Populous invented the god game. That claim requires no qualification: before Populous, no game had placed the player in the role of a deity manipulating landscape and guiding followers toward conflict with a rival civilisation. Peter Molyneux and Glenn Corpes created not just a game but a genre - one that would produce Black & White, Spore, From Dust, and dozens of less successful imitators.
The design insight at the heart of Populous is elegant: the player has power over the world but not direct control over its inhabitants. You can raise and lower land, call down floods and earthquakes and volcanoes, but you cannot command your followers directly. They respond to the terrain you shape, gathering on flat land, building, breeding, and eventually marching on the enemy. The indirect control creates a distinctive kind of engagement - less a general commanding troops than a shepherd shaping the environment in which a civilisation grows.
Glenn Corpes's engine is what made this possible. The isometric tile-based landscape, able to be deformed in real time, was a technical achievement of the first order for 1989. The way terrain manipulation cascades - raising one tile forcing adjacent tiles to slope, water flowing to fill depressions - created emergent behaviour from a small set of rules. Corpes has discussed the technical decisions behind the engine at length in retrospective interviews; see the People page for the Revival Retro 2024 talk.
Over four million copies sold. Ports to nearly every platform of the era. A sequel, Populous II, expanding the Greek mythology setting with additional divine powers. A 3D reinvention in Populous: The Beginning (1998). And the Molyneux quote that became a design principle: “We wanted to give the player the feeling of being God.” The simplicity of that aspiration, and the success with which it was realised, is what makes Populous a landmark.