The Golden Age of Computer Gaming
Chapter 8: When Strategy Became Art
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When Strategy Became Art
THE BIRTH OF REAL-TIME WARFARE
In 1992, in a converted garage behind a Las Vegas house, two young programmers were about to transform strategy gaming forever. They didn't set out to revolutionize an entire genre - they simply wanted to prove that strategy games didn't have to be boring. What emerged from their work would influence every real-time strategy game that followed, creating a template so perfect that developers are still following it three decades later.
THE GARAGE VISIONARIES
Brett Sperry and Louis Castle first met in late 1983, barely out of high school, when Castle was selling Apple computers at a small Las Vegas store. Sperry needed to print a file, Castle owned a printer, and from that simple transaction grew a partnership that would reshape gaming. They discovered they shared an obsession with Apple II computers, a talent for programming, and most importantly, an ambition that went far beyond what anyone expected of them.
In 1985, they founded Westwood Associates in Castle's parents' garage, working alongside a Black Hole pinball machine that Castle had installed in their makeshift office. The company name came from the trendy Los Angeles neighborhood around UCLA where they liked to hang out on weekend trips from Vegas, hoping to capture some of that youthful energy and Hollywood business atmosphere.
Their early years were filled with contract work, porting games from one computer platform to another. In an era when the PC marketplace was fragmented across nearly a dozen incompatible systems, it wasn't glamorous work, but it was vital. More importantly, it taught them the technical skills and industry relationships they would need for their later innovations.
THE SPICE MUST FLOW
Everything changed in 1991 when Virgin Games president Martin Alper approached Sperry with an intriguing proposition. Virgin had acquired the rights to make games based on Frank Herbert's Dune novels, but Cryo Interactive's adventure game adaptation had been canceled. Would Westwood be interested in creating their own version?
Sperry had been engaged in an ongoing argument with Chuck Kroegel, vice president of Strategic Simulations Inc., about the future of strategy games. Kroegel insisted that strategy games were in terminal decline because players were moving to more exciting genres. Sperry disagreed vehemently, believing that strategy games had enormous untapped potential - they just needed better design and more innovation.
The Dune license presented the perfect opportunity to prove his point. Working with lead programmer Joseph Bostic and inspired by elements from Populous, Civilization, and the obscure Genesis game Herzog Zwei, Sperry began conceptualizing something unprecedented: a strategy game that would play in real-time, controlled primarily with a mouse, featuring base building, resource management, and tactical combat all happening simultaneously.
THE TEMPLATE EMERGES
Development of Dune II began in earnest, with Sperry serving as producer and visionary while Bostic handled the technical implementation. They weren't trying to faithfully adapt Herbert's complex political narrative - they were using the Dune setting as a framework for exploring what strategy gaming could become when freed from the constraints of turn-based mechanics.
The game introduced concepts that seem obvious now but were revolutionary in 1992. Players would harvest spice using specialized units, convert those resources into credits, and use those credits to build military forces and infrastructure. Different factions - House Atreides, House Harkonnen, and the newly created House Ordos - would have unique units and abilities. Most importantly, everything would happen in real-time, requiring players to make strategic decisions under pressure while managing multiple objectives simultaneously.
When Dune II was released in December 1992, it sold over 250,000 copies worldwide - enormous numbers for a strategy game at the time. More importantly, it proved Sperry's thesis that strategy games could appeal to mainstream audiences when designed with accessibility and innovation in mind. The game established the formula that would define real-time strategy: base building, resource gathering, unit production, and tactical combat, all happening simultaneously on a single screen.
THE ORIGINAL VISION
Following Dune II's success, Westwood immediately began work on their next project. Joe Bostic had an ambitious concept for an original intellectual property that would take their real-time strategy innovations even further. His initial design called for a fantasy setting with three distinct factions: humans with medieval knights, wizards with magical powers, and beasts featuring fantastical monsters.
For months, the team developed this fantasy concept, creating early prototypes and design documents for what they initially called "Command & Conjure." The game would feature more complex faction differences than Dune II, with each side playing by completely different rules and using unique mechanics that reflected their fantastical nature.
However, in early 1993, Brett Sperry made a crucial decision that would reshape the project entirely. Influenced by the Gulf War and contemporary political tensions, he convinced the team to abandon the fantasy setting in favor of modern military themes. He believed that current events - war footage on television, terrorism fears, and global political instability - would make a contemporary setting more relatable and accessible to players.
The decision proved brilliant. As Sperry later explained, "War was in the news and the threat of terrorism was on everyone's mind. We wanted to make it a contemporary war for a contemporary world, with contemporary politics." Rather than dealing with the sobering realities of actual conflicts, they created a parallel universe where players could engage with military themes without the weight of real-world consequences.
THE TIBERIUM REVOLUTION
Joe Bostic's childhood fascination with playing with plastic soldiers in sandboxes found its perfect digital expression in the new contemporary setting. Working with writer Eydie Laramore and producer Brett Sperry, he developed a rich fictional universe centered around a mysterious alien substance called Tiberium - a crystalline material that was both incredibly valuable and potentially toxic to human life.
The backstory they created drew inspiration from B-movies like "The Monolith Monsters," imagining a scenario where Tiberium arrived on Earth via meteorite and began slowly propagating across the planet. Two factions emerged in response: the Global Defense Initiative (GDI), representing established military and political authority, and the Brotherhood of Nod, a secretive organization that viewed Tiberium as the key to human evolution.
Most importantly, the team created what they called the "C&C Bible" - a comprehensive reference document maintained by Eydie Laramore that detailed the rich histories of Kane, the Brotherhood of Nod, and the expanding Tiberium universe. This attention to narrative depth would become a hallmark of the Command & Conquer series, proving that strategy games could support sophisticated storytelling alongside innovative gameplay.
THE TECHNICAL BREAKTHROUGH
When Command & Conquer was released on September 26, 1995, it represented a quantum leap forward from Dune II. The game featured full-motion video cutscenes with live actors, rendered 3D animations, orchestral soundtrack compositions, and most revolutionary of all, asymmetrical faction design that made the GDI and Nod feel completely different to play.
The technical innovations were staggering for the time. Frank Klepacki, who had started as a teenage game tester at Westwood, composed a soundtrack that combined synthesizers with live guitar for the first time in gaming. The game was one of the first to utilize full streaming audio rather than MIDI, allowing for unprecedented musical complexity and emotional impact.
The full-motion video sequences, featuring actor Joe Kucan as the enigmatic Kane, brought a cinematic quality to strategy gaming that had never been attempted before. These weren't just briefing screens - they were dramatic performances that made players feel invested in the conflict's outcome. Kane in particular became an iconic villain whose theatrical presence elevated the entire medium.
THE MULTIPLAYER REVOLUTION
Perhaps Command & Conquer's most important innovation was its approach to multiplayer gaming. The team included two CD-ROMs with every copy of the game, allowing players to give one to a friend for free multiplayer matches. This was unprecedented generosity in an era when most games required separate purchases for each player.