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Gold Box Opening the Gold Box: The Digital Antiquarian on SSI, TSR and the Gold Box games

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This is a run-up piece to an article about Pool of Radiance and the other Gold Box games, but for now, it's strictly about the wargaming side of the company.

http://www.filfre.net/2016/03/joel-billings-and-ssi/

Joel Billings and SSI



I’m a game player, mostly, that’s about it. I’m pretty dull, actually.

— Joel Billings

Joel Billings is about as close to a literal lifelong gamer as it’s possible to be. His father taught him to play the old Avalon Hill wargame classic Tactics II in 1965, when he was just 7 years old. Robert Billings, who regarded gaming only as an occasional pleasant diversion, soon had cause to wonder whether that introduction has been a wise move; young Joel got obsessed right from the first. Instead of playing with cars or model trains, Joel re-fought the major battles of World War II and the American Civil War on his bedroom floor, having simultaneous and almost equally pitched real-world battles with the family dog, who wanted to play too. While other boys played sports, or merely watched them, Joel was determined to simulate them. He tried to recreate every single game of the 1969 football season for every single team — hundreds of individual matches — using Strat-O-Matic Football, finally stopping out of sheer exhaustion with just twenty or so matches left to play. Encouraged to find a more social outlet for his “hobby,” he raided his high school’s chess club to form a wargaming club with himself as founder, president, and, it seems safe to say, most passionate member by a country mile. The same could be said of the company he would later found.

But it was awfully hard in those early days for Joel or anyone in his family to imagine how he could turn his passion into a living wage, especially given that he wasn’t and would never be so much a start-from-scratch designer as an avid, gifted player. After doing well at his suburban Los Angeles high school despite the lure of wargames — he graduated 19th in a class of 572 — he proceeded to Claremont Men’s College in 1975 to pursue a degree in Economics. There he continued with his beloved wargames, betwixt and between and every chance he got. He would sometimes enter three divisions of a wargaming tournament simultaneously, an obligation later described by Al Tommervik of SoftSide magazine as “roughly akin to playing a couple of dozen simultaneous chess matches against near masters.”

The late 1970s were a good time to be a wargamer. In terms of dollars and cents, this period was the tabletop-wargame industry’s golden age. Annual sales grew at a rate of 40 percent or more for the better part of the decade, peaking in 1979 at $15.5 million. Those may sound like small numbers in comparison with many another entertainment industry, but for wargaming, always the very definition of a niche hobby, they were very good ones indeed in comparison to what had come before and, less happily, what would soon follow. Surveys reckoned over a quarter of a million Americans were active wargamers, with an average age of just 22 years. (In the years to follow, one of those numbers would plummet while the other rose precipitously.) Joel Billings — smart, from comfortable circumstances, and 21 years old in 1979 — was practically the prototypical specimen of the breed.

In those days wargaming was absolutely dominated by a Coke and a Pepsi, whose combined sales accounted for 80 percent of the industry as a whole. Wargaming’s Coke was Avalon Hill, the big, traditionalist institution whose Tactics, generally regarded as the urtext of the modern wargame, had birthed the industry back in 1954. Its Pepsi was the younger, slightly smaller, slightly hungrier, arguably more innovative Simulations Publications, Incorporated, universally known as SPI. The two companies were each regarded with great love and loyalty by their respective fans, who felt they could discern a distinct personality not only in the marketing and packaging of each company’s games but in the games’ rules as well. Plenty of wargamers were stalwart loyalists to one camp or the other, refusing to buy or play a game by the rival company. Joel wasn’t quite that extreme, but was always an Avalon Hill man when push came to shove.

Joel Billings, the man destined to bring the culture of dice and chits into collision with that of bits and bytes, had his first run-in with computers early in his time at Claremont College. He wound up, more by happenstance than desire, in a BASIC programming class conducted with the mediation of a big DEC PDP-10. This first encounter didn’t rock his world the way it did that of so many characters we’ve met on this blog — Joel had already found his lifelong passion when he had first played Tactics II all those years ago — but he did find the experience interesting, and found he had a certain aptitude for it as well. It started him to musing about the changes computers might wreak on his own favored hobby. For his final project in the class, he wrote a simple little two-player tank game. It was a wargame in only the most generous definition of the term, but it was a start. In the meantime, he parlayed that class into a six-month internship at Amdahl Corporation, a maker of mainframe computers located in Silicon Valley, during his senior year at university.

After graduating from Claremont College in May of 1979, Joel traveled up the coast again to take a summer job with Amdahl before he went on to graduate school at the University of Chicago. As he had before, he stayed in a spare apartment above the house of David Rubinfien, an uncle. Immersed in the world of big mainframe iron as he was, Joel had only recently become aware of the nascent PC revolution. But as soon as he’d seen his first TRS-80 he’d begun wondering what these new microcomputers might be able to do for his hobby. Rubinfien, as always supportive of and helpful to his nephew and possessed of some connections in the Valley to boot, encouraged him to find out.

Joel first talked to some programmers he had met through Amdahl, but they told him flat-out that his idea of creating a wargame reminisecent of the tabletop games he loved on the microcomputers of the day was absurd. Undaunted, Joel hung flyers in several of the local computer shops. With the moment of decision looming ever closer — did he stay here and try to make a computerized wargame or did he go off to graduate school? — he was contacted in early August by one John Lyon. Eighteen years Joel’s senior, Lyon was an experienced programmer currently working for Control Data who loved wargames almost as much as Joel. He had never programmed a microcomputer before, but he didn’t let that stop him. “This is what opportunity looks like when it knocks,” Lyon had told the sales clerk standing by the store’s bulletin board. “And I’m going to answer it.”

Pressed for time as they were, Joel and John settled on a rather blatant computerized clone of an old Avalon Hill classic called Bismark, a simulation of the legendary German battleship‘s ill-fated attempt to break out into the Atlantic shipping lanes in 1941. In addition to offering a completed design to start from, Bismark seemed ideal in a number of other ways. For one thing, its was a popular subject known even to many non-military-history buffs thanks to the classic war flickSink the Bismark! But there were also other, less obvious considerations. Joel had long since realized that the computer had the potential to bring two hugely salable advancements to the traditional tabletop wargame, and a Bismark game would be well-nigh ideal for demonstrating both of them.

One advancement would be true hidden movement. Implementing a proper “fog of war” presented an obvious problem for a tabletop wargame where each player was tracking moves on the same game board and needed to be able to make sure the other wasn’t cheating. The problem of fog of war was so vexing yet so essential to any realistic simulation of military conflict that some of the most elaborate wargames had taken to requiring a third participant, a referee who could serve as a neutral arbiter and keep track of each player’s units in relation to the others; you can imagine how popular that thankless role was. A computerized version ofBismark could demonstrate to fine effect the computer’s ability to simulate the fog of war. Indeed, one might say that this entire scenario revolved around the fog of war: the really difficult part for the British side was simply finding the Bismark. The British forces were so overwhelming in comparison to the German that, as Joel puts it, “if you find the Bismark you’re likely to kill it.”

The other advantage computers brought to the (non-)table was of course to eliminate not only the need for a referee but also the need for another player, to provide an artificially intelligent opponent who was up for a game any time you were. Artificial intelligence was, however, a hard task to shoehorn into a microcomputer of 1979 vintage. It was here that the second big advantage of Joel and John’s choice of games came in: with a Bismark game, they really didn’t need much of an artificial intelligence at all. The order of battle for the German side of things consisted of only the Bismark itself and a single escorting cruiser; the tiny flotilla’s strategic and tactical options were pretty much limited to “sail as quickly as possible and hope the British forces don’t find them.” Surely the computer could manage that much. All John Lyon needed do was restrict the human player to only playing the British side.


Computer Bismark was programmed in Joel’s apartment at the top of this rather hair-raising staircase. Thanks to an adolescent bout with polio, John Lyon had to climb it on crutches every evening.
Lyon set to work programming the game, using only text because that’s all the borrowed North Star CP/M machine he and Joel had scrounged could manage; neither of these two would-be microcomputer-software impresarios yet owned an actual microcomputer. Meanwhile his uncle set up several meetings with venture capitalists, which didn’t yield any immediately tangible results. But then the Silicon Valley grapevine reached Trip Hawkins, a young man only a few older than Joel who worked for a company Joel had barely heard of to this point: Apple Computer. A venture capitalist called Hawkins to tell him about this interesting proposal that was coming from an inexperienced youngster with questionable credentials to pull it off. If Hawkins would quit his job at Apple and become president of the new company, the venture capitalist said, he could guarantee him ample financing. Hawkins wasn’t ready to do any such thing, but he was intrigued enough by the venture capitalist’s description to meet with Joel.

The two were polar opposites in temperament, Hawkins charismatic, nakedly ambitious, and dynamic while Joel was quiet, staid, and thoughtful. Both, however, had grown up similarly steeped in the games culture of the 1960s and 1970s. Eager to foster the games industry that he hoped to enter in his own right someday soon, Hawkins offered to join the board of any prospective company, provided that Joel was willing to develop his game on the Apple II. The Apple II had been overshadowed by the likes of the TRS-80 and all those CP/M machines to date, Hawkins admitted, but it was having a very good 1979 and was poised to come on strong in the new decade — poised to be “the computer of the future.” He was, to give credit where it’s due, largely right in this. The Apple II would indeed become the premier gaming computer of the next several years, thanks not least to a standout feature that Hawkins didn’t hesitate to point out to Joel: its color bitmap graphics. If they made their Bismark game for the Apple II, Joel and John could substitute a color picture of the North Atlantic for textual descriptions of the situation.

Hawkins’s participation should play well with the many Silicon Valley venture capitalists who already knew him as a bright young spark, and he could even get Joel access to Apple’s own distribution network and customer rolls. And, far from being a sacrifice, going with the burgeoning Apple II as the new company’s platform of choice seemed a logical course. Hawkins promised to join the board, and Apple II it was from then on.

Still, Joel remained cautious by nature. All too aware of his own lack of experience, he cast about for a bigger partner to shoulder some of the risk and some of the responsibility. He screwed up his courage to call the home of his self-described “heroes” at the wargaming Mecca of Avalon Hill, and managed to get Thomas N. Shaw — game designer, founding editor of Avalon Hill’s in-house magazine The General, and the most long-serving employee of the company — on the other end of the line. Shaw, in Joel’s words, “blew him off,” said Avalon Hill was already investigating the field of computer gaming for themselves and didn’t particularly need the help of a 21-year-old with no relevant experience, thank you very much. Joel’s next call was to Automated Simulations, a computer-games publisher founded by two veteran tabletop wargamers that struck him as the only publisher remotely close in background and spirit to what he was trying to do. But, flying high on the sales of their proto-CRPG Temple of Apshai, Automated Simulatons was more interested in adding to that line than branching out into computer wargames. And, once again, they remained distinctly unimpressed by young Joel himself. If Joel wanted to do this thing, he would have to do it alone.

He had definitively decided at last that he did want to do this thing. At the last possible instant, he obtained a one-year deferral on graduate school and an extension of his summer job at Amdahl to pay the bills while he tried to get his company off the ground. Being a methodical sort who did anything he decided to do thoroughly and conscientiously, Joel, with the assistance of a sympathetic older colleague from Amdahl named David Bowen, prepared an evolving series of business plans over the last five months of 1979, using data drawn from trade journals and a survey he passed out at a local tabletop-gaming convention. They make for fascinating reading today. For instance, one data point had ominous implications for the wargames industry, still sanguine in their expectations of double-digit annual growth in the decade to come, if only anyone there had happened to see it: Joel found from his survey that wargamers who purchased computers immediately saw their expenditures on tabletop games drop by an average of 41 percent.

In one of these documents, Joel shows a remarkable understanding of the nature of experiential gaming and what makes it different and important.

It is believed that users of these games are attempting to create a fantasy world in which they can obtain role identification with heroic figures. This is similar to reading a good book or watching TV, except that in a game it is more interactive, lively, or “hot.” Wargames provide historical realism and heroes with the basic requirements of a good game: elements of skill, strategy, and chance. Typical wargames allow role identification with heroes like General Patton, various admirals, Napoleon, and so on.​

The business plans paint a picture of a busy little factory, with a large staff of programmers under Lyon beavering away to turn out games at a rapid clip. For all the plans’ diligence, they don’t evince much understanding of the nature of intellectual property. Under the heading of “Overall Product Strategy,” the final plan unabashedly states that “computerized versions of existing [tabletop] games” will be the company’s early priority, with “computerized wargames designed by a top-flight game designer with a computer in mind from the beginning” coming only later as resources permit. Ah, well… Joel’s company would hardly be the only respected publisher to have a dodgy understanding of intellectual property in the wild and woolly early days of the software industry.

The name of Joel’s venture changed several times. What started out as the placeholder “Company A” became “Computer Simulations,” and only then “Strategic Simulations.” Joel first took to abbreviating the name to “SS,” but the historical connotations of those two letters — especially to wargamers, who tended to be all too steeped in the very era of history in question — were too ugly to let them stand alone. So he settled at last on SSI, for “Strategic Simulations, Incorporated,” an abbreviation with the added bonus of harking back to the tabletop-wargaming institution of SPI. The incorporation in question occurred on December 27, 1979.

Even with Trip Hawkins’s backing, Joel still hadn’t found any venture capitalists willing to take a chance on computerized wargaming by that date. So Joel’s family finally came through to fund his dream, raising some $40,000 in seed capital among themselves. Joel’s big sister Susan quit her job as admitting-and-registration manager at a hospital to run the accounting side of the venture, to serve as office manager, and, just possibly, to keep an eye on her little brother on behalf of the family that had just entrusted him with so much of their money and faith. Susan, who had no particular interest in games or computers, took the job on as a favor and a family obligation. “For the first couple of years, I said I’d stay six months and then leave,” she remembers. “I thought it was a temporary thing.” Instead she would remain throughout SSI’s long run, becoming in her way as integral to the company as Joel himself. This even though she never did much warm to games or computers: “I never felt an affinity for the products. My feelings were for the operation and the people.”


Computer Bismark in action.

John Lyon finished SSI’s first game in late January of 1980. Still not the slightest bit interested in disguising its origins in the Avalon Hill Bismark, Joel titled it simply Computer Bismark. No matter. Computer Bismark, generally regarded today as the first serious wargame to appear on a microcomputer, made for a very impressive product for those in SSI’s target demographic. Recognizing the need to present a professional appearance — especially in light of Computer Bismark‘s $60 price tag, four or five times the price of the typical computer game at the time — Joel had taken the unusual step of hiring an artist and packaging designer for SSI right out of the gate. In an industry still dominated by Ziploc baggies stuffed with hand-scrawled photocopied title cards, Computer Bismark shipped in an actual box sporting Louis Saekow’s ominous head-on graphic of the Bismark itself. Inside was not only a real, professionally typeset manual but also a generous collection of player aids, including a map and counters for keeping track of those aspects of the strategic situation that the program, even with the aid of the Apple II’s bitmap graphics, couldn’t always show.



Through the auspices of the well-connected Trip Hawkins, Joel made his first significant sale in early February, 50 copies of the game to the Los Altos Computerland. A week later SSI moved out of Joel’s apartment, where by the end there he had been forced to wind his way through a hedge maze built from the first 1000 copies of Computer Bismark just to reach his bed. After the move, the first of six to ever larger digs that SSI would make over the next decade, Joel hung a map of the United States on the wall. Every time an SSI game sold in a new city, he’d put a pin in the map. Within six weeks, the map was positively bristling with them. Its purpose served, Joel pulled the map off the wall.

They were on their way, but budgets were decidedly tight. That first office space was nothing but a big empty room. Unable to afford cubicles, they made “offices” out of walls of boxes. “When someone grumbled later about not having an office,” Susan remembers, “we’d say the president had a wall of boxes for an office, so you’re in good company.” Despite working for an alleged computer company, Susan managed all of the accounts on paper, with the aid of only “one of those out-of-the-movies adding machines that only does addition and subtraction.” At $15 at the local surplus store, the price had been right.



SSI spent all the money they weren’t spending inside their offices trying to make a good impression outside of them. Determined to advertise Computer Bismark as something genuinely new under the sun, they came up with a catchy slogan: “The $2160 Wargame!” (The extra $2100, of course, referred to the approximate cost of the Apple II system needed to run it.) Just as Joel had hoped, Computer Bismark attracted significant attention in traditional wargaming circles, getting big writeups in hardcore magazines like Fire and Movement. Computerized wargames were “here at last,” wrote Joel in his “Designer’s Notes” addendum to that article, “and I suggest you run out and buy a home computer as soon as you can justify it to your wife, girlfriend, or mother.” And at least to some extent his readers apparently did. SSI wound up selling almost 8000 copies of Computer Bismark. That number may not sound spectacular today, but it wasn’t bad for a niche product in what remained a niche industry. By year’s end Lyon and his team had churned out a few more, slightly less blatantly cloned wargames. SSI’s year-end balance sheet showed a loss of $60,000, but that was hardly unexpected for the first-year startup. They believed they were well on the road to profitability. At the same time, though, Joel was well on the road to overhauling the way that SSI did business.


Joel with a single computer and a homemade sign at the June 1980 Origins gaming convention.

What caused him to rethink himself was an unsolicited and thoroughly unexpected package that arrived within months of the release of Computer Bismark. In the package was a game from an Arkansan named Dan Bunten,1 a football simulation that used the Apple II’s optional paddle controllers to brilliant effect. Bunten wanted to know if SSI would be interested in publishing it. Hard as it may be to believe, this was a business model that had never occurred to Joel. Instead of killing themselves to design and program all these games in-house, SSI could curate games from outside developers — handle the packaging and marketing while leaving the tough, unpredictable creative effort to others. If Joel needed any further convincing, the fact that Bunten’s slick football game made SSI’s in-house games look rather workmanlike provided plenty. SSI published Computer Quarterback in September of 1980 as their first non-in-house-developed game. It promptly became by far the fastest seller in their catalog, just in case Joel needed yet further convincing.

SSI’s year-end 1980 “business plan,” really a state-of-the-business report, incorporates an important change from the original plan: “SSI is now relying on outside designers to provide roughly half of all new products.” That percentage would only increase in the years to come. Joel’s original vision of SSI as a sort of wargames factory, with a small army of programmers beavering away to churn out games, would never materialize. No big loss. This new way worked so much better.

As the existence of Computer Quarterback will attest, SSI’s games almost immediately began to depart from the most literal definition of a wargame. Within a few years they would add to their growing military-history library not only more sports games, but also economic simulations,political challenges, and science-fictional scenarios. Somewhat to the chagrim of Joel, a hardcore military wargamer first and last, the average non-military game actually sold much better than the average military; the biggest sellers of all in SSI’s first few years were Computer Quarterbackand Computer Baseball.

Yet, like the games of most publishers carving out an identity in the young industry, SSI’s games did all tend to share a personality. In an earlier article, I described that personality as “almost aggressively off-putting.” While not the kindest description I’ve ever written, I think it holds true to the way the average non-wargamer perceived them. It’s right there in the name of the company that made them. These games were very eager to brand themselves as thinking people’s strategic simulations rather than mere games. Rather than minimizing complexities, they reveled in them — that’s to say, they reveled in as many complexities as it was actually possible to generate on a 48 K Apple II. Like the tabletop wargames that inspired them, mechanical elegance, interface, and aesthetics all took a back seat to the idea of recreating history. It may sound like stereotyping to say that most of SSI’s games were written by serious-minded bearded men in home offices whose walls were lined with military-history books… but, well, most of SSI’s games were written by serious-minded bearded men in home offices whose walls were lined with military-history books. Long after the rest of the industry had sworn off BASIC for high-performance machine language, SSI continued to happily accept and publish games written in pure BASIC, hundreds of lines of amateurish spaghetti code. For the SSI hardcore, who like tabletop wargamers loved to explore and tinker with rules in the name of historical accuracy or what-if scenarios, the use of easily listable and modifiable BASIC was as much plus as minus. The great Sid Meier gave us the maxim that “fun trumps realism” in game design. One might say that SSI’s games took the opposite position. But, almost paradoxically, for the niche of people on their wavelength the realism — or the abstract idea of realism, whatever the actual reality of simulation on a 48 K Apple II — was the fun.

For everyone else, the appeal of these baroque, balky, bulky creations remained a mystery. The shops often didn’t know quite what to do with them. Here’s Ed Thomas, a former manager of Software Etc.’s showcase store in Manhattan:

The boxes were half again as big as any other box on the shelf, and they were these intricate wargames with names like Beachhead: Moscow, 1944. I hated those boxes. The only way to display them was to put them on the top shelf, which messed up the order I was trying to establish. In addition, the covers weren’t very attractive, and I never had enough of any one title to face-out the boxes. These damned over-sized, ugly boxes were not at all worth the trouble they caused. I took an immediate dislike to the company that was giving me such a hard time.

That was my first encounter with Strategic Simulations, Inc., a company filled, I was sure, with people who, when not writing intricate computer code, were in a military-style war room recreating D-Day.

SSI proved uniquely impervious to the depredations of the software pirates who were causing so much outrage elsewhere in the industry. Their fool-proof method of copy protection didn’t involve mismatched sector numbers or manual-lookup schemes. It was rather the simple fact that few of the people who copied and traded games could care less about those of SSI. Thepiracy scene just couldn’t be bothered, unless it was to have an occasional game to mock for its ugly graphics, its slowness, and its sheer BASICness.


Joel poses in 1982 with Pursuit of the Graf Spee, the only SSI game he designed and programmed himself — albeit only by cribbing liberally from Computer Bismark. It sold just 2082 units.

The niche audience for SSI’s games — niche even by the standards of the still tiny software industry in general — sharply limited the potential sales of each of them. As Joel himself put it in 1982, “I’m just a niche in a subset.” And then there were so many sub-niches within SSI’s niche: a dedicated sports gamer raised on Strat-O-Matic Football might not care about military titles at all, a World War II buff might not have any interest in American Civil War games. Relying on the fact that many of the dedicated hardcore would buy lots of games within the sub-niche that didappeal to them, SSI made it up in the sheer volume of titles they published. They really were astoundingly prolific. Already in that 1980 business plan they are planning to leverage all those outside designers to release a new game for every month of 1981. Shockingly, they pulled it off, and kept right on flooding the market with titles thereafter.

In the first four years of SSI’s existence, they released no fewer than 43 separate games, not counting ports and enhanced editions. Most of these never came close to cracking five digits in total unit sales. Some barely sold 2000 copies. Precisely three of them cracked 20,000 units, with the most successful of them all, Computer Baseball, a real outlier at over 45,000 copies sold. Titles like that presumably broke through to some extent beyond the SSI hardcore. But mostly SSI relied on the fanatically loyal customers who bought lots of their games and quite possibly no games at all from anyone else. With virtually none of their games selling in enough quantities to meet even the most generous definition of a hit, their ever expanding back catalog was everything. Each SSI game, even those that initially struggled to sell 1000 units, remained available for years. It would, for instance, still be possible to buy a brand new copy of good oldComputer Bismark in 1986 — and still for a full $60 at that.

It was a comfortable niche as niches go, but there was only room for one company there. About six months after Computer Bismark, Avalon Hill, as Tom Shaw had once told Joel they would, started their own line of computerized wargames. That, combined with the existence ofComputer Bismark, was a recipe for trouble. Sure enough, Avalon Hill was soon marketing computerized versions of some of their other tabletop classics using the same prefix: Computer Diplomacy, Computer Football Strategy, Computer Circus Maximus. Just to aggravate the confusion, Avalon Hill coincidentally released a second edition of the tabletop Bismark, which had been out of print for a number of years, the very same year as Computer Bismark. With the two companies in direct competition, a call from the lawyers was inevitable. SSI got off relatively easy: sued for trademark and copyright infringement in 1984, they settled by agreeing to pay Avalon Hill a lump sum of $30,000 and a 5 percent royalty on future sales — which, given thatComputer Bismark was by then almost five years old and creakily archaic, were likely to be modest at best even for the back-catalog-driven SSI.

All told, Avalon Hill plugged away at the computer thing for a good five years, but despite the drawing power of their name among tabletop veterans could never quite catch up to SSI in either sales or wargamer respect, could never quite get their computer division to turn a real profit. Part of the problem was doubtless that their games, being programmed by a rather unimaginative in-house team, were “really simple,” as Joel puts it, in comparison to SSI’s — not a good thing to players that craved the validation of complexity. And part of their problem was doubtless just the disadvantages of being second. SSI already owned this market. Stymieing the giant that had once blown him off had to bring a smile of vindication even to the mild-mannered face of Joel Billings.

Less happily for SSI, other markets had owners as well. When SSI tried to branch out from their slow, cerebral signature games it just didn’t work for them. In 1982, they launched a line they called RapidFire, consisting of faster-paced, more graphically impressive games, generally programmed and released first on the more audiovisually capable Atari 8-bit line rather than the Apple II. Among the RapidFire games was Dan Bunten’s pioneering proto-real-time-strategy game Cytron Masters. But sales weren’t notably better than their typical wargame: Cytron Masters sold just 4702 units. And as competition heated up it became difficult for little SSI to retain developers who didn’t work firmly in the company’s own niche. Dan Bunten, for instance, was lured away by Trip Hawkins’s new Electronic Arts shortly after finishing Cytron Masters. SSI soon returned to focusing exclusively on the types of games with which Joel was most comfortable

They did have one valuable ally in their corner in the increasingly competitive industry. In 1981, a Baptist minister and veteran tabletop gamer named Russell Sipe contacted Joel to ask his opinion on a potential magazine that would exclusively cover computer games, focusing on those of an intellectual, wargamey bent. Recognizing a kindred spirit immediately, Joel was very supportive, even committing his own still fragile venture to buying extensive advertising in the new publication. Computer Gaming World became so associated with SSI in its early years that one might be excused if one took it for SSI’s own publication. The slim first issue, for example, includes an extended feature-length review of SSI’s new Torpedo Fire; a review of, playing tips for, and an after-action report from SSI’s President Elect; and a “greatest baseball team of all time” tournament conducted using SSI’s Computer Baseball. This de facto partnership, born like most things involving SSI of shared interests and genuine affection rather than guile, served SSI well for many years, helping to get their niche games in front of just the right niche of potential buyers. SSI grew cautiously but healthily year by year, from sales of $317,000 in 1980 to over $3 million in 1984. The employee rolls grew to match, from 11 at the end of 1980 to 32 at the end of 1984.

While the vast majority of the games were provided by outside developers (the aforementioned serious-minded bearded men), just packaging and coming up with manuals and other supporting materials for a new game every single month was a herculean task, especially given that SSI generally did a very good job with such things; these were expensive games, and they needed to look it. In lieu of the army of programmers — SSI’s in-house development group, while never entirely eliminated, remained much smaller than originally planned — an army (or at any rate a small brigade) of other personnel came on board to design the packaging, write the manuals, ship the games, and deal with all the other logistics of running a growing business. Some of these folks were, like Joel, hardcore gamers delighted to be spending their days in what Joel’s eventual wife came to call “a treehouse for wargamers.” For the rest, the folks like Susan Billings, it was just a job, but a pretty great job all the same. Joel, apart from his one eccentric habit of wearing a three-piece suit to work every day, was as easygoing, down-to-earth, and reasonable a boss as anyone could ever wish for. But it was at least as much Susan who set the tone of the workplace while Joel was hopelessly lost inside his wargames: “It was the opportunity to try to create the perfect work environment so people would want to come to work. It was the chance of a lifetime to develop a company using your style, based on your style, and doing it with someone from your family.” So, yes, SSI was a very happy place — as happy in its way as thelegendarily happy Infocom, and for a much longer stretch of time.


SSI employees Tena Lawry and Connie Barron boogie down as the “Simulated Bunnies” because… well, just because.

Tena Lawry, who would later become SSI’s senior purchaser, joined in 1981 as a temporary disk copier, responsible for shoving disks into drives and then dropping them into boxes all day long. (If you could put toast in a toaster, you were qualified, says Tena wryly.) Tena:

We broke for lunch and Joel walked in with five pizzas. We all sat on the floor munching away and an announcement was made that we were going to have a rousing game of Nuclear War [a Flying Buffalo game]. Now I’m nervous. I figured we were going to play some intense videogame. I hadn’t even mastered Pac-Man yet, so this would be interesting.

Nuclear War turned out to be a card game in which you amass missiles and such and then trump your opponent in an attempt to annihilate his population. At one point, I dropped a major nuclear payload on Joel. I thought at this point that this may not have been the politically correct thing to do. After all, Joel was the president of SSI and I had just wiped out his entire population. But I soon found out that Joel always appreciates a good game strategist even if it means a pile of dead-body cards.

That night at dinner my family asked me what I had done on my first day at SSI. I said I copied disks, assembled games, and obliterated an entire population while eating pizza. Silence fell over the table. “Just kidding,” I said.

It fell to Susan Billings to address a delicate problem when SSI’s technical staff — hackers being hackers — started to spend much too long in front of their computers between hygiene breaks. She handled the situation with humor, grace, and aplomb, as she did most situations at SSI. Old timers laugh about the infamous “B.O. Memo” to this day.



At the time that Susan was writing that memo, SSI was tentatively trying to branch out again into a new genre. Thankfully, this expansion would be more successful than the RapidFire line had been. Indeed, in the fullness of time it would lead to a transformative deal with the titan of the other side of the tabletop industry, the yin to Avalon Hill’s yang. We’ll step back next time to look at what set that titan on a collision course with Joel Billing’s modest little treehouse for wargamers.

(Sources: This article is largely drawn from the collection of documents that Joel Billings donated to the Strong Museum of Play, which includes lots of internal SSI documents and some press clippings. Also, Matt Barton’s YouTube interviews with Billings.)
 
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DavidBVal

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Great read. I hope we get some insight from Pool of Radiance, that'd be epic.

That night at dinner my family asked me what I had done on my first day at SSI. I said I copied disks, assembled games, and obliterated an entire population while eating pizza. Silence fell over the table. “Just kidding,” I said.

I miss the days when you could scare people like that. When games were just for the worthy!
 

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Looks like he's taking a long route. Before we get to the Gold Box games, first there's a history of TSR in the 1980s: http://www.filfre.net/2016/03/ten-odd-years-at-tsr/

Ten Odd Years at TSR



For much of the 1980s, TSR and their tabletop RPG Dungeons & Dragons was both a looming presence and a baffling absence in the world of computer games. In one sense, this new thing that Gary Gygax and Dave Arneson had wrought early in the previous decade was absolutely everywhere, not only in the many CRPGs that paid it obvious homage but also in many other, less obvious derivatives that owed so much to its vision of interactive storytelling: Infocom’s text adventures, Sierra’s graphic adventures, even Microprose’s flight simulators with their career modes that let you play the role of a single pilot.

Yet strangely absent were computer-game boxes with the actual name of Dungeons & Dragonson them. A licensing deal for this, one of the most recognizable names in nerd culture, would be a surefire winner, as was clear to every executive and marketing MBA in the computer-game industry. But for years, while Origin Systems and Sir-Tech and Interplay built profitable businesses on what Gygax and Arneson had wrought, TSR just wasn’t interested. Some misbegotten Intellivision cartridges and electronic toys published by Mattel aside, they limited their interactions with the digital-games industry to the occasional legal threat fired across the bows of anyone who got too close to one of their trademarks. The disinterest persisted even as some of their own designers, like Paul Reiche III and Lawrence Schick, were moving on to the increasingly lucrative world of computer games. And it persisted even as CRPGs were by mid-decade generating far more revenue than the tabletop game that had so directly inspired them. It wasn’t as if TSR lacked ambition; this refusal to reach up and pluck the lowest-hanging fruit in the garden was happening even as they spent money they didn’t have on elaborate schemes to crack open the Hollywood coconut. Chalk it up to strange times, strange priorities, and a company that grew up way too quickly.

From as early as 1977, the story of TSR is the story of the two conflicting identities of Dungeons & Dragons. One identity reached back to the game’s roots in hardcore miniatures wargaming, a niche hobby if ever there was one. This Dungeons & Dragons was for those special people who took their games very seriously indeed, who reveled in complicated games. The other Dungeons & Dragons was just starting to look like it may be realizable as the 1970s entered their second half and the game continued to prove more appealing to more and more diverse people than anyone at TSR had ever imagined it could be.

So, the question was on the table. Should Dungeons & Dragons remain a hobby game? Or could and should it become a truly popular phenomenon, a mass-market game, with all that implied? Unable to decide, TSR tried to split the difference. In the process, in a move that would make any marketer break out in hives, they confusingly bifurcated their burgeoning market, turningDungeons & Dragons into two completely separate, incompatible games that both happened to bear the same name.

The initial drive to streamline and mainstream Dungeons & Dragons originated from a source well outside of TSR’s inner circle. J. Eric Holmes, a doctor, professor of neurology, and sometime fantasy author, contacted TSR to tell them that he loved their game, but that they really ought to make it easier for people to find, learn, and play it. At the time, the rules were scattered in multiple books, all of them sold separately. One of the books, Chainmail, didn’t even bear theDungeons & Dragons name at all, and even after you’d bought them all you still had to find a source for all those funny dice. He suggested a “basic” edition of Dungeons & Dragons, a single port of entry that would ship in a box like other games, and that would include everything needed to get started and take a character through the first few experience levels. A boxed game, Holmes mused presciently, might even be able to find a home in mall book and toy stores, rather than relying on the scattered network of hobbyist stores that were so few and far between in many areas of the country. Further, Holmes was willing to make it himself, rewriting Gygax’s rambling, scattered prose into a clear, straightforward set of rules that read like other game rules — i.e., that explained clearly and succinctly how to actually, you know, play this new game you’d just bought.


The original 1977 Dungeons & Dragons Basic Set.

First released in 1977, the Dungeons & Dragons Basic Set went on to become the most successful single product in the history of the tabletop-RPG industry, seeing printings into the millions as it got steadily prettier and slicker through the rest of the 1970s, the 1980s, and into the 1990s. Popular demand led to a series of expansions — an “Expert” set, a “Companion” set, a “Master” set, and finally an “Immortal” set — that let players take their characters to ever higher levels in the same easygoing style.

Ironically, Gary Gygax, the anointed Father of Role-Playing, had very little to do with this most successful version of his game, although he did write the iconic adventure module The Keep on the Borderlands that was included with most of the Basic Sets sold. (Unsurprisingly given its inclusion in the Basic Set, The Keep on the Borderlands became the most-printed tabletop-RPG adventure module in history, reaching more than 1.5 million copies.) Even as Dungeons & Dragons was making its bid for the mainstream via the Basic Set, Gygax was digging its hardcore roots even deeper via an entirely separate line called Advanced Dungeons & Dragons.

Where the Basic Set was streamlined and accessible, Advanced Dungeons & Dragons seemed determined to make you work for your fun. Hewing to the tradition of the original Dungeons & Dragons rules, which had appeared as an irregular stream of supplements to Gygax’s olderChainmail rules for Medieval combat, Advanced Dungeons & Dragons came out in fits and starts, beginning with a Monster Manual full of statistics for an as-yet non-existent game system, followed by the Player’s Handbook six months later, and finally the Dungeon Master’s Guide a year after that. What you were supposed to do with these bits and pieces of a game while you waited for the last of the three daunting hardcover books to be released was never really explained.


The Dungeon Master’s Guide‘s cover didn’t do much to convince concerned parents that this game wasn’t Satanic.
The three books that make up the original Advanced Dungeons & Dragons are the most indelibly Gygaxian of any of TSR publications, truly their creator’s magnum opus. Never before had a set of humble game rules been so redolent of their maker’s personality. Taken as a whole, they represented easily the most complicated game of any type that anyone had dared publish to date, comprising many hundreds of thousands of words of Gygax’s tangled, less than graceful, yet often weirdly engaging prose, like a less overwrought H.P. Lovecraft. It’s great fun to open any of the books to a random page and just see what you see — even if, like me, you think that actually trying to play this thing as written sounds about as much fun as getting caught in a scything-blade trap (trust me, you don’t want that).

In fact, let’s try it now with the Dungeon Master’s Guide. Ah, here we go… on “missile discharge” into an “existing melee.” No one other than Gary Gygax could have written these paragraphs.

Likewise, discharging of missiles into an existing melee is easily handled. It is permissible, of course, and the results might not be too incompatible with the desires of the discharging party. Assign probabilities to each participant in the melee or target group according to sheer numbers. In the case of participants of varying size use half value for size “S”, normal value for size “M”, and one and one-half value for size “L” creatures which are not too much more than man-size. Total the values for each group and ratio one over the other. If side A has four man-sized participants, and side B has three smaller than man-sized participants and 1 size “L” bugbear, the ratio is 4:3. Then, according to the direction of the missile discharge, determine by using the same ratio. If 7 missiles were loosed, 4 would have a chance to hit side A, 3 side B. In cases where the ratio does not match the number of missiles, convert it to a percentage chance: 1/7 = 14% or 15%, depending on whether the missiles are coming from ahead of side A (14%) or from behind (15%). Thus 4/7 = 56% or 60% chance per missile that it will hit side A. The minor difference represents the fact that there will be considerable shifting and maneuvering during combat which will tend to expose both opponents to fire on a near equal basis. Such missiles must then be assigned (by situation or by random determination) to target creatures, a “to hit” determination made, and damage assessed for those who do hit.

If one opponent group is significantly larger than the other, accurate missiles which have a small area of effect can be directed at the larger opponent group with great hope of success. You may assign a minor chance of a missile striking a friend if you wish, but this writer, for instance, always allows archery hits to hit a giant or a similar creature engaged against a human or smaller opponent. [Quite an easygoing guy, that Gary! They’ll be dancing on the tables in Lake Geneva if this keeps up.]​

Something tells me that Gary Gygax has a different definition of “easily” than I do. I’m not sure if a gift for making the simplest things sound complicated is really a desirable quality in a writer of game rules, but, whether it’s to nod your head to the occasional flashes of insight and good advice or just to make fun of stuff like the above, there’s something on every page of Gygax’s magnum opus worth reading.

Unfortunately, the era of the Advanced Dungeons & Dragons books also began to bring out some less charming facets of Gary Gygax. Transported in just a few years from repairing shoes in his basement for a subsistence (at best) wage to helming the fast-growing darling of the tabletop-games industry, his proprietary instincts began to come out. Dungeons & Dragons, previously a community effort in which everyone — not least Gygax and TSR — was making it up as he went along, became a brand with a definite owner. TSR now began to earn a reputation that they would never lose for the rest of their existence: a reputation as a difficult company to work for, to do business with, sometimes just to coexist in the same industry with. They were now growing rapidly indeed, adding to their ranks many energetic young Dungeons & Dragons fanatics who were bursting with enthusiasm to move to Lake Geneva and work at the epicenter of their hobby. These starry-eyed youngsters, unschooled in the ways of the world, would work for peanuts. TSR took full advantage of that. The company became a notoriously poor payer, and didn’t even offer job security in compensation; from 1980 on it would be racked by wave after wave of purges and lay-offs, followed by massive hirings of new rounds of eager youngsters. Meanwhile the executives, Gygax among them, collected cars like their employees did dice. TSR became the bully of their young industry, sending their lawyers scampering hither and yon to threaten rival game makers, makers of Dungeons & Dragons-compatible products, and even computer games that they judged to have sidled too close to one of their trademarks.

One of their ongoing legal squabbles was the one with Dave Arneson, Gygax’s partner in crafting the original Dungeons & Dragons. Gygax made the unilateral decision that Advanced Dungeons & Dragons was such a thorough revision and expansion that it constituted a whole new game, authored solely by him, and that TSR therefore didn’t need to acknowledge Arneson’s contributions in the new hardcovers or pay him a royalty for them. Arneson promptly sued, resulting in a long, ugly court battle and finally a March 1981 settlement in Arneson’s favor that restored his royalties. Less happily for Arneson, Gygax’s larger agenda of setting sole public claim to Dungeons & Dragons was largely successful. Gygax is almost universally acknowledged as the father of Dungeons & Dragons today, and by extension the father of a huge chunk of the popular culture of the last several decades. Arneson, when mentioned at all, is usually relegated to a relative footnote in the story.

Gygax’s emerging determination to assert his personal ownership of the game is all too present in Advanced Dungeons & Dragons itself. Indeed, what with the system’s desire to anticipate and codify every possibility to ensure that it’s handled in every individual campaign just as Gygax would, one might call it the system’s very raison d’être. Whereas the original Dungeons & Dragons opened with an exhortation to adventure and a statement that every rule was really a mere “guideline” (emphasis original), Gygax opens the Dungeon Master’s Guide with a series of warnings befitting a fear-mongering political reactionary. “If Advanced Dungeons & Dragons is to survive and grow,” he tells us, “it must have some degree of uniformity.” The game’s rules are no longer guidelines, but “boundaries.” In “growth and change,” he tells us, is “great danger.” “Uniformity” must be present to prevent players from “going too far in some undesirable direction.”

The tension between Dungeons & Dragons as an imaginative vehicle and Dungeons & Dragons as a complex system had been present with the game since its very inception, when broadly speaking Arneson had been the wide-angle ideas man and Gygax the more narrowly focused translator of those ideas into rules. In the years that followed, different sorts of personalities continued to find Dungeons & Dragons fascinating on one level or the other. Sometimes these twin fascinations coexisted in a single personality; even Gygax during the early years was prone to occasional Aristotelian flights of fancy, describing Dungeon Masters as playwrights and their players as their thespians. With TSR’s decision to bifurcate the game into a basic and an advanced variant, however, each point of view now had a seeming champion, and players were obliged to commit to one camp or the other. One need only contrast Gygax’s statements about rules in the Dungeon Master’s Guide with what the 1981 second edition of the Basic Set had to say about them to understand why: “The purpose of these ‘rules’ is to provide guidelines that enable you to play and have fun, so don’t feel absolutely bound to them.”

Today the system that is widely considered the definitive version of old-school Dungeons & Dragons, the one most likely to be used by those who still indulge in such things, is Gygax’sAdvanced version. Yet if we cast our eyes back to the game’s four-year commercial heyday, we find the situation reversed.

The beginning of said heyday can be precisely dated to August 15, 1979, the day that a psychologically disturbed Dungeons & Dragons player named James Dallas Egbert III disappeared from his dorm room at Michigan State University. A private investigator hired by his parents learned of this strange game Egbert loved to play, and came up with the theory that he must have been playing “for real” with his friends in the steam tunnels underneath the university, or had a psychotic break that led him to believe he was doing so. Presumably he’d gotten lost or injured down there. The disappearance and the private investigator’s theory thereof made the national news media, giving Dungeons & Dragons both its first taste of mainstream attention and its first taste of the controversy that would dog it for years to come. But, at least now in the beginning, the old maxim that any press is good press held. By the time that Egbert finally turned up working in an oil field in Louisiana, his disappearance having had nothing to do with games played in steam tunnels or anywhere else, both the Dungeons & Dragons fad and theDungeons & Dragons controversy were solidly off and running. When Egbert shot and killed himself in August of 1980, it only added fuel to both fires.


By the 1983 third edition of theBasic Set, it had taken on a more colorful, almost cartoon-like appearance to suit the game’s ever younger fanbase. It’s now for ages “10 and up.”

In a recent article, I wrote about the early 1980s as the time when “school lunch rooms across the country were dotted with Dungeons & Dragons manuals and funny dice.” Well, the manuals in questions were largely not Gygax’s weighty tomes, but rather those found in the the cheaper, friendlier Basic Set and its sequels. These were the face of Dungeons & Dragons the mainstream phenomenon. Far outselling the Advanced books, this was the version of the game found on the shelves of toy stores, waiting for confused parents toting Christmas and birthday lists to pluck them down. One can almost chart the steady downward skew of the age of the typical Dungeons & Dragons player, from middle-aged wargamer to university student to high school to junior high, by charting the changes in diction in the Basic Set manuals as they went through revision after revision. By the time of the 1983 third edition, the text had taken on much the same gee-whiz tone as that other early-1980s children’s-publishing phenomenon, the Choose Your Own Adventure books. We’re a long way from Gygax’s fussy, meticulous style.

This is a game that is fun. It helps you imagine.

“As you whirl around, your sword ready, the huge, red, fire-breathing dragon swoops toward you with a ROAR!”

See? Your imagination woke up already. Now imagine: this game may be more fun than any other game you have ever played!

The Dungeons & Dragons game is a way for us to imagine together — like watching the same movie, or reading the same book. But you can write the stories, without putting a word on paper — just by playing the D&D game.​

One of the many oddities of TSR’s history is that Gary Gygax, both the company’s founder and the co-creator of its flagship game, had an actual controlling interest in the firm on only two short-lived occasions. The first of these was a brief instant just after TSR’s 1975 incorporation, before one Brian Blume and his father Melvin bought in to the tune of 70 percent. The Blumes’ primary qualification was that they had ready money to invest in getting Dungeons & Dragonsproperly off the ground, something Gygax the nearly destitute cobbler had a conspicuous need for.


Gary Gygax, Brian Blume, and Kevin Blume

Despite his lack of a clear controlling interest, Gygax had been allowed the final word on running the company through the rest of the 1970s. He was listed on the org chart as President, Brian Blume as Vice President, and Melvin Blume played no operational role. As the 1980s dawned, however, that arrangement began to change a bit. In September of 1980, yet another member of the Blume clan, Brian’s brother Kevin, bought out their father’s share. Kevin Blume seemed more determined than the other Blumes to make his voice heard in the board room, and apparently emboldened his brother as well. Thus TSR during the next few years was steered by a rather unwieldly three-headed monster, consisting of Gygax and the two Blume brothers.

The tension between TSR the hobbyist publisher and TSR the mass-market publisher was now more palpable than ever. Given the differences between Gygax’s hardcore Advanced Dungeons & Dragons and the streamlined boxed sets, it would make for a tidy narrative to cast him as the person in the triumvirate least enamored with the idea of TSR going mainstream. Certainly that’s a mantle that Gygax would be eager to claim for himself years later. Yet there is little contemporary evidence to point to any significant strife arising from the company’s trifurcated leadership during this period. On the contrary, the three men seemed largely in harmony on TSR’s future. Their vision saw TSR, once this semi-amateur plaything born of an obscure hobby — its full name was “Tactical Studies Rules”, for God’s sake — becoming a major voice in mainstream entertainment on the back of the Dungeons & Dragons fad. Thus when the Blumes proposed buying Greenfield Needlewomen, a maker of needlework products, as TSR’s first serious step beyond the tabletop-gaming ghetto, Gygax gave every indication of being fully on-board with the idea. “Crafts is a larger field than hobbies,” he explained to employees skeptical of the strange acquisition. Bigger was now automatically better. TSR’s big needlework initiative of course turned into a gigantic, millions-losing fiasco.

But the strangest episode to arise from this grab at the brass ring of mainstream success was undoubtedly Gary Gygax’s quixotic sojourn to Hollywood, land of a million broken dreams. The dream in this case was that of a major motion picture bearing TSR’s zealously protectedDungeons & Dragons trademark. Determined to play the part of the Tinseltown mogul to the hilt, in 1982 he pulled up stakes in family-friendly Lake Geneva and bought a bachelor pad — he had left his wife of 23 years and their five children just before the move — looking down on the Hollywood Hills. Rumors have always swirled around this period in Gygax’s life, which to all external appearances at least looks like as classic a mid-life crisis as this writer has ever witnessed. It’s claimed that he painted the town red with a succession of starlets, and even that he picked up a cocaine habit by way of further fitting in. I can’t speak too much to any of that, but will just say that the voyeur in me would love to have been a fly on the wall of his bachelor pad, to see how the beautiful people of Hollywood reacted to this balding, bespectacled, pot-bellied old wargamer — and how he reacted to them. He was a long way from the sand table in his Lake Geneva basement.

What I can say more definitively is that Gygax, like so many earnest amateurs before him, got fleeced by the sharks of Tinseltown. He paid James Goldman, a rather undistinguished screenwriter whose chief claim to fame was that of being brother to Hollywood power broker William Goldman, $500,000 to write a dire script for the film. He shopped the script around the studios for many months and at yet more expense with no takers, not even after he allegedly convinced Orson Welles, who would take pretty much any gig he could get by this stage of his career, to star in it. In the end he had to settle for a deal with Marvel Comics’s film division to make a Dungeons & Dragons Saturday-morning cartoon; TSR was in the process of negotiating a license to make a Marvel Superheroes tabletop RPG at the same time, so one suspects a bit of quid pro quo. With its cheap, gaudy animation and dashed-off scripts, the cartoon wasn’t exactly a halo project, if also not notably worse than the other licensed Saturday-morning fare of the time. Debuting on September 17, 1983, it lasted for three years, during which were produced a sporadic 27 episodes.

In retrospect the problems with Dungeons & Dragons as a trans-media property are plain as day. Such properties are universally built around their characters: Luke, Han, and Darth Vader; Bilbo, Frodo, and Gollum; Batman, Robin, and the Joker. But Dungeons & Dragons had no characters, nor a ready-made plot, nor even a setting to speak of.1 What were filmmakers really supposed todo with it, and what would they get out of it other than the use of a trademark that, even setting aside the fact that some parents thought it literally the devil’s work, was more associated with nerdy kids rolling dice in basements and lunch rooms than blockbuster entertainment? The makers of the cartoon series had felt forced to come up with a tortured framing story about just such a group of kids who get sucked into a real-life version of their fantasies and have to find their way home — thus inadvertently recalling the myth of James Dallas Egbert III. In short, there was just no there there. Trying to make a movie out of Dungeons & Dragons would be like trying to make a movie out of Scrabble.

TSR’s failed bid for the silver screen is made ironic by the existence of that other non-tabletop market that was eager for Dungeons & Dragons products: the world of computer games. But the commercial potential of an officially licensed game, despite being plain to everyone inside the computer-games industry, remained a massive blind spot for the TSR triumvirate as they negotiated with Hollywood and bought needlework companies. Instead they continued to regard computer games as a whole as an enemy to be defeated en masse by their tabletop products.

By mid-1983, just in time for the debut of the cartoon series, the Dungeons & Dragons fad had clearly begun to collapse. The Blumes, having expanded TSR to an all-time peak of almost 400 employees, were caught with their pants down. With Gygax still away in Hollywood, they cut desperately back in Lake Geneva, laying off some three quarters of their workforce in the space of the next eighteen months.

In March of 1985, with TSR still in dire straits, Gygax swooped in to rescue the company — at least in his telling — from what he now considered to be the Blumes’ mismanagement. By exercising options to buy stocks and combining his new position with stocks that had been given to his son Ernie, he built a clear controlling interest in TSR — 51.1 percent — for the first time since that brief period after the incorporation ten years before. He pushed the Blumes out of their operational roles and set to work, in sole charge of the company again at last. He cut many of TSR’s slower-selling non-Dungeons & Dragons games, retrenched to focus again on the neglected hobby market rather than the mainstream, and, playing to the hardcore fans whom he knew would still buy, rushed out two new high-profit-margin if somewhat slapdash Advanced Dungeons & Dragons hardcovers, Unearthed Arcana and Oriental Adventures. (Because apparently the game wasn’t complicated enough already…)

These measures and others undoubtedly helped TSR avoid the looming prospect of complete collapse. But it was a couple of projects begun under the Blumes that would become the biggest moneyspinners by creating exactly the trans-media appeal that TSR had heretofore so painfully failed to generate. There was, first of all, that Marvel Superheroes RPG, the most successful non-Dungeons & Dragons game TSR would ever publish. And then there was Dragonlance.

A couple of years before, the design department had come up with the idea of a series of adventure modules that would each focus on a different sort of dragon. From this “dragon of the month” concept evolved Dragonlance, the tale, told over the course of twelve adventure modules, of a war that took place in a new fantasy world called Krynn. The idea soon further expanded to include source books, miniatures, and a trilogy of fat novels telling the same story as the adventure modules, written by staffers Margaret Weis and Tracy Hickman. The project, already mid-stream at the time of Gygax’s return, was a massive success; along with the new hardcovers, it gave the hardcore fans a reason to get excited about Advanced Dungeons & Dragons again. But the most profitable part of this very profitable effort was the three novels. They at last provided appealing characters to go along with Dungeons & Dragons the abstract concept, and thereby topped their genre’s bestseller lists one after another. It may been too late to have another go at Hollywood with Dragonlance‘s Tanis Half-Elven and Tasslehoff Burrfoot in hand, but, recognizing a good thing when they saw one, TSR would publish dozens more novels in the years to come that tied in in various ways with their games. Through many of those years,Dungeons & Dragons novels continued to prove more profitable than the rules, supplements, and adventures that inspired them.

But all that was still to come. What happened next inside the down-sized, slowly recovering TSR would leave Gary Gygax deeply embittered for the rest of his life. It’s a somewhat complicated financial story. I’ll do my best to hit the high points here, and point you to another article by Jon Peterson for the financial nitty-gritty.

Wanting to ensure that no current or future partner could ever sell the company out from under him, Gygax back in 1975 had written into TSR’s articles of incorporation a stipulation that any investor who wished to divest himself of his holdings must first offer his shares to the current management of the company, giving them a chance to buy the shares back themselves if they so wished, before he could sell them to a third party. The sidelined Blumes now did indeed wish to get out of TSR entirely and move on with their lives. They repeatedly told this to Gygax, and proposed that he buy them out to the tune of $500 per share. Gygax said this was too high, as the Blumes had fully expected he would, but kept dragging his feet on opening proper negotiations. At last, judging honor and law satisfied by their having given Gygax an opportunity to buy their shares, the Blumes made the move that Gygax would forever deem the most underhanded betrayal of his life.

Brian Blume, you see, had share options of his own similar to those that had let Gygax gain control of the company. He’d just been reluctant to exercise them, being afraid that TSR had become a sinking ship. Now, though, he did so as part of a conspiracy involving a new investor named Lorraine Williams. A wealthy heiress who had first become aware of TSR only when she met Gygax in Hollywood, Williams had come back to Lake Geneva with him to work as TSR’s Vice President of Administration. But she hadn’t been satisfied in that role, and now made a play to take over the whole company.

Brian Blume’s options exercised, the Blume brothers quietly sold the whole kit and caboodle of their holdings — amounting to a clear controlling interest — to Williams. Just like that, on October 22, 1985, Gygax was out and Williams was in. Gygax immediately filed a lawsuit, but the court ruled in favor of Williams and the Blumes, saying the latter had fulfilled their fiduciary responsibilities by first offering in good faith to sell their shares back to Gygax.

Williams claims that she never intended to force Gygax out of the company entirely, that she imagined herself running the business side of things and Gygax in charge of the creative side. Brian Blume claims that Gygax forced Williams’s hand when word leaked of his plan to fire her from her role as Vice President and replace her with one Gail Carpenter, his eventual second wife. Whatever the veracity of such claims, Gygax considered the entire episode the most inexcusable of personal betrayals. He divested himself of his stock and walked away from TSR; his active role in the development of Dungeons & Dragons ended here. “The shape and direction of theDungeons & Dragons game system are now entirely in the hands of others,” he wrote in his farewell address in TSR’s Dragon magazine.

Lorraine Williams didn’t do much to endear herself to either Dungeons & Dragons players or TSR’s employees in the years that followed. By most accounts deeply unpleasant to deal with on a personal level, she allegedly found TSR’s games and novels and all the rest interesting only to the extent that they were profitable. A marketer and businesswoman rather than a gamer, she’s blamed today for all sorts of things, sometimes fairly and sometimes unfairly. Much of the popular opinion about Williams can be traced back to Gygax, who for the rest of his life continued to excoriate both the Blumes and Lorraine Williams in ways that only grew more colorful as the years went by, egged on by the grizzled tabletop veterans for whom his rants became a legendary source of entertainment.

Any criticism of Williams’s tenure, however, must also reckon with the reality that the reign of Gygax and the Blumes had been a veritable garden of forking paths of poor decisions and missed opportunities. To put it bluntly, these three men had no idea what they were doing trying to run a company, and were too stubborn, arrogant, or blinded by Dungeons & Dragons‘s brief window of mainstream success to seek out someone who did. Their naivete is made all too clear by their persistence in comparing running a business to playing Dungeons & Dragons. Gygax declared their determination to take TSR from a “low-level” company to a “really high-level game producer such as Milton Bradley and Parker Brothers,” while Kevin Blume said they were “intuitively” good businessmen because they had learned everything they needed from games.

Perhaps what TSR the business really needed after all those year of amateur (mis)management was exactly what Williams provided: a businesslike head who wasn’t too close to the products, who focused on practical expansion into friendly related areas like fantasy novels rather than chasing chimeras in Hollywood. Under Williams, TSR would enjoy some years of a commercial success that was more modest in scale than that of of the early 1980s but also more sustainable. The company’s employees may not have liked Williams all that much personally, but they certainly must have liked the relative stability she provided after the waves of layoffs and hirings that had marked the company’s earlier years.

And at least one result of the new Lorraine Williams era was welcomed by just about everyone. Once Gygax’s suit had been fended off and she was firmly in control, she let word leak out that TSR was at last seriously interested in finding a partner to make a licensed Dungeons & Dragonscomputer game. She may not have been a gamer like most of her customers, but Williams had nevertheless spotted the blindingly obvious synergy that had somehow eluded her predecessors. We’ll see how she found her partner next time.

(Sources: In addition to the link in the article proper, Shannon Appelcline’s book Designers & Dragons Volume 1: The 1970s was invaluable, although I should note that I’m far harder on Gygax and TSR’s management in general than he is. For sheer entertainment value, the best article ever written about Gygax and Dungeons & Dragons is Paul La Farge’s “Destroy All Monsters”: “The transformation of player into character often turns out to be cosmetic: the fearless paladin and the sexy dark elf both sound and act a lot like a thirteen-year-old boy named Ted. And what Ted likes to do, mostly, is kill anything that crosses his path.” Seriously, go read it. Like, now.)
 
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Here we go: http://www.filfre.net/2016/03/opening-the-gold-box-part-3-from-tabletop-to-desktop/

Opening the Gold Box, Part 3: From Tabletop to Desktop

Joel Billings of SSI never had a whole lot of use for Dungeons & Dragons, TSR, or RPGs in general. In this he was hardly unique among hardcore wargamers. The newer hobby had arisen directly from the older, forcing each and every grognard to a judgement and a reckoning. Some wargamers saw in RPGs the experiential games they had really been wanting to play all along; they jumped onto the RPG bandwagon and never looked back. Others, the ones who found Montgomery and Rommel far more interesting than Frodo and Sauron, scoffed at RPGs and their silly fantasies and clung all the tighter to their Avalon Hill and SPI boxes. And of course some split the difference, playing a little of this and a little of that.

Joel counted himself among the scoffers. His one experience with playing Dungeons & Dragonshadn’t been a positive one: a sadistic Dungeon Master killed his whole party before he had even begun to figure out what was going on. “This is the stupidest game I’ve ever seen,” he concluded. He never felt seriously tempted to try it again.

By the time that SSI was off and running, Joel and other wargame stalwarts like him had more reasons than ever to dislike RPGs. The late 1970s, you’ll remember, had seen the wargame at its commercial zenith, the RPG the exciting, fast-rising upstart genre. As the 1980s dawned andDungeons & Dragons exploded into a popularity no wargame had ever dreamed of, it was hard not to blame one genre’s rapid rise for the other’s slow decline. Already in 1982 SPI, alongside Avalon Hill one of the twin giants of wargaming, found themselves in a serious financial crisis brought on partly by the general decline of the wargame market, partly by the general recession afflicting the American economy at the time, and partly by general mismanagement all too typical of their hobbyist-driven industry. TSR, now more than ten times the size of SPI thanks to the Dungeons & Dragons fad, gave them a secured loan of $425,000 to keep their doors open a while longer.

It will likely never be known whether what happened next was the result of Machiavellian scheming or just Gary Gygax and the Blume brothers’ usual bumbling approach to running TSR. Just two weeks after giving SPI the loan, TSR inexplicably called it in again. Having already used TSR’s money to satisfy their other creditors, SPI had no possible way to pay back the loan. TSR therefore foreclosed, announcing that they were taking over SPI. Shortly thereafter, realizing that SPI was so financially upside down as to become a negative asset on their books, they announced that what they had actually meant to say was that they were assuming ownership of all of SPI’s assets but none of their debts. When SPI’s creditors balked at this brazen attempt by TSR to have their cake and eat it too, TSR negotiated to pay them off for pennies on the dollar; something was better than nothing, figured the creditors. The end result was an SPI bankruptcy filing in effect if not in fact.

But any old wargamer who thought that the TSR purchase heralded better days for the company and the hobby was quickly disabused of that notion. TSR proved a terrible steward of SPI’s legacy, alienating their entire old design team so badly that they left en masse to reform as a new Avalon Hill subsidiary called Victory Games. Worse, TSR claimed that their acquisition of SPI’s assets had not included the paid-up subscriptions to SPI’s beloved house organ Strategy & Tactics; subscriptions were not assets at all, you see, but “liabilities.” Every Strategy & Tacticssubscriber, even those who had splashed out a bundle for a “lifetime” subscription, would have to re-up immediately to continue receiving the magazine. And no, there would be no compensation for missed issues from the old regime. This act of betrayal of SPI’s most loyal customers didn’t just kill the most respected wargaming magazine in the world; it also, as Greg Costikyan puts it, shot the old subculture of wargaming in general in the head.

So, if a veteran wargamer like Joel Billings needed further reason to dislike all this Dungeons & Dragons silliness, there he had it. Trip Hawkins, a member of SSI’s board from the company’s inception, claims that he started telling Joel that he should branch out into CRPGs almost immediately after SSI was founded. But, although SSI quickly began to supplement their wargames with sports titles and other sorts of strategy games, Joel resisted CRPGs, saying that he preferred to publish “the games that he enjoyed personally.” RPGs, whether played on the tabletop or the desktop, clearly weren’t in that category.

Although Joel did nothing to encourage CRPG submissions, in late 1983 a fairly decent one arrived of its own accord. Written by two teenage brothers, Charles and John Dougherty,Questron had already ping-ponged around the industry a bit before it reached SSI. When the Dougherty brothers had sent it to Origin Systems, Richard Garriott had not only rejected it but told them in no uncertain terms to expect legal trouble if they dared to release something he considered to be so obviously derivative of his own Ultima games. Word of Garriott’s displeasure may very well have made the other major publishers shy away, until it ended up with the Doughertys’ long shot, nichey little SSI. While Joel didn’t have much personal use for CRPGs, he decided that, with a first entry in the genre all but gift-wrapped on his desk, he might as well dip a toe into these new waters and see how it went. SSI published Questron in February of 1984, albeit only after finding a way to placate an angry Garriott, who learned of their plans to do so at the January 1984 Winter Consumer Electronics Show and pitched a royal fit. Joel gave him a small stake in Questron‘s action and a small note on its box: “Game structure and style used under license of Richard Garriott.”



Questron proved a modest start to something very significant. The game, benefiting from the lack of new Ultima or Wizardry titles during 1984, did unexpectedly well. In fact, when the Commodore 64 port of the Apple II original shipped in August, it became the fastest-selling new release SSI had ever enjoyed. The final total would hit almost 35,000 copies, pretty good numbers for a company whose average game still failed to break 10,000 copies. Some meeting notes dated December 2, 1984, make the new thinking that resulted clear: “Going into fantasy games now, could really affect sales favorably.” A little over a month later, SSI was already going through something of an identity crisis: are we a “wargame company” or a more generalized “computer-game company,” more meeting notes plaintively ask.

But SSI would have a hard time building on the momentum of Questron in the time-honored game-industry way of turning it into a franchise. In the contract the Dougherty brothers had signed with SSI, the latter was granted a right of first refusal of a potential sequel. This put the Doughertys in essentially the same situation as a restricted free agent in sports: they were free to shop a potential Questron II to other publishers if they wished, but they had to allow SSI the chance to match any publisher’s offer before signing a final contract. Not understanding or choosing to ignore this stipulation, the Doughertys allowed themselves to be poached by none other than Trip Hawkins’s Electronic Arts, who, with The Bard’s Tale series still in the offing, were eager to hedge their bets with another potential new CRPG franchise. SSI knew nothing about what was going on until the Doughertys announced that they had gone over to the slicker, better-distributed Electronic Arts — farewell and thank you very much for everything. Feeling compelled to defend his own company’s interests, Joel sued Electronic Arts and the Doughertys. A potential Questron series remained in limbo, its momentum dissipating, while the lawsuit dragged on. The situation doubtless made for some strained times back at SSI’s offices, where board-member Trip Hawkins was still coming every month for the directors meeting.

The suit wasn’t settled until April of 1987, ostensibly at least largely in SSI’s favor. The Doughertys’ long-delayed sequel was published shortly thereafter by Electronic Arts, but under the new title of Legacy of the Ancients. Meanwhile the Doughertys were obliged to design, but not to program, a Questron II for SSI; the programming of the sequel could either be done in-house by SSI or outsourced elsewhere at their discretion. It ended up going to Westwood Associates, a frequent SSI contractor on ports and other unglamorous technical tasks who would soon be making a bigger name for themselves as a developer of original games. Released at last in February of 1988, Questron II felt rather uninspired, as one might expect given the forced circumstances of its creation. It did surprisingly well, though, outselling the first Questron by some 16,000 copies. Rather than its own merits, its success was likely down to increasing enthusiasm for CRPGs in general among gamers, and to other things going on that year that were suddenly making little SSI among the biggest names in the genre.


In the immediate wake of Questron I‘s release and success, however, those events were still well in the future. Neither Joel Billings’s troubles with his two teenage problem children nor his personal ambivalence toward CRPGs deterred him from recognizing the potential that game had highlighted. Never a publisher to shy away from releasing lots of games, SSI added CRPGs to their ongoing firehose of new wargames. To Joel Billings the businessman’s pleasure if perhaps to Joel Billings the wargamer’s chagrin, the average SSI CRPG continued to do far, far better than the average wargame. Indeed, their very next CRPG(ish) game after Questron, an unusual action hybrid called Gemstone Warrior released in December of 1984, became their first game of any type to top 50,000 copies sold. The more traditional Phantasie — names weren’t really SSI’s strong suit — in March of 1985 also topped the magic 50,000 mark. Soon the CRPGs were coming almost as quickly as the wargames: Rings of Zilfin (January 1986, 17,479 sold); Phantasie II (February 1986, 30,100 sold); Wizard’s Crown (February 1986, 47,676 sold); Shard of Spring(July 1986, 11,942 sold); Roadwar 2000 (August 1986, 44,044 sold); Gemstone Healer(September 1986, 6030 sold); Realms of Darkness (February 1987, 9022 sold); Phantasie III(March 1987, 46,113 sold); The Eternal Dagger (June 1987, 18,471 sold); Roadwar Europa (July 1987, 18,765 sold).

As the list above attests, sales figures for these games were all over place, but trended generally a bit downward over time as SSI flooded the market. Yet one thing did remain constant: the average SSI CRPG continued to outsell the average SSI wargame by a healthy margin. (The only exception to this rule was Roger Damon’s remarkable Wargame Construction Set, which after its release in October of 1986 became a surprise hit, the first SSI game to crack 60,000 copies sold.) All of these SSI CRPGs — so many coming so close together that it’s difficult even for dedicated fans of the genre’s history to keep them all straight — occupied a comfortable if less than prestigious second rung in the industry as a whole. To describe them as the games you played while you waited for the next Ultima or The Bard’s Tale may sound unkind, but it’s largely accurate. Like SSI’s other games, they tended to be a little bit uglier and a little bit clunkier than the competition.



At their best, though, the rules behind these games felt more consciously designed than the games in the bigger, more respected series — doubtless a legacy of SSI’s wargame roots. This quality is most notable in Wizard’s Crown. The most wargamey of all SSI’s CRPGs, Wizard’s Crown was not coincidentally also the first CRPG to be designed in-house by the company’s own small staff of developers, led by Paul Murray and Keith Brors, the two most devoted tabletopDungeons & Dragons fans in the office. Built around a combat engine of enormous tactical depth in comparison to Ultima and The Bard’s Tale, it may not be a sustainedly fun game — the sheer quantity and detail of the fights gets exhausting well before the end, and the game has little else to offer — but it’s one of real importance in the history of both SSI and the CRPG. Wizard’s Crownand its sequel The Eternal Dagger, you see, were essentially a dry run for the series of games that would remake SSI’s image.

Coming off a disappointing 1986, the first year in which SSI had failed to increase their earnings over the previous year, Joel Billings was greeted with some news that was rapidly sweeping the industry: that TSR was interested in making a Dungeons & Dragons computer game, and that they would soon be listening to pitches from interested parties. To say that Dungeons & Dragonswas a desirable license hardly begins to state the case. This was the license in CRPGs, the name that inexplicably wasn’t there already, a yawning absence about to become a smothering presence at last. Everyone wanted it, and had wanted it for quite some time. That group included SSI as much as anyone; once again pushing aside any personal misgivings about getting into bed with the company that had shot his own favorite hobby in the head, Joel had been one of the many to contact TSR in earlier years, asking if they interested in a licensing deal. They hadn’t been then, but now they suddenly were. Encouraged by Murray and Brors and other rabidDungeons & Dragons fans around the office, Joel decided to put on a “full-court press,” as he describes it, to spare no effort in trying to get the deal for his own little company. Sure, it looked like one David versus a whole lot of Goliaths, but what the hell, right?

The full list of Goliaths with which SSI was competing for the license has never been published, but in interviews Joel has mentioned Origin Systems (of Ultima fame) and Electronic Arts (of The Bard’s Tale fame) as having been among them. As for the other contenders, we do know that there were at least seven more of them. One need only understand the desirability of the license to assume that the seven (or more) must have been a veritable computer-game who’s who. “We were going head to head with the best in the industry,” remembers Chuck Kroegel, a programmer and project manager on SSI’s in-house development team.

SSI was duly granted their hearing, scheduled for April 8, 1987, at TSR’s Lake Geneva, Wisconsin, headquarters. With a scant handful of weeks to prepare, they scrambled desperately to throw together some technology demos; these felt unusually important to SSI’s pitch, given that they were hardly known as a producer of slick or graphically impressive games. Those with a modicum of artistic talent digitized some monster portraits out of the Monster Manual on a Commodore Amiga, coloring them and adding some spot animation. Meanwhile the programmers put together a scrolling three-dimensional dungeon maze, reminiscent of The Bard’s Tale but better (at least by SSI’s own reckoning), on a Commodore 64.

But it was always understood that these hasty demos were only a prerequisite for making a pitch, a way to show that SSI had the minimal competency do this stuff rather a real selling point. When SSI’s five-man team — consisting of Joel Billings, Keith Brors, Chuck Kroegel, the newly hired head of internal development Victor Penman, and Vice President of Sales Randy Broweleit — boarded their plane for Lake Geneva, they were determined to really sell TSR on a vision: a vision of not just a game or two but a whole new computerized wing of Dungeons & Dragons that might someday equal or eclipse the tabletop variant. The pitch document that accompanied their presentation has been preserved in the SSI archive at the Strong Museum of Play. I want to quote its key paragraphs, the “Overview,” in full.

The Advanced Dungeons & Dragons computer game system would be provided as a series of modules built around a central character-creation, combat, and magic system. The first release would be this central system, which would include a modest dungeon adventure. It would be followed by the release of a number of adventure modules suitable for beginning-level characters. With the passage of time, higher-level adventures and more character types would be offered. Editors which would permit users to create their own dungeons, outdoors, and cities would also be provided. The timing on the introduction of these later releases would be determined by market demand.

The first release would be the central system. It would be similar to the Player’s Handbook in that it would provide for the creation of a number of character classes, combat, and spells. The players would draw on these abilities to create their characters for adventuring. Also included in this first release would be an introductory dungeon adventure in which the computer program would perform as DM.

This first release would be followed by a number of adventure games similar to TSR’s dungeon and adventure modules. The earliest of these would be aimed at beginning characters. As time passed and players had an opportunity to build up more powerful characters, more challenging modules would be released.

It is anticipated that at least three game sets will be released as a result of periodic improvements in and expansions of the game system. Each of these would be built on an improved and expanded version of the central system. The systems would be kept upwardly compatible so that characters developed on earlier versions of the system could take advantage of its improvements. Dungeon and adventure modules would be created for each of these game sets.

At some point (to be determined by marketing considerations) a number of editors would be released. These editors would enable the users to create their own computer adventures. The first of these would be a Dungeon Master’s Guide-type package, which would provide instructions and tools for setting up the adventures and a Monster Manual-type package to provide monsters for these adventures (the monster disk might be released much earlier since we can see non-DMs wanting it). Specialized packages for creating outdoor adventures, city adventures, overland adventures, seafaring adventures, underwater adventures, etc., would be added to meet market demand.​


SSI’s original plan for a Dungeons & Dragons “product family,” as presented at their pitch. You can see glimmers of what would come later here — the eventual “Gold Box” line of CRPGs would be grouped into three separate series, each offering the chance to import characters from one game into the next — but the idea of a central “game disk” and add-on “adventure modules” would be thankfully abandoned.

In some ways, what this overview offers is a terrible vision. The Wizardry series had opted for a similar overly literal translation of Dungeons & Dragons‘s core-game/adventure-module structure, requiring anyone who wanted to play any of the later games in the series to first buy and play the first in order to have characters to import. The fallout from that decision was all too easy to spot in the merest glance at the CRPG market as of 1987: the Wizardry series had long since pissed away the position of dominance it had enjoyed after its first game to become an also-ran (much like SSI’s own CRPG efforts) to Ultima and The Bard’s Tale.

On the other hand, though, this overview is a vision, which apparently stood it in marked contrast to most other pitches, focused as they were on just getting a single Dungeons & Dragons game out there as quickly as possible so everyone could start to clean up. TSR innately understood SSI’s more holistic approach. With the early 1980s Dungeons & Dragons fad now long past, their business model relied less on selling huge quantities of any one release than in leveraging — some would say “exploiting” — their remaining base of hardcore players, each of whom was willing to spend lots of money on lots of new products.

Further, the TSR people and the SSI people immediately liked and understood one another; the importance of being on the same psychological wavelength as a potential business partner should never be underestimated. Born out of wargames, TSR seemed to have that culture and its values entwined in their very DNA, even after the ugly SPI episode and all the rest of the chaos of the past decade and change. Many of the people there knew exactly where scruffy little SSI was coming from, born and still grounded in the culture of the tabletop as they were. These same folks at TSR weren’t so sure about all those bigger, slicker firms. While Joel Billings may not have had a lot of personal use for Dungeons & Dragons, that certainly wasn’t true of many of his employees. Joel claims that the “bottom line” that sold TSR on SSI was “an R&D staff that knowsAD&D games, plays AD&D games, and enjoys AD&D games.” They would feel “honored to be doing computer AD&D games. If you’re doing fantasy games, the AD&D game is the one to do.” Chuck Kroegel sums up SSI’s biggest advantage over their competitors in fewer words: “We wanted this project more than the other companies.” That genuine personal interest and passion, along with SSI’s idea that this would be a big, ambitious, multi-layered, perhaps era-defining collaboration — TSR had never been known for thinking small — were the important things. The details could be worked out later.

At the Summer Consumer Electronics Show in June — yes, it’s that landmark CES again — SSI and TSR announced their unlikely partnership, formally signing the contract right there at the show in front of the press and SSI’s shocked rivals. The contract was for five years of Dungeons & Dragons software, with options to renew thereafter. It would officially go into effect on January 1, 1988, although development of a planned torrent of products would start immediately.

There would be three distinct Advanced Dungeons & Dragons product lines. One line, which grew out of whole cloth during the negotiations, would be a series of “multi-player action/arcade games” that used settings and characters from TSR’s various novels and supplements, but otherwise had little to do with the tabletop game: “These games will focus on special aspects ofAD&D, such as swordplay, spell-casting, and dungeon and wilderness exploration.” Having no particular competence in the area of action games, SSI would sub-contract with their European publishers, U.S. Gold, to make these games, drawing from the deep well of hotshot British game programmers to which U.S. Gold had access.

Another line evolved out of SSI’s original plan for a sort of “Dungeons & Dragons Construction Set.” Instead of letting Dungeon Masters make new computerized adventures — SSI and TSR, likemany other companies, were worried about killing the market for future games by putting too good game-making tools in the hands of players — the Dungeon Master’s Assistant line would be designed to aid in the construction of adventures and campaigns for the tabletop game.

And finally there was the big line: a full-fledged implementation of Advanced Dungeons & Dragons as a series of CRPGs. The idea of a “central system” with “adventure modules” blessedly disappeared within a few months of the contract signing, replaced by a series of standalone games that would allow those who wished to do so to import the same party into each sequel; those who didn’t wish to do so, or who hadn’t played the earlier games at all, would still be able to create new characters in the later games.

The choice of a partner for this high-profile deal had been driven entirely by the creative types at TSR and the kinship they felt for SSI. That’s doubly surprising when you consider that it occurred well into the reign of Lorraine Williams, whose supposed dislike of games and gamers and constant meddling in the design process would later win her an infamous place in fan legend as the most loathed real-life villain in the history of the tabletop RPG. Whatever the veracity of the other claims made against her, in this case she ignored lots very sensible questions to let her creative people have the partner they wanted. Could nichey little SSI improve their marketing and distribution enough to get the games in front of as many potential customers as someone like Electronic Arts? Could SSI raise the standards of their graphics and programming to make something attractive and slick enough to match the appeal of the Dungeons & Dragonstrademark? In short, was SSI really up to this huge project, many times greater in scope than anything they’d done before? Lorraine Williams was betting five years of her flagship brand’s future, the most precious thing TSR owned, on the answer to all of these questions being yes. It was one hell of a roll of the dice.


SSI was more than ready to crow about their coup from the moment the contract was signed.

If SSI was to pull it off, they would have to mortgage their hopefully bright future as the software face of Dungeons & Dragons and expand dramatically. In the months following the contract-signing ceremony, their in-house development staff expanded from 7 to 25 people. Among the new hires were SSI’s first full-time pixel artists, hired to give the new products a look worthy of the license. SSI’s games having never been the sort to wow anyone with their beauty, figuring out the graphics thing presented perhaps the greatest challenge of all, as Victor Penman recognized:

In the past, when SSI was primarily a wargames company, graphics were not as important as game play. Now the graphics will be better, making this product more of an improvement than any other. We’re committed to carrying out state-of-the-art graphics all the way down the line, so we’re dedicated to game sophistication and a new level of graphics more so than anything we’ve done to date.​

With the action games outsourced to U.S. Gold and the Dungeon Master’s Assistant line being less demanding projects likely to be of only niche appeal anyway, the big push at SSI was on the first full-fledged Dungeons & Dragons CRPG. The new project used the two Wizard’s Crowngames, especially those games’ intricate tactical-combat system, as a jumping-off point; most of the SSI veterans who had worked on those games were now employed on this new one. But that could only be a jumping-off point, for SSI’s plans needed to be much more ambitious now to please both TSR and the gaming public, who would expect this first real Dungeons & DragonsCRPG to be something really, truly special. As the first CRPG of a series that would come to include many more, a whole software ecosystem needed to be built from scratch to create it. A multi-platform game engine, interpreters, scripting languages, and level editors were all needed just for starters.

In a move that SSI would soon have cause to regret, the tool chain was built around the Commodore 64, then enjoying its belated final year as the American home-computer industry’s dominant platform. The choice isn’t hard to understand in the context of 1987: the 64 had been around for so long and for so strong that one could almost believe it would continue forever. SSI had sold 35 percent of all their games on the Commodore 64 during 1986, 10 percent more than it closest rival, the Apple II. If anything, these numbers were low for the industry in general, reflecting SSI’s specialization in cerebral strategy games, traditionally a bastion of the Apple II market. With this new partnership, SSI’s bid for the big time, there seemed every reason to think that the 64’s percentage of the pie would only increase. Therefore they would build and release the Dungeons & Dragons games first on the Commodore 64, ensuring that they looked and ran well on that all-important platform. Then they could adapt the same engine to run on the other, often more capable platforms.

The arrival of Dungeons & Dragons at SSI and the dramatic upending of the daily routine that it wrought created inevitable tensions at what had always been a low-key, workmanlike operation. The minority of staffers assigned to the non-Dungeons & Dragons business-as-usual — i.e., the company’s wargames and the last sprinkling of non-licensed CRPGs in the pipeline — started to feel, in the words of Chuck Kroegel, like “outcasts.” Staffers referred to themselves as either working in Disneyland (everything Dungeons & Dragons) or being exiled to Siberia (everything non-Dungeons & Dragons). Sometimes those descriptions could feel distressingly literal: desperate for space, SSI exiled the small team that tested and perfected non-Dungeons & Dragons external submissions to an unheated, cheerless nearby building. “There was a feeling on their part that we were getting all the goodies and they got all the cold Arctic air,” remembers Keith Brors.


Jim Ward, who got on fabulously with SSI, visits along with his plus-one in 1990 to celebrate the company’s tenth anniversary.

The folks in Disneyland got plenty of help from Lake Geneva. In the beginning the TSR/SSI partnership really was a partnership, standing it in marked contrast to most similar licensing deals. The scenario for the first Dungeons & Dragons CRPG was first written and designed as a tabletop adventure module by three of TSR’s most experienced staff designers, working under one Jim Ward, whose own history with Dungeons & Dragons went back to well before that name existed, when he had played in Gary Gygax’s earliest campaigns. The tabletop module was passed on to SSI for implementation on the computer in January of 1988. SSI had their hands plenty full before that date just getting the game engine up and running; that job was described by Victor Penman as “equivalent to producing the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual in one program.”

TSR’s close involvement ensured that the end result really did feel like tabletop Dungeons & Dragons, more so than any of the competing CRPG series — and this, of course, was exactly what its audience wanted. Ward’s team chose to set the game in TSR’s new campaign world of theForgotten Realms, envisioned as the more generic, default alternative to the popular but quirkyDragonlance world of Krynn. The big boxed set that introduced the Forgotten Realms was published well after the contract signing with SSI, allowing TSR to carve out a space on the world’s map reserved for the computer games right from the outset. While many have grumbled that words like “generic” and “default” do all too good a job of describing the Forgotten Realms — “vanilla” is another strong candidate — Ward and company nevertheless drowned their scenario in the lore of the place, such as it is, leading to a CRPG with a sense of place comparable only to the Ultima series and its world of Britannia. To further cement the connection between Dungeons & Dragons the tabletop game and its computerized implementation, TSR prepared tie-in products of their own, including a novelization of the first CRPG written by Jim Ward with the help of Jane Cooper Hong and the original tabletop adventure module that had served as SSI’s design document.

SSI had promised TSR when making their original pitch that they could have an official Dungeons & Dragons CRPG ready to go within thirteen months at the outside of signing a deal. Joel Billings always took great pride in his company’s punctuality. Lingering, “troubled” projects of any stripe were a virtual unknown there during the 1980s; outside and in-house developers alike quickly learned to do just get their games done and move on to the next if they wanted to continue to work with SSI. Dungeons & Dragons proved to be no exception. SSI would manage to meet their deadline of summer 1988.

With the big day drawing near, Joel Billings took an important step to address the still-lingering questions about whether SSI had the promotional and distributional resources to properly sellDungeons & Dragons on the computer. It marked the next phase in SSI’s long, multi-faceted relationship with Trip Hawkins and his company Electronic Arts. Barely a year removed from settling SSI’s lawsuit and less than a year removed from losing the big TSR contract to them, Electronic Arts bought into SSI to the tune of 20 percent in May of 1988, giving the smaller company some much-needed cash to spend on a big Dungeons & Dragons promotional effort. SSI also became one of Electronic Arts’s affiliated labels, thus solving the distribution problems. As previous tales told on this blog will attest, such deals with the titans of the industry could be dangerous territory for smaller publishers like SSI. But SSI did have advantages that must of the affiliated labels didn’t: in addition to the longstanding personal relationship enjoyed by Trip Hawkins and Joel Billings, the buy-in would give Electronic Arts a real stake in SSI’s success, making them much harder to gut and cast aside if they should disappoint.


Grognards to the end, Trip Hawkins and Joel Billings dress up as generals to celebrate their “strategic alliance” of May 1988.

SSI released the first title in all three branches of their new Dungeons & Dragons family tree in August of 1988, each on a different platform of the several each title would eventually reach.Dungeon Masters Assistant Volume 1: Encounters shipped on the Apple II. It would sell 26,212 copies across four platforms — not bad for such a specialized utility. Heroes of the Lance, an action game set in Dragonlance‘s world of Krynn that was developed and delivered as promised from Britain, shipped on the Atari ST. The first of what would come to be known as the “Silver Box” line of action-oriented Dungeons & Dragons games, it would sell an impressive 88,808 copies across four platforms, enough to easy qualify it as SSI’s all-time biggest seller.

Enough, that is, if it hadn’t been for Pool of Radiance, first of the “Gold Box” line of full-onDungeons & Dragons CRPGs. Recognized as The Big One in the lineup right from the start, it didn’t disappoint. Beginning on the Commodore 64 and moving on to MS-DOS, the Apple II, the Macintosh, and the Amiga, its final sales total reached 264,536 copies, thus edging out the various Ultima and Bard’s Tale games to claim the mantle of the best-selling single CRPG ever to be born on an 8-bit computer. By far the most successful release of SSI’s history as an independent company, it became exactly the transformative work that SSI (and Electronic Arts) had been banking on, a ticket to the big leagues if ever there was one. Even the Pool of Radianceclue book outsold any previous SSI game, to the tune of 68,395 copies.


Summer CES, June 1988. The big day draws near.

The second serious attempt of 1988 to adapt a set of tabletop-RPG rules to the computer, Pool of Radiance makes, like its contemporary Wasteland, an enlightening study in game design for that reason and others. Happily, it’s mostly worthy of its huge success; there’s a really compelling game in here, even if you sometimes have to fight a little more than you ought to to tease it out. As a game, it’s more than worthy of an article in its own right. By way of concluding my little series on SSI and TSR and my bigger one on the landmark CRPGs of 1988, I’ll give it that article next time.
 
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Jaesun

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Great read! :salute: Never knew that Pool of Radiance was based off a design by TSR. Which would explain why it rocked.
 

groundhog

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Thanks for posting these Infinitron - they make fascinating reading.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Final part: http://www.filfre.net/2016/03/opening-the-gold-box-part-4-pool-of-radiance/

Opening the Gold Box, Part 4: Pool of Radiance



Pool of Radiance is one of the most important CRPGs of all time in terms of both design and the genre’s commercial history. Coming as it did near the end of the line for an 8-bit CRPG tradition that began in earnest with the original Ultima and Wizardry games back in 1981, it’s easy to see it as the culmination of that tradition, blending the ideas and approaches of its predecessors with its own brand new commercial trump card, the Dungeons & Dragons license. The latter was more than enough to move Pool of Radiance and the Gold Box line it spawned into place as the 1B to the Ultima series’s perennial 1A, replacing the Bard’s Tale games, whose own shooting star was now in the descendant. As Wizardry had been replaced by The Bard’s Tale not so long ago, so was The Bard’s Tale now replaced by the Gold Box.

My wife Dorte and I recently played through Pool of Radiance as the first stage in a grander project of trying to take the same party of characters through the entire four-game series that it begins. This article describes what we found therein.

Being the first game in a series that would spawn three direct sequels, Pool of Radiance limits your characters to somewhere between level 6 and 9, depending on class; this is strictly a low- to mid-level adventure, reserving the real power-gaming for its sequels. Still, there’s a big difference between level 1 and level 6, and the thrill of seeing your characters advance and grow in power, so much at the heart of an RPG’s appeal, is the greatest at the lower levels.

The story is appropriate to the characters’ somewhat limited powers. It’s surprisingly modest in scale and scope, at least within the over-the-top context of ludic fantasy in general. Instead of saving the world, you’re “only” out to save a little town called Phlan that’s been largely overrun with monsters in recent years. Like so much about Pool of Radiance, the scenario harks back to the tabletop Dungeons & Dragons experience, to iconic low-level adventures like Gary Gygax’s own The Keep on the Borderlands and the classic British module The Sinister Secret of Saltmarsh.In these, as in Pool of Radiance, the stakes for the campaign world are relatively low but the stakes for the players’ party couldn’t be higher. There are, thank God, no “Chosen Ones” or existential universal threats in Pool of Radiance, a welcome distinction that largely holds true throughout the Gold Box line.

In addition to the decidedly modest heights to which characters are allowed to rise in Pool of Radiance specifically, the need to fit the Gold Box games in general into TSR’s existing milieus tended to rein in such excesses. You can’t have every party saving the world when said world needs to be shared by hundreds of adventure modules, source books, computer games, and novels. Those who are invested in the Forgotten Realms as a setting will be able to situate Phlan on a map of the Realms and enjoy the lengthy explication of the region’s history and geography included with the game. Those like me who couldn’t really care less how Phlan fits into the greater Realms don’t have to worry about it.

More interesting to me is the game’s method of telling the more immediate story of your own party of adventurers. As in the contemporaneous Wasteland, much of that story is moved into an accompanying booklet of paragraphs. To my mind, though, Pool of Radiance‘s paragraph book is richer and more interesting that that of Wasteland. In addition to flavor text, you’ll also find maps, diagrams, and illustrations inside the paragraph book to further enrich the experience. And, while I wouldn’t accuse the writing of being precisely good, it is knowing and entertaining in its pulpy cheesiness — and really, how much more can one expect out of such an artificial narrative experience as a traditional monster-bashing CRPG? Dorte and I laughed at the writing a lot, but, hey, it was good-natured laughter; we didn’t go in expecting Shakespeare.



When starting Pool of Radiance, the first order of business — after getting past the irritating code-wheel-based copy protection, that is — must be to create your six-character adventuring party. As was remarked often by disappointed purists back in the day, Pool of Radiance offers nothing close to a full implementation of the byzantine collection of Advanced Dungeons & Dragons hardcovers. You can, for instance, choose among only the four core, archetypal character classes of fighter, cleric, magic user, and thief, combining them with the six races of human, dwarf, elf, gnome, half-elf, and halfling. Personally, I don’t consider such simplifications a negative at all really. Trust me, what’s here is more than (over)complicated enough. More on that later.


Don’t you love the 1980s permed hair and headband? Makes me want to listen to a littleOlivia Newton John.
As usual for games of this tradition, Pool of Radiance lets you re-roll a character’s statistics as many times as you like to get someone you consider viable. Or, if you like, the game lets you bypass all of the virtual dice-rolling and just input starting ability scores of your choice for your characters. Implemented in the service of some ill-defined scheme to let you move your favorite tabletop characters into the computer game, the feature was promptly used by legions of cheaters to make parties full of super characters with the maximum score of 18 in every attribute. But the final joke was on them: Pool of Radiance punishes such players by scaling some of the fights to the overall power of the party, leading to some long, drawn-out combats for the cheaters that those who play fair will breeze through. As we’re beginning to see already, this game does have a way of proving itself more cleverly designed than one initially wants to give it credit for.



You can combine male heads with female bodies and vice versa when creating a portrait for your character, a feature apparently left in because it amused SSI’s programmers. Combined with the questionable fashion choices, the results can be kind of horrifying.



You can also choose what each character’s “tabletop miniature” will look like, a feature reaching all the way back to Dungeons & Dragons‘s earliest roots in hardcore miniatures wargaming. Unfortunately, it’s hard to see much difference in the icons with these pixelated graphics. Like a number of features that must have sounded good in theory but only wound up confusing in practice, this one was cut from later Gold Box games.



Once you’ve put your party together, you can finally begin the game proper. It opens with your arrival by boat at the last remaining human enclave in the once-thriving village, and a brief guided tour thereof by a representative of the town. The screen layout will be immediately familiar to anyone who’s played a Wizardry or Bard’s Tale game. I would say, however, that just the guide’s introduction alone already contains more text and story content than either of those games.

After the guide is finished, you can start to explore. The opening area is devoid of monsters and completely safe (well, almost; stay out of taverns for a while). It contains all the expected accoutrements of a CRPG home base: shops of various sorts, temples for healing, a training hall for leveling up.



It wouldn’t be Advanced Dungeons & Dragons if the shops didn’t offer a healthy selection of Gary Gygax’s beloved but incomprehensible-to-the-rest-of-us Medieval arms. (“How many kinds of pole arms do you need, Gary?” asked Dave Arneson. “It’s a stick with a pointy thing on the end of it!”) Players of course always ignore all the Gallic gibberish and just pick out a trusty long sword, axe, or mace. None of the weird stuff is used by any of the creatures you fight, nor is it found in any of their treasure hordes, triggering a sneaking suspicion that the designers of Pool of Radiance had no more idea what any of this is than the rest of us do.



Another nod to the classic tabletop experience is the table of “tavern tales” found in the paragraph book, just like the ones found in Keep on the Borderlands and all those other earlyDungeons & Dragons adventure modules. (How many modules start with the party meeting in a tavern and overhearing rumors about that nearby castle/dungeon/graveyard/monastery?)



Your goals in Pool of Radiance are delivered in the form of commissions found at the city clerk’s office. Several are usually available at any one time, giving the game a welcome non-linearity. As you carry out commissions, you return to the clerk to check them off your to-do list and to receive rewards in the form of experience and money. The whole process is immensely satisfying. As you build up your party, you venture further and further afield, claiming back more and more of Phlan from the monsters. This modest exercise in urban renewal feels far more rewarding than the elaborate save-the-world plots found in most CRPGs.

Another thing that happens as you complete commissions is that you gain a better and better overview of Phlan and its environs as a whole, learning how it all fits together. As usual in such old-school CRPGs as this one, each area is a fixed size, of 16 by 16 squares in this case. Yet SSI made the effort to make them fit together in logical, even intriguing ways to build a larger environment. If you can manage to get yourself in the right frame of mind, mapping really does become one of Pool of Radiance‘s pleasures. Dorte, a spatial-puzzle-loving fan of Carcassonneand Blokus in all the ways I am not, is the cartographer when we play Gold Box games. (I’m the driver; she wants nothing to do with that quirky interface.) I caught her from time to time when we weren’t playing redrawing and repositioning and even taping together her level maps to create a grand plan of Phlan: “This is fun!”

Making mapping far more fun in Pool of Radiance is the game’s complete disinterest in all of the nonsense that’s usually associated with it. There are no spinners or teleports or other artificial time-extenders and frustration-inducers. Unlike The Bard’s Tale, Pool of Radiance has enough real content that it doesn’t need that stuff. Indeed, the designers bent over backward to make mapping as painless as possible. Your grid location on the current map is usually shown right there onscreen, as is the direction you’re currently facing; note the “5, 5” and the “E” respectively on the screenshot above. There’s even an overhead auto-map of sorts. It’s not quite ideal — doors don’t show up on it, nor for that matter anything else other than walls and corridors — but, hey, it shows that they were trying. It’s all part of a thoroughgoing theme of Pool of Radiance, that of duplicating most of the gameplay of its predecessors in the broadest strokes, but doing it all just a little bit better, a little bit smarter, and most of all with a little bit more mercy on you, the long-suffering player.

For instance, consider the case of the wandering monster. In Wizardry or The Bard’s Tale, entering a new area always brings a little thrill of excitement as you get to see what types of new critters now come after you. That excitement dissipates, however, as the same handful of monsters just keep coming at you. Pretty soon you just wish you could move around and finish drawing your map map without being attacked by endless hordes of the same old same old.

Pool of Radiance fixes this problem, simply and ingeniously and without requiring muchtechnical innovation at all. When you enter a new area, you do indeed find it populated with the expected horde of wandering monsters. Once you’ve fought and won a certain number of combats, though, they simply stop coming. Your overarching goal being to clear the monsters out of Phlan, this makes a great deal of thematic sense for this particular game. But more importantly, it makes a lot of sense as good game design in general. Combined with lots of interesting fixed encounters, far more than the one or two typical of a Wizardry or Bard’s Taledungeon level, it keeps the game from ever descending into a dull grindfest. Just when you’re starting to get tired of a stream of samey encounters, they stop. I can’t overemphasize what a difference this one simple act of mercy makes for my own enjoyment of Pool of Radiance. Suddenly an entire genre of gaming that used to bore me becomes a pleasure. The older I get and the more loathe I become to waste my time on anything if I can help it, the more my first rule of game design becomes a match for my first rule of writing: don’t be boring.



Pool of Radiance‘s adherence to that maxim extends to the times when you do have to fight; combat in this game is a magnificent experience. I think most fans of Pool of Radiance and the other Gold Box games would agree with me that their beating heart is the best combat engine yet devised for a CRPG at the time of their release. Indeed, some would argue that these gamesstill haven’t been bettered in this respect if you’re definition of good CRPG combat is a cerebral, tactical, turn-based affair. (Granted, such a thing is not particularly in step with mainstream tastes these days.) There’s a welcome logic at play here that’s painfully absent from virtually all of the Gold Box series’s rivals. Because combat is what you spend the vast majority of your time doing in these old CRPGs, the designers of this one decided to take the time to make it really, really great.

And, like so much about the Gold Box games, the focus on intricate combat is also a perfect fit for the tabletop Dungeons & Dragons license. Many have accused that game of not being a role-playing game at all, rather a 1:1-scale wargame focusing on combat almost to the exclusion of all else. Whether you consider that description to be a criticism or not — one suspects that that’s exactly what many if not most players really wanted from the game anyway — Pool of Radiancedoes its inspiration proud. Just as combat is the essence of Dungeons & Dragons, combat is the essence of the Gold Box games.

Take, for instance, the inevitable mass-damage Fireball spell, a staple of just about every fantasy CRPG ever made. When your magic user gains access to Fireball in the latter stages of Pool of Radiance, it’s a big moment. Yet it’s still not something you can use quite as mindlessly as you can in other games. This Fireball spell has a set area of effect, and doesn’t discriminate between friend and foe. Therefore you need to place it very, very carefully to avoid nuking your own party. You also have to reckon with range, line of sight, and even the spell’s casting time when doing so; if your magic user gets hit while she’s busy casting a spell, she loses it. None of which is to say that a spell like Fireball isn’t wonderful. Quite the opposite: it’s all the more satisfying when a well-placed explosion takes out an entire rank of orcs. And then there’s Lightning Bolt, another spell you’ll acquire at about the same time as Fireball that’s even more tricky to set up just perfectly, and even more satisfying when it works. There are many layers to the onion of Gold Box combat, and they only multiply as you climb the ranks and build more powerful characters — and of course find yourself fighting more powerful monsters as you do so, often with special attacks of their own to go with unique immunities and vulnerabilities that demand you adjust your tactics constantly.

In fact, one might argue that when it comes to combat Pool of Radiance actually betters the typical tabletop experience as most real players knew it. Gary Gygax’s elaborate rules for combat presumed a lot of knowledge about where all of the various combatants were standing in relation to one another and the environment, but it was never entirely clear how to plot and keep track of all that without infinite time to draw up floor plans or construct scale models of the environment. But the computerized Dungeons & Dragons has no problem coming up with such plans on the fly, presenting each battle using wargamey “miniatures” that would have warmed Gygax’s heart and keeping track of all of the other complications that usually led to fudging, simplifying, and house-ruling the tabletop game. One might say that all those fiddly rules were just waiting all along for SSI to come along and make them actually playable. Gold Box combat rules. I can’t emphasize that enough. It’s so wonderful that I’m willing to forgive a lot about the rest of the game that surrounds it.

And that’s good because, almost paradoxically given how progressive Pool of Radiance is in many ways, there really is quite a lot to forgive here. The game’s biggest strength is also its biggest weakness: almost every one of its numerous frustrating, infuriating qualities stems from an overzealous faithfulness to the fiddly rules of Advanced Dungeons & Dragons.

To begin with, there’s the racial level limits, which arbitrarily cap the maximum advancement in all classes except thief for all races except humans. The levels limits are something of a hidden poison pill whose effect won’t hit you until you import your old party with all of their hard-won experience into Pool of Radiance‘s sequel. It comes as a hard blow indeed when you realize that some of your stalwarts are going to be untenable because they can’t keep pace with the escalating power of the opponents they will be facing in that game and the ones that follow. All you can do is cast your old non-human characters aside and roll up new, human characters to replace them. This is terrible game design, all courtesy of our old friend Gary Gygax. Here’s his justification:

The character races in the AD&D system were selected with care. They give variety of approach, but any player selecting a non-human (part- or demi-human) character does not have any real advantage. True, some of those racial types give short-term advantages to the players who choose them, but in the long run, these same characters are at an equal disadvantage when compared to human characters with the same number of experience points. This was, in fact, designed into the game. The variety of approach makes role selection more interesting. Players must weigh advantages and disadvantages carefully before opting for character race, human or otherwise. It is in vogue in some campaigns to remove restrictions on demi-humans — or at least relax them somewhat. While this might make the DM popular for a time with those participants with dwarven fighters of high level, or elven wizards of vast power, it will eventually consign the campaign as a whole to one in which the only races will be non-human. Dwarves, elves, et al will have all the advantages and no real disadvantages, so the majority of players will select those races, and humankind will disappear from the realm of player character types. This bears upon the various hybrid racial types, as well.​

Like so many of Gygax’s justifications, this one is patent nonsense. (I do, however, treasure the smirking reference to what’s “in vogue” — classic Gygax through and through.) The way to ensure that humans stay viable and desirable, if that’s a design goal, isn’t to cripple all of the other races so badly that they become pointless, but to offer some similar off-setting advantage to humans. Humans in TSR’s own Star Frontiers tabletop RPG, for instance, get to add some bonus points to the ability scores of their players’ choice, justified with a paean to humanity’s sheer jack-of-all-trades adaptability in contrast to the more specialized powers of the other races.



We also have Gygax to thank for Pool of Radiance‘s convoluted method of handling spells. Unlike virtually every other CRPG but like tabletop Advanced Dungeons & Dragons, a cleric or magic user’s list of spells in this game isn’t treated as a handy universal repository from which she can fire off the spell of her choice at will (as long, of course, as she still has the mana to do so). No, in the Gold Box games you have to memorize ahead of time the precise spells you think you will actually want to use on your next expedition. Because you usually don’t know precisely what kind of monsters you’ll be fighting in the course of said expedition, you’re continually being caught out with the wrong selection of spells. Run into a pack of disease-causing undead without having memorized Cure Disease? Too bad; reload back at camp and try a different spell arsenal. Run into the rare locked door that your fighters can’t bash in, and you don’t have Knock memorized? Take the long walk back to a safe area to rest and memorize it. There’s no strategy to any of this, just rote trial and error. The system is actively damaging to the pleasure induced by that magnificent combat engine. Because so many of the more specialized spells are useful only in specific situations, you end up treating every encounter as a nail and always having lots of Fireball hammers memorized to bash it with. How much better would it be to feel the thrill of satisfaction that comes with a well-timed Animate Dead, Blink, or Invisibility 10′ Radius?

For all of these reasons, the need to memorize specific spells beforehand quickly became one of the most-ignored rules of tabletop Advanced Dungeons & Dragons among real players. One can only be thankful that SSI didn’t see fit to implement what may just be the most-ignored rule of all, the need to collect a bunch of “material components” to cast most spells. (Interestingly, a similar system did show up in Ultima, with its system of “reagents.”) Presumably it was just too much to fit into a program that needed to run on a Commodore 64 — and thank God for that.

The most initially baffling of all the design choices in Pool of Radiance — baffling, that is, if you aren’t familiar with the tabletop game — is its handling of money. First of all, the game insists on dividing your funds into different types of coins — platinum, gold, electrum, ad nauseam — and keeping rigorous track of exactly how many of each coin your characters carry. It would be like a game with a contemporary setting telling you that you have 2 five-dollar bills, 2 one-dollar bills, 3 quarters, 1 dime, 1 nickel, and 7 pennies instead of just telling you you have $12.97. All because, once again, that’s how Gygax says you should do it. The Gold Box games are quite possibly the only CRPGs in history where your quest can hinge on whether you have the correct change for something. How’s that for heroic fantasy?



And then there’s just so much money. Phlan and its environs are drowning in wealth. Because the weight of all of those individualized coins is meticulously tracked, you can’t carry it all; never have Dorte and I wished more for a bank than during our time in Phlan. Within a few hours, you’ll be leaving mountains of coins behind after encounters as a matter of course, dropping coins in the street, leaving shopkeepers 1000-platinum-piece tips after spending 10 gold pieces on a few arrows. Forget trying to reclaim the village from the monsters; there’s enough money in Phlan to buy each and every citizen a mansion in whatever is the Forgotten Realms’s equivalent of Beverly Hills. What on earth is going on here? Why would anyone design a game this way?

Well, what’s going on here is a vicious conflict between the needs of Pool of Radiance the computer game and the tabletop Advanced Dungeons & Dragons rules. Those rules are as persnickety about experience points as they are about most things, allowing Dungeon Masters to award them for exactly two things: killing monsters and finding treasure. A tabletop Dungeons & Dragons campaign is — or was meant to be — a slow-paced affair, with characters spending many months at each level. In the Dungeon Master’s Guide and elsewhere, Dungeon Masters are continually cautioned not to let their campaigns devolve into “Monty Haul” affairs where magic items and experience points are passed out like candy. Yet a CRPG like Pool of Radiance is in fact by necessity a Monty Haul affair. People don’t want to spend months waiting for their computer characters to level up. People want to see them move through the ranks in relatively short order, want a more concentrated dose of the RPG experience. So, SSI needed to increase the pace. The obvious way to do that was to hand out more experience more quickly. Yet they were bound to the Advanced Dungeons & Dragons rules that coupled experience awards strictly to monsters killed and hordes looted. And now we begin to understand the broken economy: all that money is flying around strictly as a way of passing experience to characters without violating the letter of the Advanced Dungeons & Dragons rules; the spirit of the rules is, of course, another matter entirely.

The natural next question is to ask why SSI felt themselves bound so strictly to the tabletop rules, even when it proved so damaging to the finished product. The obvious supposition is that TSR, fiercely protective of Dungeons & Dragons as they always were both before and after the era of Gary Gygax, told them they were so bound. The contemporary adventure-game reviewer and columnist Shay Addams, who may or may not have been reporting information gleamed from contacts at SSI, claimed that “TSR insisted that SSI stick by the original rules, and they had final say on the finished product.” While the latter assertion is certainly true, the idea of an overly pedantic, nitpicky TSR is somewhat cast into doubt by the fact that people who were associated with the Gold Box project at SSI don’t tend to describe the relationship in those terms today. Instead we hear always of a genuinely collaborative relationship filled with lots of give and take, a relationship so warm that it spawned cross-company friendships that persisted in some cases long after both companies ceased to exist. Further, one has to presume that the folks SSI was working with at TSR were all too aware themselves of what a confusing muddle Advanced Dungeons & Dragons could be, for they were hard at work on a second edition of the rules that was meant to untangle some of their Gygaxian knots at the very time that SSI was developingPool of Radiance.

But, whether the compulsion to so literally translate so many rules from tabletop to desktop arose from within TSR or SSI, Addams is right about its effect: “That restriction must have been creatively inhibiting, for it means ignoring much of what game designers have learned about writing RPGs designed to be played on a computer — which are decidedly different from face-to-face games.” Advanced Dungeons & Dragons proved a double-edged sword for Pool of Radiance, the source of much of what is good in it and most of what is bad. I’m not sure that I’ve ever reviewed another game that so freely mixes really good ideas with really bad ones. Too oftenPool of Radiance feels like playing tabletop Dungeons & Dragons with the most humorlessly pedantic Dungeon Master ever.

On balance, though, the bad outweighs the good — which I must say kind of surprises me, given that there’s so very much I love to complain about in this game. One big difference-maker is certainly that the thing that Pool of Radiance does best, tactical combat, it does so insanely well. And then when we get out of the weeds of the irritating minutiae of Advanced Dungeons & Dragons and look at Pool of Radiance in a more holistic sense, those shocking progressive tendencies do overshadow the pedanticism in the final reckoning. Unlike so many contemporary CRPGs, there’s a sense about this one that its designers actually tried to walk a mile in their players’ shoes. Pool of Radiance is very solvable in comparison to an Ultima with its fragile string-of-pearls approach to plotting, and doesn’t wear out its welcome like a Bard’s Tale with its boring empty mazes and boring endless combats. If you told me that you only planned to play one 1980s-vintage CRPG in your life, I’d tell you to make it this one.

Thankfully, it’s recently become much easier to do just that. Pool of Radiance and its three sequels are now available on GOG.com along with all the other Gold Box games, ready to run on modern computers. These versions emulate the MS-DOS versions, which are faster, prettier (relatively speaking), and easier to play than the Commodore 64 originals. (Trust me, you don’t want to play 8-bit CRPGs in their 8-bit incarnations, unless you really, really enjoying swapping mounds of disks and waiting, waiting, waiting at every turn.)

I won’t lie to you: the learning curve can be a little steep with these games. To try to alleviate that just a bit, I’ll close today by offering some hard-won tips Dorte and I assembled after our own recent play-through. Crude and ugly and opaque though it may appear in the beginning, stick with it for an hour or two and you may be surprised at just how compelling Pool of Radiancecan become. Sure, you might find yourself complaining the whole time you play; it’s just that kind of game. But give it a fair chance and soon you might not want to quit playing either. And that’s the real test, isn’t it?

A Few Tips On How to Best Enjoy Your Time in Phlan (and Beyond)
  • Take the time (and paper and ink) to print out the paragraph book rather than relying on a digital copy. There’s something to be said for the old-school physicality of flipping through actual pages to find notes and clues. And of course if you have a physical copy it’s easy to put a tick next to the entries you’ve read. Don’t peak at entries you haven’t been asked to read, and certainly don’t just read the paragraph book straight through. This game deserves to be played fair, on its own terms.
  • Plenty of modern players will want to bail as soon as they get a look at Pool of Radiance‘s bizarre-by-modern-standards keyboard-only interface. But have faith: yes, the interface is bizarre, but it’s consistent in its bizarreness. In general, you move up and down through vertical menus of nouns by using the 7 and 1 key on the numeric keypad, and select from horizontal menus of verbs by pressing the first letter of your choice. Every option available to you at any given time is always displayed onscreen, showing that SSI was by no means totally ignorant of the principles of good interface design. You can move your party about the world and move the cursor about the scene of combat using the numeric keypad as well. Within a few hours the interface will start to feel like a comfortable old shoe. No, really. Trust me.
  • Especially if you’re planning to take the grand tour through all three of Pool of Radiance‘s sequels, you’ll want to think carefully about the party you put together. All of the non-human races are pretty much right out, despite their ability to multi-class and other special abilities, because they come with crippling level limits that you will likely hit well before the end of the second game. As for classes, Dorte and I did quite well with a party made up of three fighters, two clerics, and one magic user. (I’m not a big fan of thieves, although their back-stabbing ability can be fun.) Having an extra cleric on-hand to heal and fight alongside your fighters can really come in handy at the lower levels, and having two clerics to turn undead in the graveyard, one of the toughest parts of Pool of Radiance, can be a lifesaver in many combats. In the second game you get the chance to turn one of your clerics and perhaps one of your fighters into magic users by doing something called dual-classing — which, yes, is different from multi-classing. Use it to build an offensive-magic-heavy party for the later games, where spells count for more and more and swords for less and less.
  • You’ll want to take your time making each individual character, re-rolling as many times as necessary to get one that will be viable in the long term; attribute scores, if not quite set in stone, can be increased only very rarely throughout the series. I recommend that each character should have a score of at least 17 in her class’s core attribute (Strength for fighters, Intelligence for magic users, Wisdom for clerics, Dexterity for thieves). Every character should have at least a 15 in Dexterity and Constitution, respectively to be able to move quickly in combat and to get bonus hit points with every level gain. And even the less critical ability scores shouldn’t be too awful; I would set 12 as an absolute floor. In order to dual-class in a later game, a character has to have at least a 15 in the core attribute of her old class and at least a 17 in that of her new; keep that in mind when planning your party and rolling your characters.
  • Buy a hand mirror for each character in one of the general stores in Phlan right away. No, it’s not vanity (although some of the hairstyles in Pool of Radiance might make you think otherwise). Trust me, you’ll thank me when the time comes.
  • Buy a bow and arrows for each of your fighters to go with their melee weapons. Thanks to the turn-based combat, you can switch back and forth at will on the fly, and it’s great to be able to cut down enemies at a distance.
  • Stay out of taverns early in the game to avoid the classic first-time Pool of Radianceexperience of getting your new party embroiled in a massive, baffling free-for-all of a bar fight that leaves them all dead and you wondering what the hell just happened. I suspect that more players have bailed permanently on the game right there than at any other point.
  • Maps of all of Pool of Radiance are available in many places, including the official clue book that comes with the game if you buy it from GOG.com. Use them if you must. Before you do, though, at least take a stab at mapping the old-fashioned way. Again, the physicality of mapping on graph paper adds an ineffable something to the experience.
  • When pursuing commissions, remember that you don’t need to do them in the order they’re presented to you. If one is proving too difficult, save it for later and try another.
  • Dead trolls come back to life after a certain number of combat rounds. To prevent this, keep a character standing on the exact spot where the troll died.
  • Early in your travels, you’ll encounter a notoriously difficult room full of trolls. Don’t feel like you have to defeat them right there and then. Go on and build up your strength a bit more, then come back for them.
  • To tackle the graveyard, your entire party needs to be equipped with silver or (preferably) magical weapons. Remember to use your cleric(s) to turn undead at the beginning of every fight involving undead monsters!
  • Dead, in the sense of 0 hit points, is not usually dead in Pool of Radiance. Unless the character was hit very hard, you can usually keep her alive but unconscious for the rest of the fight by bandaging her or casting Cure Light Wounds on her. You’ll definitely want to do so, given that…
  • Another one of Pool of Radiance‘s hidden poison pills is that if you pay to have a character resurrected in a temple (not like you don’t have enough money for it!) she loses 1 point of Constitution, a stiff price to pay indeed given how precious ability scores are. Think long and hard about whether that’s a price you’re willing to pay, or whether you should just try that last fight again.
  • You can convert your lower-denomination coins to platinum by “Pooling” your money inside a shop, then picking it up — or some portion of it — before you leave. This gives you more buying power for less weight carried. Even better, you can store your wealth yet more efficiently as gems and jewelry that you can sell whenever you have need of a little walking-around money.
  • If you have a set of the old first-edition Advanced Dungeons & Dragons hardcovers lying around, or are willing to spring for digital copies, it’s a good idea to consult them when you aren’t sure what something does or is. Some of the more obscure magic items and spells inPool of Radiance aren’t properly explained anywhere else. Dorte thought these musty old books with the cheesy covers were hilarious when I dug them out — she persisted in calling them “the nerd books” — but she did keep asking me to look stuff up in them. Which brings me to…
  • Play with a partner, one of you mapping and one of you driving. Like all good things in life, a good game becomes even better when it’s shared. And wouldn’t you like to have someone to high-five when you use all your (combined) wits to win a tough fight?
 
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Null Null

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I remember getting a copy of Ruins of Adventure (the P&P module Pool of Radiance was based on) and, suddenly, some weird stuff suddenly made sense.

Like, Dirten was described as a gnome cleric in the cluebook but was human in the game? Right. Gnomes could only be NPC clerics in the weird 1st edition rules, which the game wasn't sophisticated enough to handle (I suppose). The '7 gold statuettes' in the Temple of Bane were gnome kings.

It also explains why Pool was so open-ended--it was a converted scenario! Of course there are 2 or 3 ways to solve every dungeon!
 

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Pool of Radiance was one that passed me by during a game playing lull, along with most of the gold box games. So now after that gushing (with reservations) review, and having just bought the entire series from GoG, I really don't have any remaining excuses.
 
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He picked a great time to cover this as I have been casually playing PoR again. Once in Dosbox on my Ipad Air using the Realm version through Unlimited Adventures, and also on an actual Macintosh Plus. Sadly unlike many MacOS 80s RPGs, PoR doesn't take advantage of the interface much at all. And lots of the early centerpiece fights are fucking PONDEROUS. Luckily the Mac Plus is in the kitchen so I can like cook or do dishes or whatever in between rounds. (Wizardry 1 and Ultima 2 however really take advantage of the Mac OS. I haven't really putzed enough with original Ultima 3 or the first 2 Might and Magics yet to comment on them.)

I still wished they had used 2nd ed rules that took out a lot of the sillier GARY IS IN A BAD MOOD TODAY bits though. Fuck, id love a remake using 4th or 5th ed rules but same core gameplay. The fact nobody made a proper 4th ed D&D turn based electronic game blows my goddamned mind. It was pretty much designed to do Gold Box styled Braunstein type Tactics RPG games.
 

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It continues!! http://www.filfre.net/2017/03/opening-the-gold-box-part-5-all-that-glitters-is-not-gold/

Opening the Gold Box, Part 5: All That Glitters is Not Gold



SSI entered 1989 a transformed company. What had been a niche maker of war games for grognards had now become one of the computer-game industry’s major players thanks to the first fruits of the coveted TSR Dungons & Dragons license. Pool of Radiance, the first full-fledged Dungeons & Dragons CRPG and the first in a so-called “Gold Box” line of same, was comfortably outselling the likes of Ultima V and The Bard’s Tale III, and was well on its way to becoming SSI’s best-selling game ever by a factor of four. To accommodate their growing employee rolls, SSI moved in 1989 from their old offices in Mountain View, California, which had gotten so crowded that some people were forced to work in the warehouse using piles of boxed games for desks, to much larger, fancier digs in nearby Sunnyvale. Otherwise it seemed that all they had to do was keep on keeping on, keep on riding Dungeons & Dragons for all it was worth — and, yes, maybe release a war game here and there as well, just for old times’ sake.

One thing that did become more clear than ever over the course of the year, however, was that not all Dungeons & Dragons products were created equal. Dungeon Masters Assistant Volume II: Characters & Treasures sold just 13,516 copies, leading to the quiet ending of the line of computerized aids for the tabletop game that had been one of the three major pillars of SSI’s original plans for Dungeons & Dragons. A deviation from that old master plan called War of the Lance, an attempt to apply SSI’s experience with war games to TSR’s Dragonlance campaign setting, did almost as poorly, selling 15,255 copies. Meanwhile the second of the “Silver Box” line of action-oriented games that made up the second of the pillars continued to perform well: Dragons of Flame sold 55,711 copies. Despite that success, though, 1989 would also mark the end of the line for the Silver Box, thanks to a breakdown in relations with the British developers behind those games. Going into the 1990s, then, Dungeons & Dragons on the computer would be all about the Gold Box line of turn-based traditional CRPGs, the only one of SSI’s three pillars still standing.

Thankfully, what Pool of Radiance had demonstrated in 1988 the events of 1989 would only confirm. What players seemed to hunger for most of all in the context of Dungeons & Dragons on the computer was literally Dungeons & Dragons on the computer: big CRPGs that implemented as many of the gnarly details of the rules as possible. Even Hillsfar, a superfluous and rather pointless sort of training ground for characters created in Pool of Radiance, sold 78,418 copies when SSI released it in March as a stopgap to give the hardcore something to do while they waited for the real Pool sequel.


Every female warrior knows that cleavage is more important than protection, right?
They didn’t have too long to wait. The big sequel dropped in June in the form of Curse of the Azure Bonds, and it mostly maintained the high design standard set by Pool of Radiance. Contrarians could and did complain that the free-roaming wilderness map of its predecessor had been replaced by a simple menu of locations to visit, but for this player anyway Pool‘s overland map always felt more confusing than necessary. A more notable loss in my view is the lack of any equivalent in Curse to the satisfying experience of slowly reclaiming the village of Phlan block by block from the forces of evil in Pool, but that brilliant design stroke was perhaps always doomed to be a one-off. Ditto Pool‘s unique system of quests to fulfill, some of them having little or nothing to do with the main plot.

What players did get in Curse of the Azure Bonds was the chance to explore a much wider area around Phlan with the same characters they had used last time, fighting a selection of more powerful and interesting monsters appropriate to their party’s burgeoning skills. At the beginning of the game, the party wakes up with a set of tattoos on their bodies — the “azure bonds” of the title — and no memory of how they got there. (I would venture to guess that many of us have experienced something similar at one time or another…) It turns out that the bonds can be used to force the characters to act against their own will. Thus the quest is on to get them removed; each of the bonds has a different source, corresponding to a different area you will need to visit and hack and slash your way through in order to have it removed. By the end of Curse, your old Pool characters — or the new ones you created just for this game, who start at level 5 — will likely be in the neighborhood of levels 10 to 12, just about the point in Dungeons & Dragons where leveling up begins to lose much of its interest.

TSR was once again heavily involved in the making of Curse of the Azure Bonds, if not quite to the same extent as Pool of Radiance. As they had for Pool, they provided for Curse an official tie-in novel and tabletop adventure module. I can’t claim to have understood all of the nuances of the plot, such as they are, when I played the game; a paragraph book is once again used, but much of what I was told to read consisted of people that I couldn’t remember or never knew who they were babbling on about stuff I couldn’t remember or never knew what it was. But then, I know nothing about the Forgotten Realms setting other than what I learned in Pool of Radiance and never read the novel, so I’m obviously not the ideal audience. (Believe me, readers, I’ve done some painful things for this blog, but reading a Dungeons & Dragons novel was just a bridge too far…) Still, my cluelessness never interfered with my pleasure in mapping out each area and bashing things with my steadily improving characters; the standard of design in Curse remains as high as the writing remains breathlessly, entertainingly overwrought. Curse of the Azure Bonds did almost as well as its predecessor for SSI, selling 179,795 copies and mostly garnering the good reviews it deserved.

It was only with the third game of the Pool of Radiance series, 1990’s Secret of the Silver Blades, that some of the luster began to rub off of the Gold Box in terms of design, if not quite yet in that ultimate metric of sales. The reasons that Secret is regarded as such a disappointment by so many players — it remains to this day perhaps the least liked of the entire Gold Box line — are worth dwelling on for a moment.

One of the third game’s problems is bound up inextricably with the Dungeons & Dragons rules themselves. Secret of the Silver Blades allows you to take your old party from Pool of Radiance and/or Curse of the Azure Bonds up to level 15, but by this stage gaining a level is vastly less interesting than it was back in the day. Mostly you just get a couple of hit points, some behind-the-scenes improvements in to-hit scores, and perhaps another spell slot or two somewhere. Suffice to say that there’s no equivalent to, say, that glorious moment when you first gain access to the Fireball spell in Pool of Radiance.

The tabletop rules suggest that characters who reach such high levels should cease to concern themselves with dungeon delving in lieu of building castles and becoming generals or political leaders. Scorpia, Computer Gaming World‘s adventure and CRPG columnist, was already echoing these sentiments in the context of the Pool of Radiance series at the conclusion of her article on Curse of the Azure Bonds: “Characters have reached (by game’s end) fairly high levels, where huge amounts of experience are necessary to advance. If character transfer is to remain a part of the series (which I certainly hope it does), then emphasis needs to be placed on role-playing, rather than a lot of fighting. The true heart of AD&D is not rolling the dice, but the relationship between the characters and their world.” But this sort of thing, of course, the Gold Box engine was utterly unequipped to handle. In light of this, SSI probably should have left well enough alone, making Curse the end of the line for the Pool characters, but players were strongly attached to the parties they’d built up and SSI for obvious reasons wanted to keep them happy. In fact, they would keep them happy to the tune of releasing not just one but two more games which allowed players to use their original Pool of Radiance parties. By the time these characters finally did reach the end of the line, SSI would have to set them against the gods themselves in order to provide any semblance of challenge.

But by no means can all of the problems with Secret of the Silver Blades be blamed on high-level characters. The game’s other issues provide an interesting example of the unanticipated effects which technical affordances can have on game design, as well as a snapshot of changing cultures within both SSI and TSR.

A Gold Box map is built on a grid of exactly 16 by 16 squares, some of which can be “special” squares. When the player’s party enters one of the latter, a script runs to make something unusual happen — from something as simple as some flavor text appearing on the screen to something as complicated as an encounter with a major non-player character. The amount of special content allowed on any given map is restricted, however, by a limitation, stemming from the tiny memories of 8-bit machines like the Commodore 64 and Apple II, on the total size of all of the scripts associated with any given map.


One of the neat 16 X 16 maps found in Pool of Radiance and Curse of the Azure Bonds.

The need for each map to be no larger than 16 by 16 squares couldn’t help but have a major effect on the designs that were implemented with the Gold Box engine. In Pool of Radiance, for example, the division of the city of Phlan into a set of neat sections, to be cleared out and reclaimed one by one, had its origins as much in these technical restrictions as it did in design methodology. In that case it had worked out fantastically well, but by the time development began on Secret of the Silver Blades all those predictably uniform square maps had begun to grate on Dave Shelley, that game’s lead designer. Shelley and his programmers thus came up with a clever way to escape the system of 16 by 16 dungeons.

One of the things a script could do was to silently teleport the player’s party to another square on the map. Shelley and company realized that by making clever use of this capability they could create dungeon levels that gave the illusion of sprawling out wildly and asymmetrically, like real underground caverns would. Players who came into Secret of the Silver Blades expecting the same old 16 by 16 grids would be surprised and challenged. They would have to assume that the Gold Box engine had gotten a major upgrade. From the point of view of SSI, this was the best kind of technology refresh: one that cost them nothing at all. Shelley sketched out a couple of enormous underground complexes for the player to explore, each larger almost by an order of magnitude than anything that had been seen in a Gold Box game before.


A far less neat map from Secret of the Silver Blades. It may be more realistic in its way, but which would you rather try to draw on graph paper?

But as soon as the team began to implement the scheme, the unintended consequences began to ripple outward. Because the huge maps were now represented internally as a labyrinth of teleports, the hugely useful auto-map had to be disabled for these sections. And never had the auto-map been needed more, for the player who dutifully mapped the dungeons on graph paper could no longer count on them being a certain size; they were constantly spilling off the page, forcing her to either start over or go to work on a fresh page stuck onto the old with a piece of tape. Worst of all, placing all of those teleports everywhere used just about all of the scripting space that would normally be devoted to providing other sorts of special squares. So, what players ended up with was an enormous but mind-numbingly boring set of homogeneous caverns filled with the same handful of dull random-monster encounters, coming up over and over and over. This was not, needless to say, an improvement on what had come before. In fact, it was downright excruciating.

At the same time that this clever technical trick was pushing the game toward a terminal dullness, other factors were trending in the same direction. Shelley himself has noted that certain voices within SSI were questioning whether all of those little extras found in Pool of Radiance and Curse of the Azure Bonds, like the paragraph books and the many scripted special encounters, were really necessary at all — or, at the least, perhaps it wasn’t necessary to do them with quite so much loving care. SSI was onto a good thing with these Gold Box games, said these voices — found mainly in the marketing department — and they ought to strike while the iron was hot, cranking them out as quickly as possible. While neither side would entirely have their way on the issue, the pressure to just make the games good enough rather than great in order to get them out there faster can be sensed in every Gold Box game after the first two. More and more graphics were recycled; fewer and fewer of those extra, special touches showed up. SSI never fully matched Pool of Radiance, much less improved on it, over the course of the ten Gold Box games that followed it. That SSI’s founder and president Joel Billings, as hardcore a gamer as any gaming executive ever, allowed this stagnation to take root is unfortunate, but isn’t difficult to explain. His passion was for the war games he’d originally founded SSI to make; all this Dungeons & Dragons stuff, while a cash cow to die for, was largely just product to him.

A similar complaint could be levied — and has been levied, loudly and repeatedly, by legions of hardcore Dungeons & Dragons fans over the course of decades — against Lorraine Williams, the wealthy heiress who had instituted a coup against Gary Gygax in 1985 to take over TSR. The idea that TSR’s long, slow decline and eventual downfall is due solely to Williams is more than a little dubious, given that Gygax and his cronies had already done so much to mismanage the company down that path before she ever showed up. Still, her list of wise strategic choices, at least after her very wise early decision to finally put Dungeons & Dragons on computers, is not a long one.

At the time they were signing the contract with SSI, TSR had just embarked on the most daunting project in the history of the company: a project to reorganize the Advanced Dungeons & Dragons rules, which had sprawled into eight confusing and sometimes contradictory hardcover books by that point, into a trio of books of relatively streamlined and logically organized information, all of it completely rewritten in straightforward modern English (as opposed to the musty diction of Gary Gygax, which read a bit like a cross of Samuel Johnson with H.P. Lovecraft). The fruits of the project appeared in 1989 in the form of a second-edition Player’s Handbook, Dungeon Master’s Guide, and Monstrous Compendium.

And then, right after expending so much effort to clean things up, TSR proceeded to muddy the second-edition waters even more indiscriminately than they had those of the first edition. Every single character class got its own book, and players with a hankering to play Dungeons & Dragons as a Viking or one of Charlemagne’s paladins were catered to. Indeed, TSR went crazy with campaign settings. By 1993, boxed sets were available to let you play in the Forgotten Realms, in the World of Greyhawk, or in Dragonlance‘s world of Krynn, or to play the game as a Jules Verne-esque science-fiction/fantasy hybrid called Spelljammer. You could also play Dungeons & Dragons as Gothic horror if you bought the Ravenloft set, as vaguely post-apocalyptic dark fantasy if you bought Dark Sun, as a set of tales from the Arabian Nights if you bought Al-Qadim, or as an exercise in surreal Expressionism worthy of Alfred Kubin if you bought Planescape.

Whatever the artistic merits behind all these disparate approaches — and some of them did, it should be said, have much to recommend them over the generic cookie-cutter fantasy that was vanilla Dungeons & Dragons — the commercial pressures that led Lorraine Williams to approve this glut of product aren’t hard to discern. The base of tabletop Dungeons & Dragons players hadn’t grown appreciably for many years. Just the opposite, in fact: it’s doubtful whether even half as many people were actively playing Dungeons & Dragons in 1990 as at the height of the brief-lived fad for the game circa 1982. After the existing player base had dutifully rushed out to buy the new second-edition core books, in other words, very few new players were discovering the game and thus continuing to drive their sales. Unless and until they could find a way to change that situation, the only way for TSR to survive was to keep generating gobs of new product to sell to their existing players. Luckily for them, hardcore Dungeons & Dragons players were tremendously loyal and tremendously dedicated to their hobby. Many would buy virtually everything TSR put out, even things that were highly unlikely ever to make it to their gaming tables, just out of curiosity and to keep up with the state of the art, as it were. It would take two or three years for players to start to evince some fatigue with the sheer volume of product pouring out of TSR’s Lake Geneva offices, much of it sorely lacking in play-testing and basic quality control, and to start giving large swathes of it a miss — and that, in turn, would spell major danger for TSR’s bottom line.

Lorraine Williams wasn’t unaware of the trap TSR’s static customer base represented; on the contrary, she recognized as plainly as anyone that TSR needed to expand into new markets if it was to have a bright long-term future. She made various efforts in that direction even as her company sustained itself by flooding the hardcore Dungeons & Dragons market. In fact, the SSI computer games might be described as one of these efforts — but even those, successful as they on their own terms, were still playing at least partially to that same old captive market. In 1989, Williams opened a new TSR office on the West Coast in an attempt to break the company out of its nerdy ghetto. Run by Flint Dille, Williams’s brother, one of TSR West’s primary goals was to get Dungeons & Dragons onto television screens or, better yet, onto movie screens. Williams was ironically pursuing the same chimera that her predecessor Gary Gygax — now her sworn, lifetime arch-enemy — had so zealously chased. She was even less successful at it than he had been. Whereas Gygax had managed to get a Saturday morning cartoon on the air for a few seasons, Flint Dille’s operation managed bupkis in three long years of trying.

Another possible ticket to the mainstream, to be pursued every bit as seriously in Hollywood as a Dungeons & Dragons deal, was Buck Rogers, the source of the shared fortune of Lorraine Williams and Flint Dille. Their grandfather had been John F. Dille, owner of a newspaper syndicator known as the National Newspaper Service. In this capacity, the elder Dille had discovered the character that would become Buck Rogers — at the time, he was known as Anthony Rogers — in Armageddon 2419 A.D., a pulp novella written by Philip Francis Nowlan and published in Amazing Stories in 1928. Dille himself had come up with the nickname of “Buck” for the lead character, and convinced Nowlan to turn his adventures in outer space into a comic strip for his syndicator. It ended up running from 1929 until 1967 — only the first ten of those years under the stewardship of Nowlan — and was also turned into very popular radio and movie serials during the 1930s, the height of the character’s popularity. Having managed to secure all of the rights to Buck from a perhaps rather naive Nowlan, John Dille and his family profited hugely.

In marked contrast to her attitude toward TSR’s other intellectual properties, Lorraine Williams’s determination to return Buck Rogers to the forefront of pop culture was apparently born as much from a genuine passion for her family’s greatest legacy as it was from the dispassionate calculus of business. In addition to asking TSR West to lobby — once again fruitlessly, as it would transpire — for a Buck Rogers revival on television or film, she pushed a new RPG through the pipeline, entitled Buck Rogers XXVc and published in 1990. TSR supported the game fairly lavishly for several years in an attempt to get it to take off, releasing source books, adventure modules, and tie-in novels to little avail. With all due deference to Buck Roger’s role as a formative influence on Star Wars among other beloved contemporary properties, in the minds of the Dungeons & Dragons generation it was pure cheese, associated mainly with the Dille family’s last attempt to revive the character, the hilariously campy 1979 television series Buck Rogers in the 25th Century. The game might have had a chance with some players had Williams been willing to recognize the cheese factor and let her designers play it up, but taken with a straight face? No way.



SSI as well was convinced — or coerced — to adapt the Gold Box engine from fantasy to science fiction for a pair of Buck Rogers computer games, 1990’s Countdown to Doomsday and 1992’s Matrix Cubed. SSI’s designers must have breathed a sigh of relief when they saw that the rules for the Buck Rogers tabletop RPG, much more so than any of TSR’s previous non-Dungeons & Dragons RPGs, had been based heavily on those of the company’s flagship game; thus the process of adaptation wasn’t quite so onerous as it might otherwise have been. That said, most agree that the end results are markedly less interesting than the other Gold Box games when it comes to combat, the very thing at which the engine normally excels; a combat system designed to include magic becomes far less compelling in its absence. Benefiting doubtless from its association with the Dungeons & Dragons Gold Box line, for which enthusiasm remained fairly high, the first Buck Rogers game sold a relatively healthy 51,528 copies; the second managed a somewhat less healthy 38,086 copies.

All of these competing interests do much to explain why TSR, after involving themselves so closely in the development of Pools of Radiance and Curse of the Azure Bonds, withdrew from the process almost entirely after those games and just left SSI to it. And that fact in turn is yet one more important reason why the Gold Box games not only failed to evolve but actually devolved in many ways. TSR’s design staff might not have had a great understanding of computer technology, but they did understand their settings and rules, and had pushed SSI to try to inject at least a little bit of what made for a great tabletop-role-playing experience into the computer games. Absent that pressure, SSI was free to fall back on what they did best — which meant, true to their war-game roots, lots and lots of combat. In both Pool and Curse, random encounters cease on most maps after you’ve had a certain number of them — ideally, just before they get boring. Tellingly, in Secret of the Silver Blades and most of the other later Gold Box games that scheme is absent. The monsters just keep on coming, ad infinitum.

Despite lukewarm reviews that were now starting to voice some real irritation with the Gold Box line’s failure to advance, Secret of the Silver Blades was another huge hit, selling 167,214 copies. But, in an indication that some of those who purchased it were perhaps disappointed enough by the experience not to continue buying Gold Box games, it would be the last of the line to break the 100,000-copy barrier. The final game in the Pool of Radiance series, Pools of Darkness, sold just 52,793 copies upon its release in 1991.

In addition to the four-game Pool series, SSI also released an alternate trilogy of Dungeons & Dragons Gold Box games set in Krynn, the world of the Dragonlance setting. Champions of Krynn was actually released before Secret of the Silver Blades, in January of 1990, and sold 116,693 copies; Death Knights of Krynn was released in 1991 and sold 61,958 copies; and The Dark of Queen of Krynn, the very last Gold Box game, was released in 1992 and sold 40,640 copies. Another modest series of two games was developed out-of-house by Beyond Software (later to be renamed Stormfront Studios): Gateway to the Savage Frontier (1991, 62,581 copies sold) and Treasures of the Savage Frontier (1992, 31,995 copies sold). In all, then, counting the two Buck Rogers games but not counting the oddball Hillsfar, SSI released eleven Gold Box games over a period of four years.



While Secret of the Silver Blades still stands as arguably the line’s absolute nadir in design terms, the sheer pace at which SSI pumped out Gold Box games during the latter two years of this period in particular couldn’t help but give all of them a certain generic, interchangeable quality. It all began to feel a bit rote — a bit cheap, in stark contrast to the rarefied atmosphere of a Big Event that had surrounded Pool of Radiance, a game which had been designed and marketed to be a landmark premium product and had in turn been widely perceived as exactly that. Not helping the line’s image was the ludicrous knockoff-Boris Vallejo cover art sported by so many of the boxes, complete with lots of tawny female skin and heaving bosoms. Susan Manley has described the odd and somewhat uncomfortable experience of being a female artist asked to draw this sort of stuff.

They pretty much wanted everybody [female] to be the chainmail-bikini babes, as we called them. I said, “Look, not everybody wants to be a chainmail-bikini babe.” They said, “All the guys want that, and we don’t have very many female players.” I said, “You’re never going to have female players if you continue like this. Functional armor that would actually protect people would play a little bit better.”

Tom [Wahl, SSI’s lead artist] and I actually argued over whether my chest size was average or not, which was an embarrassing conversation to have. He absolutely thought that everybody needed to look like they were stepping out of a Victoria’s Secret catalog if they were female. I said, “Gee, how come all the guys don’t have to be super-attractive?” They don’t look like they’re off of romance-novel covers, let’s put it that way. They get to be rugged, they get to be individual, they get to all have different costumes. They get to all have different hairstyles, but the women all had to have long, flowing locks and lots of cleavage.​

By 1991, the Gold Box engine was beginning to seem rather like a relic from technology’s distant past. In a sense, the impression was literally correct. When SSI had begun to build the Gold Box engine back in 1987, the Commodore 64 had still ruled the roost of computer gaming, prompting SSI to make the fateful decision not only to make sure the Gold Box games could run on that sharply limited platform, but also to build most of their development tools on it. Pool of Radiance then appeared about five minutes before the Commodore 64’s popularity imploded in the face of Nintendo. The Gold Box engine did of course run on other platforms, but it remained throughout its life subject to limitations born of its 8-bit origins — things like the aforementioned maps of exactly 16 by 16 squares and the strict bounds on the amount of custom scripting that could be included on a single one of those maps. Even as the rest of the industry left the 8-bit machines behind in 1989 and 1990, SSI was reluctant to do so in that the Commodore 64 still made up a major chunk of Gold Box sales: Curse of the Azure Bonds sold 68,622 copies on the Commodore 64, representing more than a third of its total sales, while Secret of the Silver Blades still managed a relatively healthy 40,425 Commodore 64 versions sold. Such numbers were likely thanks to diehard Commodore 64 owners who had very few other games to buy thanks to an industry that was moving more and more to MS-DOS as its standard platform. SSI was thus trapped for some time in something of a Catch-22, wanting to continue to reap the rewards of being just about the last major American publisher to support the Commodore 64 but having to compromise the experience of users with more powerful machines in order to do so.


SSI had managed to improve the Gold Box graphics considerably by the time of The Dark Queen of Krynn, the last game in the line.

When SSI finally decided to abandon the Commodore 64 in 1991, they did what they could to enhance the Gold Box engine to take advantage of the capabilities of the newer machines, introducing more decorative displays and pictures drawn in 256-color VGA along with some mouse support. Yet the most fundamental limitations changed not all; the engine was now aged enough that SSI wasn’t enthused about investing in a more comprehensive overhaul. And thus the Gold Box games seemed more anachronistic than ever. As SSI’s competitors worked on a new generation of CRPGs that took advantage of 32-bit processors and multi-megabyte memories, the Gold Box games remained the last surviving relics of the old days of 8 bits and 64 K. Looking at The Dark Queen of Krynn and the technical tour de force that was Origin’s Ultima VII side by side, it’s difficult to believe that the two games were released in the same year, much less that they were, theoretically at least, direct competitors.

It’s of course easy for us to look back today and say what SSI should have done. Instead of flooding the market with so many generic Gold Box games, they should have released just one game every year or eighteen months, each release reflecting a much more serious investment in writing and design as well as real, immediately noticeable technical improvements. They should, in other words, have strained to make every new Gold Box game an event like Pool of Radiance had been in its day. But this had never been SSI’s business model; they had always released lots of games, very few of which sold terribly well by the standard of the industry at large, but whose sales in the aggregate were enough to sustain them. When, beginning with Pool of Radiance, they suddenly were making hits by anybody’s standards, they had trouble adjusting their thinking to their post-Pool situation, had trouble recognizing that they could sell more units and make more money by making fewer but better games. Such is human nature; making such a paradigm shift would doubtless challenge any of us.

Luckily, just as the Gold Box sales began to tail off SSI found an alternative approach to Dungeons & Dragons on the computer from an unlikely source. Westwood Associates was a small Las Vegas-based development company, active since 1985, who had initially made their name doing ports of 8-bit titles to more advanced machines like the Commodore Amiga and Atari ST (among these projects had been ports of Epyx’s Winter Games, World Games, and California Games). What made Westwood unique and highly sought after among porters was their talent for improving their 8-bit source material enough, in terms of both audiovisuals and game play, that the end results would be accepted almost as native sons by the notoriously snobbish owners of machines like the Amiga. Their ambition was such that many publishers came to see the biggest liability of employing them as a tendency to go too far, to such an extent that their ports could verge on becoming new games entirely; for example, their conversion of Epyx’s Temple of Apshai on the Macintosh from turn-based to real-time play was rejected as being far too much of a departure.

Westwood first came to the attention of Gold Box fans through their stellar ports of those games to the Amiga, which added mouse support and improved the graphics well before SSI’s own MS-DOS versions made the leap to VGA. But Brett Sperry and Louis Castle, Westwood’s founders, had always seen ports merely as a way of getting their foot in the door of the industry. Already by the time of the Gold Box porting contract, they were starting to do original games as well for Electronic Arts and Mediagenic/Activision. (Their two games for the latter, both based on a board-game line called BattleTech, were released under the Infocom imprint, although the “real” Cambridge-based Infocom had nothing to do with them.) Westwood soon convinced SSI as well to let them make an original title alongside the Gold Box ports: what must be the strangest of all the SSI Dungeons & Dragons computer games, a dragon flight simulator (!) called Dragon Strike. Released in 1990, it wasn’t quite an abject flop but neither was it a hit, selling 34,296 copies. With their next original game for SSI, however, Westwood would hit pay dirt.

Eye of the Beholder was conceived as Dungeons & Dragons meets Dungeon Master, bringing the real-time first-person game play of FTL’s seminal 1987 dungeon crawl to SSI’s product line. In a measure of just how ahead-of-its-time Dungeon Master had been in terms not only of technology but also of fundamental design, nothing had yet really managed to equal it over the three years since its release. Eye of the Beholder arguably didn’t fully manage that feat either, but it did at the very least come closer than most other efforts — and of course it had the huge advantage of the Dungeons & Dragons license. When a somewhat skeptical SSI sent an initial shipment of 20,000 copies into the distribution pipeline in February of 1991, “they all disappeared” in the words of Joel Billings: “We put them out and boom!, they were gone.” Eye of the Beholder went on to sell 129,234 copies, nicely removing some of the sting from the slow commercial decline of the Gold Box line and, indeed, finally giving SSI a major Dungeons & Dragons hit that wasn’t a Gold Box game. The inevitable sequel, released already in December of 1991, sold a more modest but still substantial 73,109 copies, and a third Eye of the Beholder, developed in-house this time at SSI using Westwood’s engine, sold 50,664 copies in 1993.


This chart from the April 1991 Software Publishers Association newsletter shows just how quickly Eye of the Beholder took off. Unfortunately, this would mark the last time an SSI Dungeons & Dragons game would be in this position.

Despite their popularity in their heyday, the Eye of the Beholder games in my view have aged less gracefully than their great progenitor Dungeon Master, or for that matter even the early Gold Box games. If what you wished for more than anything when playing Dungeon Master was lots more — okay, any — story and lore to go along with the mapping, the combat, and the puzzles, these may be just the games for you. For the rest of us, though, the Dungeons & Dragons rules make for an awkward fit to real-time play, especially in contrast to Dungeon Master‘s designed-from-scratch-for-real-time systems of combat, magic, and character development. The dungeon designs and even the graphics similarly underwhelm; Eye of the Beholder looks a bit garish today in contrast to the clean minimalism of Dungeon Master. The world would have to wait more than another year, until the release of Ultima Underworld, to see a game that truly and comprehensively improved on the model of Dungeon Master. In the meantime, though, the Eye of the Beholder games would do as runners-up for folks who had played Dungeon Master and its sequel and still wanted more, or for those heavily invested in the Dungeons & Dragons rules and/or the Forgotten Realms setting.

For SSI, the sales of the Eye of the Beholder games in comparison to those of the latest Gold Box titles provided all too clear a picture of where the industry was trending. Players were growing tired of the Gold Box games; they hungered after faster-paced CRPGs that were prettier to look at and easier to control. While Eye of the Beholder was still high on the charts, TSR and SSI agreed to extend their original five-year contract, which was due to expire on January 1, 1993, by eighteen months to mid-1994. The short length of the extension may be indicative of growing doubts on the part of TSR about SSI’s ability to keep up with the competition in the CRPG market; one might see it as a way of putting them on notice that the TSR/SSI partnership was by no means set in stone for all time. At any rate, a key provision of the extension was that SSI must move beyond the fading Gold Box engine, must develop new technology to suit the changing times and to try to recapture those halcyon early days when Pool of Radiance ruled the charts and the world of gaming was abuzz with talk of Dungeons & Dragons on the computer. Accordingly, SSI put a bow on the Gold Box era in March of 1993 with the release of Unlimited Adventures, a re-packaging of their in-house development tools that would let diehard Gold Box fans make their own games to replace the ones SSI would no longer be releasing. It sold just 32,362 copies, but would go on to spawn a loyal community of adventure-makers that to some extent still persists to this day. As for what would come next for computerized Dungeons & Dragons… well, that’s a story for another day.

By way of wrapping up today’s story, I should note that my take on the Gold Box games, while I believe it dovetails relatively well with the consensus of the marketplace at the time, is by no means the only one in existence. A small but committed group of fans still loves these games — yes, all of them — for their approach to tactical combat, which must surely mark the most faithful implementation of the tabletop game’s rules for same ever to make it to the computer. “It’s hard to imagine a truly bad game being made with it,” says blogger Chester Bolingbroke — better known as the CRPG Addict — of the Gold Box engine. (Personally, I’d happily nominate Secret of the Silver Blades for that designation.)

Still, even the Gold Box line’s biggest fans will generally acknowledge that the catalog is very front-loaded in terms of innovation and design ambition. For those of you like me who aren’t CRPG addicts, I highly recommend Pool of Radiance and Curse of the Azure Bonds, which together let you advance the same party of characters just about as far as remains fun under the Dungeons & Dragons rules, showing off the engine at its best in the process. If the Gold Box games that came afterword wind up a bit of an anticlimactic muddle, we can at least still treasure those two genuine classics. And if you really do want more Gold Box after playing those two, Lord knows there’s plenty of it out there, enough to last most sane people a lifetime. Just don’t expect any of it to quite rise to the heights of the first games and you’ll be fine.

(Sources: This article is largely drawn from the collection of documents that Joel Billings donated to the Strong Museum of Play, which includes lots of internal SSI documents and some press clippings. Also, the book Designers & Dragons Volume 1 by Shannon Appelcline; Computer Gaming World of September 1989; Retro Gamer 52 and 89; Matt Barton’s video interviews with Joel Billings, Susan Manley, and Dave Shelley and Laura Bowen.

Many of the Gold Box games and the Eye of the Beholder trilogy are available for purchase from GOG.com.)
 
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Dark Sun! https://www.filfre.net/2019/09/opening-the-gold-box-part-6-a-troubled-marriage/

Opening the Gold Box, Part 6: A Troubled Marriage


This pie chart prepared by the investment firm Piper Jaffray Research provides a snapshot of the American computer-game industry as of 1993. Sierra leads the pack with a market share of 11.8 percent, trailed closely by Spectrum Holobyte, who have just increased their profile dramatically by acquiring MicroProse Software. Electronic Arts comes in at only third place here, even following their recent acquisition of Origin Systems, but this chart reflects only their computer-game sales; their total sales including computers and consoles are vastly higher than those of Sierra by this point. SSI manages to come in at a respectable fifth place, thanks not least to the two aforementioned acquisitions of comparably sized competitors, but their trend lines are all moving in the wrong direction; their last new release to cross the magical threshold of 100,000 copies sold was Eye of the Beholder from February of 1991, while their biggest game of 1993 will sell just over 70,000 copies.

Two individually unhappy spouses aren’t the recipe for a happy marriage. By 1992, the computer-game publisher SSI and the tabletop-game publisher TSR, whose announcement of a partnership had so shocked both of their industries back in 1987, were learning this reality the hard way. Dungeons & Dragons, both on the computer and on the tabletop, was in trouble, and the marketing synergy which the two companies had so successfully created just a few years before had now turned into a deadly embrace that threatened to pull them both under.

In many ways, SSI’s problems were typical of any small publisher in their changing industry. Players’ audiovisual expectations of the games they purchased were growing rapidly, and it just wasn’t clear where the money to meet them was to come from. SSI had ridden their Gold Box engine for Dungeons & Dragons CRPGs way too hard, churning out nine games using it — eleven if you count two reskinned science-fictional Buck Rogers games — in a span of less than four years. The engine had received some modest improvements over the course of that time, in the form of rudimentary mouse support and VGA- rather than EGA-standard graphics, but at bottom it still played like what it was: an artifact from an entirely different epoch of gaming, designed around the affordances of the 8-bit Commodore 64 rather than the latest 32-bit Intel wonders. It was so outdated as to seem almost laughable beside a boundary-pushing wunderkind like Origin Systems’s Ultima VII.

Just as distressingly, SSI hardly seemed to be trying anymore even when it came to their Gold Box designs. No later Gold Box game had possessed anything like the creative flair of Pool of Radiance and Curse of the Azure Bonds, the first two games of the line and by far the best.

And so, as the technology had aged and design standards had fallen, gamers had reacted appropriately: sales had dropped almost linearly from title to title. Pool of Radiance had sold 264,536 copies upon its release in August of 1988; Dark Queen of Krynn, the anticlimactic end of the Gold Box line, sold 40,640 copies after its release in May of 1992. SSI was still profitable that year, but only by a whisker: during the fiscal year which ended on September 30, 1992, profits amounted to just $168,000 on sales of a little under $13 million, the latter of which fell short of expectations by $1 million. What would the next year bring?

TSR was a larger and more diversified company, but they were facing the same essential problem: sales of their own Dungeons & Dragons line for the tabletop had been going in the wrong direction as well for the past couple of years, and it wasn’t immediately clear how to reverse that trend. A flood of new rules supplements and settings — by 1993, TSR would offer an extraordinary eight separate boxed “worlds” in which to play the game, ranging from traditional high fantasy to the Arabian Nights to the depths of outer space — certainly wasn’t doing the trick. In fact, by making Dungeons & Dragons ever more impenetrable to newcomers, the torrent of product was arguably hurting TSR more than it was helping them.

Thanks to these trends, Dungeons & Dragons was in danger of seeing its position as the commercial ne plus ultra of tabletop RPGs usurped for the first and only time in the history of the hobby. The biggest threat to its status came from a new RPG called Vampire: The Masquerade, whose rules-lite, storytelling-oriented approach was the antithesis of the baggy monstrosity which Dungeons & Dragons had become. By catching a wave of “goth” inspiration that was sweeping pop culture more generally, Vampire had even accrued a degree of street cred the likes of which TSR’s nerdier, more pedantic offerings couldn’t have hoped to match even in their early 1980s heyday. TSR’s entire Dungeons & Dragons gaming line was in danger of becoming the world’s most elaborate loss leader, fueling sales of the one part of their empire that was still consistently earning money: their vast and ever-growing lineup of fantasy novels based on their gaming properties.

Human nature being what it is, it was perhaps inevitable that SSI and TSR, these two partners with good reason to be profoundly worried about their futures, would each come to blame the other for at least some of their difficulties. SSI noted pointedly that the Gold Box line was supposed to have been a creative as well as financial partnership between the two companies, with TSR’s staff contributing much of the content for the computer games and TSR themselves publishing tie-in products for the tabletop. All of those synergies, however, had dried up after Pool of Radiance and Curse of the Azure Bonds. (The status of these two very first games as the very best of their line begins to seem like less of a puzzle in light of TSR’s active involvement with them.) SSI had been left to their own devices from 1990 on, albeit still subject to the frequently exercised veto power which TSR enjoyed over their ideas.

Meanwhile, even as SSI complained about their creative abandonment, it was hardly lost on TSR that the Gold Box engine had fallen badly behind the state of the art. As they judged it, its antiquity had become extreme enough to actively hurt their brand, not only on the computer but on the tabletop as well; when struggling against their tabletop game’s popular image as a kitschy relic of the 1980s, TSR’s marketers weren’t excited to be confronted with computers games that themselves looked like products of the previous decade. TSR was also unhappy with SSI’s failure to port the Gold Box games from computers to consoles; out of all of them, only Pool of Radiance had been ported to the Nintendo Entertainment System, by a Japanese developer rather than SSI themselves. SSI tried to point out that this port, which played badly and sold worse, only served to illustrate all the ways in which this style of game just wasn’t suitable for consoles, but TSR was having none of it. In their view, the porting issue was a problem for SSI to solve rather than to explain away.

Behind all the bickering loomed a daunting reality: SSI’s exclusive license to Dungeons & Dragons was due to expire on January 1, 1993. One of the partners had far more cause for concern about this fact than the other. For those in the boardroom at TSR, the question of the contract’s renewal was just another business debate to be hashed out, but for SSI it was quite possibly of existential importance. After signing his first contract with TSR, Joel Billings, SSI’s founder and president, had rejiggered the public and private face of his company, from that of a maker of hardcore wargames inspired by the tabletop grognard tradition of Avalon Hill and SPI into the Computerized Home of Dungeons & Dragons. While SSI still published some wargames in the early 1990s, they generally sold even worse than the final stragglers from the Gold Box line, and were made strictly by outside developers; almost the entirety of SSI’s internal development efforts had been devoted to Dungeons & Dragons for the past five years. SSI’s identity had become so bound up with TSR’s flagship property that it wasn’t clear what they could or should be without the Dungeons & Dragons license.

The uncertainty surrounding the future of the contract left SSI paralyzed. It was obvious that they needed a better, more modern engine if they were to continue to make Dungeons & Dragons CRPGs, but it would be foolhardy to embark on that expensive project before they were sure of retaining the license that would let them use it for its intended purpose.

Thus Billings must have breathed a sigh of relief in early 1992, when TSR, despite all their recent misgivings about SSI’s handling of the license, agreed to an eighteen-month contract extension. It would take the license out to July 1, 1994, giving SSI enough time to make a new engine and at least one new game with it. Still, the short length of extension served notice that they were on probation; if the marriage was to continue, SSI would have to deliver a hit of Pool of Radiance proportions.
Billings put his people to work on an engine that would build upon the best ideas of SSI’s competitors, not least Origin’s much-admired Ultima VII engine. Like that one, this one would be designed with a mouse in mind from the start; would offer free-scrolling real-time movement over a large world; would go almost entirely mode-less in terms of interface, integrating combat into the same view where conversation and exploration took place. Gone would be the fussy paragraph books, graph-paper maps, and code wheels of the Gold Box games, which could make the experience of playing them feel almost like a hybrid between a computer and tabletop game. SSI had a very different experience in mind this time out. They planned make the engine effortless enough for the player that it could be ported to the Super Nintendo for play on living-room couches. And if that version did well, other console ports would follow.

TSR, eager to give a boost to one of their sales-challenged alternate settings, convinced SSI to set the first game made with the new engine in the land of Dark Sun, a desert world with a vaguely post-apocalyptic feel. Billings, aware that he was on shaky ground with TSR, also initiated development of an original science-fiction game that was to use the engine as well, just in case the Dungeons & Dragons license went away.

Creating such a complex engine alongside the first two games to use it was a truly enormous task — by far the biggest thing SSI had ever attempted, dwarfing even the initial software engineering that had gone into the Gold Box engine. Development dragged on and on after the Gold Box line had petered out with Dark Queen of Krynn. SSI attempted to plug the Gold Box-sized gap in their product line with such second-string releases as Prophecy of the Shadow, an internally developed, non-licensed CRPG-lite (25,875 copies sold); Pirates of Realmspace, a buggy computerized take on TSR’s Spelljammer setting from an outside developer known as Cybertech (23,280 copies sold); The Summoning, a simple action-RPG from Event Horizon Software (25,273 copies sold); Veil of Darkness, a game of a similar stripe to the previous from the same developer (9866 copies sold); Legends of Valor, a poor man’s Ultima Underworld from Synthetic Dimensions (12,588 copies sold); and Unlimited Adventures, a final hurrah for the Gold Box in the form of a public release of many of SSI’s internal development tools, thereby to let the diehards make more games of their own of the old type (32,362 copies sold).

As the sales figures above attest, none of these games set the world on fire. Indeed, their sales managed to make even the latter days of the Gold Box line look pretty good by comparison. In all, SSI released just three games between the summers of 1992 and 1993 that managed to top 40,000 units: Great Naval Battles in September (43,774 copies sold), Tony La Russa Baseball II in March (70,902 copies sold), and Eye of the Beholder III in May (50,664 copies sold). Of this trio, only the last was a Dungeons & Dragons title, and only the last was developed internally. Needless to say, the bottom line suffered. During the fiscal year which ended on September 30, 1993, revenues fell to $10.5 million, and the company lost $500,000 — the first annual loss SSI had posted in more than a decade.

Joel Billings wrote in that year’s annual report that it had been “the most difficult year in SSI’s 14-year history.” He spoke his personal truth not least. Throughout this period, over the course of which development of the Dark Sun game and its engine kept dragging on far longer than expected, Billings was scrambling madly to stem the bleeding. He put an organization that had always had the atmosphere of a family company through the trauma of its first-ever layoff, slashing the employee rolls from 115 to 75 employees; the memory of doing so still haunts Billings, a gentle soul at heart, to this day. Having been forced to cut the staff needed to create the science-fiction game earmarked for the new engine, he cut that as well, putting all his eggs into the single basket that was the Dark Sun game. Even the Super Nintendo version of that game, which his programmers had been struggling mightily to realize, would have to be set aside as well, at least for now. Much to TSR’s chagrin, this latest Dungeons & Dragons game too would have to live or die on computers.

Yet all of Billings’s scrambling constituted no more than financial triage. The existential obstacle which SSI faced was that of being a small, boutique publisher in an industry whose economies of scale were making it harder and harder for such an entity to survive. It was getting ever harder to win shelf space at retail, harder to pay for advertising in the glossy magazines — and, most of all, harder to foot the ever-increasing bill of developing modern games that met all of the expectations of the 1990s. Billings reluctantly concluded that he had but one choice: he had to sell out, had to find a buyer for the family business he had spent almost a decade and a half building from the ground up.

Accordingly, he spent much of his time in 1993 beating the bushes for just such a buyer. Yet here he was stymied once again by the realities of the marketplace. SSI was far from the only small publisher looking for a port in the storm, and many of the others had — or at least were judged to have — more attractive portfolios of extant and forthcoming games. Thus Billings faced a dispiriting, borderline-humiliating series of near misses, of seeing SSI cast aside in favor of alternative acquisitions in the fast-consolidating industry.

At the beginning of June, he thought he had made a deal with Spectrum HoloByte, an oddly bifurcated publisher that was almost entirely dependent on two wildly divergent games: the ultra-hardcore flight simulator Falcon, whose manual was roughly the size of a Tom Clancy novel, and the casual phenomenon Tetris, a game so brilliantly simple that it took only about 30 seconds of experimentation at the keyboard to spawn a lifetime’s addiction. Both of these games, radically different though they were in personality, were equally successful with their own demographics. Just as importantly, Spectrum HoloByte was absurdly well-connected with the movers and shakers of international finance, and was awash in venture capital as a result.

Due diligence between SSI and Spectrum HoloByte was completed, and a plan was made to meet again and sign a letter of intent as soon as that year’s Summer Consumer Electronics Show was behind both of them. At that show, however, Spectrum HoloByte met with Microprose, whose financial circumstances were even more desperate than those of SSI but who had a much more impressive array of upcoming titles to show to potential suitors. To make a long story short, Spectrum HoloByte bought MicroProse instead, leaving SSI stranded at the altar.

A few months later, the same scenario repeated itself. This time the would-be acquirer was Electronic Arts, a company with which SSI already had a longstanding relationship: Trip Hawkins had been a member of SSI’s board since before he founded EA, SSI had been piggybacking on EA’s distribution network as an “affiliated label” since 1987, and EA in fact already owned 20 percent of SSI thanks to an investment made in 1987, when the smaller company was first scaling up to take on Dungeons & Dragons. For all these reasons, the deal at first seemed a natural one. But Hawkins, the biggest proponent of the acquisition on EA’s side, was busy with a new semi-subsidiary known as 3DO and no longer had the day-to-day involvement necessary with the parent company to push it through. After kicking the tires a bit, the rest of EA’s management decided that SSI just wasn’t worth the asking price — especially given that EA already owned Origin Systems, one of SSI’s biggest rivals in CRPGs. Contrary to Joel Billings’s best intentions, SSI would thus be forced to exit 1993 as they had entered it: still an independent company, facing a future that looked more perilous than ever.

SSI’s struggle to find a buyer was a sign not only of their own weakness but of the diminished commercial profile of Dungeons & Dragons. Five years earlier, three quarters of the industry would have rushed to scoop up SSI, if only to acquire the enviable licensing deal they had recently signed. Now, though, the tabletop game was at a low ebb of its own, even as it seemed hopelessly antithetical to all of the winds of change in digital gaming. Where did this nerdy game played in parents’ basements, all tables and charts and numbers, fit in an industry rushing to make slick, kinetic interactive movies featuring real Hollywood actors? Dungeons & Dragons just wasn’t cool. It had never really been cool, of course, but that hadn’t been a problem when the computer-game industry as well was thoroughly uncool. But now, as computer-game moguls were busily penning paeans to themselves as the next wave in mainstream entertainment, its uncoolness was extremely problematic.

Amidst all of this — in September of 1993, to be specific — Dark Sun: Shattered Lands finally got completed and released. It was the most important game SSI had published since Pool of Radiance; the future of the TSR partnership, and thus their own future as a company, rode on its success or lack thereof.







When viewed separately from all of these external pressures, as just a game to be played and hopefully enjoyed, it revealed itself to be a nobly earnest attempt to improve on SSI’s most recent efforts in the realm of CRPGs, even if it wasn’t an entirely unblemished one. On the technological side, SSI’s next-generation engine largely delivered where it needed to: it was indeed vastly slicker, prettier, easier, and more modern than the Gold Box engine, feeling like a true product of the 1990s rather than a holdover from the last decade. It was an engine that could even stand next to the likes of an Ultima VII without undue embarrassment. Indeed, SSI seemed to have learned from their rival’s mistakes and done Origin one better in some places. For example, in place of the real-time, well-nigh uncontrollable frenzy that was combat in Ultima VII, SSI’s engine lapsed seamlessly into a turn-based mode as soon as a fight began; this allowed combat in Shattered Lands to retain most of the tactical complexity and interest that had marked its implementation in the Gold Box games, with the additional advantages of increased audiovisual interest and a less cryptic interface.

At the same time that they endeavored to keep combat interesting, however, SSI’s design team had clearly made a concerted effort to move beyond the exercises in incessant combat and very little else which the Gold Box games had become by the end. Shattered Lands offered much better-developed characters to talk to, along with heaps of real choices to make and alternative pathways to discover. The new approach was enough to impress even so committed an SSI skeptic as Scorpia, Computer Gaming World magazine’s longtime adventure columnist, who had been roundly criticizing the Gold Box games in print for their “incessant, fight-after-fight” nature for half a decade by this point. Now, she could write that “SSI is taking their role-paying line in a new direction, which is good to see”: “the solution to every problem is not kill, kill, kill.” Shay Addams, another prominent adventure pundit, had a similar take: “It’s no secret that I never liked the Gold Box games. Dark Sun, however, kept me coming back to the dungeon for more: more combat, more exploring, more story.”

Still, the game had its fair share of niggles — more than enough of them, in fact, to prevent its achieving a classic status to rival Pool of Radiance and Curse of the Azure Bonds. While SSI was to be commended for attempting to give the setting and plot more nuance and texture, that just wasn’t the sort of thing they did best, and they were still receiving little to no help from TSR on that front. The writing and plotting were derivative in several different directions at once, hackneyed even by the usual standards of the genre. Mind you, the writing wasn’t actually worse than most of that which had accompanied the Gold Box games — but here, moved as it was from a paragraph book onto the screen and expected as it was to do a lot more heavy lifting, its weaknesses were magnified.

Shattered Lands was also damaged as a computer game by its need to conform to TSR’s tabletop rules. The boxed set which presented the Dark Sun setting for the tabletop included a whole range of new rules complications and variations to distinguish it from the already convoluted Dungeon & Dragons base game, and most of these SSI was expected to implement faithfully as part of their licensing agreement. And so Shattered Lands came complete with a bunch of races and classes unfamiliar even to most Gold Box and tabletop Dungeons & Dragons veterans, along with a veritable baseline expectation that every character would be double- or triple-classed. Clerics suddenly had to choose an “element” to worship, which limited their selection of spells — and now everyone had access to a whole parallel sphere of magic known as psionics, and had to choose a specialty there as well. No game designer starting a CRPG from scratch would ever have inserted so much cruft of such marginal utility to the ultimate goal of fun; it was the sort of thing that could only arise from a company like TSR throwing rule after rule at the wall over the course of years in order to sell more supplements. Certainly none of it made much sense in a game explicitly envisioned as a new beginning for Dungeons & Dragons on computers, a place for fresh players to jump aboard. Nor, for that matter, did the choice of the oddball world of Dark Sun as a setting; for all that critics like me have long railed against the tendency, gamers for time immemorial have been demonstrating their preference for CRPGs set in generic high-fantasy worlds — such as that of TSR’s own Forgotten Realms, home of the most commercially successful of the Gold Box games — over more unique settings like this one.

But whatever its intrinsic strengths and weaknesses, Shattered Lands suffered most of all from one undeniable external failing: it was deeply, thoroughly unfashionable in the context of 1993. At a time when the whole industry was moving toward multimedia “talkies,” its many conversations and descriptions were still implemented via screenful after screenful of boring old text. And in addition to the old-fashioned implementation, there also remained the fact that the Dungeons & Dragons name just wasn’t the force it once had been. A measure of the industry’s attitude toward the game and its commercial prospects can be gleaned from its placement in the magazines. Even as they were giving it reasonably positive reviews, Computer Gaming World buried it on page 124 of 276, Shay Addams’s Questbusters newsletter on page 8 of 16. (The lead review of that issue, evidently judged to be more immediately interesting to the newsletter’s readers than a review of Shattered Lands, was of Legend Entertainment’s Gateway 2, a fine game in its own right but one which still had a parser, for God’s sake.)

So, you’ve probably guessed where this is going: Dark Sun: Shattered Lands proved a devastating disappointment to TSR and especially to SSI. After costing more than $1 million and eighteen months to make, with the additional opportunity cost of preventing SSI’s internal developers from doing much of anything else over the course of that period, it sold just 45,917 copies. To put this figure into perspective, consider that it’s barely 5000 more copies than the last tired release of the old Gold Box line, or that it’s about one-sixth of the sales of Pool of Radiance — this in spite of an expanded marketplace in which the number of copies which a hit game could hope to sell was actually far greater than it had been five years before.

When SSI and TSR met again early in 1994, after it had become all too clear that Shattered Lands wasn’t to be the next Pool of Radiance, TSR stated matter-of-factly that they no longer wished to remain in the marriage. Some tense negotiation followed, during which TSR did make some concessions to a frantic SSI, who were facing down the apocalyptic prospect of a license due to expire in less than six months while they still had a lot more Dungeons & Dragons product from third-party developers in the pipeline. TSR agreed to extend the exclusive license for six more months, to January 1, 1995, and to allow SSI to continue to release new games under a non-exclusive license until July 1, 1995. After that, though, the marriage was through. TSR emphasized that there would be no further settlement agreements.

Thus SSI’s final string of Dungeons & Dragons releases, of which there would still be a considerable number, would have something of the feel of a lame-duck session of government. DreamForge Intertainment provided two real-time CRPGs set in TSR’s Gothic world of Ravenloft and a third set in the Forgotten Realms; Cyberlore Sudios provided a similar game set in the Arabian Nights World of Al-Qadim; Lion Entertainment provided a Doom-influenced hack-and-slasher set nowhere in particular. An overoptimistic SSI had launched into Dark Sun: Wake of the Ravager, a sequel to Shattered Lands, before the commercial verdict on the first game and TSR’s final judgment on the whole partnership that had led to it had come in. They finished that game too up, after a fashion anyway, and released it, still full of bugs, unimplemented features, and placeholder writing. It became their final in-house-developed Dungeons & Dragons title. It made for a slightly pathetic way to bow out, but at this point they just couldn’t be bothered to do better; they were now a long way indeed from those enthusiastic early days of Pool of Radiance. None of these games sold more than a few tens of thousands of copies. But then, no one, least of all SSI, had much expected them to.

The news that TSR and SSI were parting ways reached the magazines almost immediately. The two newly minted divorcees couldn’t resist a bit of veiled sniping in the press. SSI, for instance, told Computer Gaming World that they were “unhappy with the rules and restrictions imposed with the license that limited their creativity,” and said they could be perfectly happy and very successful making original CRPGs instead. TSR, for their part, said they’d learned a lesson about binding themselves too inextricably to others, and thus wouldn’t be entering into any more exclusive arrangements at all. Instead they’d play the field, signing deals with publishers on a title-by-title basis, and might just learn how to make computer games of their own.

Yet behind all these brave words lurked a difficult reality for both companies; it was by no means clear that either or both of them would really be better off apart than they’d been together. As if it hadn’t had problems enough already, tabletop Dungeons & Dragons was now getting pummeled by a new arrival with huge appeal to the same demographic: Magic: The Gathering, a fast-playing, accessible “collectible card game” of fantasy combat psychologically engineered to sell an endless amount of content to gamers looking for that one perfect card which could give them an edge over their chums. Magic decks were soon eating up much of the shelf space in hobby stores that had once gone to Dungeons & Dragons, and pushing it out of their display windows entirely. TSR’s only solution was the same as it had always been: to churn out yet more source books. And so the spiral of diminishing returns continued.

The contrast between TSR and Wizards of the Coast, the upstart makers of Magic, was a telling one. The latter engaged with their customers directly at every opportunity, skillfully goosing the grass-roots excitement around their products to yet further extremes. But TSR, still led by the widely disliked non-gamer Lorraine Williams, seemed out of touch, utterly disinterested in their fans and their opinions. Ryan Dancey, who has done a lot of research into TSR’s history, sums up the company’s attitude in damning fashion:

In all my research into TSR’s business, across all the ledgers, notebooks, computer files, and other sources of data, there was one thing I never found — one gaping hole in the mass of data we had available. No customer profiling information. No feedback. No surveys. No “voice of the customer.” TSR, it seems, knew nothing about the people who kept it alive.

The brainy kids who used to fall into the Dungeons & Dragons rabbit hole around the time they entered junior high were now getting their first Magic decks at that age instead. With the red ink beginning to pile up to a truly alarming extent — even the novels were no longer selling like they used to — TSR looked to be headed for an ugly reckoning.

And yet, if TSR was in dire straits, SSI’s position was if anything even worse. Without Dungeons & Dragons, they had almost literally nothing; the strongest remaining item in their portfolio was the Tony La Russa Baseball franchise developed by Stormfront Studios. But a baseball simulation alone wouldn’t be enough to sustain the company, and the sales picture of their other recent products wasn’t pretty. They were still in desperate need of a savior, but now lacked even the TSR connection to offer to potential buyers. Who in the age of multimedia would want to buy a failing publisher of stats-heavy wargames and traditionalist CRPGs? Joel Billings didn’t know, but he had no choice but to keep looking for someone crazy enough to take the plunge.

(Sources: As with all of my SSI articles, much of this one is drawn from the SSI archive at the Strong Museum of Play. Other sources include the book Designers and Dragons by Shannon Appelcline; Computer Gaming World of September 1993, December 1993, April 1994, and December 1994; Questbusters of October 1993. Online sources include Matt Barton’s video interviews with Joel Billings and David Shelley and Laura Bowen.

The two Dark Sun games are available as digital purchases at GOG.com.)
 
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Dorateen

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No later Gold Box game had possessed anything like the creative flair of Pool of Radiance and Curse of the Azure Bonds

That the digital aquarium guy keeps saying this, doesn't make it so.

Edit: I'll give a demonstrable example. Never once has he made an engine specific comment about the Krynn trilogy, which updated the Gold Box games for a different setting (Dragonlance) and introduced numerous innovative mechanics. That's not creative enough for him? Or just refitting the Buck Rogers games for a sci-fi scenario, again with new features, as well as one of Shelley's most inspired dungeon designs in the ghost ship.

Finally, I've got four words about the viability of the Gold Box engine:

Forgotten Realms Unlimited Adventures
 
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Ladonna

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The DA, being an adventure gaming fan foremost, understandably prefers POR, as no other goldbox game gives the same amount of options for dialogue and (though not very extensive) differing ways of accomplishing tasks, usually a smart way vs a brute force approach, with a thief being an important party member in many circumstances. While the outcomes are virtually all point a leads to point b, many quests in the game allow for a variety of ways to travel between these points.

Every goldbox game that came after lessened these possibilities until there were none at all, and it was a roller coaster ride of excellent combat and monologue delivered to the player. There were some additional classes, qol, moon phased magic, combat reinforcements, sci fi elements and so on added to the engine over time, but the experience was always more strait jacketed after POR. Not to mention thieves becoming almost totally useless except for backstabbing opportunities.

Apart from the lack of fix command and rememorise, I have always found POR to be my favourite goldbox game, without a doubt.
 
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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
:necro:

The series continues! But it's about the Generals games.

https://www.filfre.net/2020/11/opening-the-gold-box-part-7-back-to-the-roots/

Opening the Gold Box, Part 7: Back to the Roots

We made it simple yet complex enough for those people who really got into it. We added graphics and made it a beautiful game with a totally transparent interface. It took all the ugly stuff out of playing a military strategy game and left the fun and the gameplay. That was a conscious effort. It wasn’t just, “Gee, I like artwork in wargames, so let’s throw it in.”

— SSI marketing manager Karen Conroe, speaking about Panzer General in 1996

When we last checked in with Joel Billings and his crew of grognards turned CRPG mavens at SSI, it was early 1994 and they had just lost their Dungeons & Dragons license, by far their biggest source of revenue over the past seven years. While Billings continued to beat the bushes for the buyer that his company plainly needed if it was to have any hope of surviving in the changed gaming landscape of the mid-1990s, it wasn’t immediately obvious to the rest of the in-house staff just what they should be doing now. Ever since signing the Dungeons & Dragons deal with TSR back in 1987, virtually all they had worked on were games under that license; SSI’s other games had all come from outside studios. But now here they were, with no Dungeons & Dragons, no clear direction forward, and quite possibly no long-term future at all. Instead of devoting their time to polishing up their résumés, as most people in their situation would have done, they plunged into a passion project the likes of which they hadn’t been able to permit themselves for many years. And lo and behold, the end result would prove to be the game that turned their commercial fortunes around, for a while anyway.

The project began with Paul Murray, an SSI stalwart who had first begun to program games for the company back in 1981. Most recently, he had been assigned to port Dark Sun: Shattered Lands, SSI’s ambitious and expensive attempt to prove to TSR that they deserved to retain the Dungeons & Dragons license, to the Super Nintendo console. But cash-flow problems during 1993 had forced Billings to shelve the port, leaving Murray without much to do. So, he started to tinker with a style of game which SSI hadn’t done in-house in nearly a decade: a traditional hex-based wargame, based on World War II in Europe. From the beginning, he envisioned it as a “lite” game, emphasizing fun at least as much as historical accuracy — i.e., what old-timers called a “beer and pretzels” wargame. In much of this, he was inspired by a Japanese game for the Sega Genesis console called Advanced Daisenryaku, which had never been officially imported to the United States or even translated into English, but which he and his office mates had somehow stumbled upon and immediately found so addicting that they were willing to struggle their way through it in Japanese. (When Alan Emrich from Computer Gaming World magazine visited the SSI offices, he saw them all playing it “with a crude translation of the Japanese manual lying beside the Sega Genesis.”)

After Dark Sun was released to disappointing sales, thus sounding the death knell for the Dungeons & Dragons license, Murray continued to poke away at his “fast and fun little wargame,” which he called Panzer General. And a remarkable thing happened: more and more of his colleagues, both those in technical and creative roles and those ostensibly far removed from them, coalesced around him. Even Joel Billings and his right-hand man Chuck Kroegel, who between them made all of the big decisions in the executive suites, rolled up their sleeves and made their first active contributions to the nuts and bolts of an SSI game in years. They did so largely after hours, as did many of the others who worked on Panzer General. It became a shared labor of love, a refuge from those harsh external realities that seemed destined to crush SSI under their weight.

At this point, a music fan like me finds it hard to resist comparisons with some of great dead-ender albums in the history of that art form, like Big Star’s Third. If SSI’s beer-and-pretzels wargame doesn’t have quite the same heft as an artistic statement like that one, it is true that the staff there felt the same freedom to experiment, to make exactly the game they wanted to make, all born from the same sense that there was nothing really left to lose. Desperation can be oddly freeing in that respect. Billings still speaks of Panzer General as the most satisfying single project he’s ever been involved with. After the extended detour into Dungeons & Dragons, he and his like-minded colleagues got to go back to the type of game that they personally loved most. It felt like going home. If this was to be the end of SSI, how poetically apt to bring things full circle before the curtain fell.

But make no mistake: Panzer General was not to look or sound like the ugly, fussy SSI wargames of yore. It was very much envisioned as a product of the 1990s, bringing all of the latest technology to bear on the hoary old wargame genre in a way that no one had yet attempted. It would be the first SSI game to require high-resolution SVGA graphics cards, the first to incorporate real-world video clips and voice acting, the first to take full advantage of the capabilities of CD-ROM. Luckily, the nature of the game lent itself to doing much of this on the cheap. Instead of filming actors, SSI could simply digitize public-domain newsreel footage of World War II battle scenes. Meanwhile the voice acting could be limited to a single Reichmarschall giving you your orders in the sort of clipped, German-accented English that anyone who has ever seen a 1950s Hollywood war movie will feel right at home with. Thanks to the re-purposed media and plenty of free labor from SSI staffers, Panzer General wound up costing less than $400,000 to make — barely a third the cost of Dark Sun.

In addition to all of its multimedia flash, Panzer General evinced a lot of clever design. During 1994, strategy-game designers seemed to discover all at once the value of personalizing their players’ experiences, by giving them more embodied roles to play and by introducing elements of story and CRPG-style character progression. X-COM and Master of Magic are the first two obvious examples of these new approaches from that year, while Panzer General provides the third. One can only assume that SSI learned something from all those Dungeons & Dragons CRPGs.

The overall structure of Panzer General draws heavily from Advanced Daisenryaku. It’s a scenario-based rather than a grand-strategy game. If you choose to play the full campaign, you begin on September 1, 1939, leading the Wehrmacht into Poland. You then progress through a campaign which includes 38 potential scenarios in all, covering the Western and Eastern Fronts of the war in Europe as well as the battles in North Africa, but you’ll never see all of them on a single play-through. Panzer General rather uses a Wing Commander– style campaign tree: doing poorly will lead you to the “loser scenario,” and can eventually get you drummed out of the military entirely; doing well leads you to the next stage of world domination, with additional rewards in the form of “prestige points” which you can spend to improve your army. There’s an inherent design tension in such an approach, which I discussed at some length already in the context of Wing Commander: it gives beginning or unskilled players an unhappy experience by punishing them with ever more brutally difficult missions, even as it “rewards” the players who might actually have a chance of beating those missions by bypassing them. Within its chosen framework, however, Panzer General‘s campaign is very well-executed, with plenty of alternative outcomes on offer. In the absolute best case — in game terms, that is — you can invade and defeat Britain in 1940, as Adolf Hitler so conspicuously failed to do in real life, then go on to take Moscow, and finally attain the ultimate Panzer General achievement: conquering Washington, D.C.

As that last unlikely battle in particular would suggest, Panzer General‘s fidelity to real history is limited at best. You don’t have to look too far to find veteran grognards complaining about all the places where it falls short as a simulation, perhaps most notably in its near-complete disinterest in the vagaries of supply lines. But then again, the realism of even those wargames that strive more earnestly for historical accuracy can be and often is exaggerated; those games strike me more as arbitrary systems tweaked to produce the same results as the historical battles they purport to simulate than true simulations in the abstract.

The most important thing Panzer General has going for it is that, historically accurate or not, it’s fun. The interface is quick and well-nigh effortless, while the scenario-based approach assures that you’re only getting the exciting parts of warfare; your forces are already drawn up facing the enemy as each scenario begins. And the game is indeed very attractive to look at, with the flashier elements employed sparingly enough that they never start to annoy.

Still, its true secret weapon lies in those aforementioned CRPG elements. Even as you play the role of a German general who collects more and more prestige, accompanied by more and more exciting battlefield assignments, the units you command also move from battle to battle with you, improving their own skills as they go. The effect comes close to matching the identification which X-COM so effectively manages to create between you and your individual soldiers; you can even name your units here, just as you can your soldiers in that other game. You develop a real bond with the units — infantry, artillery, tanks, airplanes, in places even ships — who have fought so many battles for you. You begin to husband them, to work hard to rescue them when they get into a jam, and find yourself fairly shattered — and then fairly livid — when an enemy ambush takes one of them out. You can even mold the makeup of your army to suit your play style to some extent, by choosing which types of units to spend your precious prestige points on. This makes your personal investment in their successes and failures all the greater; the emotional stakes are surprisingly high in this game.



Each scenario in Panzer General begins with some vintage newsreel footage, an approach which has ironically aged much better than the cutting-edge green-screened full-motion-video presentations of so many of its contemporaries. Unlike them, Panzer General has remained an aestheically attractive game to this day.


The map where all of the actions take place. The game is entirely controlled by clicking on your units and the strip of icons running down the right side of the screen. You can mouse over a unit or icon to see a textual description of its status and/or function at the bottom or top of the screen — as close as any 1995 game got to the tool tips of today. SSI’s overarching priority was to make accessible a genre previously known for its inscrutability.


Clashes between units take place right on the main map, accompanied by little animations which spice up the proceedings without overstaying their welcome.


A unit-information screen, showing not only its raw statistics but a running tally of its battle record. You can name your units and watch them collect experience and battle citations as the war goes on.


You can tailor the makeup of your army by spending prestige points to purchase units that suit your style of play.


While his staff beavered away on Panzer General, Joel Billings continued to cast about for a buyer for his company before it was too late. It wasn’t easy; with the loss of the Dungeons & Dragons license he had lost his most enticing single asset. All of SSI’s core competencies were profoundly out of fashion; CRPGs in general were in the doldrums, and wargames were niche products in an industry that had little shelf space left for anything beyond the broadly popular. Nevertheless, he managed in the end to make a deal.

The backstory leading up to that deal has much to tell us about the waves of mergers and acquisitions that had been sweeping the industry for years by this point. It begins with The Software Toolworks, a company founded by an enterprising kit-computer hacker named Walt Bilofsky all the way back in 1980. He quietly built it into a major player in educational and consumer software over the course of the next decade, by jumping early into the distribution and media-duplication sides of the industry and through two blockbuster products of the sort which don’t attract the hardcore gamer demographic and thus seldom feature in histories like this one, but which had immense Main Street appeal in their day: The Chessmaster 2000 and Mavis Beacon Teaches Typing. The combined sales of these two alone exceeded 750,000 units by 1989, the year The Software Toolworks acquired Mindscape.

The latter company was formed in 1983 by one Roger Buoy, and went on to make a name in educational software as well as with innovative games of a slightly intellectual bent: the civilian-spaceflight simulation The Halley Project; a line of bookware text adventures; the early point-and-click graphic adventures developed by ICOM Simulations; Balance of Power, Chris Crawford’s seminal anti-wargame of contemporary geopolitics. Then, too, Mindscape imported and/or distributed many additional games, including those of Cinemaware. But as the decade wound down their bottom line sank increasingly into the red, and in December of 1989 Buoy sold out to The Software Toolworks for $21.5 million.

In the years that followed that acquisition, The Software Toolworks moved into the Nintendo market, releasing many games there under the Mindscape imprint; console titles would make up 42 percent of their overall revenue by 1994. At the same time, they continued to enjoy great success on computers, with the Mavis Beacon series in particular. That entirely fictional typing teacher — a black woman at that, a brave and noble choice to have made in the mid-1980s — became an odd sort of virtual celebrity, with other companies going so far as to ask for her endorsement of their own products, with journalists who joined much of the general public in assuming she was a real person repeatedly asking for interviews. In 1994, The Software Toolworks’s annual sales hit $150 million. On May 12 of that year, the Pearson Group of Britain bought the fast-growing company.

Pearson was a giant of print publishing, both in their homeland and internationally. Formed in 1843 as a construction company, they began buying up magazines and newspapers in the 1920s, building themselves a veritable print empire by the 1970s, with such household names as Penguin Books in their stable. Their sudden plunge into computer software in 1994 was endemic of what we might call the second wave of bookware, when it was widely anticipated that interactive multimedia “books” published on CD-ROM would come to supplement if not entirely supplant the traditional paper-based variety. Bookware’s second wave would last little longer than its first — it would become clear well before the decade’s end that the Internet rather than physical CD-ROMs was destined to become the next century’s preferred method of information exchange — but while it lasted it brought a lot of big companies like the Pearson Group into software, splashing lots of money around in the process; Pearson paid no less than $462 million for The Software Toolworks. Being unenamored with the name of the entity they had just purchased, Pearson changed it — to Mindscape, an imprint that had heretofore represented only a quarter or so of The Software Toolworks’s overall business.

But the wheeling and dealing wasn’t over yet. Within weeks of being themselves acquired, the new Mindscape entered into serious talks with Joel Billings about the prospect of buying SSI. The latter was manifestly dealing from a position of weakness. The Dungeons & Dragons license was gone, as was the reputation SSI had enjoyed during the 1980s as the industry’s premiere maker of strategy games; that crown had been ceded to MicroProse. The only really viable franchise that remained to them was the Tony La Russa Baseball series. Nevertheless, Mindscape believed they saw talent both in SSI’s management and in their technical and creative staff. Said talent was worth taking a chance on, it was decided, given that the price was so laughably cheap. On October 7, 1994, an independent SSI ceased to exist, when Mindscape bought the company for slightly under $2.6 million. Billings was promised that it would be business as usual for most of them in their Sunnyvale, California, office, apart from the quarter of existing staff, mostly working on the sales and packaging side, who were made redundant by the acquisition and would have to be let go.

Once that pain was finished, a rather spectacular honeymoon period began. Mindscape was able to give SSI distribution they could only have dreamed of in the past, getting their games onto the shelves of such mainstream retailers as Office Depot and K-Mart. And in return, SSI delivered Panzer General. Released just a month after the acquisition was finalized, it garnered a gushing five-out-of-five-stars review from Computer Gaming World, who called it “not just a wargame but an adventure” in reference to its uniquely embodied campaign. Add to that its attractive multimedia presentation and its fun and accessible gameplay, then sprinkle over the whole the eternal American nostalgia for all things World War II, and you had a recipe for one of the breakout hits of that Christmas season — the first example of same which SSI had had since Eye of the Beholder back in 1991. Helped along no doubt by Mindscape’s distributional clout, it went on to sell more than 200,000 copies in its first fifteen months. Eventually it surpassed even the sales figures of Pool of Radiance to become SSI’s most popular single game ever. In fact, Panzer General still stands today as the most successful computerized wargame in history.

The game’s success was positively thrilling for Joel Billings, now ensconced as a “regular, full-time employee” of Mindscape, complete with a 401(k) plan and eligibility for the Executive Bonus Plan. His real passion had always been wargames; those were, after all, the games he had originally founded his company in order to make. To have come full circle here at the end of SSI’s independent existence, and to have done so in such smashing fashion at that, felt like a belated vindication. There was only one slight regret to mar the picture. “I wonder what would have happened if Panzer General had come out before the Mindscape acquisition…” he can’t help but muse today.

Taken as a whole, Panzer General deserved every bit of its success: it was and is a fine game. For some of us then and now, there is only one fly in the ointment: we have no desire to play a Nazi. I’ll return to a range of issues which Panzer General raises about the relationship of games to the real world and to our historical memory in my next article. For today, however, I have another story to finish telling.

To say that Mindscape was initially pleased with their new acquisition hardly begins to state the case. “We rocketed!” thanks to Panzer General, remembers Billings: “Mindscape loved us!” And why not? As an in-house-developed original product with no outside royalties whatsoever to pay on its huge sales, Panzer General alone recouped two and a half times the cost of purchasing SSI in its first year on the market. A set of three shovelware collections which between them included all of the old Gold Box Dungeons & Dragons CRPGS also did surprisingly well, selling more than 100,000 profit-rich copies in all before the final expiration of even SSI’s non-exclusive deal with TSR forced them off the market on July 1, 1995.

In the longer run, however, the mass-market ambitions of Mindscape proved a poor fit with the nichey tradition of SSI. To save production costs and capitalize on the success of Panzer General, SSI used its engine as the basis of a 5-Star General series, first presenting World War II from the perspective of an Allied general in Europe, then moving farther afield to a high-fantasy setting, to outer space, to World War II in the Pacific. Although those games certainly had their fans — Fantasy General is particular is fondly remembered today — the overall trend line was dismayingly similar to that of the Gold Box games: a rather brilliant initial game followed by a series of increasingly rote sequels running inside an increasingly decrepit-seeming engine, resulting in steadily decreasing sales figures. By the time the engine was updated for Panzer General II, People’s General, Panzer General III, and, Lord help us, Panzer General 3D Assault, a distinct note of desperation was peeking through. SSI’s other attempts to embrace the mass-market, such as a series of real-time strategy games based on the tabletop-miniatures game Warhammer, felt equally sterile, as if their hearts just weren’t in it.

Certainly Joel Billings personally found the mainstream market to be less than congenial. In February of 1996, he was promoted to become the head of Mindscape’s entire games division, but found himself completely out of his depth there. Within six months, he asked for and was granted a demotion, back to being merely the head of SSI.

But even SSI was no longer the place it once had been; it seemed to lose a little more of its identity with each passing year, as the acquisitions and consolidations continued around it. Mindscape was bought by The Learning Company in 1998, after Pearson’s realization that software — at least software shipped on physical media — was not destined to be the future of publishing writ large. Then Mattel bought The Learning Company in 1999. They closed SSI’s Sunnyvale offices the following year, keeping the name as a brand only. That same year, they sold The Learning Company once again, to the Gores Technology Group, who then turned around and sold all of the gaming divisions to the French publisher Ubisoft in 2001. SSI was now a creeky anachronism in Ubisoft’s trendy lineup. The last game to ship with the SSI name on its box was Destroyer Command, in February of 2002 — almost exactly 22 years after a young Joel Billings had first started calling computer stores to offer them something called Computer Bismark.

Billings himself was long gone by 2002, cast adrift with the final closing of SSI’s Sunnyvale offices. Thoroughly fed up with the mainstream-gaming rat race, he returned to the only thing he had ever truly wanted to do, making and selling his beloved wargames. For almost two decades now he’s run 2 By 3 Games with Gary Grigsby and Keith Brors, two designers and programmers from the salad days of SSI. They make absurdly massive, gleefully complex, defiantly inaccessible World War II wargames, implemented at a level of depth and breadth of which SSI could only have dreamed. And, thanks to the indie revolution in games and the wonders of digital distribution, they manage to sell enough of them to keep at it. Good for them, I say.

Melancholy though SSI’s ultimate fate proved to be, they did outlive their erstwhile partners TSR. After flooding their limited and slowly shrinking market of active Dungeons & Dragons players with way too many campaign settings and rules supplements during the first half of the 1990s, TSR saw the chickens come home to roost right about the time they parted ways with SSI, when sales of the paperback novels that had done much to sustain them to this point also began to collapse. For all that they had never been anyone’s idea of literary masterpieces, the early Dungeons & Dragons novels had been competently plotted, fast-paced reads that more than satisfied their target demographic’s limited expectations of them. For years, though, editorial standards there as well had been slowly falling, and it seemed that readers were finally noticing. After the Christmas season of 1996, Random House, who distributed all of TSR’s products to the bookstore trade, informed them that they would be returning millions of dollars worth of unsold books and games. TSR lacked the cash to pay Random House, as they did to print more product. And, laboring under a serious debt load already, they found there was no one willing to lend them any more money. They were caught in a classic corporate death spiral.

The savior that emerged was welcome in its way — any port in a storm, right? — but also deeply humiliating. Wizards of the Coast, the maker of the collectible card game Magic: The Gathering which had done so much to decimate TSR’s Dungeons & Dragons business in recent years, now bought their victim from Lorraine Williams for about $30 million, with much or most of that sum going to repay of the debts TSR had accrued.

Still, TSR’s final humiliation proved a welcome development on the whole for their most famous game; in the eyes of most gamers, Wizards became a better steward of Dungeons & Dragons than TSR had been for a long time if ever. They cut back on the fire hose of oft-redundant product, whilst streamlining the rules for new editions of the game that were more intuitively playable than the old. Ironically, many of the new approaches were ported back to the tabletop from digital iterations of Dungeons & Dragons, which themselves found a new lease on life with Interplay’s massive hit Baldur’s Gate in 1998. Meanwhile the “open gaming” D20 license, which Wizards of the Coast launched with great fanfare along with the official third edition of Dungeons & Dragons in 2000, drew from the ideals of open-source software. While tabletop Dungeons & Dragons would never again rise high enough to flirt with the mainstream, as it had for a year or two back in the early 1980s, it would never again descend to the depths it had plumbed in 1997 either. A world without Dungeons & Dragons now seems all but unimaginable; in 1997, it was all too real a prospect.

All of which is to say that Dungeons & Dragons will continue to be a regular touchstone here as we continue our voyage through gaming history. Whether the computerized versions of the game that came after the end of an independent TSR and SSI are up to the standards of the Gold Box line is of course a matter of opinion. But one thing cannot be debated: the story of Dungeons & Dragons and computers is far from over.

(Sources: As with all of my SSI articles, much of this one is drawn from the SSI archive at the Strong Museum of Play. Other sources include the book Designers and Dragons, ’70 to ’79 by Shannon Appelcline; Computer Gaming World of June 1994, September 1994, December 1994, and January 1995; PC Review of June 1992; Retro Gamer 94 and 198; Chicago Tribune of December 2 1985 and December 6 1989; New York Times of June 13 1994. Online sources include Matt Barton’s interview with Joel Billings, the Video Game Newsroom Time Machine interview with Joel Billings, and the Mental Floss “profile” of the fictional Mavis Beacon.

Oddly given its popularity back in the day and its ongoing influence on computer wargaming, the original Panzer General has not been re-released for digital distribution; this is made doubly odd by the fact that some of the less successful later games in the 5-Star General series have been re-released. It’s too large for me to host here even if I wasn’t nervous about the legal implications of doing so, but I have prepared a stub of the game that’s ready to go if you just add to the appropriate version of DOSBox for your platform of choice and an ISO image of the CD-ROM. A final hint: as of this writing, you can find the latter on archive.org if you look hard enough.)
 

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