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Controlling the Spice, Part 3: Westwood’s Dune

Brett Sperry and Louis Castle

Louis Castle first became friends with Brett Sperry in 1982, when the two were barely out of high school. Castle was selling Apple computers at the time at a little store in his native Las Vegas, and Sperry asked him to print out a file for him. “I owned a printer, so I invited him over,” remembers Castle, “and he looked at some animation and programming I was working on.”

They found they had a lot in common. They were both Apple II fanatics, both talented programmers, and both go-getters accustomed to going above and beyond what was expected of them. Through Castle’s contacts at the store — the home-computer industry was quite a small place back then — they found work as contract programmers, porters who moved software from one platform to another. It wasn’t the most glamorous job in the industry, but, at a time when the PC marketplace was fragmented into close to a dozen incompatible platforms, it was certainly a vital one. Sperry and Castle eventually came to specialize in the non-trivial feat of moving slick action games such as Dragonfire and Impossible Mission from the Commodore 64 to the far less audiovisually capable Apple II without sacrificing all of their original appeal.

In March of 1985, they decided to give up working as independent contractors and form a real company, which they named Westwood Associates. The “Westwood” came from the trendy neighborhood of Los Angeles, around the UCLA campus, where they liked to hang out when they drove down from Las Vegas of a weekend. “We chose Westwood as the company name,” says Castle, “to capture some of the feeling of youthful energy and Hollywood business.” The “Associates,” meanwhile, was nicely non-specific, meaning they could easily pivot into other kinds of software development if the games work should dry up for some reason. (The company would become known as Westwood Studios in 1992, by which time it would be pretty clear that no such pivot would be necessary.)

The story of Westwood’s very first project is something of a harbinger of their future. Epyx hired them to port the hoary old classic Temple of Apshai to the sexy new Apple Macintosh, and Sperry and Castle got a bit carried away. They converted the game from a cerebral turn-based CRPG to a frenetic real-time action-adventure, only to be greeted with howls of protest from their employers. “Epyx felt,” remembers Castle with no small sense of irony, “that gamers would not want to make complicated tactical and strategic decisions under pressure.” More sensibly, Epyx noted that Westwood had delivered not so much a port as a different game entirely, one they couldn’t possibly sell as representing the same experience as the original. So, they had to begrudgingly switch it back to turn-based.

This blind alley really does have much to tell us about Westwood’s personality. Asked many years later what common thread binds together their dizzily eclectic catalog of games, Louis Castle hit upon real-time gameplay as the one reasonable answer. This love of immediacy would translate, as we’ll soon see, into the invention of a whole new genre known as real-time strategy, which would become one of the most popular of them all by the end of the 1990s.

But first, there were more games to be ported. Having cut their teeth making Commodore 64 games work within the constraints of the Apple II, they now found themselves moving them in the other direction: “up-porting” Commodore 64 hits like Super Cycle and California Games to the Atari ST and Commodore Amiga. Up-porting was in its way as difficult as down-porting; owners of those more expensive 16-bit machines expected their capabilities to be used to good effect, even by games that had originated on more humble platforms, and complained loudly at straight, vanilla ports that still looked like they were running on an 8-bit computer. Westwood became one of the best in the industry at a very tricky task, not so much porting their source games in any conventional sense as remaking them, with dramatically enhanced graphics and sound. They acquired a reputation for technical excellence, particularly when it came to their compression systems, which allowed them to pack their impressive audiovisuals into very little space and stream them in quickly from disk. And they made good use of the fact that the Atari ST and Amiga were both built around the same Motorola 68000 CPU by developing a library for the Amiga which translated calls to the ST’s operating system into their Amiga equivalents on the fly; thus they could program a game for the ST and get the same code running on the Amiga with very few changes. If you wanted an 8-to-16-bit port done efficiently and well, you knew you could count on Westwood.

Although they worked with quite a number of publishers, Westwood cultivated a particularly close relationship with SSI, a publisher of hardcore wargames who badly needed whatever pizazz Sperry and Castle’s flashier aesthetic could provide. When SSI wanted to convince TSR to give them the hugely coveted Dungeons & Dragons license in 1987, they hired Westwood to create some of the graphics demos for their presentation. The pitch worked; staid little SSI shocked the industry by snatching the license right out from under the noses of heavier hitters like Electronic Arts. Westwood remained SSI’s most trusted partner thereafter. They ported the  “Gold Box” line of Dungeons & Dragons CRPGs to the Atari ST and Amiga with their usual flair, adding mouse support and improving the graphics, resulting in what many fans consider to be the best versions of all.

Unfortunately, Westwood’s technical excellence wasn’t always paired with equally good design sense when they occasionally got a chance to make an original game of their own. Early efforts like Mars Saga, Mines of Titan, Questron II, and BattleTech: The Crescent Hawk’s Inception all have a lot of ideas that aren’t fully worked through and never quite gel, along with third acts that fairly reek of, “We’re out of time and money, and now we just have to get ‘er done.” Ditto the first two original games they did for SSI under the Dungeons & Dragons license: the odd California Games/Gold Box mashup Hillsfar and the even odder dragon flight simulator Dragon Strike.

Still, Brett Sperry and Louis Castle were two very ambitious young men, and neither was willing to settle for the anonymous life of a strict porting house. Nor did such a life make good business sense: with the North American market at least slowly coalescing around MS-DOS machines, it looked like porting houses might soon have no reason to exist. The big chance came when Sperry and Castle convinced SSI to let them make a full-fledged Dungeons & Dragons CRPG of their own — albeit one that would be very different from the slow-paced, turn-based Gold Box line. Westwood’s take on the concept would run in — you guessed it — real time, borrowing much from FTL’s Dungeon Master, one of the biggest sensations of the late 1980s on the Atari ST and Amiga. The result was Eye of the Beholder.

At the time of the game’s release in February of 1991, FTL had yet to publish an MS-DOS port of Dungeon Master. Eye of the Beholder was thus the first real-time dungeon crawl worth its salt to become available on North America’s computer-gaming platform of choice, and this fact, combined with the Dungeons & Dragons logo on the box, yielded sales of 130,000 copies in the United States alone — a sales figure far greater than that of any previous original Westwood game, greater even than all but the first two of SSI’s flagship Gold Box line. The era of Westwood as primarily a porting house had passed.


Over at Virgin Games, the indefatigable Martin Alper, still looking to make a splash in the American market, liked what he saw in Westwood, this hot American developer who clearly knew how to make the sorts of games Americans wanted to buy. And yet they were also long-established experts at getting the most out of the Amiga, Europe’s biggest gaming computer; Westwood would do their own port of Eye of the Beholder to the Amiga, in which form it would sell in considerable numbers in Europe as well. Such a skill set made the little Las Vegas studio immensely attractive to this executive of Virgin, a company of truly global reach and vision.

Alper knew as soon as he saw Eye of the Beholder that he wanted to make Westwood a permanent part of the Virgin empire, but, not wanting to spook his target, he approached them initially only to ask them to develop a game for him. As far as Alper or anyone else outside Virgin’s French subsidiary knew at this point, the Cryo Dune game was dead. But Alper hadn’t gone to all the trouble of securing the license not to use it. In April of 1991 — just one month before the departure of Jean-Martial Lefranc from Virgin Loisirs, combined with a routine audit, would bring the French Dune conspiracy to light — Alper signed Westwood to make a Dune game of their own. It wasn’t hard to convince them to take it on; it turned out that Dune was Brett Sperry’s favorite novel of all time.

Even better, Westwood, perhaps influenced by their association with the turn-based wargame mavens at SSI, had already been playing around with ideas for a real-time (of course!) game of military conflict. “It was an intellectual puzzle for me,” says Sperry. “How can we take this really small wargame category, bring in some fresh ideas, and make it a fun game that more gamers can play?” The theme was originally to be fantasy. But, says Louis Castle, “when Virgin offered up the Dune license, that sealed our fate and pulled us away from a fantasy theme.”

Several months later, after Martin Alper reluctantly concluded that Cryo’s Dune had already cost too much money and had too much potential of its own to cancel, he found himself with quite a situation on his hands. Westwood’s Dune hadn’t been in development anywhere near as long as Cryo’s, but he was already loving what he had seen of it, and was equally unwilling to cancel that project. In an industry where the average game frankly wasn’t very good at all, having two potentially great ones might not seem like much of a problem. For Virgin’s marketers, however, it was a nightmare. Their solution, which pleased neither Cryo nor Westwood much at all, was to bill the latter’s game as a sequel to the former’s, naming it Dune II: The Building of a Dynasty.

Westwood especially had good reason to feel disgruntled. They were understandably concerned that saddling their fresh, innovative new game with the label of sequel would cause it to be overlooked. The fact was, the sequel billing made no sense whatsoever, no matter how you looked at it. While both games were, in whole or in part, strategy games that ran in real time, their personalities were otherwise about as different as it was possible for two games to be. By no means could one imagine a fan of Cryo’s plot-heavy, literary take on Dune automatically embracing Westwood’s action-heavy, militaristic effort. Nor did the one game follow on from the other in the sense of plot chronology; both games depict the very same events from the novel, albeit with radically different sensibilities.

The press too was shocked to learn that a sequel to Cryo’s Dune was due to be released the very same year as its predecessor. “This has got to be a new world record for the fastest ever followup,” wrote the British gaming magazine The One a few weeks after the first Dune‘s release. “Unlike the more adventure-based original, Dune II is expected to be more of a managerial experience comparable to (if anything) the likes of SimCity, as the two warring houses of Atreides and Harkonnen attempt to mine as much spice as possible and blow each other up at the same time.”

The Westwood Studios team who made Dune II. On the front row are Ren Olsen and Dwight Okahara; on the middle row are Judith Peterson, Joe Bostic, Donna Bundy, and Aaron Powell; on the back row are Lisa Ballan and Scott Bowen. Of this group, Bostic and Powell were the game’s official designers, and thus probably deserve the most credit for inventing the genre of real-time strategy. Westwood’s co-founder Brett Sperry also played a critical — perhaps the critical — conceptual role.

It was, on the whole, about as good a description of Dune II as any that appeared in print at the time. Not only was the new game dramatically different from its predecessor, but it wasn’t quite like anything at all which anyone had ever seen before, and coming to grips with it wasn’t easy. Legend has it that Brett Sperry started describing Dune II in shorthand as “real-time strategy” very early on, thus providing a new genre with its name. If so, though, Virgin’s marketers didn’t get the memo. They would struggle mightily to describe the game, and what they ended up with took unwieldiness to new heights: a “strategy-based resource-management simulation with a heavy real-time combat element.” Whew! “Real-time strategy” does have a better ring to it, doesn’t it?

These issues of early taxonomy, if you will, are made intensely interesting by Dune II‘s acknowledged status as the real-time-strategy urtext. That is to say that gaming histories generally claim, correctly on the whole in my opinion, that it was the first real-time strategy game ever.

Yet we do need to be careful with our semantics here. There were actually hundreds of computerized strategy games prior to Dune II which happened to be played in real time, not least among them Cryo’s Dune. The neologism of “real-time strategy” (“RTS”) — like, say, those of “interactive fiction” or even “CRPG” — has a specific meaning separate from the meanings of the individual words which comprise it. It has come to denote a very specific type of game — a game that, yes, runs in real time, but also one where players start with a largely blank slate, gather resources, and use them to build a variety of structures. These structures can in turn build military units who can carry out simple orders of the “attack there” or “defend this” stripe autonomously. The whole game plays on an accelerated time scale which yields bursts if not sustained plateaus of activity as frantic as any action game. This combination of qualities is what Westwood invented, not the abstract notion of a strategy game played in real time rather than turns.

Of course, all inventions stand on the shoulders of those that came before, and RTS is no exception. It can be challenging to trace the bits and pieces which would gel together to become Dune II only because there are so darn many of them.

Utopia

The earliest strategy game to replace turns with real time may have been Utopia, an abstract two-player game of global conquest designed and programmed by Don Daglow for the Intellivision console in 1982. The same year, Dan Bunten’s1 science-fiction-themed Cytron Masters and Chris Crawford’s Roman-themed Legionnaires became the first computer-based strategy games to discard the comfortable round of turns for something more stressful and exciting. Two years later, Brøderbund’s very successful Ancient Art of War exposed the approach to more players than ever before.

In 1989, journalists started talking about a new category of “god game” in the wake of Will Wright’s SimCity and Peter Molyneux’s Populous. The name derived from the way that these games cast you as a god able to control your people only indirectly, by altering their city’s infrastructure in SimCity or manipulating the terrain around them in Populous. This control was accomplished in real time. While, as we’ve seen, this in itself was hardly a new development, the other innovations of these landmark games were as important to the eventual RTS genre as real time itself. No player can possibly micromanage an army of dozens of units in real time — at least not if the clock is set to run at anything more than a snail’s pace. For the RTS genre as we’ve come to know it to function, units must have a degree of autonomous artificial intelligence, must be able to carry out fairly abstract orders and react to events on the ground in the course of doing so. SimCity and Populous demonstrated for the first time how this could work.

By 1990, then, god games had arrived at a place that already bore many similarities to the RTS games of today. The main things still lacking were resource collecting and building. And even these things had to some extent already been done in non-god games: a 1987 British obscurity called Nether Earth demanded that you build robots in your factory before sending them out against your enemy, although there was no way of building new structures beyond your starting factory. Indeed, even the multiplayer death matches that would come to dominate so much of the RTS genre a generation later had already been pioneered before 1990, perhaps most notably in Dan Bunten’s 1988 game Modem Wars.

Herzog Zwei

But the game most often cited as an example of a true RTS in form and spirit prior to Dune II, if such a thing is claimed to exist at all, is one called Herzog Zwei, created by the Japanese developer Technosoft and first published for the Sega Genesis console in Japan in 1989. And yet Herzog Zwei‘s status as an alternative RTS urtext is, at the very least, debatable.

Players each start the game with a single main base, and an additional nine initially neutral “outposts” are scattered over the map. Players “purchase” units in the form of Transformers-like flying robots, which they then use to try to conquer outposts; controlling more of them yields more revenue, meaning one can buy more units more quickly. Units aren’t completely out of the player’s direct control, as in the case of SimCity and Populous, but are ordered about in a rather general way: stand and fight here, patrol this radius, retreat to this position or outpost. The details are then left to the unit-level artificial intelligence. For this reason alone, perhaps, Herzog Zwei subjectively feels more like an RTS than any game before it. But on the other hand, much that would come to mark the genre is still missing: resource collection is still abstracted away entirely, while there’s only one type of unit available to build, and no structures. In my opinion, Herzog Zwei is best seen as another of the RTS genre’s building blocks rather than an urtext.

The question of whether and to what extent Herzog Zwei influenced Dune II is a difficult one to answer with complete assurance. Brett Sperry and Louis Castle have claimed not to even have been aware of the Japanese game’s existence prior to making theirs. In fact, out of all of the widely acknowledged proto-RTS games I’ve just mentioned, they cite only Populous as a major influence. Their other three stated inspirations make for a rather counter-intuitive trio on the face of it: the 1984 Apple II game Rescue Raiders, a sort of Choplifter mated to a strategic wargame; the 1989 NEC TurboGrafx-16 game Military Madness, an abstract turn-based strategy game; and, later in the development process, Sid Meier’s 1991 masterpiece Civilization (in particular, the tech tree therein).

Muddying these waters, however, is an anecdote from Stephen Clarke-Willson, an executive in Virgin’s American offices during the early 1990s. He says that “everyone at the office was playing Herzog Zwei” circa April of 1991: “I was given the task of figuring out what to do with the Dune license since I’d read the book a number of times. I thought from a gaming point of view the real stress was the battle to control the spice, and that a resource-strategy game would be good.” Clarke-Willson further claims that from the outset “Westwood agreed to make a resource-strategy game based on Dune, and agreed to look at Herzog Zwei for design ideas.” Sperry and Castle, by contrast, describe a far more open-ended agreement that called for them simply to make something interesting out of the license, allowing the specifics of their eventual Dune to arise organically from the work they had already started on their fantasy-themed real-time wargame.

For what it’s worth, neither Sperry nor Castle has a reputation for dishonesty. Quite the opposite, in fact: Westwood throughout its life stood out as a bastion of responsibility and stability in an industry not much known for either. So, whatever the true facts may be, we’re better off ascribing these contradictory testimonies to the vagaries of memories than to disingenuousness. Certainly, regardless of the exact influences that went into it, Dune II has an excellent claim to the title of first RTS in the modern neologism’s sense. This really was the place where everything came together and a new genre was born.

In the novel of Dune, the spice is the key to everything. In the Westwood game, even in the absence of almost everything else that makes the novel memorable, the same thing is true. The spice was, notes Louis Castle, “very adaptable to this harvest, grow, build for war, attack gambit. That’s really how [Dune II] came about.” Thus was set up the gameplay loop that still defines the RTS genre to this day — all stemming from a novel published in 1965.

The overarching structure of Dune II is also far more typical of the games of today than those of its peers in the early 1990s. You play a “campaign” consisting of nine scenarios, linked by snippets of narrative, that grow progressively more difficult. There are three of these campaigns to choose from, depicting the war for Arrakis from the standpoint of House Atreides, House Harkonnen, and House Ordos — the last being a cartel of smugglers who don’t appear in the novel at all, having been invented for a non-canonical 1984 source book known as The Dune Encyclopedia. In addition to a different narrative, each faction has a slightly different slate of structures and units at its command.

There’s the suggestion of a more high-level strategic layer joining the scenarios together: between scenarios, the game lets you choose your next target for attack by clicking on a territory on a Risk-like map of the planet. Nothing you do here can change the fixed sequence of scenario goals and opposing enemy forces the game presents, but it does change the terrain on which the subsequent scenario takes place, thus adding a bit more replayability for the true completionists.

You begin a scenario with a single construction yard, a handful of pre-built units, and a sharply limited initial store of spice, that precious resource from which everything else stems. Fog of war is implemented; in the beginning, you can see only the territory that immediately surrounds your starting encampment. You’ll thus want to send out scouts immediately, to find deposits of spice ripe for harvesting and to learn where the enemy is.

While your scouts go about their business, you’ll want to get an economy of sorts rolling back at home. The construction yard with which you begin can build any structure available in a given scenario, although it’s advisable to first build a “concrete slab” to serve as its foundation atop the shifting sands of Arrakis. The first real structure you’re likely to build is a “wind trap” to provide power to those that follow. Then you’ll want a “spice refinery,” which comes complete with a unit known as a “harvester,” able to collect spice from the surrounding territory and return it to the refinery to become the stuff of subsequent building efforts. Next you’ll probably want an “outpost,” which not only lets you see much farther into the territory around your base without having to deploy units there but is a prerequisite for building any new units at all. After your outpost is in place, building each type of unit requires its own kind of structure, from a “barracks” for light infantry (read: cannon fodder) to a “high tech factory” for the ultimate weapon of airpower. Naturally, more powerful units are more expensive, both in terms of the spice required to build the structures that produce them and that required to build the units themselves afterward.

Your real goal, of course, is to attack and overwhelm the enemy — or, in some later scenarios, enemies — before he or they have the chance to do the same to you. There’s a balancing act here that one could describe as the central dilemma of the game. Just how long do you concentrate on building up your infrastructure and military before you throw your units into battle? Wait too long and the enemy could get overwhelmingly powerful before you cut him down to size; attack too soon and you could be defeated and left exposed to counterattack, having squandered the units you now need for defense. The amount of spice on the map is another stress point. The spice deposits are finite; once they’re gone, they’re gone, and it’s up to whatever units are left to battle it out. Do you stake your claim to that juicy spice deposit just over the horizon right now? Or do you try to eliminate that nearby enemy base first?

If you’ve played any more recent RTS games at all, all of this will sound thoroughly familiar. And, more so than anything else I could write here, it’s this sense of familiarity, clinging as it does to almost every aspect of Dune II, which crystallizes the game’s influence and importance. The only substantial piece of the RTS puzzle that’s entirely missing here is the multiplayer death match; this game is single-player only, lacking the element that for many is the most appealing of all about the RTS genre. Otherwise, though, the difference between this and more modern RTS games is in the details rather than the fundamentals. This anointed first example of an RTS is a remarkably complete example of the breed. All the pieces are here, and all the pieces fit together as we’ve come to expect them to.

So much for hindsight. As for foresight…

Upon its release in the fall of 1992, Dune II was greeted, like its predecessor from Cryo, with positive reviews, but with none of the fanfare one might expect for a game destined to go down in history as such a revolutionary genre-spawner. Computer Gaming World called it merely “a gratifying experience,” while The One was at least a bit more effusive, with the reviewer pronouncing it “one of the most absorbing games I’ve come across.” Yet everyone regarded it as just another fun game at bottom; no one had an inkling that it would in time birth a veritable new gaming subculture. It sold well enough to justify its development, but — very probably thanks in part to its billing as a sequel to a game with a completely different personality, which had itself only been on the market a few months — it never threatened Eye of the Beholder for the crown of Westwood’s biggest hit to date.

Nor did it prompt an immediate flood of games in the same mold, whether from Westwood or anyone else. The next notable example of the budding genre, Blizzard’s Warcraft, wouldn’t appear until late 1994. That title would be roundly mocked by the gaming intelligentsia for its similarities to Dune IIComputer Gaming World would call it “a perfect bit of creative larceny” — but it would sell much, much better, well and truly setting the flame to the RTS torch. To many Warcraft fans, Westwood would seem like the bandwagon jumpers when they belatedly returned to the genre they had invented with 1995’s Command & Conquer.

By the time that happened, Westwood would be a very different place. Just as they were finishing up Dune II, Louis Castle got a call from Richard Branson himself. “Hello, Louis, this is Richard. I’d like to buy your company.”

“I didn’t know it was for sale,” replied Castle.

“In my experience, everything is for sale!”

And, indeed, notwithstanding their unhappiness about Dune II‘s sequel billing, Brett Sperry and Louis Castle sold out to Virgin, with the understanding that their new parent company would stay out of their hair and let them make the games they wanted to make, holding them accountable only on the basis of the sales they generated. Unlike so many merger-and-acquisition horror stories, Westwood would have a wonderful relationship with Virgin and Martin Alper, who provided the investment they needed to thrive in the emerging new era of CD-ROM-based, multimedia-heavy gaming. We’ll doubtless be meeting Sperry, Castle, and Alper again in future articles.


Looked upon from the perspective of today, the two Dune games of 1992 make for an endlessly intriguing pairing, almost like an experiment in psychology or sociology. Not only did two development teams set out to make a game based on the same subject matter, but they each wound up with a strategy game running in real time. And yet the two games could hardly be more different.

In terms of historical importance, there’s no contest between the two Dunes. While Cryo’s Dune had no discernible impact on the course of gaming writ large, Westwood’s is one of the most influential games of the 1990s. A direct line can be traced from it to games played by tens if not hundreds of millions of people all over the world today. “He who controls the spice, controls the universe,” ran the blurb on the front cover of millions of Dune paperbacks and movie posters. Replace “spice” with the resource of any given game’s choice, and the same could be stated as the guiding tenet of the gaming genre Dune birthed.

And yet I’m going to make the perhaps-surprising claim that the less-heralded first Dune is the more enjoyable of the two to play today. Its fusion of narrative and strategy still feels bracing and unique. I’ve never seen another game which plays quite like this one, and I’ve never seen another ludic adaptation that does a better job of capturing the essential themes and moods of its inspiration.

Dune II, by contrast, can hardly be judged under that criterion at all, given that it’s just not much interested in capturing any of the subtleties of Herbert’s novel; it’s content to stop at “he who controls the spice controls the universe.” Judged on its own terms, meanwhile, strictly as a game rather than an adaptation, it’s become the ironic victim of its own immense influence. I noted earlier that all of the pieces of the RTS genre, with the exception only of the multiplayer death match, came together here for the first time, that later games would be left to worry only about the details. Yet it should also be understood that those details are important. The ability to give orders to groups of units; the ability to give more complex orders to units; ways to get around the map more quickly and easily; higher-resolution screens able to show more of the map at one time; a bigger variety of unit types, with greater variance between opposing factions; more varied and interesting scenarios and terrains; user-selectable difficulty levels (Dune II often seems to be stuck on “Brutal”)… later games would do all of this, and so much more besides. Again, these things do matter. Playing Dune II today is like playing your favorite RTS game stripped down to its most basic foundation. For a historian or a student of game design, that’s kind of fascinating. For someone who just wants to play a fun game, it’s harder to justify.

Still, none of this should detract from the creativity and sheer technical chops that went into realizing Dune II in its own time. Most gaming genres require some iteration to work out the kinks and hone the experience. The RTS genre in particular has been so honed by such a plethora of titles, all working within such a sharply demarcated set of genre markers, that Dune II is bound to seem like a blunt instrument indeed when we revisit it today.

So, there you have it: two disparate Dune games, both inspired and worthy, but in dramatically different ways. Dune as evocative storytelling experience or Dune as straightforward interactive ultra-violence? Take your pick. The choice seems appropriate for a novel that’s been pulled back and forth along much the same axis ever since its first publication in 1965. Does it have a claim to the mantle of High Literature or is it “just” an example of a well-crafted genre novel? Take your pick. The same tension shows itself in the troubled history of Dune as movie, in the way it could attract both filmmakers who pursued — or at least believed themselves to be pursuing — a higher artistic calling, like Alejandro Jodorowsky, and purveyors of the massiest of mass-market entertainments, like Arthur P. Jacobs. Dune as art film or Dune as blockbuster? Take your pick — but please, choose one or the other. Dino and Raffaella De Laurentiis, the first people to get an actual Dune film made, tried to split the difference, making it through a mainstream Hollywood studio with a blockbuster-sized budget, but putting all those resources in the hands of a director of art films. As we’ve seen, the result of that collision of sensibilities was unsatisfying to patrons of multiplexes and art-house theaters alike.

In that light, perhaps it really was for the best that Virgin wound up accidentally releasing two Dune games. Cryo’s Dune locked down the artsier side of Dune‘s split media personality, while Westwood’s was just good fun, satisfying the timeless urge of gamers to blow stuff up in entertaining ways. Thanks to a colossal bureaucratic cock-up at Virgin, there is, one might say, a Dune game for every Dune reader. Which one really is “better” is an impossible question to answer in the end. I’ve stated my opinion, but I have no doubt that plenty of you readers could make an equally compelling case in the other direction. So, vive la différence! With all due apologies to Frank Herbert, variety is the real spice of life.

(Sources: Computer Gaming World of April 1993, August 1993, and January 1995; Game Developer of June 2001; The One of October 1992, January 1993, and July 1993; Retro Gamer 90; Westwood Studios’s customer newsletter dated Fall 1992. Online sources include Louis Castle’s interview for Soren Johnson’s Designer Notes podcast, “Retro Throwback: Dune 2 by Cole Machin on CGM, “Build, gather, brawl, repeat: The history of real-time strategy games” by Richard Moss on Ars Technica, “A New Dawn: Westwood Studios 15th Anniversary” by Geoff Keighly with Amer Ajami on GameSpot, and “The Origin of Realtime Strategy Games on the PC” by Stephen Clarke Willson on his blog Random Blts.

Feel free to download Dune II from right here, packaged so as to make it as easy as possible to get running using your chosen platform’s version of DOSBox.)


  1. Dan Bunten died in 1998 as the woman Danielle Bunten Berry. 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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Controlling the Spice, Part 2: Cryo’s Dune

Philippe Ulrich

To hear him tell the story at any rate, Philippe Ulrich had always been destined to make a computer game out of Dune. On July 21, 1980, he was a starving young musician living in an attic closet in Paris without heat or electricity, having just been dropped by his tiny record label after his first album had stiffed. Threading his way through the tourists packing the Champs-Élysées that scorching summer day, he saw an odd little gadget called a Sinclair ZX80 in the window of an electronics shop. The name of the shop? Dune. His destiny was calling.

But a busy decade still lay between Ulrich and his Dune game. For now, he fell in love at first sight with the first personal computer he had ever seen. His only goal became to scrape together enough money to buy it. Through means fair or foul, he did so, and within a year he had sold his first game, a BASIC implementation of the board game Othello, to Sinclair’s French distributor. He soon partnered up with one Emmanuel Viau, a medical student eager to drop out of university and pursue his real love of programming games. The two pumped out arcade clones and educational drills to raise cash, and officially incorporated their own little software studio, ERE Informatique, on April 28, 1983.

Rémi Herbulot

ERE moved up from the ranks of regional developers and arcade-clone-makers to score their first big international hit thanks to one Rémi Herbulot, a financial controller at the automotive supplier Valeo who had learned BASIC to save his company money on accounting software, only to get himself hopelessly hooked on the drug that was programming to personalities like his. Without ever having seen the American Bill Budge’s landmark Pinball Construction Set, Herbulot wrote a program along the same lines: one that let you build your own pinball table from a box of interchangeable parts and then play and share it with your friends. As soon as Herbolut showed his pinball game to Ulrich, he knew that it had far more potential than anything ERE had made so far, and didn’t waste any time hiring the creator and publishing his creation. Upon its release in 1985, Macadam Bumper topped sales charts in both France and Britain, selling almost 100,000 copies in all. It was even picked up by the American publisher Accolade, who released it as Pinball Wizard and saw it get as high as number 5 on the American charts despite the competition from Pinball Construction Set. Just like that, ERE Informatique had made it onto the international stage. For a second act, Rémi Herbulot soon provided the action-adventure Crafton & Xunk — released as Get Dexter! in some places — and it too became a hit across Europe.

Yet none of the free spirits who made up ERE Informatique was much of a businessman — least of all Philippe Ulrich — and the little collective lived constantly on the ragged edge of insolvency. Hoping to secure the funding needed to make more ambitious games to suit the new 16-bit computers entering the market, Ulrich and Viau sold their company to the Lyon-based Infogrames, the largest games publisher in France, in June of 1987. The plan was for ERE to continue making their games, still under their old company name, while Infogrames quietly took care of the accounting and the publishing.

For the past year already, much of ERE’s energy had been absorbed by Captain Blood, a game designed by Ulrich himself and a newer arrival named Didier Bouchon, a student of biology, interior design, film, and painting whom Ulrich liked to describe as his company’s very own “mad scientist.” And, indeed, Captain Blood was something of a Frankenstein’s monster of a game, combining a fractal-based space-flight simulator with a conversation engine that had you talking with the aliens you met in an invented symbolic language. With its Giger-inspired tangles of onscreen organics and technology and a color palette dominated by neon blues and deep purples, it was all extremely strange stuff, looking and playing more like a conceptual-art installation than a videogame. Not least strange was the plot, which cast the player as a programmer who got sucked into an alternate dimension inside his computer, then saw his identity fractured into six by a “hyperspace accident.” Now he must scour the galaxy to find and destroy his clones and reconstitute his full identity. In a major publicity coup, Ulrich managed to convince the famous composer and keyboardist Jean-Michel Jarre to license to ERE the piece of music that became the game’s main theme. Such a collaboration matched perfectly with the company’s public persona, which depicted their games not so much as commercial entertainments as an emerging artistic movement, in line with, as Ulrich liked to say, Impressionism, Dadaism, or surrealism: “Why should it not be the same with software?”

Captain Blood

Released for the Atari ST in France just in time for the Christmas of 1987, Captain Blood certainly was, whatever else you could say about it, a bold artistic gambit. The French gaming magazine SVM talked it up if anything even more than Ulrich himself, declaring it “a masterpiece,” “the most beautiful game in the world,” the herald of a new generation of games “where narrative sense and programming talent are at the service of a new art.” This sort of stilted grandiosity — sounding, at least when translated into English, a bit like some of the symbolic dialogs you had with the aliens in Captain Blood — would become one of the international hallmarks of a French gaming culture that was just beginning to break out beyond the country’s borders. Captain Blood became the first poster child for what Philippe Ulrich himself would later dub “the French Touch”: “Our games didn’t have the excellent gameplay of original English-language games, but graphically, their aesthetics were superior.”

It took some time to realize that, underneath its undeniable haunting beauty, Captain Blood wasn’t really much of a game. Playing it meant flying around to random planets, going through the same tedious flight-simulator bits again and again, and then — if you were lucky and the planet you’d arrived at wasn’t entirely empty — having baffling conversations with all too loquacious aliens, never knowing what was just gibberish for the sake of it and what was some sort of vital clue. As Ulrich’s own words above would indicate, he and some other French developers really did seem to believe that making beautiful and conceptually original games like Captain Blood should absolve them from the hard work of testing, tweaking, and balancing them. And perhaps he had a point, at least momentarily. What with owners of slick new 16-bit machines like the Atari ST and Commodore Amiga eager to see them put through their audiovisual paces, gameplay really could fall by the wayside with few obvious consequences. Captain Blood sold more than 100,000 copies worldwide despite its faults. For ERE Informatique, it felt like a validation of their new direction.

So, on June 12, 1988, they announced the formation of a new sub-label for artsy games like Captain Blood in an elaborate “happening” at the storied Maison de la Radio in Paris. The master of ceremonies was none other than Alejandro Jodorowsky, the Chilean filmmaker who had spent $2 million in an abortive attempt to make a Dune movie back in the 1970s. The name of the sub-label, Exxos, was derived from the Greek prefix meaning “outward.” The conceit had it that Exxos was literally the god in the machines at ERE Informatique, the real mastermind of all their games. After Jodorowsky’s introduction, Ulrich stepped up to say his piece:

Ladies and gentlemen, the decision was not easy, but still, we have agreed to reveal to you the secret of our dynamism and creativity, which makes ERE Informatique a success. If there are sensitive people in the room, I ask them to be strong. They have nothing to fear if their vibrations are positive; the telluric forces will save them.

My friends, the inspiration does not fall from the sky, genius is not by chance. The inspiration and genius which designed Macadam Bumper is not the fabulous Rémi Herbulot. The inspiration and genius which led to Captain Blood is not the unquenchable Didier Bouchon nor your servant here.

It is Him! He who has lived hidden in our offices for months. He who comes from outside the Universe. He that we reveal today to the world, because the hour has come. I name Exxos. I ask you to say after me a few magic words to remind Him of His homeland: ata ata hoglo hulu, ata ata hoglo hulu…

A group chant followed, more worthy of an occult ceremony than a business presentation.

Some months later, Rémi Herbulot’s Purple Saturn Day became the first big game to premiere on the Exxos label. It was a sort of avant-garde take on the Epyx Games sports series, if you can imagine such a thing. “O Exxos, you who showed us the path to the global success of Captain Blood, you who inspired those fabulous colorful swirls of spacetime!” prayed Philippe Ulrich before a bemused crowd of ordinary trade-show attendees. “Today it is the turn of Rémi Herbulot and Purple Saturn Day. Exxos, thank you!”

The shtick got old quickly. When ERE promoted the next Exxos game, a poorly designed point-and-click adventure called Kult, by dismembering a life-sized latex alien in the name of their god and distributing the pieces to assembled journalists, you could almost see the collective shrug that followed even in the French gaming press. Neither Purple Saturn Day nor Kult (the latter of which was published under the name of Chamber of the Sci-Mutant Priestess in North America) sold in anything like the numbers of Captain Blood.

Meanwhile Infogrames, ERE’s parent company, had gotten into serious financial trouble through over-expansion and over-investment. After a near-acquisition by the American publisher Epyx fell through at the last minute, Infogrames stopped paying the bills at ERE Informatique. Thanks no doubt to such ruthless cost-cutting, Infogrames would escape by the skin of their teeth, and in time would recover sufficient to become one of the biggest games publishers in the world. ERE, however, was finished. Philippe Ulrich and his little band of followers had been cast adrift along with their god. But never fear; their second act would prove almost as surprising as their first. For Ulrich and company were about to meet Dune.



Given the enormous popularity of the novel, one might have expected a Dune computer game long before this point. Yet, thanks to the high-profile but failed Dune film, the rights had been in limbo for the past five years.

As we saw in my previous article, the Dino De Laurentiis Corporation licensed the media rights to Dune — which included game rights — from Frank Herbert in 1982. About six months prior to the film’s release in December of 1984, they made a deal with Parker Brothers — best known as the maker of such evergreen family board games as Monopoly, Clue, and Risk — for a Dune videogame. But said game never materialized; the failure of the film, coupled with a troubled American home-computer marketplace and an all but annihilated post-Great Videogame Crash console marketplace, apparently made them think better of the idea. The Dino De Laurentiis Corporation went bankrupt in 1985, and Frank Herbert died the following year. Despite the inevitable flurry of litigation which followed these events, no one seemed to be quite sure for a long time just where the game rights now resided. The person who would at last break this logjam at decade’s end was a dapper 47-year-old Briton named Martin Alper.

Martin Alper with a display rack of cheap games. These were to be found in all sorts of unlikely places in Britain, from corner shops to booksellers, during Mastertronic’s heyday.

Alper had gotten his start in software in 1983, when, already an established businessman and entrepreneur, he had invested in a tape-duplication facility. At this time, British computer games were distributed almost exclusively on cassette tapes. “I asked the guy how much it cost to duplicate a tape,” Alper later remembered. “He said about 30p. Then I asked him how much they sold the games for. About eight or nine pounds. I couldn’t understand the massive difference.” In his confusion he detected the scent of Opportunity. The result would be Mastertronic, the most internationally successful budget label of the 1980s.

Alper and two others launched Mastertronic in April of 1984 with several games priced at £1.99, about half the lowest price point typical in Britain at the time. The figure was no accident: a survey had revealed that £2 was the average amount of weekly pocket money given to boys of twelve years old or so by British parents. Thus, while the typical kid might have to save up for several weeks to buy a game from the competition, he could buy a new one every single weekend from Mastertronic if he was sufficiently dedicated. And dedicated the kids of Britain proved to be, to the tune of 130,000 Mastertronic games shipped in the first month.

The established powers in the British games industry, however, were less enthusiastic. Claiming that selling games at such prices would set everyone on the road to ruin, distributors flatly refused to handle Mastertronic’s products. Unfazed, Alper and his partners simply went around them, setting up their own distribution pipeline with the likes of the bookstore chain W.H. Smith and even supermarkets and convenience stores, who were advised to place the freestanding pillars of Mastertronic games, with “£1.99!” emblazoned in big digits across the top, right where parents and children passed by on their way to the cash register with their groceries. “The problem with the conventional retail outlets,” said Alper, “is [that] they don’t encourage the impulse purchase. Supermarkets are much better at that.”

Mastertronic’s simple action games weren’t great, but for the most part they weren’t as horrible as the rest of the industry liked to claim either. If they lacked the staying power of many of their higher-priced rivals, that could be rationalized away in light of the fact that a kid could buy a new one every week or two. And Alper proved hugely talented at tempting his target demographic in all sorts of ways that didn’t depend directly on the quality of the games themselves. One of Mastertronic’s biggest early hits was a knock-off of Michael Jackson’s extended “Thriller” video, renamed to Chiller. (Predictably enough, they were hauled into court by Jackson’s management company and wound up having to pay a settlement, but they still came out well-ahead financially.) Another game, Clumsy Colin Action Biker, starred the mascot from a popular brand of crisps, and was advertised right on the packages of said junk food. (“They showed us how they were made. It’s revolting. You know those little plastic chips you get in packing materials? They’re exactly the same, with added flavoring.”)

It was all pretty lowbrow stuff — about as far as you could get from the high-toned pretensions of ERE Informatique across the English Channel — but Mastertronic’s games-as-commodies business model proved very successful. Within eighteen months of their launch, Mastertronic alone owned 20 percent of the British computer-games market, was expanding aggressively across the rest of Europe, and had become the first British software house to launch a successful line in the United States. In fact, Martin Alper had already moved to California, the better to steer operations there.

But Mastertronic’s glory days of huge profits off cheap games were brief-lived. Just like Infogrames in France, they tried to do too much too soon. Losing sight of their core competencies, they funded a line of coin-operated arcade games that went nowhere and acquired the prestigious but troubled British/Australian publisher Melbourne House for way too much money. At the same time, the army of lone-wolf bedroom coders who provided their games proved ill-equipped to take full advantage of the newer 16-bit machines that began to capture many gamers’ hearts and wallets as the 1980s wore on. Already by 1987, Mastertronic’s bottom line had turned from black to red.

Meanwhile Virgin Games, one of the smaller subsidiaries of Richard Branson’s globe-spanning media empire, had been quietly releasing games in Britain since 1982. Now, though, Branson was eager to get into the games market in a more concentrated way. Mastertronic, possessed of excellent worldwide distribution and proven marketing savvy despite their current financial difficulties, seemed a great way to do that. In early 1988, Virgin bought Mastertronic.

Initially, the new subsidiary took the name of Virgin Mastertronic and simply continued on with business as usual. But as Martin Alper looked upon a changing industry, he saw those more powerful 16-bit platforms continuing to take over from the simple 8-bit machines that had fueled Mastertronic’s success, and he saw older demographics with more disposable income beginning to take an interest in more sophisticated, upmarket computer games. In short, he felt that he had already hit a ceiling with his cheap little games; what had been so right for 1984 was no longer such a great fit for 1988. And so Alper, a man of enormous charisma and energy, maneuvered himself into the leading role at Virgin Games proper, overseeing its worldwide operations from California, the entertainment capital of the world. After having fallen into exactly the decline Alper had foreseen, Virgin Mastertronic would be sold off in 1991 to the Japanese console maker Sega, with whom they had a longstanding distribution agreement.

Alper loved Dune, connecting with its mythical — mystical? — qualities on a deep-seated level: “It presents a parallel with Christianity or Judaism, including the idea of the messiah who comes to save a strange planet. Dune begs questions about other civilizations that could exist: will they have the same beliefs, worship the same supernatural beings?” He had always dreamed of publishing a Dune computer game, but had known it just wasn’t practical on a Mastertronic budget. Now, though, with the more prestigious name and deeper pockets of Virgin behind him, he started pursuing the license in earnest. Beginning in 1988, he worked through a long, fraught process of first identifying the proper holder of the media rights — as far as could be determined from all of the previous litigation and bankruptcies, they seemed to have reverted to Universal Pictures, the distributor of the film — and then of prying them away for Virgin. Alper saw a Dune game as announcing Virgin’s — and his own — arrival on the scene as a major industry player in an artistic as well as commercial sense, making games far removed from the budgetware of the Mastertronic years.

Even as Alper was trying to secure the Dune rights, Philippe Ulrich and his friends were trying to free themselves from their entanglements with Infogrames and continue making games elsewhere. They found a welcome supporter in Jean-Martial Lefranc, the head of Virgin Loisirs, Virgin Games’s French arm. Manifesting a touch of Gallic pride, he wanted to set up a homegrown studio, made up of French developers creating ambitious and innovative games which would be distributed all over the world under the Virgin label. And certainly no one could accuse Ulrich and friends of lacking either ambition or a spirit of innovation. Lefranc helped to negotiate a concrete exit agreement between the former ERE Informatique and Infogrames, and thereafter signed them up to become the basis of a new Virgin Loisirs subsidiary.

Ulrich and company named their new studio Cryo Interactive, a play on cryogenic chambers and the computer-assisted dreams people would presumably have in them in the future. They announced their existence with all the grandiosity the world had come to expect from this bunch, saying that their purpose would be to “open the way to the next generation of software designers, artists, programmers, and so on,” who would “create expanding horizons for our imagination in tomorrow’s fascinating technology world.” “Infinite travel, magic, beauty, technology, adventure, and mystery” were in the offing.

In August of 1989, Rémi Herbulot flew to California to have a more prosaic conversation with Martin Alper about potential Cryo projects that might be suitable for the international market. Alper told him then that he was trying to secure the rights to make a Dune game, a project for which he saw Cryo as the perfect development team, without elaborating as to why. “But,” he said, “there’s seems to be little chance of actually getting the rights.”

Herbulot wasn’t sure what to make of the whole exchange, but when he told his colleagues about it back in Paris, Ulrich, who loved the novel unconditionally, was convinced that the project had been ordained by fate. Not only had he bought his first computer in a shop called Dune, but the hotel in Las Vegas where they had all stayed during the last Winter Consumer Electronics Show had had the same name. And then there was his friendship with Alejandro Jodorowsky, the would-be Dune film director of yore. What another might have seen as a series of tangential coincidences, Ulrich saw as the mysterious workings of destiny. It was “obvious,” he said, that Cryo would end up making Dune into a computer game — and, indeed, he was proven correct. Three weeks after Herbulot’s return from California, Ulrich got a call at home from Jean-Martial Lefranc. Martin Alper had managed to secure the Dune license after all, said Virgin Loisir’s chief executive, and he wanted Cryo to start thinking immediately about what kind of game they could make out of it. Ulrich remembers running out of his apartment building and doing several laps around the block, feeling like he was levitating.

But his ecstasy would be short lived. Virgin assigned as Dune‘s producer David Bishop, a veteran British games journalist, designer, and executive. The language barrier and the distance separating London from Paris were just the beginning of the difficulties that ensued. In the eyes of his French charges, Bishop seemed to view himself as Dune‘s appointed designer, Cryo as the mere technical team assigned to implement his vision. Given the artistic aspirations of people like Philippe Urlich and Rémi Herbulot, who so forthrightly described themselves as the vanguard of nothing less than a new artistic movement, this was bound to cause problems. Meanwhile Bishop, for his part, was convinced that Cryo was being deliberately obtuse and oh so inscrutably Gallic just to mess with him. The cross-Channel working relationship started out strained and just kept getting more so.

Following what was, for better or for worse, becoming an accepted industry practice, Virgin told Cryo that they had to storyboard the game on paper and get that approved before they could even begin to implement anything on a computer. Cryo worked this way for months on end, abandoning their computers for pencil and paper.

Adapting a story as complex as that of Dune to another medium must be, as David Lynch among others had already learned, a daunting endeavor under any circumstances. “We reread the book several times, got hold of everything we could find on the subject, and watched the movie over and over again,” says Philippe Ulrich. “Whenever we came across somebody who had read the book, we asked them what had impressed them most and what their strongest memories were.” The centerpiece of the book and the movie, the struggle for control of Arrakis between House Atreides and House Harkonnen, must obviously be the centerpiece of the game as well. Yet Cryo didn’t want to lose all of the other textures of the story. How could they best capture the spirit of Dune? To boil it all down to yet another game of military strategy in an industry already flooded with such things didn’t seem right, but neither did a point-and-click adventure game. After much struggle, they decided to do both — to combine a strategic view of the battle for Arrakis with the embodied, first-person role of Paul Atreides.

David Bishop hated it. All of it. “The interface is too complex,” he said. “A mix of adventure and strategy is not desirable.” Others in Virgin’s British and American offices also piled on. Cryo’s design lacked “unity,” they said; it would require “fifty disks” to hold it; it had “too many cinematic sequences, at the risk of boring the player”; the time required to develop it would “exceed the average lifespan of a programmer.” One particular question was raised endlessly, if understandably in light of Cryo’s history: would this be a game that mainstream American gamers would want to play, or would it be all, well, French? And yes, it was a valid enough concern on the face of it. But equally valid was the counterpoint raised by Ulrich: if you didn’t want a French Dune, why did you hire arguably the most French of all French studios to make it? Or did Bishop feel that that decision had been a mistake? Certainly Cryo had long since begun to suspect that his real goal was to kill the project by any means necessary.

Matters came to a head in the summer of 1990. In what may very well still stand as an industry record, Dune had now been officially “in production” for almost a year without a single line of code getting written. Virgin invited the whole of Cryo to join them at their offices in London to try to hash the whole thing out. The meeting was marked by bursts of bickering over trivialities, interspersed with long, sullen silences. At last, Philippe Ulrich stood up to make a final impassioned speech. He said that Cryo was trying their level best to make a game that evoked all of the major themes of a book they loved (never mind for the moment that the license Virgin had acquired could more accurately be described as a license to the movie). The transformation of boy to messiah was in there; the all-importance of the spice was in there; even the ecological themes were in there. David Bishop just snorted in response; Virgin wanted a commercial computer game that was fun to play, he groused, not a work of fine literary art. Nothing got resolved.

Or perhaps in a way it did. On September 19, 1990, Cryo got a fax from London: “We do not believe that the Dune proposal is strong enough to publish under the Virgin Games label. Consequently, we do not wish that more work be undertaken on this title.”

And then, at this fraught juncture, a rather extraordinary thing happened. Ulrich went directly to Jean-Martial Lefranc of Virgin Loisirs to plead his case one final time, whereupon Lefranc told him to just go ahead and make his Dune his way — to forget about storyboards and David Bishop and all the rest of it. Virgin Loisirs was doing pretty well at the moment; he’d find some money in some hidden corner of his budget to keep the lights on at Cryo. If they made the Dune game a great one, he was sure he could smooth it all over with his superiors after the fact, when he had a fait accompli in the form of an amazing game that just had to be published already in his hands. And so Ulrich took a second lap or two around the block and then buckled down to work.

For some six months, Cryo beavered away at their Dune in secrecy. Then, suddenly, the jig was up. Lefranc — who, as his actions in relation to Dune would indicate, didn’t have an overly high opinion of Virgin Games’s international management — left to join the movie-making arm of the Virgin empire. His replacement, Christian Brécheteau, was a complete unknown quantity for Cryo. At about the same time, a routine global audit of the empire’s books sent word back to London about a significant sum being paid to Cryo every month for reasons that were obscure at best. Brécheteau called Ulrich: “Take the first plane to London and make your own case. I can’t do anything for you.”

As it happened, Martin Alper was in London at that time. If Ulrich hoped for a sympathetic reception from that quarter, however, he was disappointed. After pointedly leaving him to cool his heels in a barren waiting room most of the day, Alper and other executives, including Cryo’s arch-nemesis David Bishop, invited Ulrich in. The mood was decidedly chilly as he set up his presentation. “This is not a game!” scoffed Alper almost immediately, as soon as he saw the first, heavily scripted scenes. Yet as Ulrich demonstrated further he could sense the mood — even the mood of Bishop — slowly changing to one of grudging interest. Alper even pronounced some of what he saw “remarkable.”

Ulrich was ushered out of the room while the jury considered his fate. When he was called back in, Alper pronounced their judgment: “You have five weeks to send me something more polished. If that doesn’t please me, I never want to hear about it again, and you can consider yourself fired.” A more formal statement of his position was faxed to Paris the next day:

Our opinion of the game has not changed. The graphics and aesthetic  presentation are impressive, but the overall design is still too confusing, especially if one takes into account the tastes of the American public. We are willing to support your work until July 15 [1991], by which date we expect to receive a playable version of the game in England and the United States. If the earlier concerns expressed by David Bishop prove unfounded, we will be happy to support your efforts to realize the finished game. However, we wish to point out that it will not under any circumstances be possible to transfer the Dune license to another publisher, and that no game of Frank Herbert’s novel will be published without our consent.1

Cryo bit their tongues and made the changes Virgin requested — changes designed to make the game more streamlined, more understandable, and more playable. On July 15, they packaged up what they had and sent it off. Three days later, they got a call from a junior executive in Virgin’s California office. His tone was completely different from that of the fax of five and a half weeks earlier: “What you have done is fantastic. Productivity has collapsed around here because people are all playing your game!”

Cryo originally planned to use this picture of Sting in their Dune game, but the rock star refused permission to use his likeness.

So, Feyd-Rautha, Sting’s character in the movie, had to get some plastic surgery for the game.

Work continued on the game for another nine months or so. Relations between Cryo and Virgin remained strained at times over that period, but cancellation was never again on the cards. At Virgin’s insistence, Cryo spent considerable time making the game look more like the movie, rather than their possibly idiosyncratic image of the book. Most of the characters, with the exception of only a few whose actors refused permission to have their likenesses reproduced — Sting and Patrick Stewart were among them — were redrawn to match the film. The media-savvy Martin Alper was well aware that Kyle MacLachlan, the star of the film, was currently starring in David Lynch’s much-talked-about television series Twin Peaks. He made sure that MacLachlan graced the front of the box as Paul Atriedes.

The game of Dune‘s cover art was a still from the movie.

Cryo’s Dune finally shipped worldwide in May of 1992, to positive reviews and healthy sales; one report claims that it sold 20,000 copies in its first week in the United States alone, a very impressive performance for the time. It did if anything even better in Europe; Cryo had been smart enough to develop and release it simultaneously for MS-DOS, the overwhelmingly dominant computer-game platform in North America, and for the Commodore Amiga, the almost-as-popular computer-gaming platform of choice in much of Europe. The game was successful enough that Virgin funded expanded MS-DOS and Sega Genesis CD-based versions, which appeared in 1993, complete with voice acting and additional animation sequences.



And what can we say about Cryo’s Dune today? I will admit that I didn’t have high hopes coming in. As must be all too clear by now, I’m not generally a fan of this so-called French Touch in games. While I love beauty as much of the next person and love to be moved by games, I do insist that a game work first and foremost as a game. This isn’t a standard that Philippe Ulrich’s teams tended to meet very often, before or after they made Dune. The combination of Ulrich’s love of weirdness with the famously weird filmmaker David Lynch would seem a toxic brew indeed, one that could only result in a profoundly awful game. Inscrutability can work at times in the non-interactive medium of movies; in games, where the player needs to have some idea what’s expected from her, not so much.

But, rather amazingly, Cryo’s Dune defies any knee-jerk prejudices that might be engendered by knowledge of Philippe Ulrich’s earlier or later output. While it’s every bit as unique a design concept as you might expect given its place of origin, in this case the concept works. For all that they spent the better part of three years at one another’s throats more often than not, Dune nevertheless wound up being a true meeting in the middle between the passionate digital artistes of Cryo and the more practical craftsmen in Virgin’s Anglosphere offices. For once, an exemplar of the French Touch has a depth worthy of its striking surface. Dune plays like a dispatch from an alternate reality in which Cryo cared as much about making good games in a design sense as they did about making beautiful and meaningful ones in an aesthetic and thematic sense — thus proving, should anyone have doubted it, that these things need not be mutually exclusive.

The game leads you by the nose a bit at the beginning, but it later opens up. The early stages function very well as a tutorial for the strategy game. Thanks to this fact and the simple, intuitive interface, the Dune player has little need for the manual.

You play the game of Dune as Paul Atreides, just arrived on Arrakis with his father and mother and the rest of House Atreides. From his embodied perspective, you fly around the planet in your ornithopter, recruiting the various Fremen clans to your cause, then directing them to mine the precious spice, to train in military maneuvers, to spy on House Harkonnen, and eventually to go to war against them. As you’re doing so, another form of plot engine is also ticking along, unfolding the experiences which transform the boy Paul Atriedes physically and spiritually into his new planet’s messiah. This “adventurey” side of the game is extremely assertive at first, to the point of leading you by the nose through the strategy side: go here and do this; now go there and do that. In time, however, it eases up and your goals become more abstract, giving much more scope for you to manage the war your way.

The fusion isn’t always perfect; it is possible to break the adventure side of the game if you obstinately pursue your own agenda in the strategy side. But it’s certainly one of the most interesting and successful hybrid designs I’ve ever seen. As the character you play is transformed by his experiences, so is the strategy game you’re playing; as Paul’s psychic powers grow, you no longer have to hop around the planet as much in your physical form, but can communicate with your followers over long distances using extra-sensory perception. Eventually your powers will expand enough to let you ride the fearsome sandworms into the final series of battles against the Harkonnen.

Dune is a strategy game inside an embodied adventure game.

Cryo’s Dune provides other ludic adaptations from non-interactive media with a worthy benchmark to strive for; it doesn’t always fuss overly much about the details of its source material, but it really does do a superb job of capturing its spirit. As an impassioned Philippe Ulrich noted at that pivotal meeting in London, there’s no theme in the book that isn’t echoed, however faintly, in the game. Even the ecological element of the book that made it such a favorite of the environmental movement is remembered, as you reclaim mined-out desert lands to begin a “greening” of Arrakis later in the game. Ditto that wind of utter alienness that blows through the book and, now, the game. This game looks and feels and, perhaps most of all, sounds like no other; its synthesized soundtrack has passed into gaming legend as one of the very best of its breed, so good that Cryo actually released it as a standalone audio CD.

An in-game encyclopedia is available for newcomers, but in truth it’s hardly needed. The game conveys everything you really need to know almost subliminally as you play.

The game manages to be so evocative of its source material while remaining as enjoyable for those who haven’t read the novel or seen the film as those who have. It does a great job of getting newcomers up to speed, even as its dynamic, emergent strategy element ensures that it never becomes a dull exercise in walking through a plot those who have read the book already know. Its interface is an intuitive breeze, and the difficulty as well is perfectly pitched for what the game wants to be, being difficult enough to keep you on your toes but reasonable enough that you have a good chance of winning on your first try; after all, who wants to play through a story-oriented game like this twice? I love to see innovative approaches to gameplay that defy the strict boundaries of genre, and love it even more when said approaches work as well as they do here. This game still has plenty to teach the designers of today.

The big picture…

Sadly, though, Cryo’s Dune, despite its considerable commercial success, has gone down in history as something of a curiosity rather than a harbinger of design trends to come, a one-off that had little influence on the games that came later — not even the later games that came out of Cryo, which quite uniformly failed to approach the design standard set here. Cryo would survive for the balance of the 1990s, churning out what veteran games journalist John Walker calls, in his succinct and hilarous summing up of their legacy, “always awful but ever so sincere productions.” They would become known for, as Walker puts it, “deadpan adventure games set in wholly ludicrous reinterpretations of out-of-copyright works of literature, in which nothing made sense, and all puzzles were unfathomable guesswork.” The biggest mystery surrounding them is just how the hell they managed to stay in business for a full decade. Just who was buying all these terrible games that all of the magazines ripped to shreds and no one you talked to would ever admit to even playing, much less enjoying?

Nor did anyone else emerge to take up the torch of games that were designed to match the themes, plots, and settings of their fictions rather than to slot into some arbitrary box of ludic genre. Instead, the lines of genre would only continue to harden as time went on. Interesting hybrids like Cryo’s Dune became a more and more difficult sell to publishers, for dismaying if understandable reasons: said publishers were continuing to look on as their customers segregated themselves into discrete pools, each of whom only played a certain kind of game to the exclusive of all others. And so Cryo’s Dune passed into history, just one more briefly popular, now obscure gem ripe for rediscovery…

But wait, you might be saying: I claimed at the end of the first article in this series that Dune left a “profound mark” on gaming. Well, as it happens, that is true of Dune in general — but not true of this particular Dune game. Those months during which Cryo and Virgin Loisirs took their Dune underground — months during which the rest of Virgin Games had no idea what their French arm was doing — had yet more ramifications than those I’ve already described. For, during the time when he believed the Cryo Dune to be dead, Martin Alper launched a new project to make another, very different sort of Dune game, using developers much closer to his home base in California. This other Dune would be far less inspiring than Cryo’s as an adaptation of Frank Herbert’s novel or even of David Lynch’s film, but its influence on the world of gaming in general would be far more pronounced.

(Sources: the book La Saga des Jeux Vidéo by Daniel Ichbiah; Home Computer of June 1984; CU Amiga of July 1991 and June 1992; Amiga Format of March 1990; Computer and Video Games of August 1985, November 1985, and April 1986; New Computer Express of February 3 1990; Amstrad Action of March 1986 and April 1986; Retro Gamer 90; The One of May 1991 and June 1992; Game Players PC Entertainment Vol. 5 No. 5; PC Review of June 1992; Aktueller Software Markt of August 1994; Home Computing Weekly of May 8 1984, July 17 1984, and September 18 1984; Popular Computing Weekly of July 19 1984; Sinclair User of January 1986; The Games Machine of October 1987; Your Computer of January 1986. Online sources include “I Kind of Miss Dreadful Adventure Developer Cryo” by John Walker on Rock Paper Shotgun and “How ‘French Touch’ Gave Early Videogames Art, Brains” by Chris Baker on Wired. Note that some of the direct quotations in this article are translated into English from the French.

Feel free to download Cryo Interactive’s Dune from right here, packaged so as to make it as easy as possible to get running using your platform’s version of DOSBox.)


  1. Virgin’s concern here was likely related to the fact that they had technically purchased the rights to the Dune movie. The question of whether separate rights to the novel existed and could be licensed had never really been resolved. They wanted to head off the nightmare scenario of Cryo/Virgin Loisirs truly going rogue by acquiring the novel rights and releasing the game under that license through another publisher. 

 
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Posted by on November 30, 2018 in Digital Antiquaria, Interactive Fiction

 

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