History of Sid Meier's Alpha Centauri
Inspirations
Brian Reynolds
In 1996, MicroProse released the lauded Civilization II, designed by Brian Reynolds. Spectrum Holobyte, who owned MicroProse at the time, opted to consolidate their business under the MicroProse name, moving the company from Maryland to California by the time the game shipped and laying off several MicroProse employees. Disagreements between the new management and its employees prompted Reynolds, Jeff Briggs, and Sid Meier (designer of the original Civilization) to leave MicroProse and found Firaxis. Although unable to use the same intellectual property as Civilization II, the new company felt that players wanted "a new sweeping epic of a turn-based game". Having just completed a game of human history up to the present, they wanted a fresh topic and chose science fiction.
Sid Meier
With no previous experience in science fiction games, the developers believed future history was a fitting first foray. For the elements of exploring and terraforming an alien world, they chose a plausible near future situation of a human mission to colonize the solar system's nearest neighbour and human factions. Reynolds researched science fiction for the game's writing. His inspiration included "classic works of science fiction", including Frank Herbert's
The Jesus Incident and Hellstrom's
Hive,
A Fire Upon the Deep by Vernor Vinge, and
The Mote in God's Eye by Larry Niven and Jerry Pournelle for alien races; Kim Stanley Robinson's
Red Mars,
Slant by Greg Bear, Stephen R. Donaldson's
The Real Story for future technology and science,
Dune by Herbert, and Bear's
Anvil of Stars for negative interactions between humans.
Alpha Centauri set out to capture the whole sweep of humanity's future, including technology, futuristic warfare, social and economic development, the future of the human condition, spirituality, and philosophy. Reynolds also said that "getting philosophy into the game" was one of the attractions of the game. Believing good science fiction thrives on constraint, the developers began with near-future technologies. As they proceeded into the future, they tried to present a coherent, logical, and detailed picture of future developments in physics, biology, information technology, economics, society, government, and philosophy. Alien ecologies and mysterious intelligences were incorporated into Alpha Centauri as external "natural forces" intended to serve as flywheels for the backstory and a catalyst for many player intelligences. Chris Pine, creator of the in-game map of Planet, strove to make Planet look like a real planet, which resulted in evidence of tectonic action. Another concern was that Planet matched the story, which resulted in the fungus being connected across continents, as it is supposed to be a gigantic neural network.
Terraforming is a natural outgrowth of colonizing an alien world. The first playable prototype was just a map generator that tested climate changes during the game. This required the designers to create a world builder program and climatic model far more powerful than anything they'd done before. Temperature, wind, and rainfall patterns were modeled in ways that allow players to make changes: for example, creating a ridge-line and then watching the effects. In addition to raising terrain, the player can also divert rivers, dig huge boreholes into the planet's mantle, and melt ice caps.
In addition to scientific advances, the designers speculated on the future development of human society. The designers allow the player to decide on a whole series of value choices and choose a "ruthless", "moderate", or "idealistic" stance. Reynolds said the designers don't promote a single "right" answer, instead giving each value choice positive and negative consequences. This design was intended to force the player to "think" and make the game "addictive". He also commented that Alpha Centauri's fictional nature allowed them to draw their characters "a lot more sharply and distinctly than the natural blurring and greyness of history". Chiron, the name of the planet, is the name of the only non-barbaric centaur in Greek mythology and an important loregiver and teacher for humanity. The name also pays homage to James P. Hogan's 1982 space opera novel Voyage from Yesteryear, in which a human colony is artificially planted by an automatic probe on a planet later named by colonists as Chiron. In the game, Chiron has two moons, named after the centaurs Nessus and Pholus, with the combined tidal force of Earth's Moon, and is the second planet out from Alpha Centauri A, the innermost planet being the Mercury-like planet named after the centaur Eurytion. Alpha Centauri B is also dubbed Hercules, a reference to him killing several centaurs in mythology, and the second star preventing the formation of larger planets. The arrival on Chiron is referred to as "Planetfall", which is a term used in many science fiction novels, including Robert A. Heinlein's Future History series, and Infocom's celebrated comic interactive fiction adventure Planetfall. Vernor Vinge's concept of technological singularity is the origin of the Transcendence concept. The game's cutscenes use montages of live-action video, CGI, or both; most of the former is from the 1992 experimental documentary Baraka.
Alpha Centauri
In July 1996, Firaxis began work on Alpha Centauri, with Reynolds heading the project. Meier and Reynolds wrote playable prototype code and Jason Coleman wrote the first lines of the development libraries. Because the development of Gettysburg took up most of Firaxis' time, the designers spent the first year prototyping the basic ideas. By late 1996, the developers were playing games on the prototype, and by the middle of the next year, they were working on a multiplayer engine. Although Firaxis always intended to include multiplayer support in its games, an important goal was to create games with depth and longevity in single-player mode because they believed that the majority of players spend most of their time playing this way. Reynolds felt that smart computer opponents are an integral part of a classic computer game, and considered it a challenge to make them so. Reynolds' previous games omitted internet support because he believed that complex turn-based games with many player options and opportunities for player input are difficult to facilitate online.
Reynolds said that the most important principle of game design is for the designer to play the game as it is developed; Reynolds claimed that this was how a good artificial intelligence was built. To this end, he would track the decisions he made and why he made them as he played the game. The designer also watched what the computer players did, noting "dumb" actions and trying to discover why the computer made them. Reynolds then taught the computer his reasoning process so the AI could find the right choice when presented several attractive possibilities. He said the AI for diplomatic personalities was the best he had done up to that point.
Doug Kaufman, a co-designer of Civilization II, was invited to join development as a game balancer. Reynolds cited the Alpha Centauri's balance for the greater sense of urgency and the more pressing pacing than in his earlier game, Sid Meier's Colonization. According to producer Timothy Train, in designing the strengths and weaknesses of the factions, the goal was to suggest, without requiring, certain strategies and give the player interesting and fun things to do without unbalancing the game. He didn't want a faction to be dependent on its strength or a faction's power to be dominant over the rest. Train felt that fun meant the factions always have something fun to do with their attributes.
Around the summer of 1997, the staff began research on the scientific realities involved in interstellar travel. In late 1997, Bing Gordon — then Chief Creative Officer of Electronic Arts — joined the team, and was responsible for the Planetary Council, extensive diplomacy, and landmarks. A few months before the 1998 Electronic Entertainment Expo, the team incorporated the Explore/Discover/Build/Conquer marketing campaign into the game. The game was announced in May 1998 at E3.
In the latter half of 1998, the team produced a polished and integrated interface, wrote the game manual and foreign language translations, painted the faction leader portraits and terrain, built the 3D vehicles and vehicle parts, and created the music. Michael Ely directed the Secret Project movies and cast the faction leaders. 25 volunteers participated in Firaxis' first public beta test. The beta testers suggested the Diplomatic and Economic victories and the Random Events.
"There were a lot of "firsts" for our team in the making of Alpha Centauri. We had never done a public beta test before Alpha Centauri, and this was also the first time we released a demo before the game was out. Since we'd not done one before, we didn't know exactly what to expect when we released it, but it turned out to fit right in with Firaxis' iterative design method."
—Brian Reynolds on development aspects Firaxis introduced during Alpha Centauri
The design team started with a very simple playable game. They strengthen the "fun" aspects and fixed or removed the unenjoyable ones, a process Sid Meier called "surrounding the fun". After the revision, they played it again, repeating the cycle of revision and play. Playing the game repeatedly and in-depth was a rule at Firaxis. In the single-player mode, the team tried extreme strategies to find any sure-fire paths to victory and to see how often a particular computer faction ends up at the bottom. The goal was a product of unprecedented depth, scope, longevity, and addictiveness, where the player is always challenged by the game to come up with new strategies with no all-powerful factions or unstoppable tactics. According to Reynolds, the process has been around since Sid Meier's early days at Microprose. At Firaxis, as iterations continue, they expand the group giving feedback, bringing in outside gamers with fresh perspectives. Alpha Centauri was the first Firaxis game with public beta testers.
Finally, Brian Reynolds discussed the use of the demo in the development process. Originally a marketing tool released prior to the game, they started getting feedback. They were able to incorporate many suggestions into the retail version. According to Brian Reynolds, they made improvement in the game's interface, added a couple of new features and fixed a few glitches. They also improved some rules, fine-tuned the game balance and improved the AI. Finally, he adds that they continued to add patches to enhance the game after the game was released. In the months leading to the release of Alpha Centauri, multimedia producer Michael Ely wrote the 35 weekly episodes of Journey to Centauri detailing the splintering of the U.N. mission to Alpha Centauri.
Alien Crossfire
A month after Alpha Centauri's February 1999 release, the Firaxis team began work on the expansion pack,
Sid Meier's Alien Crossfire.
Alien Crossfire features seven new factions (two that are non-human), new technologies, new facilities, new secret projects, new alien life forms, new unit special abilities, new victory conditions (including the new "Progenitor Victory") and several additional concepts and strategies. The development team included Train as producer and designer, Chris Pine as programmer, Jerome Atherholt and Greg Foertsch as artists, and Doug Kaufman as co-designer and game balancer.
The team considered several ideas, including a return to a post-apocalyptic earth and the conquest of another planet in the Alpha Centauri system, before deciding to keep the new title on Planet. The premise allowed them to mix and match old and new characters and delve into the mysteries of the monoliths and alien artifacts. The backstory evolved quickly, and the main conflict centered on the return of the original alien inhabitants. The idea of humans inadvertently caught up in an off-world civil war focused the story.
Train wanted to improve the "build" aspects, feeling that the god-game genre had always been heavily slanted towards the "Conquer" end of the spectrum. He wanted to provide "builders" with the tools to construct an empire in the face of heated competition. The internet community provided "invaluable" feedback. The first "call for features" was posted around April 1999 and produced the Fletchette Defense System, Algorithmic Enhancement, and The Nethack Terminus.
The team had several goals: factions should not be "locked-in" to certain strategies; players should have interesting things to do without unbalancing the game, and the factions must be fun to play. The team believed the "coolness" of the Progenitor aliens would determine the success or failure of Alien Crossfire. They strove to make them feel significantly different to play, but still compatible with the existing game mechanics. The developers eventually provided the aliens with Battle Ogres, a Planetary survey, non-blind research, and other powers to produce "a nasty and potent race that would take the combined might of humanity to bring them down". Chris Pine modified the AI to account for the additions. The team also used artwork, sound effects, music, and diplomatic text to set the aliens apart. Other than the aliens, the Pirates proved to be the toughest faction to balance because their ocean start gave them huge advantages.
Upon completion, the team felt that Alien Crossfire was somewhere between an expansion and a full-blown sequel. In the months leading to the release of Alien Crossfire, multimedia producer Michael Ely wrote the 9 episodes of Centauri: Arrival, introducing the Alien Crossfire factions. The game initially had a single production run. Electronic Arts bundled Alpha Centauri and Alien Crossfire in the Alpha Centauri Planetary Pack in 2000 and included both games in The Laptop Collection in 2003. In 2000, both Alpha Centauri and Alien Crossfire were ported to Classic Mac OS by Aspyr Media and to Linux by Loki Software.
Reception
Alpha Centauri received wide critical acclaim upon its release, with reviewers voicing respect for the game's pedigree, especially that of Reynolds and Meier. The video game review aggregator websites GameRankings and Metacritic, which collect data from numerous review websites, listed scores of 92% and 89%, respectively. The game was favorably compared to Reynold's previous title, Civilization II, and Rawn Shah of IT World Canada praised the expansion for a "believable" plot. However, despite its critical reception, it sold the fewest copies of all the games in the Civilization series. It sold more than 100,000 copies in its first two months of release. This was followed by 50,000 copies in April, May and June. In the United States, Alpha Centauri was the tenth-best-selling computer game of 1999's first half. Its sales in that country alone reached 224,939 copies by the end of 1999, and rose to 281,115 units by September 2000.
Critical Reaction
The game showed well at the 1998 Electronic Entertainment Expo. Walter Morbeck of GameSpot said that Alpha Centauri was "more than hi-tech physics and new ways to blow each other up", and that the game would feature realistic aliens. Terry Coleman of Computer Gaming World predicted that Alpha Centauri would be "another huge hit". OGR awarded it "Most Promising Strategy Game" and one of the top 25 games of E3 '98. In a vote of 27 journalists from 22 gaming magazine, Alpha Centauri won "Best Turn Based Strategy" of E3 Show Award. Aaron John Loeb, the Awards Committee Chairman, said "for those that understand the intricacies, the wonder, the glory of turn based 'culture building,' this is the game worth skipping class for."
Alpha Centauri's science fiction storyline received high praise; IGN considered the game an exception to PC sci-fi cliches, and GamePro compared the plot to the works of writers Stanley Kubrick and Isaac Asimov. J.C. Herz of The New York Times suggested that the game was a marriage of SimCity and Frank Herbert's Dune. GamePro's Dan Morris said "As the single-player campaign builds to its final showdown, the ramifications of the final theoretical discoveries elevate Alpha Centauri from great strategy game to science-fiction epic." Game Revolution said, "The well crafted story, admirable science-fiction world, fully realized scenario, and quality core gameplay are sure to please." Edge praised the uniqueness of expression saying it was "the same kind of old-fashioned, consensual storytelling that once drew universes out of ASCII." The in-game writing and faction leaders were also well-received for their believability, especially the voice acting. GameSpot reviewer Denny Atkin called the factions and their abilities Alpha Centauri's "most impressive aspect". Greg Tito of The Escapist said, "the genius of the game is how it flawlessly blends its great writing with strategy elements."
Alpha Centauri's turn-based gameplay, including the technology trees and factional warfare, was commonly compared to Civilization and Civilization II. The Adrenaline Vault's Pete Hines said, "While Alpha Centauri is the evolutionary off-spring to Civilization and Civilization II, it is not Civilization II in space. Although the comparison is inevitable because of the lineage, it is still short-sighted." Edge in 2006 praised "Alpha Centauri's greater sophistications as a strategy game." IGN said "Alpha Centauri is a better game than Civilization II; it's deep, rich, rewarding, thought-provoking in almost every way." Game Revolution's reviewer was less magnanimous, saying "Alpha Centauri is at least as good a game as Civilization 2. But it is its great similarity that also does it the most detriment. Alpha Centauri simply does not do enough that is new; it just doesn't innovate enough to earn a higher grade." The ability to create custom units was praised, as was the depth of the tech tree. The artificial intelligence of computer-controlled factions, which featured adaptability and behavioral subtlety, was given mixed comments; some reviewers thought it was efficient and logical, while others found it confusing or erratic. Edge was disappointed in the game's diplomacy, finding "no more and no less than is expected from the genre" and unhappy with "the inability to sound out any real sense of relationship or rational discourse."
"If you're looking for gratuitous eye candy, then you're obviously in the wrong place. Alpha Centauri's graphics are quite good, but they're not going to make anyone sit up and take notice."
—Bob Colayco, FiringSquad
The game's graphics were widely acknowledged to be above average at the time of its release, but not revolutionary. Its maps and interface were considered detailed and in accordance with a space theme, but the game was released with a limited color palette. The in-game cutscenes, particularly the full motion video that accompanied technological advances, were praised for their quality and innovation. Alpha Centauri's sound and music received similar comments; FiringSquad said "The sound effect quality sort of follows the same line as the unit graphics – not too splashy but enough to get the job done."
Next Generation reviewed the PC version of the game, rating it five stars out of five, and stated that "Sid Meier creates yet another masterpiece in this game that, at a glance, looks all too familiar."
Alpha Centauri has won several Game of the Year awards, including those from the Denver Post and the Toronto Sun. It won the "Turn-based Strategy Game of the Year" award from GameSpot as well. The Academy of Interactive Arts & Sciences named Alpha Centauri the best strategy game of the year, and in 2000, Alpha Centauri won the Origins Award for Best Strategy Computer Game of 1999. The editors of PC Gamer US named Alpha Centauri their "Best Turn-Based Strategy Game" of 1999, and wrote that it "set a new standard for this venerable genre." Alpha Centauri has the distinction of receiving gaming magazine PC Gamer's highest score to date as of 2019 (98%), alongside Half Life 2 and Crysis, surpassing Civilization II's score (97%). Alien Crossfire was a runner-up for Computer Games Strategy Plus's 1999 "Add-on of the Year" award, which ultimately went to Heroes of Might and Magic III: Armageddon's Blade.
Legacy
There have been no direct sequels beyond Alien Crossfire, something that writer Greg Tito attributed to Reynolds leaving Firaxis in 2000 to form Big Huge Games. Alien Crossfire producer and lead designer Timothy Train also left Firaxis with Reynolds.
Many of the features introduced in Alpha Centauri were carried over into subsequent Civilization titles; upon its release, Civilization III was compared negatively to Alpha Centauri, whose Civilization characteristics were reminiscent of faction bonuses and penalties. The government system in Civilization IV closely resembles Alpha Centauri's, and Civilization V includes a new victory condition: the completion of the 'Utopia project', which is reminiscent of the Ascent to Transcendence secret project.
Edge magazine noted that Alpha Centauri remained "highly regarded" in 2006. Escapist Magazine reviewed the game in 2014 noting that "Alpha Centauri is still playable. It still has a unique flavor that is unlike anything else".
A decade after its release Sold-Out Software and GOG.com re-released the game for online-download sales. Civilization: Beyond Earth, a spiritual sequel to Alpha Centauri, was announced by Firaxis in April 2014 and released on October 24, 2014; several of those that worked on Alpha Centauri helped to develop the new title. A review in Polygon noted however that while the new game has better graphics, its story fails to rival the original, a sentiment echoed by another review in the PC Gamer. Another in Endgadget noted "as a spiritual successor to Sid Meier's Alpha Centauri, however, it's a cut-rate disappointment".
After the release of the expansion, multimedia producer Michael Ely wrote a trilogy of novels based on the game. Illustrator Rafael Kayanan also wrote a graphic novel entitled Alpha Centauri: Power of the Mindworms. Steve Jackson Games published GURPS Alpha Centauri, a sourcebook for the GURPS role-playing game set in the Alpha Centauri universe.