What players did get in Curse of the Azure Bonds was the chance to explore a much wider area around Phlan with the same characters they had used last time, fighting a selection of more powerful and interesting monsters appropriate to their party’s burgeoning skills. Ditto Pool‘s unique system of quests to fulfill, some of them having little or nothing to do with the main plot.
A more notable loss in my view is the lack of any equivalent in Curse to the satisfying experience of slowly reclaiming the village of Phlan block by block from the forces of evil in Pool, but that brilliant design stroke was perhaps always doomed to be a one-off. Contrarians could and did complain that the free-roaming wilderness map of its predecessor had been replaced by a simple menu of locations to visit, but for this player anyway Pool‘s overland map always felt more confusing than necessary.
The big sequel dropped in June in the form of Curse of the Azure Bonds, and it mostly maintained the high design standard set by Pool of Radiance.
Even Hillsfar, a superfluous and rather pointless sort of training ground for characters created in Pool of Radiance, sold 78,418 copies when SSI released it in March as a stopgap to give the hardcore something to do while they waited for the real Pool sequel.Įvery female warrior knows that cleavage is more important than protection, right? What players seemed to hunger for most of all in the context of Dungeons & Dragons on the computer was literally Dungeons & Dragons on the computer: big CRPGs that implemented as many of the gnarly details of the rules as possible. Thankfully, what Pool of Radiance had demonstrated in 1988 the events of 1989 would only confirm. Going into the 1990s, then, Dungeons & Dragons on the computer would be all about the Gold Box line of turn-based traditional CRPGs, the only one of SSI’s three pillars still standing. Despite that success, though, 1989 would also mark the end of the line for the Silver Box, due to a breakdown in relations with the British developers behind those games. Meanwhile the second of the “Silver Box” line of action-oriented games that made up the second of the pillars continued to perform well: Dragons of Flame sold 55,711 copies. A deviation from that old master plan called War of the Lance, an attempt to apply SSI’s experience with war games to TSR’s Dragonlance campaign setting, did almost as poorly, selling 15,255 copies. Dungeon Masters Assistant Volume II: Characters & Treasures sold just 13,516 copies, leading to the quiet ending of the line of computerized aids for the tabletop game that had been one of the three major pillars of SSI’s original plans for Dungeons & Dragons. One thing that did become more clear than ever over the course of the year, however, was that not all Dungeons & Dragons products were created equal. Otherwise it seemed that all they had to do was keep on keeping on, keep on riding Dungeons & Dragons for all it was worth - and, yes, maybe release a war game here and there as well, just for old times’ sake. To accommodate their growing employee rolls, SSI moved in 1989 from their old offices in Mountain View, California, which had gotten so crowded that some people were forced to work in the warehouse using piles of boxed games for desks, to much larger, fancier digs in nearby Sunnyvale. Pool of Radiance, the first full-fledged Dungeons & Dragons CRPG and the first in a so-called “Gold Box” line of same, was comfortably outselling the likes of Ultima V and The Bard’s Tale III, and was well on its way to becoming SSI’s best-selling game ever by a factor of four. What had been a niche maker of war games for grognards had now become one of the computer-game industry’s major players thanks to the first fruits of the coveted TSR Dungons & Dragons license.