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http://www.filfre.net/2017/04/from-wingleader-to-wing-commander/
See also last week's article about Chris Roberts, which talks a bit about the little-remembered RPGs he made at Origin before Wing Commander: http://www.filfre.net/2017/04/from-squadron-to-wingleader/
We’ll turn back to Roberts’s later career at Origin in future articles. At this point, though, this history of the original Wing Commander must become the story of the people who played it rather than that of the people who created it. And, make no mistake, play it the people did. Gamers rushed to embrace what had ever since that Summer CES show been the most anticipated title in the industry. Roberts has claimed that Wing Commander sold 100,000 copies in its first month, a figure that would stand as ridiculous if applied to just about any other computer game of the era, but which might just be ridiculous enough to be true in the case of Wing Commander. While hard sales figures for the game or the franchise it would spawn have never to my knowledge been made public, I can feel confident enough in saying that sales of the first Wing Commander soared into the many, many hundreds of thousands of units. The curse of Ultima was broken; Origin now had a game which had not just become a hit in spite of Ultima‘s long shadow, they had a game which threatened to do the unthinkable — to overshadow Ultima in their product catalog. Certainly all indications are that Wing Commander massively outsold Ultima VI, possibly by a factor of two to one or more. It would take a few years, until the release of Doom in 1993, for any other name to begin to challenge that of Wing Commander as the most consistent money spinner in American computer gaming.
But why should that have been? Why should this particular game of all others have become such a sensation? Part of the reason must be serendipitous timing. During the 1990s as in no decade before or since, the latest developments in hardware would drive sales of games that could show them off to best effect, and Wing Commander set the stage for this trend. Released at a time when 80386-based machines with expanded memory, sound cards, and VGA graphics were just beginning to enter American homes in numbers, Wing Commander took advantage of all those things like no other game on the market. It benefited enormously from this singularity among those who already owned the latest hardware setups, while causing yet many more jealous gamers who hadn’t heretofore seen a need to upgrade to invest in hot machines of their own — the kind of virtuous circle to warm any capitalist’s heart.
Yet there was also something more going on with Wing Commander than just a cool-looking game for showing off the latest hardware, else it would have suffered the fate of the slightly later bestseller Myst: that of being widely purchased, but very rarely actually, seriously played. Unlike the coolly cerebral Myst, Wing Commander was a crowd-pleaser from top to bottom, with huge appeal, even beyond its spectacular audiovisuals, to anyone who had ever thrilled to the likes of a Star Wars film. It was, in other words, computerized entertainment for the mainstream rather than for a select cognoscenti. Just as all but the most incorrigible snobs could have a good time at a Star Wars showing, few gamers of any stripe could resist the call of Wing Commander. In an era when the lines of genre were being drawn more and more indelibly, one of the most remarkable aspects of Wing Commander‘s reception is the number of genre lines it was able to cross. Whether they normally preferred strategy games or flight simulators, CRPGs or adventures, everybody wanted to play Wing Commander.
At a glance, Chris Roberts’s gung-ho action movie of a game would seem to be rather unsuited for the readership of Computer Gaming World, a magazine that had been born out of the ashes of the tabletop-wargaming culture of the 1970s and was still beholden most of all to computer games in the old slow-paced, strategic grognard tradition. Yet the magazine and its readers loved Wing Commander. In fact, they loved Wing Commander as they had never loved any other game before. After reaching the number-one position in Computer Gaming World‘s readers’ poll in February of 1991, it remained there for an unprecedented eleven straight months, attaining already in its second month on top the highest aggregate score ever recorded for a game. When it was finally replaced at number one in January of 1992, the replacement was none other than the new Wing Commander II. Wing Commander I then remained planted right there behind its successor at number two until April, when the magazine’s editors, needing to make room for other games, felt compelled to “retire” it to their Hall of Fame.
In other places, the huge genre-blurring success of Wing Commander prompted an identity crisis. Shay Addams, adventure-game solver extraordinaire, publisher of the Questbusters newsletter and the Quest for Clues series of books, received so many requests to cover Wing Commander that he reported he had been “on the verge of scheduling a brief look” at it. But in the end, he had decided a little petulantly, it “is just a shoot-em-up-in-space game in which the skills necessary are vastly different from those required for completing a quest. (Then again, there is always the possibility of publishing Simulationbusters.)” The parenthetical may have sounded like a joke, but Addams apparently meant it seriously – or, at least, came to mean it seriously. The following year, he started publishing a sister newsletter to Questbusters called Simulations!. It’s hard to imagine him making such a decision absent the phenomenon that was Wing Commander.
The first blockbuster of the 1990s and the most commercially dominant franchise in computer gaming until the arrival of Doom in 1993 shook everything up yet again, Wing Commander can be read as cause or symptom of the changing times. There was a sense even in 1990 that Wing Commander‘s arrival, coming so appropriately at the beginning of a new decade, marked a watershed moment, and time has only strengthened that impression. Chris Crawford, this medium’s eternal curmudgeon — every creative field needs one of them to serve as a corrective to the hype-merchants — has accused Wing Commander of nothing less than ruining the culture of gaming for all time. By raising the bar so high on ludic audiovisuals, runs his argument, Wing Commander dramatically raised the financial investment necessary to produce a competitive game. This in turn made publishers, reluctant to risk all that capital on anything but a sure bet, more conservative in the sorts of projects they were willing to approve, causing more experimental games with only niche appeal to disappear from the market. “It became a hit-driven industry,” Crawford says. “The whole marketing strategy, economics, and everything changed, in my opinion, much for the worse.”
There’s some truth to this assertion, but it’s also true that publishers had been growing more conservative and budgets had been creeping upward for years before Wing Commander. By 1990, Infocom’s literary peak was years in the past, as were Activison’s experimental period and Electronic Arts’s speculations on whether computers could make you cry. In this sense, then, Wing Commander can be seen as just one more point on a trend line, not the dramatic break which Crawford would claim it to be. Had it not come along when it did to raise the audiovisual bar, something else would have.
Where Wing Commander does feel like a cleaner break with the past is in its popularizing of the use of narrative in a traditionally non-narrative-driven genre. This, I would assert, is the real source of the game’s appeal, then and now. The shock and awe of seeing the graphics and hearing the sound and music for the first time inevitably faded even back in the day, and today of course the whole thing looks garish and a little kitschy with those absurdly big pixels. And certainly the space-combat game alone wasn’t enough to sustain obsessive devotion back in the day, while today the speed issues can at times make it more than a little exasperating to actually play Wing Commander at all. But the appeal of, to borrow from Infocom’s old catch-phrase, waking up inside a story — waking up inside a Star Wars movie, if you like — and being swept along on a rollicking, semi-interactive ride is, it would seem, eternal. It may not have been the reason most people bought Wing Commander in the early 1990s — that had everything to do with those aforementioned spectacular audiovisuals — but it was the reason they kept playing it, the reason it remained the best single computer game in the country according to Computer Gaming World‘s readers for all those months. Come for the graphics and sound, stay for the story. The ironic aspect of all this is that, as I’ve already noted, Wing Commander‘s story barely qualified as a story at all by the standards of conventional fiction. Yet, underwhelming though it was on its own merits, it worked more than well enough in providing structure and motivation for the individual missions.
The clearest historical antecedent to Wing Commander must be the interactive movies of Cinemaware, which had struggled to combine cinematic storytelling with modes of play that departed from traditional adventure-game norms throughout the second half of the 1980s, albeit with somewhat mixed success. John Cutter, a designer at Cinemaware, has described how Bob Jacob, the company’s founder and president, reacted to his first glimpse of Wing Commander: “I don’t think I’ve ever seen him look so sad.” With his company beginning to fall apart around him, Jacob had good reason to feel sad. He least of all would have imagined Origin Systems — they of the aesthetically indifferent CRPG epics — as the company that would carry the flag of cinematic computer gaming forward into the new decade, but the proof was right there on the screen in front of him.
There are two accounts, both of them true in their way, to explain how the adventure game, a genre that in the early 1990s was perhaps the most vibrant and popular in computer gaming, ended the decade an irrelevancy to gamers and publishers alike. One explanation, which I’ve gone into a number of times already on this blog, focuses on a lack of innovation and, most of all, a lack of good design practices among far too many adventures developers; these lacks left the genre identified primarily with unfun pixel hunts and illogical puzzles in the minds of far too many players. But another, more positive take on the subject says that adventure games never really went away at all: their best attributes were rather merged into other genres. Did adventure games disappear or did they take over the world? As in so many cases, the answer depends on your perspective. If you focus on the traditional mechanics of adventure games — exploring landscapes and solving puzzles, usually non-violently — as their defining attributes, the genre did indeed go from thriving to all but dying in the course of about five years. If, on the other hand, you take the “adventure” in adventure games literally, choose to see them more broadly as games where you wake up inside a story, it can sometimes seem like almost every game out there today has become, whatever else it is, an adventure game.
Wing Commander was the first great proof that many more players than just adventure-game fans love story. Players love the way a story can make them feel a part of something bigger as they play, and, more prosaically but no less importantly, they love the structure it can give to their play. One of the dominant themes of games in the 1990s would be the injection of story into genres which had never had much use for it before: the unfolding narrative of discovery built into the grand-strategy game X-Com, the campaign modes of the real-time-strategy pioneers Warcraft and Starcraft, the plot that gave meaning to all the shooting in Half-Life. All of these are among the most beloved titles of the decade, spawning franchises that remain more than viable to this day. One has to assume this isn’t a coincidence. “The games I made were always about narrative because I felt that was missing for me,” says Chris Roberts. “I wanted that sense of story and progression. I felt like I wasn’t getting that in games. That was one of my bigger drives when I was making games, was to get that, that I felt like I really wanted and liked from other media.” Clearly many others agreed.
See also last week's article about Chris Roberts, which talks a bit about the little-remembered RPGs he made at Origin before Wing Commander: http://www.filfre.net/2017/04/from-squadron-to-wingleader/