I surely played thousands of hours just with these two games, over 20+ years.
A while ago I tried to get in touch with him (among other things I started a tech podcast and I wanted him as a guest), but I couldn't find any way to contact him. I messaged him on Linkedin, but never responded.
What a pity. I would have loved to ask him how was his life when he developed these two games.
Fun fact: MoM has an incredible mod, called Caster of Magic, built by this lonely Japanese developer. [1]
My all time favourite game is Alpha Centauri and I would have loved to be around to see how they designed the tech tree among other things. It still feels like an excellent sci-fi novel wrapped as a game. Wish newer games could attempt something like that. Although I have to say many times an RPG game attempts something like that, the quality of their story leaves a lot to hope for.
Darkest Dungeon is one of the newer games that has successfully created great atmosphere, similar to those older games. Yet sadly I at least got very quickly tired playing it, with dull grinding of the characters who would keep dying by random crits.
I guess also because multiplayer has become so prevalent that it's not even necessary to create great storylines anymore. People will be satisfied by the interactions they have playing other humans and its never-ending challenge by the changing metagame and such.
https://www.idlethumbs.net/3ma/episodes/the-alpha-centauri-s...
Another single player game which can give you a lot of fun is Shandalar. It takes place in MtG setting and is an RPG game.
I had no idea they did it for this reason. But now that you mention it, of course it make sense.
From a contstraint... One of the best features of Master of Magic. The two worlds (connected with a few towers) added a lot of strategic depth.
It was a very hard world to crack into unless you had a community around you, and I did not have such a thing in rural Alberta.
When I got a 486 + really early Linux (0.97 I believe) and an Internet connection in 1992 a whole other world opened up. The machine itself was far less interesting, but the world of development became successively more and more open and easier to get into.
In year 11 we had to organise our own work experience, and I decided I wanted to try to do mine at Bullfrog - this would have been 1991. My friend Chris and I had started fiddling around with building games using STOS and AMOS on the Atari ST and Amiga, and so I asked him if he wanted to try to get in as well.
We talked to our form tutor about it. He was very supportive, got the deputy head involved, and they let us make some phone calls (a big deal for schoolkids at the time) to try to get in touch with Bullfrog. We didn't get anywhere with Electronic Arts, their publisher at the time, who flatly refused to give us Bullfrog's contact details, but then I decided to phone up Amiga Format, explained what we were trying to do, and we ended up speaking to one of their staff writers or editors who gave us Bullfrog's number straight away.
A totally surreal experience then occurred as I rang the number for Bullfrog, asked to speak to Peter Molyneux, somebody gave him the phone and we ended up talking. After explaning to him that Chris and I were looking for work experience, I handed the phone to my form tutor who verified the whole story and, long and the short of it, Peter Molyneux was totally up for us coming on board for a couple of weeks.
Absolutely unbelievable and therefore, in my eyes, regardless of what has happened since, the guy is and will always remain a legend.
Here's where the story gets a little sad though, at least for me.
I hadn't mentioned this scheme to my parents because I thought they'd poo-poo the idea before I'd even started, and I just didn't want to deal with the argument and the discouragement. I thought it would be better to see if we could get anywhere with it, and then talk to them about it if it worked out.
So I did talk to them and, long story short, they wouldn't let me go and stay up in Guildford (I grew up in Dorset). But Chris's parents did let him go, so my final conversation with Peter Molyneux was to thank him very much for the opportunity, apologise that I couldn't come after all, but let him know that Chris was still going to come.
So at least one of us had a great time at Bullfrog, and I think it was probably the coolest piece of work experience anyone in our year group did. For my placement I was instead a teaching assistant in a local middle school, which was still pretty fun, but not as much as working at Bullfrog!
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EDIT: I've added the below in response to a reply on this comment, but I thought worth including it here as well to round out the story because I don't want to give an unbalanced view of the situation.
This whole idea of work experience at Bullfrog was always a long shot. I grew up poor. So I was disappointed that my folks said no, but there is no way they could have afforded to pay for a couple of weeks' accommodation for me in Guildford (and I obviously didn't have the money). In my heart of hearts, I knew that all along. Really I think I just wanted to see if it could possibly work[0].
It's also worth pointing out that whilst they didn't let me do that - and disagreements between stroppy teenagers and their parents are hardly unique - they did help me in a lot of other ways, and made plenty of sacrifices for my benefit, for which I will always be grateful.
[0] Of course, if I'd really had some hustle about me I'd have taken a more bullish approach to the setback and gone on some sort of fundraising drive.
I did something similar and contacted Future Publishing in 1997 for my secondary school work experience. Ended up commuting by train to Bath for a week and working with the editorial team of PC Review. By working they put me in a corner and had me play Little Big Adventure 2. I then also got play and review (with heavy editing) Atomic Bomberman. I still have a print copy of the issue with my name on the review. Twenty three years later and I’ve been making games professionally for fifteen years.
My other week was with a flight school at Bristol Airport which was equally fun in a different way. Lots of answering the phone and chatting to adults which as a shy boy was exhilarating and I got to go up with an IFR student in heavy cloud with perhaps the most exciting landing I’ve ever experienced.
> My other week was with a flight school at Bristol Airport which was equally fun in a different way. Lots of answering the phone and chatting to adults which as a shy boy was exhilarating and I got to go up with an IFR student in heavy cloud with perhaps the most exciting landing I’ve ever experienced.
This is a little uncanny. In the 6th form I did work experience in flight operations at a firm called FR Aviation, based out of Bournemouth International Airport (may still have been known as Hurn Airport back then). They did a lot of exercises with the Navy so I too got a flight. Mine was in a Falcon, although not the F-16 kind: it was more of a Learjet type thing - just a very small passenger jet with twin engines. Still, my first time in any kind of jet and pretty cool as I got to sit in the jumpseat between the two pilots.
I am however eternally jealous of getting a flight in a small jet.
It's also worth pointing out that whilst they didn't let me do that - and disagreements between stroppy teenagers and their parents are hardly unique - they did help me in a lot of other ways, and made plenty of sacrifices for my benefit, for which I will always be grateful.
I do understand that your parents acted the way they did. As someone who grew up with games, I would have gone the extra mile to support the venture.
But am happy to hear that things worked out after all.
I was hunting for retro games in a charity shop in our old hometown. I didn't notice him come in but we recognised eachother pretty much straight away and had a good chat outside.
He didn't go to work for Bullfrog. In fact neither of us went into the games industry at all. But he did find his way into programming, and had spent a few years before we bumped into eachother doing a lot of fairly close to the metal work in C.
Godus could have been a great game, looked fantastic but ended up with a complete lack of purpose except fleece people via micro-transactions or sit through ad views to actually progress.
I always associate Bullfrog with Syndicate which is still up there as one of my favourite games.
To me, Bullfrog equaled Syndicate Wars, and even just that is reason enough to praise them. I never played the other games, and I'm sure they were great too.
But if you got to that stage, you had enough of a clue to go shopping about for other compilers / assemblers.
Bullfrog made some great games. My favourites were Powermonger and Dungeon Keeper. The author of article seems pretty critical of the fact that their games were procedurally generated and became rote too quickly but I personally preferred those sorts of games. Too many games nowadays are highly scripted with a story that goes exactly the way that the designer wants it to. I'm more of a fan of a game world with a few simple rules, where the gameplay is an emergent property of those rules.
But thanks for the heads up.
The single player "campaign" has a couple of very tedious cavern and maze levels though.
Especially for the lesser platforms of the time that were competing for attention, this was a lesson in frustration. At least you had magazine tutorials. All I could have done, and did, back then, was learn how to disassemble ROM routines, by FIRST writing a disassembler - in BASIC.
So yeah, they were very motivating days.
I remember Bullfrog's programming tutorials in Amiga format [0]. If that was all you had (it was all i had) then it wasn't enough to let you write your own games or learn enough to get a job.
I got my parents to buy me a book on 68000 assembly to go with it, only to find that the Devpac assembler from the tutorial didn't come with any of the OS include files, so I couldn't get past the second chapter. These kinds of setbacks were typical.
When I think back to those days, I loved the Amiga community and magazines, I loved the seemingly accessible, informal world of game development, but it was so damn hard to just climb the first step and learn to code if you didn't have much money.
[0] https://archive.org/details/AmigaFormatIssue039199210_201901...