Inside the astonishing development of 1999’s The Wheel of Time FPS: ‘The fact that we shipped anything at all is kind of a miracle’

In the realm of PC gaming, where oddities often find their niche, we turn our attention to a title that may have slipped under the radar: The Wheel of Time. This first-person spell-slinger, developed by Legend Entertainment and released in 1999, has a story as intricate as the fantasy universe it draws from. While many may associate the name with Robert Jordan’s beloved series of novels or the recent adaptations, this game offers a unique chapter in gaming history.

Upon its release, The Wheel of Time garnered praise for its engaging single-player campaign and innovative multiplayer mode. However, it struggled to find its footing in a market saturated with first-person shooters, ultimately fading into obscurity. Yet, the tale of its development is a testament to the challenges and triumphs inherent in game creation.

New Spring

The journey of The Wheel of Time is anything but straightforward. According to its creator, Dahlgren, the project was a five-year endeavor filled with unexpected twists. “The fact that we shipped anything at all is kind of a miracle,” he reflects, echoing the sentiment of his former boss at Legend, who believed that every game released is a small miracle in itself.

Dahlgren’s vision for the game began with a concept that emerged after the release of Legend’s 1994 adventure game, Death Gate. He envisioned a multiplayer first-person shooter that blended the frantic action of Doom with the strategic depth of Magic: The Gathering, alongside role-playing elements reminiscent of the board game WizWar. This ambitious idea aimed to create a dynamic environment where players could control networks of spies from customizable fortresses, engaging in spell-based combat that required both tactical and strategic thinking.

However, the path to realization was fraught with obstacles. Following Legend’s acquisition by Random House, the focus shifted towards leveraging the studio’s talents for book adaptations. Unwilling to settle for less, Dahlgren made a bold move: he proposed developing a game based on The Wheel of Time, despite having no prior relationship with Robert Jordan. His motivation was twofold: a desire to explore Jordan’s richly crafted world and a commitment to ensuring that the video game rights were secured by a capable team.

In a twist of fate, Dahlgren’s pitch provided Random House with an opportunity to approach Jordan, potentially leading to a book deal. This strategic maneuver ultimately allowed Dahlgren to pivot from his original multiplayer concept to a narrative-driven adventure that would resonate with fans of the novels.

As the game neared completion, Dahlgren had the chance to present it to Jordan himself. The moment was tense; as they navigated the game’s opening section, Dahlgren awaited Jordan’s reaction. After a prolonged silence, Jordan’s approval came in the form of a simple yet profound statement: “Yes, this is beautiful.”

This affirmation not only validated the years of hard work but also underscored the intricate relationship between storytelling and gaming, a connection that continues to evolve in the industry today.

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