The Golden Age of Computer Gaming
Chapter 9: When Stories Became Personal
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When Stories Became Personal
THE DOCTORS' REVOLUTION
In a basement in Edmonton, Alberta, three recent medical school graduates were about to revolutionize role-playing games forever. Ray Muzyka, Greg Zeschuk, and Augustine Yip had earned their medical degrees from the University of Alberta in 1992, but their true passion lay elsewhere. While practicing medicine, they spent their evenings programming medical simulation software, gradually realizing they cared more about creating interactive experiences than treating patients.
In 1995, they pooled together $100,000 and officially incorporated BioWare in a small room in Zeschuk's basement. Their first project, Shattered Steel, was a giant robot combat game that established their technical credentials. But it was their second project that would change everything - a demo called "Battleground: Infinity" that caught the attention of Interplay Entertainment.
THE INFINITY ENGINE
When Interplay suggested that BioWare's demonstrated gameplay engine would be perfect for the Dungeons & Dragons license they had acquired from Strategic Simulations, everything clicked into place. The team reworked their Infinity concept around D&D's ruleset, creating what would become both a revolutionary game engine and a legendary RPG.
The Infinity Engine represented a technological breakthrough that would power multiple classic games. Unlike the static screens of many RPGs, it featured richly detailed pre-rendered backgrounds with real-time character movement, dynamic lighting effects, and seamless integration of combat and exploration. Most importantly, it translated the complex mechanics of Advanced Dungeons & Dragons 2nd Edition into an intuitive computer interface that both newcomers and veterans could master.
Baldur's Gate entered development with a three-year cycle during which the three doctors continued practicing medicine. The demands of game development eventually prompted Muzyka and Zeschuk to leave their medical careers and transition to full-time development - a decision that would prove transformative for the entire RPG genre.
THE SWORD COAST BECKONS
When Baldur's Gate was released on December 21, 1998, it defied every commercial expectation. Interplay's internal forecasts were "very low," with British headquarters predicting zero sales in that region and German projections capped at 50,000 copies. BioWare's own worldwide sales goal was a modest 200,000 units - enough to justify work on a sequel.
Instead, the game became an unexpected phenomenon. It began selling at what Mark Asher of CNET Gamecenter called a "phenomenal rate," reaching 80,500 copies and $3.6 million in revenue in the United States during January 1999 alone. By the end of February, worldwide sales exceeded 500,000 copies, making it the biggest hit Interplay had experienced since Descent.
The success stemmed from BioWare's innovative approach to character development and storytelling. Rather than controlling a predefined hero, players created their own protagonist and assembled a party of companions, each with distinct personalities, motivations, and storylines. The game featured an unprecedented amount of dialogue - hundreds of thousands of words that brought the Forgotten Realms setting to life in ways that had never been achieved in computer gaming.
THE WASTELAND WANDERER
While BioWare was revolutionizing fantasy RPGs, another team was exploring very different territory. At Interplay Entertainment, programmer Tim Cain had been working on something unprecedented: a post-apocalyptic role-playing game that would challenge every convention of the genre.
Cain began his Interplay career in August 1991 as a freelancer working on The Bard's Tale Construction Set. Initially, he was the only person working on what was called the "GURPS project," creating the game's engine from scratch. The project was intended to use Steve Jackson Games' GURPS system, but disagreements over the game's violent content forced the team to develop their own system - S.P.E.C.I.A.L. (Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck).
The game drew inspiration from multiple sources: the novel "A Canticle for Leibowitz," films like "Mad Max 2" and "The City of Lost Children," and especially the 1975 film "A Boy and His Dog." But most importantly, it was conceived as a spiritual successor to Wasteland, the 1988 post-apocalyptic RPG that Interplay had developed but could no longer use due to Electronic Arts holding the rights.
THE VAULT EXPERIMENT
When Fallout was released in October 1997, it presented players with something entirely new: a role-playing game where moral choices had genuine consequences, where violence was an option rather than a requirement, and where the setting itself - a post-nuclear America frozen in 1950s optimism - became a character in the story.
The game's opening sequence, narrated by Ron Perlman with the iconic line "War never changes," established a tone of dark humor mixed with genuine pathos. Players emerged from Vault 13 into a world where civilization had collapsed but humanity endured, creating new societies from the ruins of the old. The protagonist's quest to find a replacement water chip became a journey through a landscape where hope and despair existed in constant tension.
Tim Cain's vision extended far beyond traditional RPG mechanics. Fallout featured multiple solutions to every problem, allowing players to complete the entire game through diplomacy, stealth, or violence - or any combination thereof. Characters could specialize in social skills rather than combat abilities, creating entirely different gameplay experiences based on player choice rather than designer mandate.
THE ARTISTIC BREAKTHROUGH
Perhaps the most revolutionary aspect of both Baldur's Gate and Fallout was their approach to narrative depth. These weren't games with stories - they were interactive narratives where player choices shaped both immediate outcomes and long-term consequences.
Baldur's Gate achieved this through its companion system, where party members developed relationships with both the player character and each other. Conversations between companions happened dynamically, creating the sense of traveling with real people rather than mechanical stat blocks. Players found themselves caring about characters like Minsc and his "miniature giant space hamster" Boo, or struggling with the moral complexities of companions like Viconia and Edwin.
Fallout took a different approach, using environmental storytelling and moral ambiguity to create emotional investment. Players encountered settlements like Junktown and The Hub, where political conflicts had no clear right answers. The game trusted players to make complex decisions without providing obvious moral guidance, creating situations where victory often felt bittersweet.