Description
© 1984 Electronic Arts & Ozark Softscape
Ozark Softscape was an influential video game development company known for pioneering work in the computer game industry during the 1980s. Based in Little Rock, Arkansas, Ozark Softscape was founded by Dan Bunten, Bill Bunten, Jim Rushing, and Alan Watson. The company gained fame and recognition primarily for developing innovative strategy and simulation games.
Ozark Softscape is most famous for creating the game M.U.L.E. in 1983, a groundbreaking multiplayer strategy game that allowed players to engage in economic competition against each other on a fictional planet. The game was notable for its focus on economic planning rather than combat and is considered a classic for its deep gameplay mechanics and the way it fostered social interaction among players.
Another significant title developed by Ozark Softscape was The Seven Cities of Gold (1984), a game that combined exploration with strategy and resource management, set during the age of exploration. Players assumed the role of a Spanish explorer in the New World, tasked with exploring, trading, and building colonies. The game was acclaimed for its open-ended gameplay and its innovative use of procedural generation to create vast, explorable worlds.
Ozark Softscape’s games were distinguished by their depth and complexity, often focusing on themes of cooperation and economic management rather than traditional action or adventure tropes. This made their games stand out during a time when the industry was still defining itself and exploring what video games could be capable of beyond simple arcade-style entertainment.
The influence of Ozark Softscape can be seen in the evolution of strategic and economic simulation games. M.U.L.E., in particular, has been cited as an inspiration by numerous game developers and has been studied for its exemplary game design, which effectively combines competitive and cooperative gameplay elements.
The “We See Farther” campaign launched by Electronic Arts (EA) in 1983 was a pioneering advertising effort aimed at redefining the perception of video games and their creators. Captured by renowned rock’n’roll photographer Norman Seeff, the campaign featured EA’s software developers styled as “software artists,” suggesting a kinship with rock stars in terms of creativity and importance. This early portrayal highlighted the potential of video games as a serious art form and emotional medium, challenging existing notions of games as mere novelties. The campaign included thought-provoking slogans like “Can a computer make you cry?” to emphasize the emotional depth that video games could evoke, setting a visionary precedent for the industry.
Simultaneously, EA began to revolutionize game packaging by adopting an art style reminiscent of rock album covers, complete with gatefold sleeves. This not only differentiated their products on shelves but also elevated the perceived value and cultural relevance of video games. Each package was designed to tell a story, engaging players with vivid illustrations and elaborate backstories that enriched the gaming experience.
EA used this kind of packaging until 1988 when the gatefold style faded out and was replaced by regular boxes.