“One of many first issues I wrote in machine code was an increasing starfield. Simply actually flying by it, and I discovered it mesmerizing. I assumed ‘It must be a recreation.’” That was the second David Braben, co-creator of Elite and founding father of Frontier Developments, modified house video games ceaselessly. It was video video games’ equal of the Huge Bang, the delivery of an thought that may finally go on to form 4 many years of house video games and, finally, Starfield.
Within the early Nineteen Eighties, house video games had been fairly rudimentary and there was little extra to them than flying a ship and taking pictures aliens. David Braben, who on the time was an undergraduate at Cambridge College, had the concept a recreation set in house could possibly be a lot extra.
“We had Area Invaders, we had Galaxian, we had Williams’ Defender, however all of them had a really comparable format, i.e. three lives, a rating that goes up, you get a brand new life at 10,000 [points], you get a sensible bomb or one thing games-specific at 1,500,” explains Braben. “Pac-Man was there. And I do know it sounds foolish, however even then they had been beginning to turn out to be somewhat bit samey.
“I had performed some video games like Journey, Colossal Quest, text-based adventures – the kind the place you say, ‘go north, decide up key,’ that type of factor – and I preferred these. And it struck me that these are being performed on the identical machine, so certainly you possibly can [do something] extra fascinating? I discovered, with Area Invaders, all I actually cared about was whether or not I acquired barely additional than I did final time.”
It was round this time, pissed off with the state of sci-fi arcade video games and tinkering with some house video games, that Braben met fellow programmer Ian Bell, and collectively shared notes on some tasks they had been engaged on.
“We talked about it and we thought, ‘Wait a second, should you had an actual spaceship, you’d most likely be doing one thing, you’d be touring between locations making a living,’” Braben remembers. “And it’s that type of lightbulb second the place you simply begin pondering, ‘Wait a second, isn’t rating simply cash?’ And it’s terribly type of capitalist however from a gameplay design viewpoint it was improbable.” It is smart – the factors you rating for destroying a ship in Galaxian could be equated to the bounty you declare for taking pictures a pirate in Elite. However the latter, you even have the additional benefit of going by the wreckage and promoting on what’s left for extra money.
By rethinking the weather that made up a lot of the day’s arcade video games in simulation phrases, Braben and Bell came across the thought of Elite, a recreation the place the aim wasn’t to shoot down tiny aliens for power-ups, however to journey the galaxy, struggle pirates, acquire rewards, improve your ship, and proceed into the vastness past.
‘Wait a second, is not rating simply cash?’
Nevertheless, Braben didn’t simply need to journey one galaxy, he needed to fly throughout eight. And he needed them to be full of planets – 256 in every to be exact. However again in 1984, he was working with a pc that had much less reminiscence than a modern-day calculator.
“We had been focusing on the 32K BBC micro however really solely actually had 20K of obtainable reminiscence as a result of the display screen makes use of up some [memory], the working system makes use of up some,” Braben explains. “And I assumed, ‘Properly what number of areas are you able to journey between?’ And I used to be pondering 20, 30…
“That is not very a lot information on each as a result of you have to have all of the 3D render, which I might already written – we knew how huge that was. You want all of the gameplay, the ship fashions… And what number of ship fashions can we afford to have within the reminiscence? It turned a kind of type of merciless issues, pondering, ‘Properly, I would like plenty of these, however I additionally need plenty of these.’”
The answer was a method that studios like Bethesda and Hiya Video games – and numerous others – have since used to create their very own star programs: procedural technology. It’s a software that’s used rather a lot in modern-day video video games, however again within the Nineteen Eighties it was a comparatively new thought in recreation improvement.
“I assumed, ‘Wait a second, I’ll write a program to generate it,’” remembers Braben. “And it generated so rapidly I assumed, effectively, ‘We are able to simply generate it each time – we don’t must retailer it.’”

By procedurally producing galaxies Braben and Bell had been in a position to save an incredible quantity of house with out chopping again on their ambition. Nevertheless, it wasn’t all the time fairly so simple as they first thought. In 2013, Braben hosted a TED Speak known as ‘Guidelines Can Be Stunning’, which detailed the thought of saving house by procedurally producing new planets every time you need to discover a galaxy: “Basically what it’s doing is, you’re constraining the foundations to make issues that make sense. So ensuring that the names of the locations had been pronounceable, ensuring the economies had been the proper type of ratios, after which simply making use of a type of ‘human logic’ to producing plenty of galaxies and simply wanting if it’s proper. It’s wonderful how one thing that’s genuinely random can seem fairly lopsided. You go, ‘Oh, we don’t actually need a lopsided galaxy.’ Nevertheless it comes naturally out of the random nature.”
As such, some galaxies weren’t fairly as meant, with one planet randomly given the title ‘Arse’. However finally the system was a recreation changer, not only for Elite however for house video games that adopted in its footsteps. It allowed them to do issues they’d by no means have been in a position to earlier than: “It is the enjoyment of with the ability to add one thing which we could not in any other case add,” explains Braben. “However that was how tight it was. The sport actually fitted precisely in reminiscence, with not even one spare half.”
However EMI rejected it, saying ‘It hasn’t acquired three lives, and we would like a rating.’ They thought individuals weren’t that devoted and that they need to play a recreation in 5 or 10 minutes. I mentioned, ‘No, they do not. I do not. I am a goal market that is not being happy.”
With Elite in hand, Braben and Bell got down to promote the sport to the plenty. The one downside – an issue they had been making an attempt to repair – was that the favored house video games had been those with three lives and missile upgrades, not ones with lots of of procedurally generated planets to discover.
“Our first disappointment is we went to EMI, the document firm. I assumed, ‘Oh, they’d be good to promote it.’ […]However EMI rejected it, saying ‘It hasn’t acquired three lives, and we would like a rating.’ They thought individuals weren’t that devoted and that they need to play a recreation in 5 or 10 minutes. I mentioned, ‘No, they don’t. I don’t. I’m a goal market that’s not being happy.”
The particular person from EMI requested the pair how lengthy it could take the participant to make ‘significant progress,’ to get the requisite power-ups and beat the sport. Braben and Bell had a easy response: “I mentioned, ‘It doesn’t matter. The goal isn’t attending to the tip of the sport right here. It is a pastime. That is an setting you possibly can stay in. It is a world.’ And so they actually hated that.”
These days video games are celebrated for being open-ended or lots of of hours lengthy. When Elite was being pitched, it was an outlier. “I simply thought, ‘Oh my god, what in the event that they’re proper? I imply Ian Bell was additionally… I don’t need to converse for him, however he was eager on this, one thing that’s simply very completely different,” remembers Braben.

The pair finally took Elite to Acornsoft and in response to Braben, the response to seeing Elite was the other of what they acquired at EMI. “The response could not have been extra completely different, as a result of they had been techie, gamey individuals like us who had been going, ‘Wow, how did you try this? How did you get that working?’” ”
Acorn signed up Elite and launched it on September 20, 1984. It went on to promote 1,000,000 copies throughout a number of platforms. Again when video video games had been nonetheless an rising pastime, should you had any form of recreation console, likelihood is Elite was on it.
“I believe it was one thing like 17 platforms that we put the unique Elite on? And so they all had completely different CPUs. So the NES for instance nonetheless had a 6502 variant, as did the Commodore 64. We did quite a few Z80 ones, issues just like the Amstrad, the Sinclair Spectrum. Clearly we did the Apple II and numerous variants of the Apple II as effectively, there was an Apple II-C. Nevertheless it all added up – I believe we acquired somewhat bit sick of simply doing it repeatedly, so every model sometimes had a couple of further options.”
The completely different specs of every platform meant Elite was barely completely different, and infrequently expanded, with every new launch. Amongst these enhancements is an acceptable musical nod to the movie 2001: A Area Odyssey. “We went on to machines just like the Commodore 64, which had an unbelievably massive reminiscence at 64K. So we added music, we added numerous different issues. There have been some further missions that simply added richness to the sport principally. However the music [when you dock]; clearly, it must be Blue Danube if you dock.”
“I believe if you take a look at video games like Mass Impact, which is a superb recreation and none of that is [meant] as criticism, we’re completely different. We’re doing one thing completely different.”
Elite went on to generate quite a few sequels, together with Frontier: Elite 2, which included much more planets, with superior physics and real looking chemistry. It additionally brought about an inflow of house video games that demonstrated the will to do greater than fly and shoot. 1988’s Captain Blood swapped procedurally generated galaxies for fractal landscapes, but it surely’s clear to see how Elite helped form its worlds. Equally, Starlancer and its follow-up Freelancer, which was launched in March 2003, had been each house buying and selling and fight video games, the style Elite kickstarted virtually a decade earlier, however one which continues to at the present time.
Nevertheless, 1995 was virtually the tip for Elite. The third recreation within the sequence, Frontier: First Encounters, was launched in an unfinished state because of pressures utilized by the sport’s writer Recreation Tek. Its reception was understandably blended.
“I even supplied all the cash again to point out how dangerous it was,” Braben explains. “It was very upsetting for me as a result of there was recreation in there, however they did a variety of modifications beneath our ft as a result of we had been now an organization by then.”
Shortly after, Braben determined to take a break from the sequence. His expertise with First Encounters had proved an excessive amount of. However earlier than lengthy his ardour for outer house had reignited and, following a profitable Kickstarter marketing campaign in 2012, he was in a position to re-acquire the rights to Elite and work started on the largest recreation within the sequence, Elite Harmful.
By the point Elite Harmful had emerged, the panorama of house video games had modified. Narrative-driven RPGs like Mass Impact and shooters reminiscent of Halo had been the largest sci-fi video games round, although that didn’t matter a lot to Braben and Frontier through the improvement of Elite Harmful.
“I believe if you take a look at video games like Mass Impact, which is a superb recreation and none of that is [meant] as criticism, we’re completely different. We’re doing one thing completely different. And with Starfield, I’m clearly wanting ahead to seeing how they do it, however I am unable to assist however suppose it should be extra Mass Impact than Elite Harmful, due to its nature. It’s probably extra on-foot-focused very similar to Mass Impact was. They could put in canine combating, we’ll see. However I believe Starfield might be good. The price range is completely humongous and I am certain it will be recreation.”

The reality is, Starfield – and Wing Commander, and No Man’s Sky, and numerous different house video games – probably wouldn’t have existed if it weren’t for Elite. It was the primary recreation that took us to a different galaxy from the consolation of our bed room. It’s unquestionably the godfather of house video games.
“It sounds smug however I believe it is true,” admits Braben, considerably reluctantly. “It is definitely the primary recreation to deal with that material [properly].There have been video games within the following years that folks keep in mind as effectively, however earlier than all of it there actually was had been numerous 3D shooter-type video games.”
In 2023, the house style has by no means appeared so good, however clearly the {hardware} trendy video games run on is lightyears past the tech Braben and Bell had been working with. Regardless of that, to at the present time Elite’s major directive stays the identical: to discover and stay within the starfield, not simply shoot aliens within the sky and acquire a brand new power-up.
“In my coronary heart of hearts, I nonetheless genuinely needed a recreation the place I may exit exploring, a recreation the place I may go wherever and I may look backstage, and I wish to suppose that is what we delivered,” says Braben. “Have a look at all these individuals who’ve gone out exploring [in Elite Dangerous], and nonetheless solely a tiny fraction of 1% of the galaxy has been visited by gamers. Gamers are discovering hundreds of recent stars and new planets daily, and that is even after 10 years. The Galaxy is huge – it’s the identical measurement as the true Galaxy and has the identical variety of stars.”
We’d greatest get again on the market then.