Lord British (of fame) and Paul Neurath (of ), among others. This time, we’ve scored big: we tracked down the creators of the series—none other than Fred Ford and Paul Reiche III.
Further Reading
War Stories: almost didn’t happen—until crates saved the day
was a fun little -alike, but it’s the second game in the series that truly became famous.
is the last—and many would say best—entry in the sorely missed -style space exploration/RPG genre that flourished in the 1980s and ’90s. That pedigree is strongly represented in the game’s form—in fact, Ford and Reiche even had the assistance of alum Greg Johnson in fleshing out aspects of design and dialog.
Control them stars
For the few Ars readers who might not have played (or its later open source re-release, ), it might be difficult to see why I’m so effusive in praising a game that turns 26 years old next month. And I admit to no small amount of personal bias here, as is one of my favorite games of all time. But the game is just —from the tight plotting, to the wonderfully written and varied alien dialog, and especially the beyond-addicting two player melee combat with hilariously unbalanced ships.
After talking with Fred and Paul, it quickly becomes obvious that the reason for ‘s enduring legacy is the two head designers themselves. They hauled out boxes and boxes of original game design documentation showing carefully hand-drawn dialog trees and plot maps; while we lingered hungrily over the collection, they talked in detail about the game, as if they’d just been working on it last week rather than two-and-a-half decades ago. Paul is effusive and almost bubbly, while Fred is more taciturn and tends to let Paul run, interrupting only when corrections are necessary. (The more I watch them, the more I’m reminded of the Zoq and the Pik talking to each other. Or maybe the Fot and the Zoq. Whichever the two were that talked.)
Enjoying the sauce
The main war story that Paul and Fred lay out—one that deals with a programmer’s desire to rely on generation and simulation wherever possible—works because it’s kind of a timeless problem. You might hear the same thing from a developer today, and the solution would likely be the same now as it was then (that is, to realize that simulating the entirety of a planet’s formation and evolution just to get some interesting scenery is probably more trouble than it’s worth). It’s an excellent design lesson, and rather like “don’t touch a hot stove,” it’s one that most developers have to learn for themselves.
But in gathering the footage for this video, we realized that Fred and Paul were a veritable fount of ’90s game design stories and that the two of them are connected in a fascinating web to a of other influential developers of the era. There was no way we could pack all of this into a single video, and so we’re deep in production on another video piece we’re tentatively calling “Six Degrees of ,” which we expect to have done in a few more weeks.
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