The Great Battles of Alexander

Short description: 1997 video game

The Great Battles of Alexander

British cover art

Developer(s)| Erudite Software
Publisher(s)| Interactive Magic
Producer(s)| S. Craig Taylor
Designer(s)| Mark Herman, Gene Billingsley
Series| The Great Battles
Platform(s)| Windows
Release| June 22, 1997
Genre(s)| Turn-based computer wargame
Mode(s)| Single-player, multiplayer

The Great Battles of Alexander is a 1997 turn-based computer wargame developed by Erudite Software and published by Interactive Magic. Adapted from the GMT Games physical wargame of the same name, it depicts 10 of Alexander the Great's key conflicts, and simulates the interplay between Ancient Macedonian battle tactics and its rival military doctrines. Gameplay occurs at the tactical level: players direct predetermined armies on discrete battlefields, in a manner that one commentator compared to chess.

Development of Alexander began at Erudite Software in 1994, under the direction of Mark Herman, co-designer of the original board game. Its production cycle was long and troubled: following several delays, the game was dropped in 1996 by publisher Strategic Simulations. Interactive Magic ultimately signed Erudite to publish Alexander, and installed S. Craig Taylor as the game's producer. The team sought to make Alexander accessible despite the complexity of the wargame genre, and focused on polishing its audiovisual presentation and interface, the latter of which was inspired by Panzer General.

Critics praised Alexander's historical accuracy, graphics and audio, but noted its frame rate as a low point; a writer for PC Gamer UK argued that this problem helped to ruin the overall product. The title received a "Game of the Month" award from Jerry Pournelle of Byte. After the release of Alexander in June 1997, Erudite and Interactive Magic created two sequel products: The Great Battles of Hannibal (1997) and The Great Battles of Caesar (1998). These three games formed the Great Battles series, and were released together in the Great Battles: Collector's Edition compilation in late 1998. Their game engine was later reused in Erudite's North vs. South.

## Contents

* 1 Gameplay
* 2 Development
* 2.1 Production
* 2.2 Design
* 3 Reception and legacy
* 4 References
* 5 External links
* 6 Features
* 7 History
* 8 See also
* 9 References
* 10 External links

## Gameplay

The Battle of the Hydaspes. General Porus currently has the initiative; his command radius is indicated by the lighter-colored hexagons across the top of the battlefield.

The Great Battles of Alexander is a computer wargame.[1][2] It recreates the historical military exploits of Alexander the Great via turn-based gameplay.[3][1] The game takes place on a hex map, and simulates combat at the tactical level; the player navigates an army of predetermined units on discrete battlefields, in a manner that PC PowerPlay compared to chess.[3] Ten historical engagements—such as the Battle of the Hydaspes and the Siege of Pelium—are included.[1]

## Development

### Production

The Great Battles of Alexander was adapted from a board wargame of the same title, which had achieved commercial success in a period of declining sales for the medium.

The Great Battles of Alexander began development at Erudite Software in 1994, as an adaptation of the titular board wargame designed by Mark Herman and Richard Berg, first published by GMT Games in 1991.[4][5][6][7] The physical Great Battles series was known as a commercial success in a period of falling sales for board games.[8] Alexander's computer adaptation was first announced in late 1994,[5][9] under the direction of Mark Herman,[9] and was created with assistance from GMT.[10][11] Erudite, a business software developer founded in 1990, initially hoped to self-publish the game.[12][4] However, the company had partnered with publisher Strategic Simulations (SSI) by the time of Alexander's announcement. At that point, the game was set to include play-by-email (PBEM) support, and Herman explained his plan to apply artificial intelligence (AI) routines he had created originally for the United States Department of Defense. A summer 1995 release was planned.[9]

Alexander experienced a long and troubled development cycle; Scott Udell of Computer Games Strategy Plus later called it "a 'lost child' of the computer wargaming world, moving from one publisher to another and then seeming to disappear completely."[5] By August 1995, production delays at Erudite related to Windows 95 development had pushed the game's projected release back to the following year.[13] As development progressed into 1996, Computer Gaming World's Terry Coleman reported that SSI had grown "tired of waiting" for Erudite to complete the game.[11] As a result, the company dropped Alexander in the first half of the year, and the team was left to search for a new publisher.[14][11][5] However, Coleman wrote at the time that "two other major wargame publishers" were rumored to be in talks with the developer.[11] That May, Erudite was purchased for $12.8 million by GSE Systems, a developer of simulation programs for energy companies.[12] The following month, the publication rights for Alexander were picked up by Interactive Magic.[14] Udell called this an example of the publisher's trend of "giv[ing] new life to an orphan wargame product", as it had done with Harpoon Classic 97 and Software:American Civil War: From Sumter to Appomattox.[5]

Interactive Magic and Erudite Software released a game demo for Alexander in January 1997.[15] Later that month, Interactive Magic declared its intent to publish the title alongside two sequel products: The Great Battles of Hannibal and The Great Battles of Caesar. These three games together formed the Great Battles computer wargame series, all produced by the publisher's S. Craig Taylor. At the time, Alexander was slated for release in early 1997; the sequels were given unspecified release dates.[16] In May, Interactive Magic rescheduled Alexander for mid-June.[17] Erudite completed the game on June 12,[18] and it was ultimately released on the 22nd,[19] at a price of roughly $50.[20]

### Design

Mark Herman described Alexander as an attempt to simulate the "interplay" between Ancient Macedonian battle tactics and the tactics of that nation's opponents, such as Persia and Greece. Based on his research into ancient war, he determined that Macedonia relied on a combined arms approach, while Persia favored ranged combat and Greece relied on infantry charges. To capture this clash via game mechanics, Herman categorized each unit into a specific tactical system: when units of rival tactical systems collide in shock combat, a bonus is awarded to the unit with the better system. He noted, "Many wargames treat all combat units as a singular entity while only varying speed and strength to show unit distinctions. I believe this approach is fundamentally wrong and removes most of what is important about tactical interactions in combat." Seeking also to capture the effects of leadership in the ancient world, he created the game's phasing turn structure, which allowed leaders to better display their initiative and range of influence in gameplay.[21]

The Great Battles of Alexander was designed to simulate Ancient Macedonian battle tactics and their collision with the tactics of the nation's rivals.

Alexander was adapted from the 1995 Deluxe re-release of the board game, rather than the original 1991 version. In converting a physical game design to computers, Herman hoped to "capture the essence of [the] original intent while using the strength of the new venue [...] to its best advantage." He considered the computer adaptation to be a "simulation", and a more accurate portrayal of Alexander the Great's battles than had been possible in board form. This led him to streamline, automate or eliminate several of the board version's features, including the trumping mechanic, whereby a leader with a high initiative rating could roll dice for a chance to interrupt an enemy leader's momentum. Trumping had been created to cut down on die rolls in the original; with a computer to automate this aspect, he felt that it was no longer necessary. Features from the board game that interrupted game flow, including those that required regular notification prompts, were removed. Herman argued that adapting board rules too literally made for poor computer gameplay, and that "the less times you remind the player he is playing [on] a computer and the more times you keep the interface environment constant and uninterrupted the better".[6]

Erudite and Interactive Magic hoped to make Alexander both accessible to wargame newcomers and appealing to hardcore enthusiasts in the genre.[5][22] They sought a product "so friendly that you can jump right in and enjoy it", which offered historical accuracy for experienced players and educational value for novices, according to co-designer Gene Billingsley.[22] A heavy focus was placed on polishing the audiovisual presentation,[22][4] which Bill Stealey of Interactive Magic believed would give the game a wide appeal.[17] Craig Taylor noted the team's choice of a miniature wargaming graphical style, in opposition to wargame visuals akin to "a few figures [pasted] to the top of a counter".[4] Inspiration for the game's audio was drawn from an episode of You Are There, in which Walter Cronkite performs a mock interview with Alexander the Great during the Battle of Gaugamela. Taylor likened the sequence's sound design to "a really intense football game".[22] The team also simplified and streamlined the game's interface; at the time, Billingsley criticized earlier wargames for being needlessly inaccessible to newcomers. He remarked, "We believe strongly in the Panzer General type of interface, because it was so successful in getting the game to the player."[22]

## Reception and legacy

Reception

| Review scores

Publication| Score
CGW| [20]
PC Gamer (UK)| 58%[23]
PC Gamer (US)| 86%[1]
Computer Games Strategy Plus| [2]
PC PowerPlay| 80%[3]

The Great Battles of Alexander was named Byte magazine's "Game of the Month" by columnist Jerry Pournelle. Calling it "the best classical era war game I've ever come across", Pournelle praised Alexander as a detailed and accurate portrayal of ancient war, without the time-consuming mathematical calculations required by board wargames.[24]

The reviewer for Computer Games Strategy Plus, Robert Mayer, shared Pournelle's regard for Alexander's intuitive simplicity. "[F]or a boardgame conversion, this is as good as it gets", he argued.[2] Mayer and Computer Gaming World's Jim Cobb offered plaudits to the game's visuals and interface, although they disagreed on the quality of the AI, about which Mayer had reservations.[2][20] However, they concurred on the overall strength of the product: Cobb called Alexander "simply the best-ever ancients system", and a wargame "otherwise flawless" beyond frame rate problems and minor historical oversights.[20]

PC Gamer US wargame columnist William R. Trotter continued the praise for Alexander's graphics and, along with Mayer, its audio.[2][1] However, he echoed Cobb's complaints about its poor frame rate, while noting the "steep learning curve" and the bugs and errors within the interface. Although Trotter found these issues "minor in comparison to the overall achievement",[1] James Weston of the magazine's British edition argued that frame rate and AI problems ruined the product. Despite enjoying the interface and campaign, he remarked that Alexander "will disappoint."[23]

Writing for PC PowerPlay in Australia, reviewer March Stepnik compared Alexander favorably to real-time strategy titles such as Command & Conquer and Software:Warcraft II: Tides of Darkness.[3] Like Trotter, who considered the game to be "packed with authenticity",[1] Stepnik singled out Alexander's "authentic feel" and deep, realistic strategy as high points. While he found the graphics mediocre and music unsuitable, he enjoyed the game overall. "Just don't be expecting any cheap and easy thrills — this will require some major investment", Stepnik concluded.[3]

After the release of Alexander, Erudite Software and Interactive Magic launched the sequel, The Great Battles of Hannibal, in November 1997.[25] The two games were followed by The Great Battles of Caesar early the next year.[26] The Great Battles: Collector's Edition, which joined Alexander with its sequels, was released in December 1998.[27] The series' game engine was later reused in North vs. South: The Great American Civil War, developed by Erudite and published by Interactive Magic.[28][29]

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Trotter, William R. (September 1997). "Great Battles of Alexander". PC Gamer US. http://www.pcgamer.com:80/reviews/499.html.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Mayer, Robert (July 10, 1997). "Great Battles of Alexander". Computer Games Strategy Plus. http://www.cdmag.com:80/articles/002/143/great_battles_review.html.
3. ↑ 3.0 3.1 3.2 3.3 3.4 Stepnik, March (October 1997). "Review; The Great Battles of Alexander". PC PowerPlay (17): 62.
4. ↑ 4.0 4.1 4.2 4.3 Udell, Scott (February 6, 1997). "The Great Battles of Alexander". Computer Games Strategy Plus. http://www.cdmag.com:80/war_vault/great_battles_of_alexander_preview/page1.html.
5. ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Udell, Scott (December 20, 1996). "First Look: Great Battles of Alexander". Computer Games Strategy Plus. http://www.cdmag.com:80/news/1220961.html.
6. ↑ 6.0 6.1 Geryk, Bruce (October 1997). "Great Battles of Alexander \- Second Opinion". Games Domain. http://www.gamesdomain.com:80/gdreview/zones/reviews/pc/oct97/gboa2.html.
7. ↑ Sabin, Philip (January 2008). Lost Battles: Reconstructing the Great Clashes of the Ancient World. Continuum International Publishing Group. p. XVIII. ISBN 978-1847251879.
8. ↑ Coleman, Terry (July 1997). "Pacific General; Briefings". Computer Gaming World (156): 229–231, 233.
9. ↑ 9.0 9.1 9.2 Emrich, Alan (December 1994). "Windows of Opportunity; G-2". Computer Gaming World (125): 293, 294, 296.
10. ↑ Sorrels, Cynthia (June 21, 1997). "Imagic: Flying High - E3 '97". Games Domain. http://www.gamesdomain.com:80/gdreview/depart/jun97/e3/imagic.html.
11. ↑ 11.0 11.1 11.2 11.3 Coleman, Terry (May 1996). "Le Grande Struggle". Computer Gaming World (142): 207, 209, 211.
12. ↑ 12.0 12.1 Guidera, Mark (May 24, 1996). "GSE Systems of Columbia acquires Erudite Software". Baltimore Sun. https://www.baltimoresun.com/1996/05/24/gse-systems-of-columbia-acquires-erudite-software-transaction-is-valued-at-128-million-in-stock/.
13. ↑ Emrich, Alan (August 1995). "The New World Order at SSI". Computer Gaming World (133): 139, 140.
14. ↑ 14.0 14.1 Staff (June 27, 1996). "News for June 27, 1996". Online Gaming Review. http://ogr.com:80/news/news0696.html.
15. ↑ Smith, Erica (January 10, 1997). "Demo Alexander the Great". CNET Gamecenter. http://www.gamecenter.com:80/News/Item/0,3,445,00.html.
16. ↑ "I-Magic Announces "Great Battles" Computer Wargame Series" (Press release). Research Triangle Park, North Carolina: Interactive Magic. January 24, 1997. Archived from the original on June 18, 1997.
17. ↑ 17.0 17.1 "Interactive Magic to Release Great Battles of Alexander" (Press release). Research Triangle Park, North Carolina: Interactive Magic. May 1, 1997. Archived from the original on October 23, 1997.
18. ↑ Radcliffe, Doug (June 12, 1997). "News for June 12, 1997". Online Gaming Review. Air Age Publishing. http://ogr.com:80/news/news0697.html.
19. ↑ Dunkin, Alan (June 22, 1997). "News for June 22, 1997". Online Gaming Review. Air Age Publishing. http://ogr.com:80/news/news0697.html.
20. ↑ 20.0 20.1 20.2 20.3 Cobb, Jim (July 23, 1997). "Great Battles of Alexander". Computer Gaming World. http://www.gamespot.com:80/strategy/alexand/review_cgw.html.
21. ↑ Herman, Mark. "GBoA Designer's Notes". Interactive Magic. http://www.imagicgames.com:80/alexander.dir/notes.html.
22. ↑ 22.0 22.1 22.2 22.3 22.4 Trotter, William R. (January 1997). "The Desktop General; New (Gaming) Worlds to Explore!". PC Gamer US 4 (1): 280, 281.
23. ↑ 23.0 23.1 Weston, Jason. "Suffer". PC Gamer UK (48). http://www.pcgamer.co.uk:80/games/gamefile_review_page.asp?item_id=1220.
24. ↑ Cite error: Invalid `<ref>` tag; no text was provided for refs named `byte`
25. ↑ Staff (November 7, 1997). "Now Shipping". PC Gamer US. http://www.pcgamer.com:80/news/news-1997-11-03.html.
26. ↑ Mayer, Robert (March 26, 1998). "Interactive Magic's Great Battles of Caesar in Stores". Computer Games Strategy Plus. http://www.cdmag.com:80/articles/011/008/caesar.html.
27. ↑ Johnson (December 1998). "The Great Battles Collector's Edition \- Main Review". Games Domain. http://gamesdomain.com:80/gdreview/zones/reviews/pc/dec98/gbce.html.
28. ↑ Dultz, Marc (November 1998). "North vs. South; When I-Magic Comes Marching Home Again". Computer Gaming World (172): 106, 108.
29. ↑ Dunkin, Alan (September 14, 1998). "StrategyNet; I-Magic Returns to the Civil War". GameSpot. http://www.gamespot.com:80/misc/columns/alan_980914.html.

## External links

* Official website (archived)
* MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

## Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

## History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

## See also

* IGDB - game database used by Twitch for its search and discovery functions

## References

1. ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
2. ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
3. ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
4. ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
5. ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
6. ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
7. ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
8. ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
9. ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
10. ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
11. ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
12. ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
13. ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
14. ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
15. ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
16. ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
17. ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
18. ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.

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