RSS

Category Archives: Digital Antiquaria

Wing Commander III

Movies and computer games are my two favorite things. If I weren’t doing one I’d be doing the other.

— Chris Roberts

Prior to the release of DOOM in late 1993, Wing Commander I and II and their assorted spinoffs and expansion packs constituted not just the most popular collection of outer-space shoot-em-ups since the heyday of Elite but the most popular computer-gaming franchise of the new decade in any genre.

Upon its release in September of 1990, the first Wing Commander had taken the world by storm by combining spectacular graphics with a secret weapon whose potency surprised even Origin Systems, its Austin, Texas-based developer and publisher: a thin thread of story connected its missions together, being conveyed through the adventure-game style interface that was employed for the scenes taking place on the Tiger’s Claw, the outer-space “aircraft” carrier from which you and your fellow fighter pilots flew in a life-or-death struggle against the Kilrathi, a race of genocidal space cats who regarded humans the same way that Earthbound cats do mice. Having seen what their customers wanted, Origin doubled down on the drama in Wing Commander II, which was released in August of 1991; it told a much more elaborate and ambitious story of betrayal and redemption, complete with plenty of intrigue of both the political and the romantic stripe.

After that, the spinoffs and expansion packs had to carry the franchise’s water for quite some time, while Chris Roberts, its father and mastermind, brought its trademark approach to a near-future techno-thriller called Strike Commander, which was released after considerable delay in the spring of 1993. It was only when gamers proved less receptive to the change in milieu than Roberts and Origin had hoped that the former turned his full attention at last to Wing Commander III: Heart of the Tiger.

At the time, the game that would eventually be released under that name was already in development, but the company’s ambitions for it were much smaller than they would soon become. The project was in the hands of what Robin Todd, a programmer on the project,[1]Robin Todd was living as Chris Todd at the time, and is credited under that name in the game’s manual. today calls a “small and inexperienced team”: “three main programmers with minimal game-dev experience, working cheap.” Their leader was one Frank Savage, an Origin-fan-turned-Origin-programmer so passionate about the Wing Commander franchise that his car bore the personalized license plate “WNGCMDR.” Had the group completed the game according to the original plan, it would likely have been released as yet another spinoff rather than the next numbered title in the series.

As it was, though, the project was about to take on a whole new dimension: Chris Roberts stepped in to become the “director” of what was now to be Wing Commander III. Having been recently acquired by Electronic Arts, Origin felt keenly the need to prove themselves to their new owners by delivering an unequivocal, out-of-the-ballpark home run, and the third major iteration of their biggest franchise seemed as close to a guaranteed commercial winner as one could hope to find in the fickle world of computer gaming.

Roberts had built his reputation on cutting-edge games that pushed the state of the art in personal-computer technology to its absolute limit; the first Wing Commander had been one of the first games to require an 80386 processor to run at all well, while Compaq had used Strike Commander as an advertisement for their latest Pentium-based computer models. Now, he decided that Wing Commander III ought to employ the latest technological development to take the industry by storm: not a new processor but rather the inclusion of live human actors on the monitor screen — as captured on videotape, digitized, overlaid onto conventional computer graphics, and delivered on the magical new storage medium of CD-ROM. From a contemporary interview with Roberts:

If you wanted to show your hot machine off back in 1990, Wing I was the game to do it. I think that right now we are in a phase where CD-ROM is becoming standard and everyone is getting a multimedia machine, but I don’t really think the software is out there yet that truly shows it off. That’s what I think Wing III is going to do.

Everyone’s been talking about interactive movies, but we hadn’t heard of anyone doing it right, so we wanted to go out and do it properly. With Wing III, we tried to apply the production values to an interactive movie that we’d applied on the computer side with the previous Wing Commanders. The goal was, if someone said, “What’s an interactive movie?” we’d just hand them the CDs from Wing Commander III and say, “Here, check this out.”

In keeping with his determination to make his interactive movie “right,” Roberts wanted to involve real film professionals in the production. Through the good offices of the California-based Electronic Arts, Hollywood screenwriters Frank DePalma and Terry Borst were hired; they were a well-established team who had demonstrated their ability to deliver competent work on time on several earlier projects, among them a low-budget feature film entitled Private War. Their assignment now was to turn Roberts’s plot outline into a proper screenplay, with the addition of occasional branch points where the player could make a choice to affect the flow of the narrative. After they did so, a Hollywood-based artist turned their script into a storyboard, the traditional next step in conventional film-making.

The thoroughgoing goal was to make Wing Commander III in just the same way that “real” movies were made. Thus a director of photography, assistant director, and art director as well were brought over from the film industry. And then came the hair and makeup people, the caterers, the Hollywood sound stage itself. Origin even spent some $15,000 trying to figure out how to digitize 35-millimeter film prints before being forced to acknowledge that humdrum videotape was vastly more practical.

The one great exception to the rule of film professionals doing what they did best was Chris Roberts himself, a 25-year-old programmer and game designer who knew precisely nothing about making movies, but who nevertheless sat in the time-honored canvas-backed director’s chair throughout the shoot with a huge how-did-I-get-here grin on his face. And why not? For a kid who had grown up on Star Wars, making his own science-fiction film was a dream come true.

That said, Wing Commander III was dramatically different from Star Wars when it came to the very important question of its budget: Origin anticipated that it would cost $2.8 million in all. This was an astronomical budget for a computer game at the time — the budgets of the most expensive, most high-profile games had begun to break the $1 million barrier only in the last year or two — but a bad joke by the standards of even the cheapest Hollywood production. Origin made up the difference by not building any sets whatsoever; their actors would perform on an empty sound stage in front of an expansive green screen, with all of the scenery to be inserted behind them after the fact by Origin’s computer artists.

Truly sought-after actors would cost far more than Origin had to spend, so they settled for a collection of hopeful up-and-comers mixed with older names whose careers were not exactly going gangbusters at the time, all spiced up with a certain amount of stunt casting designed to appeal to the typical computer-gaming demographic of slightly nerdy young men. At the head of the list, a real catch by this standard, was Mark Hamill — none other than Luke Skywalker himself. If some of his snobby Hollywood peers might have judged his appearance in a computer game as another sign of just how much his post-Star Wars career had failed to live up to popular expectations, Hamill himself, a good egg with both feet planted firmly on the ground, seemed to have long since made peace with that same failure and adopted a “just happy to have work” attitude toward his professional life. Wing Commander III wasn’t even his first computer game; he had previously voice-acted one of the roles in the adventure game Gabriel Knight: Sins of the Fathers. He was originally recruited to Wing Commander III for the supporting role of Maniac, one of the player’s fellow pilots, who lives up to his name with a rather, shall we say, rambunctious flying style; only late in negotiations did he agree to take the role of Colonel Blair, the player-controlled protagonist of the story.

Joining him were other veteran actors who had lost some of their mojo in recent years, but who likewise preferred working to sitting at home: Malcolm McDowell, best known for his starring roles in the controversial A Clockwork Orange and the even more controversial Caligula during the 1970s; John Rhys-Davies, who had played Indiana Jones’s sidekick Sallah in Raiders of the Lost Ark and Indiana Jones and the Last Crusade (he would go on to enjoy something of a late-career renaissance when he was cast as Gimli the dwarf in the Lord of the Rings films); Jason Bernard, a perennial supporting actor on 1970s and 1980s television; Tom Wilson, who had played the cretinous bully Biff Tannen in the three Back to the Future movies. (He replaced Hamill in the role of Maniac — a role not that far removed from his most famous one, come to think of it.)

A more eyebrow-raising casting choice was Ginger Lynn Allen, a once and future porn star whose oeuvre may perhaps have been more familiar to more of Origin’s customers than might have admitted that fact to their mothers. (She played Blair’s sexy mechanic, delivering her innuendo with enthusiastic abandon: “Are we going to kick in the afterburners here?”; “There’s a lot more thrust in those jets than I imagined…”)

On the Set with Wing Commander III


Jason Bernard, who played the captain of the Victory, the spaceborne aircraft carrier where Colonel Blair is stationed, is seen here with Mark Hamill, who played Blair himself.

Chris Roberts and Malcolm McDowell. The latter played Admiral Tolwyn, a human who is almost as much of an enemy of Colonel Blair as the Kilrathi.

Chris Roberts and John Rhys-Davies. The latter played Paladin, an old comrade-at-arms of Blair — he appears in the very first Wing Commander as a fellow pilot — whom age has now forced out of the cockpit.

Tom Wilson chats with a member of the film crew. He was by all accounts the life of the party on-set, and brought some of that same exuberance to Maniac, a rambunctious fighter jock. Computer Gaming World magazine gave him an award for “Best Male Onscreen Performance in Multimedia” for 1994 (a sign of the times if ever there was one). And indeed, a few more performances like his would have made for a more entertaining movie…

The actor inside a Kilrathi costume gets some much-needed fresh air, courtesy of a portable air-conditioning unit. Just about everyone present at the shoot — even those not ensconced in heavy costumes — has remarked on how hot it was on-set.

Shooting a scene with a Kilrathi. The costumes were provided by a Hollywood special-effects house. Their faces were animatronic creations, complex amalgamations of latex and machinery which could be programmed to run through a sequence of movements and expressions while the cameras rolled.

The 50-year-old John Rhys-Davies was the only cast member who showed any interest in actually playing Wing Commander III. Here he is at a press event, sitting next to the game’s media director Jenni Evans, whose herculean efforts helped to win the project an unprecedented amount of mainstream attention. Behind them stand Chris Roberts and Frank Savage; the latter managed development of the space simulator back in Austin while the former was off in Hollywood chasing his dream of directing his very own science-fiction film.



Computer Gaming World magazine would later reveal how much some of these folks were paid for their performances. As the star, Mark Hamill got $153,000 up-front and a guaranteed 1.75 percent of the game’s net earnings after the first 175,000 copies were sold; Jason Bernard got a lump sum of $60,000; Malcolm McDowell earned $50,000; Ginger Lynn Allen received just $10,000. (The same article reveals that Origin sought Charlton Heston for the game, but balked at his agent’s asking price of $100,000.)

Principal photography lasted most of the month of May 1994, although not all of the actors were present through the whole of filming. “More than 80 experienced film professionals worked up to eighteen-hour days in order to realize Chris Roberts’s vision of the final chapter of the Terran-Kilrathi struggle,” wrote Origin excitedly in their in-house newsletter to commemorate the shoot’s conclusion. “Although always intense and frequently frustrating, the shoot progressed without any major complications, thanks in part to a close monitoring of contracts, budgets, and schedules by resident ‘suits’ in both Austin and San Mateo.” (The latter city was the home of Electronic Arts.) Few to none of the actors and other Hollywood hands understood what the words “interactive movie” actually meant, but they all did their jobs like the professionals they were. In all, some 200 hours of footage was shot, to eventually be edited down to around three hours in the finished game.

The presence of so many recognizable actors on the set, combined with the broader mass-media excitement over multimedia and CD-ROM, brought a parade of mainstream press to the shoot. The Today show, VH-1, the Los Angeles Times, Premiere magazine, the Associated Press, USA TodayNewsweekForbes, and Fortune were just some of the media entities that stopped in to take some pictures, shoot some video, and conduct a few interviews. At a time when the likes of DOOM was still well off the mainstream radar, Wing Commander III was widely accepted as the prototype for gaming’s inevitable future. Even many of the industry’s insiders accepted this conventional wisdom about “Siliwood” — a union of Silicon Valley and Hollywood, as described by Alex Dunne that year in Game Developer magazine:

Ninety years after it first burst onto the scene, cinema is undergoing a renaissance. More than just a rebirth actually, it’s really a fusion with computer and video games that’s resulting in some cool entertainment: a new breed of interactive, “live-action” games featuring Hollywood movie stars. Such games, like Hell, Under a Killing Moon, and Wing Commander III, are coming out with more frequency, and they’re boosting the acting careers of some people in Tinseltown.

As Siliwood comes into its own, the line between games and movies will rapidly fade. Ads in game magazines already look like blockbuster movie ads, and we’ve begun to see stars’ mug shots alongside blurbs detailing the minimum system requirements. Interactive game drama is here, so forget the theater and renting movies — fire up the Intel nickelodeon.

Amidst all the hype, peculiarly little attention was paid to the other part of Wing Commander III, the ostensible heart of the experience: the actual missions you flew behind the controls of an outer-space fighter plane. This applied perhaps as much inside Origin as it did anywhere else. Chris Roberts was a talented game designer and programmer — he had, after all, been responsible for the original Wing Commander engine which had so wowed gamers back in 1990 — but his attention was now given over almost entirely to script consultations, film shoots, and virtual set design. Tellingly, Origin devoted far more resources to the technology needed to make the full-motion video go than they did to that behind the space simulator.

On the other hand, that choice may have been a perfectly reasonable one, given that they already had what they considered to be a perfectly reasonable 3D-simulation engine, a legacy of Strike Commander. Although that game had used VGA graphics only, at a resolution of 320 X 200, its engine had been designed from the start with the necessary hooks to enable Super VGA graphics, at a resolution of 640 X 480, when the time came. And that time was now. No one would be able to say that Wing Commander III‘s spaceflight sequences didn’t look very nice indeed. For its was a full-fledged 3D engine, complete with texture mapping and all the other bells and whistles. As such, it was a major upgrade over the one found in Wing Commander I and II, which had been forced by the hardware limitations of its time to substitute scaled sprites for real 3D models. With Roberts so busy scripting and filming his interactive movie, most of the responsibility for what happened in the cockpit continued to rest on the shoulders of Frank Savage, whose official title was now “game development director.”

Wing Commander III was a high-risk project for Origin. Since being acquired by Electronic Arts in September of 1992, they had yet to come up with a really big hit: Strike Commander had, as already noted, under-performed relative to expectations upon its release in the spring of 1993, while the launch of Ultima VIII a year later had been an unmitigated disaster. Under the assumption that you have to swing for the fences to hit a home run — or simply that you have to spend money to make money — Origin and their nervous corporate parent didn’t object even when Wing Commander III‘s budget crept up to $4 million, making it the most expensive computer game ever made by a factor of more than two. Their one inflexible requirement was that the game had to ship in time for the Christmas of 1994. And this it did, thanks to the absurdly long hours put in by everyone; not for nothing would Origin go down in history as the company that largely invented crunch time as the industry knows it today. Programmer Robin Todd:

In retrospect the crunch was vicious, but at the time I had nothing else to compare it to. Everything was a blur during the months before we shipped. At whatever time I was too tired to go on programming, I’d go back to my apartment to sleep. And when I woke up, I’d go back to the office. And that was it. What time of day it was didn’t matter. I remember the apartment manager knocking on my door one morning because I was so spaced from working that I’d forgotten to pay my rent for weeks. Sleeping under our desks started as something of a joke, but it quickly became true. There was one designer who wanted to take the evening off for his mom’s birthday, and was told that if he did, then he shouldn’t bother coming back.

I shared an office with two designers, and during a particularly late evening, one of the them turned to me and said, “If I’m still here when the sun comes up, I quit.” And sure enough, we were still there at dawn. He got up and turned in his resignation.

The day the project went gold I tendered my resignation.

At the last minute, it was discovered that the four CDs which were required to contain the game were packed a little too full; some CD-ROM drives were refusing to read them. A hasty round of cuts resulted in a serious plot hole. But so be it; the show went on.

This wall inside Origin’s offices tracked Wing Commander III‘s progress from genesis to completion for the benefit of employees and visitors alike.

Publicly at least, Chris Roberts himself expressed no concern whatsoever about the game’s commercial prospects. “I have a name brand,” he said, adopting something of the tone of the Hollywood executives with whom he’d recently been spending so much time. “I am not going to lose money on it.” He predicted that Wing Commander III would sell 500,000 copies easily at a suggested list price of $70, enough to bank a tidy profit for everyone — this despite the fact that it required a pricey Pentium-based computer with a fast SVGA graphics card to run optimally, a double-speed CD-ROM drive to run at all.

His confidence was not misplaced. Three major American gaming magazines put Wing Commander III on their covers to commemorate its release in November of 1994, even as features appeared across mainstream media as well to greet the event. Ginger Lynn Allen appeared on Howard Stern’s nationally syndicated radio show, while Malcolm McDowell turned up on MTV’s The Jon Stewart Show. Segments appeared on Entertainment Tonight and CNN; even Japan’s Fuji TV aired a feature story. In short, Wing Commander III married its title of most expensive game ever to that of the most widely covered, most widely hyped computer-game debut in the history of the industry. Within ten months of its release, Next Generation magazine could report that its sales had surpassed Roberts’s predicted half a million copies. Once ported to the Apple Macintosh computer and the 3DO and Sony PlayStation consoles, its total sales likely approached 1 million copies.

It doubtless would have sold even better in its original MS-DOS incarnation if not for those high system requirements and its high price. As it was, though, Origin and Electronic Arts were satisfied. The Hollywood experiment had proved a roaring success; Wing Commander IV was quickly green-lit.



One of my briefs in articles like this one is to place the game in question into its historical context; another is to examine it outside of that context, to ask how it holds up today, what other designers might learn from it, and whether some of you readers might find it worth playing. This is the point in the article where I would normally transition from the one brief to the other. In this case, though, it strikes me as unfair to do so without at least a little bit of preamble.

For, if it’s self-evident that all games are products of their time, it’s also true that some seem more like products of their time than others — and Wing Commander III most definitely belongs in this group. There is a very short window of years, stretching from about 1993 to 1996, from which this game could possibly have sprung; I mean that not so much in terms of technology as in terms of concept. This was the instant when the “Siliwood” approach, as articulated by Alex Dunne above, was considered the necessary, well-nigh inevitable future of gaming writ large. But of course that particular version of the future did not come to pass, and this has left Wing Commander III in an awkward position indeed.

Seen from the perspective of today, a project like this one seems almost surreal. At what other moment in history could a complete neophyte like Chris Roberts have found himself behind the camera directing veteran Hollywood talent who had previously worked under the likes of George Lucas and Stanley Kubrick? It was truly a strange time.

The foregoing is meant to soften the blow of what I have to say next. Because, if you ask me whether Wing Commander III is a good game in the abstract, my answer has to be no, it really is not. It’s best reserved today for those who come to it for nostalgia’s sake, or who are motivated by a deep — not to say morbid! — curiosity about the era which it so thoroughly embodies.

I can hardly emphasize enough the extent to which gaming during the 1990s was a technological arms race. Developers and publishers rushed to take advantage of all the latest affordances of personal computers that were improving with bewildering speed; every year brought faster processors and CD-ROM drives, bigger memories and hard drives, graphics and sound cards of yet higher fidelity. The games that exploited these things to raise the audiovisual bar that much higher dazzled the impressionable young journalists who were assigned to review them so utterly that these earnest scribes often described and evaluated their actual gameplay as little more than an afterthought. Computer Gaming World was the most mature and thoughtful of the major American magazines, and thus less prone to this syndrome than most of its peers. By no means, however, was it entirely immune to it, as Martin E. Cirulis’s five-stars-out-of-five review of Wing Commander III illustrates.

They say that every successful person carries within her the seeds of her own destruction. In the same spirit, many a positive review contains the makings of a negative one. After expounding at length on how “simply incredible” the game is, Cirulis has this to say:

I’m afraid I’ve come to the conclusion that the space-combat aspect of Wing Commander III is almost incidental to playing the thing. The story you are moving through is so interesting and the characters so well-detailed that you almost wish you didn’t have to strap into the fighter just to see what happens next. The story line of a Wing Commander game used to be a gimmick to make what was basically a space-combat game seem more interesting, especially to people who weren’t dedicated sim pilots; but things have come full circle now, and it’s the story that is the point and the flight sim that is the gimmick.

I realize that there will be those who think that I have been blinded by chrome and taken in by pretty pictures and have failed to “critique the game.” Well, more power to them.

Another writer — perhaps even one named Martin E. Cirulis at another moment in time — might frame a review of a game whose cut scenes are its most entertaining part rather differently. Sadly, I’m afraid that I have to become that writer now.



By the standards of most productions of this nature, the game’s cinematic sequences don’t acquit themselves too horribly. If you can look past the inherent cheesiness of pixelated human actors overlaid upon computer-generated backgrounds, you can see some competent directing and acting going on. The game’s eleven-minute opening sequence in particular shows a familiarity with the language of cinema that eludes most other interactive movies. Throughout the game, there is a notable lack of the endless pregnant pauses, the painful periods where the director seems to have no idea where to point the camera, the aura of intense discomfort and vague embarrassment radiating from the actors that was such par for the course during the full-motion-video era. Likewise, the script shows an awareness of how to set up dialog and use it to convey information clearly and concisely.

I give the film-making professionals who helped Chris Roberts to “direct” his first feature film more credit for all of this than I do that young man himself. (Anyone who has seen the later, non-interactive Wing Commander movie knows that Roberts is no natural-born cinematic auteur.) Rather credit him and the rest of Origin for realizing that they needed help and going out and getting it. This unusual degree of self-awareness alone placed them well ahead of most of their peers.

At the same time, though, the production’s competence never translates into goodness. There’s a sort of fecklessness that clings to the thing, of professionals doing a professional job out of professional pride, but never really putting their hearts into it. It’s hard to blame them; the plot outline provided by Roberts was formulaic, derivative stuff, right down to climaxing with a breakneck flight down a long trench. (Star Wars much, Mr. Roberts?) And the less said the better about the inevitable love triangle, in which you must choose between a good girl and a bad girl who both have the hots for you; it’s just awful, on multiple levels.

In cinematic terms, the whole thing is hopelessly stretched in length to boot, a result of the need to give customers their $70 worth. One extended blind alley, involving a secret weapon that’s supposed to end the war with the Kilrathi at a stroke, ends up consuming more than a quarter of the script before it’s on to the next secret weapon and the next last remaining hope for humanity… no, for real this time. The screenwriters noted that their movie wound up having seventeen or eighteen acts instead of the typical three. Putting the best spin they could on things, they said said that scripting Wing Commander III was like scripting “a little miniseries.”

The acting as well is a study in competence without much heart. The actors do their jobs, but never appear to invest much of themselves into their roles; Mark Hamill seems to have had much more fun playing the slovenly Detective Moseley in Gabriel Knight that he did playing the straight-laced Colonel Blair here. Again, though, the script gives the actors so little to work with that it’s hard to blame them. The parade of walking, talking war-movie clichés which they’re forced to play are all surface on the page, so that’s how the actors portray them on the screen. Only Tom Wilson and Ginger Lynn Allen bring any real gusto to their roles. Tellingly, they do so by not taking things very seriously, chewing the (virtual) scenery with a B-movie relish. I don’t know whether more of that sort of thing from the others would have made Wing Commander III a better film under the criteria Chris Roberts was aiming for, but it certainly would have made it a more knowing, entertaining one in my eyes.

Instead, and as usual for a Chris Roberts production, the painful earnestness of the whole affair just drags it down. For all its indebtedness to Star WarsWing Commander III lacks those movies’ sense of extravagant fun. Roberts wants us to take all of this seriously, but that’s just impossible to do. The villains are giant cats, for heaven’s sake, who look even more ridiculous here than they do in the earlier games, like some overgrown conglomeration of Tigger from Winnie the Pooh and the anthropomorphic chimpanzees from Planet of the Apes.

I’m sorry, but it’s just really, really hard for me to take the Kilrathi seriously.

As is the norm in games of this style, your degree of actual plot agency in all of this is considerably less than advertised. Yes, you can pick the good girl or the bad girl, or reject them both; you can pick your wingman for each mission; you can choose your character’s attitude in dialog, which sometimes has some effect on others’ attitudes toward you later on. But your agency is sharply circumscribed by the inherent limitations of pre-shot, static snippets of video and the amount of storage space said video requires; it was enough of a challenge for Origin to pack one movie onto four CDs, thank you very much. These limitations mean you can’t steer the story in genuinely new directions during the movie segments. The “interactive” script is, in other words, a string of pearls rather than a branching tree; when you make a choice, the developers’ priority is to acknowledge it more or less perfunctorily and then to get you back into the main flow of their pre-ordained plot.

The developers did design a branching mission tree into the game, but your progression down it is dictated by your performance in the cockpit rather than by any conscious choices you make outside your spacecraft. Nevertheless, there are some generous touches here, including a heroic but doomed last stand of a mission if the war goes really badly. But Origin knew well by this point that most players preferred to replay failed missions instead of taking their lumps and continuing down the story’s “losing” branch, and this knowledge understandably influenced the amount of work they were willing to put into crafting missions which most players would never see; the alleged mission tree in this game is really a linear stream with just a few branching tributaries which either end or rejoin the main flow as quickly as possible. Certainly the most obvious problem with the approach — the fact that the branching mission tree gives less skilled players harder missions so that they can fail even worse after failing the first time, while it gives more skilled players easier missions that might well bore them — is not solved by Wing Commander III.

When it comes to its nuts and bolts as a space simulator, Wing Commander III surprises mostly by how little it’s progressed in comparison to the first two games. The 3D engine looks much better than what came before, is smoother and more consistent, and boasts the welcome addition of user-selectable difficulty levels. At bottom, though, the experience in space remains the same; neither the ships you fly nor their weapons load-outs have changed all that much. The engine’s one genuinely new trick is an ability to simulate flight over a terrestrial landscape, a legacy of its origins with the twentieth-century techno-thriller Strike Commander. Yet even this new capability isn’t utilized until quite late in the game.

Wing Commander III runs at a much higher resolution than the first Wing Commander, but the general look of the game is surprisingly little changed, as this direct comparison shows. This is not necessarily a bad thing in itself, of course — there’s something to be said for a franchise holding onto its look and feel, as Origin learned all too well when they attempted to foist the misbegotten Ultima VIII upon the world — but the lack of any real gameplay evolution within that look and feel perhaps is.

Each of the 50 or so missions which you have to fly before you get to that bravura climax breaks down into one of just a few types — patrol these waypoints, destroy that target, or protect this vessel — that play out in very similar ways each time. There’s never much sense of a larger unfolding battle, just a shooting gallery of Kilrathi coming at you. The artificial triggers of the mission designs are seldom well-concealed: reaching this waypoint magically spawns a Kilrathi fighter squadron from out of nowhere, reaching that one spawns a corvette. Meanwhile the need to turn on the auto-pilot and slew your way between the widely separated waypoints within most missions does little for your sense of immersion. Wing Commander III isn’t a complete failure as an arcadey space shooter; some players might even prefer its gung-ho, run-and-gun personality to more nuanced approaches. But I would venture to say that even some of them might find that it gets a little samey well before the 50 missions are complete. (Personally, I maintain that the first Wing Commander, which didn’t stretch itself so thin over so many missions and which was developed first and foremost as a compelling action game rather than an interactive movie, remains the best of the series from the standpoint of excitement in the cockpit.)

Looking back on 1994 from the rarefied heights of 2021, I find that Wing Commander III‘s weaknesses as both interactive movie and space simulator are highlighted by the strengths of a contemporary competitor in both categories.

In the former category, we have Access Software’s Under a Killing Moon, which was released almost simultaneously with Wing Commander III; the two games were often mentioned in the same breath by the trade press because each packed four CDs to the bursting point, giving each an equal claim to the title of largest game ever in terms of sheer number of bytes. Under a Killing Moon was a more typical early full-motion-video production than Wing Commander III in many ways, being a home-grown project that utilized the talents of only a few hired guns from Hollywood. But, for all that the actors’ performances and the camera work often betray this, the whole combines infectious enthusiasm — “We’re making a movie, people!” — with that edge of irony and humor that Chris Roberts’s work always seems to lack. If Wing Commander III is the glossy mainstream take on interactive cinema, Under a Killing Moon is the upstart indie version. It remains as endearing as ever today, one of the relatively few games of its ilk that I can unreservedly recommend. But then, I do tend to prefer the ditch to the middle of the road…

In the realm of space simulators, we have LucasArts’s Star Wars: TIE Fighter, which shipped about six months before Wing Commander III. Ironically given its own cinematic pedigree, TIE Fighter had no interest in Hollywood actors, love triangles, or even branching mission trees, but was rather content merely to be the best pure space simulator to date. Here you can’t hope to succeed as the lone hero charging in with guns blazing; instead you have to coordinate with your comrades-in-arms to carry out missions whose goals are far more complex than hitting a set sequence of waypoints, missions where dozens of ships might be pursuing individual agendas at any given time in dynamic unfolding battles of awesome scale. It’s true that TIE Fighter and its slightly less impressive predecessor X-Wing would probably never have come to exist without the example of the Wing Commander franchise — but it’s also true that LucasArts had well and truly bettered their mentors by the time of TIE Fighter, just their second attempt at the genre.



And now, reading back over what I’ve written, I see that I’ve been as unkind to Wing Commander III as I’d feared I would. Therefore let me say clearly now that neither half of the game is irredeemably bad; I’ve enjoyed action and simulation games with much more hackneyed storytelling, just as I’ve enjoyed narrative-oriented games whose writing and aesthetics are more interesting than their mechanics. The problem with Wing Commander III is that neither side of it is strong enough to make up for the failings of the other. Seen in the cold, hard light of 2021, it’s a poorly written low-budget movie without any vim and vinegar, married to an unambitious retread of a space shooter.

But in the context of 1994, of course, it was a very different story. The nerdy kitsch that most of us see when we look at the game today in no way invalidates the contemporary experiences of those who, like Computer Gaming World‘s Martin E. Cirulis, looked at it and decided that “we are witnessing the birth of something new.” The mid-1990s were a period of tremendous ferment in the world of computing, with new possibilities seeming to open up by the month. Wing Commander III is, whatever else it may be, a reflection of that optimistic time, as it is of the spirit of its wide-eyed creator and its hundreds of thousands of players who were not all that different from him, who came to it ready and willing to be wowed by it. Its unprecedented budget alone made a powerful statement, being tangible proof that computer gaming was becoming a big business that everyone in media had to take seriously.

Created in the best of faith and with the noblest of intentions to move gaming forward, Wing Commander III seemed like a dispatch from the future for a brief window of time. In the long run, though, the possible future it came from was not the one that its medium would wind up embracing, leaving it stranded today on an island of its own making. Such is sometimes the fate of pioneers.

Some Scenes from the Film


Malcolm McDowell plays Admiral Tolwyn. With commanding officers like these, who needs Kilrathi?

Courtney Gains plays Lieutenant “Radio” Rollins; imagine Radar from M*A*S*H with an attitude problem.

Tom Wilson, the only comic actor in the troupe, plays Maniac with a weirdly endearing mixture of bravura and insecurity.

Jason Bernard plays Captain Eisen. Like many of the performances, his is neither really good nor really bad. It’s just kind of there.

Ginger Lynn Allen plays Rachel, Blair’s mechanic and potential love interest. The scriptwriters love to sprinkle her dialog with not-so-subtle innuendo, and the actress loves to deliver it.

B.J. Jefferson plays Cobra, a character who’s even more one-note than most of them. She really, really hates Kilrathi. (The Hobbes who’s being discussed is a Kilrathi defector who now flies for the human side.)


(Sources: The books Origin’s Official Guide to Wing Commander III and Wing Commander III: Authorized Combat Guide; Computer Gaming World of September 1994, December 1994, and February 1995; Game Developer of February/March 1005 and June/July 1995; CD-ROM Today of August/September 1994; Next Generation of November 1995; Origin Systems’s internal newsletter Point of Origin of May 6 1994, June 3 1994, July 15 1994, September 9 1994, October 7 1994, November 23 1994, January 13 1995, February 10 1995, March 14 1995, April 7 1995, and May 3 1995. Online sources include the Wing Commander Combat Information Center‘s treasure trove of information on the game. And thank you to Robin Todd for sharing with me her memories of working on Wing Commander III, crunch time included.

Wing Commander III is available today as a digital purchase at GOG.com.)

Footnotes

Footnotes
1 Robin Todd was living as Chris Todd at the time, and is credited under that name in the game’s manual.
 

Tags: , , ,

Ultima VIII (or, How to Destroy a Gaming Franchise in One Easy Step)

In 1994, Origin Systems’s Ultima series was the most universally lauded franchise in computer gaming. Over the course of seven mainline games and five spinoffs and side stories, the Ultima brand had consistently stood for elaborate but doggedly nonlinear plots which seriously engaged with questions of ethics; for the familiar but ever-evolving and ever-welcoming world of Britannia in which most of the games took place; for a merry group of recurring boon companions with whom the Avatar, the player-defined protagonist of the games, adventured each time; for complex rules systems and knotty central mysteries that required brainpower and lots of notepaper rather than reflexes to work through.

But then, for the eighth game in the mainline Ultima series, Origin decided to try something just a little bit different. They made a game in which you played a thoughtless jerk moving on rails through a linear series of events; in which you never went to Britannia at all, but stayed instead on a miserable hellhole of a world called Pagan; in which you spent the whole game adventuring alone (after all, who would want to adventure with a jerk like you?); in which the core mechanics were jumping between pedestals like Super Mario and pounding your enemies over the head with your big old hammer.

Tens of thousands of eager Ultima fans, some of whom had been buying every installment of the series for ten years or more, rushed home from their local software stores with Ultima VIII: Pagan in their hot little hands. An hour later, they were one and all sitting there scratching their heads and asking themselves what the hell had happened. Had they bought the wrong game entirely? No, it said “Ultima” right there on the box!

For the past quarter century, Ultima fans have continued to ask themselves that same question: what the hell happened with Ultima VIII? It stands today as one of the most bizarre would-be series continuations in gaming history, such a colossal failure to meet its players’ expectations that, alone and unaided, it killed dead at a stroke the most venerable franchise in computer gaming. No, really: Origin couldn’t have shot Ultima in the head more efficiently if they’d tried. And so we ask ourselves again: what the hell happened? What the hell was Origin thinking?

In seeking to explain the seemingly unexplainable, Ultima fans have tended to hew to a simple, naturally appealing narrative that paints Electronic Arts — gaming’s very own Evil Empire — as the unmitigated villain. After acquiring Origin in late 1992, so the story goes, EA forced them to abandon all of the long-established principles of Ultima in order to reach the mass market of lowest-common-denominator players to which EA aspired. Richard Garriot — a.k.a. “Lord British,” the father of Ultima and co-founder of Origin — has embraced this explanation with gusto, part and parcel of a perhaps too prevalent tendency with His Lordship to lay his failures at the feet of others. From Garriott’s 2017 memoir:

The reality is that EA earns most of its revenue with terrific games like Madden Football. Every year they publish a new edition, which reflects the changes in the NFL. They don’t have to create much that’s new — they just tweak their football-game engine and update the rosters. The rules of football change slowly. At the deadline they wrap it up and release it. The audience is pre-sold.

Conversely, the games we were making could easily take two years or more to create. We released them when we were done. That was not EA’s way of doing business. “Richard,” they told me, “your release of games is incredibly unreliable.” They wanted us to change our development process to meet their deadlines. The game we were developing when we sold Origin was Ultima VIII; EA wanted it on the shelves in time for the following Christmas. This was the first time in my life that the realities of business became more important than the quality of a product. They were adamant: “Richard, you need to cut whatever needs to be cut to get this game done.” So I cut it; I cut it and I cut it and I cut it, and as a result I shipped the most incomplete, dumb, buggy game I’ve ever shipped. I still believe that if we had waited until it was complete, Ultima VIII would have been a great game. We would have been the first to market with a variety of features that eventually proved very popular in other games. But we didn’t wait, and that was my fault. I bowed to the outside pressure.

Most distressing was seeing the results of making those cuts on both the game and my team. The team saw past the warts, knew what we were up against, and loved the game for what it was; they appreciated the innovations in it rather than bemoaning what it could have been. But the press, as well as a number of players, didn’t like it at all. The reviews were terrible. All the money I’d been paid had no meaning. I felt awful that I had let down so many people in my effort to be loyal and learn from EA.

And a lot of people had made serious sacrifices to meet EA’s schedule. Many of our programmers had worked twelve hours a day, seven days a week for ten months. We would bring dinner in for them because we were afraid if they left, they might not come back. The last month or so we gave them every other Sunday off so, as one of them pointed out, they could see their family or do some laundry. The creative joy we’d once shared in developing a game had been replaced by the prosaic demands of running a business. It was hard to believe how much had changed; only a few years earlier our people would happily work all night and love every minute of it, and now we had become a sweatshop.

At least partially as a consequence of that disappointment, management told me, basically, that they didn’t want me making big games like Ultima anymore.

This classic passive-aggressive apology — “I felt awful that I had let down so many people in my effort to be loyal and learn from EA” doesn’t exactly ring out with contrition — isn’t even internally consistent; if the development team loved their game so much, why was Origin’s management forced to devise stratagems to keep them from going home out of the fear that they wouldn’t come back? Nevertheless, it does contain a fair amount of truth alongside its self-serving omissions; one would be foolish to deny that the EA acquisition played a major role in the Ultima VIII debacle. And yet the discussion should perhaps be framed rather differently. It might be more accurate to see Origin’s acquisition by EA and the eventual Ultima VIII as mutual symptoms rather than cause and effect, both being the result of Origin trying to negotiate trends that seemed to leave Ultima with less and less space to be what it had always been.

Let’s start by looking more closely at the timeline than Garriott deigns to do above. EA and Origin signed the acquisition contract in September of 1992, just five months after Ultima VII: The Black Gate had shipped. Ultima VIII would still have been in the early-concept phase at best at that point. When he refers to “the following Christmas” above, Garriott thus presumably means the Christmas of 1993. While this release date may have been a stated aspiration, it’s hard to believe it was a serious one; it would have marked the swiftest turnaround time between two mainline Ultima games since the first three of them in the early 1980s. As it was, Ultima VIII wouldn’t ship until March of 1994, still in a woefully unfinished state.

Yet the story of Ultima VIII is more than that of just one more game that was released before its time. Even had all of Origin’s plans for it come off perfectly, it would still have been a radical, seemingly nonsensical departure from everything Ultima had been in the past. Multiple sources confirm that it was in fact Richard Garriott himself rather than any soulless suit from EA who decided that the latest installment in Origin’s epic CRPG series ought to become a… platformer. He was inspired in this not by Super Mario Bros., as many fans would later suspect, but rather by Prince of Persia, Broderbund Software’s hugely popular, widely ported, elegantly minimalist, intensely cinematic linear action game. Prince of Persia was and is a more than worthy game in its own right, but it seems a strange choice indeed to use as inspiration for the latest Ultima. We should try to understand where the choice came from in the context of the times.

Garriott has often joked that he spent the first twelve years of his career making essentially the same game over and over — merely making said game that much bigger and better each time out. If so, then Ultima VII was the ultimate, if you will, version of that game. Today its reputation is as hallowed as that of any game of its era; it remains a perennial on lists of the best CRPGs of all time. Yet its mixed reception in 1992 rather belies its modern reputation. Many reviewers expressed a certain ennui about the series as a whole, and ordinary gamers seemed less excited by its arrival than they had been by that of Ultima IV, V, or VI. Ultima Underworld, a more action-oriented spinoff which was created by the outside studio Blue Sky Productions and published by Origin just a month before Ultima VII, collected more critical praise and, likely most frustratingly of all for the hyper-competitive Garriott, continued to outsell its supposed big brother even after the latter’s release. A survey in the March 1993 issue of Computer Gaming World magazine is particularly telling: Ultima VII is rated as the 30th favorite game of the magazine’s readers, while Ultima Underworld is in a tie for third favorite. Meanwhile Origin’s eighteen-month-old Wing Commander II, a cinematic action game of Star Wars-style space combat, still sits at number six.

Indeed, the role of Wing Commander in all of this should not be neglected. The brainchild of an enthusiastic young Englishman named Chris Roberts, the first game in that series had upon its release in 1990 surprised everyone by handily outselling that same year’s Ultima VI. The Wing Commander franchise had kept on outselling Ultima ever since, whilst being faster and easier to make on an installment-by-installment basis.This too could hardly have sat well with Garriott. The House That Ultima Built had become The Home of Wing Commander, and Chris Roberts was now more in demand for interviews than Lord British. The harsh truth was that EA had been far more excited about Wing Commander than Ultima when they decided to acquire Origin.

Taken as a whole, all of this must have seemed intensely symbolic of a changing industry. As computers got faster and came to sport higher-fidelity audiovisual capabilities, visceral action titles were taking a bigger and bigger slice of computer-game sales, as evinced not only by the success of Ultima Underworld and Wing Commander but by other big hits like id Software’s Wolfenstein 3D. Onscreen text was out of fashion, as was sprawl and complexity and most of the other traditional markers of an Ultima. Shorter, more focused games of the sort that one could pick up and play quickly were in. Origin had to keep up with the trends if they hoped to survive.

In fact, Origin was in an extremely perilous financial state just before the EA acquisition. EA’s deep pockets would allow them to keep pace with spiraling development costs for the time being. But in return, the games they made had to have enough mass-market appeal to recoup their larger budgets.

This, then, was the calculus that went into Ultima VIII, which begins to make the inexplicable at least somewhat more comprehensible. At this juncture in time, epic CRPGs were at literally their lowest ebb in the entire history of computer games. Therefore Ultima, the series that was virtually synonymous with the epic CRPG in the minds of most gamers, needed to become something else. It needed to become simpler and faster-paced, and if it could also jump on the trend toward grittier, more violent ludic aesthetics — I point again to the rise of id Software — so much the better. It may not have been a coincidence that, when Ultima VIII eventually shipped, it did so in a box sporting garish orange flames and a huge pentagram — the same general graphics style and even iconography as was seen in DOOM, id’s latest ultra-violent hit.

Of course, the flaws in the thought process that led to Ultima VIII aren’t hard to identify in retrospect. Games which lack the courage of their own convictions seldom make for good company, any more than do people of the same stripe. The insecure child of a nervous creator who feared the world of gaming was passing him by, Ultima VIII could likely never have aspired to be more than competent in a derivative sort of way.

The biggest blunder was the decision to slap the Ultima name on the thing at all, thereby raising expectations on the part of the franchise’s preexisting fan base which the game was never designed to meet. Ironically, the audience for an Ultima was every bit as “pre-sold,” as Garriott puts it above, as the audience for the latest Madden. And yet one game that fails to meet fan expectations can destroy just such a pre-sold audience really, really quickly, as Garriott was about to prove. (An analogy to the radical change in course of Ultima VIII might be a Madden installment that suddenly decided to become a cerebral stat-based game of football management and strategy instead of an exercise in fast-paced on-the-field action…) It would have been better to announce that Ultima was taking a break while Lord British tried something new. But it seems that Garriott identified so strongly with the only line of games he had ever seriously worked on that he couldn’t imagine not calling his latest one Ultima VIII.

So much for the conceptual flaws in the project. Alas, its execution would prove even more of a disaster.

Richard Garriott’s involvement in the day-to-day work of game development had been decreasing almost year by year, ever since he had first agreed to let other programmers help him with Ultima V back in 1986. The Ultima VIII project was set up in the same way that the last couple had been: Garriott provided a set of general design goals and approaches along with a plot outline, then dropped in occasionally on the Origin staff who were assigned to the project while they made it all happen. This time the role of project director fell to one Mike McShaffry, who had come to Origin in 1990 to work as a programmer on Ultima Worlds of Adventure 2: Martian Dreams, then held the same role on Ultima VII. Meanwhile the nuts-and-bolts designers of Ultima VIII became John Watson and Andrew Morris.

None of these people were incompetent; all would continue to pursue fruitful careers in the games industry after Ultima VIII was behind them. But on this occasion they found themselves in an untenable situation, given neither the time nor the support they needed to make a competent game even of the dubious type for which Garriott was asking. Ultima VIII would not employ the talents of Raymond Benson, the accomplished wordsmith who had made Ultima VII‘s script so exceptionally rich and subtle; he was now gone from the company, driven away like many of his peers by the insanely long hours Origin demanded of their employees. Rather than replacing him with another proper writer, Origin cobbled together a collection of programmers, artists, and designers to provide all of its comparatively scant text, most of them doing double duty with their other roles on the project. After all, it was now the age of multimedia action. How much did mere words really matter anymore?

As 1993 wore on, external events heaped more and more pressure on the team. Chris Roberts’s latest game Strike Commander appeared in the spring of 1993; it moved his patented Wing Commander approach into the milieu of a near-future techno-thriller. Everyone confidently expected it to become Roberts’s latest blockbuster hit, EA’s first great dividend on the price of the Origin acquisition. But instead it under-performed relative to expectations; gamers seemed nonplussed by the change in setting, and their computers struggled to meet its high system requirements. Origin would manage to score some successes on a more modest scale in 1993 with other, cheaper Wing Commander spinoffs and an Ultima VII Part Two, but their big cannon for the year had shot a dud. It was now up to Ultima VIII to put smiles on the faces of EA’s management.

For all that the EA acquisition certainly was a major factor in the story of Ultima VIII, it’s difficult to say for sure how much of the pressure Origin felt was brought directly to bear by their new corporate parent and how much was merely perceived. As we’ve seen, Richard Garriott hasn’t hesitated to chalk the failure of Ultima VIII up to EA’s interference, full stop. Yet the actual EA executives in question have vociferously denied micromanaging the project, insisting on the contrary that it was conceived, created, and finally shipped on terms dictated by no one outside of Origin. Even some Origin employees have admitted that EA handled their new charge with a fairly light touch for the first couple of years; it was only after such disappointments as Strike Commander and Ultima VIII had convinced them that adult supervision was sorely needed down in Austin that they took a more hands-on approach. In the end, then, we can say for sure only that the appalling state in which Ultima VIII was released was down to some gradation in between an earnest desire on Origin’s behalf to please their parent and a stern dictate from said parent to ship it now, or else!

It must be said as well that the reality of crunch time at Origin prior to Ultima VIII was somewhat different from the rosy picture which Garriott paints above. The bad-cop counterpart to Garriot the lunch-providing good cop was Dallas Snell, Origin’s hard-driving production manager. The company’s internal newsletters from the early 1990s are littered with complaints about the stresses of crunch time, sometimes accompanied by Snell’s strident but unconvincing attempts to defend the practice on the basis of passion, dedication, and esprit de corps. As a result, Raymond Benson was only one of a steady stream of talented people who came to Origin, stayed there a relatively brief period of time, and then moved on to other parts of the games industry or to other industries entirely, having made the perfectly sensible decision that no job is worth sacrificing one’s health and general well-being for.

Still, the crunch that produced Ultima VIII was extreme even by Origin’s usual standards, and the stress was undoubtedly compounded by the bad vibe of compromise and trend-chasing that had clung to the project from the start. It didn’t help that Mike McShaffry had never attempted to manage a software-development project of any sort before; he was completely unequipped to bring any semblance of order to all of the frantic effort, as he freely admits today:

To a lot of people on the development team, Ultima VIII unfortunately was a very negative development experience. Most of the team who were managing Ultima VIII — myself especially — you know, it was our first really big management task, and so…to say I really screwed it up doesn’t really come close, I don’t think, to the truth.

You can’t just put anybody at the helm of an oil tanker and say, “Take it through the strait!” and not expect something really horrible to happen. And Ultima’s a big ship to steer, and it was unfortunate that I never had the chance to figure out how to manage a team that large. It took me another ten years to really get better at it.

All of these factors led to Ultima VIII shipping in a state that almost defies critical description; seldom has a game so blatantly unfinished been allowed onto store shelves. The writing is so sparse and unrefined that it often seems like placeholder text, and yet still manages to leave threads dangling and plot holes yawning everywhere; the cloth map that is included in the box bears almost no relation to the world in the game itself, what with so much of the latter having gone missing in action; what’s left of the CRPG mechanics are so broken that it’s possible to max out your character in less than an hour of play; every place in the game looks the same, being all too clearly built from the same handful of pre-rendered graphics (giant mushrooms everywhere for the win!); every single chest in the game explodes, even if it doesn’t contain anything, as if the developers didn’t have time to address each one individually and so just set a global flag somewhere; your unresponsive lunk of a character drowns instantly if he falls into two feet of water. Tellingly, the one part of Ultima VII that is painstakingly preserved in Ultima VIII is its most annoying: an impossible inventory-management system that forces you to spend minutes at a time dragging around tiny overlapping icons just to find anything.

But none of that was quite enough to make the original version of Ultima VIII worthy of the adjective “unplayable.” What served for that was the absurdly broken jumping system. Super Mario Bros. and Prince of Persia had been designed for joypads and joysticks. Seeking to translate those paradigms to a moused-based computer, Origin came up with a relativistic jumping system whereby the length of your leap would be determined by the distance the cursor was from your character when you clicked the mouse, rather than opting for the more intuitive solution whereby you simply pointed at and clicked on a would-be destination to attempt to jump there. McShaffry:

I think, for us, it was such a departure from what we were used to. And honestly, a jumping mechanic like what we were trying to do… I think that we just didn’t have enough people on the team who were really hardcore platformer players. Something like Mario, where you have an intuitive feel for what works in a jumping system and what doesn’t work in a jumping system. I certainly hadn’t played a lot of those games until then, and so I honestly didn’t know what I was looking for.

Honestly, that’s a case where we should have listened a whole lot more to QA. They were platformers! They played every Nintendo console [game] out there, and they came back to us and said, “Hey, this jumping is kind of busted.”

I think sometimes in product development we’d get on the high horse and go, “It’s not busted; we know what we’re doing.” And in that case… that was a horrible mistake on our part to not listen to them. But hey, we were in our twenties; when you’re in your twenties, you think you’ve got god-like powers and you’re immortal.

In truth, jumping in Ultima VIII wasn’t “kind of busted” at all; it was completely, comprehensively busted. Figuring out where any given jump would land you was a black art, thanks to the sloppy mouse cursor and the impossibility of accurately judging depths in the game’s canted isometric view. The only way to get anywhere was to save before each jump and give it a try, then reload and adjust until you got it right. After four or five attempts, you might just manage it if you were lucky. Then you got to rinse and repeat for the next jump, out of what might be a dozen or more in all to get across a single obstacle. In order to fully appreciate the horror of all this, you have to remember that every single save or restore would have taken on the order of 30 seconds back in 1994. And now imagine trying to work through this process when some of the platforms you need to jump from and to are moving. On release day, Ultima VIII really was perilously close to being literally unplayable.

Oh, my… I’m afraid we’re going to be here a while…

In keeping with a tradition dating back to the early 1980s, Richard Garriott, Mike McShaffry, and several other members of the development team turned up on CompuServe for an online conference with fans just a couple of weeks after the game’s release. These affairs were heavily moderated, and this prevented the outrage that was already percolating through the fan community from being expressed too aggressively. Nevertheless, the developers quickly learned that this meetup was not to be the usual love fest. Instead they got an earful from the fans:

Let me say that I have been playing Ultimas since I was charmed and amazed by Ultima IV on my Commodore 64. One of the best things about Ultimas was the rich, detailed world and intricate, lengthy storylines. I could look forward to easily over 100 hours with each new Ultima, an excellent value for the money. Ultima VIII, on the other hand, is way too short…

It seems like there were a lot of bugs in Ultima VIII…

I thought the game was a little rough around the edges, especially the jumping. Since many Ultima players don’t like the heavy arcade element, are you set on keeping Ultima a CRPG/action game?…

My favorite part of Ultima VII was the large world. I was a little disappointed when I found that the world in Ultima VIII was actually smaller. Will Ultima IX have a larger world and more puzzles that require thinking, as opposed to jumping and running?…

I note with some trepidation your interest/fascination with “action” and “digital speech.” I think that too many game companies are spending too many resources on the latest graphics, sounds, etc., and nowhere near enough on character development and story and interaction. Is the swing to action/arcade a marketing-driven decision, your personal [decision], or [down to] some other reason?…

I have noticed a trend toward a single-threaded story line. Any hopes of returning to the original roots with the Ultima IX story line?…

What I and a lot of other old Ultima fans saw disappear after Ultima VII was the great ability to interact. Like baking bread, etc., and I would like to know if you plan for this to return in Ultima IX. And will you pay more attention to the plot?…

I’m concerned about the decline in the Avatar’s principles. I spent two days trying to solve Bane and Vordion without breaking my oath…

I am disappointed about the length of Ultima VIII, as others have said. There’s too much running around, and the clues to locations are far too vague…

I’m disappointed in Ultima VIII. I’ve played every single Ultima, and I feel Ultima VIII is a serious step back from previous Ultimas. I hope you realize that it takes more than glitz and sound to make a good CRPG. Lastly, I really do hope you’ll fix more bugs. I had to reformat my whole hard drive because of Ultima VIII…

Are we ever going to get various sexes and races of Avatars to choose from again?…

If they didn’t know it before, Origin must have realized by the time this conference ended that they had a big, big problem on their hands. The subsequent fan reactions to Ultima VIII were and remain far more entertaining than the game itself; few games have inspired as many unhinged, poetically profane rants as this one. Writing in the fannish newsletter Questbusters, Charles Don Hall struggled to reconcile this awful game with the Lord British cult of personality that so much of hardcore Ultima fandom had always been: “My best guess is that Lord British had nothing at all to do with it, and turned development over to soulless drones who were capable of playing the earlier Ultimas but incapable of understanding what made them such great games.”

The glossier magazines weren’t quite sure what to do about Ultima VIII. Torn between the need to serve their readerships and Origin’s advertising dollars, they equivocated like crazy, often settling on an “it’s not the game, it’s me” approach: i.e., I didn’t much enjoy Ultima VIII, but you might.

The big exception was Computer Gaming World, the most long-lived and respected of all the journals, whose status gave it a degree of insulation from the need to chase advertisers. Scorpia, the magazine’s influential adventure-gaming columnist, ripped the game to shreds in her review. I’ll share just a few highlights here:

Pagan, the purported Ultima VIII, is unlike any other Ultima you may have played. If you were expecting characterization, rich story, role-playing — you’re expecting it from the wrong game…

The game might easily have been called, as a friend of mine put it, “Mario: The Avatar.” If the name “Ultima” wasn’t on the box, you might think you’d picked up the latest Sega or Nintendo game by mistake…

Pagan could well be subtitled “School Daze,” as a good 75 percent of it is having the Avatar prove he is worthy to belong to a particular magic organization. “You want to be a Necromancer? First, you must be tested!” “You want to be a Theurgist? First, you must be tested!” “You want to be a Sorcerer? First you must be tested!”…

The story, such as it is, can be summed up as “Homeward-Bound Avatar Wrecks World…”

[The Avatar] lies to become a Necromancer; joins the Theurgists solely to steal an item (thereby negating their spell-casting abilities); betrays a Sorcerer who trusted him (thereby becoming an accessory to murder); kills (in supposed self-defense) the Master of Sorcerers to obtain another needed item; and frees the two bound Titans, so the world is wracked by continual violent storms and lava rain…

Overall, Pagan is a disaster, and an embarrassment to Origin, Lord British, and Ultima fans everywhere. It tries to go in two directions at once, and succeeds only in tearing itself apart, failing dismally on all fronts…

Instead of giving a smattering of hints and tips for Ultima VIII, as was her wont with the games she reviewed, Scorpia published an outright walkthrough, in order to “help anyone playing it to finish quickly and move on to better things.” For the following issue, she wrote a detailed retrospective of Ultima IV, her avowed favorite game of all time, pointing out all the ways in which it was the archetypal Ultima — and, by pointed implication, all of the ways in which Ultima VIII had failed to live up to its legacy.

In that very same issue, Origin offered an unprecedented mea culpa for Ultima VIII. Having clearly decided that this installment was beyond hope, they tried to save the franchise’s future by throwing it, and to at least some extent its project leader Mike McShaffry, under the bus. Richard Garriott had, he said, “heard the cry of his fans”; he admitted that “the latest game design had moved too close to action gaming and strayed too far from the strengths of the series.” Origin would, they promised, place the rock-steady Warren Spector — the man who had helmed Ultima VI, Martian Dreams, and the two Ultima Underworld games — in charge of Ultima IX. “If,” Spector pleaded, “we can get some of our followers who were disappointed in Pagan to try Ultima IX, we don’t think they’ll be disappointed.” In the meantime, an all-but-complete Ultima VIII expansion disk was axed as part of a general desire to forget that the game had ever happened.

One man, however, could not possibly forget. Mike McShaffry says today that he “felt like persona non grata at Origin because I personally felt like I was being blamed for the mistakes.” After months of ineffectual bad feelings, he finally decided to do something about it. He took all of the Ultima VIII code home with him over the Thanksgiving weekend of 1994 and, as he puts it, “fixed the jumping myself,” replacing the weird system of relative leaps with a simple click-here-to-jump-here approach. Despite their wish to flush the whole thing down the memory hole, Origin agreed to put out a patch incorporating this change and a number of other desperately needed quality-of-life improvements.

It’s this version of Ultima VIII that you’ll find hosted on digital storefronts today. It’s definitely a vast improvement over the original, even taking into account the philosophical objection that it turns the jumping — intended to be a major part of the experience — into a triviality. Much respect to Mike McShaffry for making it; if he hadn’t done so, the game’s reputation would be even worse today. Even Scorpia took note of the patch in her column, and was prompted to soften her stance toward the game ever so slightly. (“I can’t guarantee the game will be more fun, but it will certainly be less frustrating.”)

Indeed, it’s quite common to hear today that Ultima VIII really wasn’t a bad game at all — that it was merely a bad Ultima, in departing way too radically from that series’s established traditions. Some fuel for this argument is provided by Crusader: No Remorse and Crusader: No Regret, a pair of science-fiction action games that used the engine developed for Ultima VIII, but were able to do so without the baggage which the Ultima name brought with it. Both were well-received upon their release in 1995 and 1996 respectively, and are still fondly remembered in some circles today. Some have gone so far as to claim that the engine influenced Diablo, Blizzard Entertainment’s 1997 mega-hit of a streamlined, story-light action-CRPG.

Still, to say that McShaffry’s patch makes a good game out of Ultima VIII strikes me as a leap too far (pun intended). At best, it moves it from unplayable to the lower end of mediocre: the boring environments, uninteresting and/or broken mechanics, poor and sometimes nonexistent writing, and general air of unpleasantness remain unpatched. Ultima VIII is not the misunderstood classic that a few thoroughgoing contrarians would have it be.

Ultima VIII is best studied not as an exercise in game design in the abstract but as an endlessly illustrative sign of its times, showing what happened when the changes being wrought upon the culture of computer gaming by the likes of Wolfenstein 3D and DOOM — not to mention Wing Commander! — collided head-on with one of that culture’s traditional standard bearers. In this case, the standard bearer in question would never be the same again. The Ultima IX which certain factions inside Origin were so eager to make as a way of spitting out the bad taste of Ultima VIII would keep getting pushed down in the priority queue after Wing Commander III appeared in late 1994 and finally provided the big hit which Origin had been looking for ever since the EA acquisition. With that event, Wing Commander‘s takeover of Origin was complete. It would be over two and a half years before gamers would hear the name of Ultima from Origin again.

(Sources: the books Explore Create by Richard Garriott with David Fisher and Dungeons and Dreamers by Brad King and John Borland; Computer Gaming World of March 1994, July 1994, August 1994, and May 1995; Electronic Entertainment of April 1994; Questbusters 111; PC Gamer of May/June 1994; PC Zone of June 1994; Dragon of August 1994; Origin Systems’s internal newsletter Point of Origin of December 1993, March 1994, and May 5 1995. Online sources include Sheri Graner Ray’s memories of her time at Origin Systems, “The Conquest of Origin” at The Escapist, and the Ultima Codex interviews with Mike McShaffry and Jason Ely. My huge thanks to Judith Pintar for digging up the online CompuServe conference that followed Ultima VIII‘s release. Note that I’ve heavily edited the excerpts that are included here for grammar, clarity, and brevity; feel free to download the full, unedited transcript.

Ultima VIII is available as a digital purchase at GOG.com.)

 
98 Comments

Posted by on February 19, 2021 in Digital Antiquaria, Interactive Fiction

 

Tags: , , ,

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.)

 
 

Tags: , , , ,

Microsoft Space Simulator (or, Charles Guy’s Galaxy in a Box)

No one regards what is before his feet; we all gaze at the stars.

— Quintus Ennius, circa 200 BC

It had been one hell of a year for the United States and most of the rest of the Western world — a year of rampant chaos and conflict at home and abroad, when the very foundations of democratic society seemed on the verge of crumbling to dust. In the course of twelve months, a brutal war with no prospect of ending had escalated to an unimaginable degree, a fractious nation’s most prominent civil-rights leader and one of its presumptive presidential candidates had been assassinated, and the streets had burned with radical and reactionary violence. And there had been a pandemic to boot, an unusually virulent flu virus responsible for an estimated 100,000 deaths in the United States alone.

And then, at the end of it all, human beings orbited another world. Apollo 8 slipped the surly bonds of Earth on December 21, 1968. Not quite three days later, on Christmas Eve, it entered Lunar orbit.

Astronauts Frank Borman, Jim Lovell, and William Anders sent home pictures of the Moon from close up to mark this momentous event. But the photographs they took that resonated the most were actually those of the Earth, revealed from 240,000 miles away to be the tiniest of islands in the hostile ocean of the cosmos. The straight-laced pilots and engineers inside the spacecraft were the farthest thing from poets, but they rose to the occasion on this enchanted evening. As millions of people all over the Earth gazed at their planet — at their desperately fragile-looking home — flickering there on their television screens, the astronauts read aloud from the Book of Genesis. At that moment, it didn’t matter whether you were a believer or not; those ancient words echoing down through time transcended religious dogma — transcended, dare we say it, religion itself.

In the beginning God created the heaven and the earth.
And the earth was without form, and void; and darkness was upon the face of the deep.
And the Spirit of God moved upon the face of the waters. And God said, Let there be light: and there was light.
And God saw the light, that it was good: and God divided the light from the darkness.

And God called the light Day, and the darkness he called Night. And the evening and the morning were the first day.
And God said, Let there be a firmament in the midst of the waters, and let it divide the waters from the waters.
And God made the firmament, and divided the waters which were under the firmament from the waters which were above the firmament: and it was so.
And God called the firmament Heaven. And the evening and the morning were the second day.

And God said, Let the waters under the heavens be gathered together unto one place, and let the dry land appear: and it was so.
And God called the dry land Earth; and the gathering together of the waters called he Seas: and God saw that it was good.

Mission Commander Borman closed the proceedings just before the spacecraft swung around to the dark side of the Moon and lost contact with home: “And from the crew of Apollo 8, we close with good night, good luck, a merry Christmas, and God bless all of you — all of you on the good Earth.”



Although my editing process means it will be a couple of weeks yet before you read these words, I’m writing them between the Christmas and New Year’s of 2020, a natural time for contemplation and stock-taking. And we certainly have plenty to contemplate: 2020 was also one hell of a year, arguably the most cataclysmic in the Western world since 1968. The last twelve months have been marked by a worldwide pandemic which has altered all of our lives immeasurably, combined with worldwide demands for racial justice that are, one might say, the business that was left unfinished after Martin Luther King’s assassination. The world around us today looks completely different from the one we knew 365 days ago, and it’s not clear when or even whether the Old Normal will return.

But alas, there was no grace note like Apollo 8 to close this year and help us to put things in their proper perspective. Back in 1968, we firmly believed that this year’s most memorable Christmas greeting might come from astronauts near Jupiter or Saturn, but the reality is that a human being hasn’t left Earth orbit since 1972.

Nevertheless, some sort of perspective is sorely needed after a year like the one we’ve just experienced. For better or for worse, we’re living an ever-increasing proportion of our lives virtually. So, perhaps we can find a way to see a bigger picture that way. Perhaps the time is right to talk about Microsoft Space Simulator.


Space Simulator was the brainchild of an enigmatic fellow named Charles Guy, who didn’t give interviews during his lifetime and who died young from cancer in 2004, thus complicating the work of writers like me immeasurably. Born in 1961 in Indianapolis, Indiana, he attended the University of Purdue, but dropped out when his expertise in 3D graphics won him a job at subLogic in Champaign, Illinois, the maker of the hugely successful Flight Simulator. Bruce Artwick and Stu Moment, the company’s founders, first brought Guy on to help Artwick with the programming burden as they ported their flagship product to more and more platforms.

Soon, however, Guy got a project of his own: he was placed in charge of Jet, a simulation of the F-16 and F/A-18 fighter jets. As they had done with Flight Simulator, subLogic ported and supported Jet for years after its initial release in 1985, keeping Guy plenty busy. But the Jet line ended in 1989, when subLogic effectively split into two separate companies amidst lawsuits and recriminations, with each of the companies being led by one of the two erstwhile founders.

Guy backed the right horse; he left subLogic to join Artwick’s appropriately named Bruce Artwick Organization, which had walked away with the crown jewel of the old subLogic simulation empire: the contract to make Microsoft Flight Simulator for MS-DOS and the Macintosh. He worked on those programs for a brief while, then convinced Artwick and Microsoft to let him make Space Simulator.

The fact was, Guy’s bona fides as an expert in winged flight weren’t quite up to those of Bruce Artwick or Stu Moment. He had duly attempted to qualify for a pilot’s license back in the 1980s, thus conforming to what had become something of a subLogic tradition, but his airplane nearly spun out of control when he was practicing stalls one night. “He managed to recover, but never flew a plane again after that,” remembers a friend.

Guy’s real passion was astronomy. Heaven in the metaphorical and literal sense was one to him: few things moved him more than a clear night sky full of stars. It had all begun when he was fifteen years old and happened to look up on just such a perfect night:

What I saw was so intense that it frightened me. I had to look down at the ground. It was too much. Slowly, I built up the nerve to look at it more and more with my naked eyes. And eventually, I got to the point where I couldn’t stop looking at it. I became more and more obsessed with it.

The scale of it was frightening to me. I felt like I was standing on a pinpoint, oppressed by the size of this thing. It really did frighten me, but I found that this fear really isn’t like normal fear. It is the kind of fear that is respectful, although it becomes a fear that must be conquered and resolved. It leads toward growth and understanding.

When he talked about stargazing, he did so as if he was actually traveling to the stars he saw through his telescope, as perhaps he was in spirit: “I’ll tell you where I’m headed. I’m headed to Sagittarius. I’ll often go to M22, then M8, then M17. I like to go south to north, hitting all the H2 regions, and the good globular and open clusters. There are a lot of them in Sagittarius.” It was only natural for him to make a game where you could take just the sorts of trips he was already taking in his mind’s eye.



Space Simulator is a game of two halves — assuming, that is, that we can agree to call a piece of software with no goals and no real rules a game at all — and they don’t always fit together perfectly. On the one hand, Space Simulator is exactly what you might expect from its own name and that of the development studio behind it: a serious simulation of spaceflight. You can fly historical craft like the Apollo Command and Lunar Modules, the Space Shuttle, or even the Manned Maneuvering Unit used by Shuttle astronauts for spacewalks. Or you can explore farther afield from Earth in one of a variety of theoretical spacecraft of the future. Either way, the experience can be as realistic as you want it to be. You can use the program’s many available shortcuts to slew your way around the galaxy without ever touching a thruster control for yourself, or you can sit down with pen and paper and plot your own orbits and trajectories; doing so requires far more higher-math skills than I possess, but I’m told that, if you have the requisite skills, you’ll find the program to be an entirely consistent, entirely realistic environment in which to play NASA navigator. Of course, at some point you’ll have to bite the bullet and embrace some of the simulator’s shortcuts, as some of the voyages you can plot for yourself will take billions of years if you insist on making them in real time.

The other side of Space Simulator — the side nearer to Charles Guy’s heart, one senses — are the actual places you can fly or slew your way to. In fact, Space Simulator boasts what must be as large a virtual “world” as has ever been built into a game, encompassing the full extent of the Milky Way Galaxy and some distance beyond. (“Can you believe that we’re going to try to put all of this inside a computer?” exclaimed Guy spontaneously one evening under one of his beloved clear night skies.) You can visit the stars and planets and moons of our solar system or the ones that are theorized to exist in others, and just gaze in wonder or make pictures or even videos of your discoveries, knowing that what you see and record is as accurate as the state of the science of astronomy during the early 1990s could make it. All of it is presented in Super VGA graphics at a resolution of 800 X 600, meaning it still looks pretty good today. The sense of wonder was and still remains strong with this one.

Indeed, a palpable spirit of starry-eyed idealism still clings to Microsoft Space Simulator all these years later. Defying their 1990s reputation as soulless dirty tricksters — a reputation which was well-earned in many other contexts — Microsoft worked enthusiastically with Charles Guy and the rest of the Bruce Artwick Organization for some three years to stuff the entirety of a galaxy onto three floppy disks. Grant Fjermedal, a journalist who was there through much of the process, shares this anecdote about the arrival of an early version at Microsoft, one which for the first time let you explore the galaxy using a joystick.

The evening after it arrived, in March of 1993, program manager Jon Solon carried [the] disks home and loaded it on his machine. He flew through space until after midnight, chasing down planets and orbiting the Moon, excited about being able to leave the keyboard controls behind in favor of the more fluid joystick. Jon, who had been program manager for three versions of Flight Simulator, compared the experience to the first time he took off from Chicago’s Meigs Field, circled the skyscrapers, and successfully landed.

All the next day at Microsoft, people were hunting through storage rooms (and through the offices of their pals) looking for joysticks that weren’t being used. There were those who flew, and those who enthused. People were being flagged down and dragged into offices: “I’ve got to show you something — watch this!” It was a day when the door seemed to open wider than ever before.

Far from limiting the scope of the simulation, Jon Solon and the others at Microsoft encouraged Charles Guy to expand it. It was Solon, for example, who insisted that it ought to be possible to land your spacecraft on the planets you encountered, in order to see their diverse environments firsthand.

When the finished Space Simulator finally shipped in late 1994, Microsoft got behind it in a big way. The manual they included in the box was a minor wonder in itself, a patient introduction to the program’s complexities in more than 200 friendly, well-written, eminently approachable pages; few to no other software publishers would have had it in them to produce a manual like this, for any sort of program. In addition to a lavish advertising campaign positioning Space Simulator as the natural heir to the 3-million-selling Flight Simulator, Microsoft published not one but two strategy guides through their own press, and granted Sybex Books special inside access so they could publish a third. (These three books nicely encompassed the full range of Space Simulator‘s personality: the Sybex book was the hardcore one, its second half chock full of equations and subsection titles like “Geometric Properties of All Conic Sections”; meanwhile one of the Microsoft books was most interested simply in helping you to take in the galaxy’s sights, while the third aimed for a point somewhere in between the other two.)

With support like this behind his creation, an ebullient Charles Guy was moved to exclaim that Space Simulator “might bring on a whole new social revolution!” Or a “spiritual revolution,” as Grant Fjermedal put it: “Perhaps a tool to simulate even a part of the vastness of space will lead us to ponder what that vastness might mean for humanity, as we glide through the soft darkness of space, clutching hold of our garden planet in orbit around our gracious middle-aged Sun.” For truly Space Simulator contains multitudes. One can be merrily slewing through the galaxy, only to look down and realize that 40 years, 400,000 years, 4 million years have passed since one left Earth. Through Space Simulator, we can almost glimpse infinity. The contemplation of such enormity, like that of a single grain of sand, can be a source of both existential terror and spiritual comfort. “It was while traveling the stars at a time-scale setting of 68 years per second,” writes Fjermedal, “that I most fully understood the vastness of our galaxy and the brevity of our lives.”

Unfortunately, the public proved for once resistant to Microsoft’s much-vaunted marketing acumen when it came to Space Simulator. In retrospect at least, the problems with the product as a commercial proposition aren’t hard to identify. It was the ultimate in “make your own fun” games, even more so than a so-called “software toy” like, say, SimCity — or for that matter Flight Simulator. When you start the game, you find yourself parked in orbit around Earth. From there, it’s entirely up to you to decide what you want to do and how you want to do it by digging through a cryptic nest of menus; Space Simulator absolutely demands that you read that brilliant manual through, carefully and completely, to get much of anywhere with it. And even after you do so, it demands that you be the type of person who considers unguided, goal-less exploration fun. Space Simulator does have support for “missions,” which are exactly what they sound like they would be, even to the point of including a scoring system, but this capability is weirdly under-utilized. The game includes just two of them out of the box: one covering Apollo 17, the final mission to the Moon, and the other covering a typical Shuttle mission. One suspects that Microsoft envisioned a robust Space Simulator aftermarket that would have included more “mission disks” among other products, much like the many scenery disks which were released for Flight Simulator.

But sadly, sales of Microsoft Space Simulator never justified any such further releases. The dedicated gaming press, and dedicated gamers in general, didn’t know quite what to make of it, even as it was far too demanding for more casual users. Of course, Microsoft Flight Simulator was another willfully cerebral, esoteric, goal-less experience that defied all of the conventional wisdom about what made a hit computer game, and yet managed to become the best-selling computer-gaming franchise of its generation. Why was Space Simulator so different? Perhaps its spaces were just too vast, its conceptual grandiosity too intimidating. It’s easier to get a handle on the idea of flying a small plane from airport to airport, even if there isn’t much point to it beyond the fantasy of being up there in the wild blue yonder, than it is to conceive and plan a voyage to Polaris in a Bussard ramjet. Maybe the idea of a voyage of a million years simply strained too many imaginations past the breaking point.

Whatever the reason for its commercial failure, Microsoft Space Simulator went quietly out of print within a couple of years, even as Flight Simulator continued to go strong. Charles Guy left the Bruce Artwick Organization shortly after it became clear that his passion project would not be fomenting any social revolutions. He bounced around the games industry in various programming roles for the rest of his life, but never got a chance to helm a game of his own of any sort again, much less one with the scope of this one.

Space Simulator is an oddly forgotten artifact today; you’ll be hard-pressed to find any online discussion of it at all. And that’s a shame, as it possesses at least two sources of enduring interest. In one sense, it’s a fascinating product of its time, that heady cusp of the second, ultimately more enduring home-computer boom, when the multimedia capabilities of the latest machines were inspiring more big companies than just Microsoft to take a flier on unabashedly intellectual, crazily idealistic software.

In another sense, though, Space Simulator transcends its time. No one since Charles Guy has attempted to make a piece of software quite like this one. There are certainly technical simulations of spaceflight that are even more detailed than Space Simulator, just as there are planetarium programs to let you do virtual stargazing with the benefit of an additional quarter-century of astronomical discoveries. Yet no one else has given you a spacecraft and then just set you loose to go explore the natural wonders of our galaxy with it, thereby giving you a more embodied sort of window onto our staggeringly magnificent and terrifyingly immense universe than any planetarium can hope to create. Computer games are not known for their ability to provoke spiritual awakenings, but if any one of them can, perhaps it is this one. Stare, if you dare, into the vastness, and see that it is good. A little perspective is never a bad thing.


A Microsoft Space Simulator Gallery


Saturn, possibly the most beautiful of all the planets of our solar system — after Earth, that is. While we watch the planet itself rotate in the top window, we watch some of the more prominent of its dozens of moons orbit in the bottom window. You may find that you can spend a surprisingly long time just watching their clockwork motion.

Another view of Saturn, with the spaceship we’ve used to visit it in the foreground.

Returning to Earth in the Galactic Explorer, a spacecraft obviously modeled after the Discovery from 2001: A Space Odyssey. In fact, given that the space station before us betrays the same influence, we can almost imagine this scene as a lost frame from Stanley Kubrick’s 1968 film.

In another scene that might easily have come from 2001, a space station orbits the Moon.

A once-familiar sight from the real world: the Space Shuttle touches down at Cape Canaveral.

The Andromeda Galaxy, seen from well beyond the border of our own Milky Way Galaxy. The programmers among you will appreciate what an awesome feat it is to devise a coordinate system able to pinpoint a location 2.5 million light years from Earth as well as it can a single runway in Florida.

The Whirlpool Galaxy, 23.5 million light years away from Earth.

The dream of constructing a Space Station Freedom in Earth orbit was still alive when Space Simulator was under development. The plan to do so, first mooted by President Ronald Reagan in his State of the Union Address in 1984, was scrapped completely by the end of the 1990s.

In yet another scene from a future that’s been inordinately slow in arriving, we soar above a colony on Mars.

Space Simulator can also be used as a planetarium, showing a view of the sky from any position on Earth at any time you wish.

This error message appears surprisingly often as you explore, providing as good an illustration as any of the sheer scale of the simulation.

Our one and only home in a beautiful but inhospitable universe. May we be better stewards of it after 2020 than we’ve been in the years prior…

(Sources: the books Microsoft Space Simulator: The Official Strategy Guide by Rick Barba, Adventures in Space Simulator: The Ultimate Desktop Astronaut’s Guide by Grant Fjermedal, and Space Simulator Strategies and Secrets by Nick Dargahi; Computer Gaming World of December 1994; Computer Play of November 1988. The “Talk” page of the Wikipedia entry on Microsoft Space Simulator proved one of my few sources of personal information on the enigmatic Charles Guy.

Microsoft Space Simulator has been out of print for many years. Therefore I’ve put it up here for download, packaged so as to be as easy as possible to get running under DOSBox on a modern Windows, Macintosh, or Linux system. Happy exploring! May you find the perspective you crave.)

 
 

Tags: , , ,

The Dream of Flight

After Edison’s original phonograph came out, people said that they could not detect a difference between a phonograph and a real performance. Clearly the standard that they had for audio fidelity back in 1910 was radically different from the standard we have. They got the same enjoyment out of that Edison phonograph that we do out of [a] high-fidelity [stereo]. As audio fidelity has gotten better and better, our standards have gotten higher and higher; if we listen to a phonograph from 1910, it sounds horrible to our modern ears.

The same thing has obviously happened to flight simulators.

— Brand Fortner, 2010

It seems to me that vintage flight simulators have aged worse than just about any other genre of game. No, they weren’t the only games that required a large helping of imagination to overlook their underwhelming audiovisuals, that had sometimes to ask their players to see them as what they aspired to be rather than what they actually were. But they were perhaps the ones in which this requirement was most marked. When we look back on them today, we find ourselves shaking our heads and asking what the heck we were all thinking.

Growing up in the 1980s, I certainly wasn’t immune to the appeal of virtual flight; I spent many hours with subLogic’s Flight Simulator II and MicroProse’s Gunship on my Commodore 64, then hours more with F/A-18 Interceptor on my Commodore Amiga. Revisited today, however, all of those games strike me as absurdly, unplayably primitive. Therefore they and the many games like them have appeared in these histories only in the form of passing mentions.

The case of flight simulators thus serves to illustrate some of the natural tensions implicit in what I do here. On the one hand, I want to celebrate the games that still stand up today, maybe even get some of you to try them for the first time all these years later — and I’ve yet to find a vintage flight simulator which I can recommend on those terms. But on the other hand, I want to sketch an accurate, non-anachronistic picture of these bygone eras of gaming as they really were. In this latter sense, my efforts to date have been sadly inadequate in the case of flight simulators; the harsh fact is that these games which I’ve neglected so completely were in fact among the most popular of their time, accounting on occasion for as much as 25 percent of the computer-game industry’s total revenue. Microsoft Flight Simulator, the prototypical and perennial product of its type, was the most commercially successful single franchise in all of computer gaming between 1982 and 1995 — all despite having no goals other than the ones you set for yourself and for the most part no guns either. (Let that sink in for a moment!)

All of which is to say that a reckoning is long overdue here. This article, while it may not quite give Microsoft Flight Simulator and its siblings their due, will at least begin to redress the balance.



Many people assumed in the 1980s, as they still tend to do today, that the early microcomputer flight simulators were imperfect imitations of the bigger simulators that were used to train pilots for real-world flying. In point of fact, though, the relationship between the two was more subtle — even more symbiotic — than one might guess. To appreciate how this could be, we need to remember that the 3D-graphics techniques that were being used to power all flight simulators by the 1980s were a new technology at the time — new not just to microcomputers but to all computers. Until the 1980s, the “big” flight simulators made for training purposes were very different beasts from the ones that came later.

That said, the idea of flight simulation in general goes back a long, long way, almost all the way back to the dawn of powered flight itself. It took very little time at all after Orville and Wilbur Wright made their first flights in Kitty Hawk, North Carolina, for people to start asking how they might train new pilots in some more forgiving, less dangerous way than putting them behind the controls of a real airplane and hoping for the best. A 1910 issue of Flight magazine — the “first aero weekly in the world” — describes the “Sanders Teacher,” a mock-up of a real airplane mounted on a pivoting base so that it could sway with the wind in response to control inputs; unlike the fragile real aircraft of its era, this one was best “flown” when there was a stiff breeze.

The Sanders Teacher, one of the earliest attempts to simulate flight.

In 1929, Edwin Link of Binghamton, New York, created the Link Trainer, the first flight simulator that we might immediately recognize as such today. An electro-mechanical device driven by organ bellows in its prototype form, it looked like an amputated single-seater-airplane cockpit. The entire apparatus pitched and turned in response to a trainee’s movements of the controls therein, while an instructor sat next to the gadget to evaluate his performance. After an initially skeptical response from the market, usage of the Link Trainer around the world exploded with the various military buildups that began in the mid-1930s. It was used extensively, in both its official incarnation and in unlicensed knock-offs, by virtually every combatant nation in World War II; it was a rite of passage for tens of thousands of new pilots, marking the most widespread use of technology in the cause of simulation to that point in the history of the world.

An American student pilot in a Link Trainer, circa 1943.

The programmable digital computers which began to appear after the war held out the prospect of providing a more complete simulation of all aspects of flight than analog devices like the Link Trainer and its successors could hope to achieve. Already in 1950, the United States Navy funded a research effort in that direction at the University of Pennsylvania. Yet it wasn’t until ten years later that the first computerized flight simulators began to appear. Once again, Link Aviation Devices provided the breakthrough machine here, in the form of the Link Mark 1, whose three processors shared 10 K of memory to present the most credible imitation of real flight yet, with even wind and engine noise included if you bought the most advanced model. By 1970, virtually all flight simulators had gone digital.

But there was a persistent problem afflicting all of these efforts at flight simulation, even after the dawn of the digital age. Although the movements of cockpit instruments and even the physical motion of the aircraft itself could be practically implemented, the view out the window could not. What these machines thus wound up simulating was a totally blind form of flying, as in the heaviest of fogs or the darkest of nights, when the pilot has only her instruments to guide her. Flying-by-instruments was certainly a useful skill to have, but the inability of the simulators to portray even a ground and horizon for the pilot to sight on was a persistent source of frustration to those who dreamed of simulating flight as it more typically occurred in the real world.

Various schemes were devised to remedy the situation, some using reels of film that were projected on the “windows” of the cockpit, some even using a moving video camera which “flew” over model terrain. But snippets of static video are a crude tool indeed in an interactive context, and none of these solutions yielded anything close to the visual impression of real flight. What was needed was an out-the-window view that was generated on the fly in real time by the computer.

In 1973, McDonnell-Douglas introduced the VITAL II, a computerized visual display which could be added to existing flight simulators. Even its technology, however, was different in a fairly fundamental sense from that of the flight simulators that would appear later. The computers which ran the latter would use what’s known as raster-based or bitmap graphics: a grid of pixels stored in memory, which are painted to the monitor screen by the computer’s display circuitry without additional programming. VITAL II, by contrast, used something known as vector graphics, in which the computer’s processor directly controls the electron gun inside the display screen, telling it where to go and when to fire to produce an image on the screen. Although bitmap graphics are far easier for the programmer to work with and more flexible in countless ways, they do eat up memory, a commodity which most computers of the early 1970s had precious little of to spare. Therefore vector graphics were still being used for many applications, including this one.

Thanks to the limitations of its hardware, the VITAL II could only show white points of light on the surface of a black screen, and thus could only be used to depict a night flight. Indeed, it showed only lights — the lights of runways, airports, and to some extent their surrounding cities.


Such was the state of the art in flight simulation during the mid-1970s, when a young man named Bruce Artwick was attending the University of Illinois in Champaign.



Flight simulators aside, this university occupies an important place in the history of computing in that it was the home of PLATO, the pioneering computer network that anticipated much of the digital culture that would come two decades or more after it. A huge variety of games were developed for PLATO, including the first CRPGs and, most importantly for our purposes today, the first flight simulator to be intended for entertainment and casual exploration rather than professional pilot training. Brand Fortner’s game of Airfight wasn’t quite a real-time simulation as we think of it today — you had to hit the NEXT key over and over to update the screen — but it could almost feel like it ran in real time to those willing and able to pound their keyboards with sufficient gusto. Brian Dear described the experience in his book about the PLATO system:

By today’s standards, Airfight’s graphics and realism, like every other PLATO game, are hopelessly primitive. But in the 1970s Airfight was simply unbelievable. These rooms full of PLATO terminals weren’t “PLATO classrooms,” they were PLATO arcades, and they were free. If you were lucky enough to get in (there were always more people wanting to play than the game could handle), you joined the Circle or the Triangle teams, chose from a list of different airplane types to fly, and suddenly found yourself in a fighter plane, looking out of the cockpit window at the runway in front of you, with the control tower far down the runway… You’d hit “9” to set the throttle at maximum, “a” for afterburners, “w” a few times to pull the stick back, and then NEXT NEXT NEXT NEXT NEXT NEXT NEXT to update the screen as you rolled down the runway, lifted off, and shot up into the sky to join the fight. It might be seconds or minutes, depending on how far away the enemy airplanes were, before you saw dots in the sky, dots that as you flew closer and closer turned into little circles and triangles. (So they weren’t photorealistic airplanes — it didn’t matter. You didn’t notice. This was battle. This was Airfight.) As you got closer and closer to one of these planes, the circles and triangles got more defined — still small, still pathetically primitive by today’s standards — but you knew you were getting closer and that’s all that mattered. As you got closer and closer you hit “s” to put up your sights, to aim. Eventually, if you were good, lucky, or both, you would be so close that you’d see a little empty space, an opening, inside the little circle or triangle icon. That’s when you were close enough to see what players called “the whites of their eyes” and that’s when you let ’em have it: SHIFT-S to shoot. SHIFT-S again. And again. Until you’d run out of ammo and KABOOM! It was glorious.

And it was addictive. People stayed up all night playing Airfight. If you went to a room full of PLATO terminals, you’d hear the clack-clack-clack-clack-clack-CLACKETY-CLACK-CLACK-BAM-BAM!-WHAM!-CLACK-CLACK! of everyone’s keyboards, as the gamers pounded them, mostly NEXT-NEXT-NEXT’ing to update their view and their radar displays (another innovation of this game — in-cockpit radar displays, showing you where the enemy was).

The standard PLATO terminal at that time was an astonishingly advanced piece of hardware to place at the disposal of everyday university students: a monochrome bitmap display of no less than 512 X 512 pixels. Thus Airfight, in addition to being the first casual flight simulator, was the first flight simulator of any kind to use a bitmap display. This fact wasn’t lost on Bruce Artwick when he first saw the game in action — for Artwick already knew a little something about the state of the art in serious flight simulation.

The University of Illinois’s Institute of Aviation was one of the premiere aerospace programs in the country, training both engineers and pilots. Artwick happened to be pursuing a master’s degree in general electrical engineering, but he roomed with one of the university’s so-called “aviation jocks”: an accomplished pilot named Stu Moment, who was training to become a flight instructor at the same time that he pursued a degree in business. “We agreed that Stu would teach me to fly if I taught him about digital electronics,” Artwick remembers. Although Artwick’s electrical-engineering program would seemingly mark him as a designer of hardware, the technological disciplines were more fluid in the 1970s than they’ve become today. His real passion, indulged willingly enough by his professors, had turned out to be the nascent field of bitmap 3D graphics. So, he found himself with one foot in the world of 3D programming, the other in that of aviation: the perfect resumé for a maker of flight simulators.

Airfight hit Artwick like a revelation. In a flash, he understood that the PLATO terminal could become the display technology behind a flight simulator used for more serious purposes. He sought and received funding from the Office of Naval Research to make a prototype 3D display useful for that purpose as his master’s thesis. Taking advantage of his knowledge of hardware engineering, he managed to connect a PLATO terminal to one of the DEC PDP-11 minicomputers used at the Aviation Institute. He then employed this setup to create what his final thesis called “a versatile computer-generated flight display,” submitting his code and a 60-page description of its workings to his instructors and to the Office of Naval Research.

It’s hard to say whether Artwick’s thesis, which he completed in May of 1976, was at all remarked among the makers of flight simulators already in use for pilot training. Many technical experiments like it came out of the aerospace-industrial complex’s web of affiliated institutions, sometimes to languish in obscurity, sometimes to provide a good idea or two for others to carry forward, but seldom to be given much credit after the fact. We can say, however, that by the end of the 1970s the shift to bitmap graphics was finally beginning among makers of serious flight simulators. And once begun, it happened with amazing speed; by the mid-1980s, quite impressive out-the-cockpit views, depicting nighttime or daytime scenery in full color, had become the norm, making the likes of the VITAL II system look like the most primordial of dinosaurs.

This photo from a 1986 brochure by a flight-simulator maker known as Rediffusion Simulation shows how far the technology progressed in a remarkably short period of time after bitmap 3D graphics were first introduced on the big simulators. Although the graphical resolution and detail are vastly less than one would find in a simulator of today, the Rubicon has already been crossed. From now on, improvements will be a question of degree rather than kind.

Meanwhile the same technology was coming home as well, looking a bit less impressive than the state-of-the-art simulators in military and civilian flight schools but a heck of a lot better than VITAL II. And Artwick’s early work on that PLATO terminal most definitely was a pivotal building block toward these simulators, given that the most important person behind them was none other than Artwick himself.



After university, Artwick parlayed his thesis into a job with Hughes Aircraft in California, but found it difficult to develop his innovations further within such a large corporate bureaucracy. His now-former roommate Stu Moment started working as a flight instructor right there in Champaign, only to find that equally unsatisfying. In early 1977, the two decided to form a software company to serve the new breed of hobbyist-oriented microcomputers. It was an auspicious moment to be doing so; the Trinity of 1977 — the Apple II, Radio Shack TRS-80, and Commodore PET, constituting the first three pre-assembled personal computers — was on the near horizon, poised to democratize the hobby for those who weren’t overly proficient with a soldering iron. Artwick and Moment named their company subLogic, after a type of computer circuit. It would prove a typical tech-startup partnership in many ways: the reserved, retiring Artwick would be the visionary and the technician, while the more flamboyant, outgoing Moment would be the manager and the salesman.

Artwick and Moment didn’t initially conceive of their company as a specialist in flight simulators; they rather imagined their specialty to be 3D graphics in all of their potential applications. Accordingly, their first product was “The subLogic Three-Dimensional Micrographics Package,” a set of libraries to help one code one’s own 3D graphics in the do-it-yourself spirit of the age. Similar technical tools continued to occupy them for the first couple of years, even as both partners continued to work their day jobs, hoping that grander things might await them in the future, once the market for personal computers had had time to mature a bit more.

In June of 1979, they decided that moment had come. Artwick quit his job at Hughes and joined Moment back in Champaign, where he started to work on subLogic’s first piece of real consumer software. Every time he had attempted to tell neophytes in the past about what it was his little company really did, he had been greeted with the same blank stare and the same stated or implied question: “But what can you really do with all this 3D-graphics stuff?” And he had learned that one response in particular on his part could almost always make his interlocutors’ eyes light up with excitement: “Well, you could use it to make a flight simulator, for instance.” So, subLogic would indeed make a flight simulator for the new microcomputers. Being owned and operated by two pilots — one of them a licensed flight instructor and the other one having considerable experience in coding for flight simulators running on bigger computers — subLogic was certainly as qualified as anyone for the task.

They released a product entitled simply Flight Simulator for the Apple II in January of 1980. One can’t help but draw comparisons with Will Crowther and Don Woods’s game of Adventure at this point; like it, Flight Simulator was not only the first of its kind but would lend its name to the entire genre of games that followed in its footsteps.

Fearing that his rudimentary, goal-less simulation would quickly bore its users, Artwick at the last minute added a mode called “British Ace,” which featured guns and enemy aircraft to be shot down in an experience distinctly reminiscent of Airfight. But he soon discovered, rather to his surprise, that most people didn’t find those additional accoutrements to be the most exciting aspect of the program. They enjoyed simply flying around this tiny virtual world with its single runway and bridge and mountain — enjoyed it despite all the compromises that a host machine with six-color graphics, 32 K of memory, and a 1 MHz 8-bit CPU demanded. It turned out that a substantial portion of early microcomputer owners were to a greater or lesser degree frustrated pilots, kept from taking to the air by the costs and all of the other logistics involved with acquiring a pilot’s license and getting time behind the controls of a real airplane. They were so eager to believe in what Flight Simulator purported to be that their imaginations were able to bridge the Grand Canyon-sized gap between aspiration and reality. This would continue to be the case over the course of the many years it would take for the former to catch up to the latter.

Flight Simulator on the Apple II.

Still, subLogic didn’t immediately go all-in for flight simulation. They released a variety of other entertainment products, from strategy games to arcade games. They even managed one big hit in the latter category, one that for a time outsold all versions of Flight Simulator: Bruce Artwick’s Night Mission Pinball was a sensation in Apple II circles upon its release in the spring of 1982, widely acknowledged as the best game of its type prior to Bill Budge’s landmark Pinball Construction Set the following year. subLogic wouldn’t release their last non-flight simulator until 1986, when an attempt to get a sports line off the ground fizzled out with subLogic Football. In the long run, though, it was indeed flight simulation that would make subLogic one of the most profitable companies in their industry, all thanks to a little software publisher known as Microsoft.

In late 1981, Microsoft came to subLogic looking to make a deal. IBM had outsourced to the former the operating system of the new IBM PC, whilst also charging them with creating or acquiring a variety of other software for the machine, including games. So, they wanted Artwick to create a “second generation” of his Flight Simulator for the IBM PC, taking full advantage of its comparatively torrid 4.77 MHz 16-bit processor.

Artwick spent a year on the project, working sixteen hours or more per day during the last quarter of that period. The program he turned in at the end of the year was both a dramatic improvement on what had come before and a remarkably complete simulation of flight for its era. Its implementation of aeronautics had now progressed to the point that a specific airplane could be said to be modeled: a Cessna 182 Skylane, a beloved staple of private and recreational aviation that was first manufactured in 1956 and has remained in production to this day. Artwick replaced the wire-frame graphics of the Apple II version with solid-filled color, replaced its single airport with more than twenty of them from the metropolitan areas of New York, Chicago, Seattle, and Los Angeles. He added weather, as well as everything you needed to fly through the thickest fog or darkest night using instruments alone; you could use radio transponders to navigate from airport to airport. You could even expect to contend with random engine failures if you were brave enough to turn that setting on. And, in a move that would have important implications in the future, Artwick also designed and implemented a coordinate system capable of encompassing the greater portion of North America, from southern Canada down to the Caribbean, although it was all just empty green space at this point outside of the four metropolitan areas.

Microsoft Flight Simulator 1.0

This first Microsoft Flight Simulator was released in late 1982, and promptly became ubiquitous on a computer that was otherwise not known as much of a game machine. Many stodgy business-oriented users who wouldn’t be caught dead playing any other game seemed to believe that this one was acceptable; it was something to do with the label of “simulator,” something to do with its stately, cerebral personality. Microsoft’s own brief spasm of interest in games in general would soon peter out, such that Flight Simulator would spend half a decade or more as the only game in their entire product catalog. Yet it would consistently sell in such numbers that they would never dream of dropping it.

When the first wave of PC clones hit the market soon after Flight Simulator was released, the computer magazines took to using it as a compatibility litmus test. After all, it pushed the CPU to its absolute limit, even as its code was full of tricky optimizations that took advantage of seemingly every single quirk of IBM’s own Color Graphics Adapter. Therefore, went the logic, if a PC clone could run Flight Simulator, it could probably run just about anything written for a real IBM PC. Soon all of the clone makers were rushing to buy copies of the game, to make sure their machines could pass the stringent test it represented before they shipped them out to reviewers.

Meanwhile Artwick began to port Microsoft Flight Simulator‘s innovations into versions for most other popular computers, under the rather confusing title of Flight Simulator II. (There had never been a subLogic Flight Simulator I on most of the computers for which this Flight Simulator II was released.) Evincing at least a modest spirit of vive la différence, these versions chose to simulate a Piper Cherokee, another private-aviation mainstay, instead of the Cessna.

Although the inexpensive 8-bit computers for which Flight Simulator II was first released were far better suited than the IBM PC for running many types of games, this particular game was not among them. Consider the case of the Commodore 64, the heart of the mid-1980s computer-gaming market. The 64’s graphics system had been designed with 2D arcade games in mind, not 3D flight simulators; its sprites — small images that could be overlaid onto the screen and moved about quickly — were perfect for representing, say, Pac-Man in his maze, but useless in the context of a flight simulator. At the same time, the differences between an IBM PC and a Commodore 64 in overall processing throughput made themselves painfully evident. On the IBM, Flight Simulator could usually manage a relatively acceptable ten frames or so per second; on the 64, you were lucky to get two or three. “We gave it a try and did the best we could,” was Artwick’s own less-than-promising assessment of the 8-bit ports.

Nevertheless, the Commodore 64 version of Flight Simulator II is the one that I spent many hours earnestly attempting to play as a boy. Doing so entailed peering at a landscape of garish green under a sky of solid blue, struggling to derive meaning from a few jagged white lines that shifted and rearranged themselves with agonizing slowness, each frame giving way to the next with a skip and a jerk. Does that line there represent the runway I’m looking for, or is it a part of one of the handful of other landmarks the game has deigned to implement, such as the Empire State Building? It was damnably hard to know.

Flight Simulator II on the Commodore 64.

As many a real pilot who tried Flight Simulator II noted, a virtual Piper Cherokee was perversely more difficult to fly than the real thing, thanks to the lack of perspective provided by the crude graphics, the clunky keyboard-based controls — it was possible to use a joystick, but wasn’t really recommended because of the imprecision of the instrument — and the extreme degree of lag that came with trying to cram so much physics modeling through the narrow aperture of an 8-bit microprocessor. Let’s say you’re attempting a landing. You hit a key to move the elevators a little bit and begin your glide path, but nothing happens for several long seconds. So, getting nervous as you see the white line that you think probably represents the runway getting a bit longer, you hit the same key again, then perhaps once more for good measure. And suddenly you’re in a power dive, your view out the screen a uniform block of green. So you desperately pound the up-elevator key and cut the throttle — and ten or twenty seconds later, you find the sky filling your screen, your plane on the verge of stalling and crashing to earth tail-first. More frantic course corrections ensue. And so it continues, with you swaying and bobbling through the sky like a drunken sailor transported to the new ocean of the heavens. Who needed enemy airplanes to shoot at in the face of all these challenges? Just getting your plane up and then down again in one piece — thankfully, the simulator didn’t really care at the end of the day whether it was on a runway or not! — was an epic achievement.

Needless to say, Flight Simulator II‘s appeal is utterly lost on me today. And yet in its day the sheer will to believe, from me and hundreds of thousands of other would-be pilots like me, allowed it to soar comfortably over all of the objections raised by its practical implementation of our grand dream of flight.

At a time when books on computer games had yet to find a place on the shelves of bookstores, books on Flight Simulator became the great exception. It began in 1985, when a fellow named Charles Gulick published 40 Great Flight Simulator Adventures, a collection of setups with exciting-sounding titles — “Low Pass on the Pacific,” “Dead-Stick off San Clemente” — that required one-tenth Flight Simulator and nine-tenths committed imagination to live up to their names. Gulick became the king of the literary sub-genre he had founded, writing five more books of a similar ilk over the following years. But he was far from alone: the website Flight Sim Books has collected no less than twenty of its namesake, all published between the the mid-1980s and the mid-1990s, ranging from the hardcore likes of Realistic Commercial Flying with Flight Simulator to more whimsical fare like A Flight Simulator Odyssey. The fact that publishers kept churning them out indicates that there was a solid market for them, which in turn points to just how committed to the dream the community of virtual fliers really was.

Of course, the game that called itself simply Flight Simulator was by no means the only one in the genre it had spawned. While a few companies did try to sell their own civilian flight simulators, none managed to seriously challenge the ones from subLogic. But military flight simulators were a different matter; MicroProse Software in particular made their reputation with a string of these. Often designed and programmed by Sid Meier, MicroProse’s simulators were distinguished by their willingness to sacrifice a fair amount of realism to the cause of decent frame rates and general playability, with the added attraction of enemy aircraft to shoot down and cities to bomb. (While the old “British Ace” mode did remain a part of the subLogic Flight Simulator into the late 1980s, it never felt like more than the afterthought it was.) Meier’s F-15 Strike Eagle, the most successful of all the MicroProse simulators, sold almost as well as subLogic’s products for a time; some sources claim that its total sales during the ten years after its initial release in 1984 reached 1 million units.

subLogic as well did dip a toe into military flight simulation with Jet in 1985. Programmed by one Charles Guy rather than Bruce Artwick, this F-16 and F/A-18 simulator was a bit more relaxed and a bit more traditionally game-like than the flagship product, offering air-, land-, and sea-based targets for your guns and bombs that could and did shoot back. Still, its presentation remained distinctly dry in comparison to the more gung-ho personality of the MicroProse simulators. Although reasonably successful, it never had the impact of its older civilian sibling. Instead Spectrum Holobyte’s Falcon, which debuted in 1987 for 16-bit and better machines only, took up the banner of realism-above-all-else in the realm of jet fighters — almost notoriously so, in fact: it came with a small-print spiral-bound manual of almost 300 pages, and required weeks of dedication just to learn to fly reasonably well, much less to fly into battle. And yet it too sold in the hundreds of thousands.

In the meantime, Artwick was continuing to plug steadily away, making his Flight Simulator slowly better. A version 2.0 of the Microsoft release, with four times as many airports to fly from and many other improvements, appeared already in 1984, soon after the 8-bit Flight Simulator II; it was then ported to the new Apple Macintosh, the only computing platform beside their own which Microsoft had chosen to officially support. When the Atari ST and Commodore Amiga appeared in 1985, sporting unprecedented audiovisual capabilities, subLogic released versions of Flight Simulator II for those machines with dazzling graphical improvements; these versions even gave you the option of flying a sleek Learjet instead of a humble single-prop airborne econobox. Version 3.0 of Microsoft Flight Simulator arrived in 1988, coming complete with the Learjet, support for the latest VGA graphics cards, and an in-game flight instructor among other enhancements.

Microsoft Flight Simulator 3.0 included the first attempt at in-program flight instruction. It would continue to appear in all subsequent releases, being slowly refined all the while, much like the simulator itself.

Betwixt and between these major releases, subLogic took advantage of Artwick’s foresight in designing a huge potential world into Flight Simulator by releasing a series of “scenery disks” to fill in all of that empty space with accurately modeled natural features and airports, along with selected other human-made landmarks. The sufficiently dedicated — i.e., those who were willing to purchase a dozen scenery disks at $20 or $30 a pop — could eventually fly all over the continental United States and beyond, exploring a virtual world larger than any other in existence at the time.

Indeed, the scenery disks added a whole new layer of interest to Flight Simulator. Taking in their sights and ferreting out all of their secrets became a game in itself, overlaid upon that of flying the airplane. It could add a much-needed sense of purpose to one’s airborne ramblings; inevitably, the books embraced this aspect with gusto, becoming in effect tour guides to the scenery disks. When they made a scenery disk for Hawaii in 1989, subLogic even saw fit to include “the very first structured scenery adventure”:

Locating the hidden jewel of the goddess Pele isn’t easy. You’ll have to find and follow an intricate set of clues scattered about the islands that, with luck, will guide you to your goal. This treasure hunt will challenge all of your flying skills, but the reward is an experience you’ll never forget!



The sales racked up by all of these products are impossible to calculate precisely, but we can say with surety that they were impressive. An interview with Artwick in the July 1985 issue of Computer Entertainment magazine states that Flight Simulator in all its versions has already surpassed 800,000 copies sold. The other piece of hard data I’ve been able to dig up is found in a Microsoft press release from December of 1995, where it’s stated that Microsoft Flight Simulator alone has sold over 3 million copies by that point. Added to that figure must be the sales of Flight Simulator II for various platforms, which must surely have been in the hundreds of thousands in their own right. And then Jet as well did reasonably well, while all of those scenery disks sold well enough that subLogic completed the planned dozen and then went still further, making special disks for Western Europe, Japan, and the aforementioned Hawaii, along with an ultra-detailed one covering San Francisco alone.

When we start with all this, and then add in the fact that subLogic remained a consistently small operation with just a handful of employees, we wind up with two founders who did very well for themselves indeed. Unsurprisingly, then, Bruce Artwick and Stu Moment, those two college friends made good, were a popular subject for magazine profiles. They were a dashing pair of young entrepreneurs, with the full complement of bachelor toys at their disposal, including a Cessna company plane which they flew to trade shows and, so they claimed, used to do modeling for their simulations. When David Hunter from the Apple II magazine Softalk visited them for a profile in January of 1983, he went so far as to compare them to Butch Cassidy and the Sundance Kid. (Sadly, he didn’t clarify which was which…)

Speed is exhilarating. Uncontrolled growth is intoxicating. As long as youth can dream, life will never move fast enough.

Whether it’s motorcycles, cars, planes, skiing, volleyball, or assembly language, Bruce Artwick likes speed. He likes Winchester disk drives, BMWs, zooming through undergraduate and graduate school in four years, and tearing down the Angeles Crest Highway on a Suzuki at a dangerous clip. The president of subLogic, Artwick is a tall, quiet, 29-year-old bachelor. He possesses a remarkable mind, which has created several of the finest programs ever to grace the Apple’s RAM.

Contrast Artwick with Stu Moment. Outgoing, of medium height, and possessed of an exceptional love of flying, Moment is subLogic’s chairman of the board. A businessman, Moment has steered the company to its present course, complementing Artwick’s superior software-engineering talents with organizational and financial skills. He’s even picked up some modest programming skills, designing a system for logging flight hours at a fair-sized flying institute.

Redford and Newman. Lewis and Clark. Laurel and Hardy. Jobs and Wozniak. Artwick and Moment. The grand adventurers riding the hard trail, living and playing at lives larger than life. It’s an old story.

Stu Moment and Bruce Artwick with their Cessna on a cold morning for flying, 1982.

When the journalists weren’t around, however, the dynamic duo’s relationship was more fractious than the public realized. Artwick wanted only to pursue the extremely profitable niche which subLogic had carved out for themselves, while Moment’s natural impulse was to expand into other areas of gaming. Most of all, though, it was likely just a case of two headstrong personalities in too close a proximity to one another, with far too much money flying through the air around them. That, alas, is also an old story.

As early as 1981, the two spent some time working out of separate offices, so badly were they treading on one another’s toes in the one. In 1984, Artwick, clearly planning for a potential future without Moment, formed his own Bruce Artwick Organization and started providing his software to subLogic, which was now solely Moment’s company, on a contract basis.

The final split didn’t happen until 1989, but when it did, it was ugly. Lawsuits flew back and forth, disputing what code and other intellectual property belonged to subLogic and what belonged to Artwick’s organization. To this day, each man prefers not to say the other’s name if he can avoid it.

This breakup marked the end of the Flight Simulator II product line — which was perhaps just as well, as the platforms on which it ran were soon to run out of rope anyway in North America. Moment tried to keep subLogic going with 1990’s Flight Assignment: Airline Transport Pilot, a simulation of big commercial aircraft, but it didn’t do well. He then mothballed the company for several years, only to try again to revive it by hiring a team to make an easier flight simulator for beginners. He sold both the company and the product to Sierra in November of 1995, and Flight Light Plus shipped three months later. It too was a failure, and the subLogic name disappeared thereafter.

It was Artwick who walked away from the breakup with the real prize, in the form of the ongoing contract with Microsoft. So, Microsoft Flight Simulator continued its evolution under his steady hand. Version 4.0 shipped in 1989, version 5.0 in 1993. Artwick himself names the latter as the entire series’s watershed moment; running on a fast computer equipped with one of the latest high-resolution Super-VGA graphics cards, it finally provided the sort of experience he’d been dreaming of when he’d written his master’s thesis on the use of bitmap 3D graphics in flight simulation all those years before. Any further audiovisual improvements from here on out were just gravy as far as he was concerned.

Flying above San Francisco in Microsoft Flight Simulator 5.0.



Such a watershed strikes me as a good place to stop today. Having so belatedly broken my silence on the subject, I’ll try to do a better job now of keeping tabs on Flight Simulator as it goes on to become the most long-lived single franchise in the history of computer gaming. (As of this writing, a new version has just been released, spanning ten dual-layer DVDs in its physical-media version, some 85 GB of data — a marked contrast indeed to that first cassette-based Flight Simulator for the 16 K TRS-80.) Before I leave you today, though, we should perhaps take one more moment to appreciate the achievements of those 1980s versions.

It’s abundantly true that they’re not anything you’re likely to want to play today; time most definitely hasn’t been kind to them. In their day, though, they had a purity, even a nobility to them that we shouldn’t allow the passage of time to erase. They gave anyone who had ever looked up at an airplane passing overhead and dreamed of being behind its controls a way to live that dream, in however imperfect a way. Although it billed itself as a hardcore simulation, Flight Simulator was in reality as much an exercise in fantasy as any other game. It let kids like me soar into the heavens as someone else, someone leading a very different sort of life. Yes, its success was a tribute to its maker Bruce Artwick, but it was also, I would argue, a tribute to everyone who persevered with it in the face of a million reasons just to give up. The people who flew Flight Simulator religiously, who bought the books and worked through a pre-flight checklist before taking off each time and somehow managed to convince themselves that the crude pixelated screen in front of them actually showed a beautiful heavenly panorama, did so out of love of the idea of flight. For them, the blue-and-green world of Flight Simulator was a wonderland of Possibility. Far be it from me to look askance upon them from my perch in their future.

(Sources: the book The Friendly Orange Glow: The Untold Story of the Rise of Cyberculture by Brian Dear and Taking Flight: History, Fundamentals, and Applications of Flight Simulation by Christopher D. Watkins and Stephen R. Marenka; Flight of December 10 1910 and March 22 1913; Softalk of January 1983; Kilobaud of October 1977; Softalk IBM of February 1983; Data Processing of April 1968; Compute!’s Gazette of January 1985; Computer Gaming World of April 1987 and September 1990; Computer Entertainment of July 1985; PC Magazine of January 1983; Illinois CS Alumni News of spring 1996; the article “High-Power Graphic Computers for Visual Simulation: A Real-Time Rendering Revolution” by Mary K. Kaiser, presented to the 1996 symposium Supercomputer Applications in Psychology; Bruce Artwick’s Masters thesis “A Versatile Computer-Generated Dynamic Flight Display”; flight-simulator product brochures from Link and Rediffusion; documents from the Sierra archive housed at the Strong Museum of Play in Rochester, New York; a brochure from an exhibition on the Link Trainer at the Roberson Museum and Science Center in 2000. Online sources include a VITAL II product-demonstration video; an interview with Bruce Artwick by Robert Scoble; a panel discussion from the celebration of PLATO’s 50th anniversary at the Computer History Museum; “A Brief History of Aircraft Flight Simulation” by Kevin Moore; the books hosted at Flight Sim Books. My guiding light through this article has been Josef Havlik’s “History of Microsoft Flight Simulator.” He did at least half of the research so that I didn’t have to…)

 
 

Tags: , , ,