![]() ![]() But it didn’t matter: players ate it up and kept right on begging for more. With no way of making the missions more interesting, the add-on settled for making them more difficult, throwing well-nigh absurd quantities of enemy spacecraft at the player. The add-on disk’s mission design wasn’t as good as that of the original game, which had already done a pretty good job of digging all of the potential out of the space-combat engine’s fairly limited bag of tricks. I don’t want to make a phone call and wait for someone to ship it to me.” “When I make the decision to purchase a product,” Roberts noted in his commonsense way, “I want to go to the store and buy it immediately. And so the profile of the so-called Secret Missions project kept growing, becoming first a standalone product available by direct order from Origin, and then a regular boxed product that was sold at retail, just like all their other games. Roberts, for one, was certain that mission disks should be cranked out in quantity and made available as widely as possible, likening them to all of the “adventure modules” he had purchased for tabletop Dungeons & Dragons as a kid. ![]() To sweeten the deal, Roberts proposed that they also pull together some of the missions and spaceships lying around the office that hadn’t made the cut for the original game, string some story bits between them using existing tools and graphic assets, and throw that into the special-edition box as well.īut the commercial potential for the “mission disk” just kept growing as customers bought the original game, churned through the forty or so missions included therein, and came clamoring for more. Each numbered copy of the special edition was to be signed by Roberts and would include a baseball cap sporting the Wing Commander logo. The first dribble in what would become a flood of additional Wing Commander product was born out of a planned “special edition” of the original game, to be sold only via direct mail order. Nevertheless, the company wouldn’t be shy about exploiting the buzz. It was a strange turn of events, one that surprised Origin almost as much as it did the rest of their industry. Previously known as a maker of highly demanding CRPGs that were devoured by an exclusive audience of loyalists, Origin was suddenly the proud publisher of the game that absolutely everybody was talking about, regardless of what genre they usually favored. If there was ever any doubt inside Origin Systems that Chris Roberts’s Wing Commander was destined to join Ultima as the company’s second great franchise, it was banished the moment the first game in the new series was released on September 26, 1990, and promptly sold by some accounts 100,000 copies in its first month on the market.
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