Ars Technica-lly Correct
Tech website Ars Tehnica has run a new profile of Wing Commander IV which offers a solid summary of the game's history and raison d'être. It's always good to see the old games and their cultural importance highlighted like this from an outlet with a wide audience! It begins:
If I had to pick a chunk of the 1990s that feels the most 90s-ish to me, it’d be the two-year stretch between 1996 and 1997. 1996 saw me graduating from high school and starting college; 1997 saw me meeting my future wife and falling in love. While I tried to figure out how to navigate the University of Houston’s still mostly pre-digital first-semester registration process (we had to sign up for classes over the phone, with touch-tone buttons, like cavemen!), the larger world kept turning in ways that felt inevitable and good and right. The Cold War was in the rearview mirror—how could we ever have been so worried about nuclear annihilation just a few years before? Russia was a friendly bear presided over by everyone’s favorite drunk uncle, and things would obviously keep getting better, right?
Equally obvious, at least according to gaming tastemakers like Ken and Roberta Williams or Chris Roberts, was the idea that computer games from here on would blend together the best of what Hollywood and Silicon Valley had to offer, and the resulting “Silliwood revolution” would blast us forever into the world of fully interactive entertainment. Movies and games would blend together, and neither would be the same ever again! No longer would people sit in theaters just watching movies—audiences would get to choose how the film ended! And on the computer side of things, gone would be the days of lame graphics and clunky hand-drawn art—games would have big-name actors, big-budget sets, and huge special effects!
Two caveats for superfans and historians. The first is it does repeat the claim that Chris Roberts wasn't interested in working on the overhaul of the game engine. It might seem like splitting hairs but the actual story is that Chris Roberts wasn't able to work on the game's engine. Electronic Arts wanted to ship Wing Commander IV by Christmas 1995 which meant that Roberts had to decide between working on the engine in Austin and directing the film shoot in Los Angeles. The reason anyone knows this story in the first place is Roberts explaining in interviews after the game was released that he regretted not being able to work on the software side for the first time on a project. This has somehow mutated into proof that he only wanted to make movies; that was not the case.
The other is that this article praises the Digital Antiquarian's Wing Commander coverage. We have well established that the Digital Antiquarian is not a reliable source of information, regardless of its pseudo-academic trappings.




























Follow or Contact Us