The best and most thought-provoking game of the DOS era was Starflight. Kids today, with their intuitive graphical user interfaces. They have no idea what a pain it was to use computers back in the eighties. DOS especially was an autistic nightmare. Bill Gates is some kind of genius to have convinced so many people to inflict that operating system on themselves. DOS made extensive use of both the forward slash and the backslash, for different purposes. To this day I have a terrible time remembering which is which. To launch Starflight in DOS, you had to type a couple of lines of abstruse code, and when you were done, you had to type a couple more lines to save your progress. But Starflight was worth it, and worth all the time sitting patiently while the floppy disk spun and data trickled in and out.
Starflight came on two 360 kB floppy disks. That’s kilobytes, not megabytes. I have one-page Word documents bigger than that. And yet, the game world comprised hundreds of explorable planets, generated randomly by fractal algorithms. This was a revolutionary move, an early gesture toward the open-ended gameplay you see in the Grand Theft Auto series.
Starflight also had a compelling underlying narrative. Most of the time I don’t care about the story behind a game. The games I tend to prefer have no narrative at all, like Tetris, or a very nominal story that isn’t central to the gameplay, like Plants vs Zombies. But Starflight told a terrific story, revealed throughout the gameplay in intriguing fragments.
The storyline begins in the future on an Earthlike planet called Arth. An archeological dig deep underneath the planet has uncovered artifacts from an elder race, including a faster-than-light starship powered by a crystal-like fuel called endurium. In the game, you captain one of these ships, based in a space station orbiting Arth.

Your mission, at first, is straightforward Star Trek boilerplate. You fly around looking for endurium and habitable planets. You also occasionally encounter various alien races, some friendly, some not.
As you do your exploring and interacting, you encounter clues to the real plot: something called the Crystal Planet is moving slowly but relentlessly across the galaxy, causing every star it passes to go supernova. You ultimately need to find the Crystal Planet and destroy it before your home sun blows up. There are some nice twists to this story. The Crystal Planet turns out to be made of endurium, the same substance that powers your ship. It further turns out that the endurium crystals themselves are living, sentient beings, which are being destroyed by human spaceships. So what you’re doing is heading off a desperate act of self-defense by the helpless creatures you burn in your engine. It feels uncomfortably like being in the Bush Administration. Complicated.
In order to discover how to destroy the Crystal Planet, you have to do a little detective work on the Galactic Empire’s history, and in so doing, you discover the ‘mythical’ planet Earth. It’s Earth in the far distant future, with the familiar continents and climates, but devoid of human presence. Aside from a few ruined buildings, there’s no sign of our ever having been there. The post-apocalyptic setting wasn’t the sci-fi cliche it is now, and at the height of the Cold War it was alarmingly plausible. When you discover the deserted Earth, it’s a poignant moment. Poignancy is not a quality you find in too many computer games.
Technology has gotten a lot better in the video game world, but the writing hasn’t. I’d trade all the 3D graphics in the world for more game settings like Starflight.

