Deep Dives

Flagship

Four games. Four moments that reshaped the medium. Editorial articles with development history, design analysis, and primary sources.

Flagship articles

01 — 1992

Dune II: The Building of a Dynasty

No single game in Westwood's catalogue is more consequential than Dune II. Released in December 1992, it did not refine or improve an existing genre — it constructed one from first principles. The mechanics Westwood invented for Dune II became so fundamental to strategy gaming that they became invisible; like the QWERTY keyboard, their ubiquity made their authorship easy to forget.

Design Origins

Brett Sperry had the creative vision; Joseph Bostic built the engine. Sperry wanted to capture the feeling of commanding an army in real time — the stress of simultaneous decision-making, the pleasure of watching a strategy unfold. Board war games had the strategy; they lacked the kinesis. Sperry's insight was that the two could coexist.

Bostic's technical solution was to limit the game's map to what could be processed in real time on the 286 and 386 processors of the era. The fog of war — which concealed unexplored terrain — was as much a performance optimisation as a design choice. Units outside the visible area simply did not need to be computed. The constraint produced gameplay.

The Grammar of RTS

Dune II established conventions that remain standard: right-click to move units, drag-select to group them, sidebar UI for building construction, resource bars, tech trees that unlocked over time. These were not inevitable. They were specific design choices that proved so well-suited to their purpose that no serious competitor ever fully abandoned them.

"We didn't sit down and say, 'Let's design a genre.' We sat down and said, 'How do we make ordering soldiers around feel exciting?' The genre thing only became obvious later, when we saw what Blizzard did with Warcraft."

— Brett Sperry, GDC retrospective

The three playable factions — House Atreides (human), House Ordos (treacherous), House Harkonnen (brutal) — were differentiated by unit types and special abilities, establishing the asymmetric faction design that C&C, StarCraft, and every subsequent RTS refined.

Dune II — Atreides campaign longplay

02 — 1995

Command & Conquer

Command & Conquer (1995) transformed the abstract mechanics of Dune II into something cinematic and immediate. The setting — a near-future Cold War shadow conflict between the UN-aligned Global Defense Initiative and the shadowy Brotherhood of Nod — gave the RTS formula narrative stakes. The FMV briefing screens, shot on a green-screen soundstage in Las Vegas, were simultaneously low-budget and strangely compelling. EVA's voice, GDI briefings delivered by real actors, General Shephard's composed menace: C&C performed earnestness so well it became its own aesthetic.

The Music

Frank Klepacki's soundtrack is inseparable from C&C's identity. Hell March — written in a single session, its distorted chant sampled from Klepacki's own voice — became one of gaming's most recognisable pieces. The score blended industrial rock with military percussion and electronic textures in a way that had never appeared in a strategy game. It matched the tempo of combat, raised the adrenaline of base construction, and made the act of sending tanks across a map feel consequential.

Two CDs, Two Sides

C&C shipped on two CDs — one for GDI, one for Nod. Each contained that faction's campaign, the shared multiplayer, and a bonus copy of the game to give a friend. The two-sided structure was both a marketing innovation and a genuine design statement: by playing both campaigns, players received contradictory perspectives on the same events. GDI's Tiberium is a resource to be controlled; Nod's Tiberium is salvation.

Command & Conquer — GDI campaign longplay

03 — 1996

Command & Conquer: Red Alert

Red Alert (1996) remains, for many players, the defining Westwood game. Its premise — Einstein travels back in time to 1924 and prevents Hitler's rise, creating a Soviet Union unchecked by Nazi Germany — was absurd enough to be memorable and earnest enough to take seriously. The Allied versus Soviet conflict it produced was more balanced, better varied, and more characterful than C&C's GDI/Nod dynamic.

Balance and Multiplayer

Red Alert's multiplayer was exceptionally well-balanced for its era. The asymmetric factions — Allies with superior technology and mobility, Soviets with superior firepower and economics — supported diverse strategies without producing dominant builds. The Tesla Coil, the Chrono- sphere, the Iron Curtain: these were not merely unit types but expressions of faction identity.

The Cast

Red Alert's FMV cast included Tim Curry as the Soviet Premier, Udo Kier, and Westwood staff. The tonal range — from Kier's sinister understatement to Curry's gleeful excess — gave Red Alert a campy charisma that its successors in the franchise would chase but rarely match. The briefing sequences remain entertaining decades on.

"Red Alert was where we figured out that the game could be self-aware about how ridiculous it was, and that players would love it for that. The Tanya one-liners. The Soviet march music. We leaned into the absurdity."

— Westwood developer interview, c. 1997

Command & Conquer: Red Alert — Allied campaign longplay

04 — 1997

Blade Runner

Blade Runner (1997) is unlike anything else Westwood made, and unlike anything else in the adventure game canon. Working from a license to the original 1982 Ridley Scott film, Westwood chose not to adapt the story but to run parallel to it — a separate Blade Runner, Ray McCoy, whose investigation intersects with Deckard's but follows its own course.

The Voxel Engine

The game's technology was unprecedented. Westwood's proprietary voxel engine rendered fully three-dimensional environments — rain-slicked streets, neon-lit interiors, spinner landing pads — without polygon models. The result felt photographic in a way that contemporary 3D games, still wrestling with low polygon counts and texture aliasing, could not approach. Walking through Chinatown in the rain, watching umbrellas bob through the crowd, remains visually striking even today.

Non-Linear Design

Blade Runner's most radical design decision was its randomisation. Which characters were replicants was determined at runtime — differently each playthrough. NPCs remembered previous interactions and adjusted their behaviour. The game had multiple endings. In 1997, this was extraordinary: most adventure games were linear sequences of puzzles. Blade Runner was a simulation of an investigation, with contingent outcomes.

The game's preservation was a long-running concern. For years after its discontinuation, no legitimate copies remained available. In 2019, the ScummVM team and Nightdive Studios produced a restoration that made Blade Runner playable on modern systems — a community effort that saved one of gaming's most singular works.

Blade Runner (1997) — longplay