Retrospective of Civilization II

“How do you make a sequel to a game that covered all of human history?” ~ Brian Reynolds

By Patrick S. Baker

The thunderous success of the original Sid Meier’s Civilization (Civ I) in 1991, today would demand a sequel, and quickly, but back in the dark days of the early 1990s that just wasn’t so. In fact, the game that would become Sid Meier’s Civilization II (Civ II) was the first direct sequel that MicroProse would develop and market.

MicroProse management assigned the sequel development task to Brian Reynolds. Reynolds was no newbie to the game design and development business. He went to work for MicroProse in 1991, developing adventure games like Return of the Phantom. He had also previously collaborated with Sid Meier on Sid Meier’s Colonization. But none of his experience answered the basic question to which he needed a good response: “How do you make a sequel to a game that covered all of human history?”

Reynolds went to the source first, Meier himself. Reynolds later said: “We (he and Meier) sat down and brainstormed about it and hashed out ideas…” but Meier had little else to do with the game which would still bear his name.

Retrospective of Sid Meier’s Alpha Centauri


The Earth is the cradle of humanity, but mankind cannot stay in the cradle forever — Russian rocket scientist Konstantin Tsiolkovsky

 

By Patrick S. Baker

After the huge success of both Sid Meier’s Civilization I (1991) and Civilization II (1996), both released by MircoProse, another sequel was inevitable, however, it was not going to be something as prosaic as a third Civilization (although a third Civilization game was developed and released in 2001).

Instead, Sid Meier, chief developer of the first game, and Brian Reynolds, the chief developer of the second game, decided to go for something different, more of a spiritual sequel than a direct one. That something became Sid Meier’s Alpha Centuri.

The various moves and decisions of MicroProse’s and its parent company, Spectrum Holobyte’s, management, which lead to Meier, Reynolds, and Jeff Briggs breaking ties with the companies and forming Firaxis Games in 1996 have been discussed elsewhere. The Firaxis team had left the Civilization Intellectual Property and name with MicroProse, so despite wanting to do another turn-based, “explore, expand, exploit, and exterminate” (4X) strategy game they couldn’t just do another Civilization. Plus, they wanted a fresh focus other than world history.

Review: Wings of Glory Digital: Right on Target

By Mitch Reed

Years ago, for those who remember my days with WWPD, I did a story on the Giants of the Sky Kickstarter from Ares Games which turned out to be the last release from the company for their Great War flying game called Wings of Glory”. I really liked the game and went “full afterburner” on collecting the many aircraft in the series. Since that 2016 release, the company has been quiet and while I thought they abandoned the series they turned around and released a digital port of their popular tabletop game.

Retrospective of Sid Meier’s Civilization I

“Just…One…More…Turn…”

– Everyone who has played Civilization

  • By Patrick S. Baker

Bill Stealey and Sid Meier co-founded MicroProse in 1982 and over the next few years published several phenomenally successful flight and military simulation games, such as Spitfire Ace, Solo Flight and Red Storm Rising.  Then, in 1987, the company, at Meier’s insistence, shifted into also producing highly successful strategy and adventure games such as Sid Meier’s Pirates!, Sword of the Samurai and Railroad Tycoon.

In 1990, after completing and releasing Railroad Tycoon, Meier and his protégé, Bruce Shelley turned to working, with a distinct lack of enthusiasm, on an espionage adventure game called Covert Action. At this same time, the newly married Meier was also working on another project on his own time, which would eventually become Sid Meier’s Civilization (Civ I).

Various sources report different inspirations for the game: One source says that Civ I came out of Meier’s enduring fascination with SimCity. Meier thought the “so-called software toy” was a “stunning achievement” and thought he could “gamify” it to make the experience more involving.

Game Review: Starship Troopers: Terran Command

“Come on, you apes, do you want to live forever?”

—Attributed to an unnamed US Marine Corps gunnery sergeant, 6 June 1918

 

By Patrick S. Baker

Starship Troopers: Terran Command is a fun and engrossing real-time tactics (RTT) game.  The developers, The Aristocrats, are clearly fans of the 1997 Paul Verhoeven movie and have integrated that film’s “look and feel” without distracting from the actual game play.

Just like in the 1959 Robert A. Heinlein book and the film, humankind is fighting a genocidal war against the Bugs (called the Pseudo-Arachnids in the book), an alien race of giant insect-like creatures.  As the player, you are put in charge of the campaign of 19 scenarios to secure the desert mining planet of Kwalasha from the Bugs.

Retrospective of The Seven Cities of Gold Video Game

“We came to serve God, and to get rich.” ― Conquistador Bernal Díaz del Castillo

By Patrick S. Baker

1984’s The Seven Cities of Gold (henceforth Seven Cities) is generally acknowledged as one of the most successful and influential early “open-world” video games.

In an open-world video game, the player can wander freely through the virtual world and has significant freedom in choosing how and when to approach the game objectives. In the game a player takes on the character of a 15th-century conquistador, sailing across the Atlantic to the New World to explore, obtain gold and make the Spanish court happy.

The name of the game comes from the legend of the seven cities of gold variously called Cibola, Quivira, or El Dorado. The mythical cities were fabulously wealthy and supposedly located somewhere in what is now the American Southwest.

Retrospective of Sid Meier’s Pirates!

By Patrick S. Baker

Yo ho, yo ho, a pirate’s life for me

We pillage, we plunder, we rifle, and loot

Drink up, me ‘earties, yo ho

We kidnap and ravage and don’t give a hoot

Drink up me ‘earties, yo ho

–From Yo Ho (A Pirate’s Life for Me), by George Bruns

In 1982 Sid Meier and Bill Stealey founded MicroProse and by 1986 the video game company was highly successful by largely focusing on military and vehicle simulations such as Chopper Rescue, Spitfire Ace, and Silent Service. But Meier, MicroProse’s chief designer and programmer, had grown bored with the hyper-realistic games and wanted to do something different.

In a meeting with Arnold Hendricks, a MicroProse programmer, Meier heard the pitch for a pirate game. The game was pitched as an “Age of Sail” ship-to-ship combat game, much like Avalon Hill’s Clear for Action. Meier liked the idea but wanted it to be an open-world adventure game, not just a combat simulation. Meier later wrote: “Pirates didn’t spend all day fighting one another. Pirates had adventures.”

Retrospective of Kingmaker, the Games

By Patrick S. Baker

“Peace, impudent and shameless Warwick, peace, Proud setter up and puller down of kings!” – William Shakespeare – Henry VI, Part III, Act III, Scene 3.

Besides being a great background for some of Shakespeare’s best plays, the Wars of the Roses make a fantastic setting for a great game: Kingmaker. Developed by Andrew McNeil and released in the United Kingdom in the fall of 1974 by Ariel Productions Ltd, a division of Philmar, Ltd. The front page of the rule book read in part: “

…. The game takes as its basis the concept that the dynastic struggle between the royal houses of Lancaster and York (called the Wars of the Roses) was, in reality, a series of brutal and bloody power struggles between factions of self-interested noble families, with the Yorkist and Lancastrian princes the pawns in a greater game of gaining control of the country in the name of one or the other monarch. Players control pieces representing the noble families as they seek power by a combination of military, political and diplomatic skills.”

Master of Orion Series Retrospective (Part Three)

By Patrick S. Baker

Master of Orion III

Part 1 here

Part 2 here

During the six years between the release of Master of Orion II: Battle at Antares and the release of Master of Orion III, the PC gaming world proved to be something of a Hobbesian trap for game developers and publishers, that is to say: “…. poor, nasty, brutish, and short.”

In 1993, MicroProse Software had merged with Spectrum HoloByte, to form MicroProse, Inc.. This merger was called “a great marriage” because “Spectrum Holobyte had a lot of cash and very few products, while Microprose had a lot of products and no cash.”

Master of Orion Series Retrospective (Part Two)

By Patrick S. Baker

Part one here

In 1993, MicroProse published two huge hits: Civilization and Master of Orion. The company soon pushed forward on sequels for both. Simtex, after developing the first Master of Orion, produced a port of the Avalon Hill railroad and robber baron game board game, 1830, which was published by Avalon Hill.

Then they developed Master of Magic, a 4X fantasy game that was published by MicroProse. Shortly after the release of Master of Magic, MicroProse procured Simtex, renamed it MicroProse Texas, and made it an internal develop division. This made the sequel technically an in-house MicroProse production, although the Simtex logo still appeared briefly at the start of the game.

Originally titled Master of Antares the game was quickly retitled Master of Orion 2: Battle at Antares (sometimes MoO2:BaT, or MoO2 or BaT). Steve Barcia and Ken Burd, still at Simtex, returned as part of the development team for the sequel. Meanwhile, MicroProse was still the publisher and partnered with MacSoft for the Macintosh version.