Wednesday, 26 March 2025
DOCTOR WHO celebrates the 20th anniversary of its revival
Friday, 26 January 2024
Happy 50th Birthday to DUNGEONS & DRAGONS, and the tabletop roleplaying genre
Dungeons & Dragons turns 50 years old today, or at least today-ish. The first few copies of the original release of the game hit the wild in late January and early February 1974, although the ad hoc nature of the game's development and release means there's always been ambiguity over the precise date.
D&D was co-developed by Gary Gygax and Dave Arneson, two wargamers from Wisconsin. Since the 1960s they'd been playing and designing wargames, starting off in traditional arenas like Civil War and Napoleonic War games, as well as naval titles (including their first co-designed game, Don't Give Up the Ship!). By the end of the decade they had developed an interest in fantasy fiction, with Gygax particularly driven by his love of the works of Jack Vance, Fritz Leiber, Poul Anderson, Michael Moorcock and Robert E. Howard. Arneson and some of their friends were also fans of The Lord of the Rings, which had recently blown up big time (Gygax was cooler on Rings, which he considered boring, preferring the shorter, more focused adventuring of The Hobbit).
Merging fantasy with wargaming seemed an obvious move, and as early as the late 1960s Gygax was organising a play-by-mail campaign set in a fantasy land called "the Great Kingdom." However, assembling a large army of elves, orcs and goblins was difficult, forcing players to substitute models of, say, French line infantry or Prussian hussars. In 1971 Gygax and Jeff Perren collaborated to create a wargame, which they named Chainmail. Drawing on 1968 wargame Siege of Bodenburg for inspiration, the game focused on medieval battles but also had a "fantasy supplement" with rules on incorporating elves, dwarves and magic into the game.
Arneson was a fan of Chainmail but had also been working on a fantasy variation of Braunstein, an experimental rules system allowing for the control of individual characters on the battlefield. As he developed the project, Arneson added elements including character classes and levels, experience points and armour class, as well as a background setting, which he called "Blackmoor." Arneson invited Gygax to play the game and Gygax immediately saw the potential for it. He developed many of the ideas in greater detail and play-tested the first variations at home with his wife and children. He and Arneson agreed to develop the game as a commercial project; according to legend, Gygax's then-two-year-old daughter picked the title "Dungeons & Dragons" from a list Gygax had been mulling over.
Arneson and Gygax set up the company Tactical Studies Rules (TSR) in October 1973 to handle the project. Their budget for the project was just $2,000 (about $12,450 in today's money), with only around $100 budgeted for artwork. With the budget limited, they were only able to print 1,000 copies, which they sold through local conventions and mail order ads in magazines and fanzines. Arneson and Gygax did not expect big success, but all 1,000 copies were sold within a few months and they rushed through a reprint; more than 3,000 copies were sold in 1975.
To Gygax and Arneson's surprise, they quickly had interest from overseas. In mid-1975 they were contacted by Ian Livingstone and Steven Jackson, who had set up a London-based company called Games Workshop, which was designing boards for popular games like Backgammon and Go. GW became the exclusive European importer of Dungeons & Dragons, which drove the success of both companies. GW later invested in miniatures, co-founding Citadel Miniatures in 1978 and developing a generic line of high-quality (for the time) fantasy figures for use with D&D and other fantasy games like Runequest and Middle-earth Roleplaying. When Games Workshop lost the exclusive distribution licence for D&D, they decided to create their own tabletop wargame using their fantasy figures...although that is a different story.
The popularity of D&D rapidly grew. Arneson and Gygax published several supplements and expanded TSR, launching a tie-in magazine (called The Dragon, later shorted to Dragon) and incorporating new rules and ideas. Notably, D&D did not launch with an established setting or world, instead encouraging Dungeon Masters to create their own world. Gygax and Arneson eventually detailed their home campaign worlds, named the World of Greyhawk and Blackmoor respectively, for supplements, but these remained optional.
The encouragement was well-taken, however, with a young Canadian teenager named Ed Greenwood converting a world he'd created as a little kid for short stories into a D&D campaign world, which he dubbed Forgotten Realms, and started writing Dragon articles in the setting. A very young British writer, Charles Stross, was also encouraged to create his own monsters, "borrowing" the name "githyanki" from an obscure novel called Dying of the Light (by an ultra-obscure writer called George R.R. Martin) for a memorable species for the Fiend Folio tome. Meanwhile, a writer in South Carolina called Oliver Rigney, Jr. agreed to run D&D campaigns for his young stepson and started pondering his own ideas for a fantasy world. In California, the Abrams Brothers were inspired to create their own D&D world, which they called Midkemia. They quickly moved beyond D&D to other rules systems and developed the world further; when a friend from university called Ray Feist asked if he could write a novel called Magician based on the same world, they said okay. Over in the UK a press officer working for a nuclear power plant, named T. Pratchett, invited his co-workers to a D&D night at the local pub and was dismayed when they went totally off the rails and trashed the campaign; he was at least satisfied with one of his creations for the game, an ambulatory chest which ran around on tons of little legs, carrying the adventurers' gear.
Up north in Canada, two archaeology students started playing a D&D game. They quickly tired of the focus on killing monsters and looting their stuff, but became intrigued by applying archaeological principles to the game: who are the monsters, who built these dungeons, and what history led to these events? In 1986 they switched their gaming to the newly-released GURPS system and developed what became known as the Malazan world, with Ian Esslemont penning the first proto-Malazan novel, Night of Knives in 1986 and Steve Lundin (aka Steven Erikson) writing a film script in the same world called Gardens of the Moon; with zero interest from Hollywood he redeveloped it into a novel in 1991, and the rest was, as they say, history.
Back in the late 1970s, Arneson was not hugely interested in working in a corporate environment and bailed on the game, instead happy to collect his royalties as the game's success began to explode exponentially. This irked Gygax, who continued to work in the trenches of game development, writing and making new business deals. According to some theories, Gygax began development of a new D&D derivative which Arneson which would not be involved in, allowing Gygax to claim sole copyright (and thus royalties) over. This resulted in Advanced Dungeons & Dragons, aka D&D 1st Edition, which appeared in 1978. Arneson's lawyers were unhappy with Gygax's argument, and later legal deals were settled in both parties' favour. However, the existence of "Advanced" D&D kind of required the continued existence of a "Basic" D&D, which appeared in 1981 (after a prototypical version was tested in 1977). The Basic D&D line eventually became the biggest-selling line of D&D projects, shifting over six million copies.
In 1983, TSR shifted strategies by planning a "multimedia event," one of the first of its kind, with a major new campaign set in a brand new world focusing on dragons. This resulted in the Dragonlance setting, spearheaded by a 16-volume adventure series and a novel trilogy, The Dragonlance Chronicles, by Margaret Weis and Tracy Hickman. The novels became bestsellers, shifting four million copies before the end of the decade.
In the early 1980s, Gygax decamped to Hollywood to work on a D&D movie and TV show, eventually resulting in the release of a Dungeons & Dragons animated series, but no movie. With Gygax apparently distracted by partying at the Playboy Mansion (as you do), TSR recalled him and manoeuvred him out of the company in 1985.
With Gygax gone, designers felt uncomfortable carrying on using his Greyhawk setting. With Dragonlance featuring many deviations from "core" D&D rules, it was decided to develop a new campaign world. TSR called on Ed Greenwood, who'd been contributing to Dragon Magazine for a decade with articles set in the Forgotten Realms, and bought the setting from him, publishing it in 1987. Tie-in novels also appeared, with the third novel published, The Crystal Shard by R.A. Salvatore (featuring a dark elf protagonist, Drizzt Do'Urden), becoming an immediate big hit. The success of the Realms encouraged a whole slew of new campaign settings, although none became as big as the Realms or the earlier setting: Spelljammer (1989), Dark Sun (1991), Al-Qadim (1992), Planescape (1994) and Birthright (1995).
The 2nd Edition of Dungeons & Dragons launched in 1989, but the game started dropping sales in the early 1990s. D&D had effectively created the entire tabletop roleplaying game industry, resulting in a bunch of other games soon appearing: Empire of the Petal Throne (1975), Boot Hill (1975), Traveller (1977), RuneQuest (1978), Gamma World (1978), Call of Cthulhu (1981), Champions (1981), Star Trek (1982), Palladium (1983), Heroes Unlimited (1984), Paranoia (1984), Doctor Who (1985), Teenage Mutant Ninja Turtles (1985), MechWarrior (1985), Robotech (1986), GURPS (1986), Star Wars (1987), Cyberpunk (1988) and Shadowrun (1989), among many others.
Hugely important was Vampire: The Masquerade, which appeared in 1991. With a streamlined rules system and a cool setting with a ton of deep lore, the game quickly became hugely popular, eclipsing D&D in sales. Weird Western Deadlands, which launched in 1996, was also hugely successful in a similar vein. D&D was increasingly seen as old-fashioned and old-hat, with its rules system feeling archaic (with many core features largely unchanged since 1974, despite three distinct versions of the game having existed) and its overwhelming focus on combat over the social side of roleplaying feeling dated. Unbeknown to fans and players, TSR was also in financial trouble, trouble that continued to expand through bizarre business decisions and the policy of creating more product to push through publishers to create churn, even though the products were not selling.
In 1997 TSR effectively collapsed and had to be rescued by Seattle-based Wizards of the Coast, the company founded just a few years earlier to sell the Magic: The Gathering card game. Magic: The Gathering was a colossal, ludicrous sales success and it was easily able to buy TSR and settle its immense debts. Goodwill towards D&D was starting to build again, thanks to the success of the tie-in video games from BioWare and Black Isle Studios, including Baldur's Gate (1998), Planescape: Torment (1999) and Icewind Dale (2000), along with the various sequels. Wizards of the Coast released Dungeons & Dragons 3rd Edition in 2000 to immediate success and acclaim, reasserting the game's position as the market-leading roleplaying game. The d20 rules system pioneered by 3E soon spawned a whole host of other games.
However, 3rd Edition lacked the long tail of earlier versions of the game, something the release of a "3.5 Edition" in 2003 seemed to exacerbate rather than solve (fans angered by the release of new rulebooks barely three years after the last). Faced with dwindling sales, WotC released the 4th Edition of the game years ahead of schedule in 2008, but the game saw a huge move away from D&D's original rules, resulting in a lot more anger from fans. Many decamped to rival fantasy game Pathfinder, established in 2009 and carrying on the 3rd Edition line of rules. D&D went through a nadir of sales and popularity in the early 2010s, with WotC rumoured to be considering cancelling the game outright. The 5th Edition, released in 2014, was a big improvement, at least in the eyes of the game-buying public, and livestreams of games over the Internet (particularly the Critical Role webseries) soon triggered high sales. The game also got a boost from the major role it played in Netflix series Stranger Things (2016-present). 5th Edition's sales became the healthiest seen for the game since the early 1980s. A revision of 5th Edition is due for release later this year.
It's not always been plain sailing. WotC have been criticised in recent years for ambiguity over AI artwork, trying to cancel the Open Game Licence (allowing third parties to produce compatible material) and a lacklustre approach to D&D's heritage, with very few novels or decent setting material being published. An overzealous approach to copyright protection (resulting in private detectives storming a YouTuber's house after he received a product before its review date) has also proven controversial.
In its fifty years on sale, D&D has shifted around 20 million core rulebooks and sourcebooks, over 100 million spin-off novels and around 30 million video games. A minimum of 50 million people are believed to have played D&D. It spawned the entire tabletop roleplaying industry and played a key role in the development of video games. At least dozens and likely hundreds (maybe even thousands) of published fantasy authors have played the game. Its impact on fantasy, especially secondary world, epic fantasy, might be second only to that of The Lord of the Rings. Hopefully it can enjoy at least fifty more years of success.
Tuesday, 12 September 2023
Steam turns 20 years old
PC video game distribution platform Steam turns twenty years old today. Normally that wouldn't be a major milestone outside of technical interest, but Steam's achievements and position in the industry remain unique, despite some criticisms.
PC games company Valve Corporation launched Steam on 12 September 2003. The first - and for a while only - thing you could do on Steam was use it to patch up your existing Steam games, particularly Counter-Strike. The service did not even have a store front on release. Valve had identified the enthusiasm for online multiplayer early, but also identified that many gamers experienced frustration when new patches were released, as these tended to be released ad hoc and it sometimes took days for them to be disseminated over the entire playerbase. Valve proposed developing a universal updating service with several other companies, including Microsoft, but were shot down. They began development of their own service in 2002. This idea wasn't totally new, as Blizzard had released their Battle.Net service at the end of 1996, but Steam was working on a different scale.
Valve quickly realised the same system could be used to sell and download games in their entirety. Valve ran videos and interviews demonstrating how this would work with the video game Impossible Creatures by Relic Entertainment, with the entire game being downloaded over broadband in just a few hours. Ironically, Impossible Creatures would not be actually released on Steam until 2015.
Valve also sold the benefits of the service for combating piracy, which was widely believed at the time to be killing the PC gaming market. This led to consternation from gamers, already wary of DRM (Digital Rights Management) software trying to restrict when and where they could play games. To assuage concerns, Valve also demonstrated that the system could be used as a mass distribution system for free mods by releasing the popular Half-Life mod Day of Defeat on the service.
After a successful launch, Valve shut down all of their other online matchmaking and updating websites and systems, effectively forcing gamers to migrate to Steam over the course of 2004, to some controversy.
On 16 November 2004, Valve released Half-Life 2. One of the most eagerly-awaited games of all time up to that point, preceded by months of hype, Half-Life 2 was sold at retail and as a Steam download, but all copies of the game had to be activated and authenticated on Steam, even if the game was to be played solely offline in single-player mode. This led to vast criticism and anger from both critics and the gaming community, as broadband internet was still in its relative infancy. However, Valve stuck to their guns and the game's overwhelmingly positive reviews saw a million copies sold worldwide within a relatively short timeframe. Shortly after release Valve demonstrated the versatility and convenience of Steam by releasing an extra bonus level, Half-Life 2: The Lost Coast via the service.
In 2005 Valve signed its first distribution agreement with third-party vendors. The first third-party game was Rag Doll King Fu, followed quickly by the more acclaimed Darwinia. Over the next few years numerous other publishers and developers jumped on board, attracted by the company's generous royalty cut (far superior to boxed retail). Critics continued to complain loudly about the service being a form of intrusive DRM, but fans began to see the convenience of having all their games, multiplayer services and achievements in one place.
It is possible that Steam would have remained a relatively minor success, especially as Valve proved reluctant to release more high-profile original games, but the PC gaming market underwent serious contraction after the release of the Xbox 360 console in 2005 and the PlayStation 3 the following year. Both consoles had comparable power to gaming PCs of the time and pushed the development of HD graphics at a much more affordable price. The result was something of a stampede of gamers to the new consoles, including PC gamers who previously would have not considered switching to console but were lured over by the likes of the Halo series on Xbox. Previously PC-centric developers like Bethesda were also focusing heavily on the console versions of their next-generation games, like The Elder Scrolls IV: Oblivion (2006) and Fallout 3 (2008). For several years the future of PC gaming appeared to be in doubt.
The result was an explosion in the indie game sector starting in the late 2000s, alongside Valve using numerous inducements to try to get PC publishers and developers to rally around Steam as a centralised, global launch platform for their games. Valve also initiated aggressively-priced "Steam Sales," sometimes selling games just a year or two old for heavy discounts. This approach proved successful, if again controversial, and PC games began to see an uptick in sales again towards the end of the decade. A good sign of Steam's success was the appearance of competitor products: Ubisoft launched the Ubisoft Games Launcher (aka Ubisoft Connect, later UPlay) in November 2009 and Electronic Arts launched Origin in June 2011.
An earlier competitor was Polish company CD Projekt. The company had enjoyed success by launching its first original game, The Witcher on Steam (as well as physical release) in 2007. In 2008 they launched Good Old Games, a variation on Steam which focused on older, out-of-print games and employing patches and community knowledge in making them compatible with modern systems. CDPR won early victories by recruiting Interplay and Ubisoft to their cause. In 2010, rebranded as GoG, they carried out a successful relaunch spearheaded by the re-release of classic CRPG Baldur's Gate. Valve noted CDPR's success and began launching older games themselves, although generally without the care and attention GoG spent on compatibility.
By the early 2010s, Steam had established itself as the de facto global PC games storefront, to the point that many bricks-and-mortar video game stores dramatically reduced or even removed physical PC games from sale. Most games sold physically still needed to be activated on Steam anyway. Steam users became numerous and passionate, calling for boycotts of other launchers from companies who refused to release on Steam as well, citing the inconvenience of managing multiple launchers and software. The success of Steam also encouraged the further development of Microsoft, Nintendo and Sony's inhouse storefronts for their consoles (several attempts to create console versions of Steam came to nothing).
By 2020, most rivals had admitted defeat, with both Electronic Arts and Ubisoft agreeing to release their games via Steam once again. In 2022 EA discontinued Origin in favour of the EA App, which allows former Origin players to continue accessing their games.
In late 2018, Epic Games, flush with cash from their game Fortnite, launched a service designed to directly take the fight to Steam. The Epic Game Store used aggressive pricing, a more generous royalty scheme and the promise of completely free AAA games to aggressively expand. However, the service was hugely criticised during its launch phase for lacking basic functions like a shopping basket and user reviews, whilst Epic's attempt to lock in some games to exclusivity periods with them in return for buckets of cash was criticised as anti-consumer. It took several years to implement basic features and remains controversial, despite the number of Epic exclusives tailing off as developers discovered that the bad will engendered from not launching on Steam often outstripped the short-term financial benefits of accepting Epic's pricing terms.
Steam enjoyed a further shot in the arm thanks to the COVID pandemic, with the number of people using the service seeing a sharp increase as they were stuck at home with, in some cases, not much to do other than play video games.
In 2023, Steam is the overwhelmingly dominant games delivery service for the PC format. The service continues to set new records for concurrent players - the latest high of over 33 million was reached earlier this year - and now every major publisher and almost all publishers full stop use Steam as their main launch system. Rivals continue to hang in there - GoG has continued goodwill from its attempts to track down and release older games and Epic Games is continuing to try to make inroads through exclusives and free games - but many have thrown in the towel and admitted defeat.
Criticisms of Steam and its monopoly-like position in the marketplace continue, with criticism of the service sometimes pushing shovelware games released without much attention to quality (or sometimes copyright). The service has sometimes been used for cheating, toxic behaviour and even fraudulent activities, which Valve has sometimes acted decisively to stamp out and, at other times, less decisively. However, Steam has also been praised for almost single-handedly saving PC gaming as a viable format during the 2005-10 period when its future might otherwise have been in doubt, and for prioritising convenience and ease of use for customers.
Probably the biggest and most viable criticism of Steam has been its impact on Valve, its creators. Valve used to create vibrant, exciting and original video games. Steam has given them an astonishing annual income (comfortably in the billions of dollars) which frees them from having to rush games or, indeed, do much work on original games at all. Although Valve continued to publish popular titles in the first few years after Steam launched - Portal (2007), Team Fortress 2 (2007), Left 4 Dead (2008), Portal 2 (2011), Counter-Strike: Global Offensive (2012) and Dota 2 (2013) - it is also unquestionable that their financial security has meant they are not under any pressure to actually make new games. The Half-Life franchise was left on a massive cliffhanger with the release of Half-Life 2: Episode Two in 2007 and the company has so far failed to follow up on it, although VR prequel Half-Life: Alyx (2021) hints at how the series might continue.
My main abiding memory of the first time I used Steam was strewing network cables across my house, to my landlady's consternation, as I tried to get Half-Life 2 to work on its release day. I now have 484 games on the service with some 5,769 hours spent on them (which isn't as bad as I'd feared, spread over nineteen years). My most-played games on the service are Age of Empires II: Definitive Edition, Fallout 4, Cyberpunk 2077, The Elder Scrolls V: Skyrim, BattleTech, XCOM: Enemy Unknown/Enemy Within, Death Stranding, Mass Effect: Legendary Edition, Grand Theft Auto IV/Episodes from Liberty City and The Witcher III: Wild Hunt. Many of the criticisms and wariness about the service remain valid, but I think without Steam, it's questionable if PC gaming would have survived, let alone thrived as it has.
Wednesday, 22 February 2023
BABYLON 5 celebrates its 30th anniversary
Seminal space opera television series Babylon 5 has celebrated its 30th anniversary. The show's pilot movie, The Gathering, aired for the first time on 22 February 1993.
Babylon 5 ran for five seasons, notching up 110 episodes, seven TV movies and 13 episodes of a spin-off series, Crusade, between 1993 and 2007. It also generated a huge number of tie-in books, comics and roleplaying games, as well a video game that was - still bafflingly - cancelled when it was 95% complete.
The show was mainly set between the years 2257 and 2262 and depicted the misadventures of the crew and diplomats on board Babylon 5, a massive space station designed to serve as a sort-of United Nations in space, between the borders of five major powers and numerous smaller ones. Babylon 5 was purposefully designed by its creator, J. Michael Straczynski, as a "novel for television," with one pre-planned story unfolding over five years. This level of serialisation was unusual at the time, although not completely unprecedented. It was more unusual that the story arc was planned out in some detail ahead of time, though.
After a rough opening season, Babylon 5 hit its stride in its second and third seasons, with both years winning Hugo Awards for Best Dramatic Presentation. A near-cancellation in Season 4 saw Straczynski wrap up the main story arc last few episodes, but a late renewal allowed him to end the story as planned, albeit with a somewhat more spun-out fifth season than originally envisaged.
Babylon 5 broke the mould not just for serialisation, but also for its pioneering use of CGI to depict all of its visual effects. Most contemporary space shows still used very expensive models. As the show continued, its use of CG became more innovative, extending to the creation of virtual sets and all-CG aliens interacting with human actors; commonplace today but remarkable in the mid-1990s. B5 also used the Internet in a pioneering way, with Straczynski taking advantage of the Internet to discuss behind-the-scenes trivia and worldbuilding information with eager fans.
Despite its innovative structure, excellent pacing and outstanding cast, the show teetered on the edge of cancellation throughout its run, and has never had more than a dedicated, cult audience. The show also suffered appalling attrition among its main castmembers, making a continuation unfeasible. A Babylon 5 reboot project has instead been gestating at the CW for well over a year, although recent sweeping changes at the network and a retreat from drama commissions makes that project now unlikely to proceed (although the possibility remains of it finding a home elsewhere).
Saturday, 23 July 2022
Classic SF RPG TRAVELLER turns 45
Tuesday, 12 October 2021
Happy 42nd Birthday to The Hitch-Hiker's Guide to the Galaxy (novel)
Friday, 2 April 2021
Happy 50th Publication Anniversary to George R.R. Martin
This is actually a couple of months late, but probably close enough. George R.R. Martin recently passed the milestone of being a published author for fifty (50) years.
Martin's first professionally-published story was "The Hero," a story from his Thousand Worlds space opera setting. It was published in the February 1971 issue of Galaxy Magazine, though he'd written it in 1968-69 when he'd made his first serious push to become a published author. This period also resulted in "The Added Safety Factor" (eventually published in 1979 as "Warship"), "The Fortress" (eventually published in 1985 as "Under Siege," no relation to the Steven Segal movie), "And Death His Legacy" and "Protector." Martin's earlier writing had been for fanzines and comic books. In fact, his very first-published material of any kind was a letter to Stan Lee and Jack Kirby printed in Fantastic Four #20 (August 1963).
"The Hero," though, was the first of Martin's stories to see print and kick-started a run of early, promising fiction that eventually culminated in his Hugo Award-winner "A Song for Lya" (1974). Additional, multi-award winning fiction followed, including the Hugo and Nebula Award-winning "Sandkings" (1979) and Hugo Award-winning "The Way of Cross and Dragon" (1979), along with his novels Dying of the Light (1977), Windhaven (1981, with Lisa Tuttle), Fevre Dream (1982) and The Armageddon Rag (1983), the commercial failure of which triggered a sideways career movie into film and television scripts. Martin spent years working in Hollywood on TV shows including The Twilight Zone and Beauty and the Beast, whilst rebuilding his novel career through Tuf Voyaging (1987) and working as the creator-editor of the popular Wild Cards series of superhero anthologies (starting in 1987 and continuing to this day).
This year also marks the 30th anniversary of Martin starting work on his wildly popular Song of Ice and Fire book series (later adapted by HBO as the phenomenally successful if-controversially-ended TV show Game of Thrones). Although A Game of Thrones (1996) wasn't published until five years later, Martin began work on the novel in the summer of 1991 when he was struck forcibly by the image of a young boy being taken by his father to see a deserter being executed in the snow. At the time he had no idea whether this was the idea for a short story or a novel, and certainly no idea it would be the start of a magnum opus that would still be running three decades and just shy of 100 million book sales later.
So happy anniversary to George for a full half-century in the business.
Wednesday, 23 September 2020
BALDUR'S GATE II - the LORD OF THE RINGS of western RPGs - turns 20
BioWare's classic computer roleplaying game, Baldur's Gate II: Shadows of Amn, turned 20 years old this week. The sequel to the 1998 original, Baldur's Gate II was bigger, more epic and exhausting to make, but more exhilarating to play. It was the last 2D game BioWare made, switching to a 3D engine for their next games Neverwinter Nights and Star Wars: Knights of the Old Republic, and never looking back. They have acknowledged that they will likely never be able to match the scale and scope of the game again.
BioWare shipped Baldur's Gate in late 1998. A 2D CRPG launching in the initial age of 3D games - being released within weeks of Half-Life, in fact - Baldur's Gate proved to be a huge hit. Using the Dungeons and Dragons 2nd Edition ruleset and the Forgotten Realms world, Baldur's Gate and its excellent Infinity Engine caught the public imagination. BioWare's publisher, Interplay, even borrowed the engine so their in-house CRPG studio, Black Isle, could make their own variants, Planescape: Torment (1999) and Icewind Dale (2000).
Baldur's Gate allowed the player to create any character they wished and then guide them through a lengthy adventure. Starting with the murder of the player's adopted father by a mysterious stranger, the player would explore a semi-open world brimming with adventures, side-quests, monsters and treasure. They'd join forces with a band of bickering companions, some of whom would hate and fight one another. The player would even be able to romance some of these companions. All the while a compelling central storyline would unfold, culminating in the reveal that the lead character is one of the "Bhaalspawn," descendants of the slain God of Murder, Bhaal, and poised to inherit his murderous power. The original game ended with the party defeated another of the Bhaalspawn, Sarevok, and defeating a conspiracy to destabilise the Sword Coast and the great city of Baldur's Gate. An expansion, Tales of the Sword Coast (1999), expanded the original game with a series of new quests and a "super dungeon" adding many hours of new content.
With Baldur's Gate a huge hit, the team at BioWare started work on a sequel. With the engine already mature and ready to go, the designers were able to focus almost exclusively on creating content. In less than eighteen months, they had created a game almost four times the scale and scope of the original Baldur's Gate. The new storyline would expand on the "Bhaalspawn" elements from the original, with a new villain called Jon Irenicus trying to capture the main character to gain access to his or her power. In a deviation from the original game, where Sarevok appeared fleetingly, Irenicus makes more frequent appearances in the game throughout its length and is ruthless and threatening, killing several major characters from the first game and kidnapping another. Actor David Warner (Time Bandits, Titanic, Star Trek) was praised for his memorable performance as Irenicus, often cited as one of the greatest video game antagonists of all time for his conviction and menace.
Although the new storyline was memorable and well-handled, praise was also lavished on the game's immense number of side-quests, some developing into significant sub-plots lasting hours in themselves. These appeared in the game's second act which, as is traditional with BioWare games, is wide open and allows players to travel around, meet people at random and achieve different goals. Although not an open world game as such (even arguably as much as the original), Baldur's Gate II was still huge in scope with more than 350 locations to visit, dozens of dungeons to explore and thousands of enemies to fight. The game also gave more power and choice to the player, including greater character customisation options and bringing in rules from the just-released 3rd Edition of the tabletop Dungeons & Dragons game.
One of the game's most popular features was a home base. Depending on the main character's class, they would receive one of several potential strongholds. Over the course of the game the stronghold could be built up and improved on, and would provide a valuable location for players to retreat to between quests.
The game expanded the combat from the original game, offering a ton of elements to give players granular control over how they handled it. They could transform the game into a turn-based affair, pausing the game after every six-second action to issue new orders, or play completely in real time, able to pause with a tap of the spacebar to issue new orders. This freedom is, curiously, missing from in-development Baldur's Gate III, which has mandated turn-based combat only to the frustration of some long-term fans.
Baldur's Gate II was released in September 2000 and sold immensely well, garnering critical acclaim for its huge scope and length, as well as its refined game engine. The game such a success that Interplay wanted a sequel in development ASAP, but BioWare felt burned out on the Infinity Engine and had plans for an ambitious 3D engine that would allow gamers to replicate the tabletop D&D experience, including having one player serve as an online Dungeon Master in creating their own adventure. BioWare decided not to proceed with a full sequel but to "super-size" the planned expansion for the game into a proper ending to the saga. Released in September 2001, Baldur's Gate II: Throne of Bhaal brought the Bhaalspawn story to a conclusion and was well-received, with its scope and size considered surprisingly huge for an expansion. BioWare would release their 3D, player-driven game, Neverwinter Nights, in June 2002 as their last (to date) D&D video game.
The size and scope of Baldur's Gate II could not be replicated in a 3D engine and BioWare decided not to even try, instead focusing on much shorter but much more "cinematic" game experiences, blending action and roleplaying. They also began developing games with a view to releasing console versions. Although the CRPGs developed during this period were highly successful and critically acclaimed for their stories and characters - Star Wars: Knights of the Old Republic (2003), Jade Empire (2005) and Mass Effect (2007) - they faced some criticism for being short and "dumbing down" RPG elements in favour of action. BioWare tried to reverse this course with Dragon Age: Origins (2009), a "spiritual successor" to Baldur's Gate II set in their own original world, but matching the older game's epic story and focus on strong characters. Even this game couldn't match Baldur's Gate II's scale (coming in at around a third the size), but it was critical and commercial success, generating two sequels: Dragon Age II (2011) and Dragon Age: Inquisition (2014).
Those wanting a genuine successor to Baldur's Gate II had to wait a long time to get it. Obsidian Entertainment's Neverwinter Nights II (2007) and its two expansions focused more on single-player adventuring than BioWare's original, and scratched an itch for D&D CRPG fun in the Forgotten Realms setting. Obsidian went on to develop several "spiritual successors" of their own in a modern take on the Infinity Engine, resulting in Pillars of Eternity (2015), Tyranny (2016) and Pillars of Eternity II: Deadfire (2018). Their forthcoming new game Avowed is set in the same world as Pillars of Eternity, but draws more on Skyrim for inspiration than Baldur's Gate. Pathfinder: Kingmaker (2018) likewise channelled the spirit and energy of Baldur's Gate II, and made a rare attempt to try and match its size and scope. Arguably it was Larian Studios who delivered the first significant improvement to the isometric formula with Divinity: Original Sin (2014) and Divinity: Original Sin II (2017), which added environmental physics puzzles to the mix.
Although it's very different in moment-to-moment gameplay, which is more action-based, CD Projekt Red's The Witcher III: Wild Hunt (2015) might be the closest game to Baldur's Gate II in terms of the sheer epic nature of the storyline, the memorable cast of characters and the compelling plot which twists and turns over dozens of hours, whilst also giving the freedom to pursue a vast array of side-quests.
In 2019 it was confirmed that Divinity studio Larian would be helming the proper, official Baldur's Gate III. Taking place about 130 years after events of Baldur's Gate II, the epic new game sees the player creating a character who gets caught up in a battle between mind-flayers, dragons and demons, extending from the Forgotten Realms into the layers of Hell itself. Although the story is new and largely separate from the original games, some characters and dangling plot threads are expected to be addressed in the new game.
Baldur's Gate II set new standards for fantasy roleplaying games in terms of scope, storytelling, characterisation and adventure. Despite many brave attempts, it's never been quite matched and its influence looms large over the entire Western canon of digital roleplaying games. Whether Larian can match that legacy with Baldur's Gate III remains to be seen, but they certainly have an uphill task on their hands.
Baldur's Gate III will enter Early Access in October 2020 and will be released fully in 2021. Baldur's Gate II is available to play now in its updated "Enhanced Edition."
Sunday, 8 March 2020
THE HITCH-HIKER'S GUIDE TO THE GALAXY turns 42 today
Arguably the first truly transmedia franchise, The Hitch-Hiker's Guide to the Galaxy began as a radio play performed on the BBC. The first episode was released on 8 March 1978. Later that year Adams novelised the radio script as an instantly-bestselling novel. A second series of the radio play followed in 1979, novelised later that year as The Restaurant at the End of the Universe.
In 1981 the story was adapted by BBC television as a (relatively) high-budget mini-series. More novels followed: Life, the Universe and Everything (1982), So Long and Thanks for all the Fish (1984) and Mostly Harmless (1992). There was also a highly-regarded (and recently-remastered) video game in 1984 and a feature film in 2005, although this only received a middling reception. There have also been additional radio plays based on the series.
Hulu confirmed last year that they are developing a new television series, this time with a view to adapting the whole book series (the first TV series only covered the first two books).
The Hitch-Hiker's Guide to the Galaxy is one of the most popular SF franchises of all time; with more than 20 million books sold, it is breathing down the neck of the Dune series. It was also arguably one of the first highly successful SF comedies (preceded only really by The Jetsons), paving the way for later works including Red Dwarf and Futurama. Much of Hitch-Hiker's iconography, including the number 42, intelligent dolphins and mice and the importance of towels, has become part of the British cultural landscape. The Hugo-nominated novel Space Opera is a recent homage to the books.
Here's to another 42 years (at least) of Arthur Dent and his hapless misadventures in time and space.
Friday, 3 January 2020
DOCTOR WHO becomes first TV drama series to air in seven successive decades
Doctor Who began in 1963, airing twenty-six seasons of television in successive years until it went on hiatus in 1989. The show aired a 90-minute special in 1996 (as well as a non-canon TV special in 1993), then returned full-time in 2005. The show began airing its twelfth season since its return, it's thirty-eighth in total, on New Year's Day.
Doctor Who beat British soap Coronation Street (which started airing in 1960) to the punch by just one hour and five minutes. British astronomy show The Sky at Night, which began in April 1957, will become the first non-news TV series to air an episode in every decade for eight successive decades when it airs its next episode on 12 January. UK children's show Blue Peter (which began in 1958) will hit the same milestone this month as well.
American soap General Hospital, which began airing in April 1963, hit the seven decade milestone yesterday. On 23 January Star Trek will become the first American SF franchise to hit the seven decade mark, when Star Trek: Picard debuts on CBS All-Access (although this will have only been achieved through eight different TV series).
In terms of shows continuously airing - excepting soaps - the longest-running scripted series honour falls on Japanese anime Sazae-san, which started in October 1969 and thus has also aired at least one episode in every one of seven decades successively. The longest-continuously-running American scripted series (again excepting soaps) is The Simpsons, which began airing in December 1989 and thus as of 5 January (when the next episode airs) has aired in each of five successive decades. British SF sitcom Red Dwarf, which began in February 1988, will achieve the same honour later this year when it airs a two-hour TV movie, although it has had lengthy hiatuses (the longest being for nine years) as well.
The longest-running TV broadcasts in the world are the BBC's coverage of the Lord Mayor's Show and the Wimbledon tennis championship, which both began in 1937 before pausing for World War II and resuming in 1946, airing annually since then, making them the only TV broadcasts to have aired in each of ten decades when the next events air later this year.
Saturday, 23 November 2019
Happy 56th Anniversary to DOCTOR WHO
Doctor Who aired its first episode, An Unearthly Child, on 23 November 1963, the day after President Kennedy was assassinated in the US (live BBC news coverage of the shooting overran, causing Doctor Who to air later than planned). Initially lukewarm ratings were boosted when the Daleks were introduced in the show's second serial and the show didn't look back.
The original or "classic" Doctor Who series ran for twenty-six consecutive seasons airing from 1963 to 1989. The show then went on a sixteen-year hiatus (bar a one-off TV movie in 1996) before returning in 2005 in a rebooted format. The thirteenth season of the rebooted show (and thirty-eighth in total) will start airing in January 2020.
The show's longevity has been put down to the flexible premise, which allows the show to visit any world or time period, its relatively relaxed attitude to continuity and the mechanic where the main character, the Doctor, can regenerate into new forms, allowing a new actor to take over when the current one chooses to leave. So far thirteen actors have played the Doctor in the main series, and several others in spin-off projects.
Tuesday, 24 September 2019
Happy 20th anniversary to SPACED
Created by Jessica Hynes, Simon Pegg and director Edgar Wright, Spaced is set in London and sees the twenty-something Tim Beasley (Pegg) and Daisy Steiner (Hynes) as flatmates who pretend they're a couple to secure an astonishingly reasonable London flat from their ex-rock groupie landlady Marsha (Julia Deakin). The other regular characters include Tim and Daisy's pretentious artist neighbour Brian (Mark Heap), Daisy's fashion-obsessed friend Twist (Katy Carmichael) and Tim's best friend Brian (Nick Frost), a disgraced member of the Territorial Army who was kicked out after commandeering a tank and trying to invade Paris before being distracted by EuroDisney and subsequently apprehended on Space Mountain. Recurring characters include Tim's sworn nemesis Dwayne Benzie (Peter Serafinowicz) and his comic shop owner boss, Bilbo (Bill Bailey), who at a key moment is forced to fire Tim for hurling over-the-top abuse at a young customer for trying to buy Jar-Jar Binks merchandise (Tim's subsequent boss then fires Tim when he discovers his dislike of Babylon 5).
The show's storylines revolved around the characters' interpersonal relationships, such as Brian and Twist's growing romance, and also around pop culture references. This included episodes inspired by everything from Resident Evil 2 to One Flew Over the Cuckoo's Nest to The Matrix to John Woo. However, the series maintained a strong comedic edge, mining the laughs from the characters and situations they found themselves in so even non-geeks could enjoy the show (the cast used Julia Deakin as their litmus for this, as the only geek reference she got was a Close Encounters of the Third Kind mashed potato gag). This also helped the show age gracefully, even though a number of shows and movies the series referenced have since fallen into obscurity.
Spaced only aired two seasons in 1999 and 2001, totalling fourteen episodes, but of course its impact was seismic. Hynes, Serafinowicz, Wright, Pegg and Frost reteamed for the movie Shaun of the Dead in 2004 (which by coincidence celebrates the 15th anniversary of its US release today) and the latter three then went on to make Hot Fuzz (2007) and The World's End (2013). Pegg also played Scotty in JJ Abrams' Star Trek movies and most recently appeared in Amazon's The Boys, whilst Frost recently had a regular role on Into the Badlands. Serafinowicz recently starred in Amazon's The Tick and Hynes had a starring role on Years and Years. Wright has also had a successful directing career with the critically-acclaimed movies Scott Pilgrim vs. the World, Baby Driver and the forthcoming Last Night in Soho. He has also worked as a writer on movies including The Adventures of Tintin and Ant-Man. The show also featured before-they-were-famous turns by British comics from David Walliams to Ricky Gervais.
Spaced remains the finest sitcom about pop culture, challenged only by Community (Dan Harmon had never seen Spaced, but after viewing it had to admit there must have been some kind of weird shared cultural osmosis). It never looked down or sneered at SFF fandom, instead promoting the idea of fans as creative and warm-hearted individuals. The show also still looks incredible, Wright's fast-cut editing and dynamic camera moves making it look like a film. Why more sitcoms (British or otherwise) have not taken their cue from this show remains a mystery.
So far, the creators are resisting the urge to create a new series (although acknowledging they have talked about it), instead preferring to leave these characters as we last saw them: happy, optimistic and ready for the future. If you haven't checked out Spaced, it's well worth catching up with now.
Thursday, 11 July 2019
Happy 50th Anniversary to Space Oddity
Bowie regrouped after meeting choreographer Lindsay Kemp, who instilled in him a keen appreciation for image and artistry. He also began a relationship with dancer Hermione Farthingale. This burst of inspiration resulted in his second album and the title song, which was recorded in February 1969. Released on 11 July, just five days ahead of Apollo 11's landing on the Moon, the song was an immediate hit and a breakthrough for Bowie, who was largely unknown at the time.
The song didn't make Bowie an overnight superstar, but it did raise his profile and his next two albums - The Man Who Sold the World (1970) and Hunky Dory (1971) - did a lot better before Ziggy Stardust and the Spiders from Mars (1972) blew him through the stratosphere.
Friday, 14 June 2019
Unknown Pleasures at 40
The band began life in 1976 when former school friends Bernard Sumner and Peter Hook attended a Sex Pistols gig in Manchester. The band only played for half an hour, but Sumner and Hook left and promptly bought instruments (Sumner an electric guitar and Hooky a cheap bass) and taught themselves to play. Within weeks they were putting together their first, halting compositions. They advertised for a singer and drummer and recruited charismatic, enigmatic frontman Ian Curtis and the relentless, machine-like Stephen Morris, completing their lineup. They started performing under the moniker Stiff Kittens, but soon came to dislike the name, so switched their name to Warsaw, under which they made their live debut in May 1977.
The band had befriended local superstars the Buzzcocks early on, which proved a boon when the Buzzcocks invited them to support them in local gigs and on tour. It wasn't long before music journalists started paying attention to Warsaw and gave them favourable write-ups in the press. This attracted the attention of London-based group Warsaw Pakt, who angrily demanded that they change their name. Exasperated, the band started looking for a new name and seized gratefully on a suggestion of Ian's: Joy Division. Ian, a history buff, had fished it out of a book on the Third Reich, with the name coming from the nickname from a group of Jewish women sold into prostitution for the edification of Nazi officers; needless to say, this connection soon became controversial, with the band being accused of fascism and attracting a neo-Nazi element (the latter was true, resulting in several violent clashes at gigs).
The band recorded their debut EP in late 1977, An Ideal for Living, which attracted rave reviews but also brought renewed criticism as the cover art depicted a member of the Hitler Youth. Stephen Morris, who vehemently hated the coverage, said that the band had a contrarian streak where they got annoyed with the Nazi criticism, so kept doing it to annoy people even more (later on the band recanted, although not before naming their next incarnation "New Order").
Throughout 1978 the band write and toured incessantly, building up a collection of songs for their live performances and constantly adjusting them based on audience feedback. This year was crucial for their development, as it saw them take on an experienced manager (Rob Gretton) and sign to the nascent Factory Records, TV presenter Anthony Wilson's publishing company. Wilson also featured Joy Division on his TV programmes. Music press coverage grew and became outright laudatory, with John Peel pushing the band hard on his BBC radio programmes.
The result was a frenzy of anticipation for the band's debut album. Recording it proved slightly stressful: Wilson assigned maverick, visionary producer Martin Hannett to produce the album. He'd already worked with the band on some songs for A Factory Sample (a collection of songs from Factory's line-up), but for the album he went Full Hannett on them. According to legend, he once had Stephen Morris take apart his drum kit and reassemble it with parts from a toilet; during another recording session he told him to take the drums up to the roof and record them in the open air. Hannett had a massive array of digital delay devices, drum machines and synthesisers which he insisted on using, which the band initially felt was slightly weird. Bernard Sumner was particularly impressed with the technical wizardry Hannett was displaying and became intrigued by the use of synthesisers (Sumner built his own synthesiser from scratch a few months later).
Hannett's peculiarities aside, the band were also pushed for time, as Factory had only paid enough money for the studio for three weekend sessions. As a result the entire album had to be recorded in just six days. To make matters worse, the band's time estimate for their songs proved overly generous, forcing Hooky and Morris to lock themselves in a room and bash out "Candidate" and "From Safety to Where" in short order ("Candidate" ended up being longer than planned, so "From Safety to Where" was booted from the album).
Eventually, after a great deal of stress, the record was completed. The band initially were bewildered by it. Live, they played the songs loud and aggressively, but Hannett had stripped the songs down and added a strange sparseness, as well as overdubbing parts with keyboards (on a couple of occasions, without telling the band first). Curtis was unsure about how his voice sounded, declaring that he sounded like Bowie, whom he hated (Curtis had actually been a Bowie fan, but Bowie wasn't particularly trendy at that moment in time). The band were somewhat unhappy with the record, but Wilson and the rest of the Factory team loved it. Designer Peter Saville created a cover which is arguably more iconic than the record: a visual depiction of the x-ray pulses from pulsar CP1919 (spotted by Sumner in a book on radio astronomy). When the album was released on 15 June 1979, it was an immediate critical success, acclaim which only continued to grow over the following months.
The band didn't release any singles from the record, at all, which severely damaged its commercial chances. Instead, they let the entire album stand by itself. This bolstered their critical integrity, but did mean for lean sales; the album sold roughly 15,000 copies in its first few months on sale and didn't trouble the UK Album Chart. However, the release of non-album single "Transmission" in September saw the album start selling in greater quantities. Word of mouth about the band, who were continuing to tour full-tilt in the meantime and begin working on songs for a follow-up, spread like wildfire. They recorded their second album Closer in London in March 1980, along with the single-only releases "Atmosphere" and "Love Will Tear Us Apart," which was already starting to tear up their gigs and remains their best-known and best-loved song.
The band seemed poised for greatness, but Ian Curtis's life was falling apart at the same time. His marriage was collapsing at the same time he was trying to start a new relationship and he had been diagnosed with epilepsy. The frequency and intensity of his epileptic fits had worsened to the point where it made his future in the band doubtful. On 18 May 1980 he committed suicide at his home in Macclesfield. His shocked bandmates eventually rallied as New Order and began a new career that was every bit as remarkable as their incarnation as Joy Division. Unknown Pleasures finally got its first single in late 1980 when "She's Lost Control" was paired with "Atmosphere" as a double A-side release. The album also finally cracked the UK Album Chart when publicity in the wake of Curtis's suicide pushed the band into higher levels of public awareness.
At 40, Unknown Pleasures still sounds alien, odd and slightly ethereal, a result of Hannett's far-ahead-of-its-time production making the record sound much more recent. Its sparseness, initially derided by the band (until Hooky, grudgingly, admitted twenty years later that it was genius), gives the record a feeling of alienation at odds with its punk contemporaries, and makes it more timeless. But the production can only do so much. It's the four songwriters who take centre stage, with Hooky's pounding, melodic bass lines not only supporting punchy lead guitar riffs from Sumner but taking the lead on several songs (such as "Disorder," where the bass is often mistaken for the guitar, and the high-fret playing of "She's Lost Control"). Ian Curtis's deep, slightly off-kilter vocals go through a battery of strange treatments, a lot of them Curtis's own ideas; on stage he'd plug his microphone into a synthesiser to create odd effects for his vocals, like the multiple layering on "She's Lost Control." Morris's rhythmic, pounding drums, executed with beyond-robot efficiency, make it impossible to tell when he's playing and when a drum machine kicks in. It's a remarkable achievement, bearing in mind three years later these guys didn't know how to play any instrument, and a year earlier they were still blasting out fast-moving 2-minute punk songs.
To this day the argument will rage whether Unknown Pleasures or Closer is the stronger album, but it is clear that the two-punch release of the two records barely a year apart represents a musical achievement to rival any other, and Joy Division will endure for many decades to come.
At the moment the Joy Division YouTube page is releasing brand new music videos for each of the ten tracks on the record. The rest should be released over the coming days.