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The Second Coming of Star Wars

It’s all but impossible to overstate the influence that Star Wars had on the first generation of microcomputer games. The fact is, Star Wars and early home computers were almost inseparable — in some odd sense part of the same larger cultural movement, if you will.

The first film in George Lucas’s blockbuster trilogy debuted on May 25, 1977, just days before the Apple II, the first pre-assembled personal computer to be marketed to everyday consumers, reached store shelves. If not everyone who loved Star Wars had the money and the desire to buy a computer in the months and years that followed, it did seem that everyone who bought a computer loved Star Wars. And that love in turn fueled many of the games those early adopters made. J.R.R. Tolkien’s Lord of the Rings novels and, perhaps more arguably, the Star Trek television and movie franchise are the only other traditional-media properties whose impact on the fictions and even mechanics of early computer games can be compared to that of Star Wars.

And yet licensed takes on all three properties were much less prominent than one might expect from the degree of passion the home-computer demographic had for them. The British/Australian publisher Melbourne House had a huge worldwide hit with their rather strange 1982 text-adventure adaptation of Tolkien’s The Hobbit, but never scaled similar heights with any of their mediocre follow-ups. Meanwhile Star Trek wound up in the hands of the software arm of the print publisher Simon & Schuster, who released a series of obtuse, largely text-based games that went absolutely nowhere. And as for Star Wars, the hottest property of them all… ah, therein lies a tale.



Like The Lord of the Rings before it, Star Wars was a victim of the times in which its first licensing deals were signed. In the months before the first movie was released, both George Lucas himself and 20th Century Fox, the studio that distributed the film, sought after someone — anyone — who would be willing to make a line of toys to accompany it. They were turned down again and again. Finally, Marc Pevers, Fox’s president of licensing, got a nibble from a small toy maker called Kenner Products.

Kenner was owned at that time by the big corporate conglomerate General Mills, who also happened to own Parker Brothers, the maker of such family-board-game staples as Monopoly, Clue, and Sorry!. Thus when Kenner negotiated with Lucas and Fox, they requested that the license cover “toys and [emphasis mine] games,” with responsibility for the latter to be kicked over to Parker Brothers. For at this early date, before the release of the Atari VCS videogame console, before even the arrival of Space Invaders in American arcades, “games” meant board games in the minds of everyone negotiating the deal. Indeed, Kenner explicitly promised that at a minimum they would produce four action figures and a “family game” to help prime the pump of a film whose commercial prospects struck just about everyone as highly dubious.

There are conflicting reports as to the other terms of the deal, but it seems most likely that Kenner agreed to pay Lucas and Fox either a 5-percent royalty or a flat $100,000 per year, whichever amount was greater. If Kenner ever failed to pay at least $100,000 in any given year, the arrangement would end immediately. Otherwise, it would go on in perpetuity. It was quite a sweet deal for Kenner by any standard, very much a reflection of the position of weakness from which Fox and Lucas were negotiating; one Kenner employee later joked that they had gotten Star Wars for “$50 and a handshake.”

Of course, we all know what happened with that first Star Wars film upon its release a few months after the contract was signed. After a slow start in 1977 while they tooled up to meet the completely unexpected level of demand, Kenner sold 42 million pieces of Star Wars-branded merchandise in 1978 alone; by 1985, the worldwide population of Star Wars action figures was larger than the United States’s population of real human beings. Lucas publicly excoriated Marc Pevers for a deal that had cost him “tens of millions,” and the two wound up in libel court, the former eventually forced to pay the latter an unspecified sum for his overheated remarks by a settlement arrangement.

Lucas’s anger was understandable if not terribly dignified. As if the deal for the toy rights alone wasn’t bad enough, Pevers had blithely sold off the videogame rights for a song as well, simply by not demanding more specific language about what kinds of games the phrase “toys and games” referred to. Kenner’s first attempt at a Star Wars videogame came already in 1978, in the form of a single-purpose handheld gadget subtitled Electronic Laser Battle. When that didn’t do well, the field was abandoned until 1982, when, with the Atari-VCS-fueled first wave of digital gaming at its height, Parker Brothers released three simple action games for the console. Then they sub-contracted a few coin-op arcade games to Atari, who ported them to home consoles and computers as well.

But by the time the last of these appeared, it was 1985, the Great Videogame Crash was two years in the past, and it seemed to the hidebound executives at General Mills that the fad for videogames was over and done with, permanently. Their Star Wars games had done pretty well for themselves, but had come out just a little too late in the day to really clean up. So be it; they saw little reason to continue making them now. It would be six years before another all-new, officially licensed Star Wars videogame would appear in North America, even as the virtual worlds of countless non-licensed games would continue to be filled with ersatz Han Solos and Death Stars.

This state of affairs was made doubly ironic by the fact that Lucasfilm, George Lucas’s production company, had started its own games studio already in 1982. For most of its first ten years, the subsidiary known as Lucasfilm Games was strictly barred from making Star Wars games, even as its employees worked on Skywalker Ranch, surrounded with props and paraphernalia from the films. Said employees have often remarked in the years since that their inability to use their corporate parent’s most famous intellectual property was really a blessing in disguise, in that it forced them to define themselves in other ways, namely by creating one of the most innovative and interesting bodies of work of the entire 1980s gaming scene. “Not being able to make Star Wars games freed us, freed us in a way that I don’t think we understood at the time,” says Ron Gilbert, the designer of the Lucasfilm classics Maniac Mansion and The Secret of Monkey Island. “We always felt we had to be making games that were different and pushed the creative edges. We felt we had to live up to the Lucasfilm name.” For all that, though, having the Lucasfilm name but not the Star Wars license that ought to go with it remained a frustrating position to be in, especially knowing that the situation was all down to a legal accident, all thanks to that single vaguely worded contract.

If the sequence of events which barred Lucasfilm from making games based on their own supreme leader’s universe was a tad bizarre, the way in which the Star Wars rights were finally freed up again was even stranger. By the end of 1980s, sales of Star Wars toys were no longer what they once had been. The Return of the Jedi, the third and presumably last of the Star Wars films, was receding further and further into the rear-view mirror, with nothing new on the horizon to reignite the old excitement for the next generation of children. For the first time, Kenner found themselves paying the guaranteed $100,000 licensing fee to Lucas and Fox instead of the 5-percent royalty.

At the beginning of 1991, Kenner failed to send the aforementioned parties their $100,000 check for the previous year, thereby nullifying the fourteen-year-old contract for Star Wars “toys and games.” Fan folklore would have it that the missing check was the result of an accounting oversight; Kenner was about to be acquired by Hasbro, and there was much chaos about the place. A more likely explanation, however, is that Kenner simply decided that the contract wasn’t worth maintaining anymore. The Star Wars gravy train had been great while it lasted, but it had run its course.

There was jubilation inside Lucasfilm Games when the staff was informed that at long last they were to be allowed to play in the universe of Star Wars. They quickly turned out a few simple action-oriented titles for consoles, but their real allegiance as a studio was to personal computers. Thus they poured the most effort by far into X-Wing, the first Star Wars game ever to be made first, foremost, and exclusively for computers, with all the extra complexity and extra scope for design ambition which that description implied in those days.


Lawrence Holland, circa 1992.

The mastermind of X-Wing was a soft-spoken, unassuming fellow named Lawrence Holland, whose path into the industry had been anything but straightforward. His first passion in life had been archaeology and anthropology; he’d spent much of his early twenties working in the field in remote regions of East Africa and India. In 1981, he came to the University of California, Berkeley to study for a doctorate in anthropology. He had never even seen a personal computer, much less played a computer game, until he became roommates with someone who had one. Holland:

I was working as a chef at a restaurant in Berkeley — and I realized I didn’t particularly want to do that for the next six years while I worked on my doctorate. At the time, my roommate had an Atari 800, and he was into programming. I thought, “Hey, what a cool machine!” So I finally got a Commodore 64 and spent all my spare time teaching myself how to use it. I’d always wanted to build something, but I just hadn’t found the right medium. Computers seemed to me to be the perfect combination of engineering and creativity.

The barriers to entry in the software industry were much lower then than they are today; a bright young mind like Holland with an aptitude and passion for programming could walk into a job with no formal qualifications whatsoever. He eventually dropped out of his PhD track in favor of becoming a staff programmer at HESWare, a darling of the venture capitalists during that brief post-Great Videogame Crash era when home computers were widely expected to become the Next Big Thing after the console flame-out.

While working for HESWare in 1985, Holland was responsible for designing and programming a rather remarkable if not quite fully-realized game called Project: Space Station, a combination of simulation and strategy depicting the construction and operation of its namesake in low Earth orbit. But soon after its release HESWare collapsed, and Holland moved on to Lucasfilm Games. Throughout his many years there, he would work as an independent contractor rather than an employee, by his own choice. This allowed him, as he once joked, to “take classes and keep learning about history and anthropology in my copious spare time.”

In writing about the LucasFilm Games of the late 1980s and early 1990s in previous articles, I’ve focused primarily on the line of graphic adventures which they began in 1987 with Maniac Mansion, stressing how these games’ emphasis on fairness made them a welcome and even visionary alternative to the brutality being inflicted upon players by other adventure developers at the time. But the studio was never content to do or be just one thing. Thus at the same time that Ron Gilbert was working on Maniac Mansion, another designer named Noah Falstein was making a bid for the vehicular-simulation market, one of the most lucrative corners of the industry. Lawrence Holland came to Lucasfilm Games to help out with that — to be the technical guy who made Falstein’s design briefs come to life on the monitor screen. The first fruit of that partnership was 1987’s PHM Pegasus, a simulation of a hydrofoil attack boat; it was followed by a slightly more elaborate real-time naval simulation called Strike Fleet the following year.

With that apprenticeship behind him, Holland was allowed to take sole charge of Battlehawks 1942, a simulation of World War II aerial combat in the Pacific Theater. He designed and programmed the game in barely six months, in time to see it released before the end of 1988, whereupon it was promptly named “action game of the year” by Computer Gaming World magazine. Battlehawks 1942 was followed in 1989 by Their Finest Hour, another winner of the same award, a simulation of the early air war in Europe; it was in turn followed by 1991’s Secret Weapons of the Luftwaffe, a simulation of the later years of war there. Each simulator raised the ante over what had come before in terms of budget, development time, and design ambition.

The Early Works of Lawrence Holland


Project: Space Station (1985) is an amazingly complex simulation and strategy game for the humble Commodore 64. Holland took the project over after an earlier version that was to have been helmed by a literal rocket scientist fell apart, scaling down the grandiose ideas of his predecessor just enough to fit them into 64 K of memory.

PHM Pegasus (1987) was designed by Noah Falstein and implemented by Holland. It simulates a military hydrofoil — sort of the modern equivalent to the famous PT Boats of World War II.

Strike Fleet (1988), Holland’s second and last game working with Falstein as lead designer, expands on the concept of PHM Pegasus to let the player lead multiple ships into fast-paced real-time battles.

Battlehawks 1942 (1988) was Holland’s first flight simulator, his first project for LucasArts on which he served as lead designer as well as programmer, and the first which he coded on MS-DOS machines rather than the Commodore 64. A simulation of carrier-based aviation during the fraught early months of World War II in the Pacific, it was implemented in barely six months from start to finish. Dick Best, the leader of the first dive-bomber attack on the Japanese aircraft carriers at the Battle of Midway — and thus the tip of the spear which changed the course of the war — served as a technical advisor. “I am thinking about buying an IBM just so I can play the game at home,” said the 78-year-old pilot to journalists.

Their Finest Hour (1989) was the second game in what would later become known as Holland’s “air-combat trilogy.” A portrayal of the Battle of Britain, it added a campaign mode, a selection of set-piece historical missions to fly, and even a mission builder for making more scenarios of your own to share with others.

Holland’s ambition ran wild in Secret Weapons of the Luftwaffe (1991). Beginning as a simulation of such oddball latter-war German aircraft as the Messerschmitt Me-163 rocket plane and the Me-262 jet fighter, it wound up encompassing the entire second half of the air war in Europe, including a strategy game about the Allied strategic-bombing campaign that was detailed enough to have been put in a separate box and sold alone. As much a gaming toolbox as a game, it was supported with no fewer than four separate expansion packs. Holland and Edward Kilham, his programming partner for the project, crunched for a solid year to finish it, but nevertheless ended a good twelve months behind schedule. With this object lesson to think back on, Holland would rein in his design ambitions a bit more in the future.



As I described at some length in a recent article, flight simulators in general tend to age more like unpasteurized milk than fine wine, and by no means is Holland’s work in this vein entirely exempt from this rule. Still, in an age when most simulators were emphasizing cutting-edge graphics and ever more complexity over the fundamentals of game design, Holland’s efforts do stand out for their interest in conveying historical texture rather than a painstakingly perfect flight model. They were very much in the spirit of what designer Michael Bate, who used a similar approach at a slightly earlier date in games he made for Accolade Software, liked to call “aesthetic simulations of history.” Holland:

Flight simulators [had] really focused on the planes, rather than the times, the people, and how the battles influenced the course of the war. [The latter is] what I set out to do. It’s become my philosophy for all the sims I’ve done.

We get letters from former pilots, who say, “Wow! This is great! This is just like I remember it.” They’re talking about a gut, sensory impression about the realism of flying and interacting with other planes — not the hardcore mathematical models. I’ve focused on that gut feeling of realism rather than the hardcore mathematical stuff. I’ve emphasized plane-to-plane engagement, seat-of-the-pants flying. I like to keep the controls as simple as possible, so someone can jump in and enjoy the game. Of course, the more technically accurate the flight model, the more difficult it is to fly. Unless they’re really familiar with flight simulators, people tend to be intimidated by having to learn the uses of a bunch of different keys. That makes a game hard to get into. I want them to be able to hop into the cockpit and fly.

In some ways at least, Secret Weapons of the Luftwaffe remains to this day the most ambitious game Lawrence Holland has ever made. At a time when rival flight simulators like Falcon were going micro, attempting to capture a single aircraft with a pedant’s obsession for detail, Secret Weapons provided a macro-level overview of the entire European air war following the entry of the United States into the conflict. Holland called it a “kitchen-sink” game: “It’s fun and challenging to keep thinking of different ways for the player to interact with the product on different levels.” In Secret Weapons, you could pilot any of eight different airplanes, including the experimental German rocket planes and jets that gave the game its misleadingly narrow-sounding name, or even fly as a gunner or bombardier instead of a pilot in a B-17. You could go through flight school, fly a single random mission, a historical mission, or fly a whole tour of duty in career mode. Or you could play Secret Weapons as a strategy game of the Allied bombing campaign against Germany, flying the missions yourself if you liked or letting the computer handle that for you; this part of the game alone was detailed enough that, had it been released as a standalone strategy title by a company like SSI, no one would have batted an eye. And then there were the four (!) expansion packs LucasArts put together, adding yet more airplanes and things to do with them…

Of course, ambition can be a double-edged sword in game design. Although Secret Weapons of the Luftwaffe came together much better in the end than many other kitchen-sink games, it also came in a year late and way over budget. As it happened, its release in late 1991 came right on the heels of the news that Lucasfilm Games was finally going to be allowed to charge into the Star Wars universe. Lawrence Holland’s life was about to take another unexpected twist.



It isn’t hard to figure out why LucasArts — the old Lucasfilm Games adopted the new name in 1992 — might have wished to create a “simulation” of Star Wars space battles. At the time, the biggest franchise in gaming was Origin Systems’s Wing Commander series, which itself owed more than a little to George Lucas’s films. Players loved the action in those games, but they loved at least equally the storytelling which the series had begun to embrace with gusto in 1991’s Wing Commander II. A “real” Star Wars game offered the chance to do both things as well or better, by incorporating both the spacecraft and weapons of the films and the established characters and plot lore of the Star Wars universe.

Meanwhile the creative and technical leap from a simulation of World War II aerial combat to a pseudo-simulation of fictional space combat was shorter than one might initially imagine. The label of space simulator was obviously a misnomer in the strictly literal sense; you cannot simulate something which has never existed and never will. (If at some point wars do move into outer space, they will definitely not be fought anything like this.) Nevertheless, X-Wing would strive to convey that feeling of realism that is the hallmark of a good aesthetic simulation. It wouldn’t, in other words, be an arcade game like the Star Wars games of the previous decade.

In point of fact, George Lucas had aimed to capture the feel of World War II dogfighting in his movies’ action sequences, to the point of basing some shots on vintage gun-camera footage. It was thus quite natural to build X-Wing upon the technology last seen in Secret Weapons of the Luftwaffe. You would have to plan your attacks with a degree of care, would have to practice some of the same tactics that World War II fighter pilots employed, would even have to manage the energy reserves of your craft, deciding how much to allocate to guns, shields, and engines at any given juncture.

Still working with LucasArts as an independent contractor, Holland hired additional programmers Peter Lincroft and Edward Kilham — the former had also worked on Secret Weapons of the Luftwaffe — to help him out with the project. LucasArts’s in-house staff of artists and composers saw to the audiovisual assets, and their in-house designers developed most of the missions. With the struggle that his last game had been still high in his memory, and knowing all too well that LucasArts’s first Star Wars computer game needed to be released in a timely fashion if it was to compete with the Wing Commander juggernaut, Holland abandoned any thoughts of dynamic campaigns or overarching strategic layers in favor of a simple series of set-piece missions linked together by a pre-crafted story line — exactly the approach that had won so much commercial success for Wing Commander. In fact, Holland simplified the Wing Commander approach even further, by abandoning its branching mission tree in favor of a keep-trying-each-mission-until-you-win-it methodology. (To be fair, market research proved that most people played Wing Commander this way anyway…)


Smoke ’em if you got ’em: X-Wing in action.

X-Wing‘s not-so-secret weapon over its great rival franchise was and is, to state it purely and simply, Star Wars. Right from the iconic flattened text crawl that opens the game, accompanied by the first stirring chords of John Williams’s unforgettable theme music, it looks like Star Wars, sounds like Star Wars, feels like Star Wars. The story it tells is interwoven quite deftly with the plot of the first film. It avoids the slightly ham-handed soap-opera story lines which Wing Commander loves to indulge in in favor of a laser focus on the real business at hand: the destruction of the Death Star. Whereas Wing Commander, with its killer alien cats and all the rest, never rises much above the level of earnest fan fiction, X-Wing is… well, it certainly isn’t great literature, any more than the films upon which it’s based are profound drama, but it is solidly crafted pulp fiction for the kid in all of us, and this quality makes it exactly like the aforementioned films. Playing it really does feel like jumping into one of them.

But X-Wing also has an Achilles heel that undoes much of what it does so well, a failing that’s serious enough that I have trouble recommending the game at all: its absolutely absurd level of difficulty. As you advance further in the game, its missions slowly reveal themselves to be static puzzles to be solved rather than dynamic experiences. There’s just one way to succeed in the later missions in particular, just one “correct” sequence of actions which you must carry out perfectly. You can expect to fly each mission over and over while you work out what that sequence is. This rote endeavor is the polar opposite of the fast-paced excitement of a Star Wars film. As you fail again and again, X-Wing gradually becomes the one thing Star Wars should never be: it becomes boring.

There’s a supreme irony here: LucasArts made their name in adventure games by rejecting the idea that the genre must necessarily entail dying over and over and, even worse, stumbling down blind alleys from which you can never return without restoring or restarting. But with X-Wing, the company famous for “no deaths and no dead ends” delivered a game where you could effectively lock yourself out of victory in the first minute of a mission. It’s hard to conceive of why anyone at LucasArts might have thought this a good approach. Yet Computer Gaming World‘s Chris Lombardi was able to confirm in his eventual review of the game that the punishing mission design wasn’t down to some colossal oversight; it was all part of the plan from the beginning.

Through an exchange with LucasArts, I’ve learned from them that the missions were designed as puzzles to be figured out and solved. This is entirely accurate. The tougher missions have a very specific “solution” that must be executed with heroic precision. Fly to point A, knock out fighters with inhuman accuracy, race to point B, knock out bombers with same, race to point C, to nip off a second bomber squadron at the last possible second. While this is extremely challenging and will make for many hours of play, I’m not convinced that it’s the most effective design possible. It yanks [the player] out of the fiction of the game when he has to play a mission five times just to figure out what his true objective is, and then to play the next dozen times trying to execute the path perfectly.

Often, success requires [the player] to anticipate the arrival of enemy units and unrealistically race out into space to meet a “surprise” attack from the Empire. It’s all a matter of balance, young Jedi, and on the sliding scale of Trivially Easy to Joystick-Flinging Frustration, X-Wing often stumbles awkwardly toward the latter. From the reviewer’s high ground of hindsight, it seems a player-controlled difficulty setting might have been a good solution.

Despite this tragic flaw lurking at its mushy center, X-Wing was greeted with overwhelmingly positive reviews and strong sales upon its release in March of 1993. For, if X-Wing left something to be desired as a piece of game design, the timing of its release was simply perfect.

The game hit the scene in tandem with a modest but palpable resurgence of interest in Star Wars as a whole. In 1991 — just as Kenner Products was deciding that the whole Star Wars thing had run its course — Timothy Zahn had published Heir to the Empire, the first of a new trilogy of Star Wars novels. There had been Star Wars books before, of course, but Zahn’s trilogy was unique in that, rather than having to confine himself to side stories so as not to interfere with cinematic canon, its author had been given permission by George Lucas to pick up the main thread of what happened after Return of the Jedi. Everyone who read the trilogy seemed to agree that it represented a very credible continuation indeed, coming complete with an arch-villain, one Imperial Grand Admiral Thrawn, who was almost as compelling as Darth Vader. All three books — the last of them came out in 1993, just after X-Wing — topped genre-fiction bestseller lists. Star Wars was suddenly having a moment again, and X-Wing became a part of that, both as beneficiary and benefactor. Many of the kids who had seen the films multiple times each in theaters and carried Star Wars lunchboxes with them to school were now in their early twenties, the sweet spot of the 1993 computer-game demographic, and were now feeling the first bittersweet breaths of nostalgia to blow through their young lives, even as they were newly awakened to the potential of space simulators in general by the Wing Commander games. How could X-Wing not have become a hit?

The people who had made the game weren’t much different from the people who were now buying it in such gratifying numbers. Zahn’s novels were great favorites of Holland and his colleagues as well, so much so that, when the time came to plan the inevitable sequel to X-Wing, they incorporated Admiral Thrawn into the plot. In the vastly superior game known as TIE Fighter, which takes places concurrently with the second Star Wars film, a younger Thrawn appears in the uneasy role of subordinate to Darth Vader.



Indeed, it’s difficult to imagine TIE Fighter, which dares to place you in the role of a pilot for the “evil” Empire, ever coming to exist at all without the Zahn novels. For it was Zahn’s nuanced, even sympathetic portrayal of Thrawn, and with it his articulation of an ideology for the Empire that went beyond doing evil for the sake of it, that first broadened the moral palette of the Star Wars universe to include shades of gray in addition to black and white. Zahn’s version of the Empire is a rather fussily bureaucratic entity that sees itself as tamping down sectarianism and maintaining law and order in the galaxy in the interest of the greater good, even if the methods it is sometimes forced to employ can be regrettably violent. The game took that interpretation and ran with it. Holland:

Our approach is that the propaganda machines are always running full-blast during warfare. So far, the propaganda we’ve been exposed to has been from the Rebels. But in warfare, neither side is always clean, and both sides can take the moral high ground. So we’re trying to blur the moral line a little bit and give the Empire a soapbox to communicate its mission: the restoration of peace and order.

For instance, there’s a lot of civil war going on. The fighting planets are lost in their hate and don’t have the galactic perspective the Empire can provide. In this regard, the Empire feels it can serve to stop these conflicts. Within the Empire there are a lot of people — like the pilot the player portrays — who have an honorable objective.

At the risk of putting too fine a point on it: I would hardly be the first Internet scribe to note that the established hegemony of developed Western nations in our own world resembles the Empire far more than the Rebel Alliance, nor that the Rebel freedom fighters bear a distinct similarity to some of the real-world folks we generally prefer to call terrorists.

TIE Fighter casts you as a pilot of good faith who earnestly believes in the Empire’s professed objective of an orderly peace and prosperity that will benefit everyone. In order to capture some of the murderous infighting that marks the highest levels of the Imperial bureaucracy in both the movies and Zahn’s novels, as well as to convey some of the moral rot taking cover beneath the Empire’s professed ideology, the game introduces a mysterious agent of the emperor himself who lurks in the shadows during your mission briefings, to pull you aside afterward and give you secret objectives that hint of machinations and conspiracies that are otherwise beyond your ken. In the end, you find yourself spending almost as much time fighting other factions of the Empire as you do Rebels — which does rather put the lie to the Empire’s claim that only it can provide a harmonious, orderly galaxy, but so be it.

What really makes TIE Fighter so much better than its predecessor is not the switch in perspective, brave and interesting though it may be, but rather the fact that it so comprehensively improves on X-Wing at the level of the nuts and bolts of game design. It’s a fine example of a development team actually listening to players and reviewers, and then going out and methodically addressing their complaints. In the broad strokes, TIE Fighter is the same game as X-Wing: the same linear series of missions to work through, the same basic set of flight controls, a different but similarly varied selection of spacecraft to learn how to employ successfully. It just does everything that both games do that much better than its predecessor.

Take, for example, the question of coordinating your tactics with your wingmen and other allies. On the surface, the presence of friends as well as foes in the battles you fight is a hallmark not just of X-Wing but of the Wing Commander games that came before it, being embedded into the very name of the latter series. Yet your helpmates in all of those games are, as Chris Lombardi put it in his review of X-Wing, “about as useful as a rowboat on Tatooine.” Players can expect to rack up a kill tally ten times that of their nearest comrade-in-arms.

TIE Fighter changes all that. It presents space battles that are far more complex than anything seen in a space simulator before it, battles where everyone else flies and fights with independent agency and intelligence. You can’t do everything all by yourself anymore; you have to issue real, substantive orders to the pilots you command, and obey those orders that are issued to you. Many reviewers of TIE Fighter have pointed out how well this ethos fits into that of a hyper-organized, hyper-disciplined Imperial military, as opposed to the ramshackle individual heroism of the Rebel Alliance. And it’s certainly a fair point, even if I suspect that the thematic resonance may be more a happy accident than a conscious design choice. But whatever the reasons behind it, it lends TIE Fighter a different personality. Instead of being the lone hero who has to get everything done for yourself, you feel like a part of a larger whole.

For the developers, the necessary prerequisites to success with this new philosophy were an improved technical implementation and improved mission design in comparison to those of X-Wing. In addition to the audiovisual evolution that was par for the course during this fast-evolving era of computing — the 3D models are now rendered using Gouraud shading — TIE Fighter gives you a whole range of new views and commands to make keeping track of the overall flow of battle, keeping tabs on your allies, and orienting yourself to your enemies much easier than in X-Wing. Best of all, it abandons the old puzzle-style missions in favor of the unfolding, dynamic battlescapes we were missing so keenly last time. It does you the small but vital kindness of telling you which mission objectives have been completed and which still need to be fulfilled, as well as telling you when a mission is irrevocably failed. It also introduces optional objectives, so that casual players can keep the story going while completists try to collect every last point. And it has three difficulty levels to choose from rather than being permanently stuck on “Hard.”

TIE Fighter was released in July of 1994, five months before the long-awaited Wing Commander III, a four-CD extravaganza featuring a slate of established actors onscreen, among them Mark Hamill, Mr. Luke Skywalker himself. LucasArts’s game might have seemed scanty, even old-fashioned by comparison; it didn’t even ship on the wundermedium of CD at first, but rather on just five ordinary floppy disks. Yet it sold very well, and time has been much kinder to it than it has to Origins’s trendier production, which now seems somehow more dated than the likes of Pong. TIE Fighter, on the other hand, remains what it has always been: bright, pulpy, immersive, exciting, Star Warsy fun. It’s still my favorite space simulator of all time.

TIE Fighter


How could it be Star Wars without that iconic opening text crawl? TIE Fighter and its predecessor succeed brilliantly in feeling like these movies that define the adjective “iconic.” This extends to the sound design: the whoosh of passing spacecraft and closing pneumatic doors, the chatter of droids, the various themes of John Williams’s soundtrack… it’s all captured here with remarkable fidelity to the original. Of course, there are some differences: the sequence above is initially jarring because it’s accompanied by Williams’s ominous Imperial theme rather than the heroic main Rebel theme which we’ve been conditioned to expect.

One of the many places where TIE Fighter borrows from Wing Commander is in its commitment to a diegetic interface. You don’t choose what to do from a conventional menu; you decide whether you want to walk to the training simulator, briefing room, film room, etc.

The staff of LucasArts were big fans of Timothy Zahn’s Heir to the Empire trilogy of novels. Thus Grand Admiral Thrawn, the books’ most memorable character, shows up as a younger Imperial officer here.

TIE Fighter‘s in-flight graphics weren’t all that spectacular to look at even by the standards of their day, given that they were implemented in standard VGA rather than higher-resolution SVGA. Wing Commander III, which appeared the same year, did embrace SVGA, and looked much better for it. Luckily, TIE Fighter had other things working in its favor…

Having decided to present the most complex battles yet seen in a space simulator, TIE Fighter needed to provide new ways of keeping track of them if it was to remain playable. Thankfully, the developers were up to the task, devising a whole array of clever command-and-control tools for your use.

You wind up spending almost as much time fighting other Imperial factions as “Rebel scum.” Call it a cop-out if you must…

You fly the climactic final mission side by side with Darth Vader. Unable to secure the services of James Earl Jones to voice the role, LucasArts had to settle for a credible soundalike. (Ironically, Jones did agree to provide voice acting for a game in 1994, but it wasn’t this one: it was Access Software’s adventure game Under a Killing Moon. He reportedly took that gig at a discount because his son was a fan of Access’s games.)



Both X-Wing and TIE Fighter later received a “collector’s edition” on CD-ROM, which added voice acting everywhere and support for higher-resolution Super VGA graphics cards, and also bundled in a lot of additional content, in the form of the two expansions that had already been released for X-Wing, the single TIE Fighter expansion, and some brand new missions. These are the versions you’ll find on the digital storefronts of today.

Time has added a unique strain of nostalgia to these and the other early LucasArts Star Wars games. During their era there was still an innocent purity to Star Wars which would be lost forever when George Lucas decided to revive the franchise on the big screen at decade’s end. Those “prequel” films replaced swashbuckling adventure with parliamentary politics, whilst displaying to painful effect Lucas’s limitations as a director and screenwriter. In so thoroughly failing to recapture the magic of what had come before, they have only made memories of the freer, breezier Star Wars of old burn that much brighter in the souls of old-timers like me. LucasArts’s 1990s Star Wars games were among the last great manifestations of that old spirit. The best few of them at least — a group which most certainly includes TIE Fighter — remain well worth savoring today.

(Sources: the books How Star Wars Conquered the Universe by Chris Taylor, Droidmaker: George Lucas and the Digital Revolution by Michael Rubin, and the X-Wing and TIE Fighter Collector’s Edition strategy guides by Rusel DeMaria, David Wessman, and David Maxwell; Game Developer of February/March 1995 and April/May 1995; Compute! of March 1990; Computer Gaming World of April 1988, November 1988, October 1989, January 1990, September 1990, December 1990, November 1991, February 1992, September 1992, June 1993, October 1993, February 1994, October 1994, and July 1995; PC Zone of April 1993; Retro Gamer 116; LucasArts’s customer newsletter The Adventurer of Fall 1990, Spring 1991, Fall 1991, Spring 1992, Fall 1992, Spring 1993, and Summer 1994; Seattle Times of December 25 2017; Fortune of August 18 1997. Also useful was the Dev Game Club podcast’s interview with Lawrence Holland on January 11, 2017.

X-Wing and TIE Fighter are available as digital purchases on GOG.com.)

 
 

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Wing Commander II

If there was ever any doubt inside Origin Systems that Chris Roberts’s Wing Commander was destined to join Ultima as the company’s second great franchise, it was banished the moment the first game in the new series was released on September 26, 1990, and promptly sold by some accounts 100,000 copies in its first month on the market. Previously known as a maker of highly demanding CRPGs that were devoured by an exclusive audience of loyalists, Origin was suddenly the proud publisher of the game that absolutely everybody was talking about, regardless of what genre they usually favored. It was a strange turn of events, one that surprised Origin almost as much as it did the rest of their industry. Nevertheless, the company wouldn’t be shy about exploiting the buzz.

The first dribble in what would become a flood of additional Wing Commander product was born out of a planned “special edition” of the original game, to be sold only via direct mail order. Each numbered copy of the special edition was to be signed by Roberts and would include a baseball cap sporting the Wing Commander logo. To sweeten the deal, Roberts proposed that they also pull together some of the missions and spaceships lying around the office that hadn’t made the cut for the original game, string some story bits between them using existing tools and graphic assets, and throw that into the special-edition box as well.

But the commercial potential for the “mission disk” just kept growing as customers bought the original game, churned through the forty or so missions included therein, and came clamoring for more. Roberts, for one, was certain that mission disks should be cranked out in quantity and made available as widely as possible, likening them to all of the “adventure modules” he had purchased for tabletop Dungeons & Dragons as a kid. And so the profile of the so-called Secret Missions project kept growing, becoming first a standalone product available by direct order from Origin, and then a regular boxed product that was sold at retail, just like all their other games. “When I make the decision to purchase a product,” Roberts noted in his commonsense way, “I want to go to the store and buy it immediately. I don’t want to make a phone call and wait for someone to ship it to me.”

The add-on disk’s mission design wasn’t as good as that of the original game, which had already done a pretty good job of digging all of the potential out of the space-combat engine’s fairly limited bag of tricks. With no way of making the missions more interesting, the add-on settled for making them more difficult, throwing well-nigh absurd quantities of enemy spacecraft at the player. But it didn’t matter: players ate it up and kept right on begging for more. Origin obliged them again with Secret Missions 2, a somewhat more impressive outing that employed the engine which was in development for a standalone Wing Commander II, and was thereby able to add at least a few new wrinkles to the mission formula along with a more developed plot.

It was Wing Commander II itself, however, that everyone — not least among them Origin’s accountants — was really waiting for. Origin hoped to get the sequel out by June of 1991, just nine months after the first game. Chris Roberts, now installed as Origin’s “Director of New Technologies,” had been placed in charge of developing a true next-generation engine from scratch for use in the eventual Wing Commander III, and thus had a limited role in this interim step. Day-to-day responsibility for Wing Commander II passed into the hands of its “director” Stephen Beeman, [1]Stephen Beeman now lives as the woman Siobhan Beeman. As per my usual editorial policy on these matters, I refer to her as “he” and by her original name only to avoid historical anachronisms and to stay true to the context of the times. who had just finished filling the same role on Worlds of Ultima: The Savage Empire.

Beeman’s team of coders improved the space-combat engine in welcome ways. They properly accounted for the speed of the computer running the game, thus mostly fixing the speed issues which have dogged the first Wing Commander to this day. They added an innovative layer of adaptive artificial intelligence on the part of enemy ships, so that if the player flew and shot better the enemy did as well and vice versa, in an effort to remedy one of the primary complaints players had made about the Secret Missions disks in particular: that too many of the missions were just too darn hard. And they also created a whole new slate of ships to fight and to fly; most notable among them was the Broadsword, a lumbering torpedo bomber of a spaceship with rear- and side-facing gun turrets which the player could jump into and control.

Wing Commander II‘s most obvious new gameplay wrinkle is the Broadsword torpedo bomber, in which you can control gun turrets that shoot to the sides and behind. But it doesn’t work out all that well because your ship just keeps flying straight ahead, a clay pigeon for the Kilrathi, while you’re busy in the turret. I tend to ignore the existence of the turrets, and I suspect I’m not alone.

With Wing Commander II, Origin’s artists began using Autodesk 3D Studio. Jake Rodgers, the first 3D artist they hired to work with the new tool, had learned how to do so at an architecture firm. “After talking with Origin, I decided that creating spaceships sounded a lot more interesting than working on buildings,” he remembers. The actual game engine remained only pseudo-3D, but Rodgers and the artists he trained were able to use 3D Studio to make the sprites which represented the ships more detailed than ever, both in the game proper and in some very impressive animated cut scenes. The 3D revolution that was destined to have as huge an impact on the aesthetics of games as it would on the way they played was still a couple of years away from starting in earnest, but with the arrival of 3D Studio in Origin’s toolbox the first tentative steps were already being taken.

Wing Commander II introduces the possibility of good Kilrathi, thus softening some of the xenophobia of the first game. And yes, it remains completely impossible to take these flying Tony the Tigers seriously.

Most of all, though, Origin poured their energy into the story layer of the game — into all the stuff that happened when you weren’t actually sitting in the cockpit blowing up the evil Kilrathi. Wing Commander II: Vengeance of the Kilrathi took an approach to game design that could best be summed up as “give the people what they want.” With barely six months to bring the project to completion, Origin combed through all of the feedback they had received on the first game, looking to punch up the stuff that people had liked and to minimize or excise entirely the stuff they seemingly didn’t care so much about.

And they found out that what the people had really liked, alongside the spectacular graphics and sound, had been the feeling of playing the starring role in a rollicking science-fiction film. The people liked the interactions in the bar with their fellow pilots, the briefing scenes before each mission, and the debriefs afterward. They liked the characters of their fellow pilots, to whom they claimed an emotional bond that surprised even Chris Roberts. And they liked the idea of all of the missions they flew finding their context within a larger unfolding narrative of interstellar war — even if, taken on its own terms, the story of the first game was so vague as to barely exist at all. Faced with such a sketchy story, alongside a collection of characters that were often little more than ethnic stereotypes, players had happily spun more elaborate fictions in their minds, reading between lines the game’s developers had never drawn in the first place. For instance, some of them were convinced that Angel, the female Belgian pilot, secretly had the hots for the hero, something that came as news to everyone at Origin.

But there were other innovative aspects of the first game which, equally to Origin’s surprise, their customers were less keen on. The most noteworthy of these, and a consistent sore point with Chris Roberts in particular, was the lovingly crafted branching mission tree, in which the player’s success or failure affected the course of the war and thus what later missions she would be assigned. Despite all of Origin’s admonitions to the contrary, overwhelming evidence suggested that the vast majority of players replayed each mission until they’d managed to complete it successfully rather than taking their lumps and moving on. Roberts and his colleagues found this so frustrating not least because they had poured a lot of energy and money into missions which the majority of players were never even seeing. Yes, one might argue that this state of affairs was to a large extent Origin’s own fault, the natural byproduct of a design which assigned harder rather than easier missions as a consequence of failure, thus sending the honest but not terribly proficient player into a downward spiral of ever-increasing futility. Still, rather than remedy that failing Origin chose to prune their mission tree; while limited branching would still be possible, the success and failure paths would be merely slightly modified versions of the same narrative arc, and failing two mission series in a row would abruptly end the game. Origin wanted to tell a real story this time around, and that would be hard enough; they didn’t have time to make a bunch of branching stories.

Who would ever have guessed that the black pilot would be the one named Downtown?

Given the new emphasis on story, Stephen Beeman was fortunate to have at his disposal Ellen Guon, the very first professional writer ever to be hired by Origin. Guon came to the company from Sierra, where she had polished up the text in remakes of the first King’s Quest game and the educational title Mixed-Up Mother Goose. Before that, she had written for Saturday-morning cartoons, working for a time with Christy Marx, another cartoon veteran who would later wind up at Sierra, on Jem and the Holograms. She’d also seen some of her science-fiction and fantasy stories published in magazines and anthologies, and her first novel, a collaboration with the more established fantasy novelist Mercedes Lackey, was being published just as she was settling in at Origin. Beeman and Guon developed the initial script for Wing Commander II together, learning in the process that they had more in common than game development; Ellen Guon would eventually become Ellen Beeman.

Chris Roberts badly wanted not just a more developed story for the second game but a darker one, an Empire Strikes Back to contrast with the original game’s Star Wars. Beeman and Guon obliged him with a script that sees the Tiger’s Claw, the ship from which the player had flown and fought in the first game, destroyed in the opening moments of the second one by a Kilrathi strike force that, thanks to the secret stealth technology the flying tigers have developed, seems to come out of nowhere. The hero of the original game, who sported whatever name the player chose to give him but was universally known to the developers as “Bluehair” after the tint Origin’s artists gave to his coiffure, is flying a mission when it happens, and through a not-entirely-sensical chain of logic winds up being blamed for the tragedy. But the prosecution fails to prove his negligence or treasonous intent beyond a reasonable doubt at the court martial, and instead of winding up in prison he gets demoted and assigned to fly routine patrols with “Insystem Security” from a station way out in the middle of nowhere. Finally, after years of this boring duty, the Kilrathi unexpectedly come to his quiet little corner of the galaxy, and the “Coward of K’Tithrak Mang” — that being Bluehair — gets his shot at redemption, under circumstances that see him reunited with many of his old comrades-in-arms from Wing Commander I and its mission disks.

A rule of war movies applies here. If someone starts talking about her family…

The increased emphasis on storytelling — on cinematic storytelling — is all-pervasive. The original game played out in a predictable sequence: conversations in the bar would be followed by a mission briefing, which would be followed by the actual mission, which would be followed by the debrief. Now, the “movie” takes place anywhere and everywhere. In order to inject some cinematic drama into the mission themselves, Origin introduced cut scenes that can play at literally any time as they unfold.

Wing Commander II really is all about the story. It doesn’t want you to spend a lot of time working out how to beat each of the missions; it just wants to keep the plot train chugging down the track. Thus the new adaptive artificial intelligence, which keeps you from ever getting stuck on a mission you just can’t crack. At the same time, however, the selfsame artificial intelligence contrives to make sure that none of your victories are ever routine. “If you meet eight enemies and manage to take out the first seven,” noted Beeman, “the last ship’s intelligence is increased by a few notches. Engaging the last ship results in a really tough dogfight.” Wing Commander II is meant to be a relentless thrill ride like the movies that inspired it, and is always willing to put a thumb on either side of the scale to make sure it meets that ideal.

…and then starts talking about her impending retirement…

From a business standpoint — from that of making games that make money — Wing Commander II could serve as something of a role model even today. There was no trace of the indecision, over-ambition, and bets-hedging that so often lead projects astray. Stephen Beeman had a crystal-clear brief, and he achieved his goals with the same degree of clarity, bringing the project in only slightly over time and over budget — not a huge sin, considering that Origin’s original timing and budget had both been wildly overoptimistic. The important thing was that the game was done in plenty of time for Christmas, shipping on August 30, 1991, whereupon Origin was immediately rewarded with smashing reviews. Writing for Computer Gaming World, Alan Emrich optimistically said that the plot had begun “bridging the chasm from ‘genre pulp fiction’ to something that could be more accurately regarded as ‘art.'” Even more importantly, Wing Commander II became another smash hit. It sold its first 100,000 units in the United States in less than two months, and a truly remarkable 500,000 copies worldwide in its first six months.

…it can only end one way for her.

Yet in my opinion Wing Commander II hasn’t aged nearly as well as its predecessor. Today, the two games stand together as an object lesson in the ever-present conflict between narrative and interactivity. In gaining so much of the former, Wing Commander II loses far too much of the latter. Speaking at the time of the game’s release, Origin’s Warren Spector noted that “we’re still learning how to tell stories on the computer. We’re figuring out where we can be cinematic, and where trying to be cinematic just flat doesn’t work. We’re finding out where you want interaction, and where you want the player to sit back and watch the action.” It’s at these intersections between “being cinematic” and not being cinematic, between interaction and “sitting back and watching the action,” that Wing Commander II kind of falls apart for me.

I’m no fan of bloated, shaggy game designs, and generally think that a keen editor’s eye is one of the best attributes a designer can possess, yet I would hardly describe the original Wing Commander as over-complicated. In the second game, I miss the many things that have been excised as superfluous. I miss the little ersatz arcade game that lets you practice your skills; I miss winning medals and promotions as a result of my performance in the missions; I miss climbing the squadron leader board as I collect more and more kills. In the first game, your wingman could get killed in battle if you didn’t watch out for him properly, resulting in a funeral ceremony, a “KIA” next to his name on the leader board, and your having to fly all by yourself those subsequent missions that should have been earmarked for the two of you. This caused you, for both emotional and practical reasons, to care about the person you were flying with like any good wing leader should. In the second game, however, this too has been carved away. Your wingmen will now always bail out and be rescued if they get too badly shot up. They die only when the railroaded plot demands that they do so, accompanied by a suitably heroic cut scene, and there isn’t a damn thing you can do about it. Wing Commander II thus robs you of any real agency in what is supposed to be your story. Even the idea of a branching narrative, though poorly executed in the first game, could have been done better here instead of being tossed aside as just one more extraneous triviality.

After I published my articles on the first Wing Commander, commenter Jakub Stribrny described his experience with that game:

I decided to do one true honest playthrough. Just one life. If I got shot down, there was no loading the state. I had to start from the very beginning.

And that was when I discovered what the simulator was good for. Since I had only one life I had to make sure I was really prepared before each mission. So I devised a training plan for myself. An hour in the simulator before even attempting the first mission and then two simulator sessions between each subsequent mission. This proved very effective and I was able to clear almost the whole game. In the end I died just a few missions from the end when attempting to attack a group of Jalthi – fighters with extreme firepower – head-on. Stupid.

But I never got so much fun from gaming as when I really had to focus on what’s happening around me, cooperate with my wingman, carefully manage missile use, plan optimal routes between navigation points, and choose whether it’s still safe to ignore the blinking EJECT! light or it’s time to call it a day and survive to fight the battles of tomorrow. Or when I was limping to the home base with both cannons shot up and anxiously awaiting whether the badly damaged and glitching comms system would hold at least long enough for me to ask the carrier for landing clearance. My fighter failed me then and I had to eject in the end, but boy was that an experience.

Wing Commander II obviously pleased many players in its day, but it could never deliver an experience quite like this one. Nor, of course, was it meant to.

In the years that followed Wing Commander II‘s release, a cadre of designers and theorists would unite under the “games are not movies” banner, using this game and its successors as some of their favorite examples of offenders against all that is good and holy in ludology. But we need not become overly strident or pedantic, as so many of them have been prone to do. Rather than continuing to dwell on what was lost, we can try to judge Wing Commander II on its own terms, as the modestly interactive cinematic thrill ride it wants to be. I’m by no means willing to reject the notion that a game can succeed on these terms, provided that the story is indeed catching.

This is hands-down the funniest picture in Wing Commander II, almost as good as the Kilrathi helmets with the ears on top from the first game.

The problem for Wing Commander II from this perspective is that the story winds up being more Plan 9 from Outer Space than The Empire Strikes Back. No one — with, I suppose, the possible exception of Computer Gaming World‘s Mr. Emrich — is looking for deathless cinematic art from a videogame called Wing Commander II. Yet there is a level of craftsmanship that we ought to be able to expect from a game with this one’s stated ambitions, and Wing Commander II fails to clear even that bar.

Put bluntly, the story we get just doesn’t make a whole lot of sense. What exactly did Bluehair do to cause the destruction of the Tiger’s Claw, a tragedy for which only he among the carrier’s entire air group was blamed? Why was everyone so quick to believe that a decorated war hero had suddenly switched sides? Why on earth — excuse me, on Terra — would the Terran Confederation reassign someone widely suspected of high treason to even an out-of-the-way posting? And once the game proper gets going, why does Bluehair’s commander persist in believing that he’s a traitor even after he’s saved the life of said commander and everyone aboard his ship half a dozen times? And if the commander does still believe Bluehair is a traitor, why does he keep assigning him to vital missions in between bitching about what a traitor he is and how much it sucks to have him on his ship? Etc., etc.

Now, you could accuse me of over-analyzing the game’s action-movie screenplay, and you’d perhaps have a point. After all, Wing Commander‘s inspiration of Star Wars is hardly the most grounded narrative in the world. What I would also say in response, however, is that there’s a craft — a sleight of hand, if you will — to keeping the reader or viewer from focusing too much on a story’s incongruities. The writer or screenwriter accomplishes this by offering up compelling characters that are easy to root for or against and by keeping the excitement ever on the boil.

This game’s story makes me feel like Bluehair looks in this picture.

And here too Wing Commander II drops the ball. At the center of the action is the charisma vacuum that is Bluehair. The first game held back on characterizing him, letting the player imagine him to be the person she wished him to be. That can no longer work in the more developed narrative of the second game, but Origin still seems reluctant to fill in the lines of his character, with the result that he falls smack into an uncanny valley between the two classic models of the adventure-game protagonist: the fully fleshed-out individual whose personality the player is expected to assume, and the proverbial “nameless, faceless adventurer” that she can imagine to be herself. Bluehair becomes what my dear old dad would call a “lunk,” a monosyllabic non-presence who rarely has much to say beyond “Yes, Sir,” and “No, Sir.” It feels like a veritable soliloquy when he can manage to muster up an “I’m not guilty, sir. I won’t sign it!” or a “Go to hell, Jazz!” And when the romance subplot kicks in — duly following the stated desires of their players in this as in all things, Origin made Angel the love interest — it starts to get really painful. One does have to wonder why everyone is getting so hot and bothered over this guy of all people. Luke Skywalker — much less Han Solo — he definitely ain’t.

So, we might ask, how did we wind up here? How did one of the first Origin games to take advantage of real, professional writers not turn out at least a little bit better? A strong clue lives in a document that’s been made public by the website Wing Commander Combat Information Center. It’s the initial script for the game, as prepared by Ellen Guon and Stephen Beeman and completed on November 29, 1990, before production got underway in earnest. The version of the story found herein differs considerably from that found in the completed game. The story is more detailed, better explained, and richer all the way around, including a much more dynamic and assertive Bluehair. It might be instructive to compare the opening of the story as it was originally conceived with that of the finished game. Here’s how things started back in November of 1990:

Establishing shot — Tiger’s Claw floating in space.

Narration: CSS Tiger’s Claw, six months after the Vega Sector Campaign…

Establishing shot — Tiger’s Claw briefing room. We can’t tell yet who the commander is.

Bluehair: Okay, everyone, settle down…

Cut to Bluehair. Now we see that Bluehair is in Colonel Halcyon’s familiar position.

Bluehair: Pilots, I’d like to welcome you to the Tiger’s Claw. I’m Lieutenant Colonel Bluehair Ourhero, your new commanding officer. I hope everyone’s recovered from the farewell party for Paladin, Angel, Spirit, Iceman, and General Halcyon.

Hunter: An’ don’t forget that bloody lunatic, Maniac! They finally transferred ‘im to the psych ‘ospital.

Bluehair: Sad but true, Hunter. Now, pay close attention, pilots. We’ve just been assigned a top-priority mission, to spearhead a major raid deep into Kilrathi space to their sector command post in the K’Tithrak Mang system. The plan is to jump in with a few carriers and Marine transports, hit the starbase hard, then jump out.

Hunter: ‘nother bleedin’ starbase, eh?

Bluehair: (smiles) You got it, mate. Let’s just hope it’s as easy as the last one. Now, listen close, everyone. Knight and Bossman are Alpha Wing — check for enemy fighters at Nav 2 and 3. Kilroy and Sabra are Beta Wing…

Narration: You assign all the wings. All but one.

Bluehair: I saved the most important wing for last. Computer, display Kappa. On our way to the starbase, the Claw will pass close to the asteroid field at Nav 1. We don’t know what’s out there, so Hunter and I are going to sweep the rocks as the Claw begins its approach. We’ll either take out whatever we find or hightail it back here to warn the Claw. Any questions, pilots? Good. The Claw will complete her last jump in approximately seven minutes. Get ready for immediate launch. Dismissed.

Animation of crowd rising — different backs! Animation of Tiger’s Claw jumping.

Narration: K’Tithrak Mang system, deep within Kilrathi space.

Animation of launch-tube sequence.

Mission 0. This really should be a basically easy mission. However, just as Bluehair is returning to the action sphere that contains the Claw, we cut to a canned scene.

Bluehair: No!

The Tiger’s Claw floats in the medium distance. Close to us, three Kilrathi stealth fighters in a chevron uncloak, launch missiles, then peel off in different directions. The missiles impact the Claw and blow it to kingdom come.

Dust motes are zooming past us, as if we were headed into the starfield. Now a space station appears in the far distance, rapidly getting closer. We zoom in on this until we start moving around the station. As we do so, the planet Earth comes into view on one edge of the screen. The station itself remains center frame.

Narration: Confederation High Command, Terra system, six months after the destruction of the Tiger’s Claw.

Admiral Tolwyn presides over Bluehair’s court martial. A very formal-looking bench with seven dress-uniformed figures, Tolwyn in the middle, is in the back pane. Bluehair and his counsel are sitting at a table. Spot animations of camera drones with Klieg lights will help convey the information that this trial is based more on media image than justice.

Tolwyn: Lieutenant Colonel Ourhero, stand at attention. Lieutenant Colonel Ourhero, you stand accused of negligence, incompetence, and cowardice under fire. Your actions resulted in the death of 61,000 Confederation defenders. Despite your plea of not guilty and your ridiculous claim that the Kilrathi used some non-existent stealth technology, flying invisible ships past your position…

Bluehair: It’s true, sir.

Tolwyn: …you are obviously guilty of these crimes against the Confederation. But, fortunately for you, this court cannot prove your guilt. Our primary evidence, your black-box flight recorder, is missing from the Confed Security offices. Because of the lack of physical evidence, this court is required by law to dismiss your case. We find you not guilty of crimes against the Confederation. This court is adjourned. Lieutenant Colonel Ourhero, report to my office at once.

Establishing shot — Tolwyn’s office

Tolwyn: I wanted to talk to you in private, Bluehair. The court couldn’t convict you because of a technicality, but we all know the truth, Ourhero. You’re a coward and a traitor, and I’ll personally guarantee that you’ll never fly again. Your career with the Navy is over. As I assumed that you have some small amount of honor left, my secretary has drawn up your resignation papers…

Bluehair: I won’t resign, Admiral.

Tolwyn: What??

Bluehair: I’m not guilty, sir. I refuse to resign.

Tolwyn: Then I’ll offer you one more option, just because I never want to see your face again. I have a request from Insystem Security for a mid-ranked pilot. If you’ll accept a demotion to captain, it’s yours. Otherwise, pilot, you’re grounded for life.

Bluehair: I’ll accept the demotion, sir.

Tolwyn: Very well. Get out of here… and you’d better hope we never meet again, traitor.

Below you can see the finished game’s interpretation of the story’s opening beats.


Some of the choices made by the finished game, such as the decision to introduce the villain of the piece from the beginning rather than wait until some eight missions in, are valid enough in the name of punching up the anticipation and excitement. (One could, of course, still wish that said introduction had been written a bit better: “Speak of your plans, not of your toys.” What does that even mean?) In other places, however, the cuts made to the story have, even during this opening sequence, already gone deeper than trimming fat. Note, for instance, how the off-hand epithet of “traitor” which Admiral Tolwyn hurls at Bluehair in the initial script is taken to mean literal treason by the final game. And note how the shot showing the court martial to be a media circus, thus providing the beginning of an explanation as to why the powers that be have chosen to scapegoat one decorated pilot for a disastrous failure of a military operation, gets excised. Much more of that sort of subtlety — the sort of subtlety that makes the story told by the first draft a credible yarn within its action-movie template — will continue to be lost as the game progresses.

There’s no single villain we can point to who decided that Wing Commander II should be gutted, much less a smoking gun we can identify in the form of a single decision that made all the difference. The closest we can come to a money quote is this one from Chris Roberts, made just after the game’s release: “We learned some lessons. We tried to do too much in too little time. None of us had any idea that the game had grown so large.” Like politics, commercial game development has always been the art of the possible. Origin did the best they could with the time and money they had, and if what they came up with wasn’t quite the second coming of The Empire Strikes Back which Roberts had so wished for, it served its purpose well enough from a business perspective, giving gamers a much more concentrated dose of what they had found so entrancing in the first game and giving Origin the big hit which they needed in order to stay solvent.

Origin, you see, had a lot going on while Wing Commander II was in production, and this provides an explanation for the pressure to get it out so quickly. Much of the money the series generated was being poured into Ultima VII, a CRPG of a scale and scope the likes of which had never been attempted before, a project which became the first game at Origin — and possibly the first computer game ever — with a development budget that hit $1 million. Origin’s two series made for a telling study in contrasts. While Wing Commander II saw its scope of interactivity pared back dramatically from that of its predecessor, Ultima VII remained as formally as it was audiovisually ambitious. Wing Commander had become the cash cow, but it seemed that, for some at Origin anyway, the heart and soul of the company was still Ultima.

Origin thus continued to monetize Wing Commander like crazy to pay for their latest Ultima. In a cash grab that feels almost unbelievably blatant today, they shipped a separate “Speech Accessory Pack” simultaneously with the core game. It added digitized voices to a few cut scenes, such as the opening movie above, and let your wingmen and your Kilrathi enemies shout occasional canned phrases during missions. “You want to buy our new game?” said Origin. “Okay, that will be $50. Oh… you want to play the game with all of the sound? Well, that will cost you another $25.” Like so much else about Wing Commander II, the speech, voiced by members of the development team, is terminally cheesy today, but in its day the Speech Pack drove the purchase of the latest Sound Blaster cards, which were adept at handling such samples, just as the core game drove the purchase of the hottest new 80386-based computers. And then two more add-on mission disks, known this time as Special Operations 1 and 2, joined the core Wing Commander II and the Speech Pack on store shelves. Well before the second anniversary of the first game’s release, Origin had no fewer than seven boxes sporting the Wing Commander logo on said shelves: the two core games, the four add-on mission packs, and the Speech Pack. Few new gaming franchises have ever generated quite so much product quite so quickly.

Where it really counted, Wing Commander II delivered.

Of course, all this product was being generated for one reason only: because it sold. In 1991, with no new mainline Ultima game appearing and with the Worlds of Ultima spin-offs having flopped, the Wing Commander product line alone accounted for an astonishing 90 percent of Origin’s total revenue. Through that year and the one that followed, it remained undisputed as the biggest franchise in computer gaming, still the only games out there scratching an itch most publishers had never even realized that their customers had. The lessons Origin’s rivals would draw from all this success wouldn’t always be the best ones from the standpoint of games as a form of creative expression, but the first Wing Commander had, for better or for worse, changed the conversation around games forever. Now, Wing Commander II was piling on still more proof for the thesis that a sizable percentage of gamers really, really loved a story to provide context for game play — even if it was a really, really bad story. After plenty of false starts, the marriage of games and movies was now well and truly underway, and a divorce didn’t look likely anytime soon.

(Sources: the book Wing Commander I & II: The Ultimate Strategy Guide by Mike Harrison; Origin Systems’s internal newsletter Point of Origin from June 21 1991, August 7 1991, October 11 1991, October 25 1991, November 8 1991, January 17 1992, March 13 1992, and May 22 1992; Retro Gamer 59; Computer Gaming World of November 1991. Online sources include documents hosted at the Wing Commander Combat Information Center, US Gamer‘s profile of Chris Roberts, The Escapist‘s history of Wing Commander, Paul Dean’s interview with Chris Roberts, and an interview with Richard Garriott that was posted to Usenet in 1992.

Wing Commander I and II can be purchased in a package together with all of their expansion packs from GOG.com.)

Footnotes

Footnotes
1 Stephen Beeman now lives as the woman Siobhan Beeman. As per my usual editorial policy on these matters, I refer to her as “he” and by her original name only to avoid historical anachronisms and to stay true to the context of the times.
 

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From Wingleader to Wing Commander

No one at Origin had much time to bask in the rapturous reception accorded to Wingleader at the 1990 Summer Consumer Electronics Show. Their end-of-September deadline for shipping the game was now barely three months away, and there remained a daunting amount of work to be done.

At the beginning of July, executive producer Dallas Snell called the troops together to tell them that crunch time was beginning in earnest; everyone would need to work at least 55 hours per week from now on. Most of the people on the project only smiled bemusedly at the alleged news flash. They were already working those kinds of hours, and knew all too well that a 55-hour work week would probably seem like a part-timer’s schedule before all was said and done.

Dallas Snell

At the beginning of August, Snell unceremoniously booted Chris Roberts, the project’s founder, from his role as co-producer, leaving him with only the title of director. Manifesting a tendency anyone familiar with his more recent projects will immediately recognize, Roberts had been causing chaos on the team by approving seemingly every suggested addition or enhancement that crossed his desk. Snell, the brutal pragmatist in this company full of dreamers, appointed himself as Warren Spector’s new co-producer. His first action was to place a freeze on new features in favor of getting the game that currently existed finished and out the door. Snell:

The individuals in Product Development are an extremely passionate group of people, and I love that. Everyone is here because, for the most part, they love what they’re doing. This is what they want to do with their lives, and they’re very intense about it and very sensitive to your messing around with what they’re trying to accomplish. They don’t live for getting it done on time or having it make money. They live to see this effect or that effect, their visions, accomplished.

It’s always a continual antagonistic relationship between the executive producer and the development teams. I’m always the ice man, the ogre, or something. It’s not fun, but it gets the products done and out. I guess that’s why I have the room with the view. Anyway, at the end of the project, all of Product Development asked me not to get that involved again.

One problem complicating Origin’s life enormously was the open architecture of MS-DOS, this brave new world they’d leaped into the previous year. Back in the Apple II days, they’d been able to write their games for a relatively static set of hardware requirements, give or take an Apple IIGS running in fast mode or a Mockingboard sound card. The world of MS-DOS, by contrast, encompassed a bewildering array of potential hardware configurations: different processors, different graphics and sound cards, different mice and game controllers, different amounts and types of memory, different floppy-disk formats, different hard-disk capacities. For a game like Wingleader, surfing the bleeding edge of all this technology but trying at the same time to offer at least a modicum of playability on older setups, all of this variance was the stuff of nightmares. Origin’s testing department was working 80-hour weeks by the end, and, as we’ll soon see, the final result would still leave plenty to be desired from a quality-control perspective.

As the clock was ticking down toward release, Origin’s legal team delivered the news that it probably wouldn’t be a good idea after all to call the game Wingleader — already the company’s second choice for a name — thanks to a number of existing trademarks on the similar “Wingman.” With little time to devote to yet another naming debate, Origin went with their consensus third choice of Wing Commander, which had lost only narrowly to Wingleader in the last vote. This name finally stuck. Indeed, today it’s hard to imagine Wing Commander under any other name.

The game was finished in a mad frenzy that stretched right up to the end; the “installation guide” telling how to get it running was written and typeset from scratch in literally the last five hours before the whole project had to be packed into a box and shipped off for duplication. That accomplished, everyone donned their new Wing Commander baseball caps and headed out to the front lawn for Origin’s traditional ship-day beer bash. There Robert Garriott climbed onto a picnic table to announce that all of Chris Roberts’s efforts in creating by far the most elaborate multimedia production Origin had ever released had been enough to secure him, at long last, an actual fast job at the company. “As of 5 P.M. this afternoon,” said Garriott, “Chris is Origin’s Director of New Technologies. Congratulations, Chris, and welcome to the Origin team.” The welcome was, everyone had to agree, more than a little belated.

We’ll turn back to Roberts’s later career at Origin in future articles. At this point, though, this history of the original Wing Commander must become the story of the people who played it rather than that of the people who created it. And, make no mistake, play it the people did. Gamers rushed to embrace what had ever since that Summer CES show been the most anticipated title in the industry. Roberts has claimed that Wing Commander sold 100,000 copies in its first month, a figure that would stand as ridiculous if applied to just about any other computer game of the era, but which might just be ridiculous enough to be true in the case of Wing Commander. While hard sales figures for the game or the franchise it would spawn have never to my knowledge been made public, I can feel confident enough in saying that sales of the first Wing Commander soared into the many, many hundreds of thousands of units. The curse of Ultima was broken; Origin now had a game which had not just become a hit in spite of Ultima‘s long shadow, they had a game which threatened to do the unthinkable — to overshadow Ultima in their product catalog. Certainly all indications are that Wing Commander massively outsold Ultima VI, possibly by a factor of two to one or more. It would take a few years, until the release of Doom in 1993, for any other name to begin to challenge that of Wing Commander as the most consistent money spinner in American computer gaming.

But why should that have been? Why should this particular game of all others have become such a sensation? Part of the reason must be serendipitous timing. During the 1990s as in no decade before or since, the latest developments in hardware would drive sales of games that could show them off to best effect, and Wing Commander set the stage for this trend. Released at a time when 80386-based machines with expanded memory, sound cards, and VGA graphics were just beginning to enter American homes in numbers, Wing Commander took advantage of all those things like no other game on the market. It benefited enormously from this singularity among those who already owned the latest hardware setups, while causing yet many more jealous gamers who hadn’t heretofore seen a need to upgrade to invest in hot machines of their own — the kind of virtuous circle to warm any capitalist’s heart.

Yet there was also something more going on with Wing Commander than just a cool-looking game for showing off the latest hardware, else it would have suffered the fate of the slightly later bestseller Myst: that of being widely purchased, but very rarely actually, seriously played. Unlike the coolly cerebral Myst, Wing Commander was a crowd-pleaser from top to bottom, with huge appeal, even beyond its spectacular audiovisuals, to anyone who had ever thrilled to the likes of a Star Wars film. It was, in other words, computerized entertainment for the mainstream rather than for a select cognoscenti. Just as all but the most incorrigible snobs could have a good time at a Star Wars showing, few gamers of any stripe could resist the call of Wing Commander. In an era when the lines of genre were being drawn more and more indelibly, one of the most remarkable aspects of Wing Commander‘s reception is the number of genre lines it was able to cross. Whether they normally preferred strategy games or flight simulators, CRPGs or adventures, everybody wanted to play Wing Commander.

At a glance, Chris Roberts’s gung-ho action movie of a game would seem to be rather unsuited for the readership of Computer Gaming World, a magazine that had been born out of the ashes of the tabletop-wargaming culture of the 1970s and was still beholden most of all to computer games in the old slow-paced, strategic grognard tradition. Yet the magazine and its readers loved Wing Commander. In fact, they loved Wing Commander as they had never loved any other game before. After reaching the number-one position in Computer Gaming World‘s readers’ poll in February of 1991, it remained there for an unprecedented eleven straight months, attaining already in its second month on top the highest aggregate score ever recorded for a game. When it was finally replaced at number one in January of 1992, the replacement was none other than the new Wing Commander IIWing Commander I then remained planted right there behind its successor at number two until April, when the magazine’s editors, needing to make room for other games, felt compelled to “retire” it to their Hall of Fame.

In other places, the huge genre-blurring success of Wing Commander prompted an identity crisis. Shay Addams, adventure-game solver extraordinaire, publisher of the Questbusters newsletter and the Quest for Clues series of books, received so many requests to cover Wing Commander that he reported he had been “on the verge of scheduling a brief look” at it. But in the end, he had decided a little petulantly, it “is just a shoot-em-up-in-space game in which the skills necessary are vastly different from those required for completing a quest. (Then again, there is always the possibility of publishing Simulationbusters.)” The parenthetical may have sounded like a joke, but Addams apparently meant it seriously – or, at least, came to mean it seriously. The following year, he started publishing a sister newsletter to Questbusters called Simulations!. It’s hard to imagine him making such a decision absent the phenomenon that was Wing Commander.

So, there was obviously much more to Wing Commander than a glorified tech demo. If we hope to understand what its secret sauce might have been, we need to look at the game itself again, this time from the perspective of a player rather than a developer.

One possibility can be excised immediately. The “space combat simulation” part of the game — i.e., the game part of the game — is fun today and was graphically spectacular back in 1990, but it’s possessed of neither huge complexity nor the sort of tactical or strategic interest that would seem to be required of a title that hoped to spend eleven months at the top of the Computer Gaming World readers’ charts. Better graphics and embodied approach aside, it’s a fairly commonsense evolution of Elite‘s combat engine, complete with inertia and sounds in the vacuum of space and all the other space-fantasy trappings of Star Wars. If we hope to find the real heart of the game’s appeal, it isn’t here that we should look, but rather to the game’s fiction — to the movie Origin Systems built around Chris Roberts’s little shoot-em-up-in-space game.

Wing Commander casts you as an unnamed young pilot, square-jawed and patriotic, who has just been assigned to the strike carrier Tiger’s Claw, out on the front lines of humanity’s war against the vicious Kilrathi, a race of space-faring felines. (Cat lovers should approach this game with caution!) Over the course of the game, you fly a variety of missions in a variety of star systems, affecting the course of the wider war as you do so in very simple, hard-branching ways. Each mission is introduced via a briefing scene, and concluded, if you make it back alive, with a debriefing. (If you don’t make it back alive, you at least get the rare pleasure of watching your own funeral.) Between missions, you can chat with your fellow pilots and a friendly bartender in the Tiger’s Claw‘s officers lounge, play on a simulator in the lounge that serves as the game’s training mode, and keep track of your kill count along with that of the other pilots on the squadron blackboard. As you fly missions and your kill count piles up, you rise through the Tiger’s Claw‘s hierarchy from an untested rookie to the steely-eyed veteran on which everyone else in your squadron depends. You also get the chance to fly several models of space-borne fighters, each with its own flight characteristics and weapons loadouts.

A mission briefing.

The inspirations for Wing Commander as a piece of fiction aren’t hard to find in either the game itself or the many interviews Chris Roberts has given about it over the years. Leaving aside the obvious influence of Star Wars on the game’s cinematic visuals, Wing Commander fits most comfortably into the largely book-bound sub-genre of so-called “military science fiction.” A tradition which has Robert Heinlein’s 1959 novel Starship Troopers as its arguable urtext, military science fiction is less interested in the exploration of strange new worlds, etc., than it is in the exploration of possible futures of warfare in space.

There isn’t much doubt where Wing Commander‘s historical inspiration lies.

Because worldbuilding is hard and extrapolating the nitty-gritty details of future modes of warfare is even harder, much military science fiction is built out of thinly veiled stand-ins for the military and political history of our own little planet. So, for example, David Weber’s long-running Honor Harrington series transports the Napoleonic Wars into space, while Joe Haldeman’s The Forever War — probably the sub-genre’s best claim to a work of real, lasting literary merit — is based largely on the author’s own experiences in Vietnam. Hewing to this tradition, Wing Commander presents a space-borne version of the grand carrier battles which took place in the Pacific during World War II — entirely unique events in the history of human warfare and, as this author can well attest, sheer catnip to any young fellow with a love of ships and airplanes and heroic deeds and things that go boom. Wing Commander shares this historical inspiration with another of its obvious fictional inspirations, the fun if terminally cheesy 1978 television series Battlestar Galactica. (Come to think of it, much the same description can be applied to Wing Commander.)

Sparkling conversationalists these folks aren’t.

Wing Commander is also like Battlestar Galactica in another respect: it’s not so much interested in constructing a detailed technological and tactical framework for its vision of futuristic warfare — leave that stuff to the books! — as it is in choosing whatever thing seems coolest at any given juncture. We know nothing really about how or why any of the stuff in the game works, just that’s it’s our job to go out and blow stuff up with it. Nowhere is that failing, if failing it be, more evident than in the very name of the game. “Wing Commander” is a rank in the Royal Air Force and those of Commonwealth nations denoting an officer in charge of several squadrons of aircraft. It’s certainly not an appropriate designation for the role you play here, that of a rookie fighter pilot who commands only a single wingman. This Wing Commander is called Wing Commander strictly because it sounds cool.

In time, Origin’s decision to start hiring people to serve specifically in the role of writer would have a profound effect on the company’s games, but few would accuse this game, one of Origin’s first with an actual, dedicated “lead writer,” of being deathless fiction. To be fair to David George, it does appear that he spent the majority of his time drawing up the game’s 40 missions, serving in a role that would probably be dubbed “scenario designer” or “level designer” today rather than “writer.” And  it’s not as if Chris Roberts’s original brief gave him a whole lot to work with. This is, after all, a game where you’re going to war against a bunch of anthropomorphic house cats. (Our cat told me she thought about conquering the galaxy once or twice, but she wasn’t sure she could fit it into the three hours per day she spends awake.) The Kilrathi are kind of… well, there’s just no getting around it, is there? The whole Kilrathi thing is pretty stupid, although it does allow your fellow pilots to pile on epithets like “fur balls,” “fleabags,” and, my personal favorite, “Killie-cats.”

Said fellow pilots are themselves a collection of ethnic stereotypes so over-the-top as to verge on the offensive if it wasn’t so obvious that Origin just didn’t have a clue. Spirit is Japanese, so of course she suffixes every name with “-san” or “-sama” even when speaking English, right? And Angel is French, so of course she says “bonjour” a lot, right? Right?

My second favorite Wing Commander picture comes from the manual rather than the game proper. Our cat would look precisely this bitchy if I shoved her into a spacesuit.

Despite Chris Roberts’s obvious and oft-stated desire to put you into an interactive movie, there’s little coherent narrative arc to Wing Commander, even by action-movie standards. Every two to four missions, the Tiger’s Claw jumps to some other star system and some vague allusion is made to the latest offensive or defensive operation, but there’s nothing to really hang your hat on in terms of a clear unfolding narrative of the war. A couple of cut scenes do show good or bad events taking place elsewhere, based on your performance in battle — who knew one fighter pilot could have so much effect on the course of a war? — but, again, there’s just not enough detail to give a sense of the strategic situation. One has to suspect that Origin didn’t know what was really going on any better than the rest of us.

My favorite Wing Commander pictures, bar none. What I love best about these and the picture above is the ears on the helmets. And what I love best about the ears on the helmets is that there’s no apparent attempt to be cheeky or funny in placing them there. (One thing this game is totally devoid of is deliberate humor. Luckily, there’s plenty of non-deliberate humor to enjoy.) Someone at Origin said, “Well, they’re cats, so they have to have space in their helmets for their ears, right?” and everyone just nodded solemnly and went with it. If you ask me, nothing illustrates Wing Commander‘s charming naivete better than this.

In its day, Wing Commander was hugely impressive as a technological tour de force, but it’s not hard to spot the places where it really suffered from the compressed development schedule. There’s at least one place, for example, where your fellow pilots talk about an event that hasn’t actually happened yet, presumably due to last minute juggling of the mission order. More serious are the many and varied glitches that occur during combat, from sound drop-outs to the occasional complete lock-up. Most bizarrely of all to our modern sensibilities, Origin didn’t take the time to account for the speed of the computer running the game. Wing Commander simply runs flat-out all the time, as fast as the hosting computer can manage. This delivered a speed that was just about perfect on a top-of-the-line 80386-based machine of 1990, but that made it effectively unplayable on the next generation of 80486-based machines that started becoming popular just a couple of years later; this game was definitely not built with any eye to posterity. Wing Commander would wind up driving the development of so-called “slowdown” programs that throttled back later hardware to keep games like this one playable.

Still, even today Wing Commander remains a weirdly hard nut to crack in this respect. For some reason, presumably involving subtle differences between real and emulated hardware, it’s impossible to find an entirely satisfactory speed setting for the game in the DOSBox emulator. A setting which seems perfect when flying in open space slows down to a crawl in a dogfight; a setting which delivers a good frame rate in a dogfight is absurdly fast when fewer other ships surround you. The only apparent solution to the problem is to adjust the DOSBox speed settings on the fly as you’re trying not to get shot out of space by the Kilrathi — or, perhaps more practically, to just find something close to a happy medium and live with it. One quickly notices when reading about Wing Commander the wide variety of opinions about its overall difficulty, from those who say it’s too easy to those who say it’s way too hard to those who say it’s just right. I wonder whether this disparity is down to the fact that, thanks to the lack of built-in throttling, everyone is playing a slightly different version of the game.

The only thing worse than being a cat lover in this game is being a pacifist. And everyone knows cats don’t like water, Shotglass… sheesh.

It becomes clear pretty quickly that the missions are only of a few broad types, encompassing patrols, seek-and-destroy missions, and escort missions (the worst!), but the context provided by the briefings keeps things more interesting than they might otherwise be, as do the variety of spacecraft you get to fly and fight against. The mission design is pretty good, although the difficulty does ebb and spike a bit more than it ideally might. In particular, one mission found right in the middle of the game — the second Kurosawa mission, for those who know the game already — is notorious for being all but impossible. Chris Roberts has bragged that the missions in the finished game “were exactly the ones that Jeff George designed on paper — we didn’t need to do any balancing at all!” In truth, I’m not sure the lack of balancing isn’t a bug rather than a feature.

Um, yes. I’m standing here, aren’t I? Should this really be a judgment call?

Roberts’s decision to allow you to take your lumps and go on even when you fail at a mission was groundbreaking at the time. Yet, having made this very progressive decision, he then proceeded to implement it in the most regressive way imaginable. When you fail in Wing Commander, the war as a whole goes badly, thanks again to that outsize effect you have upon it, and you get punished by being forced to fly against even more overwhelming odds in inferior fighters. Imagine, then, what it’s like to play Wing Commander honestly, without recourse to save games, as a brand new player. Still trying to get your bearings as a rookie pilot, you don’t perform terribly well in the first two or three missions. In response, your commanding officer delivers a constant drumbeat of negative feedback, while the missions just keep getting harder and harder at what feels like an almost exponential pace, ensuring that you continue to suck every time you fly. By the time you’ve failed at 30 missions and your ineptitude has led to the Tiger’s Claw being chased out of the sector with its (striped?) tail between its legs, you might just need therapy to recover from the experience.

What ought to happen, of course, is that failing at the early missions should see you assigned to easier rather than harder ones — no matter the excuse; Origin could make something up on the fly, as they so obviously did so much of the game’s fiction — that give you a chance to practice your skills. Experienced, hardcore players could still have their fun by trying to complete the game in as few missions as possible, while newcomers wouldn’t have to feel like they were enduring a hazing ritual. Or, if such an elegant solution wasn’t possible, Origin could at least have given us player-selectable difficulty levels.

As it is, the only practical way to play as a newcomer is to ignore all of Origin’s exhortations to play honestly and just keep reloading until you successfully complete each mission; only in this way can you keep the escalating difficulty manageable. (The one place where I would recommend that you take your lumps and continue is in the aforementioned second Kurosawa mission. Losing here will throw you briefly off-track, but the missions that follow aren’t too difficult, and it’s easier to play your way to victory through them than to try to beat Mission Impossible.) This approach, it should be noted, drove Chris Roberts crazy; he considered it nothing less than a betrayal of the entire premise around which he’d designed his game. Yet he had only himself to blame. Like much in Wing Commander, the discrepancy between the game Roberts wants to have designed and the one he’s actually designed speaks to the lack of time to play it extensively before its release, and thereby to shake all these problems out.

And yet. And yet…

Having complained at such length about Wing Commander, I find myself at something of an impasse, in that my overall verdict on the game is nowhere near as negative as these complaints would imply. It’s not even a case of Wing Commander being, like, say, most of the Ultima games, a groundbreaking work in its day that’s a hard sell today. No, Wing Commander is a game I continue to genuinely enjoy despite all its obvious problems.

In writing about all these old games over the years, I’ve noticed that those titles I’d broadly brand as classics and gladly recommend to contemporary players tend to fall into two categories. There are games like, say, The Secret of Monkey Island that know exactly what they’re trying to do and proceed to do it all almost perfectly, making all the right choices; it’s hard to imagine how to improve these games in any but the tiniest of ways within the context of the technology available to their developers. And then there are games like Wing Commander that are riddled with flaws, yet still manage to be hugely engaging, hugely fun, almost in spite of themselves. Who knows, perhaps trying to correct all the problems I’ve spent so many words detailing would kill something ineffably important in the game. Certainly the many sequels and spinoffs to the original Wing Commander correct many of the failings I’ve described in this article, yet I’m not sure any of them manage to be a comprehensively better game. Like so many creative endeavors, game design isn’t a zero-sum game. Much as I loathe the lazy critic’s cliché “more than the sum of its parts,” it feels hard to avoid it here.

It’s true that many of my specific criticisms have an upside to serve as a counterpoint. The fiction may be giddy and ridiculous, but it winds up being fun precisely because it’s so giddy and ridiculous. This isn’t a self-conscious homage to comic-book storytelling of the sort we see so often in more recent games from this Age of Irony of ours. No, this game really does think this stuff it’s got to share with you is the coolest stuff in the world, and it can’t wait to get on with it; it lacks any form of guile just as much as it does any self-awareness. In this as in so many other senses, Wing Commander exudes the personality of its creator, helps you to understand why it was that everyone at Origin Systems so liked to have this high-strung, enthusiastic kid around them. There’s an innocence about the game that leaves one feeling happy that Chris Roberts was steered away from his original plans for a “gritty” story full of moral ambivalence; one senses that he wouldn’t have been able to do that anywhere near as well as he does this. Even the Kilrathi enemies, silly as they are, take some of the sting out of war; speciesist though the sentiment may be, at least it isn’t people you’re killing out there. Darned if the fiction doesn’t win me over in the end with its sheer exuberance, all bright primary emotions to match the bright primary colors of the VGA palette. Sometimes you’re cheering along with it, sometimes you’re laughing at it, but you’re always having a good time. The whole thing is just too gosh-darned earnest to annoy me like most bad writing does.

Even the rogue’s gallery of ethnic stereotypes that is your fellow pilots doesn’t grate as much as it might. Indeed, Origin’s decision to include lots of strong, capable women and people of color among the pilots should be applauded. Whatever else you can say about Wing Commander, its heart is almost always in the right place.

Winning a Golden Sun for “surviving the destruction of my ship.” I’m not sure, though, that “sacrificing my vessel” was really an act of bravery, under the circumstances. Oh, well, I’ll take whatever hardware they care to give me.

One thing Wing Commander understands very well is the value of positive reinforcement — the importance of, as Sid Meier puts it, making sure the player is always the star of the show. In that spirit, the kill count of even the most average player will always advance much faster on the squadron’s leader board than that of anyone else in the squadron. As you play through the missions, you’re given promotions and occasionally medals, the latter delivered amidst the deafening applause of your peers in a scene lifted straight from the end of the first Star Wars film (which was in turn aping the Nuremberg Rally shown in Triumph of the Will, but no need to think too much about that in this giddy context). You know at some level that you’re being manipulated, just as you know the story is ridiculous, but you don’t really care. Isn’t this feeling of achievement a substantial part of the reason that we play games?

Another thing Wing Commander understands — or perhaps stumbled into accidentally thanks to the compressed development schedule — is the value of brevity. Thanks to the tree structure that makes it impossible to play all 40 missions on any given run-through, a typical Wing Commander career spans no more than 25 or 30 missions, most of which can be completed in half an hour or so, especially if you use the handy auto-pilot function to skip past all the point-to-point flying and just get to the places where the shooting starts. (Personally, I prefer the more organic feel of doing all the flying myself, but I suspect I’m a weirdo in this as in so many other respects.) The relative shortness of the campaign means that the game never threatens to run into the ground the flight engine’s rather limited box of tricks. It winds up leaving you wanting more rather than trying your patience. For all these reasons, and even with all its obvious problems technical and otherwise, Wing Commander remains good fun today.

Which doesn’t of course mean that any self-respecting digital antiquarian can afford to neglect its importance to gaming history. The first blockbuster of the 1990s and the most commercially dominant franchise in computer gaming until the arrival of Doom in 1993 shook everything up yet again, Wing Commander can be read as cause or symptom of the changing times. There was a sense even in 1990 that Wing Commander‘s arrival, coming so appropriately at the beginning of a new decade, marked a watershed moment, and time has only strengthened that impression. Chris Crawford, this medium’s eternal curmudgeon — every creative field needs one of them to serve as a corrective to the hype-merchants — has accused Wing Commander of nothing less than ruining the culture of gaming for all time. By raising the bar so high on ludic audiovisuals, runs his argument, Wing Commander dramatically raised the financial investment necessary to produce a competitive game. This in turn made publishers, reluctant to risk all that capital on anything but a sure bet, more conservative in the sorts of projects they were willing to approve, causing more experimental games with only niche appeal to disappear from the market. “It became a hit-driven industry,” Crawford says. “The whole marketing strategy, economics, and everything changed, in my opinion, much for the worse.”

There’s some truth to this assertion, but it’s also true that publishers had been growing more conservative and budgets had been creeping upward for years before Wing Commander. By 1990, Infocom’s literary peak was years in the past, as were Activison’s experimental period and Electronic Arts’s speculations on whether computers could make you cry. In this sense, then, Wing Commander can be seen as just one more point on a trend line, not the dramatic break which Crawford would claim it to be. Had it not come along when it did to raise the audiovisual bar, something else would have.

Where Wing Commander does feel like a cleaner break with the past is in its popularizing of the use of narrative in a traditionally non-narrative-driven genre. This, I would assert, is the real source of the game’s appeal, then and now. The shock and awe of seeing the graphics and hearing the sound and music for the first time inevitably faded even back in the day, and today of course the whole thing looks garish and a little kitschy with those absurdly big pixels. And certainly the space-combat game alone wasn’t enough to sustain obsessive devotion back in the day, while today the speed issues can at times make it more than a little exasperating to actually play Wing Commander at all. But the appeal of, to borrow from Infocom’s old catch-phrase, waking up inside a story — waking up inside a Star Wars movie, if you like — and being swept along on a rollicking, semi-interactive ride is, it would seem, eternal. It may not have been the reason most people bought Wing Commander in the early 1990s — that had everything to do with those aforementioned spectacular audiovisuals — but it was the reason they kept playing it, the reason it remained the best single computer game in the country according to Computer Gaming World‘s readers for all those months. Come for the graphics and sound, stay for the story. The ironic aspect of all this is that, as I’ve already noted, Wing Commander‘s story barely qualified as a story at all by the standards of conventional fiction. Yet, underwhelming though it was on its own merits, it worked more than well enough in providing structure and motivation for the individual missions.

The clearest historical antecedent to Wing Commander must be the interactive movies of Cinemaware, which had struggled to combine cinematic storytelling with modes of play that departed from traditional adventure-game norms throughout the second half of the 1980s, albeit with somewhat mixed success. John Cutter, a designer at Cinemaware, has described how Bob Jacob, the company’s founder and president, reacted to his first glimpse of Wing Commander: “I don’t think I’ve ever seen him look so sad.” With his company beginning to fall apart around him, Jacob had good reason to feel sad. He least of all would have imagined Origin Systems — they of the aesthetically indifferent CRPG epics — as the company that would carry the flag of cinematic computer gaming forward into the new decade, but the proof was right there on the screen in front of him.

There are two accounts, both of them true in their way, to explain how the adventure game, a genre that in the early 1990s was perhaps the most vibrant and popular in computer gaming, ended the decade an irrelevancy to gamers and publishers alike. One explanation, which I’ve gone into a number of times already on this blog, focuses on a lack of innovation and, most of all, a lack of good design practices among far too many adventures developers; these lacks left the genre identified primarily with unfun pixel hunts and illogical puzzles in the minds of far too many players. But another, more positive take on the subject says that adventure games never really went away at all: their best attributes were rather merged into other genres. Did adventure games disappear or did they take over the world? As in so many cases, the answer depends on your perspective. If you focus on the traditional mechanics of adventure games — exploring landscapes and solving puzzles, usually non-violently — as their defining attributes, the genre did indeed go from thriving to all but dying in the course of about five years. If, on the other hand, you choose to see adventure games more broadly as games where you wake up inside a story, it can sometimes seem like almost every game out there today has become, whatever else it is, an adventure game.

Wing Commander was the first great proof that many more players than just adventure-game fans love story. Players love the way a story can make them feel a part of something bigger as they play, and, more prosaically but no less importantly, they love the structure it can give to their play. One of the dominant themes of games in the 1990s would be the injection of story into genres which had never had much use for it before: the unfolding narrative of discovery built into the grand-strategy game X-COM, the campaign modes of the real-time-strategy pioneers Warcraft and Starcraft, the plot that gave meaning to all the shooting in Half-Life. All of these are among the most beloved titles of the decade, spawning franchises that remain more than viable to this day. One has to assume this isn’t a coincidence. “The games I made were always about narrative because I felt that was missing for me,” says Chris Roberts. “I wanted that sense of story and progression. I felt like I wasn’t getting that in games. That was one of my bigger drives when I was making games, was to get that, that I felt like I really wanted and liked from other media.” Clearly many others agreed.

(Sources: the books Wing Commander I and II: The Ultimate Strategy Guide by Mike Harrison and Game Design Theory and Practice by Richard Rouse III; Retro Gamer 59 and 123; Questbusters of July 1989, August 1990, and April 1991; Computer Gaming World of September 1989 and November 1992; Amiga Computing of December 1988. Online sources include documents hosted at the Wing Commander Combat Information Center, US Gamer‘s profile of Chris Roberts, The Escapist‘s history of Wing Commander, Paul Dean’s interview with Chris Roberts, and Matt Barton’s interview with George “The Fat Man” Sanger. Last but far from least, my thanks to John Miles for corresponding with me via email about his time at Origin, and my thanks to Casey Muratori for putting me in touch with him.

Wing Commander I and II can be purchased in a package together with all of their expansion packs from GOG.com.)

 
 

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From Squadron to Wingleader

Chris Roberts and Richard Garriott, 1988

At the Summer Consumer Electronics Show in June of 1989, Origin Systems and Brøderbund Software announced that they wouldn’t be renewing the distribution contract the former had signed with the latter two years before. It was about as amicable a divorce as has ever been seen in the history of business; in this respect, it could hardly have stood in greater contrast to the dust-up that had ended Origin’s relationship with Electronic Arts, their previous distributor, in 1987. Each company was full of rosy praise and warm wishes for the other at a special “graduation party” Brøderbund threw for Origin at the show. “Brøderbund has been one of the few affiliated-label programs that truly helps a small company grow to a size where it can stand on its own and enter the real world,” said Origin’s Robert Garriott, making oblique reference to the more predatory approach of Electronic Arts. In response, Brøderbund’s Gary Carlston toasted that “it’s been rewarding to have helped Origin pursue its growth, and it’s exciting to see the company take this step,” confirming yet one more time Brøderbund’s well-earned reputation as the nice guys of their industry who somehow kept managing to finish first. And so, with a last slap on the rump and a final chorus of “Kumbaya,” Brøderbund sent Origin off to face the scary “world of full-service software publishing” alone.

It was a bold step for Origin, especially given that they still hadn’t solved a serious problem that had dogged them since their founding in the Garriott brothers’ family garage six years earlier. The first two games released by the young company back in 1983 had been Ultima III, the latest installment in Richard Garriott’s genre-defining CRPG series, and Caverns of Callisto, an action game written by Richard’s high-school buddy Chuck Bueche. Setting the frustrating pattern for what was to come, Ultima III soared up the bestseller charts, while Caverns of Callisto disappeared without a trace. In the years that followed, Origin released some non-Ultima games that were moderately successful, but never came close to managing a full-on hit outside of their signature franchise. This failure left them entirely dependent for their survival on Richard Garriott coming up with a new and groundbreaking Ultima game every couple of years, and on that game then proceeding to sell over 200,000 copies. Robert Garriott, as shrewd a businessman as any in his industry, knew that staking his company’s entire future on a single game every two years was at best a risky way to run things. Yet, try as he might, he couldn’t seem to break the pattern.

Origin had a number of factors working against them in their efforts to diversify, but the first and most ironic among them must be the very outsize success of Ultima itself. The company had become so identified with Ultima that many gamers barely realized that they did anything else. As for other folks working in the industry, they had long jokingly referred to Origin Systems as “Ultima Systems.” Everyone knew that the creator of Ultima was also the co-founder of Origin, and the brother of the man who directed its day-to-day operations. In such a situation, there must be a real question of whether any other game project, even a potentially great one, could avoid being overshadowed by the signature franchise, could find enough oxygen to thrive. Added to these concerns, which would be applicable to any company in such a situation, must be the unique nature of the cast of characters at Origin. Richard Garriott’s habit of marching around trade-show floors in full Lord British regalia, his entourage in tow, didn’t always endear him to the rest of the industry. There were, it sometimes seemed, grounds to question whether Richard himself knew that he wasn’t actually a monarch, just a talented kid from suburban Houston with nary a drop of royal blood coursing through his veins. At times, Origin Systems could feel perilously close to a cult of personality. Throw in the company’s out-of-the-way location in Austin, Texas, and attracting really top-flight projects became quite a challenge for them.

So, when it came to games that weren’t Ultima Origin had had to content themselves with projects one notch down from the top tier — projects which, whether because they weren’t flashy enough or were just too nichey, weren’t of huge interest to the bigger publishers. Those brought in enough revenue to justify their existence but not much more, and thus Robert Garriott continued to bet the company every two years on his brother’s latest Ultima. It was a nerve-wracking way to live.

And then, in 1990, all that changed practically overnight. This article and the one that follows will tell the story of how the house that Ultima built found itself with an even bigger franchise on its hands.


Chris Roberts

By the end of the 1980s, the North American and European computer-game industries, which had heretofore existed in almost total isolation from one another, were becoming slowly but steadily more interconnected. The major American publishers were setting up distribution arms in Europe, and the smaller ones were often distributing their wares through the British importer U.S. Gold. Likewise, the British Firebird and Rainbird labels had set up offices in the United States, and American publishers like Cinemaware were doing good business importing British games for American owners of the Commodore Amiga, a platform that was a bit neglected by domestic developers. But despite these changes, the industry as a whole remained a stubbornly bifurcated place. European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever.

With a British father and an American mother, Chris Roberts had been a trans-Atlantic sort of fellow right from the start. His father, a sociologist at the University of Manchester, went with his wife to Guatemala to do research shortly after marrying, and it was there that Chris was conceived in 1967. The mother-to-be elected to give birth near her family in Silicon Valley. (From the first, it seems, computers were in the baby’s blood.) After returning for a time to Guatemala, where Chris’s father was finishing his research, the little Roberts clan settled back in Manchester, England. A second son arrived to round out the family in 1970.

His first international adventure behind him, Chris Roberts grew up as a native son of Manchester, developing the distinct Mancunian intonation he retains to this day along with his love of Manchester United football. When first exposed to computers thanks to his father’s position at Manchester University, the boy was immediately smitten. In 1982, when Chris was 14, his father signed him up for his first class in BASIC programming and bought a BBC Micro for him to practice on at home. As it happened, the teacher of that first programming class became a founding editor of the new magazine BBC Micro User. Hungry for content, the magazine bought two of young Chris’s first simple BASIC games to publish as type-in listings. Just like that, he was a published game developer.

Britain at the time was going absolutely crazy for computers and computer games, and many of the new industry’s rising stars were as young or younger than Roberts. It thus wasn’t overly difficult for him to make the leap to designing and coding boxed games to be sold in stores. Imagine Software published his first such, a platformer called Wizadore, in 1985; Superior Software published a second, a side-scrolling shooter called Stryker’s Run, in 1986. But the commercial success these titles could hope to enjoy was limited by the fact that they ran on the BBC Micro, a platform which was virtually unknown outside of Britain and even inside of its home country was much less popular than the Sinclair Spectrum as a gaming machine. Being amply possessed of the contempt most BBC Micro owners felt toward the cheap and toy-like “Speccy,” Roberts decided to shift his attention instead to the Commodore 64, the most popular gaming platform in the world at the time. This decision, combined with another major decision made by his parents, set him on his unlikely collision course with Origin Systems in far-off Austin, Texas.

In early 1986, Roberts’s father got an offer he couldn’t refuse in the form of a tenured professorship at the University of Texas. After finishing the spring semester that year, he, his wife, and his younger son thus traded the gray skies of Manchester for the sunnier climes of Austin. Chris was just finishing his A-Levels at the time. Proud Mancunian that he was, he declared that he had no intention of leaving England — and certainly not for a hick town in the middle of Texas. But he had been planning all along to take a year off before starting at the University of Manchester, and his parents convinced him to at least join the rest of the family in Austin for the summer. He agreed, figuring that it would give him a chance to work free of distractions on a new action/adventure game he had planned as his first project for the Commodore 64. Yet what he actually found in Austin was lots of distractions — eye-opening distractions to warm any young man’s heart. Roberts:

The weather was a little nicer in Austin. The American girls seemed to like the English accent, which wasn’t bad, and there was definitely a lot… everything seemed like it was cheaper and there was more of it, especially back then. Now, the world’s become more homogenized so there’s not things you can only get in America that you don’t get in England as well. Back then it was like, the big American movies would come out in America and then they would come out in England a year later and stuff. So I came over and was like, “Ah, you know, this is pretty cool.”

There were also the American computers to consider; these tended to be much more advanced than their British counterparts, sporting disk drives as universal standard equipment at a time when most British games — including both of Roberts’s previous games — were still published on cassette tapes. In light of all these attractions, it seems doubtful whether Roberts would have kept his resolution to return to Manchester in any circumstances. But there soon came along the craziest of coincidences to seal the deal.

Roberts had decided that he really needed to find an artist to help him with his Commodore 64 game-in-progress. Entering an Austin tabletop-gaming shop one day, he saw a beautiful picture of a gladiator hanging on the wall. The owner of the shop told him the picture had been drawn by a local artist, and offered to call the artist for him right then and there if Roberts was really interested in working with him. Roberts said yes, please do. The artist in question was none other than Denis Loubet, whose professional association with Richard Garriott stretched back to well before Origin Systems had existed, to when he’d drawn the box art for the California Pacific release of Akalabeth in 1980.

Denis Loubet

After years of working as a contractor, Loubet was just about to be hired as Origin’s first regular in-house artist. Nevertheless, he liked Roberts and thought his game had potential, and agreed to do the art for it as a moonlighting venture. Loubet soon showed what he was working on to Richard Garriott and Dallas Snell, the latter of whom tended to serve as a sort of liaison between the business side of the company, in the person of Robert Garriott, and the creative side, in the person of Richard. All three parties were as impressed by the work-in-progress as Loubet had been, and they invited Chris to Origin’s offices to ask if he’d be interested in publishing it through them. Prior to this point, Roberts had never even heard of Origin Systems or the Ultima series; he’d grown up immersed in the British gaming scene, where neither had any presence whatsoever. But he liked the people at Origin, liked the atmosphere around the place, and perhaps wasn’t aware enough of what the company represented to be leery of it in the way of other developers who were peddling promising projects around the industry. “After my experiences in England, which is like swimming in a big pool of sharks,” he remembers, “I felt comfortable dealing with Origin.”

Times of Lore

All thoughts of returning to England had now disappeared. Working from Origin’s offices, albeit still as a contracted outside developer rather than an employee, Roberts finished his game, which came to be called Times of Lore. In the course of its development, the game grew considerably in scope and ambition, and, as seemed only appropriate given the company that was to publish it, took on some light CRPG elements as well. In much of this, Roberts was inspired by David Joiner’s 1987 action-CRPG The Faery Tale Adventure. American influences aside, though, Times of Lore still fit best of all into the grand British tradition of free-scrolling, free-roaming 8-bit action/adventures, a sub-genre that verged on completely unknown to American computer gamers. Roberts made sure the whole game could fit into the Commodore 64’s memory at once to facilitate a cassette-based version for the European market.

Unfortunately, his game got to enjoy only a middling level of sales success in return for all his efforts. As if determined to confirm the conventional wisdom that had caused so many developers to steer clear of them, Origin released Times of Lore almost simultaneously with the Commodore 64 port of Ultima V in 1988, leaving Roberts’s game overshadowed by Lord British’s latest. And in addition to all the baggage that came with the Origin logo in the United States, Times of Lore suffered all the disadvantages of being a pioneer of sorts in Europe, the first Origin title to be pushed aggressively there via a new European distribution contract with MicroProse. While that market would undoubtedly have understood the game much better had they given it a chance, no one there yet knew what to make of the company whose logo was on the box. Despite its strengths, Times of Lore thus failed to break the pattern that had held true for Origin for so long. It turned into yet another non-Ultima that was also a non-hit.

Times of Lore

But whatever the relative disappointments, Times of Lore at least wasn’t a flop, and Chris Roberts stayed around as a valued member of the little Origin family. Part of the reason the Origin people wanted to keep him around was simply because they liked him so much. He nursed the same passions for fantasy and science fiction as most of them, with just enough of a skew provided by his British upbringing to make him interesting. And he positively radiated energy and enthusiasm. He’s never hard to find in Origin group shots of the time. His face stands out like that of a nerdy cherub — he had never lost his facial baby fat, making him look pudgier in pictures than he was in real life — as he beams his thousand-kilowatt smile at all and sundry. Still, it was hardly his personality alone that made him such a valued colleague; the folks at Origin also came to have a healthy respect for his abilities. Indeed, and as we’ve already seen in an earlier article, the interface of Times of Lore had a huge influence on that of no less vital an Origin game than Ultima VI.

Alas, Roberts’s own next game for Origin would be far less influential. After flirting for a while with the idea of doing a straightforward sequel to Times of Lore, he decided to adapt the engine to an even more action-oriented post-apocalyptic scenario. Roberts’s first game for MS-DOS, Bad Blood was created in desultory fits and starts, one of those projects that limps to completion more out of inertia than passion. Released at last in 1990, it was an ugly flop on both sides of the Atlantic. Roberts blames marketplace confusion at least partially for its failure: “People who liked arcade-style games didn’t buy it because they thought Bad Blood would be another fantasy-role-play-style game. It was the worst of both worlds, a combination of factors that contributed to its lack of success.” In reality, though, the most telling factor of said combination was just that Bad Blood wasn’t very good, evincing little of the care that so obviously went into Times of Lore. Reviewers roundly panned it, and buyers gave it a wide berth. Thankfully for Chris Roberts’s future in the industry, the game that would make his name was already well along at Origin by the time Bad Blood finally trickled out the door.

Bad Blood

Had it come to fruition in its original form, Roberts’s third game for Origin would have marked even more of a departure for him than the actual end result would wind up being. Perhaps trying to fit in better with Origin’s established image, he had the idea of doing, as he puts it, “a space-conquest game where you take over star systems, move battleships around, and invade planets. It was going to be more strategic than my earlier games.” But Roberts always craved a little more adrenaline in his designs than such a description would imply, and it didn’t take him long to start tinkering with the formula. The game moved gradually from strategic battles between slow-moving dreadnoughts in space to manic dogfights between fighter planes in space. In other words, to frame the shift the way the science-fiction-obsessed Roberts might well have chosen, his inspiration for his space battles changed from Star Trek to Star Wars. He decided “it would be more fun flying around in a fighter than moving battleships around the screen”; note the (unconscious?) shift in this statement from the player as a disembodied hand “moving” battleships around to the player as an embodied direct participant “flying around” herself in fighters. Roberts took to calling his work-in-progress Squadron.

To bring off his idea for an embodied space-combat experience, Roberts would have to abandon the overhead views used by all his games to date in favor of a first-person out-the-cockpit view, like that used by a game he and every other BBC Micro veteran knew well, Ian Bell and David Braben’s Elite. “It was the first space game in which I piloted a ship in combat,” says Roberts of Elite, “and it opened my eyes to the possibilities of where it could go.” On the plus side, Roberts knew that this and any other prospective future games he might make for Origin would be developed on an MS-DOS machine with many times the processing power of the little BBC Micro (or, for that matter, the Commodore 64). On the negative side, Roberts wasn’t a veritable mathematics genius like Ian Bell, the mastermind behind Elite‘s 3D graphics. Nor could he get away in the current marketplace with the wire-frame graphics of Elite. So, he decided to cheat a bit, both to simplify his life and to up the graphics ante. Inspired by the graphics of the Lucasfilm Games flight simulator Battlehawks 1942, he used pre-rendered bitmap images showing ships from several different sides and angles, which could then be scaled to suit the player’s out-the-cockpit view, rather than making a proper, mathematically rigorous 3D engine built out of polygons. As becomes clear all too quickly to anyone who plays the finished game, the results could be a little wonky, with views of the ships suddenly popping into place rather than smoothly rotating. Nevertheless, the ships themselves looked far better than anything Roberts could possibly have hoped to achieve on the technology of the time using a more honest 3D engine.

Denis Loubet, Roberts’s old partner in crime from the early days of Times of Lore, agreed to draw a cockpit as part of what must become yet another moonlighting gig for both of them; Roberts was officially still supposed to be spending his days at Origin on Bad Blood, while Loubet was up to his eyebrows in Ultima VI. Even at this stage, they were incorporating little visceral touches into Squadron, like the pilot’s hand moving the joystick around in time with what the player was doing with her own joystick in front of the computer screen. As the player’s ship got shot up, the damage was depicted visually there in the cockpit. Like the sparks and smoke that used to burst from the bridge controls on the old Star Trek episodes, it might not have made much logical sense — haven’t any of these space-faring societies invented fuses? — but it served the purpose of creating an embodied, visceral experience. Roberts:

It really comes from wanting to put the player in the game. I don’t want you to think you’re playing a simulation, I want you to think you’re really in that cockpit. When I visualized what it would be like to sit in a cockpit, those are the things I thought of.

I took the approach that I didn’t want to sacrifice that reality due to the game dynamics. If you would see wires hanging down after an explosion, then I wanted to include it, even if it would make it harder to figure out how to include all the instruments and readouts. I want what’s taking place inside the cockpit to be as real as what I’m trying to show outside it, in space. I’d rather show you damage as if you were there than just display something like “damage = 20 percent.” That’s abstract. I want to see it.

Squadron, then, was already becoming an unusually cinematic space-combat “simulation.” Because every action-movie hero needs a sidekick, Roberts added a wingman to the game, another pilot who would fly and fight at the player’s side. The player could communicate with the wingman in the midst of battle, passing him orders, and the wingman in turn would communicate back, showing his own personality; he might even refuse to obey orders on occasion.

As a cinematic experience, Squadron felt very much in tune with the way things in general were trending at Origin, to such an extent that one might well ask who was influencing whom. Like so many publishers in this era in which CD-ROM and full-motion video hovered alluringly just out of view on the horizon, Origin had begun thinking of themselves more and more in the terms of Hollywood. The official “product development structure” that was put in place around this time by Dallas Snell demanded an executive producer, a producer, an assistant producer, a director, an assistant director, and a lead writer for every game; of all the positions on the upper rungs of the chart, only that of lead artist and lead programmer wouldn’t have been listed in the credits of a typical Hollywood film. Meanwhile Origin’s recent hire Warren Spector, who came to them with a Masters in film studies, brought his own ideas about games as interactive dramas that were less literal than Snell’s, but that would if anything prove even more of an influence on his colleagues’ developing views of just what it was Origin Systems really ought to be about. Just the previous year, Origin had released a game called Space Rogue, another of that long line of non-Ultima middling sellers, that had preceded Squadron in attempting to do Elite one better. A free-form player-directed game of space combat and trading, Space Rogue was in some ways much more ambitious than the more railroaded experience Roberts was now proposing. Yet there was little question of which game fit better with the current zeitgeist at Origin.

All of which does much to explain the warm reception accorded to Squadron when Chris Roberts, with Bad Blood finally off his plate, pitched it to Origin’s management formally in very early 1990. Thanks to all those moonlighting hours — as well as, one suspects, more than a few regular working hours — Roberts already had a 3D space-combat game that looked and played pretty great. A year or two earlier, that likely would have been that; Origin would have simply polished it up a little and shipped it. But now Roberts had the vision of building a movie around the game. Between flying a series of scripted missions, you would get to know your fellow pilots and follow the progress of a larger war between humanity and the Kilrathi, a race of savage cats in space.

Having finally made the hard decision to abandon the 8-bit market at the beginning of 1989, Origin was now pushing aggressively in the opposite direction from their old technological conservatism, being determined to create games that showed what the very latest MS-DOS machines could really do. Like Sierra before them, they had decided that if the only way to advance the technological state of the art among ordinary consumers was to release games whose hardware requirements were ahead of the curve — a reversal of the usual approach among game publishers, who had heretofore almost universally gone where the largest existing user base already was — then that’s what they would do. Squadron could become the first full expression of this new philosophy, being unapologetically designed to run well only on a cutting-edge 80386-based machine. In what would be a first for the industry, Chris Roberts even proposed demanding expanded memory beyond the traditional 640 K for the full audiovisual experience. For Roberts, stepping up from a Commodore 64, it was a major philosophical shift indeed. “Sod this, trying to make it work for the lowest common denominator—I’m just going to try and push it,” he said, and Origin was happy to hear it.

Ultima VI had just been completed, freeing personnel for another major project. Suspecting that Squadron might be the marketplace game changer he had sought for so long for Origin, Robert Garriott ordered a full-court press in March of 1990. He wanted his people to help Chris Roberts build his movie around his game, and he wanted them to do it in less than three months. They should have a preview ready to go for the Summer Consumer Electronics Show at the beginning of June, with the final product to ship very shortly thereafter.

Jeff George

Responsibility for the movie’s script was handed to Jeff George, one of the first of a number of fellow alumni of the Austin tabletop-game publisher Steve Jackson Games who followed Warren Spector to Origin. George was the first Origin employee hired explicitly to fill the role of “writer.” This development, also attributable largely to the influence of Spector, would have a major impact on Origin’s future games.

Obviously inspired by the ethical quandaries the Ultima series had become so known for over its last few installments, Chris Roberts had imagined a similarly gray-shaded world for his game, with scenarios that would cause the player to question whether the human empire she was fighting for was really any better than that of the Kilrathi. But George, to once again frame the issue in terms Roberts would have appreciated, pushed the game’s fiction toward the clear-cut good guys and bad guys of Star Wars, away from the more complicated moral universe of Star Trek. All talk of a human “empire,” for one thing, would have to go; everyone at Origin knew what their players thought of first when they thought of empires in space. Jeff George:

In the context of a space opera, empire had a bad connotation that would make people think they were fighting for the bad guys. The biggest influence I had on the story was to make it a little more black and white, where Chris had envisioned something grittier, with more shades of gray. I didn’t want people to worry about moral dilemmas while they were flying missions. That’s part of why it worked so well. You knew what you were doing, and knew why you were doing it. The good guys were really good, the bad guys were really bad.

The decision to simplify the political situation and sand away the thorny moral dilemmas demonstrates, paradoxical though it may first seem, a more sophisticated approach to narrative rather than the opposite. Some interactive narratives, like some non-interactive ones, are suited to exploring moral ambiguity. In others, though, the player just wants to fight the bad guys. While one can certainly argue that gaming has historically had far too many of the latter type and far too few of the former, there nevertheless remains an art to deciding which games are best suited for which.

Glen Johnson

Five more programmers and four more artists would eventually join what had been Chris Roberts and Denis Loubet’s little two-man band. With the timetable so tight, the artists were left to improvise large chunks of the narrative along with the game’s visuals. By imagining and drawing the “talking head” portraits of the various other pilots with which the player would interact, artist Glen Johnson wound up playing almost as big a role as Jeff George in crafting the fictional context for the game’s dogfights in space. Johnson:

I worked on paper first, producing eleven black-and-white illustrations. In most games, I would work from a written description of the character’s likes, dislikes, and personality. In this case, I just came up with the characters out of thin air, although I realized they wanted a mixture of men and women pilots. I assigned a call sign to each portrait.

Despite the lack of time at their disposal, the artists were determined to fit the movements of the characters’ mouths to the words of dialog that appeared on the screen, using techniques dating back to classic Disney animation. Said techniques demanded that all dialog be translated into its phonetic equivalent, something that could only be done by hand. Soon seemingly half the company was doing these translations during snatches of free time. Given that many or most players never even noticed the synchronized speech in the finished game, whether it was all worth it is perhaps a valid question, but the determination to go that extra mile in this regard does say much about the project’s priorities.

The music wound up being farmed out to a tiny studio specializing in videogame audio, one of vanishingly few of its kind at the time, which was run by a garrulous fellow named George Sanger, better known as “The Fat Man.” (No, he wasn’t terribly corpulent; that was sort of the joke.) Ever true to his influences, Chris Roberts’s brief to Sanger was to deliver something “between Star Wars and Star Trek: The Motion Picture.” Sanger and his deputy Dave Govett delivered in spades. Hugely derivative of John Williams’s work though the soundtrack was — at times it threatens to segue right into Williams’s famous Star Wars theme — it contributed hugely to the cinematic feel of the game. Origin was particularly proud of the music that played in the background when the player was actually flying in space; the various themes ebbed and swelled dynamically in response to the events taking place on the computer screen. It wasn’t quite the first time anyone had done something like this in a game, but no one had ever managed to do it in quite this sophisticated a way.

The guiding theme of the project remained the determination to create an embodied experience for the player. Chris Roberts cites the interactive movies of Cinemaware, which could be seen as the prototypes for the sort of game he was now trying to perfect, as huge influences in this respect as in many others. Roberts:

I didn’t want anything that made you sort of… pulled you out of being in this world. I didn’t want that typical game UI, or “Here’s how many lives you’ve got, here’s what high score you’ve got.” I always felt that broke the immersion. If you wanted to save the game you’d go to the barracks and you’d click on the bunk. If you wanted to exit, you’d click on the airlock. It was all meant to be in that world and so that was what the drive was. I love story and narrative and I think you can use that story and narrative to tie your action together and that will give your action meaning and context in a game. That was my idea and that was what really drove what I was doing.

The approach extended to the game’s manual. Harking back to the beloved scene-setting packaging of Infocom, the manual, which was written by freelancer Aaron Allston, took the form of Claw Marks, “The Onboard Magazine of TCS Tiger’s Claw” — the Tiger’s Claw being the name of the spaceborne aircraft carrier from which the player would be flying all of the missions. Like the artists, Allston would wind up almost inadvertently creating vital pieces of the game as a byproduct of the compressed schedule. “I couldn’t really determine everything at that point in development,” he remembers, “so, in some cases, specifically for the tactics information, we made some of it up and then retrofitted it and adjusted the code in the game to make it work.”

Once again in the spirit of creating a cohesive, embodied experience for the player, Roberts wanted to get away from the save-and-restore dance that was so typical of ludic narratives of the era. Therefore, instead of structuring the game’s 40 missions as a win-or-go-home linear stream, he created a branching mission tree in which the player’s course through the narrative would be dictated by her own performance. There would, in other words, be no way to definitively lose other than by getting killed. Roberts would always beg players to play the game “honestly,” beg them not to reload and replay each mission until they flew it perfectly. Only in this way would they get the experience he had intended for them to have.

Warren Spector

As the man responsible for tying all of the elements together to create the final experience, Roberts bore the titles of director and producer under Origin’s new cinematic nomenclature. He worked under the watchful eye of Squadron‘s co-producer Warren Spector, who, being older and in certain respects wiser, was equipped to handle the day-to-day administrative tasks that Roberts wasn’t. Spector:

When I came on as producer, Chris was really focused on the direction he wanted to take with the game. He knew exactly where he was going, and it would have been hard to deflect him from that course. It would have been crazy to even want to, so Chris and I co-produced the game. Where his talent dropped out, mine started, and vice versa. We did a task breakdown, and I ended up updating, adjusting, and tracking scheduling and preparing all the documentation. He handled the creative and qualitative issues. We both juggled the resources.

In implying that his own talent “dropped out” when it came to creative issues, Spector is selling himself about a million dollars short. He was a whirling dervish of creative energy throughout the seven years he spent with Origin, if anything even more responsible than Richard Garriott for the work that came out of the company under the Ultima label during this, the franchise’s most prolific period. But another of the virtues which allowed him to leave such a mark on the company was an ability to back off, to defer to the creative visions of others when it was appropriate. Recognizing that no one knew Chris Roberts’s vision like Chris Roberts, he was content in the case of Squadron to act strictly as the facilitator of that vision. In other words, he wasn’t too proud to just play the role of organizer when it was appropriate.

Still, it became clear early on that no combination of good organization and long hours would allow Squadron to ship in June. The timetable slipped to an end-of-September ship date, perfect to capitalize on the Christmas rush.

Although Squadron wouldn’t ship in June, the Summer Consumer Electronics Show loomed with as much importance as ever as a chance to show off the game-to-be and to drum up excitement that might finally end the sniggering about Ultima Systems. Just before the big show, Origin’s lawyers delivered the sad news that calling the game Squadron would be a bad idea thanks to some existing trademarks on the name. After several meetings, Wingleader emerged as the consensus choice for a new name, narrowly beating out Wing Commander. It was thus under the former title that the world at large got its first glimpse of what would turn into one of computer gaming’s most iconic franchises. Martin Davies, Origin’s Vice President of Sales:

I kicked hard to have a demo completed for the show. It was just a gut reaction, but I knew I needed to flood retail and distribution channels with the demo. Before the release of the game, I wanted the excitement to grow so that the confidence level would be extremely high. If we could get consumers beating a path in and out of the door, asking whether the game was out, distribution would respond.

With Wingleader still just a bunch of art and sound assets not yet wired up to the core game they were meant to complement, an interactive demo was impossible. Instead Chris Roberts put together a demo on videotape, alternating clips of the battles in space with clips of whatever other audiovisual elements he could assemble from what the artists and composers had managed to complete. Origin brought a big screen and a booming sound system out to Chicago for the show; the latter prompted constant complaints from other exhibitors. The noise pollution was perfect for showing the world that there was now more to Origin Systems than intricate quests and ethical dilemmas — that they could do aesthetic maximalism as well as anyone in their industry, pushing all of the latest hardware to its absolute limit in the process. It was a remarkable transformation for a company that just eighteen months before had been doing all development on the humble little 8-bit Apple II and Commodore 64. Cobbled together though it was, the Wingleader demo created a sensation at CES.

Indeed, one can hardly imagine a better demonstration of how the computer-game industry as a whole was changing than the game that had once been known as Squadron, was now known as Wingleader, and would soon go onto fame as Wing Commander. In my next article, I’ll tell the story of how the game would come to be finished and sold, along with the even more important story of what it would mean for the future of digital entertainment.

(Sources: the books Wing Commander I and II: The Ultimate Strategy Guide by Mike Harrison and Game Design Theory and Practice by Richard Rouse III; Retro Gamer 59 and 123; Questbusters of July 1989, August 1990, and April 1991; Computer Gaming World of September 1989 and November 1992; Amiga Computing of December 1988. Online sources include documents hosted at the Wing Commander Combat Information Center, US Gamer‘s profile of Chris Roberts, The Escapist‘s history of Wing Commander, Paul Dean’s interview with Chris Roberts, and Matt Barton’s interview with George “The Fat Man” Sanger. Last but far from least, my thanks to John Miles for corresponding with me via email about his time at Origin, and my thanks to Casey Muratori for putting me in touch with him.

Wing Commander I and II can be purchased in a package together with all of their expansion packs from GOG.com.)

 
 

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Elite (or, The Universe on 32 K Per Day)

BBC Micro Elite

Sometimes great works go unappreciated during their time. Other times their time knows exactly what they’re on about. The latter was the good fortune of Elite, Ian Bell and David Braben’s epic game of space combat, trading, and exploration. Arriving at a confused and confusing time in the British games industry, Elite caused a rush of excitement the likes of which had never been seen before even in an industry that seemed to live and die on hype, becoming a bestseller several times over despite being initially released on a platform, the BBC Micro, that was not generally considered much of a gaming machine. Bell and Braben became recognizable stars, their names tripping off the tongues of a generation of British gamers the way that those of Lennon and McCartney had their parents’. It was about as close as the industry would ever get to Trip Hawkins’s dream of game designers as the rock stars of the 1980s. As for the game they created… well, that’s gone down into history as just possibly the most remembered and respected single computer game of the 1980s. But we’re beginning with the ending, which isn’t our usual way around here. Let’s go back to the beginning and see how it all began.

Bell and Braben first met one another during the autumn of 1982, when both arrived at Cambridge University as first-year undergraduates. Bell was to read math, Braben physics. More importantly, both were avid hackers. Bell brought a BBC Micro to university with him, Braben an example of that machine’s predecessor, the Atom, which he had expanded and soldered on and generally hacked at enough to make Dr. Frankenstein proud. Bell had real professional programming experience, at least of a sort: he’d gotten his version of Reversi published by a tiny company called Program Power, and would soon see an original action game, Freefall, published by Acornsoft, software arm of the company that made the computers on his and Braben’s desks. Braben had just passion and aptitude. The two bonded quickly.

Not that they became precisely bosom buddies. As their later story would demonstrate to anyone’s satisfaction, they were very different personalities. If I may strain an analogy just one more time, Bell was the John Lennon of the pair, pessimistic, introverted, and perhaps just a little bit tortured, while Braben was the Paul McCartney, an optimistic charmer with one eye on the market to go with one eye on his art. If not for their passion for Acorn computers, they would have likely had little to say to one another. Both, however, had programming talent to burn, along with a less obvious but at least as important instinct for visionary game design.

But then in the era of Elite even more so than today technological innovation and design innovation were often inextricably linked, with the latter most often flowing from the former. Thus the design that would become Elite stemmed directly from a routine Braben wrote in June of 1983 which could draw four different static 3D spaceships using wire-frame graphics. To understand what made those spaceships so different, and so fraught with potential, we should look to the state of game graphics in general circa 1983.

Defender Pac-Man

Almost all action games of 1983 or earlier show their world from either directly overhead or sideways (like Defender) or some odd hybrid of the two that doesn’t quite make sense in the real world (like Pac-Man). They employ a third-person perspective; you see and control an onscreen avatar from a distance, rather than viewing the world through his eyes. He, his enemies, and perhaps some other elements like laser fire move over a relatively static background image. This approach makes life much easier for programmers in at least a couple of ways. Updating big chunks of screen is very expensive in terms of the computing power available to early PCs and stand-up arcade games. Therefore many of them implemented hardware sprites, little movable chunks of graphics that exist separately from the rest of the screen inside the computer, to be overlaid onto it by the video hardware at no cost to the CPU only on the physical monitor screen. A game like Defender or Pac-Man is an ideal fit for such technology; I trust it won’t be difficult to figure out which parts of the screens above are implemented as sprites and which as background graphics. (In the early days all of the work could be left to sprites: a few early games, such as Boot Hill, consist of only sprites which are sometimes projected over a painted background image.)

There’s also another, more subtle advantage to the traditional arcade-game perspective. If you think about it for a moment, you’ll realize that the worlds shown on the screens above don’t correspond to any recognizable version of our reality even postulating that it could contain invading aliens or munching heads being pursued through a maze of food pellets by ghosts. These worlds are strictly 2D; they lack any notion of depth. Pac-Man and his friends are living in a computerized version of Edwin Abbott’s Flatland; if we were to see this world through his perspective, it would be a very strange one indeed. Similarly, your spaceship in Defender can go up and down and left and right, but not in and out. This is very convenient for the programmer because the computer screen also happens to be flat, possessed of an X- and a Y-dimension but no Z-dimension. Thus the coordinates of any object in this flat world being simulated correspond nicely to its coordinates on the physical screen.

But what if you aren’t satisfied with a Flatland-esque world shown from a locked vertical or horizontal perspective? What if you want to immerse your player in your world good and proper, and to make it one that corresponds to our own of three dimensions while you’re at it? Well, now your job just got a whole lot more difficult. As it happened, however, that was exactly what Bell and Braben were soon trying to do. The crux of the problem, the crux of a huge body of 3D graphics theory as well as lots and lots of specialized hardware that is probably a part of the computer you’re using to read this and for which if you’re a hardcore gamer you may have paid hundreds of dollars, is disarmingly simple: how to translate the X, Y, and Z of a world that lives inside the computer to the X and Y of the computer screen. The starting point must be the rules of visual perspective, well understood by artists since at least the Renaissance. But that well-trodden path opens into a thicket of complications when applied to the computer. Lacking as it does an artist’s intuitive understanding of the real world, a computer has to be laboriously instructed on how not to draw objects that are behind other objects on top of them, how to figure out which surfaces of an object are visible and which are not, etc. Just to make the challenges even greater, sprites aren’t of any real use for 3D graphics: the entire screen is necessarily changing all the time when moving a first-person perspective through a 3D world.

Bell and Braben were hardly the first to enter into this territory. Indeed, the field of 3D graphics isn’t all that much younger than the field of computer graphics itself. Academic researchers during the 1960s and especially the 1970s laid down much of the work that still grounds the field today. One minor contributor to this growing body of work was a graphics researcher and aviation enthusiast named Bruce Artwick, who finished a Master’s degree at the University of Illinois (home of PLATO) in 1976. For his thesis project, he combined his two interests. “A Versatile Computer-Generated Dynamic Flight Display” described a flight simulator featuring a first-person, out-the-cockpit view of a 3D world. In 1980, Artwick with his new company SubLogic brought to market the aptly titled Flight Simulator for the Apple II and TRS-80. Running in as little as 16 K of memory, it marked microcomputer gamers’ first encounter with the format that now dominates the industry: interactive, animated 3D graphics. The Flight Simulator line, whether sold under the imprint of SubLogic or Microsoft, went on to become a computing institution spanning some three decades.

SubLogic Flight Simulator on the Apple II (1980)

Groundbreaking as they were, however, the early versions of Flight Simulator were also, as their name would imply, much more simulator than game. They provided no story, no goals, no sense of progression — just an empty world to fly through. Yes, they did include a mode called “British Ace 30 Aerial Battle,” which transformed your little Cessna into a World War I biplane and let you fly around trying to shoot other planes out of the sky, but, well, let’s just say that it was always clear when playing it that Artwick’s real priorities lay elsewhere. Mostly you were expected to make your own fun refining your piloting technique and, of course, marveling that this 3D world could exist at all on a 16 K 8-bit microcomputer.

Battlezone

A more traditionally gamelike application of 3D came to arcades that same year in the form of Atari’s Battlezone. In it you control a tank in battle against other tanks. You view the action from a first-person perspective, through a screen made to resemble the periscope of a real tank. Battlezone eventually made it to home computers and consoles as well, albeit not until 1983. While their awareness of Flight Simulator is questionable (it was an American product made for American platforms in a very bifurcated computing world), Bell and Braben were aware of and had played Battlezone in the arcades. It was the impetus for Braben’s rotating 3D spaceships and for the combat game Bell and Braben would soon be designing around them.

They were determined to bring 3D to a 2 MHz 8-bit computer with 32 K of memory, and to do it in the context of a real game with real things to do. At least they didn’t have to bemoan the uselessness of sprites to this new paradigm: having been created with educational and “practical” uses in mind rather than gaming, the BBC Micro didn’t have any anyway. Programming, like politics, being the art of the possible, compromises would be needed if they were to have a prayer. Braben had already made the wise choice to set his 3D demo in space. Space is full of, well, space. It’s almost entirely empty, thus dramatically reducing the amount of stuff their game would have to draw. One other obvious decision was to perform only the first part of the full two-part rendering process, drawing in the outlines of objects in their 3D world but not going back and filling in their surfaces, an even more complicated and expensive process. (As the screens above illustrate, Artwick and Atari had already made the same compromise in their own initial implementations of 3D.)

BBC Micro Elite. Note that the rendering is far from perfect, with lots of line breakage. Luckily, this isn't so obvious when the ships are in motion.

BBC Micro Elite. Note that the rendering is far from perfect, with lots of line breakage. Luckily, this isn’t so obvious when the ships are in motion.

Thus Braben made his first spaceships as simple as possible, with just enough lines and points to make of each a recognizable shape. This turned out to be wise for another reason: complex designs shown in wireframe tend to turn into a confusing mishmash of lines. To simplify rendering, all objects were also made convex, meaning that any given line will only pass in and out of the object once; as Braben himself put it in a talk at a recent Game Designers Conference, a block of cheddar cheese is convex but a block of Swiss is not. Later in the game’s development, when Bell and Braben had managed to considerably accelerate the original rendering code, more complex ships, like Bell’s Transporter, were added.

Another area of concern must be your control of your own spaceship, the one through whose cockpit you would be viewing this 3D universe. A spaceship, like an airplane, can change its orientation in six ways, being able to yaw, pitch, or roll in either direction. Yet a joystick can be moved in only four cardinal directions — perfect for a 2D world but problematic for their 3D world. Bell and Braben soon realized, however, that being in space saved them. With no ground, and thus no real notion of up and down with which to contend, turns could be accomplished by simply rolling to the desired orientation and pitching up or down; no need for a yaw control at all. While they took full advantage of the good parts of being in space, they also wisely decided not to try to make the game a remotely realistic simulation of spaceflight. Like Star Wars, their game would be one of dogfights in space, with ships inexplicably subject to a law of inertia that should have been left planetside. Anything else would just feel too disorienting, they judged. Most people would prefer to be Luke Skywalker rather than David Bowman anyway.

So, yes, this would be a game of space combat. That was always a given. But what should it be beyond that? How should that combat be structured, framed? With a workable 3D engine running at last after some months of concerted effort, it was time to ask these questions seriously. One alternative would be to make a traditional arcade-style game, complete with three lives, a score, and ever-escalating waves of enemy ships to gun down. To make, in other words, Battlezone with spaceships. Certainly what they already had was more than impressive enough to sell lots of copies.

Instead, Bell and Braben made their next visionary decision, to make their game something much more than just an arcade-style shooter. They would embed the shooting within a long-form experience that would give it a context, a purpose beyond high-score bragging rights. This was not, as effervescent popular histories of Elite‘s birth have often implied, completely unprecedented. Long-form experiences were not hard to find in computer games years before Bell and Braben — in adventures, in CRPGs, in strategy and war games. It was, however, rather more unusual to see this approach combined with action elements. Taken on their own, the action elements of Bell and Braben’s game were groundbreaking enough to go down as an important moment in gaming history. By refusing to stop there, they would ensure that their game would break ground in multiple directions, and go down as not just important but one of the most important ever.

The inspiration came from tabletop RPGs, a pastime both Bell and Braben indulged in from time to time, although, perhaps tellingly, usually not together. They liked the way an RPG campaign could span many, many sessions, could turn into an ongoing long-form narrative. And they liked the process of building up a character from a low-level nothing to a veritable god over weeks, months, or years. Of course, your “character” in their game was really your spaceship. Fair enough; your goal would be to upgrade that with ever better weapons and defenses that not coincidentally bore a strong resemblance to those in Bell’s favorite RPG: Traveller, the first popular tabletop RPG to replace swords and sorcery with rockets and rayguns. From here the rest of the design seemed to unspool almost of its own accord.

BBC Micro Elite BBC Micro Elite

They needed a mechanism for upgrading the ship, something more interesting than just adding the next piece to the ship automatically every time a certain score threshold was reached. The natural choice was money; every option would have a cost, letting players prioritize and truly make their spaceships their own.

Okay, but how to earn money? Drawing again from Traveller (a game whose imprint would be all over the finished Elite not just in mechanics but in its overall feel), you could be a trader plying the spaceways, buying low in one system in the hopes of selling high in another — a whole new strategic dimension.

But then how would that involve combat? Well, the ships attacking you could be pirates. This would also go a long way to explain why they were so chaotic and kind of random in their behavior, an inevitable result of limited memory and horsepower to devote to their artificial intelligence. Pirates, after all, were chaotic and kind of random by their very nature.

But actually landing on all those trading planets obviously wasn’t going to be workable; avoiding those complications was the reason for setting the game in space in the first place. No problem; you could just dock at space stations in orbit around them. Bell and Braben came up with a new challenge to make this more interesting: in a bit inspired by 2001: A Space Odyssey, you would have to carefully guide your spaceship into the rotating station’s docking bay at the end of every voyage. Of course, over time this could get tedious as well as frustrating (a botched approach generally means instant death). No problem; for a mere 1000 credits, you could buy a docking computer to do it for you. Other non-combat-oriented ship upgrades were also added to the catalog, like a fuel scoop to gather fuel by skimming the surface of a sun instead of buying it at a station.

If those spaceships attacking you really were pirates, thought Bell and Braben, the authorities would probably be quite pleased with you for shooting them down. Why not put bounties on them, so you could make your living as a bounty hunter if you got bored with trading? Now the possibilities really started rolling. If you could shoot pirates for money, you could also attack peaceful traders — become a pirate yourself, in other words, if you felt you could outduel the police Vipers that would attack you from time to time once your reputation became known. They came up with an alternative use for the fuel scoop: use it to scoop up the cargo of ships you’d destroyed to sell on the stations. The fuel scoop also became key to yet another way of making money: buy a special mining laser, break up asteroids with it, and scoop up the alloys they contained to sell stationside. If only they’d had more than 32 K of memory, they could have gone on like this forever.

But 32 K was all they had, and that was a constant challenge to their growing ambitions. For this grand game of trading to work, there had to be a big, varied galaxy to explore. There should be planets with a variety of economies and governments, from safe, established democracies for the conservative, peaceful trader to visit to anarchies home to hordes of pirates for the brave or foolhardy looking to make a big score. They came up with a scheme to let them pack all of the vital information about a star system with a single inhabited planet — its location, its economy, its type of government, its technology level, its population, its dominant species, its GDP, its size, even its name and a bit of flavor text — into just six bytes. Even so, a modest galaxy of 100 star systems would still require 600 bytes that they just couldn’t seem to find. Now came their most storied stroke of inspiration.

In 1202 an Italian mathematician named Fibonacci described a simple construct that became known as the Fibonacci sequence. In its classic form, you begin with two numbers, either 1 and 1 or 0 and 1. To get the third number in the sequence, you add the first two together. You then add the second and third number together to get the fourth. Etc., etc. A common and very useful variation is to drop all but the least significant digit of each number that is generated. It’s also common to begin the sequence not with 1 and 1 or 0 and 1 but some other, arbitrary pair. So, a sequence that begins with 2 and 7 would look like this:

2 7 9 6 5 1 6 7 3 0 3 3 6 9 5 4 9 3 …

The sequence appears random, but is actually entirely predictable for any given starting pair. This variation, however, is only a starting point. You can apply any rules you care to specify to a sequence of numbers with entirely predictable results, as long as you are consistent about it. Bell and Braben realized that they could seed their galaxy with any sequence they wished of six hexadecimal numbers to represent the starting system. Then they could manipulate those numbers in a predetermined way to generate the next; manipulate those to generate the next; etc. They decided that 256 systems was a good size for their galaxy. They needed just those initial six bytes to “store” all 256 planets. In addition to the memory savings, this method of generating their galaxy also saved Bell and Braben many hours spent designing it from scratch. Indeed, growing new galaxies from different starting seeds soon became a game of its own for them. They went through many iterations before finding the one that made it into the final game. Some they had to throw out right away for obvious reasons, such as the one with a system called “Arse” and the ones that had unreachable systems, outside of the player’s ship’s seven-light-year range from any other stars. Others just didn’t feel right.

After a few months of steady work, the basics of what would become Elite were all in place in their heads if not entirely in their code. They decided it was time to see if anyone would be interested in publishing it. Braben believed they should try to find the biggest publisher possible, one with the reach to properly support and promote this game like no other. He accordingly secured them an appointment at the London offices of Thorn EMI, the recently instantiated software division of one of the largest media conglomerates in the world. Very much a sign of this heady period in British computing, Thorn EMI had been founded in the expectation that computer games were destined to be the next big thing in media. Like their colleagues over in EMI’s music division looking for the next big hit single, they weren’t looking for deathless art or niche audiences; they were looking for big, mainstream hits. They had developed a checklist of sorts, a list of what they thought would appeal to the general public that wasn’t all that far removed from Trip Hawkins’s guidelines for American “consumer software.” Their games should be simple, intuitive, colorful, and not too demanding. Bell and Braben’s complicated game — while it was a technical wonder; anyone could see that — was none of these things. They said it was nothing for them, although Bell and Braben were welcome to come back any time to show a reworked — i.e., simplified — version. (In the end, Thorn EMI would find that technology wasn’t ready for casual consumer software, and wouldn’t be for years. The hardcore was all they had to sell to. Unwilling or unable to adapt to this reality as Hawkins’s Electronic Arts eventually did, they faded away quietly without ever managing to find the breakout mainstream hit they sought.)

Bell suggested they try Acornsoft, who had already published his game Freefall. In many ways Acornsoft should have been the logical choice from the start. Bell already had connections there, they knew the BBC Micro better than anyone, and they were located right there in Cambridge practically next door to the university proper, an institution with which they had deep and abiding links. (Regular readers will remember that it was Acornsoft and Cambridge oceanography professor Peter Killworth who provided a commercial outlet for the adventure games created on Cambridge’s Phoenix mainframe.) Yet Braben was reluctant. Always the more commercially minded of the pair, he knew that Acornsoft was hardly at the forefront of the British games industry. Their modest lineup of adventure games, educational software, and utilities had some very worthy members, yet the operation as a whole, like most software adjuncts to hardware companies, always felt like a bit of an afterthought. With their limited advertising and doughtily minimalist packaging, no Acornsoft title had ever sold more than a few tens of thousands of copies, and most never cracked 5000 — a far cry from the numbers Braben fondly imagined for their game. Acornsoft’s association with Acorn also concerned him in that it would necessarily limit the game to only Acorn computers. He and Bell weren’t hugely fond of the Commodore 64 or especially the Sinclair Spectrum, but he knew that their game would have to be ported to those more prominent gaming platforms at some point if it was to realize its commercial potential. In short, Acornsoft was… provincial.

Still, he agreed to accompany Bell to Acornsoft’s offices. It was, to say the least, a place very different from Thorn EMI’s posh digs in central London. From Francis Spufford’s Backroom Boys:

[Acornsoft] operated from one room of a warren of offices above the marketplace. You got there by sidling around the dustbins next to the Eastern Electricity showroom. Past the window display of cookers and fridge-freezers, up a steep little staircase, and into a cramped maze that would remind one employee, looking back, of a level from Doom. “Very back bedroom,” remembered David Braben, approvingly. In Acornsoft’s office they found a rat’s nest of desks and cables, and four people not much older than themselves.

Two of those four people, managing director David Johnson-Davies and chief editor Chris Jordan, would become the unsung heroes of Elite. Both got the game immediately, grasping not just its technical wizardry but also Bell and Braben’s larger vision for the whole experience. They both realized that this thing had the potential to be huge, bigger by an order of magnitude than anything Acornsoft had done before. Of course, it also represented a risk. Bell and Braben looked and acted like the couple of headstrong kids they still were. What if they flaked out? Nor was Acornsoft accustomed to issuing contracts and advances on unfinished software. Acornsoft had been conceived as an outlet for moonlighters and hobbyists, who sold them their homegrown software only once it was finished. Their normal policy was to not even look at programs that weren’t done; Bell and Braben were there at all only as a favor to Bell, a fellow with whom Acornsoft had a history and whom they liked personally. Still, Acorn as a whole was doing well; there was enough money to try something new, and this was too big a chance to pass up. They offered Bell and Braben a contract and an advance.

Now Braben made a move that would be as critical to Elite‘s success as anything in the game itself. Still concerned about Acornsoft’s provinciality, he negotiated a non-exclusive license which would allow them to develop and market versions for other machines after the versions for the Acorn machines were finished. Not quite sure what he was on about, Johnson-Davies agreed. With his share of the advance, Braben bought his own BBC Micro, retiring his hacked and abused old Atom at last.

As Bell and Braben worked to finish their game, Acornsoft provided essential playtesting while Johnson-Davies and Jordan served as an invaluable source of guidance and a certain adult wisdom. Sometimes the latter was needed to keep their ambitions in check, as when Bell and Braben burst into the Acornsoft office one day having had an epiphany. They had realized that, if all they needed to grow a galaxy was a starting seed of six numbers, they could have an infinite number of them — well, okay, about 282 trillion of them — in the game. They could let the player buy a “galactic hyperdrive” to jump between them, whereupon they would just generate a new random seed and let it rip. Johnson-Davis now showed a sharp design instinct of his own in walking them back a bit. Having more galaxies sounds like a great idea, he said, but having so many will actually spoil the illusion of a real persistent universe you’ve worked so hard to create. It will all just start to feel like what it really is: random. Nor will many of these new galaxies be pleasing places to explore, since you won’t be able to look at them and reject the ones with unreachable systems and the like. Bell and Braben agreed to settle for just eight galaxies, with a total of 2048 star systems to visit. That should be more than enough for anyone. Perhaps too many for Bell and Braben and Acornsoft’s testers: a planet Arse sneaked into one of these later galaxies and made it into the released version of the game.

Even as they gently squashed some of Bell and Braben’s more outlandish ideas, Johnson-Davies and Jordan still felt like something was missing. For all its technical and formal innovations, for all its scope of possibility, the game lacked any sort of real goal. Now, to some extent that was just the nature of the beast Bell and Braben had created. They would have dearly loved to have a real story to give context, had even planned on it at some stage (Braben says that “trading was originally going to be a very minor aspect”), but they now had to accept the fact that they weren’t going to be able to wedge some elaborate plot along with everything else into 32 K. Still, suggested Johnson-Davies and Jordan, maybe they could add something simple, something to mark progress and give bragging rights. Thus was born the system of ranks, based on the number of kills you’ve achieved. You start Harmless. After notching eight kills you become Mostly Harmless (a nod to The Hitchhiker’s Guide to the Galaxy). Each rank thereafter is exponentially more difficult to achieve, until, after some 6400 kills, you become Elite. There was the goal, one that should keep players playing a good long time.

It was also in a backhanded sort of way a political statement. Cambridge University was awash with indignation over the policies of Margaret Thatcher; a major coal-miner’s strike which would become the battlefield for Thatcher’s final vanquishing of organized labor had the university’s liberal-arts wings all in a tumult from March of 1984. Bell and Braben bucked the university conventional wisdom to side with Thatcher. The player’s goal of becoming Elite was meant as a subtle nod toward the libertarian ideal of the self-made man, and a little poke in the eye of their leftist acquaintances. It also emphasized their view of their game as fundamentally about space combat, not trading. It gave players a compelling motivation to engage with what Bell and Braben still regarded as the most compelling part of the experience. You can make a lot of money as a peaceful, law-abiding trader who prudently runs from pirates when they show up, but you’ll never make Elite that way.

In finding an overarching goal they also found the title they’d been searching for for some time. They first planned to call the game The Elite, a name to celebrate the group that much of Cambridge was railing against. But the filenames used for the game just said “Elite.” In time, they dropped the article from the official title as well. Elite it became — shorter, punchier, and with fewer political ramifications for Acornsoft to deal with.

Similarly subtle swipes at Cambridge’s liberal-arts students, whom in the long tradition of hard-science students Bell and Braben regarded as mushy-minded prima donnas, made it into the text tables that Bell developed to describe the planets in the game. After the Fibonacci sequence had done its work, some were populated by “edible poets”; others by “carnivorous arts graduates.” Ah, youth.

Bell and Braben had disk drives on their BBC Micros. After compressing their code as much as they possibly could, they finally began to make use of their capabilities within the game. They split the game into two parts: the trading program, loaded in when you docked at a station, and the program handling travel and combat, loaded as soon as you left one. This concerned Acornsoft greatly because most BBC Micro owners still had only cassette drives, which didn’t allow such loading on the fly. What good was the game of the decade if most people couldn’t play it? So they convinced the two to fork the game three ways. One version, the definitive one with all the goodies, would indeed require a BBC Micro with a disk drive. Another, for a tape-equipped BBC Micro, would be similar but would offer a smaller variety of ships to encounter along with simplified trading and a bit less detail to planets you visited and to the overall experience. Finally, Acorn convinced them to create a third version, stripped down even more, for the BBC Micro’s little brother, the Acorn Electron, an attempt to compete with the cheap Sinclair Spectrum that Acorn had introduced the previous year.

Bell and Braben were naturally most excited about the disk-based version, particularly when they realized they had enough space still to add a little something extra. They made a couple of hand-crafted “missions” that pop up when you’ve been playing for a while: one to hunt down and destroy a stolen prototype of a new warship, another to courier some secret documents from one end of the galaxy to the other. These gave at least a taste of the more prominent story elements they wished they had space for.

Elite's packaging

While Bell and Braben finished up the coding, Johnson-Davies and Jordan worked to give the game the packaging and the launch it deserved. Acornsoft figured they needed to do all they could to justify the price they’d chosen to charge for the thing: from £12.95 to £17.65 depending on version, well over twice the typical going rate for a hot new game. They prepared a box of goodies the likes of which had never been seen before, not just from bland little Acornsoft but from anyone in the British games industry. Only some of the more lavish American packages, like those for the Ultimas and various Infocom games, could even begin to compare, and even by their standards Elite was grandiose. To a 63-page instruction manual Johnson-Davies and Jordan added The Dark Wheel, a separate scene-setting novella they commissioned from Robert Holdstock, an author just about to come into his own with the publication of his novel Mythago Wood. And they still weren’t done. They also added a ship-identification poster, a quick-reference guide, a keyboard overlay, some stickers, and a postcard to send to Acornsoft to tell them about it and get your certificate of achievement when you achieved the rank of Competent (an onscreen code revealed at that point would serve as proof).

Acornsoft stepped in and froze further development during the summer of 1984. The packaging was just about ready, and work on the game, while it would never be truly finished in the eyes of Bell and Braben, struck Acornsoft as about to reach a point of diminishing returns. And everyone was a little bit paranoid that something similar to Elite, even if it was nowhere near as good, might come out and steal their thunder. Bell and Braben grudgingly agreed that the time for release had come. But then, just as Acornsoft was about to send the master disk for duplication, Braben called Chris Jordan in a frenzy. They’d solved a niggling problem that had been bothering everyone for months, that of a “radar” scope to show where enemy ships are in relation to your own. The problem was, again, that of trying to map three dimensions onto two. Bell and Braben had done the best they could by providing two complementary scanners that had to be read in conjunction to get the full picture, but it always felt, in contrast to just about everything else about the game, kind of clunky and un-ideal. Now they had come up with a way to pack everything onto a single screen. It was beautiful. Showing a commitment few publishers then or now could match, Acornsoft agreed to take the new version of the game, which brought with it the painful task of having the manual edited and re-typeset to describe the new radar scope. Now, two years after Braben had first started playing with 3D spaceship models, they were done.

Buzz about Acornsoft’s secret “Project Bell” had been high for months. Acornsoft rented for launch day Thorpe Park, a small amusement park (nowadays a much bigger one) near London. In a darkened room, with suitably portentous music playing, the world got its first glimpse of Elite — and of its two creators, who for the next few years would be the face of the young British games industry. In their picture from the launch party they look much as the British public would come to know them: Braben in the foreground, glib and personable; Bell a bit more uncertain and stereotypically nerdy and, much to Acornsoft’s occasional chagrin, more liable to go off-script.

David Braben and Ian Bell

Elite itself, needless to say, became a hit. Acorn and Acornsoft were making a big play for the home-computer market that Christmas, trying to challenge Sinclair and Commodore on their own turf, and Elite became a big part of that push. Advertising was shockingly frequent and grandiose for anyone who remembered the Acornsoft of old. The £50,000 campaign even included some television spots. Acornsoft Elite eventually sold almost 150,000 units between the BBC Micro and the Electron, a huge number for an absurdly expensive game on platforms not particularly popular with gamers. And most of those customers seemed to play Elite with an enthusiasm bordering on the obsessive. The first person known to become Elite was one Hal Bertram, on November 3, 1984, about five weeks after the game’s release. By the end of the year he had many companions in glory, while Acornsoft was positively flooded with postcards sent in by those attaining at least Competent status; they could barely make the badges they sent back to these folks fast enough. Many were doubtless aided by a bug in the ship-equipping code that had slipped through testing and was soon making the rounds amongst players: you could make infinite cash by trying to buy a laser you already had, whereupon the game would reward you with a generous cash credit in addition to the expected refusal. Undeterred, Acornsoft fixed the bug and sponsored a series of live monthly contests culminating in a grand showdown at the Acorn Users Show.

Still, it was clear to Braben that the really big numbers would come only when Elite came to the Speccy and the Commodore 64. The game was the talk of the industry, with owners of those more popular platforms, who had not even been aware of Acornsoft’s existence a few months ago, clamoring to play it after it — along with its creators — began appearing in places like Channel 4 News.

And now we see the significance of that non-exclusive license Braben had negotiated. He heard through the grapevine about a former literary agent named Jacqui Lyons, who had recently become the first agent representing game developers in Britain. Lyons:

A friend rang up and told me about Ian Bell and David Braben. Elite had just happened and Ian and David had retained all rights other than for the BBC, which was extremely bright of them. They wanted me to represent the rest of those rights.

With virtually every publisher in Britain dying to publish Elite for the other, more popular gaming platforms, Lyons decided that there was one foolproof way to find out who really wanted it, and to make sure her new clients got served as well as possible in the process — i.e., paid as well as possible. At the beginning of December she held an auction, which, in her own words, “caused a lot of trouble in the industry — I was told this was an appalling way to go about it.” Lyons responded that such an approach was common in the publishing world from which she hailed. And what better way to ensure that your publisher would put everything they had into a game than to make them pay as dearly as possible for it? The deep pockets of British Telecom won the day amidst a flurry of media interest. Having just entered the software market with a new imprint called Firebird and eager to make a big splash with the highest-profile game in the industry, BT paid an undisclosed but “substantial” sum — Bell and Braben each got six figures up-front — for publishing rights to Elite on all platforms other than the Acorn machines. Suddenly Bell and Braben, who had yet to receive their first royalty checks from Acornsoft, were very wealthy young men.

For their part, Acornsoft allowed Bell and Braben to move on without fighting at all to retain Elite as a desperately needed platform exclusive. Indeed, they handled Bell and Braben’s departure with almost incomprehensibly good grace, even working out agreements to allow Firebird to reuse most of the wonderful supplemental materials they had stuffed into that bursting box. Perhaps they just had bigger fish to fry. Elite, you see, was the sole bright spot in a disastrous Christmas for Acorn as a whole, one rife with miscalculations which effectively wrecked the company. A desperate Acorn was purchased by the Italian firm Olivetti in 1985, and became thereafter a very different sort of place. The Acornsoft label was retired barely a year after the Elite launch, with Johnson-Davies and Jordan and all of their colleagues going on to other things.

But the game they had introduced to the world was just getting started. Bell and Braben themselves ported it to the Commodore 64. That version is not quite as fast and smooth as the BBC version — the 64’s 6502 is clocked at just 1 MHz instead of the BBC’s 2 MHz — but took advantage of the 64’s better graphics and its positively cavernous 64 K of memory to add in compensation more color and a welcome touch of whimsy to undercut its otherwise uncompromisingly dog-eat-dog world. There’s a third special mission, this one a bit of silliness drawn from the beloved Star Trek episode “The Trouble with Tribbles.” When the tribble — excuse me, “trumble” — population aboard your ship has mushroomed to the point that the little buggers start crawling around the screen in front of you, it’s laugh-out-loud funny, even if it is just about impossible to figure out how to get rid of them absent spoilers. But best of all is the new music which plays during the automated docking sequence: Johann Strauss’s “The Blue Danube,” a tribute to everyone’s favorite part of 2001: A Space Odyssey. It comes as a complete surprise (if you haven’t read an article like this, that is…) when you first flip the switch to try out your hard-won docking computer and are greeted with this unexpected note of easy beauty. Soon your travels assume an addictive rhythm: the calculus of buying and selling, followed by the tension and occasional excitement of the voyage itself, followed by the grace notes of “The Blue Danube,” when you know you’ve survived another voyage and can sit back and enjoy a few minutes of peace before starting the process over again. Life in a microcosm?


The Commodore 64 Elite established a tradition of each port being largely hand-coded all over again; this gives each its own feel. Scottish developers Torus took on the challenging task of converting Elite to the Spectrum, which is built around a Z80 rather than the 6502 microprocessor at the heart of the BBC Micro and Commodore 64. Speccy Elite arrived several months after the Commodore 64 version and about a year after the original, touching off another huge wave of sales. Amidst the usual slate of added and lost features, it added yet more special missions, for a total of five. Missions became the most obvious way for the many individual developers who worked on Elite over the years to put their own creative stamp on the game, a trend actively encouraged by Bell and Braben; “just have your own fun” with the missions was always their response to requested advice. About the same time as the Spectrum Elite arrived in Britain, Firebird brought the Commodore 64 Elite to the United States, where it — stop me if you’ve heard this before — became a huge hit, one of relatively few games of the 1980s to make a major impact in both the European and North American markets. It served to establish Firebird as an important publisher in the U.S., the first such to be based in Britain and one which would give many other British games deserved exposure in that bigger market.

The ball was now well and truly rolling. For almost a decade the existing versions just kept on selling and the ports just kept on coming: to big players of the era like the IBM PC, the Apple II, the Atari ST, the Commodore Amiga, and the Amstrad CPC as well as occasional also-rans like the Tatung Einstein. Even the Nintendo Entertainment System got a surprisingly faithful and enjoyable version in 1991. In the end Elite made it to 17 separate platforms. Ian Bell has guessed in one place that it sold about 600,000 copies. David Braben claims that Elite surpassed 1 million copies worldwide, but this claim is much more dubious. Regardless of the final tally, Elite was certainly amongst the most commercially successful born-on-a-PC games of the 1980s.

Bell and Braben’s mainstream fame proved to be almost as enduring — in September of 1991 The One magazine could still write about the latter as “the most famous developer in Britain” — but their partnership less so. The two tried for some time to make Elite II for the BBC Micro and the Commodore 64, but never got close to completing it for reasons which vary with the teller. In Bell’s version, the game was just too ambitious for the hardware; in Braben’s, Bell was more interested in enjoying his new wealth and practicing his new hobby of martial arts than buckling down to work. Braben alone finally made and released Frontier: Elite II, a hugely polarizing sequel, in 1993. The erstwhile partners then spent the rest of the decade in ugly squabbles and petty lawsuits. To the best of my knowledge, the two still refuse to speak to one another. While both agreed to give talks upon the game’s 25th anniversary at the GameCity Festival in Nottingham in 2009, they agreed to do so only if they didn’t have to share a stage together. Like most people who have studied their history, I have my opinions about who is the more difficult partner and who is more at fault. In truth, though, neither one comes out looking very good.

Bell retired quietly to the country many years ago to tinker with mathematics, martial arts, and mysticism. He hasn’t released a game since the original Elite. Braben, in contrast, has built himself a prominent career as a designer and executive in the modern games industry. If he’s no longer quite the most famous developer in Britain, he’s certainly not all that far out of the running. He recently Kickstarted a new iteration of the Elite concept called Elite: Dangerous to the tune of more than £1.5 million, proof of the game’s enduring place in even the contemporary gaming zeitgeist and its enduring appeal as well as the cachet Braben’s name still carries.

And what is the source of that appeal? As with any great game for which it all just seemed to come together somehow, that can be a difficult question to fully answer. I could talk about how it was one of the first games to show the immersive potential of even the most primitive of 3D graphics, prefiguring the direction the entire industry would go a decade later. I could talk about how it was one of the first to graft a larger context to its core action-based gameplay, giving players a reason to care beyond wanting to run up a high score. I could talk about how perfectly realized its universe is, how it absolutely nails atmosphere; its cold beauty is just that, beautiful. Those minimalist wireframe spaceships are key here. I never quite felt that later iterations for more advanced platforms, which fill in the spaceships with color, felt quite like Elite. But then I suspect that for most folks the definitive version of Elite is the one they played first…

Maybe the most impressive thing that Elite evokes is a sense of possibility. You really do feel when you start playing, even today, even when you’ve read articles like this one and know most of its tricks, that you can go anywhere (as, given time and patience, you can), and that anything might happen there (okay, not so much). Yes, over time, especially over these jaded times, that sense fades, this Fibonacci universe starts to lose some of its verisimilitude, and it all starts to feel kind of samey. I must confess that when I played again recently for this article that point came for me long before I got anywhere close to becoming Elite. I think for the game to last longer for me I’d need some more of those story elements Bell and Braben originally hoped to include. But just the fact that that feeling is there, even for a little while, is amazing, the sort of amazing that makes Elite one of the most important computer games ever released. In addition to being a great play in its own right, it represents a fundamental building block of the virtual worlds of today and those still to come.

(In addition to being such a huge hit and such a seminal game historically, Elite comes equipped with a very compelling origin story. Together these factors have caused it to be written and talked about to a degree to which almost no other game of its era compares. Thus my challenge with this article was not so much finding information as sorting through it all and trying to decide which of various versions of events were most likely to be correct.

The lengthiest and most detailed print chronicle of all is that in the book Backroom Boys by Francis Spufford. More cursory histories have been published by Edge Online and IGN. Vintage sources used for this article include: Your Computer of December 1984; The One of January 1991 and September 1991; Micro Adventurer of January 1985; Home Computing Weekly of December 11, 1984; Personal Computing Weekly of August 23, 1984. David Braben’s talk at the 2011 Game Developers Conference was a goldmine, while Ian Bell’s home page has a lot of information in its archives. Other useful fan pages included FrontierAstro and The Acorn Elite Pages. And when you get bored with serious research, check out the Elite episode of Brits Who Made the Modern World, which in its first ten seconds credits the game with starting the British games industry and goes on to indulge in several other howlers before it’s a minute old. It makes a great example of the hilariously hyperbolic press coverage that always clings to Elite.

Finally, rather than provide a playable version of Elite here I’ll just point you once again to Ian Bell’s pages, where you’ll find versions for many, many platforms.

Updated June 14, 2014 and July 14, 2014: I heard from Chris Jordan, who set me straight on more than a few facts and figures found in the original version of this article. Edits made.)

 
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Posted by on December 26, 2013 in Digital Antiquaria, Interactive Fiction

 

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