Floor 13 (video game)
| Industry | Video game development |
|---|---|
| Headquarters | United Kingdom |
| Products | Floor 13 |
Floor 13 is a strategy video game created by PSI Software for the Amiga and MS-DOS platforms, and was released by Virgin Games in 1991. The game takes place in the United Kingdom, where players assume the role of the head of a covert government organization operating from the thirteenth floor of a London bank building, which serves as the inspiration for the game's name. A follow-up title, Floor 13: Deep State, was launched in November 2020.
Plot
In this game, players take on the position of Director General of the "Department of Agriculture and Fisheries," a secretive agency functioning as an underground police force tasked with preserving government approval by any means necessary. Reporting directly to the Prime Minister, the Director General oversees operations including wiretapping, surveillance, propaganda campaigns, disinformation, burglary, kidnapping, torture, and assassinations aimed at eliminating threats.
In addition to standard responsibilities, the Director General interacts with a clandestine organization known as "The Secret Masters of Thoth". Assignments from a "Secret Master" encompass protecting members from Mafia assassination plots, combating infiltration by pod people, safeguarding the Church of the SubGenius from exposure, and restricting Illuminati influence.
The storyline incorporates references to authentic historical events and controversies from the 1980s and early 1990s such as the Irish Troubles, Shining Path, the BCCI scandal, along with suspicious deaths including those of Roberto Calvi and Jonathan Moyle.
Gameplay
Gameplay is primarily menu-driven, with players receiving daily reports depicting scenarios in the Director General's office. Each scenario presents a potential scandal that could damage government popularity if not properly managed. Players direct orders to eight distinct departments—such as surveillance, assassination, interrogation, or disinformation—targeting specific individuals, locations, or groups involved. After reviewing intelligence and issuing commands, players proceed to the next day to observe results and scenario developments. While scenarios follow predetermined storylines, player interventions can alter outcomes; some events are subject to chance (for instance, assassination attempts may fail or interrogations may yield no information). Characters and factions are evaluated based on prominence, influence, and alignment with government interests, which affects both operational success and public perception. Multiple solutions exist for each scenario; skillful management can result in favorable media coverage and increased approval ratings.
There are two primary failure conditions: every 21 days the Prime Minister assesses opinion polls and dismisses the player if approval falls below 50%. Overusing harsh tactics risks elimination by 'Mr. Garcia', an assassin dispatched by the Prime Minister. Maintaining high approval ratings leads to budget increases and staff expansion. Players can retain their position by discreetly monitoring or discrediting targets without resorting to overt actions like targeted killings or torture; however, blatant use of such methods triggers death threats from the Prime Minister.
Successful completion offers two possible endings: maintaining approval above 50% for a full year results in promotion to Prime Minister accompanied by a warning; alternatively, fulfilling all seven Secret Master missions leads to becoming leader of the Secret Masters of Thoth.
Reception
Charles Ardai of Computer Gaming World characterized Floor 13 as "the most unsettling espionage title ever created," comparing it unfavorably to a poorly executed James Bond film adaptation. He expressed disapproval of its depiction of secret police operations reminiscent of the KGB or Gestapo, pointing out that the gameplay reduced acts of brutality to cold, administrative procedures. Ardai considered this approach outdated by the early 1990s.
In contrast, Cara Ellison praised the game's contemporary atmosphere in the Internet Archive, noting how it effectively simulates the impersonal bureaucracy essential for authoritarian regimes. She suggested this element illustrates why such governments frequently rely on emotionally detached elites.