Balance of Power (video game)
| Company type | Video game |
|---|---|
| Industry | Video games |
| Predecessor | Eastern Front (1941) |
| Founded | 1985 |
| Founder | Chris Crawford |
| Successor | Balance of Power: The 1990 Edition |
Area served | Worldwide |
Key people | Chris Crawford (developer) |
| Products | Balance of Power (video game) |
| Owner | Mindscape (publisher) |
Balance of Power is a strategy video game released in 1985 that focuses on Cold War international relations. Developed by Chris Crawford and initially published by Mindscape for the Macintosh, it was later adapted for various other platforms over the following two years.
In this game, players take on the role of either the President of the United States or the General Secretary of the Soviet Union, with the objective of improving their country's influence on the global stage relative to the opposing superpower. Each turn, representing one year, introduces unpredictable global incidents that require strategic decision-making. Players’ choices can provoke reactions from their opponent, potentially escalating tensions. The gameplay centers on delicate brinkmanship, where any error could trigger nuclear conflict and immediately end the match.
Crawford, known for his earlier work on Eastern Front (1941), generated considerable excitement when he shifted development to the Macintosh platform in 1984. The game was met with critical acclaim, including a notable positive review in The New York Times Magazine, which highlighted its innovative approach to non-violent yet compelling gameplay. Balance of Power has been acknowledged by Computer Gaming World as one of the most groundbreaking computer games ever created. It achieved commercial success on Macintosh and through its various ports, with total sales exceeding 250,000 copies.
Gameplay
Players command either the United States or the Soviet Union over an eight-year span, striving to increase their "prestige" while preventing nuclear war. Each annual turn presents international crises demanding responses ranging from diplomatic communications to military actions. Following a player's move, the adversary responds with options to escalate or reduce tensions.
This negotiation-focused system shares similarities with Bruce Ketchledge's 1983 title Geopolitique 1990 by SSI but differs in how conflicts are resolved. Both games penalize backing down by diminishing prestige and carry the risk of igniting global war through brinkmanship. However, whereas Geopolitique simulates warfare within gameplay before continuing, Balance of Power concludes immediately upon nuclear war with a blunt message: "You have ignited a(n accidental) nuclear war. And no, there is no animated display of a mushroom cloud with parts of bodies flying through the air. We do not reward failure."
Development
Chris Crawford rose to prominence at Atari, Inc. during the late 1970s and early 1980s, gaining recognition for his successful title Eastern Front (1941). By early 1984, Atari's financial troubles following the video game crash of 1983 led to widespread layoffs, including Crawford’s dismissal. The severance package he received allowed him to pursue freelance development and create a new game.
After exploring ideas for sequels and politically themed projects, Crawford decided to develop a Cold War-themed "game about peace," drawing emotional inspiration from Bob Dylan's song "Blowin' in the Wind." He rejected Atari platforms and targeted emerging 16-bit systems instead, dismissing the IBM PC as unsophisticated and considering the Amiga too uncertain commercially. Ultimately, he chose to develop for the Macintosh despite its limited development tools.
In April 1984, Crawford announced a Macintosh project named ARMS RACE, based on the concept that "geopolitics kills people." By May, this idea evolved into a strategy game featuring a world map with algorithmically generated newspaper events and a "prestige points" system to gauge success.
Securing a publisher proved challenging due to industry instability after the crash. Although Random House initially committed to publishing, they later withdrew and demanded repayment of a $10,000 advance, nearly causing financial hardship for Crawford. His wife encouraged him to seek steady employment.
Eventually, an InfoWorld column brought attention to Crawford’s work, leading Mindscape to agree to publish the game. Beta versions were released in early 1985; after refinement, it officially launched in September amid ongoing Cold War tensions. A prominent review by David L. Aaron, Deputy Assistant for National Security Affairs under President Jimmy Carter, commended its political authenticity.
The title quickly became a bestseller on Macintosh and Apple II, followed by releases on Windows 1.0 (1986), Atari ST (1987), and Amiga. It generated over $10 million in revenue during a period when total gaming hardware and software sales were approximately $500 million.
In 1986, Crawford authored an extensive book titled Balance of Power, detailing the game's political context, gameplay mechanics, and development journey.
Around 2013, Crawford made source code for several of his games available in the public domain, including that of Balance of Power.
Reception
Computer Gaming World recognized Balance of Power in 1985 as one of the most groundbreaking computer games to date, offering it considerable acclaim. Later evaluations consistently awarded it ratings between three and four stars. In 1996, the publication included its Game Over sequence among the "15 best ways to die in computer gaming." Roy Wagner also gave the title a strong recommendation.
The magazine Dragon described the game as an exceptional example of global strategy, emphasizing its nuanced geopolitical approach aimed at averting nuclear conflict while advancing either U.S. or Soviet influence. In 1986, BYTE praised the Macintosh edition as "the finest game I had ever encountered on any computer." The Amiga version earned over four stars from Info, which appreciated its intricate gameplay and user interface despite the absence of sound.
Bob Ewald’s assessment in Space Gamer/Fantasy Gamer pointed out that while the game appeals to players interested in diplomatic strategy, those focused on intense wargaming might find it less captivating. By 1988, Compute! included it among "Our Favorite Games," applauding its realistic geopolitical simulation. However, Orson Scott Card criticized it for what he perceived as propaganda embedded in its depiction of U.S.-Soviet tensions and nuclear war triggers.
The 1990 edition's introduction of multipolar dynamics was positively received by Compute!, with Card revising his earlier opinion by acknowledging its detailed projection of future global affairs, though he recommended treating the scenario as fictional. Conversely, Chuck Moss of Computer Gaming World highlighted a pronounced designer bias, noting the game's propensity to escalate to nuclear war with minimal provocations.
Chris Crawford, the game's creator, expressed satisfaction with how it enhanced players' comprehension of international relations. In 1996, Computer Gaming World ranked it 78th on their list of greatest games ever made, commending its political intrigue and authentic Cold War ambiance without overwhelming complexity. Similarly, Next Generation positioned it at number 75 on their all-time ranking, acknowledging its classic artificial intelligence and distinctive gameplay despite an outdated premise. In 2006, The Guardian declared it the foremost political game that everyone should experience.
Reviews
- Jeux & Stratégie #46
Legacy
After releasing Balance of Power, Chris Crawford developed Trust & Betrayal: The Legacy of Siboot in 1987; however, it sold only a few thousand copies, falling short of publisher Mindscape’s expectations. Facing pressure to produce a successor, Crawford launched Balance of Power: The 1990 Edition in 1989 for Apple IIGS, Windows, Macintosh, Amiga, and Atari ST platforms. He regarded this version as an expanded update rather than a true sequel, incorporating additional nations, player advisors, a "multi-polar" mode that allowed countries to act independently, and a two-player hotseat feature.
In 1992, Crawford departed from the gaming industry to concentrate on interactive storytelling projects such as The Erasmatron and later Storytron. Utilizing Storytron technology, he developed Balance of Power: 21st Century, set after the events of 9/11 with U.S. involvement in Asia and rising global powers; nevertheless, this iteration did not achieve commercial success or critical acclaim.
Moreover, Balance of Power inspired multiple play-by-mail adaptations hosted on platforms including eRegime.
See also
- Balance of power (international relations)
- Balance of Power (play-by-mail game)
- Brinkmanship (Cold War)