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10 Years Ago This Week: Alpha Centauri

Posted by Joe Keiser

10 Years Ago is a recurring feature that looks at whatever the new hotness was around this time 3,650 days ago. Ostensibly it will look at the game’s impact both in past and present terms, but mostly it will just make you feel really old.

Sid Meier’s Alpha Centauri
(released February 12, 1999) represents a curious interregnum at developer Firaxis. It was the only turn-based strategy game to come out of the developer before the company regained its Civilization franchise, for one. It’s only the only game that was designed for Firaxis by co-founder and master strategy craftsman Brian Reynolds.

Billed as a “spiritual sequel” to Civilization II—the idea being the story came as a direct result of a Civ technological victory—it doesn’t step an extraordinary distance from the original Sid Meier design. Yet it feels hugely different. Alpha Centauri differs most primarily from Civilization in one particularly interesting way: while Civ presents its power struggle as a battle to dominance by nations, Alpha Centauri is about the struggle between ideologies to best survive as, and transcend, humanity. This makes each game of Alpha Centauri a much more emotional, and unnerving, conflict.





The game’s seven factions bring this to the fore: each one represents a belief structure driven to fundamentalism by the stress of colonizing a new planet. Choosing one is then both a tactical choice and a personality-fueled one—I, for example, disturbed myself by typically choosing either the capitalist plutocratic Morgan Industries or the technocratic University of Planet, the two factions fuelled by purely amoral agendas. Unlike the samey Civ nations, these factions burst with flavor, which bleeds down into tactics—each one will have fundamental differences of belief with several other tribes, which will draw the battle lines unless tended to by a careful player.

And then there’s social engineering, an advancement of the Civ government system that allows players to tweak their mode of governance, type of economy, and social values individually. As each choice has an advantage and a trade-off, it’s yet another place in Alpha Centauri where play style is informed by personality as much as strategy. Then there’s the fact that the planet itself is a character in the game, which…well, that’s a bit more of a straightforward situation, actually. But is sure is weird!

So Alpha’s a bit of an odd duck, then, representing a singular moment in the history of the genre, and its overall influence is small. Considered to be one of the best strategy games ever made by reviewers at the time, its sci-fi setting still ensured that it wasn’t even in throwing distance of Civ II’s sales, so when Firaxis got Civilization back Alpha Centauri was—and still is—shelved. And since its design was itself inspired by Civilization II (Brian Reynolds still had to follow the Civ methodology here, so you didn’t see him really flex his creative muscle until Rise of Nations), it didn’t do much on its own to inspire future work. Though Galactic Civilizations did represent a conscious attempt to fill the sci-fi turn-based strategy hole, its space-faring wars between alien races makes it quite a different beast from the more intimate human struggle of Alpha. So it’s worth going back to, if only because there isn’t a lot quite like it. It’s still a good solid strategy game built on years of iteration on Meier’s rules.

Alpha Centauri
was available via GameTap until EA pulled out of the service last year. It’s now all the way out of print, but earlier budget reprints make it an easy find on the secondary market.

Related Links:


A Decade of Gaming Excellence
GOG is Great
Whatcha Playing: Spinning GameTap’s Wheel


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Comments

moromete said:

I love this game for the sheer amount of very different experiences you can get from it, based on the factions, the development choices you make and the projects you enact. I still have it installed (with the expansion, which bumps up the variations) and I always thought that the game was more dynamic than any Civ game.

February 10, 2009 10:05 AM

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

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Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

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Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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