So here’s the long version of the above.
Starflight 1 was profound. It is, in the context of the era in which it was developed, the greatest PC game ever made, and second place doesn’t even come close. There are definitely aspects of it – aspects of its era, really – that suck; the lack of EGA support in the original release, the way it deals with savegames, the “home base” screen, the so-so combat interface. But those are so small compared to what they accomplished:
[ul]
[li]An entire galaxy that fit on 2 5.25" floppy disks, created through a very clever algorithm generated from a single seed[/li][li]In-depth exploration and advancement of systems and planets[/li][li]A UI simple enough for consoles but with the depth of the PC[/li][li]A meaningful story that reveals itself organically without devolving to “reading the game” or channeling the player through corridors[/li][/ul]
But by far the greatest thing it did, and as far as I can tell the first of only a handful of games to ever do this, is that it told a story in a way that could only be told through an interactive medium. This is in part due to the organic way it told the game, but also in the way that it took the language of gameplay and used it to make its point. The message of Starflight 1 is as profound as the one in Bioshock and makes as much impact, and for the same reasons; by the time you realize what’s going on, you discover you’ve been complicit. It makes its point personal, in the same way that your vendetta against Shodan is in System Shock.
If I were to teach a course on games and storytelling, this is what I would do, what I would use. Rather than pointless, shit-tastic art games like “The Path,” I’d use Starflight 1 and Bioshock to show how games can make their points personal and reveal their story in non-linear, organic ways that no other medium can achieve.
Starflight 2, while more advanced in terms of gameplay and graphics, lacked a story that was quite as meaningful.
Star Control 2 is obviously based on the design Starflight for its single-player campaign. The trips to the planets’ surfaces are infinitely simplified (to the point of triviality) when compared to the depth and detail of Starflight’s, but the combat interface is far superior. And while Star Control owes more to Douglas Adams than Gene Roddenberry, it still manages depth (hey, let’s use an entire race’s religious beliefs to trick them into thinking their gods are sending them on an insane crusade!) and some damned quotable lines:
[ul]
[li]“Goodbye, Human fluid sac.”[/li][li]“I have a plan. A good plan! But for now, it must remain a secret.”[/li][li]“It is squishy to smell you.”[/li][li]“Hold! What you are doing is wrong! Why do you do this thing?”[/li][li]“We’re the ethics police, justify that outfit immediately!”[/li][li]1-900-PKUNKRA.[/li][/ul]