The Digital Antiquarian

Web Name: The Digital Antiquarian

WebSite: http://www.filfre.net

ID:156297

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After Edison s original phonograph came out, people said that they could not detect a difference between a phonograph and a real performance. Clearly the standard that they had for audio fidelity back in 1910 was radically different from the standard we have. They got the same enjoyment out of that Edison phonograph that we do out of [a] high-fidelity [stereo]. As audio fidelity has gotten better and better, our standards have gotten higher and higher; if we listen to a phonograph from 1910, it sounds horrible to our modern ears.The same thing has obviously happened to flight simulators. Brand Fortner, 2010It seems to me that vintage flight simulators have aged worse than just about any other genre of game. No, they weren t the only games that required a large helping of imagination to overlook their underwhelming audiovisuals, that had sometimes to ask their players to see them as what they aspired to be rather than what they actually were. But they were perhaps the ones in which this requirement was most marked. When we look back on them today, we find ourselves shaking our heads and asking what the heck we were all thinking.Growing up in the 1980s, I certainly wasn t immune to the appeal of virtual flight; I spent many hours with subLogic s Flight Simulator II and MicroProse s Gunship on my Commodore 64, then hours more with F/A-18 Interceptor on my Commodore Amiga. Revisited today, however, all of those games strike me as absurdly, unplayably primitive. Therefore they and the many games like them have appeared in these histories only in the form of passing mentions.The case of flight simulators thus serves to illustrate some of the natural tensions implicit in what I do here. On the one hand, I want to celebrate the games that still stand up today, maybe even get some of you to try them for the first time all these years later and I ve yet to find a vintage flight simulator which I can recommend on those terms. But on the other hand, I want to sketch an accurate, non-anachronistic picture of these bygone eras of gaming as they really were. In this latter sense, my efforts to date have been sadly inadequate in the case of flight simulators; the harsh fact is that these games which I ve neglected so completely were in fact among the most popular of their time, accounting on occasion for as much as 25 percent of the computer-game industry s total revenue. Microsoft Flight Simulator, the prototypical and perennial product of its type, was the most commercially successful single franchise in all of computer gaming between 1982 and 1995 all despite having no goals other than the ones you set for yourself and for the most part no guns either. (Let that sink in for a moment!)All of which is to say that a reckoning is long overdue here. This article, while it may not quite give Microsoft Flight Simulator and its siblings their due, will at least begin to redress the balance. Many people assumed in the 1980s, as they still tend to do today, that the early microcomputer flight simulators were imperfect imitations of the bigger simulators that were used to train pilots for real-world flying. In point of fact, though, the relationship between the two was more subtle even more symbiotic than one might guess. To appreciate how this could be, we need to remember that the 3D-graphics techniques that were being used to power all flight simulators by the 1980s were a new technology at the time new not just to microcomputers but to all computers. Until the 1980s, the big flight simulators made for training purposes were very different beasts from the ones that came later.That said, the idea of flight simulation in general goes back a long, long way, almost all the way back to the dawn of powered flight itself. It took very little time at all after Orville and Wilbur Wright made their first flights in Kitty Hawk, North Carolina, for people to start asking how they might train new pilots in some more forgiving, less dangerous way than putting them behind the controls of a real airplane and hoping for the best. A 1910 issue of Flight magazine the first aero weekly in the world describes the Sanders Teacher, a mock-up of a real airplane mounted on a pivoting base so that it could sway with the wind in response to control inputs; unlike the fragile real aircraft of its era, this one was best flown when there was a stiff breeze.The Sanders Teacher, one of the earliest attempts to simulate flight.In 1929, Edwin Link of Birmingham, New York, created the Link Trainer, the first flight simulator that we might immediately recognize as such today. An electro-mechanical device driven by organ bellows in its prototype form, it looked like an amputated single-seater-airplane cockpit. The entire apparatus pitched and turned in response to a trainee s movements of the controls therein, while an instructor sat next to the gadget to evaluate his performance. After an initially skeptical response from the market, usage of the Link Trainer around the world exploded with the various military buildups that began in the mid-1930s. It was used extensively, in both its official incarnation and in unlicensed knock-offs, by virtually every combatant nation in World War II; it was a rite of passage for tens of thousands of new pilots, marking the most widespread use of technology in the cause of simulation to that point in the history of the world.An American student pilot in a Link Trainer, circa 1943.The programmable digital computers which began to appear after the war held out the prospect of providing a more complete simulation of all aspect of flight than analog devices like the Link Trainer and its successors could hope to achieve. Already in 1950, the United States Navy funded a research effort in that direction at the University of Pennsylvania. Yet it wasn t until ten years later that the first computerized flight simulators began to appear. Once again, Link Aviation Devices provided the breakthrough machine here, in the form of the Link Mark 1, whose three processors shared 10 K of memory to present the most credible imitation of real flight yet, with even wind and engine noise included if you bought the most advanced model. By 1970, virtually all flight simulators had gone digital.But there was a persistent problem afflicting all of these efforts at flight simulation, even after the dawn of the digital age. Although the movements of cockpit instruments and even the physical motion of the aircraft itself could be practically implemented, the view out the window could not. What these machines thus wound up simulating was a totally blind form of flying, as in the heaviest of fogs or the darkest of nights, when the pilot has only her instruments to guide her. Flying-by-instruments was certainly a useful skill to have, but the inability of the simulators to portray even a ground and horizon for the pilot to sight on was a persistent source of frustration to those who dreamed of simulating flight as it more typically occurred in the real world.Various schemes were devised to remedy the situation, some using reels of film that were projected on the windows of the cockpit, some even using a moving video camera which flew over model terrain. But snippets of static video are a crude tool indeed in an interactive context, and none of these solutions yielded anything close to the visual impression of real flight. What was needed was an out-the-window view that was generated on the fly in real time by the computer.In 1973, McDonnell-Douglas introduced the VITAL II, a computerized visual display which could be added to existing flight simulators. Even its technology, however, was different in a fairly fundamental sense from that of the flight simulators that would appear later. The computers which ran the latter would use what s known as raster-based or bitmap graphics: a grid of pixels stored in memory, which are painted to the monitor screen by the computer s display circuitry without additional programming. VITAL II, by contrast, used something known as vector graphics, in which the computer s processor directly controls the electron gun inside the display screen, telling it where to go and when to fire to produce an image on the screen. Although bitmap graphics are far easier for the programmer to work with and more flexible in countless ways, they do eat up memory, a commodity which most computers of the early 1970s had precious little of to spare. Therefore vector graphics were still being used for many applications, including this one.Thanks to the limitations of its hardware, the VITAL II could only show white points of light on the surface of a black screen, and thus could only be used to depict a night flight. Indeed, it showed only lights the lights of runways, airports, and to some extent their surrounding cities. Such was the state of the art in flight simulation during the mid-1970s, when a young man named Bruce Artwick was attending the University of Illinois in Champaign. Flight simulators aside, this university occupies an important place in the history of computing in that it was the home of PLATO, the pioneering computer network that anticipated much of the digital culture that would come two decades or more after it. A huge variety of games were developed for PLATO, including the first CRPGs and, most importantly for our purposes today, the first flight simulator to be intended for entertainment and casual exploration rather than professional pilot training. Brand Fortner s game of Airfight wasn t quite a real-time simulation as we think of it today you had to hit the NEXT key over and over to update the screen but it could almost feel like it ran in real time to those willing and able to pound their keyboards with sufficient gusto. Brian Dear described the experience in his book about the PLATO system:By today s standards, Airfight s graphics and realism, like every other PLATO game, are hopelessly primitive. But in the 1970s Airfight was simply unbelievable. These rooms full of PLATO terminals weren t PLATO classrooms, they were PLATO arcades, and they were free. If you were lucky enough to get in (there were always more people wanting to play than the game could handle), you joined the Circle or the Triangle teams, chose from a list of different airplane types to fly, and suddenly found yourself in a fighter plane, looking out of the cockpit window at the runway in front of you, with the control tower far down the runway You d hit 9 to set the throttle at maximum, a for afterburners, w a few times to pull the stick back, and then NEXT NEXT NEXT NEXT NEXT NEXT NEXT to update the screen as you rolled down the runway, lifted off, and shot up into the sky to join the fight. It might be seconds or minutes, depending on how far away the enemy airplanes were, before you saw dots in the sky, dots that as you flew closer and closer turned into little circles and triangles. (So they weren t photorealistic airplanes it didn t matter. You didn t notice. This was battle. This was Airfight.) As you got closer and closer to one of these planes, the circles and triangles got more defined still small, still pathetically primitive by today s standards but you knew you were getting closer and that s all that mattered. As you got closer and closer you hit s to put up your sights, to aim. Eventually, if you were good, lucky, or both, you would be so close that you d see a little empty space, an opening, inside the little circle or triangle icon. That s when you were close enough to see what players called the whites of their eyes and that s when you let em have it: SHIFT-S to shoot. SHIFT-S again. And again. Until you d run out of ammo and KABOOM! It was glorious.And it was addictive. People stayed up all night playing Airfight. If you went to a room full of PLATO terminals, you d hear the clack-clack-clack-clack-clack-CLACKETY-CLACK-CLACK-BAM-BAM!-WHAM!-CLACK-CLACK! of everyone s keyboards, as the gamers pounded them, mostly NEXT-NEXT-NEXT ing to update their view and their radar displays (another innovation of this game in-cockpit radar displays, showing you where the enemy was).The standard PLATO terminal at that time was an astonishingly advanced piece of hardware to place at the disposal of everyday university students: a monochrome bitmap display of no less than 512 X 512 pixels. Thus Airfight, in addition to being the first casual flight simulator, was the first flight simulator of any kind to use a bitmap display. This fact wasn t lost on Bruce Artwick when he first saw the game in action for Artwick already knew a little something about the state of the art in serious flight simulation.The University of Illinois s Institute of Aviation was one of the premiere aerospace programs in the country, training both engineers and pilots. Artwick happened to be pursuing a master s degree in general electrical engineering, but he roomed with one of the university s so-called aviation jocks : an accomplished pilot named Stu Moment, who was training to become a flight instructor at the same time that he pursued a degree in business. We agreed that Stu would teach me to fly if I taught him about digital electronics, Artwick remembers. Although Artwick s electrical-engineering program would seemingly mark him as a designer of hardware, the technological disciplines were more fluid in the 1970s than they ve become today. His real passion, indulged willingly enough by his professors, had turned out to be the nascent field of bitmap 3D graphics. So, he found himself with one foot in the world of 3D programming, the other in that of aviation: the perfect resumé for a maker of flight simulators.Airfight hit Artwick like a revelation. In a flash, he understood that the PLATO terminal could become the display technology behind a flight simulator used for more serious purposes. He sought and received funding from the Office of Naval Research to make a prototype 3D display useful for that purpose as his master s thesis. Taking advantage of his knowledge of hardware engineering, he managed to connect a PLATO terminal to one of the DEC PDP-11 minicomputers used at the Aviation Institute. He then employed this setup to create what his final thesis called a versatile computer-generated flight display, submitting his code and a 60-page description of its workings to his instructors and to the Office of Naval Research.It s hard to say whether Artwick s thesis, which he completed in May of 1976, was at all remarked among the makers of flight simulators already in use for pilot training. Many technical experiments like it came out of the aerospace-industrial complex s web of affiliated institutions, sometimes to languish in obscurity, sometimes to provide a good idea or two for others to carry forward, but seldom to be given much credit after the fact. We can say, however, that by the end of the 1970s the shift to bitmap graphics was finally beginning among makers of serious flight simulators. And once begun, it happened with amazing speed; by the mid-1980s, quite impressive out-the-cockpit views, depicting nighttime or daytime scenery in full color, had become the norm, making the likes of the VITAL II system look like the most primordial of dinosaurs.This photo from a 1986 brochure by a flight-simulator maker known as Rediffusion Simulation shows how far the technology progressed in a remarkably short period of time after bitmap 3D graphics were first introduced on the big simulators. Although the graphical resolution and detail are vastly less than one would find in a simulator of today, the Rubicon has already been crossed. From now on, improvements will be a question of degree rather than kind.Meanwhile the same technology was coming home as well, looking a bit less impressive than the state-of-the-art simulators in military and civilian flight schools but a heck of a lot better than VITAL II. And Artwick s early work on that PLATO terminal most definitely was a pivotal building block toward these simulators, given that the most important person behind them was none other than Artwick himself. After university, Artwick parlayed his thesis into a job with Hughes Aircraft in California, but found it difficult to develop his innovations further within such a large corporate bureaucracy. His now-former roommate Stu Moment started working as a flight instructor right there in Champaign, only to find that equally unsatisfying. In early 1977, the two decided to form a software company to serve the new breed of hobbyist-oriented microcomputers. It was an auspicious moment to be doing so; the Trinity of 1977 the Apple II, Radio Shack TRS-80, and Commodore PET, constituting the first three pre-assembled personal computers was on the near horizon, poised to democratize the hobby for those who weren t overly proficient with a soldering iron. Artwick and Moment named their company subLogic, after a type of computer circuit. It would prove a typical tech-startup partnership in many ways: the reserved, retiring Artwick would be the visionary and the technician, while the more flamboyant, outgoing Moment would be the manager and the salesman.Artwick and Moment didn t initially conceive of their company as a specialist in flight simulators; they rather imagined their specialty to be 3D graphics in all of their potential applications. Accordingly, their first product was The subLogic Three-Dimensional Micrographics Package, a set of libraries to help one code one s own 3D graphics in the do-it-yourself spirit of the age. Similar technical tools continued to occupy them for the first couple of years, even as both partners continued to work their day jobs, hoping that grander things might await them in the future, once the market for personal computers had had time to mature a bit more.In June of 1979, they decided that moment had come. Artwick quit his job at Hughes and joined Moment back in Champaign, where he started to work on subLogic s first piece of real consumer software. Every time he had attempted to tell neophytes in the past about what it was his little company really did, he had been greeted with the same blank stare and the same stated or implied question: But what can you really do with all this 3D-graphics stuff? And he had learned that one response in particular on his part could almost always make his interlocutors eyes light up with excitement: Well, you could use it to make a flight simulator, for instance. So, subLogic would indeed make a flight simulator for the new microcomputers. Being owned and operated by two pilots one of them a licensed flight instructor and the other one having considerable experience in coding for flight simulators running on bigger computers subLogic was certainly as qualified as anyone for the task.They released a product entitled simply Flight Simulator for the TRS-80 in January of 1980. One can t help but draw comparisons with Will Crowther and Don Woods s game of Adventure at this point; like it, Flight Simulator was not only the first of its kind but would lend its name to the entire genre of games that followed in its footsteps.This so-called Trash 80 on which it ran was by far the most popular of all the microcomputers during those first few years, thanks to its cheap price and widespread availability via Radio Shack stores all over the country. It was, however, a profoundly imperfect vessel for a flight simulator. It had no color and no bitmap-graphics capabilities at all; the only way to draw on its screen was to combine together alphanumeric characters and a limited palette of other predefined shapes to form pictures, much in the way one puts together a jigsaw puzzle. Fearing that his rudimentary, goal-less simulation would quickly bore its users, Artwick at the last minute added a mode called British Ace, which featured guns and enemy aircraft to be shot down in an experience distinctly reminiscent of Airfight.subLogic s Flight Simulator on the TRS-80.But he soon discovered, rather to his surprise, that most people didn t find those additional accoutrements to be the most exciting aspect of the program. They enjoyed simply flying around this tiny virtual world with its single runway and single mountain enjoyed it despite all the compromises that a host machine with monochrome character graphics, 16 K of memory, cassette-based storage, and a 1.75 MHz 8-bit CPU demanded. It turned out that a substantial portion of early microcomputer owners were to a greater or lesser degree frustrated pilots, kept from taking to the air by the costs and all of the other logistics involved with acquiring a pilot s license and getting time behind the controls of a real airplane. They were so eager to believe in what Flight Simulator purported to be that their imaginations were able to bridge the Grand Canyon-sized gap between aspiration and reality. This would continue to be the case over the course of the many years it would take for the former to catch up to the latter.Encouraged by the response to the TRS-80 version, subLogic released Flight Simulator for the Apple II a few months later. It stretched out to fill twice as much memory as the TRS-80 version and, most importantly, took advantage of the Apple s bitmap-graphics capability to present not only more realistic terrain but even an onscreen instrument panel of sorts. It was another big seller by the standards of the day.Flight Simulator on the Apple, which introduced a partial instrument panel and even, wonder of wonders, a bit of man-made scenery in the form of a bridge.Still, subLogic didn t immediately go all-in for flight simulation. They released a variety of other entertainment products, from strategy games to arcade games. They even managed one big hit in the latter category, one that for a time outsold all versions of Flight Simulator: Bruce Artwick s Night Mission Pinball was a sensation in Apple II circles upon its release in the spring of 1982, widely acknowledged as the best game of its type prior to Bill Budge s landmark Pinball Construction Set the following year. subLogic wouldn t release their last non-flight simulator until 1986, when an attempt to get a sports line off the ground fizzled out with subLogic Football. In the long run, though, it was indeed flight simulation that would make subLogic one of the most profitable companies in their industry, all thanks to a little software publisher known as Microsoft.In late 1981, Microsoft came to subLogic looking to make a deal. IBM had outsourced to the former the operating system of the new IBM PC, whilst also charging them with creating or acquiring a variety of other software for the machine, including games. So, they wanted Artwick to create a second generation of his TRS-80 and Apple II Flight Simulator for the IBM PC, taking full advantage of its comparatively torrid 4.77 MHz 16-bit processor.Artwick spent a year on the project, working sixteen hours or more per day during the last quarter of that period. The program he turned in at the end of the year was both a dramatic improvement on what had come before and a remarkably complete simulation of flight for its era. Its implementation of aeronautics had now progressed to the point that a specific airplane could be said to be modeled: a Cessna 182 Skylane, a beloved staple of private and recreational aviation that was first manufactured in 1956 and has remained in production to this day. Artwick replaced the wire-frame graphics of the Apple II version with solid-filled color, replaced its single airport with more than twenty of them from the metropolitan areas of New York, Chicago, Seattle, and Los Angeles. He added weather, as well as everything you needed to fly through the thickest fog or darkest night using instruments alone; you could use radio transponders to navigate from airport to airport. You could even expect to contend with random engine failures if you were brave enough to turn that setting on. And, in a move that would have important implications in the future, Artwick also designed and implemented a coordinate system capable of encompassing the greater portion of North America, from southern Canada down to the Caribbean, although it was all just empty green space at this point outside of the four metropolitan areas.Microsoft Flight Simulator 1.0This first Microsoft Flight Simulator was released in late 1982, and promptly became ubiquitous on a computer that was otherwise not known as much of a game machine. Many stodgy business-oriented users who wouldn t be caught dead playing any other game seemed to believe that this one was acceptable; it was something to do with the label of simulator, something to do with its stately, cerebral personality. Microsoft s own brief spasm of interest in games in general would soon peter out, such that Flight Simulator would spend half a decade or more as the only game in their entire product catalog. Yet it would consistently sell in such numbers that they would never dream of dropping it.When the first wave of PC clones hit the market soon after Flight Simulator was released, the computer magazines took to using it as a compatibility litmus test. After all, it pushed the CPU to its absolute limit, even as its code was full of tricky optimizations that took advantage of seemingly every single quirk of IBM s own Color Graphics Adapter. Therefore, went the logic, if a PC clone could run Flight Simulator, it could probably run just about anything written for a real IBM PC. Soon all of the clone makers were rushing to buy copies of the game, to make sure their machines could pass the stringent test it represented before they shipped them out to reviewers.Meanwhile Artwick began to port Microsoft Flight Simulator s innovations into versions for most other popular computers, under the rather confusing title of Flight Simulator II. (There had never been a subLogic Flight Simulator I on most of the computers for which this Flight Simulator II was released.) Evincing at least a modest spirit of viva la différence, these versions chose to simulate a Piper Cherokee, another private-aviation mainstay, instead of the Cessna.Although the inexpensive 8-bit computers for which Flight Simulator II was first released were far better suited than the IBM PC for running many types of games, this particular game was not among them. Consider the case of the Commodore 64, the heart of the mid-1980s computer-gaming market. The 64 s graphics system had been designed with 2D arcade games in mind, not 3D flight simulators; its sprites small images that could be overlaid onto the screen and moved about quickly were perfect for representing, say, Pac-Man in his maze, but useless in the context of a flight simulator. At the same time, the differences between an IBM PC and a Commodore 64 in overall processing throughput made themselves painfully evident. On the IBM, Flight Simulator could usually manage a relatively acceptable ten frames or so per second; on the 64, you were lucky to get two or three. We gave it a try and did the best we could, was Artwick s own less-than-promising assessment of the 8-bit ports.Nevertheless, the Commodore 64 version of Flight Simulator II is the one that I spent many hours earnestly attempting to play as a boy. Doing so entailed peering at a landscape of garish green under a sky of solid blue, struggling to derive meaning from a few jagged white lines that shifted and rearranged themselves with agonizing slowness, each frame giving way to the next with a skip and a jerk. Does that line there represent the runway I m looking for, or is it a part of one of the handful of other landmarks the game has deigned to implement, such as the Empire State Building? It was damnably hard to know.Flight Simulator II on the Commodore 64.As many a real pilot who tried Flight Simulator II noted, a virtual Piper Cherokee was perversely more difficult to fly than the real thing, thanks to the lack of perspective provided by the crude graphics, the clunky keyboard-based controls it was possible to use a joystick, but wasn t really recommended because of the imprecision of the instrument and the extreme degree of lag that came with trying to cram so much physics modeling through the narrow aperture of an 8-bit microprocessor. Let s say you re attempting a landing. You hit a key to move the elevators a little bit and begin your glide path, but nothing happens for several long seconds. So, getting nervous as you see the white line that you think probably represents the runway getting a bit longer, you hit the same key again, then perhaps once more for good measure. And suddenly you re in a power dive, your view out the screen a uniform block of green. So you desperately pound the up-elevator key and cut the throttle and ten or twenty seconds later, you find the sky filling your screen, your plane on the verge of stalling and crashing to earth tail-first. More frantic course corrections ensue. And so it continues, with you swaying and bobbling through the sky like a drunken sailor transported to the new ocean of the heavens. Who needed enemy airplanes to shoot at in the face of all these challenges? Just getting your plane up and then down again in one piece thankfully, the simulator didn t really care at the end of the day whether it was on a runway or not! was an epic achievement.Needless to say, Flight Simulator II s appeal is utterly lost on me today. And yet in its day the sheer will to believe, from me and hundreds of thousands of other would-be pilots like me, allowed it to soar comfortably over all of the objections raised by its practical implementation of our grand dream of flight.At a time when books on computer games had yet to find a place on the shelves of bookstores, books on Flight Simulator became the great exception. It began in 1985, when a fellow named Charles Gulick published 40 Great Flight Simulator Adventures, a collection of setups with exciting-sounding titles Low Pass on the Pacific, Dead-Stick off San Clemente that required one-tenth Flight Simulator and nine-tenths committed imagination to live up to their names. Gulick became the king of the literary sub-genre he had founded, writing five more books of a similar ilk over the following years. But he was far from alone: the website Flight Sim Books has collected no less than twenty of its namesake, all published between the the mid-1980s and the mid-1990s, ranging from the hardcore likes of Realistic Commercial Flying with Flight Simulator to more whimsical fare like A Flight Simulator Odyssey. The fact that publishers kept churning them out indicates that there was a solid market for them, which in turn points to just how committed to the dream the community of virtual fliers really was.Of course, the game that called itself simply Flight Simulator was by no means the only one in the genre it had spawned. While a few companies did try to sell their own civilian flight simulators, none managed to seriously challenge the ones from subLogic. But military flight simulators were a different matter; MicroProse Software in particular made their reputation with a string of these. Often designed and programmed by Sid Meier, MicroProse s simulators were distinguished by their willingness to sacrifice a fair amount of realism to the cause of decent frame rates and general playability, with the added attraction of enemy aircraft to shoot down and cities to bomb. (While the old British Ace mode did remain a part of the subLogic Flight Simulator into the late 1980s, it never felt like more than the afterthought it was.) Meier s F-15 Strike Eagle, the most successful of all the MicroProse simulators, sold almost as well as subLogic s products for a time; some sources claim that its total sales during the ten years after its initial release in 1984 reached 1 million units.subLogic as well did dip a toe into military flight simulation with Jet in 1985. Programmed by one Charles Guy rather than Bruce Artwick, this F-16 and F/A-18 simulator was a bit more relaxed and a bit more traditionally game-like than the flagship product, offering air-, land-, and sea-based targets for your guns and bombs that could and did shoot back. Still, its presentation remained distinctly dry in comparison to the more gung-ho personality of the MicroProse simulators. Although reasonably successful, it never had the impact of its older civilian sibling. Instead Spectrum Holobyte s Falcon, which debuted in 1987 for 16-bit and better machines only, took up the banner of realism-above-all-else in the realm of jet fighters almost notoriously so, in fact: it came with a small-print spiral-bound manual of almost 300 pages, and required weeks of dedication just to learn to fly reasonably well, much less to fly into battle. And yet it too sold in the hundreds of thousands.In the meantime, Artwick was continuing to plug steadily away, making his Flight Simulator slowly better. A version 2.0 of the Microsoft release, with four times as many airports to fly from and many other improvements, appeared already in 1984, soon after the 8-bit Flight Simulator II; it was then ported to the new Apple Macintosh, the only computing platform beside their own which Microsoft had chosen to officially support. When the Atari ST and Commodore Amiga appeared in 1985, sporting unprecedented audiovisual capabilities, subLogic released versions of Flight Simulator II for those machines with dazzling graphical improvements; these versions even gave you the option of flying a sleek Learjet instead of a humble single-prop airborne econobox. Version 3.0 of Microsoft Flight Simulator arrived in 1988, coming complete with the Learjet, support for the latest VGA graphics cards, and an in-game flight instructor among other enhancements.Microsoft Flight Simulator 3.0 included the first attempt at in-program flight instruction. It would continue to appear in all subsequent releases, being slowly refined all the while, much like the simulator itself.Betwixt and between these major releases, subLogic took advantage of Artwick s foresight in designing a huge potential world into Flight Simulator by releasing a series of scenery disks to fill in all of that empty space with accurately modeled natural features and airports, along with selected other human-made landmarks. The sufficiently dedicated i.e., those who were willing to purchase a dozen scenery disks at $20 or $30 a pop could eventually fly all over the continental United States and beyond, exploring a virtual world larger than any other in existence at the time.Indeed, the scenery disks added a whole new layer of interest to Flight Simulator. Taking in their sights and ferreting out all of their secrets became a game in itself, overlaid upon that of flying the airplane. It could add a much-needed sense of purpose to one s airborne ramblings; inevitably, the books embraced this aspect with gusto, becoming in effect tour guides to the scenery disks. When they made a scenery disk for Hawaii in 1989, subLogic even saw fit to include the very first structured scenery adventure :Locating the hidden jewel of the goddess Pele isn t easy. You ll have to find and follow an intricate set of clues scattered about the islands that, with luck, will guide you to your goal. This treasure hunt will challenge all of your flying skills, but the reward is an experience you ll never forget! The sales racked up by all of these products are impossible to calculate precisely, but we can say with surety that they were impressive. An interview with Artwick in the July 1985 issue of Computer Entertainment magazine states that Flight Simulator in all its versions has already surpassed 800,000 copies sold. The other piece of hard data I ve been able to dig up is found in a Microsoft press release from December of 1995, where it s stated that Microsoft Flight Simulator alone has sold over 3 million copies by that point. Added to that figure must be the sales of Flight Simulator II for various platforms, which must surely have been in the hundreds of thousands in their own right. And then Jet as well did reasonably well, while all of those scenery disks sold well enough that subLogic completed the planned dozen and then went still further, making special disks for Western Europe, Japan, and the aforementioned Hawaii, along with an ultra-detailed one covering San Francisco alone.When we start with all this, and then add in the fact that subLogic remained a consistently small operation with just a handful of employees, we wind up with two founders who did very well for themselves indeed. Unsurprisingly, then, Bruce Artwick and Stu Moment, those two college friends made good, were a popular subject for magazine profiles. They were a dashing pair of young entrepreneurs, with the full complement of bachelor toys at their disposal, including a Cessna company plane which they flew to trade shows and, so they claimed, used to do modeling for their simulations. When David Hunter from the Apple II magazine Softalk visited them for a profile in January of 1983, he went so far as to compare them to Butch Cassidy and the Sundance Kid. (Sadly, he didn t clarify which was which )Speed is exhilarating. Uncontrolled growth is intoxicating. As long as youth can dream, life will never move fast enough.Whether it s motorcycles, cars, planes, skiing, volleyball, or assembly language, Bruce Artwick likes speed. He likes Winchester disk drives, BMWs, zooming through undergraduate and graduate school in four years, and tearing down the Angeles Crest Highway on a Suzuki at a dangerous clip. The president of subLogic, Artwick is a tall, quiet, 29-year-old bachelor. He possesses a remarkable mind, which has created several of the finest programs ever to grace the Apple s RAM.Contrast Artwick with Stu Moment. Outgoing, of medium height, and possessed of an exceptional love of flying, Moment is subLogic s chairman of the board. A businessman, Moment has steered the company to its present course, complementing Artwick s superior software-engineering talents with organizational and financial skills. He s even picked up some modest programming skills, designing a system for logging flight hours at a fair-sized flying institute.Redford and Newman. Lewis and Clark. Laurel and Hardy. Jobs and Wozniak. Artwick and Moment. The grand adventurers riding the hard trail, living and playing at lives larger than life. It s an old story.Stu Moment and Bruce Artwick with their Cessna on a cold morning for flying, 1982.When the journalists weren t around, however, the dynamic duo s relationship was more fractious than the public realized. Artwick wanted only to pursue the extremely profitable niche which subLogic had carved out for themselves, while Moment s natural impulse was to expand into other areas of gaming. Most of all, though, it was likely just a case of two headstrong personalities in too close a proximity to one another, with far too much money flying through the air around them. That, alas, is also an old story.As early as 1981, the two spent some time working out of separate offices, so badly were they treading on one another s toes in the one. In 1984, Artwick, clearly planning for a potential future without Moment, formed his own Bruce Artwick Organization and started providing his software to subLogic, which was now solely Moment s company, on a contract basis.The final split didn t happen until 1989, but when it did, it was ugly. Lawsuits flew back and forth, disputing what code and other intellectual property belonged to subLogic and what belonged to Artwick s organization. To this day, each man prefers not to say the other s name if he can avoid it.This breakup marked the end of the Flight Simulator II product line which was perhaps just as well, as the platforms on which it ran were soon to run out of rope anyway in North America. Moment tried to keep subLogic going with 1990 s Flight Assignment: Airline Transport Pilot, a simulation of big commercial aircraft, but it didn t do well. He then mothballed the company for several years, only to try again to revive it by hiring a team to make an easier flight simulator for beginners. He sold both the company and the product to Sierra in November of 1995, and Flight Light Plus shipped three months later. It too was a failure, and the subLogic name disappeared thereafter.It was Artwick who walked away from the breakup with the real prize, in the form of the ongoing contract with Microsoft. So, Microsoft Flight Simulator continued its evolution under his steady hand. Version 4.0 shipped in 1989, version 5.0 in 1993. Artwick himself names the latter as the entire series s watershed moment; running on a fast computer equipped with one of the latest high-resolution Super-VGA graphics cards, it finally provided the sort of experience he d been dreaming of when he d written his master s thesis on the use of bitmap 3D graphics in flight simulation all those years before. Any further audiovisual improvements from here on out were just gravy as far as he was concerned.Flying above San Francisco in Microsoft Flight Simulator 5.0. Such a watershed strikes me as a good place to stop today. Having so belatedly broken my silence on the subject, I ll try to do a better job now of keeping tabs on Flight Simulator as it goes on to become the most long-lived single franchise in the history of computer gaming. (As of this writing, a new version has just been released, spanning ten dual-layer DVDs in its physical-media version, some 85 GB of data a marked contrast indeed to that first cassette-based Flight Simulator for the 16 K TRS-80.) Before I leave you today, though, we should perhaps take one more moment to appreciate the achievements of those 1980s versions.It s abundantly true that they re not anything you re likely to want to play today; time most definitely hasn t been kind to them. In their day, though, they had a purity, even a nobility to them that we shouldn t allow the passage of time to erase. They gave anyone who had ever looked up at an airplane passing overhead and dreamed of being behind its controls a way to live that dream, in however imperfect a way. Although it billed itself as a hardcore simulation, Flight Simulator was in reality as much an exercise in fantasy as any other game. It let kids like me soar into the heavens as someone else, someone leading a very different sort of life. Yes, its success was a tribute to its maker Bruce Artwick, but it was also, I would argue, a tribute to everyone who persevered with it in the face of a million reasons just to give up. The people who flew Flight Simulator religiously, who bought the books and worked through a pre-flight checklist before taking off each time and somehow managed to convince themselves that the crude pixelated screen in front of them actually showed a beautiful heavenly panorama, did so out of love of the idea of flight. For them, the blue-and-green world of Flight Simulator was a wonderland of Possibility. Far be it from me to look askance upon them from my perch in their future.(Sources: the book The Friendly Orange Glow: The Untold Story of the Rise of Cyberculture by Brian Dear and Taking Flight: History, Fundamentals, and Applications of Flight Simulation by Christopher D. Watkins and Stephen R. Marenka; Flight of December 10 1910 and March 22 1913; Softalk of January 1983; Kilobaud of October 1977; Softalk IBM of February 1983; Data Processing of April 1968; Compute! s Gazette of January 1985; Computer Gaming World of April 1987 and September 1990; Computer Entertainment of July 1985; PC Magazine of January 1983; Illinois CS Alumni News of spring 1996; the article High-Power Graphic Computers for Visual Simulation: A Real-Time Rendering Revolution by Mary K. Kaiser, presented to the 1996 symposium Supercomputer Applications in Psychology; Bruce Artwick s Masters thesis A Versatile Computer-Generated Dynamic Flight Display flight-simulator product brochures from Link and Rediffusion; documents from the Sierra archive housed at The Strong Museum of Play in Rochester, New York; a brochure from an exhibition on the Link Trainer at the Roberson Museum and Science Center in 2000. Online sources include a VITAL II product-demonstration video; an interview with Bruce Artwick by Robert Scoble; a panel discussion from the celebration of PLATO s 50th anniversary at the Computer History Museum; A Brief History of Aircraft Flight Simulation by Kevin Moore; the books hosted at Flight Sim Books. My guiding light through this article has been Josef Havlik s History of Microsoft Flight Simulator. He did at least half of the research so that I didn t have to ) It s always been a bit of a balancing act to decide which games I write about in detail here a matter of balancing my level of personal interest in each candidate against its historical importance. In the early years of this project especially, when I still saw it as focusing almost exclusively on narrative-oriented games, I passed over some worthy candidates because I considered them somewhat out of scope. And now, needless to say, I regret some of those omissions.One of the games that s been made most conspicuous by its absence here is Lode Runner, Doug Smith s seminal action-puzzle platformer from 1983. Iconic is a painfully overused adjective today, but, if any game truly can be called an icon of its era, it s this one. So, I decided to take the release of Lode Runner: The Legend Returns, a 1994 remake/re-imagining that does fit neatly into our current position in the historical chronology, as an opportunity to have a belated look back at the original.Doug SmithIn late 1981, Doug Smith was studying architecture and numerical analysis at the University of Washington in Seattle. Meanwhile he had a part-time job in one of the university s computer labs, where he met two other students named James Bratsanos and Tracy Steinbeck, who were tinkering with a game they called Kong, a not so-thinly-veiled reference to the arcade hit Donkey Kong. Bratsanos had first created Kong the previous year on one of his high school s Commodore PET microcomputers, and the two were now in the process of porting it to one of the university s DEC VAX-11/780 minicomputers. Smith soon joined the effort. When their fellow students started to show some interest in what they were doing, they made the game publicly available.In Kong, you guided a little man through a single-screen labyrinth of tunnels linked by ladders, implemented entirely using monochrome textual characters; your man was a dollar sign, your enemies paragraph symbols. Armed only with a pick axe that was more tool than weapon, you must steal all of the gold that was lying around the place, whilst avoiding or delaying the guards who protected it, generally by digging pits into which they could fall. The group hid their game from the university s administrators by embedding it into an otherwise broken graphing program. Graph would prompt the user for a function, remembers a fellow student named Rick LaMont, then crap out unless the secret password was entered to play Kong. With its captive audience of playtesters in the form of the students who hung around the computer labs, the game grew organically as the weeks passed. Soon students were coming by only to play Kong; Lamont claims that a show process command would often report 80 percent of the users running graph.' Eager players began to queue up behind the university s computer terminals, and Kong became a fixture of campus life, the University of Washington s equivalent of what Zork had once been at MIT. Along the way, it gradually evolved from an arcade game into something that required as much thought as reflexes; the levels just kept getting more and more complex.According to Smith, it was his eight-year-old nephew who convinced him to port the game to the Apple II; having visited the computer lab once or twice and seen it in action there, the little boy was decidedly eager for a version he could play at home. After he bugged me enough, said Smith in a 1999 interview, one weekend I rewrote it for the Apple II, basically in three days. This first microcomputer version was a copy of the DEC VAX version right down to its monochrome ASCII graphics. Smith made just one big change: he renamed the game Miner to avoid legal entanglements. After paying James Bratsanos $1500 for the rights to the game, he submitted it to Brøderbund Software, only to get a terse rejection letter back: Thank you for submitting your game concept. Unfortunately, it does not fit with our product line. But, seeing how popular the game continued to be at the university, Smith decided to take another stab at it. He borrowed enough money to buy a color monitor and joystick for his Apple II, and programmed a second, much-improved version with color bitmap graphics and controls that took advantage of one of the Apple s unique affordances: its joysticks had two buttons rather than the standard one, which in this case allowed the player s avatar to drill to the left or right of himself without the player ever having to reach for the keyboard. In late 1982, Smith sent this new version to four different publishers, among them Brøderbund and Sierra. All of them knew as soon as they saw this latest version of the game that they wanted it for themselves. John Williams, the little brother of Sierra founder Ken Williams, and the company s chief financial officer from the tender age of twenty, later claimed that he almost lost his job because he spent so much time playing the game Smith sent to them. But Smith wouldn t end up publishing his game through Sierra. Instead he wound up entrusting it to Brøderbund after all.Founded and run as a family business by a personable former lawyer and real-estate developer named Doug Carlston, Brøderbund would consistently demonstrate an uncanny talent for identifying exactly the software product that Middle America was looking for at any given moment, securing it for themselves, and then delivering it to their customers in the most appealing possible way. (At the risk of sounding unkind, I might note at this juncture that, whereas Ken Williams loved to talk about the mainstreaming of games and other software, the Carlston family talked less but proved more adept at the practical work of doing so.) In the years to come, this talent would result in a quantity of truly iconic Brøderbund titles out of all proportion to the relatively modest number of products which the company released in total: titles like Karateka, Carmen Sandiego, Bank Street Writer, The Print Shop, Prince of Persia, SimCity, Myst. But before any of them came Doug Smith s game.Brøderbund offered Smith a $10,000 advance and a very generous 23-percent royalty. And they also promised to get behind his game with the kind of concerted, professional marketing push that was still a rarity in the industry of that era. Showing a remarkable degree of restraint for his age as well as faith in his game s potential, Smith signed with Brøderbund rather than accept another publisher s offer of $100,000 outright, with no royalty to follow. He would be amply rewarded for his foresight.For example, it was Brøderbund s savvy marketers who gave Miner its final name. Well aware of the existence of another, superficially similar platform game called Miner 2049er, they proposed the alternate title of Lode Runner, as in running after the mother lode. Soon after choosing this new name that held fast the idea that the player was some sort or other of miner, they devised a more detailed fictional context for the whole affair that abandoned that notion entirely. It involved the evil Bungeling Empire, the antagonist of their 1982 hit Choplifter!:You are a galactic commando deep in enemy territory. Power-hungry leaders of the repressive Bungeling Empire have stolen a fortune in gold from the people by means of excessive fast-food taxes. Your task? To infiltrate each of 150 different treasure rooms, evade the deadly Bungeling guards, and recover every chest of Bungeling booty.In the spirit of this narrative, the hero s pick axe became a laser drill.Still, none of this background would be remembered by anyone who actually played the game. Instead the supposed Bungeling guards would become popularly known as mad monks, which their pudgy low-resolution shapes rather resembled. Doubtless plenty of imaginative young gamers made up new narratives of their own to fit the bizarre image of greedy monks chasing an intrepid adventurer up and down a maze of scaffolding dotted with gold.Lode Runner on the Apple II.Smith dropped out of university at the end of 1982, and worked closely with Brøderbund over the course of six months or so to polish his game in a concerted, methodical way, something that was seldom done at this early date. They helped him to tweak each of the 150 levels some designed by Smith himself, some by the kids who lived around Smith s family home, whom he paid out of his own pocket on a per-level basis to a state of near-perfection, and arranged them all so that they steadily progressed in difficulty as you played through them one after another. And then Brøderbund encouraged Smith to polish up his level editor and include that as well.Lode Runner got a rapturous reception upon its release in June of 1983, quickly becoming the best-selling product Brøderbund had ever released to that point; Smith was soon collecting more than $70,000 per month in royalties. If anything, its reputation among students of game design has become even more hallowed today. It stands out from its peers of 1983 like a young Glenn Gould in a beginner s piano course.That said, Lode Runner is not quite the sui generis game which its more enraptured devotees are sometimes tempted into claiming it to be. When James Bratsanos first created what would eventually become Lode Runner on the Commodore PET, he was according to his own testimony working from a friend s description of an arcade game: He didn t explain it well, and I took creative liberties and assumed I understood what he meant. So for certain elements I completely misinterpreted it. Bratsanos, an acknowledged non-gamer, may later have come to believe that the game his friend had been describing was Donkey Kong, and assumed that the major differences between that game and his stemmed from his youthful misinterpretation of his friend s description of the former. But the chronology here doesn t pass muster: Donkey Kong was first released in the summer of 1981, while Bratsanos is sure that he started working on his game, which originally went under the rather unpleasant name of Suicide, in 1980. Suicide became Kong only after Donkey Kong had been released and become an arcade sensation, and Bratsanos had started at the University of Washington the following fall.So, what was it that his friend actually described to him back in 1980? The best candidate is Space Panic, a largely forgotten Japanese stand-up arcade game from that year which would seem to be the first ever example of the evergreen genre that would become known as the platformer.  Not only did Space Panic have you running and climbing your way through a vertical labyrinth, but it also allowed you to dig holes in it to trap your enemies, just like Suicide, Kong, and finally Lode Runner. Space Panic was not a commercial success, perhaps because it asked for too much too soon from an audience still enthused with simpler fare like Space Invaders; it was reported that the average session with it lasted all of 30 seconds. But it does appear that it entranced one anonymous teenage boy enough that he told his buddy James Bratsanos all about it. And from that random conversation from that butterfly flapping its wings, one might say eventually stemmed one of the biggest games of the 1980s.Space Panic, the 1980 standup-arcade game at the root of the Lode Runner family tree.But if it isn’t quite an immaculate creation, Lode Runner is a brilliant one, a classic lesson in the way that fiendish complexity can arise out of deceptive simplicity in game design. It offers just six verbs — move left, right, up, or down; dig left or right — combined with only slightly more nouns — platforms of diggable brick or impenetrable metal, ladders, trap doors, overhead poles for shimmying, monks, treasures. And yet from this disarmingly short list of ingredients arises a well-nigh infinite buffet of devious possibility.Although Lode Runner does retain some vestiges of its arcade inspirations in the form of a score and limited lives, it s as much a puzzle or even a strategy game as an action game at heart. (Your lives are essentially meaningless in the end; you can save your progress at any point.) Playing each level entails first experimenting and dying dying a lot until you can devise a thoroughgoing plan for how to tackle it. Then, it s just a matter of executing the plan perfectly; this is where the action elements come into play. The levels in Lode Runner are dynamic enough that getting through them doesn t require stumbling across a single rote, set-piece solution envisioned by the designer; there s space here for player creativity, space for variation, space for quick thinking that gets you out of an unanticipated jam or that fails to do so just when you believe you re on the brink of victory.The levels build upon one another, each one training you for what s still to come as it forces you to think about your limited menu of verbs and nouns in new ways. This sort of progressive design was not a hallmark of most computer games of 1983, and thus serves to make Lode Runner stand out all the more. The world would arguably have to wait until the release of DMA Designs s Lemmings in 1991 to play another action-puzzler that was its equal in terms of design.Just as in Lemmings, every single detail of Lode Runner s implementation becomes relevant as the levels become more complex, from the timing of events in the environment to the rudimentary but completely predictable artificial intelligence of the monks. Consider: the pits you drill are automatically filled in again after ten seconds, while monks climb out of pits into which they ve fallen in just a few seconds. But what would happen if you could time things so that a pit is filled in while a monk is still inside it? The monk would get buried there permanently, that s what, giving you a precious reprieve before the replacement who is spawned at the very top of the screen makes his way down to you once again. By the time you reach level 30 or so, you ll be actively using the monks as your helpmates, taking advantage of the fact that they too like to pick up gold for there s now gold in places which you can t reach, meaning you must depend on them to be your delivery men. Once one of them has what you need, you just need to make him fall into a pit, then walk on his head to steal the booty. Easy peasy, right? If you think so, don t worry: there s still 120 levels to go, each one more insidiously intricate than the last.And then, when you re done with all 150 levels, there s still the level editor. Even by the standards of today, the original Apple II Lode Runner provides a lot of content. By the standards of 1983, its generosity was mind-boggling.A phenomenal game by any standard, Lode Runner became a phenomenon of another sort in the months after its release. Doug Smith, a private, retiring fellow who loathed the spotlight, nevertheless became a household name among hardcore gamers, joining the likes of Bill Budge, Richard Garriott, and Nasir Gebelli as one of the last of the Apple II scene s auteur-programmer stars. At a time when a major hit was a game that sold 50,000 copies, his game sold in the hundreds of thousands on the Apple II and in ports to the Commodore 64, the IBM PC, and virtually every other commercially viable computer platform under the sun. First it became the Apple II game of 1983; then it became the game of whatever year it happened to be ported to each other platform, collecting award after award almost by default. And then there was Japan.Lode Runner appeared on the Macintosh soon after that machine s release in 1984. Although the construction set was a a natural fit for that machine s GUI, the actual game proved less satisfying. What used to be a struggle strictly between the commando and the Bungeling guards is now also a battle between you and the [mouse] pointer, wrote Macworld magazine. Such complaints would become something of a theme: Apple II purists insist to this day that no Lode Runner has ever played quite as well as the one that Doug Smith personally programmed for their favorite platform.One of Doug Carlston s smartest moves in the early days of Brøderbund was to forge links with the burgeoning software and gaming scene in Japan. He was particularly chummy with Yuji Kudo, the founder of Hudson Soft, Japan s biggest software publisher of all. (A model-train enthusiast extraordinaire, Kudo took his company s very un-Japanese name from his favorite type of steam locomotive.) The two men already had a deal in place to bring Lode Runner to Japan even before it was released in the United States. During the summer of 1983, it became one of the first ten games to be made available for the Nintendo Famicom the videogame console that would later conquer the world as the Nintendo Entertainment System.Like Wizardry before it and Populous after it, Lode Runner turned into that rarest of birds, a Western videogame which the Japanese embraced with all the fannish obsessiveness of which they re capable which is, to be clear, a lot of obsessiveness indeed. Before there was Super Mario Bros. to drive sales of Nintendo consoles all over the world, there was Lode Runner to get the ball rolling in Japan itself. Sales of the game in Japan alone topped 1 million in the first eighteen months, prompting one journalist to declare Lode Runner Japan s new national pastime. The country s Lode Runner mania reached its peak in the summer of 1985, when Hudson Soft, Brøderbund, and Sony joined forces to sponsor a national competition in the game. Of the 3700 players between the ages of nine and fourteen who entered the competition, 50 became finalists, invited to come to Tokyo and play the game on what was at that time the largest video screen in the world, 86 feet in width. A slightly uncomfortable-looking Doug Smith, coaxed into the spotlight by Brøderbund s marketers, presided over the affair and even agreed to join the competition. (He didn t last very long.) I like the people of Japan, he said. There s an honesty among the people that is so refreshing they would never think of pirating computer games, for instance. (A more likely explanation for Lode Runner s high sales in Japan than the people s innate honesty was, of course, the fact that piracy on the cartridge-based Famicom was a possibility for only the most technically adept.)Lode Runner running on the biggest of all big screens in Japan.A rare shot of Doug Smith in person, giving prizes to the winners of the Japanese Lode Runner competition.By decade s end, Lode Runner s worldwide sales had topped 2.5 million copies. I can hardly emphasize enough what absurdly high figures these are for a game first sold on the humble Apple II.When you take Brøderbund s generous royalty and combine it with sales like this, then reckon in the fact that Lode Runner was essentially a one-man production, you wind up with one very wealthy young game programmer. Still in his early twenties, Doug Smith found himself in the enviable position of never having to work another day in his life. He bought, according to his friend Rick LaMont, a Porsche 911 Carrera, a Bayliner speedboat, a house in Issaquah, and a wife (as a colleague once joked). In the face of temptations like these, Doug Smith became one of a number of early Apple II auteurs, such as the aforementioned Bill Budge and Nasir Gebelli, who weren t able to sustain their creative momentum as lone-wolf developers became teams and the title of game designer slowly separated itself from that of game programmer. He did provide Brøderbund with one Lode Runner sequel of a sort: Championship Lode Runner, with 50 new levels that had mostly been sent to the company by fans and that were (correctly) advertised as picking up in difficulty right where the first game had left off. But its technology and graphics were barely tweaked, and the decision to aim it exclusively at the hardest-core of the hardcore put a natural limit on its appeal.After that, there followed several years of silence from Smith, off enjoying his riches and pondering the strange course his life had taken, from starving student to wealthy man of leisure in a matter of months. And truly, his is a story that could only have happened at this one brief window in time, when videogames had become popular enough to sell in the millions but could still be made by a single person.Just as they did with Wizardry, the impatient Japanese soon took Lode Runner into their own hands, making and releasing a string of sequels in their country that would never appear elsewhere. But what ought to have been a natural ongoing franchise remained oddly under-served by Brøderbund in its country of origin; they released only one more under-realized, under-promoted sequel, for the Commodore 64 and Atari 8-bit line only, created by their recently purchased subsidiary Synapse Software without Smith s involvement. Perhaps they were just too busy turning all those other products into icons of their era.It wasn t until 1994, when Brøderbund s ten-year option expired and all rights to the game and its trademarks reverted to Smith, that anyone attempted a full-fledged revival in the United States. Irony of ironies, the company behind said revival was Sierra, finally getting their chance with a game that had slipped through their fingers a decade before. The project was driven by Jeff Tunnell, the founder of what was now the Sierra subsidiary known as Dynamix, who had just made the classic puzzler The Incredible Machine.Lode Runner: The Legend Returns was a symbol of everything that was right and wrong with the games industry of the mid-1990s. Dynamix added beautiful hand-painted backgrounds and a stereo soundtrack to the old formula, but in the minds of many the new version just didn t play as well as the old; it had something to do with the timing, something to do with the unavoidably different feel of a 1990s 32-bit computer game versus the vintage 8-bit variety and perhaps something to do as well with Tunnell s decision to add a lot more surface complexity to the elegantly simple mix of the original, including locks and keys, snares, gas traps, bombs, jackhammers, buckets of goo, and even light and darkness. The Legend Returns did reasonably well for Sierra, but never became the phenomenon that the original had been in its home country. And as for Japan well, it now preferred homegrown platformers that featured a certain Italian plumber. The various revivals since have generally met the same fate: polite interest, decent sales, but no return to the full-blown Lode Runner mania of the 1980s.Lode Runner: The Legend Returns definitely looks a lot more impressive than the original, which was far from an audiovisual wonder even in its own time. Opinions are at best divided, however, on whether it plays better. One can detect the influence of Lemmings 2: The Tribes in its diverse, ever-shifting collection of obstacles and affordances, but the end result is somehow less compelling.Smith did return to playing an active role in the games industry in the 1990s, working as the producer of a couple of Nintendo games among other things. He disappeared from view once again after the millennium, presumably occupying himself mostly with the raising of his five children. He died in 2014 at the age of just 53, of a cause that has never been publicly disclosed.(Sources: the book Software People: Inside the Computer Business by Douglas G. Carlston; Retro Gamer 111; Ahoy! of April 1986; A.N.A.L.O.G. of March 1984; Computer Gaming World of January/February 1983, October 1983, and March 1986; Electronic Games of June 1983 and January 1985; inCider of April 1984; InfoWorld of October 31 1984; Macworld of August 1985; MicroTimes of December 1984 and September 1985; Brøderbund News of April of Fall 1985; InterAction of Fall 1994. Online sources include IGN s 1999 interview with Doug Smith, Jeremy Parish s eulogy to Smith, and a 1991 Usenet reminiscence by Rick LaMont.Feel free to download the original Lode Runner and its manual for play in the Apple II emulator of your choice.) Just what do you do next after you ve created an epic, career-defining masterpiece? That was the question facing Sid Meier after the release of Civilization in the waning days of 1991, after the gushing reviews and the impressive sales figures had begun pouring in to his employer MicroProse. How could he go back to making games that were merely about something when he had already made the game of everything? Civilization was such a big game that it s hard to find a topic that doesn t feel as if you were going backwards, he admitted in an interview in the summer of 1992. Anything he did next seemed destined to be an anticlimax.Meier s first decision about his future was an eminently sensible one: he would take a break. Asked what he was currently working on during that same interview, his reply was blunt: Absolutely nothing! I m going to take it easy for a while. And truly, if anyone in the games industry deserved a timeout, it was him. Meier had maintained an insane pace for the last decade, acting as both lead designer and lead programmer on no less than 21 commercially released games, three of them Pirates!, Railroad Tycoon, and of course Civilization universally lauded icons whose influence has remained pervasive to this day. Indeed, those three games alone, released within five years of one another, constitute as extraordinary a creative outpouring as the field of gaming has ever known. But now, Meier was finally feeling burnt out, even as his marriage was ending at least partially the result, no doubt, of all those years spent burning the candle at both ends. He desperately needed to catch his breath.The Sid Meier who returned to the job months later had a new attitude toward his work. He wouldn t try to somehow top Civilization in terms of scale and scope, but would rather use the fame and money it had brought him to work on whatever most interested him personally at any given time, whilst maintaining a much more sustainable work-life balance. Sometimes these projects would strike others not least among them MicroProse s management team as almost perversely esoteric.Never was this more the case than with his very first post-Civilization endeavor, as dramatic a departure from the expected as any game designer has ever dared to make. In fact, C.P.U. Bach wasn t actually a game at all.The music of Johann Sebastian Bach had long been enormously important to Meier, as he wrote in his recent memoir:The sense I get when I listen to his work is that he s not telling me his story, but humanity s story. He s sharing the joys and sorrows of his life in a more universal sense, a language that doesn t require me to understand the specifics of his situation. I can read a book from eighteenth-century Germany, and find some amount of empathy with the historical figures inside, but there will always be a forced translation of culture, society, and a thousand other details that I can never truly understand. Bach isn t bogged down in those things he s cutting straight to the heart of what we already have in common. He can reach across those three hundred years and make me, a man who manipulates electromagnetic circuits with my fingertips on a keyboard, feel just as profoundly as he made an impoverished farmer feel during a traditional rural celebration. He includes me in his story, just as I wanted to include my players in my games; we make the story together. Bach s music is a perfect illustration of the idea that it s not the artist that matters, but the connection between us.Often described as the greatest single musical genius in the history of the world, Bach is as close to a universally beloved composer as one can find, as respected by jazz and rock musicians as he is in the classical concert halls. And mathematicians tend to find him almost equally alluring: the intricate patterns of his fugues illustrate the mathematical concepts that underlie all music, even as they take on a fragile beauty in their own right, outside the sound that they produce. The interior of Bach s music is a virtual reality as compelling as any videogame, coming complete with an odd interactive quality. Meier:He routinely used something called invertible counterpoint, in which the notes are designed to be reversible for an entirely new, but still enjoyable, sound. He also had a fondness for puzzle canons, in which he would write alternating lines of music and leave the others blank for his students often his own children to figure out what most logically belonged in between.Bach even went so far as to hide codes in many of his works. Substituting place values for letters creates a numeric total of 14 for his last name, and this number is repeatedly embedded in the patterns of his pieces, as is its reverse 41, which happens to be the value of his last name plus his first two initials. His magnum opus, The Art of the Fugue, plays the letters of his name in the notes themselves (in German notation, the letter B refers to the note we call B-flat, and H is used for B-natural). At the top of one famous piece, The Well-Tempered Clavier, he drew a strange, looping flourish that scholars now believe is a coded set of instructions for how to tune the piano to play in every possible key, opening up new possibilities for variation and modulation.With C.P.U. Bach, Meier attempted to make a computer write and play new Bach compositions, working off of the known techniques of the master, taking advantage of the way that his musical patterns were, as Meier puts it, both predictable and stunning. Meier insists that he created the program with no intent to diminish his favorite composer, only to celebrate him. Creating a computer [program] that creates art counts as a form of artistic expression itself, he says.To aid him in the endeavor, he enlisted one Jeff Briggs, a soundtrack composer at MicroProse. Together the two labored away for more than a year on the most defiantly artsy, uncommercial product of MicroProse or Sid Meier s history. They decided to publish it exclusively on the new 3DO multimedia console, another first for the company and the designer, because they couldn t bear to hear their creation through the often low-fidelity computer sound cards of the time; by targeting the 3DO, they guaranteed that their program s compositions would be heard by everyone in CD-quality fidelity.Still, the end result is a bit underwhelming, managing only to provide an ironic proof of the uniquely human genius of Johann Sebastian Bach. C.P.U. Bach generates music that is pleasantly Bach-like, but it cannot recreate the ineffable transcendence of the master s great works.Pick a Baroque musical form, and C.P.U. Bach will compose a brand new example of same for you.An esoteric product for a console that would itself prove a failure, C.P.U. Bach sold horribly upon its release in 1994. But Meier doesn t apologize for having made this least likely of all possible follow-ups to Civilization: My only regret is that [it] is essentially unplayable today, now that the physical console has become a lost relic. Sometimes you just have to follow your muse, in game design as in music or, in this case, in a bit of both. While Sid Meier was first taking a breather and then pursuing his passion project, the public image of MicroProse was being transformed by Civilization. Having made their name in the 1980s as a publisher of vehicular military simulations, they suddenly became the premiere publisher of strategy games in the eyes of many, taking over that crown from SSI, who had largely abandoned those roots to plunge deep into licensed Dungeons Dragons CRPGs. MicroProse was soon inundated with submissions from outsiders who had played Civilization and wanted their strategy game to go out with the same label on the box as that one, thank you very much. By no means were all of the strategy games MicroProse came to publish as a result equally worthy, but the cream of the crop titles like Master of Orion, Master of Magic, X-COM, and Transport Tycoon were as creatively and commercially successful as the genre got during the first half of the 1990s.The great irony about the MicroProse of this period is that these kinds of games, the ones with which the company was now most identified in the minds of gamers, were almost all sourced from outsiders while the company s internal developers marched in a multitude of other directions. Much effort was still poured into making yet more hardcore flight simulators like the ones of old, a case of diminishing returns as the tension of the Cold War and the euphoria of the First Gulf War faded into the past. Other internal teams plunged into standup-arcade machines, casual office games, complicated CRPGs, and a line of multimedia-heavy adventure games that were meant to go toe-to-toe with the likes of Sierra and LucasArts.These ventures ranged from modest successes to utter disasters in the marketplace, trending more toward the latter as time went on. The income from the outside-developed strategy games wasn t enough to offset the losses; by 1993, the company was facing serious financial problems. In June of that year, Spectrum Holobyte, a company with a smaller product catalog but a large amount of venture capital, acquired MicroProse.Many projects were cancelled in the wake of the acquisition, leaving many employees in limbo, waiting to find out whether their future held a new work assignment or a pink slip. One of this group was Brian Reynolds, a programmer and dedicated tabletop wargamer who had come to MicroProse to escape from his Berkeley graduate program in philosophy and been assigned to the now-cancelled adventure line. With nothing else to do, he started to tinker with a strategy game dealing with what he found to be one of the most fascinating subjects in all of human history: the colonization of the New World. Having never designed a grand-strategy game before, he used Civilization, his favorite example of the genre, as something of a crutch: he adapted most of its core systems to function within his more focused, time-limited scenario. (Although said scenario brings to mind immediately Dani Bunten Berry s Seven Cities of Gold a game which was ironically a huge influence on Meier s Pirates!, Railroad Tycoon, and Civilization Reynolds claims not to have had it much in mind when he started working on his own game. I didn t personally like it as a game, he says. It all felt like empty forests. ) Reynolds had little expectation that his efforts would amount to much of anything in the end. I was just doing this until they laid me off, he says. Although he was working in the same building as Meier, it never even occurred to him to ask for the Civilization source code. Instead he reverse-engineered it in the same way that any other hacker would have been forced to do.Nevertheless, word of the prototype slowly spread around the office, finally reaching Meier. Can you come talk to Sid about this? Reynold s manager asked him one day. From that day forward, Colonization was an official MicroProse project.The powers that were at the company would undoubtedly have preferred to give the reins of the project to Meier, placing Reynolds in some sort of junior design and/or programming role. But Meier was, as we ve already seen, up to his eyebrows in Johann Sebastian Bach at the time, and was notoriously hard to corral under any circumstances. Further, his sense of fair play was finely developed. This is your idea, he said to Reynolds. You deserve to have ownership of it. He negotiated an arrangement with MicroProse s management whereby he would serve as a design advisor, but the project as a whole would very much remain Brian Reynold s.Having secured our charter we set off for the New World.The early game of exploration and settlement is in some ways the most satisfying, being free from the micromanagement that crops up later.The map can get crowded indeed as time goes on.Like so much in the game, the city-management screen draws heavily from Civilization, but the row of trade goods along the bottom of the screen reflects the more complex economic model.We declare independence! Hopefully our armies are up for the war that will follow. The finished Colonization lets you play as the British, the Spanish, the Dutch, or the French. You begin the game in that pivotal year of 1492, ready to explore and found your first colony in the Americas. In keeping with the historical theme, trade is extremely important much more so than in the highly abstracted economic model employed by Civilization. Sugar, cotton, and tobacco grown, processed, and shipped back to the Old World are the key to your colonies prosperity. (Brian Reynolds has said only semi-facetiously that his intention with Colonization was to combine together all the best things from Civilization and Railroad Tycoon because that would make the game even better! ) Naturally, you have to deal with the Native Americans who already inhabit the lands into which you want to expand, as you do the other European powers who are jockeying for dominance. Your ultimate goal is to build a federation of colonies self-sufficient enough to declare independence from its mother country, an event which is always followed by a war. If you win said war, you ve won the game. If, on the other hand, you lose the war, or fail to force an outcome to it by 1850, or fail to trigger it at all by 1800, you lose the game.Even if we set aside for the moment some of the uncomfortable questions raised by its historical theme and the aspects thereof which it chooses to include and exclude, Colonization reveals itself to be a competent game but far from a great one. Sid Meier himself has confessed to some serious misgivings about the rigid path independence by an arbitrary date or bust down which Brian Reynolds elected to force its player:It was a grandiose, win-or-lose proposition with the potential to invalidate hours of successful gameplay. Generally speaking, I would never risk alienating the player to that degree. It was historically accurate, however, and Brian saw it as a satisfying boss battle rather than a last-minute bait and switch, so I deferred to him. Good games don t get made by committee.Not only is the choice problematic from a purely gameplay perspective, but it carries unfortunate overtones of all-too-typically-American historical chauvinism in forcing the Spanish, Dutch, and French colonies to clone the experience of the British colonies that turned into the United States in order to win the game the implication being that those colonies very different real histories mark them as having somehow done things wrong in contrast to the can-do Yankees.But Colonization has plenty of other, more practical flaws. Micromanagement, that ever-present bane of so many grand-strategy games, is a serious issue here, thanks not least to the nitty-gritty complexities of the economic model; by the time you re getting close to the point of considering independence, you ll be so bogged down with the busywork of handing out granular work assignments to your colonists and overseeing every freight shipment back home that you ll be in danger of losing all sense of any bigger picture. In contrast to the seamless wholeness of Civilization, Colonization remains always a game of disparate parts that don t quite mesh. For example, the military units you can raise always seem bizarrely expensive in proportion to their potency. It takes an eternity of micro-managing tedium to build even a halfway decent military, and even when you finally get to send it out into the field you still have to spend the vast majority of your time worrying about more, shall we say, down-to-earth matters than fighting battles like, say, whether you ve trained enough carpenters in your cities and whether their tools are in good repair. The funnest parts of Colonization are the parts you spend the least amount of time doing.In the end, then, Colonization never manages to answer the question of just why you ought to be playing this game instead of the more generous, open-ended, historically expansive Civilization. Computer Gaming World magazine, the industry s journal of record at the time of the game s release in late 1994, published a sharply negative review, saying that there was more tedium and less care in Colonization than in Civilization.One might expect such a review from such an influential publication to be a game s death knell. Surprisingly, though, Colonization did quite well for itself in the marketplace. Brian Reynolds estimates today that it sold around 300,000 copies. Although that figure strikes me as perhaps a little on the high side, there s no question that the game was a solid success. For proof, one need only look to what Reynolds got to do next: he was given the coveted role of lead designer on Civilization II after Sid Meier, ever the iconoclast, refused it.But here s the odd thing: Meier s name would appear in bold letters on the box of Civilization II, as it had on the box of Colonization before it, while that of Brian Reynolds was nowhere to be found on either. MicroProse s marketing department had first hit upon the idea of using Meier s name prominently back in 1987, when they d pondered how to sell Pirates!, a game that was not only radically different from anything MicroProse had released before but was impossible to comfortably classify into any existing gaming genre. It seemed to work; Sid Meier s Pirates! became a big hit. Since then, the official titles of most of Meier s games had come with the same prefix. Sid Meier s Colonization, however, was something new, marking the first time that MicroProse s marketers assigned Meier ownership of a game he hadn t truly designed at all. Yes, I made suggestions along the way, he says today, but it had been up to Brian whether to accept them. Colonization was not Sid Meier s game. And yet the name emblazoned at the top of the box stated just the opposite. Meier rationalizes this fact by claiming that Sid Meier s now meant Sid Meier mentored and approved instead of Sid Meier personally coded.' But even this statement is hard to reconcile with the text on the back of the box, which speaks of Colonization, the newest strategy game from Sid Meier [that] continues the great tradition of Civilization. Clearly MicroProse s marketing department, if not Meier himself, was completely eager to make the public believe that Sid Meier had designed Colonization, full stop and, indeed, the game was received on exactly these terms by the press and public. Brian Reynolds, for his part, was happy to give his mentor all of the public credit for his work, as long as it helped the game to sell better and gave him a chance to design more games in the future. The soft-spoken, thoughtful Sid Meier, already the most unlikely of celebrities, had now achieved the ultimate in celebrity status: he had become a brand unto himself. I trust that I don t need to dwell on the irony of this in light of his statement that it s not the artist that matters. But MicroProse s decision to publicly credit Colonization to someone other than the person who had actually designed it is hardly the most fraught of the ethical dilemmas raised by the game. As I ve already noted, the narrative about the colonization of the New World which it forces its player to enact is in fact the semi-mythical origin story of the United States. It s a story that s deeply rooted in the minds of white Americans like myself, having been planted there by the grade-school history lessons we all remember: Pilgrims eating their Thanksgiving dinner with the Indians, Bostonians dumping British tea into the ocean to protest taxation without representation, Paul Revere making his midnight ride, George Washington leading the new country to victory in war and then showing it how it ought to conduct itself in peace.In presenting all this grade-school history as, if not quite inevitable, at least the one satisfactory course of events it is, after all, a matter of recreating the American founding myth or losing the game Colonization happily jettisons any and all moral complexity. One obvious example is its handling of the Native American peoples who were already living in the New World when Europeans decided to claim those lands for themselves. In the game, the Native Americans you encounter early on are an amiable if primitive and slightly dim bunch who are happy enough to acknowledge your hegemony and work for you as long as you give them cigars to smoke and stylish winter coats to wear. Later on, when they start to get uppity, they re easy enough to put back in line using the stick instead of the carrot.And then there s the game s handling of slavery or rather its lack of same. It s no exaggeration to say that all of the modern-day countries of North and South America were built by the sweat of slaves brows. Certainly the extent to which the United States in particular was shaped by what John C. Calhoun dubbed The Peculiar Institution can hardly be overstated; the country s original sin still remains with us today in the form of an Electoral College and Senate that embody the peculiarly undemocratic practice of valuing the votes of some citizens more than those of others, not to mention the fault lines of racial animus that still fracture American politics and society. Yet the game of Colonization neatly sidesteps all of this; in its world, slavery simply doesn t exist. Is this okay, or is it dangerous to so blithely dismiss the sins and suffering of our ancestors in a game that otherwise purports to faithfully recreate history? Johnny L. Wilson, the editor-in-chief of Computer Gaming World, stood virtually alone among his peers in expressing concern about the thin slice of life s rich pageant that games of the 1990s were willing and able to encompass. He alone spoke of the preponderance of violent solutions as opposed to creative exploration and experimentation, the increasingly narrow scope of subject matter perceived as marketable, the limited nature of non-player characters and our assumptions about game players. Unsurprisingly, then, he was the first and as it turned out the only gaming journalist of his era to address Colonization not just as a good, bad, or indifferent game in the abstract, but as a rhetorical statement about the era which it attempted to recreate, whether it wished to be such a thing or not. (As the school of Deconstructionism constantly reminds us, it s often the works that aren t actually trying to say anything at all about a subject which end up having the most to tell us about their makers attitudes toward it ) Wilson raised his concerns before Colonization was even released, when it existed only in a beta version sent to magazines like his.Two upcoming games on the colonial era will excise slavery from the reality they are simulating: Sid Meier s Colonization from MicroProse and Impressions High Seas Trader. Both design teams find the idea of slavery, much less the institution of slavery, to be repugnant, and both teams resist the idea of rewarding the gamer for behavior which is and was abominable.This reminds me of the film at Mount Vernon where the narration explains that Washington abhorred slavery, so he left wording in his will so that, upon his and Martha s deaths, his slaves would be freed. To me, that s tantamount to saying, I ll correct this immoral practice as soon as it doesn t cost me anything anymore! It is obvious that George didn t find it economically viable to be moral in that circumstance. So, if slavery was such an important facet of the colonial economy that even the father of our country couldn t figure out how to build a successful business without it, how do we expect to understand the period in which he lived without having the same simulated tools at our disposal? Maybe we would have some belated appreciation for those early slaves if we didn t try to ignore the fact of their existence.Of course, we know what the answer is going to be. The game designers will say that they only put in the cool parts of history. We hear that. Yet, while there is nothing wrong with emphasizing the most entertaining parts of a historical situation, there is a danger in misrepresenting that historical situation. Maybe it doesn t add credibility to the revisionist argument that Auschwitz never happened when we remove the Waffen SS from a computer game, but what happens when someone removes Auschwitz from the map? What happens when it is removed from the history books?Removing the horrors of history from computer games may not be a grand conspiracy to whitewash history, but it may well be a dangerous first step.Wilson s editorial prompted an exchange in the reader-letters section of a subsequent issue. I d like to reprint it in an only slightly edited form here because the points raised still pop up regularly today in similar discussions. We begin with a letter from one Ken Fishkin, who takes exception with Wilson s position.Johnny Wilson seems to have forgotten that the primary purpose of a game is to entertain. Computer games routinely engage in drastic alterations, simplifications, and omissions of history. Railroad Tycoon omitted Chinese labor and union strife. In SimCity, the mayor is an absolute dictator who can blithely bulldoze residential neighborhoods and churches with a mere click of the mouse, and build the Golden Gate Bridge in weeks instead of decades. In Sid Meier s Civilization, Abraham Lincoln is immortal, phalanxes can sink battleships, and religious strife, arguably the single most important factor in the history of international relations, is totally omitted. And yet Computer Gaming World gave these games its highest praise, placing all of them in its Hall of Fame!It is hypocritical of Computer Gaming World to criticize Sid Meier s Colonization in the same issue in which it effusively praises Sid Meier s Civilization. Computer Gaming World used to know that computer games shouldn t be held to the same standards of historical accuracy as a textbook.The magazine s editorial staff or really, one has to suspect, Wilson himself replied thusly:Is it hypocritical? The same Johnny Wilson that wrote the column had an entire chapter in The SimCity Planning Commission Handbook which talked about the realities that were not simulated (along with some elaborate workarounds that would enable gamers to see how much had been abstracted) and he also questioned certain historical abstractions in [his Civilization strategy guide] Rome on 640K a Day. Do these citations seem hypocritical? Different games have different levels of perspective and different levels of abstraction. Their success or failure will always depend on the merit of their gameplay, but that doesn t mean we shouldn t consider their historical/factual underpinning as well.Even if certain historical/real aspects have to be abstracted for the sake of gameplay, the designers have a responsibility to acknowledge, tip their hat to, or clarify those conditions which they have abstracted. When it comes to orders of battle and dominant practices, they should be addressed in some way and not ignored because they are inconvenient. We agree that a game should be balanced enough to play well, but the lessons of history should not be totally glossed over. We fear that there is a tendency of late to do just that.Finally, we have a letter from Gilbert L. Brahms, writing in support of Wilson s position.Your theses are very well-taken. Computer games become nothing [more] than schlock entertainment if they strip realism from historical recreations. There is no point in presenting any [game] referring to World War II Germany without presenting Nazism in all its symbology, nay, without including the imagery which ensorcelled those desperate and gullible Germans of the time into surrendering themselves mit ganzen Willen to Hitler s blandishments.The sins of the past are not eradicated by repression; in fact, they become all the more fascinating for having become forbidden fruit. Only critical confrontation can clarify such atrocities as occurred in the 1940s and can tutor us to resist such temptations again, in ourselves as well as in others.If, therefore, a computer game should truly aspire to become a work of art, it must fulfill both the recreative and the didactive functions inherent in all serious aesthetic productions: it must present horrible conflicts with all of their nasty details.I ll return to the arguments presented above in due course. Before I do that, though, I d like to take a brief leap forward in time.In 2008, Firaxis Games a company founded by Sid Meier, Brian Reynolds, and Jeff Briggs announced a new version of Colonization, which once again chose to present Native Americans as dim-witted primitives and to completely ignore the historical reality of slavery. Even before its release, Ben Fritz, a gaming blogger for Variety, loudly attacked it for having committed the vaguely defined, all-purpose crime of being offensive. Fritz s blog post is neither well-argued nor well-written I literally exclaimed holy sh*t out loud when I was reading an email this morning, goes its unpromising beginning so I won t bother to quote more from it here. But it was a harbinger of the controversy to come, which came to dominate the critical discussion around the new Colonization to the point that its qualities as a mere game were all but ignored. Firaxis published the following terse missive in a fruitless attempt to defuse the situation:For seventeen years the Civilization series has given people the opportunity to create their own history of the world. Colonization deals with a specific time in global history, and treats the events of that time with respect and care. As with all previous versions of Civilization, the game does not endorse any particular position or strategy players can and should make their own moral judgments. Firaxis keeps the player at the center of the game by providing them with interesting choices and decisions to make, which has proven to be a fun experience for millions of people around the world.Whatever its merits or lack thereof, this argument was largely ignored. The cat was now well and truly out of the bag, and many academics in particular rushed to criticize the gamefication of imperialism that was supposedly at the core of even the original game of Civilization. In his recent memoir, Sid Meier describes their critiques with bemusement and more than a touch of condescension.This philosophical analysis quickly spread to my older titles or as one paper described them, my Althusserian unconscious manifestations of cultural claims with hidden pedagogical aspirations. Pirates! wasn t about swashbuckling, it turned out, but rather asymmetrical and illegal activities [that] seem to undermine the hierarchical status quo while ultimately underlining it. Even C.P.U. Bach was accused of revealing a darker side to the ideological sources at work behind ludic techniques. All I can say is that our motives were sincere, and maybe these guys have a little too much time on their hands.For all that I m usually happy to make fun of the impenetrable writing which too many academics use to disguise banal ideas, I won t waste space shooting those fish in a barrel here. It s more interesting to consider the differing cultural moments exemplified by the wildly divergent receptions of the two versions of Colonization from a nearly complete silence on the subject of the potentially problematic aspects of its theme and implementation thereof to red-faced shouting matches all over the Internet on the same subjects. Through this lens, we can see how much more seriously people came to take games over a span of fourteen years, as well as how much more diverse the people playing and writing about them became. And we can also see, of course, how the broader dialog around history changed.Those changes have only continued and, if anything, accelerated in the time since 2008; I write these words at the close of a year in which the debates surrounding our various historical legacies have become more charged than ever. One side accuses the other of ignoring all of the positive aspects of the past and trying to cancel any historical figure who doesn t live up to its fashionable modern ideals of wokeness. Meanwhile the opposing side accuses its antagonists of being far too eager to all too literally whitewash the past and make excuses for the reprehensible conduct of its would-be heroes. Mostly, though, the two sides prefer just to call one another nasty names. So, rather than wading further into that morass, let s return to the arguments I reprinted without much commentary above, applying them now not only to Colonization but also to Panzer General, the subject of my first article in this two-part series. It strikes me that the best way to unpack a subtle and difficult subject might be to consider in turn each line of argument supporting the claim that Colonization and by implication Panzer General are fine just as they are. We ll begin with the last of them: Firaxis s corporate response to the controversy surrounding the second Colonization.Said response can be summed up as the it s not the game, it s the player! argument. It s long been trotted out in defense of a huge swath of games with objectionable or potentially objectionable content; Peter Molyneux was using it to defend the ultra-violence in Syndicate already in 1993, and there are doubtless examples that predate even that one. The core assertion here is that the game doesn t force the player s hand at all that in a game like, say, Grand Theft Auto it s the player who chooses to indulge in vehicular mayhem instead of driving politely from place to place like a law-abiding citizen.Of course, this argument can t be used as an equally efficacious escape hatch for all games. While Panzer General will allow you to command the Allied forces if you play a single scenario, the grand campaign which is the heart of that game s appeal only allows you to play a Nazi general, and certainly gives you no option to turn against the Nazi cause at some point, as Erwin Rommel may or may not have done, beyond the obvious remedy of shutting off the computer. But Colonization does appear to do a little better on this front, at least at first glance. As many defenders of the game are at pains to point out, you can choose to treat the Native Americans you encounter relatively gently in comparison to the European colonizers of recorded history (admittedly, not really a high bar to clear). Still, the fact does remain that you will be forced to subjugate them to one degree or another in order to win the game, simply because you need the land and resources which they control if you hope to win the final war for independence.Here, then, we come to the fatal flaw that undermines almost all applications of this argument. Its proponents would seemingly have you believe that the games of which they speak are rhetorically neutral sandboxes, exact mirror images of some tangible objective reality. But this they are not. Even if they purport to simulate real events to one degree or another, they can hope to capture only a tiny sliver of their lived experience, shot through with the conscious and subconscious interests and biases of the people who make them. These last are often most clearly revealed through a game s victory conditions, as they are in the case of Colonization. To play Colonization the right way to play it as the designers intended it to be played requires you to exploit and subjugate the people who were already in the New World millennia before your country arrived to claim it. Again, then, we re forced to confront the fact that every example of a creative expression is a statement about its creators worldview, whether those creators consciously wish it to be such a thing or not. Labeling it a simulation does nothing to change this.The handling or rather non-handling of slavery by Colonization is an even more telling case in point. By excising slavery entirely, Colonization loses all claim to being a simulation of real history to any recognizable degree whatsoever, given how deeply intertwined the Peculiar Institution was with everything the game does deign to depict. Just as importantly, the absence of slavery invalidates at a stroke the claim that the game is merely a neutral sandbox of a bygone historical reality for the player s id, ego, and superego to prance through. For this yawning absence is something over which the player has no control. She isn t given the chance to take the moral high road by refusing to participate in the slave trade; the designers have made that choice for her, as they have so many others.I require less space to dispense with Ken Fishkin s equating of Railroad Tycoon s decision not to include exploited Chinese laborers and SimCity s casting you in the role of an autocratic mayor with the ethical perils represented by Colonization s decision not to include slavery and Panzer General s casting you in the role of a Nazi invader. Although Fishkin expresses the position about as well as can reasonably be expected, these sorts of pedantic, context-less gotcha arguments are seldom very convincing to anyone other than the overly rigid thinkers who trot them out. I freely acknowledge that all games which purport to depict the real world do indeed simplify it enormously and choose a very specific domain to focus upon. So, yes, Railroad Tycoon as well does whitewash the history it presents to some extent. Yet the exploitation of Chinese labor in the Old West, appalling though it was, cannot compare to the pervasive legacy of American slavery and the European Holocaust in today s world. Debaters who claim otherwise quickly start to sound disingenuous. In any discussion of this nature, space has to be allowed for degree as well as kind.And so we arrive at Fishkin s other argument from principle, the very place where these sorts of discussions always tend to wind up sooner or later. The primary purpose of a game is to entertain, he tells us. Compare that statement with these assertions of Gilbert L. Brahms: Computer games become nothing [more] than schlock entertainment if they strip realism from historical recreations. If a computer game should truly aspire to become a work of art, it must fulfill both the recreative and the didactive functions inherent in all serious aesthetic productions: it must present horrible conflicts with all of their nasty details. Oh, my. It seems that we ve landed smack dab in the middle of the are games art? debate. What on earth do we do with this?Many of us have been conditioned since childhood to believe that games are supposed to be fun no more, no less. Therefore when a game crosses our path that aspires to be more than just fun or, even more strangely, doesn t aspire to be fun in the typical sense of the word at all we can find it deeply confusing. And, people being people, our first reaction is often outrage. Three years before the second version of Colonization was released, one Danny Ledonne made Super Columbine Massacre RPG!, an earnest if rather gawkily adolescent attempt to explore the backgrounds and motivations of the perpetrators of the high-school massacre in question. A book on the same theme would have been accepted and reviewed on its merits, but the game received widespread condemnation simply for existing. Since games by definition can aspire only to being fun, Ledonne must consider it fun to reenact the Columbine massacre, right? The games as art and serious games crews tried to explain that this edifice of reasoning was built upon a faulty set of assumptions, but the two sides mostly just talked past one another.Although the just a game defense may seem a tempting get-out-of-jail-free card in the context of a Panzer General or a Colonization, one should think long and hard before one plays it. For to do so is to infantilize the entire medium to place it into some other, fundamentally different category from books and movies and other forms of media that are allowed a place at the table where serious cultural dialog takes place.The second version of Colonization found itself impaled on the horns of these two very different sets of assumptions about games. Its excision of slavery drew howls of protest calling it out for its shameful whitewashing of history. But just imagine the alternative! As Rebecca Mir and Trevor Owens pointed out in a journal article after the hubbub had died down, the controversy we got was nothing compared to the one we would have had if Colonization had given the naysayers what many of them claimed to want: had better captured historical reality by actually letting you own and trade slaves. The arguments against the one approach are predicated on the supposition that at least some types of games are more than idle entertainments, that a game which bills itself as a reasonably accurate reenactment of colonial history and yet excises slavery from its narrative deserves to be condemned in the same terms as a book or movie which does the same; the arguments against the other are rooted in the supposition that games are just fun, and how dare you propose that it s fun to join the slave trade. Damned if you do, damned if you don t. Perhaps the only practical solution to the dilemma is that of simply not making any more versions of Colonization. No, it s not a terribly satisfying solution, placing limits as it does on what games are allowed to do and be. Nevertheless, it s the one that Firaxis will almost certainly choose to employ in the future.I do want to emphasize one more time here at the end of this pair of articles that neither Panzer General nor Colonization was created with any conscious bad intent. They stem from a time when computer gaming was much more culturally homogeneous than it has become, when computer gamers were to an almost overwhelming degree affluent, stereotypically nerdy white males between the ages of 10 and 35. People of privilege that they were, usually immersed in the hard sciences rather than the irritatingly amorphous but more empathetic humanities, they struggled to identify with those crosscurrents of society and history outside their own. Although the wargaming subculture that spawned Panzer General and Colonization still exists, and would still receive those exact games today in the same unquestioning way, it s vastly smaller than it used to be in proportion to the overall mass of gamers. And, again, its blind spots then and now remain venal sins at worst in the grand scale of things.That said, I for one am happy that the trajectory of gaming since 1994 has been ever outward, both in terms of the types of people who play games and the kinds of themes and experiences those games present. Indeed, it sometimes seems to me that their very scope of possibility is half the reason we can so easily confuse one another when we try to talk about games. Certainly one person s idea of a satisfying game can be markedly different from another s, such that even as brilliant a mind as that of Sid Meier can have trouble containing it all. His famous categorical claim that a good game is a series of interesting decisions is true enough in the case of the games he prefers to play and make, but fails to reckon with the more experiential aspects of interactivity which many players find at least equally appealing. It s thus no surprise that he offhandedly dismisses adventures games and other interactive experiences that are more tightly plotted and less zero-sum.I ve often wondered whether this label of game is really all that useful at all, whether there s really any more taxonomical kinship between a Colonization and a Super Columbine RPG! than there is between, say, books and movies. Digital games are the ultimate form of bastard media, appropriating elements from all of the others and then slathering on top of it all the special sauce of interactivity. Perhaps someday we ll figure out how to talk about this amorphous stew of possibility that just keeps bubbling up out of the pot we want to use to contain it; perhaps someday we ll divide it up into a collection of separate categories of media, using those things we call gaming genres now as their basis. In the meantime, we ll just have to hang on for the ride, and try not to rush to judgment too quickly when our expectations of the medium don t align with those of others.(Sources: the books Sid Meier s Memoir!: A Life in Computer Games by Sid Meier with Jennifer Lee Noonan and the article Modeling Indigenous Peoples: Unpacking Ideology in Sid Meier s Colonization by Rebecca Mir and Trevor Owens, from the book Playing with the Past: Digital Games and the Simulation of History; PC Review of August 1992; Computer Gaming World of April 1994, September 1994, November 1994, and December 1994; online sources include How Historical Games Integrate or Ignore Slavery by Amanda Kerry on Rock Paper Shotgun; Colonialism is Fun? Sid Meier s Civilization and the Gamefication of Imperialism by CIGH Exeter on the Imperial and Global Forum; Soren Johnson s interview with Brian Reynolds; IGN s interview with Brian Reynolds; Ben Fritz s blog on Variety.Colonization is available for digital purchase on GOG.com. C.P.U. Bach, having been made only for a long-since-orphaned console, is sadly not.) I apologize for liking German generals. I suppose I ought not to. Desmond YoungWhen I attempted to play the SSI computer game Panzer General as part of this ongoing journey through gaming history, I could recognize objectively that it was a fine game, perfectly in my wheelhouse in many ways, with its interesting but not overly fiddly mechanics, its clean and attractive aesthetic presentation, and the sense of unfolding narrative and personal identification that comes with embodying the role of a German general leading an army through the campaigns of World War II. But for all that, I just couldn t enjoy it. When I conquered Poland, I didn t feel any sense of martial pride; all I could see in my mind s eye were the Warsaw ghettos and Auschwitz. I found I could take no pleasure in invading countries that had done nothing to my own invasions that were preludes, as I knew all too well, to committing concerted genocide on a substantial portion of their populations. Simply put, I could take no pleasure from playing a Nazi.So, Panzer General prompted me to ask a host of questions about the way that we process the events of history, as well as the boundaries inevitably different for each of us between acceptable and unacceptable content in games. At the core of this inquiry lies a pair of bizarrely contradictory factoids. The Nazi regime of 1933 to 1945 is widely considered to be the ultimate exemplar of Evil on a national scale, its Führer such a profoundly malevolent figure as to defy comparison with literally anyone else, such that to evoke him in an argument on any other subject is, so Godwin s Law tells us, so histrionic as to represent an immediate forfeiture of one s right to be taken seriously. And yet in Panzer General we have a mass-market American computer game in which you play a willing tool of Adolf Hitler s evil, complete with all the flag-waving enthusiasm we might expect to see bestowed upon an American general in the same conflict. If the paradoxical attitudes toward World War II which these factoids epitomize weren t so deeply embedded in our culture, we would be left utterly baffled. For my part, I felt that I needed to understand better where those selfsame attitudes had come from.I should note here that my intention isn t to condemn those people whose tolerance for moral ambiguity allows them to enjoy Panzer General in the spirit which SSI no doubt intended. Still less do I want this article to come across as anti-German rather than anti-Nazi. The present-day population of Germany is still reckoning with those twelve terrible years in their country s long and oft-inspiring history, and for the most part they re doing a decent job of it. As an American, I m certainly in no position to cast aspersions; if a different game had crossed my radar, this article might have been about the legacy of the American Civil War and the ongoing adulation in many American cultural corners of Confederate generals who fought for the privilege of continuing to enslave their fellow humans. As always here, my objective is to offer some food for thought and perchance to enlighten just a bit. It s definitely not to hector anyone.Prisoners at the Dachau concentration camp greet their liberators, April 1945.The occasional reports which reached the Allied countries of the horrors of the Holocaust during the early and middle years of World War II were widely dismissed, unfortunately but perhaps understandably, as gross exaggerations. But when American and British armies finally began to liberate the first of the concentration camps in late 1944, those reports veracity could no longer be denied. General Dwight D. Eisenhower, the supreme commander of the Allied forces attacking Germany from the west, made it a point to bear witness to what had taken place in the camps. He ordered that all of his men should pass through one or more of them: We are told the American soldier does not know what he is fighting for. Now, at least, we know what he is fighting against. Eisenhower also made special provisions for bringing journalists to the camps to record the evidence of atrocity for readers back home and for posterity.After the war, the hastily convened Nuremberg trials brought much more evidence of the Holocaust to light, not just for the assembled panel of judges but for ordinary people all over the world; the proceedings were covered in great detail by journalists. But after the trials concluded in late 1946, with eleven defendants having been sentenced to death and a further seven sentenced to prison terms of various lengths, the Western political establishment seemed to believe the matter was settled, evincing a devout wish just to move on that was out of all keeping with the crimes against humanity which had been uncovered. To understand why, we need look no further than the looming Cold War, that next titanic ideological struggle, which had started taking shape well before the previous war had ended. Now that the Cold War was becoming an undeniable reality,  the United States and its allies needed the new West Germany to join their cause wholeheartedly. There was no time for retribution.A pernicious myth took hold at this juncture, one which has yet to be entirely vanquished in some circles. It lived then, as it still does to some extent today, because it served the purposes of the people who chose to believe in it. The historian Harold Marcuse names ignorance, resistance, and victimization as the myth s core components. It claims that the crimes of the Holocaust were entirely the work of an evil inner cabal that was close to Hitler personally, that the vast majority of Germans the so-called good Germans never even realized any of it was happening, and that most of those who did stumble across the truth were appropriately horrified and outraged. But in the end, as the reasoning goes, they were Hitler s victims as well, unable to do much of anything about it if they didn t want to suffer the same fate as the people already in the concentration camps.There were grains of truth to the argument; certainly the Gestapo was a much-feared presence in daily German life. But the fact remains that German resistance to Hitler was never as widespread as the apologists would like it to have been; every metric we have at our disposal would seem to indicate that the Nazi regime enjoyed broad popular support at least until the final disastrous year or two of the war.The claim of widespread public ignorance of Hitler s crimes, meanwhile, was patently absurd on the face of it. The Holocaust wasn t a plot hatched in secret by shadowy conspirators; it was a massive bureaucratic effort which marshaled the resources of the entire state, from the secretaries who requisitioned the stocks of Zyklon B poison gas to the thousands of guards who tortured and killed the prisoners in the camps. Could the good Germans really not have seen the trains lumbering through their villages with their emaciated human cargoes? Could they really not have smelled the stench of death which rose over the concentration camps day after day? In order not to know, one would have had to willfully closed one s eyes, nose, and ears if not one s heart which may very well have been the case for some, but is hardly a compelling defense.Nevertheless, the myth of the ignorant, resistant, and victimized good Germans was widely accepted by the beginning of the 1950s. The Germans who had actually lived through the war had every motivation to minimize their complicity in the abominations of Nazism, while the political establishment of the West had no desire to rock the boat by asking difficult questions of their new allies against communism. The Holocaust was treated as vaguely gauche a disreputable topic, inappropriate for discussion in polite company. To confront people with it was regarded as an act of irresponsible political agitation. In 1956, for example, when the French director Alain Resnais announced Night and Fog, a chilling 32-minute film which juxtaposed images of the concentration camps as they looked in that year with archival footage from the war years, the West German government lodged an immediate complaint with the French government, which in turned pressured the Cannes Film Festival into rejecting the movie as anti-German agitprop. The attitudes inculcated during this period begin to explain the existence of Panzer General so many years later, casting you cheerfully and with no expressed reservations whatsoever in the role of a German general of the Second World War.The ugly truth behind Panzer General s glorification of Nazi aggression: a group of Polish prisoners are lined up against a wall and shot in the fall of 1939. Images like this one run through my mind constantly whenever I attempt to play the game.But they aren t a complete explanation, given that it would seem to be even harder to believe in the guiltlessness of German soldiers than civilians. The former were, after all, the ones who actually pointed the guns and pulled the trigger; their crimes would seem to be active ones, as opposed to the passive acquiescence of the latter. Even if they wished to claim that they personally had only pointed their rifles at enemy combatants, they couldn t possibly plead ignorance of the horrifying crimes against noncombatants that were committed right under their noses by those all around them, right from the first weeks of the war. But, remarkably, a defense was mounted on their behalf, one that was similar in the broad strokes at least to that of the good German civilians.The myth of the clean Wehrmacht held that the vast majority of German officers and soldiers were in fact no more guilty than the soldiers of the Allied armies. Most or all of the German war crimes, so the reasoning went, were the work of the dreaded SS Einsatzgruppen who traveled just behind the regular army units, maiming, torturing, raping, and massacring civilians in staggering numbers. Anecdotes abounded some of them probably even true telling how the ordinary German soldiers and their professional leadership had regarded their SS comrades with disgust, had considered them no better than butchers cowards who preferred enemies that couldn t fight back and had shunned their company completely.To be sure, the Einsatzgruppen were real, and did fill precisely the grisly role ascribed to them. But they were hardly the only German soldiers who murdered in cold blood. And, even if they had been, the fact that the ordinary soldiers found them unappealing doesn t absolve them of blame for facilitating their activities. Note that the ignorance part of the ignorance, resistance, victimization defense has fallen away uncontested in the case of the German soldiers as has, for that matter, the claim of resistance. All that s left to shield them from blame is the claim of victimhood. Their country ordered them to carry out ethnic cleansing, we are told, and so they had no choice but to do so.For all its patent weaknesses as an argument, the clean Wehrmacht would become a bedrock of a new strand of historical writing as well as a culture of wargaming that would be tightly coupled to it the same culture that would eventually yield Panzer General. We can perhaps best understand the myth and its ramifications through the career of its archetypal exemplar, not coincidentally a wargaming perennial: Field Marshall Erwin Rommel.Erwin Rommel in 1942, during his heyday as the Desert Fox. Like Hitler, Rommel fought in the trenches during World War I, albeit as a junior officer rather than an enlisted man. He remained in the army between the wars, although his progress through the ranks wasn t meteoric by any means; by 1937, when he published an influential book on infantry tactics, he had risen no higher than colonel. Having expressed no strong political beliefs prior to the ascension of Hitler, he became by all indications a great admirer of the dictator and his ideology thereafter. Although he never formally joined the Nazi party, he became close friends with Joseph Goebbels, its propaganda minister. Yesterday the Führer spoke, he wrote in a letter to his wife in 1938. Today s soldier must be political because he must always be ready to take action for the new politics. The German military is the sword of the new German worldview. That year Rommel was assigned personal responsibility for Hitler s security. The Fūhrer, who had read his book and felt the kinship of their front-line service in the previous war, took as much of a shine to Rommel as Rommel did to him. On March 15, 1939, in the final act of German aggression prior to the one which would spark a world war, Rommel entered what was left of an independent Czechoslovakia at Hitler s side; he would later take proud credit for having urged Hitler to push aggressively forward and occupy Prague Castle with a minimum of delay. He was promoted to major general shortly thereafter.Rommel played a part in the invasions of Poland and then France and the Low Countries in the early years of World War II, winning the Knight s Cross for his bold leadership of an armored division in the latter campaign. Then, on February 12, 1941, the newly promoted lieutenant general was sent to command the German forces in North Africa. It was here that his legend would be made.Over the course of the next twenty months, Rommel led his outnumbered army through a series of improbably successful actions, punctuated by only occasional, generally more modest setbacks. Hitler promoted him to field marshal after one of his more dramatic victories, his capture of Tobruk, Libya, in June of 1942.The North African front was a clean one by the standards of almost any other theater of World War II; it was largely a war of army against army, with civilians pushed to the sidelines. Thus it would go down in legend as the war without hate, a term coined by Rommel himself. This was war as wargamers would later wish it could always be: mobile armies duking it out in unobstructed desert terrain, a situation with room for all kinds of tactical give-and-take and noble derring-do, far removed from all that messiness of the Holocaust and the savagery of the Eastern Front. North Africa was never more than a secondary theater, the merest sideshow in comparison to the existential struggle going on in the Soviet Union but it was precisely this fact that gave it its unique qualities.Rommel s men came to love him. They loved his flair for the unexpected, his concern for their well-being, and the way he stood right there with them on the front line when they engaged the enemy. More surprisingly, the soldiers he fought against came to respect him just as much. By early 1942, they had given him his eternal nickname: The Desert Fox. They respected him the way an athlete might respect a worthy and honorable player for the opposing team, respected not just his real or alleged tactical genius but the fact that he waged war with a scrupulous adherence to the rules that seemed a relic of a long-gone age of gentlemen soldiers.The growing weight of Allied manpower and equipment following the entry of the United States into the war finally brought Rommel up short at the Second Battle of El Alamein in northern Egypt in October and November of 1942, forcing him to make a months-long retreat all the way to Tunisia. (Winston Churchill famously wrote about this battle that before Alamein, we never had a victory. After Alamein, we never had a defeat. ) Rommel was recalled to Germany in March of 1943, by which time North Africa had become a lost cause despite all of his efforts. The last German forces left there would surrender two months later.In November of 1943, Rommel was placed in charge of the armies defending the coastline of France against the Allied counter-invasion that must inevitably come. By now, he was apparently beginning to entertain some doubts about the Führer. He flirted with a cabal of officers who were considering, as they put it, extra-military solutions to bring an end to a war which they now believed to be hopeless. Some of these officers discussions evolved into an attempted assassination of Hitler on July 20, 1944. The attempt failed; the bomb which Colonel Claus von Stauffenberg planted within the Führer s headquarters caused much chaos and killed three men, but only slightly injured its real target.There has been heated debate ever since about Rommel s precise role in the conspiracy and assassination attempt. We know that he wasn t present at the scene, but surprisingly little beyond that. Did he give the plan his tacit or explicit blessing? Was he an active co-conspirator, possibly even the man slated to take the reins of the German state after Hitler s death? Or did he have nothing whatsoever to do with it? The temptations here are obvious for those who wish to see Rommel as an exemplar of moral virtue in uniform. And yet, as we ll shortly see, not even his most unabashed admirers are in agreement about his involvement or lack thereof in the plot. There s enough evidence to pick and choose from to support almost any point of view.At any rate, Rommel had much else to occupy him at that time; the D-Day invasion had come on June 6, 1944. Three days before the assassination attempt, while he was out doing what he could to rally his overstretched, outnumbered army of defenders, his staff car was strafed by Allied fighters, and he was seriously wounded. Thus he was lying in hospital on the fateful day. Although he was not suspected of having been one of the conspirators for quite some time thereafter, Hitler had been none too pleased with his decision to fall back from the beaches of Normandy, ignoring express orders to fight to the death there. For this reason, Rommel would never return to his command.Three months after these events, after having conducted dozens of interrogations, the Gestapo had come to suspect if not know that Rommel had been involved in the assassination plot at one level or another and such a suspicion was, of course, more than enough to get a person condemned in Nazi Germany. Two officers visited him in his home and offered him a choice. He could commit suicide using the cyanide tablets they had helpfully brought along, whereupon his death would be announced as having come as a result of his recent battle injuries and he would be buried with full military honors. Or he could be dragged before the People s Court on charges of treason, which would not only mean certain death for him but quite probably death or imprisonment for his wife and two children as well. Rommel chose suicide, thus putting the crowning touch on his legend: the noble warrior who makes the supreme sacrifice with wide-open eyes in order to spare his family a fate not out of keeping with, say, a hero of the Iliad.The book which, more than any other, is responsible for cementing the vision of an heroic, noble Rommel in the popular imagination.For all that Rommel s story perhaps always had some of the stuff of myth about it, his canonization as the face of the clean Wehrmacht was by no means always assured. It is true that, during his period of greatest success in North Africa, a mystique had begun to attach itself to him among Allied journalists as well as Allied soldiers. After his defeat at the Second Battle of El Alamein, however, the mystique faded. Few to none among the Allied brass were losing sleep over Rommel before the D-Day landings, and The New York Times mentioned his eventual death only in passing, referring to him only as a Hitler favorite, making no use of his Desert Fox sobriquet. At war s end, he was far from the best known of the German generals.The man responsible more than any other for elevating Rommel to belated stardom was a Briton named Desmond Young, a journalist by trade who saw combat in both world wars and somehow still managed to retain the notion that war can be a stirring adventure for sporting gentlemen. In June of 1942, while serving as a brigadier in charge of public relations for the Indian divisions fighting for the Allies in North Africa, he was captured by the Germans, and had a passing encounter with Rommel himself that left an indelible stamp on him. Ordered by his captors to drive over with them and negotiate the surrender of another Allied encampment which was continuing the fight, he refused, and the situation began to grow tense. Then Rommel appeared on the scene. Young:At this moment a Volkswagen drove up. Out of it jumped a short, stocky but wiry figure, correctly dressed, unlike the rest of us, in jacket and breeches. I noticed that he had a bright blue eye, a firm jaw, and an air of command. One did not need to understand German to realize that he was asking, What goes on here? They talked together for a few seconds. Then the officer who spoke English turned to me. The general rules, he said sourly, that if you do not choose to obey the order I have just given you, you cannot be compelled to do so. I looked at the general and saw, as I thought, the ghost of a smile. At any rate, his intervention seemed to be worth a salute. I cut him one before I stepped back into the ranks to be driven into captivity.From that one brief, real or imagined glance of shared understanding and respect stemmed the posthumous legend of Erwin Rommel. For in 1950, Young published a book entitled simply Rommel, a fawningly uncritical biography of its subject in 250 breezy pages. Even as he emphasized Rommel s chivalry, courage, and tactical genius at every turn, Young bent over backward to justify his willingness to serve the epitome of twentieth-century evil. One passage is particularly amusing for the way it anachronistically places Rommel s avowed support for Hitler into a Cold War, anti-communist context, revealing in the process perhaps more than its author intended.Like ninety percent of Germans who had no direct contact with Hitler or his movement, he [Rommel] regarded him as an idealist, a patriot with some sound ideas who might pull Germany together and save her from Communism. This may have seemed a naïve estimate; it was no more naïve than that of many people in England who saw him as a ridiculous little man with a silly mustache. Both views were founded in wishful thinking. But the Germans, having had a bellyful of defeat and a good taste of Communism, at least had some excuse for believing what they wished to believe.Only one component of the full legend of Rommel as it is known today is missing from Young s hagiography: Rommel, said Young, had never been a party to the [attempted] killing of Hitler, nor would he have agreed to it. He had rather been the loyal soldier to the end, right down to his swallowing of the final poison pill.Rommel became a success out of all keeping with any normal military biography upon its publication in Britain, then an equally big bestseller in the United States upon its publication there one year later. Some historians and thoughtful reviewers pointed out the problematic aspects of Desmond Young s unabashed hero worship, but their voices were drowned out in the general acclaim for what truly was an entertaining, well-written, even oddly endearing little book. In the end, it sold at least 1 million copies.Its initial success in Britain was such that Hollywood rushed a movie into production before the book had even made it across the Atlantic. Wanting to get the film out quickly, before the Rommel craze had run its course, 20th Century Fox didn t have time to stage much in the way of battle scenes; the filmmakers would later admit that a closing battlefield montage of old newsreel footage was inserted in the hope that viewers would leave the theater thinking that they have seen a lot more action and battle stuff than they actually have. Rommel was played by stolid leading man James Mason; he and all of the other German characters spoke American English with the flat Midwestern enunciation so typical of the Hollywood of that period.Although it hewed closely to Desmond Young s book for the most part, the movie did make one critical alteration: it postulated that Rommel had turned definitively against Hitler late in the war and, after a long internal struggle over whether it was honorable to do so, had joined the assassination plot. This change was made not least because, even in this period of reconciliation and letting bygones be bygones, studio executives were nervous to release a film that made a hero out of a man who had died an unrepentant Nazi. But on the other hand, a repentant Nazi who saw the light, took action against evil, and died for having done so was, as the film s screenwriter put it, a downright Shakespearean protagonist. From now on, then, this generous interpretation too became an integral part of Rommel s legend.Desmond Young, who served as an advisor for the film, didn t seem overly bothered by its departures from what he believed to be the real circumstances surrounding the death of Rommel. In fact, to capitalize on what future generations would have called the marketing synergy between his book and the film, later editions of the former picked up a new subtitle: The Desert Fox.The film proved a big hit, on much the same terms as the book: widespread popular acclaim, accompanied by the merest undercurrent of concern that a Nazi general might be less than entirely worthy of such full-throated approbation. Among the most strident of the critical voices was the National Jewish Community Relations Advisory Council:We regard this film as a cruel distortion of history, an affront to the memory of the brave soldiers of all allied nations, a gratuitous insult to the free peoples who spent their strength and their substance to save a world from engulfment by Nazism. There is only one major villain in this picture: Hitler. The audience is asked to believe that only he was both a buffoon and an evil man; that the soldier Rommel and other German generals were military men, without political aims or motivations, carrying out orders. The world knows that totalitarianism infects the whole body politic of a nation, that neither fascism nor communism can be sustained except with the active collaboration in its depravity of politicians, diplomats, and generals especially generals. To depict Rommel as less than such an active collaborator in Nazism is to twist history beyond recognition.In 1953, the final building block of the legendary Rommel fell into place when the British historian and military theorist B.H. Liddell Hart published a book called The Rommel Papers. Hart was himself a complicated, vaguely pathetic character. At the end of the Second World War, he had been in nearly complete disgrace, having been one of the primary architects of the Allies disastrous would-be defense of France against the German invasion of 1940, a classic example of trying to fight the last war in this case, imagining a repeat of the static trench battles of the First World War rather than reckoning with the realities of the current one. But in the years that followed, he rehabilitated his reputation by latching onto some of his old writings from the 1920s, when he had been at least occasionally an advocate for a more mobile approach to warfare. Hart befriended many of the surviving German generals often by visiting them in their prison cells and bolstered his case via a tacit quid pro quo that would have gone something like this if anyone had dared to speak it aloud: Say that you developed Blitzkrieg warfare by reading my old texts, and I ll use my influence to promote the position that you were only a soldier following orders and don t deserve to die in prison. Being friendly with Desmond Young, Hart convinced the latter to include another assertion of his influence in his biography of Rommel: Rommel, wrote Young, had before the war studied the writings of Captain Liddell Hart with more attention than they received from most British senior officers. This was completely untrue; Rommel probably never even heard of Hart during his lifetime.Be that as it may, Hart definitely did ingratiate himself with the general s widow Lucia and his son Manfred after the war was over, and enlisted their aid for his own book about Rommel. The Rommel Papers proved a shaggy, unwieldy beast, combining together the following, presented here in order of historical worthiness: 1) what existed of a memoir which Rommel had been writing during the months of limbo that preceded the demand that he commit suicide; 2) a selection of Rommel s wartime letters to Lucia; 3) Manfred Rommel s recollections of the circumstances of his father s death; and 4) Hart s own oft-extended footnotes, clarifying and embellishing the other texts. Hart wrote of Rommel that he was a military genius more so than any other soldier who succeeded in rising to high command in the war. He then went on to make the cheeky claim writing of himself in the third person, no less! that Rommel could in many respects be termed Liddell Hart s pupil in the science of mobile, mechanized warfare. Meanwhile Manfred Rommel, who would go on to a long and fruitful political career, was almost as transparently self-serving in writing that his father had definitively broken with Nazism by 1943 and brought himself, from his knowledge of the Führer s crimes, to act against him. The Rommel Papers was another big success, its sales figures more than sufficient to drown out anyone who voiced concern about its editor s patent lack of objectivity. The man who had for a time been Hitler s favorite general was now firmly ensconced as an odd sort of folk hero in the postwar democratic West.Brave warrior or foolish prima donna? Rommel leads the charge from his half-track.We ll return to our examination of how this romantic figure paved the way for the likes of Panzer General momentarily. Before we do that, though, it might be worthwhile to examine the sustainability of this version of Rommel s life story. We can boil our skepticism down to two questions. Was Rommel really all that as a general? And what is his true moral culpability for the role he played in the Second World War?The first question is, if not exactly straightforward to answer, at least somewhat less fraught than the second. Rommel s primary asset, many students of military strategy now agree, was his sheer boldness rather than any genius for the intricate details of war. Throughout his career, he had the reputation of a maverick, born of a willingness to disobey orders when it suited him. And as often as not, his seemingly reckless gambits caught his enemies off-guard and wound up succeeding.But Rommel certainly had his weaknesses as a battlefield tactician, as even many of his biggest fans will reluctantly acknowledge. The greatest of them was probably his complete disinterest in the logistics of war. Rommel made a regular habit of outrunning his supply chains in North Africa. The desert, he said, is a tactician s paradise and a quartermaster s hell but he did nothing to make his quartermaster s job easier. When his army ran out of fuel or bullets, he started by blaming his subordinates, then moved on to blaming the Italian navy, which was in fact delivering more supplies than his army actually required most days, only to watch them pile up on the wharves of the Middle East s port cities for want of a way to transport them inland to an army that had burrowed too deeply too quickly into the enemy s territory.Rommel s men may have loved him, but his peers in the hierarchy of the Wehrmacht had little use for him for the most part, considering him a glory hound whose high-profile commands were mostly down to his friendship with Joseph Goebbels. They pointed out that his much-vaunted habit of standing with his men on the front lines during battles, pistol in hand like a latter-day Napoleon, made it impossible for him to observe the bigger tactical picture. There was a reason that most other generals of the war stayed in their headquarters tents well back from the front, right next to a junction box of telephone cables and this reason had nothing to do with personal cowardice, as some Rommel boosters would have you believe.Len Deighton, a well-known author of military fiction and nonfiction, writes bluntly in Blood, Tears and Folly, his recent revisionist history of World War II, that Rommel was not one of the war s great generals, calling him more adept at self-publicity than skillful in the conduct of warfare. He credits much of Rommel s success in North Africa to the German signals-intelligence service, which tapped into most of the principal Allied communication networks. (To be fair, Rommel s opponents would be given an even more complete picture of his own plans and movements before the North African war was over, once the Enigma code breakers fully came into their own.)In the end, then, we can say that Rommel possessed a remarkable ability to inspire his men combined with no small measure of battlefield audacity, but that these strengths were offset by a congenital unwillingness to sweat the details of war and an inability to play well with others as part of a joint military operation. The degree to which his strengths outweighed his weaknesses, or vice versa, must inevitably be in the eye of the beholder. We can say with certainty only that the North African theater, which gave his audacity such a sprawling blank canvas to paint upon and which allowed him nearly absolute authority to do whatever he liked, was the perfect place to make a legend out of him. Fair enough. What of the other, still thornier question of Rommel s moral culpability?The linchpin of the absolution which Desmond Young, Liddell Hart, and so many others since them have given Rommel is that he was simply a professional soldier obeying orders as he had sworn to do, all while remaining studiously apolitical. As we ve already seen, this doesn t quite jibe with the facts of the case: prior to 1943 at least, Rommel was a personal friend of Goebbels and an enthusiastic follower of Hitler, and plainly stated before the war that he considered it a good soldier s duty to be political. But let s accept the premise on its own terms for the moment at least, and see what else we can make of it.On a strictly legal basis, I was just following orders is far from a cut-and-dried defense. Most codes of military justice state explicitly that a soldier is obligated not to follow an order which violates international laws to which his country is a signatory, such as the Geneva Convention. When Rommel led an armored division into France in 1940, the Einsatzgruppen traveled behind it. The fact that Rommel may have been made personally uncomfortable by their actions, may have made a conscious or unconscious decision not to witness them, may even have managed to avoid having similar units attached to his army in North Africa, doesn t absolve him of guilt any more than it does any other German soldier who was a knowing accomplice to atrocity.But then, legalistic arguments are inadequate if we really want to get to the heart of the matter. Rommel s actions in Czechoslovakia, in Poland, in France, and elsewhere in Europe led directly to the murder of millions of Jews. And had the war without hate in North Africa ended in German victory, the ethnic hatred of his Nazi masters would have made its presence felt there too soon enough. I believe that a human being has a higher moral duty that transcends jurisprudence and the military chain of command alike. Surely it ought to be eminently noncontroversial to say that being a party to genocide is categorically wrong. I don t pretend to know what I would have done in Rommel s situation, but I do know what would have been the right thing to do. Leading genocidal armies of conquest with the excuse that such is one s duty as a soldier strikes me as moral cowardice rather than its opposite. I hope that we can someday live in a world free of the sort of didactic thinking that is still used far too often to excuse Rommel for doing so.But you are of course free to make your own judgments on these questions; these are merely my opinions, which I present by way of explaining why I don t wish to deify Erwin Rommel and why Panzer General s glorification of his ilk makes me feel so queasy.The History Channel also sometimes known as the all World War II, all the time channel. It is well that war is so terrible, said Robert E. Lee, famously if apocryphally. Otherwise we would grow too fond of it. New Yorker profile writer Larissa MacFarquhar struck a similar note from the opposite direction in a recent interview:People who are pacifists always talk about how terrible war is because it is so bloody and violent and wasteful. What they re not getting is that people who like war or don t dislike war admit all that; they know all that. It s very obvious, but for them it s worth it because of the stimulation, as they see it, to human greatness.I cannot hope to solve the puzzle of humanity s eternal attraction to war despite the suffering and death it brings. I can note, however, that one way to enjoy the good aspects of war without all that pesky suffering and dying is to wage it in the imagination rather than in physical reality. Once the political questions which wars decide have been settled and the casualties have been tallied and mourned, we can fight the conflicts of yore all over again in our imaginations, milking them for all of the drama, heroism, and adventure that may have been obscured in the moment by their other horrifying realities. Desmond Young, Liddell Hart, and their fellow travelers embraced this idea enthusiastically during the middle of the twentieth century, and in doing so founded what amounted to a whole new genre of books: the popular military history.Many more broad-minded historians came to hate this new class of writers for their willingness to wave away the truly important aspects of history. Military historians, they complained, insisted on viewing war as a sport (American football and cricket were common metaphors) or a game (chess tended to be the point of comparison here), all whilst ignoring their causes and effects on the broader scale of human civilization not to mention the many pivotal changes in the course of human history that have had nothing to do with wars and battles. Some went so far as to claim that the military historians weren t writing proper histories at all, but merely escapist entertainments, the equivalent of romance novels for the middle-aged men who consumed them.Personally, I wouldn t put it quite so strongly, any more than I generally rush to criticize anyone for his choice of reading materials. It seems to me that military history can be educational and, yes, enjoyable, but one does have to be aware of its limitations. It provides a window into only a single, very specific area of human experience. Its obsessive interest in how wars were fought at a granular level leaves unanswered more important questions about why they were fought and how the world changed in their aftermath.Nevertheless, military history has been the dominant face of popular history in the West ever since Desmond Young and Liddell Hart wrote about Erwin Rommel. By the 1990s, the Military History shelf of the typical bookstore was twice as large as all the rest of its history section put together. Authors like Stephen Ambrose sold millions of books with their vivid depictions of combat on land, in the air, and at sea, even as cable-television stations like The History Channel reran the greatest battles of World War II on an endless loop. Needless to say, the legend of the noble warrior Erwin Rommel featured prominently in all of this. One particularly overwrought television documentary, for example, labeled him the last knight, and concluded with these words: Erwin Rommel, soldier, was laid to rest in the village cemetery of Herrlingen. It planted back into the soil of a disgraced Germany at least one seed of honor and decency for a new flower. (Perhaps the romance-novel charge does have some merit )The first release of Afrika Korps. It s telling that the game is named after Rommel s army in North Africa, not the Allied one.In the same year that The Rommel Papers were published, a correspondent for The Irish Times attended an odd museum exhibition in London that was devoted to Rommel s exploits. He wrote the following afterward:One fact was impressed upon me: that there is a strategy of warfare which, for the devotees, has little to do with blood and horror and death. The maps were being scrutinized like precious works. There was the impression that war was an enthralling game, like cricket. Viewing Rommel in this sense, I concluded that I had as much right to make a judgment as a professional footballer at a modern-art exhibition.If military history approached war as a metaphorical game, then why not turn it into a literal game? After all, what could be better for a military-history buff than to live out the conflicts that had heretofore existed only within the pages of his books and try out alternate strategies? In 1954, Charles S. Roberts published a board game called Tactics through his new Avalon Hill Game Company. The canonical first commercial wargame ever, it depicted warfare in a somewhat abstracted, non-historical context. But six years later, Roberts and his company surfaced again with Gettysburg, the first wargame to engage with an historical conflict. Going forward, not all readers of military history would be wargamers, but all wargamers would be readers of military history.Avalon Hill released a steady trickle of games over the next few years, most of them depictions of other battles of the American Civil War, the only conflict that even approached the popularity of the Second World War among American military-history readers. But by 1964 sales figures were trending in the wrong direction. Seeking to reverse the slide, Roberts shifted his focus to World War II, designing what would prove to be one of his company s biggest and most iconic games of all.As the name would imply, Afrika Korps dealt with the North African theater of the war, giving armchair generals a chance to step into the smartly shined boots of Erwin Rommel: Now the legend of the Desert Fox is recreated! trumpeted the box text. The game established several precedents. First, it made the North African front into a perennial favorite with wargamers for the same reasons that it was so popular with military-history authors and their readers: its wide-open terrain and the resulting room for tactical maneuvering, and its supposedly sporting, gentlemanly nature. Second, it taught many who played it that the Germans were simply cooler: they had better technology, better esprit de corps, even better uniforms than the stodgy Allies to offset their generally inferior numbers. And finally, it introduced the wargame cliché of the Rommel unit : a unit whose commander is such a superhero that he can break the rules that usually govern the game by sheer force of will. As a whole, notes Joseph Allen Campo in his recent PhD thesis on cultural perceptions of Rommel, the focus on Rommel and more generally the German side (many wargames feature prominent German military motifs and use German military nomenclature) cater to a genre that customarily finds more interest in playing the underdog, relying on [the player s] brains rather than overwhelming force, and accepting the challenge of reversing the historical result. Coincidentally or not, tabletop wargaming grew in popularity by leaps and bounds after the release of Afrika Korps. At its peak in 1980, the industry sold 2.2 million games.I hope that the chain of causation and influence which brought us Panzer General thirty years after Afrika Korps is becoming clear by now. I won t belabor it unduly, given that I ve already told most of the story in other articles. Suffice to say that in 1979 an avid young tabletop wargamer named Joel Billings decided to found a company to bring his hobby to the personal computers that were just entering the marketplace at that time. That company, which Billings called Strategic Simulations, Incorporated, specialized in digital wargames for much of its existence, and was the very same one which brought Panzer General to store shelves in 1994.The gallant panzer general gets his orders. (How can you argue with cool uniforms like these?) The game studiously avoids swastikas. In popular culture, the swastika has come to stand for the Gestapo, SS, and other bad Nazis, while the older iconography of the Iron Cross or eagle wings stands in for the clean Wehrmacht. But the real distinction is, as we ve seen, less clear-cut than many would like it to be.Erwin Rommel is never mentioned by name in Panzer General, but his larger-than-life persona of legend is stamped all over it. He is, after all, the personification of the Wehrmacht as wargamers know it not as barbaric invaders and espousers of a loathsome racist creed which they are all too eager to use to justify genocide, but as clever, audacious, courageous warriors with great fashion sense and all the best kit. Afrika Korps: You can re-create Field Marshall Rommel s daring exploits at Bengasi, Tobruk, El Alamein, and points in between! Panzer General:Imagine that you are the Panzer General. You are the brightest and best of the new Axis generals in the Second World War. Go from triumph to triumph, invading and seizing the capitals of Great Britain, the Soviet Union, and ultimately the United States of America on your way to conquering the whole world!In terms of the broader culture the one that doesn t tend to read a lot of military history or play a lot of wargames Panzer General was already an anachronism in 1994. In 1960, the American journalist William L. Shirer had published The Rise and Fall of the Third Reich, which over the course of its 1200-plus pages documented in meticulous detail exactly what the Nazi regime had done and how it had done it. Close on that book s heels, the capture and trial of Holocaust administrator Adolf Eichmann in an Israeli court consumed the world s attention much as the Nuremberg trials had a decade and a half previously only now television brought the proceedings, and the atrocities they documented, to a much more visceral sort of light. In West Germany, the student activism of the hippie era, accompanied by the election of a social-democratic chancellor who was less beholden to the tradition of forgetfulness, finally pushed the country toward a proper reckoning with its past. A spate of unsparing books, films, and even museums about the Holocaust and the other crimes of the Nazi regime appeared in West Germany and elsewhere in the years that followed, fully acknowledging for the first time the complicity of those Germans who weren t in Hitler s inner circle. A new understanding became palpable among Germans: that they couldn t escape from their past by denying guilt and wishing atrocities away; that the only way to ensure that something like the Third Reich never took root again was to examine how they themselves or their parents, living in a nation as civilized as any other in Europe, could have been tempted down such a sickening path.These developments were as welcome as they were necessary, both for Germans and for all of the other citizens of the world. Yet Panzer General and the cultural milieu that had spawned it remained caught in that strange interregnum of the 1950s, as do most of the wargames of today.So, having now a reasonable idea of how we got to this place where patriotic Americans bought a game in which they played the role of genocidal foreign conquerors of their country s capital, it s up to each of us to decide how we feel about it. What sorts of subject matter are appropriate for a game? Before you rush to answer, ask yourself how you would feel about, say, a version of Transport Tycoon where you have to move Jews from the cities where they live to the concentration camps where they will die. If, as I dearly hope, you would prefer not to play such a game, ask yourself what the difference between Panzer General and that other game really are. For your actions in Panzer General will also lead to the deaths of millions, at only one more degree of remove at best.Or am I hopelessly overthinking it? Is Panzer General just a piece of harmless entertainment that happens to play with a subset of the stuff of history?It s a judgment call that s personal to each of us. For my part, I can play the German side in a conventional wargame easily enough if I need to, although I would prefer to take the Allied side. But Panzer General, with its eagerness to embed me in the role of a German general goose-stepping and kowtowing to his Führer, is a bridge too far for me. I would feel more comfortable with it if it made some effort to acknowledge even via a footnote in the manual! the horrors of the ideology which it depicts as all stirring music and proudly waving banners.Before I attempt to say more than that, I d like to look at another game released the same year as Panzer General, designed by a veteran of the same wargaming culture that spawned SSI. It takes place in a very different historical milieu, but leaves us with some of the same broad questions about the ethical obligations or lack thereof that come attached to a game that purports to depict real historical events.(Sources: the books Adenauer s Germany and the Nazi Past by Norbert Frei, Divided Memory: The Nazi Past in Two Germanys by Jeffrey Herf, War Stories: The Search for a Usable Past in the Federal Republic of Germany by Robert G. Moeller, Rommel: The Desert Fox by Desmond Young, The Rommel Papers by B.H. Liddell Hart, In Hitler s Shadow by Richard J. Evans, Legacies of Dachau: The Uses and Abuses of a Concentration Camp, 1933-2001 by Harold Marcuse, Blood, Tears, and Folly: An Objective Look at World War II by Len Deighton, War Without Hate: The Desert Campaign of 1940-43 by John Bierman and Colin Smith, The Real War (1914-1918) by B.H. Liddell Hart,  Uncovering the Holocaust: The International Reception of Night and Fog by Ewout van der Knaap, and The Complete Wargames Handbook by James F. Dunnigan. But my spirit guide and crib sheet through much of this article was Joseph Campo s superb 2019 PhD thesis for UC Santa Barbara, Desert Fox or Hitler Favorite? Myths and Memories of Erwin Rommel: 1941-1970. ) Support this blogIf you value this blog, please think about supporting it by becoming a Patreon patron or via a one-time PayPal donation. Thanks!

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