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Strategic Simulations Company Report
By Joel Billings
The Space Gamer 39 (May 1981)

We were a couple of wargamers who had tired of waiting for the large game companies to invest in computer game design. Although the home computer market was small, surveys we conducted seemed to show that there were enough garners with computers to justify starting SSI.

Early on, we realized we had to study each home computer to determine which, if any, was suitable for strategy games. Due to the small number of computer owners in general, we were forced to consider only the PET, TRS-80 and Apple. We had to answer three questions about each machine .. First, is it technically possible to produce a complex wargame on the computer? Second, are there enough owners of the system who would consider purchasing our products? Third, how would we reach potential customers with our products? Contrary to the then-current beliefs of maj or wargame companies, we came to the conclusion that only the Apple offered all of the technical and marketing features which we required. The Apple was the only computer which offered technical advantages (hi-res color graphics, sound, and automatic chaining from one program to another), a large base of 48K disk owners, and a network of retail stores. (Radio Shack stores refused to carry anything but Radio Shack products, while small computer stores generally preferred Apple software since they did not sell TRS-80s.) Why 48K disk products only? We did not want to do a simple game with only 16K. Our experience quickly revealed that a state-of- the-art wargame requires at least 50-100K, and only Apple's chaining gave us this.

You may be wondering why I have spent so much time talking about computers. SSI is a computer game company. The selection of which computer to use was the most important decision we had to make. We would like to produce complex, high-quality games which could be used on any computer, but it is simply impractical. As an experiment, we did produce a TRS-80 version of Computer Bismarck, but we do not plan anything further in that line. It is possible that we will begin converting some of our games to the Atari computer in the next year, but only if Atari sales pick up considerably.

All of us are anxiously awaiting the next breakthrough in home computers, you know, 128K RAM - built in disk drive - built in color monitor all for $1000 to $1500. However, we don't expect this for another 1-3 years. In the meanwhile, we have developed our own disk operating system for the Apple. It will save about 6K of memory, and speed play considerably. The new DOS will be integral to our next releases, Torpedo Fire and thereafter.

Why all the commotion about computers? The answer involves what everyone believes a computer can do for a wargame. A computer can allow limited intelligence. Also, it can allow simultaneous movement, while doing all of the necessary bookkeeping. It can also keep the players somewhat in the dark as to the combat resolution system, taking the edge away from the mathematician wargamer (and eliminating the old 199-100 equals 1-1 syndrome). It can also keep track of step reduction and other paperwork. Possibly most importantly, the computer can provide an opponent when one finds a shortage of human players. These are the key abilities of the computer, that is ifit's an IBM 3033, and that is the problem. Most, if not all, home computers cannot handle all of the above.

When we begin development ofagame, our first consideration is whether the game can be successfully completed within the memory limitations of the computer. Secondly, after our experience with Computer Ambush, we now ask whether the computer can quickly execute its job as referee, or if not, can and should we simplify the game in order to speed it up? There is always a trade-off between realism and speed of execution.

To date, most of our games have featured limited intelligence, blind simultaneous movement, and a computer opponent. Unfortunately, we have discovered that the computer suffers from two major weaknesses. The display cannot give as much information at a glance as a board game is able to do. Also, the process of moving a unit around on a computer screen is much more laborious than moving one on a board. Although we have tried to minimize these problems with commands which allow the player to receive information, and which provide easy movement of units, we have not eliminated the problem. It is possible that with the use of light pens, we could simplify the movement system Oust point at the unit on the screen and then point at the location you wish it to move to), but it is unlikely that enough computer owners will spend $200 for the hardware needed. These two problems will undoubtedly continue to be the biggest thorns in the side of strategy computer gaming.

Some of our latest games have attempted to minimize the above mentioned problems. Operation Apocalypse uses a straightforward movement system which allows players to move units on the computer almost as easily as they would on a board. With stacking of units prohibited, the players can gain a lot, if not total, information from a glance at the display. The next step is to use the same game system and to ~low stacking. Torpedo Fire is visually oriented, with its 3D view from the sub's periscope and multiple magnification maps. Unfortunately, important statistics such as damage received and firepower strength cannot be shown on the map, but must be looked up separately.

.Sometime this summer we will release a Napoleonic campaign game which will feature the inability of the army commanders to instantly communicate with units outside of their area of command, as well as the unpredictability of subordinate commanders who are separated from the main army. With limited intelligence, not only tactically, but also strategically, this game will attempt to take advantage of all of the computer's advantages which I discussed above. If it works, we will attempt a similar game on the Civil War.

Although our primary interests are in the realm of historical games, we have just begun to venture into the world of science fiction and fantasy games. We felt that The Warp Factor was a major deviation from other computer sci-fi games, and we hope to design a fantasy game within the next year that will be significantly different from current computer adventures. With our eventual goal being the release of 12 new products every year, we hope to create a product line that will interest all computer garners.

 

Strategic Simulations News
By Unknown
The Space Gamer #52 (June 1982)

SSI has announced two more wargames for the Atari. The Battle of Shiloh deals with that Civil War clash; Tigers in the Snow simulates the German offensive of December, 1944. Both games are $39.95.

 

Strategic Simulations News
By Unknown
Computer Gaming World Volume 4 Number 1 (February 1984)

Strategic Simulations has entered the fantasy adventure game field with QUESTRON for the Apple computer. The Atari version will be released in Spring ($49.95).

 

SSI Ad
Developed by Strategic Simulations, Inc
Computer Gaming World Volume 4 Number 1 (February 1984)

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SSI Ad
Developed by Strategic Simulations, Inc
Computer Gaming World Volume 4 Number 1 (February 1984)

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