Master of Orion, Jimmy Maher2020-01-24 ()⁠:

A typical game of Master of Orion plays out over three broad stages. The first stage is the land grab, the wide-open exploration and colonization phase that happens before you meet your rival aliens. Here your challenge is to balance the economic development of your existing planets against your need to settle as many new ones as possible to put yourself in a good position for the mid-game. (When exactly do I stop spending my home planet’s resources on improving its own infrastructure and start using them to build more colony ships?) The mid-game begins when you start to bump into your rivals, and comes to entail much jockeying for influence, as the various races begin to sort themselves into rival factions. (The Alkaris, bird-like creatures, loathe the Mrrshans, the aforementioned race of frenzied pussycats, and their loathing is returned in kind. I don’t have strong feelings about either one—but whose side would it most behoove me to choose from a purely strategic perspective?) The end-game is nigh when the there is no more room for anyone to expand, apart from taking planets from a rival by force, and the once-expansive galaxy suddenly seems claustrophobic. It often, although by no means always, is marked by a massive war that finally secures somebody that elusive two-thirds majority in the Galactic Council.

…Yet the core genius of Master of Orion actually lies in how resistant it is to generalization. It’s no exaggeration to say that there really is no “typical” game; I’ve enjoyed plenty which played out in nothing like the pattern I’ve just described for you. I’ve played games in which I never fired a single shot in anger, even ones where I’ve never built a single armed ship of war, just as I’ve played others where I was in a constant war for survival from beginning to end…Master of Orion can easily be read as the work of a designer who looked at Civilization and was unimpressed with its touchy-feely side, then set out to make a game that fixed all the other failings which that side obscured.

Master of Orion, on the other hand, works hard at every turn to make such one-size-fits-all strategies impossible—and nowhere more so than in its tech tree. When a new game begins, each race is given a randomized selection of technologies that are possible for it to research, constituting only about half of the total number of technologies in the game. Thus, while a technology roughly equivalent to Civilization’s Railroads does exist in Master of Orion—Star Gates—you don’t know if this or any other technology is actually available to you until you advance far enough up the tree to reach the spot where it ought to be. You can’t base your entire strategy around a predictable technology progression. While you can acquire technologies that didn’t make it into your tree by trading with other empires, bullying them into giving them to you, or attacking their planets and taking them, that’s a much more fraught, uncertain path to go down than doing the research yourself, one that requires a fair amount of seat-of-your-pants strategy in its own right. Any way you slice it, in other words, you have to improvise. This one clever design choice has repercussions for every other aspect of the game. Take, for instance, the endlessly fascinating game-within-a-game of designing your fleet of starships. If the tech tree was static, players would inevitably settle upon a small set of go-to designs that worked for their style of play. As it is, though, every new ship is a fresh balancing act, its equipment calibrated to maximize your side’s technological strengths and mitigate its weaknesses, while also taking into careful account the strengths and weaknesses of the foe you expect to use it against, about which you’ve hopefully been compiling information through your espionage network. Do you build a huge number of tiny, fast, maneuverable fighters, or do you build just a few lumbering galactic dreadnoughts? Or do you build something in between? There are no universally correct answers, just sets of changing circumstances.

…in Master of Orion, each race’s unique affordances force you to play it differently. Likewise, each opposing race’s affordances in combination with those of your own force you to respond differently to that race when you encounter it, whether on the other side of a diplomats’ table or on a battlefield in space. Further, most races have one technology they’re unusually good at researching and one they’re unusually bad at. Throw in varying degrees of affinity and prejudice toward the other races, and, again, you’ve got an enormous amount of variation which defies cookie-cutter strategizing.

…Sometimes a status such as that enjoyed by Master of Orion arrives thanks to an historical accident or a mere flashy technical innovation, but that is definitively not the case here. Master of Orion remains as rewarding as ever in all its near-infinite variation. Personally, I like to embrace its dynamic spirit for everything it’s worth by throwing a (virtual) die to set up a new game, letting the Universe decide what size galaxy I play in, how many rivals I play with, and which race I play myself. The end result never fails to be enjoyable, whether it winds up a desperate free-for-all between 6 alien civilizations compressed into a tiny galaxy with just 24 stars, or a wide-open, stately game of peaceful exploration in a galaxy with over 100 of them. In short, Master of Orion is the most inexhaustible well of entertainment I’ve ever found in the form of a single computer game—a timeless classic that never fails to punish you for playing lazy, but never fails to reward you for playing well. I’ve been pulling it out to try to conquer another random galaxy at least once every year or two for half my life already. I suspect I’ll still be doing so until the day I die.