalin. Now Einstein is trying to save the democratic world order by building ever more powerful gadgets for its military. Meanwhile the Soviet Union is experimenting with the more fantastical ideas of Nikola Tesla, which in this timeline actually work. So, the battles just keep getting crazier and crazier as the game wears on, with teleporters sending units jumping instantly from one end of the map to the other, Tesla coils zapping them with lightning, and a fetching commando named Tanya taking out entire cities all by herself when she isn’t chewing the scenery in the cut scenes. Those actually display even better production values than the ones in the first game, but the script has become pure, unadulterated camp worthy of Mel Brooks, complete with a Stalin who ought to be up there singing and dancing alongside Der Führer in Springtime for Hitler. Even our old friend Kane shows up for a cameo. It’s one of the most excessive spectacles of stupidity I’ve ever seen in a game… and one of the funniest.

Joseph Stalin gets rough with an underling. When you don’t have the Darth Vader force grip, you have to do things the old-fashioned way…

Up there at the top is the killer commando Tanya, who struts across the battlefield with no regard for proportion.

Released in the dying days of 1996, Red Alert didn’t add that much that was new to the real-time-strategy template, technically speaking; in some areas such as fog of war, it still lagged behind the year-old Warcraft II. Nonetheless, it exudes so much joy that it’s by far my favorite of the games I’ve written about today. If you ask me, it would have been a better gaming world had the makers of at least a few of the po-faced real-time-strategy games that followed looked here for inspiration. Why not? Red Alert too sold in the multiple millions.



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(Sources: the book Stay Awhile and Listen, Book I by David L. Craddock; Computer Gaming World of January 1995, March 1995, December 1995, March 1996, June 1996, September 1996, December 1996, March 1997, June 1997, and July 1997; Retro Gamer 48, 111, 128, and 148; The One of January 1993; the short film included with the Command & Conquer: The First Decade game collection. Online sources include Patrick Wyatt’s recollections at his blog Code of Honor, Dan Griliopoulos’s collection of interviews with Westwood alumni at Funambulism, Soren Johnson’s interview with Louis Castle for his Designer’s Notes podcast, and Richard Moss’s real-time-strategy retrospective for Ars Technica.

Warcraft: Orcs & Humans and Warcraft II: Tides of Darkness, are available as digital purchases at GOG.com. The first Command & Conquer and Red Alert are available in remastered versions as a bundle from Steam.)

Footnotes

Footnotes
1 This statement was actually not correct; makers of standup arcade games of the classic era and the makers of Tetris had successfully cowed the cloning competition in the courts.
 

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