Towards the Platinum Age
The
early 1990s saw the publication of dozens of CRPGs from many different
developers, many of whom are virtually unknown today. Although the DOS and later Windows platforms would soon dominate the computer game industry, for now both the Atari ST and Commodore Amiga were going strong.
Although
highly polished, many of the CRPGs developed during this time are
highly derivative and offer little innovation, but a few have managed
to attain cult classic status.
“A
thousand years ago, tucked deep in the beautiful woods to the southeast
of Lyramion, there was a small village called Forkbrook. The people who
lived there were blond haired and good natured; they lived by fishing
and hunting and traded with the nearest town which lay two days travel
to the west. In this village lived a small boy named Tar.”
– from the Amberstar manual.
Several of these early 1990s games were German imports. One such game, Amberstar by
German developer Thalion, features good graphics, a great auto-mapping
tool, and a huge world to explore. It seemed to offer much promise, but
even a well-known soundtrack by chipmaestro Jochen Hippel was not
enough to win it much fame in the US. The sequel, Ambermoon, was only released in Germany, and the third game (the series was planned as a trilogy) was never completed. Nevertheless, Amberstar is among the best CRPGs for the Amiga platform.
In 1992, Sir-Tech published an English translation of Realms of Arkania: Blade of Destiny, another successful German game based on the RPG system Das Schwarze Auge (The Dark Eye). The Dark Eye system was a strong competitor for Dungeons & Dragons in
Germany, and offered gamers a viable alternative to TSR's rules. One
nice innovation is that characters suffer from a variety of negative
attributes, such as fear of the dead or a hot temper, which have direct
effects on gameplay.
The game sold well enough to warrant two sequels, Star Trail (1994) and Shadows Over Riva (1996), both of which were only available on the DOS platform (the first was available on the Amiga and Atari ST platforms).
The last game took advantage of the by-then widely adopted CD-ROM, and
boasted SVGA graphics, but all of the games switch between 3-D,
first-person perspective in exploration mode and isometric view in
combat mode ("isometric view" or "3/4 perspective" is a way of
portraying a 3-D object on a flat surface; consider the familiar line
drawing of a cube). The combat system is highly tactical and turn-based
(reminiscent of an SSI Goldbox game). Of the three, most critics agree
that Shadows over Riva is the most excellent, and I'll have more to say about it later.
Other interesting games of the early 1990s are Imagitec's Daemonsgate, Microprose's Darklands, and Flair's Whale's Voyage. Daemonsgate (1992)
seems to be an exercise in poor design, and is only noteworthy for its
unusual marketing gimmicks. It suffered from a ghastly interface, and
its most noteworthy characteristic is that it shipped with a VHS tape.
The tape contained a goofy video entitled "Travis Sewerbreath" that had
only a tenuous connection to the game. Daemonsgate also
featured a "conversation system" allegedly capable of understanding
over 70,000 words (few critics seem to believe this blurb on the game's
box).
If Daemonsgate is all hype and no substance, Darklands, a
meticulously historical CRPG set in medieval Germany, is all substance
without enough hype. Indeed, it is undeservedly obscure despite its
mind-boggling attention to detail. For instance, not only does the game
include historically accurate arms and armor, but even the weights and
relative effectiveness are incorporated into the gameplay. It also
boasts of a huge gameworld with over 90 German cities and towns, all
with historically accurate place names.
The goal of
the game is simply to win fame and fortune; the game is quite
open-ended and avoids many of the stale D&D clichés. Magic, for
instance, is based on the ancient art of alchemy and is quite
intricate, and clerics can call on 140 different saints, each with a
unique personality.
Many gamers appreciated its
intelligent character generation system, which involved adding years on
to the character's starting age in return for valuable skills.
Unfortunately, the game's code was riddled with show-stopping bugs, and
gamers found the save game system irritating at best. Nevertheless, it
remains a cult classic with a small but highly dedicated following.
Darklands is the most historically accurate and detailed CRPG yet designed.
Whale's Voyage is perhaps best described as a combination of Firebird's epic space-trading game Elite and SSI's Eye of the Beholder, and vaguely reminiscent of Binary System's earlier and much more successful Starflight series (1986, 1989) and Electronic Art's Sentinel Worlds (1989). Whale's Voyage
did not fare well among critics, many of whom bashed it for its
cumbersome control scheme, which required dozens of mouse clicks just
to get one of the player's four characters to attack.
The
game does feature a unique character generation method involving
eugenics and DNA manipulation. After choosing an appropriate set of
parents, players can "mutate" their characters' DNA in exchange for
better stats. The trade-off, however, is greater susceptibility to
disease. Players also get to choose which schools and universities
their characters attend. In any case, the game was not a hit, and
although there was a sequel released in Germany, an English version
never arrived on American shores.
While we're on the subject of rotten tomatoes, we should probably mention Cybertech's Spelljammer: Pirates of Realmspace, which almost certainly contributed to its publisher SSI's fall from grace. Although TSR's Spelljammer universe was successful among tabletop role-playing gamers, Cybertech's effort to bring the world to DOS failed
just as miserably at Cybertech's, and for much the same reason. Besides
lackluster graphics and the lack of a good plot, the game was not
properly play-tested and frustrated gamers with bug-infested code.
Ultima and Ultima Underworld: Who's the Dungeon Master Now?
We saw in the last installment how FTL's Dungeon Master represented
a significant breakthrough for 3D CRPGs. Although there had been plenty
of other 3D, first-person perspective CRPGs before (including the
real-time game Dungeons of Daggorath), turn-based games were by far the majority. However, even though Dungeon Master was the best-selling game of all-time for the Atari ST platform, and achieved remarkable success on other platforms like the Commodore Amiga, many gamers and developers seemed reluctant to jump on the real-time 3-D bandwagon.
The first big developer to do so in major way was Westwood Associates, who developed an extremely successful series called The Eye of the Beholder, published
by SSI (their so-called "Black Box" games). However, although these
games were set in real-time, movement was not fluid but discrete. For
instance, if your party turned left, the perspective instantly shifted
90 degrees, cutting rather than panning to the new viewpoint.
Nevertheless, many Dungeon Master clones were published in the early 1990s, such as Raven's Black Crypt, ArtGame's Abandoned Places: A Time for Heroes, and Silmaris' Ishar: Legend of the Fortress (all 1992), a highly-polished game that was successful enough to spawn two sequels (Messengers of Doom in 1993 and The Seven Gates of Infinity in 1994).
Another popular game from this period is Virgin Games' Lands of Lore: The Throne of Chaos, developed by Westwood Studio--the same company that produced Eye of the Beholder. Throne of Chaos was
noted for its excellent graphics, music, and interface; Westwood was an
experienced CRPG maker at the height of their game. Westwood developed
two sequels, Guardians of Destiny (1997) and Lands of Lore III (1999), which we'll discuss later.
Cute, vibrant graphics and humor distinguish the Lands of Lore series from most CRPGs of its day.
Origin's Ultima Underworld: The Stygian Abyss was
the first 3D CRPG to finally achieve fluid camera movement (and is said
to have inspired id's famous first-person shooter engine). Developed by
Blue Sky Productions (later Looking Glass Technologies), The Stygian Abyss is a spin-off of Origin's celebrated Ultima series, but its gameplay focuses more on quick physical reflexes than its predecessors.
On the surface, it seems like Origin's attempt to mimic Dungeon Master. It's
set deep in a dungeon, and the Avatar needs to constantly search for
food and light sources (e.g., torches). Even the magic system is
similar; spells are cast by arranging sequences of "rune stones" found
sprinkled throughout the dungeon. However, unlike Dungeon Master, Ultima Underworld
features fluid 3-D movement. Players can not only turn left and right
smoothly, but also look up and down, climb up, and even swim.
Players also have more direct control during combat: The type of attack
(slash, stab, hack) is indicated by the position of the mouse pointer,
and the strength by how long the player holds down the mouse button.
Many gamers and critics argued that these innovations made the game
realistic and thus more immersive, as though players were actually in
the game rather than simply controlling it from a distance.
Another
nice feature was a "map," which not only tracked movement but allowed
players to enter notes. In any case, you don't have to be a game
historian to see how this game paved the way for the Elder Scrolls series.
The Underworld series was ahead of its time, but that's not always a good thing. How much immersion does it take to kill rats with a hatchet?
The storyline is fairly straightforward. Somehow, the Avatar has found
himself back in Britannia just in time to witness a creature carting
off a Baron's daughter in a sack. Naturally enough, the guards suspect
the Avatar of being an accomplice. Fortunately, he's spared the noose,
but only on the condition that he enter a fearsome dungeon called the
"Great Stygian Abyss", and return with the Baron's daughter.
Soon
enough, the Avatar encounters some survivors of a failed colony, and
eventually learns that the kidnapping is only part of a much more
sinister plot. It's a good storyline that makes the game more than just
a 3D coding feat.
In designing the Underworld system,
one of the things we attempted to do was to merge traditional fantasy
RPG elements, such as quests and combats and explorations, with a
sophisticated three-dimensional simulation of a sensible and believable
world.
– from the Ultima Underworld II manual.
Origin followed up in 1993 with a sequel named Labyrinth of Worlds. The
sequel made few innovations other than the implementation of digital
sound effects and an expanded viewing area. The storyline is also more
complex and more closely related to the main Ultima series. A
magical crystal of "blackrock" has formed over Lord British's castle,
isolating the land of Britannia from its foremost defenders.
Fortunately, the Avatar can use a smaller crystal to travel to eight
different dimensions in search of a solution to the dilemma. It's a
massive game, and the alternate dimensions allow for many intriguing
scenarios, such as a fortress floating in the sky, an icy wasteland,
and a surreal "Ethereal Void."
Surprisingly, the Ultima Underworld series is not as well known today as later games of its type, such as the Elder Scrolls series.
Perhaps the key reason for this is that the games demanded more
computer power than most PC gamers could afford in 1992. It's a rare
case of when a lengthy production delay could have resulted in better
sales.
Stygian Abyss was released for Sony's Playstation in 1997 and was ported to Windows Mobile by Zio Interactive in 2002.
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Man those titles combined to waste a lot of my youth. How come they dont make them like they used to? Absolutely fantastic article, made for a fascinating read!
I am trying to do a business plan for my own massive multiplayer game and was wonder how they spread out the resources.
WoW Europe Gold