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Dark Sun: Shattered Lands and Dark Sun: Wake of the Ravager, SSI's (Strategic Simulations, Inc.) last ditch effort to keep the spirit of their Gold Box games alive are the main subject of the latest The Digital Antiquarian blog post. Apart from these two titles, the post also covers the other games published by SSI during the early to mid 1990s, as well as the company's gradually deteriorating relationship with TSR, the original publishers of Dungeons & Dragons. Here's an excerpt:
Thus Billings must have breathed a sigh of relief in early 1992, when TSR, despite all their recent misgivings about SSI’s handling of the license, agreed to an eighteen-month contract extension. It would take the license out to July 1, 1994, giving SSI enough time to make a new engine and at least one new game with it. Still, the short length of extension served notice that they were on probation; if the marriage was to continue, SSI would have to deliver a hit of Pool of Radiance proportions.
Billings put his people to work on an engine that would build upon the best ideas of SSI’s competitors, not least Origin’s much-admired Ultima VII engine. Like that one, this one would be designed with a mouse in mind from the start; would offer free-scrolling real-time movement over a large world; would go almost entirely mode-less in terms of interface, integrating combat into the same view where conversation and exploration took place. Gone would be the fussy paragraph books, graph-paper maps, and code wheels of the Gold Box games, which could make the experience of playing them feel almost like a hybrid between a computer and tabletop game. SSI had a very different experience in mind this time out. They planned make the engine effortless enough for the player that it could be ported to the Super Nintendo for play on living-room couches. And if that version did well, other console ports would follow.
TSR, eager to give a boost to one of their sales-challenged alternate settings, convinced SSI to set the first game made with the new engine in the land of Dark Sun, a desert world with a vaguely post-apocalyptic feel. Billings, aware that he was on shaky ground with TSR, also initiated development of an original science-fiction game that was to use the engine as well, just in case the Dungeons & Dragons license went away.
Creating such a complex engine alongside the first two games to use it was a truly enormous task — by far the biggest thing SSI had ever attempted, dwarfing even the initial software engineering that had gone into the Gold Box engine. Development dragged on and on after the Gold Box line had petered out with Dark Queen of Krynn. SSI attempted to plug the Gold Box-sized gap in their product line with such second-string releases as Prophecy of the Shadow, an internally developed, non-licensed CRPG-lite (25,875 copies sold); Pirates of Realmspace, a buggy computerized take on TSR’s Spelljammer setting from an outside developer known as Cybertech (23,280 copies sold); The Summoning, a simple action-RPG from Event Horizon Software (25,273 copies sold); Veil of Darkness, a game of a similar stripe to the previous from the same developer (9866 copies sold); Legends of Valor, a poor man’s Ultima Underworld from Synthetic Dimensions (12,588 copies sold); and Unlimited Adventures, a final hurrah for the Gold Box in the form of a public release of many of SSI’s internal development tools, thereby to let the diehards make more games of their own of the old type (32,362 copies sold).