1. Master of Orion 2: Microprose made a lot of games back in the day, ones which straddled a scale between inspired brilliance and buggy mess. MoO2 was, to me, the best of the lot (with Master of Magic lagging only slightly behind). I have a weakness for strategy games, but the ones I love in particular are those which have an element of narrative—something which have enough personality to let me construct a story in my head, and MoO2 was perfect for that. The ability to construct and tweak your own race, the personality of the races you encountered, the individuality of the planets you built and the back story of the Antareans which slowly became more important as you played… for these reasons MoO2 swallowed my life for a while. I wish MoO3 could have followed up on that.
2. The Infocom games: For those who don’t remember, Infocom put out a bunch of text adventure games in the 80’s. They moved to more graphical elements by the end of the decade before finally becoming defunct… but in the meantime they formed the core of how I think about stories in games. My favorite is probably “A Mind Forever Voyaging”, but I can easily put “Enchanter”, “Suspended”, “Planetfall” and “Journey” on the same level. I finished them all, back in the days when answers to puzzles weren’t a quick Google search away, and when games didn’t care whether you could finish them.
3. UFO: Enemy Unknown: This is what I remember the game as, though I think it was also called “XCOM: UFO Defense”, and it was another one of those tactical games with enough story and personality to make me fall in love with it. The recent Firaxis remake qualifies, in my mind, as a remake done right… though I missed building multiple bases and the base invasions. I know many don’t agree with me, but I actually loved the third game in the series, XCOM: Apocalypse, even more… not for its neon-glow art deco aesthetic, but rather for its seamless transition to pauseable real-time gameplay and its better story. The culmination at the end of Apocalypse with my team of mutants and veterans remains today one of the highlights of gaming.
4. Fallout 2: I actually didn’t play the first Fallout until later. I don’t remember why. Discovering Fallout 2, however, cemented in me a love for CRPG’s and what they could do with story and choice. The idea that the narrative could change based on the way I built my character was revolutionary, making me think that CRPG’s could possibly do for me what tabletop gaming did.
5. Civilization series: I played every game in the series, but I’d say Civilization IV remains my favorite… not for the core game, but rather for the mods. I played the “Fall From Heaven” mod for Civ IV more than almost anything else. For the core game, I’d say Civ II was my favorite. Either way, it hit my crunchy grand strategy nerve in a big way and always have. I would put Alpha Centauri in this slot as well… indeed, I probably love it most of all primarily because it had a stronger narrative sense than any other Civ game. My love for Alpha Centauri is why I’m looking forward to “Civilization: Beyond Earth” so much… and perhaps dreading it, as well, because nostalgia is a difficult thing to live up to.
6. Shadowrun: I’m talking specifically about the Sega Genesis game that came out in 1994, here. I’ve never been much of a console gamer, but that particular game had me hard… yes, because Shadowrun is and always has been my real tabletop RPG love, and that game translated it best. I played it so much I think my eyes bled. I called into work sick because I was still awake at 4am playing it, so exhausted I felt drunk. I really like the recent Shadowrun Returns, but this will always have a fond place in the annals of my memory.
7. Realms of Arkania: Blade of Destiny: It saddens me that almost nobody knows about this game. Sure, it’s based on a German tabletop system, and, sure, I suspect even CRPG fans would pick this up and scratch their heads at some of its choices. And, sure, its combat is a bit clunky and not all of its systems were fully developed. But its combination of crunchy rules, Dark Ages low fantasy realism, and lack of leading you around the nose (almost to a fault)… God, I loved this game. Its mechanics for random encounters while you wandered the countryside, and the camping mechanics, I still hold up to this day as the best thing about it. Ignore the sequels that followed.
8. Jagged Alliance 2: Probably the first game that solidified in my head what party banter could do. Squad mates with weaknesses, personality conflicts, and rivalries? Yes please. An actual story, taking place in zones with an internally consistent realism? Recovery and training over time? Okay, stop me, I’m drooling again. The thought that any update would probably turn it into a shooter makes me a bit sad.
9. Ultima IV: This deserves a place on my list primarily because it forms the foundation of why I got into RPG’s in the first place (combined with my parents’ purchase of the Basic D&D set for Christmas one year). Having to become the Avatar by not only killing everything in my path but also becoming virtuous is what set this game apart from all the other dungeon crawlers I played, and is the part of the game that has remained with me ever since.
10. Darklands: An odd choice, I know. It is probably one of Microprose’s least well-known games, and was so buggy when it came out that it was almost unplayable. It was super difficult, was put in a low fantasy version of medieval Germany, and had almost impenetrable rules… but it makes my list for two reasons: one, because it had an evocative atmosphere which I will always love. Visiting cities and adventuring/living in them through text options was super effective for me. The art was incredible, and stumbling across some plot in the middle of nowhere made for an incredible feeling (even if I then got slaughtered by random cultists—oh well). Secondly, however, it was the bugginess which made me think about how the game could be better. I saw a potential in the game which it never quite reached, and thus I think it was the first game in which I saw myself actively thinking about how it was made and how I thought it could be improved (rather than just playing it). This was 7 years before I started working for BioWare, but I’d cite Darklands as one of the reasons why game design made for a good personal match.