Played a bit of Utopia from the Gremlin collection on Evercade over the last couple of days. Having actually written the manual for it, I hadn't really spent much time actively playing it beyond figuring out what everything in the interface did, because that was essentially all we had room to cover in the manual. And, while playing, something occurred to me: I had no idea how to "win" Utopia. It hadn't come up during my research of the game at all.
Curious, I looked over the materials that I'd used to figure things out while assembling the manual — including some dodgy retyped versions of the Amiga manual and a GameFAQs document that was surprisingly comprehensive considering the author said he didn't like the game all that much. And, sure enough, nothing anywhere listed an actual win condition.
You know why? 'Cause there isn't one. I'd forgotten that this was once a thing, but nope — Utopia is a completely open-ended "sandbox" game (in the original use of the term) where you simply… play until you're fed up of it, then you either go play something else, or you start a new game, perhaps using one of the other predefined scenarios to begin with.
I initially thought that this was a little peculiar — I was expecting something along the lines of Civilization's victory conditions, where you had to defeat all your opponents, reach a certain tech level or something… but nope. You just play. And then it occurred to me: this was once, for this kind of game, completely fine. You can't "win" at SimCity either, and Utopia's creators specifically went on record as saying they were making a sci-fi twist on SimCity, so things start to make a bit more sense from there.
I actually rather like that. It enables you to truly treat the game as a sort of software toy — which, indeed, is how SimCity used to be referred to — and just see what happens when you do various things. Since it's also quite hard to lose at Utopia — the only real way you would find yourself in a genuinely unwinnable situation would be if you ran out of money and all your buildings ended up destroyed at that exact moment, which is statistically quite unlikely — you can fiddle around with things to your heart's content, safe in the knowledge that the worst thing that can happen probably won't be all that bad, at least on the earliest scenarios.
Now that I'm secure in that knowledge, I feel much more inclined to play Utopia some more as a sort of chill-out game, experimenting with its mechanics to see what happens. It's clunky as heck, of course, being a Super NES port of an Atari ST and Amiga game, and one that was really designed to be played with the SNES mouse, but there's something oddly compelling and intriguing about it. And I'm kind of interested to see if it's capable of sparking the same sense of creativity that SimCity can. I suspect it might struggle to do so on quite the same level — but it's definitely going to be intriguing to explore further.
Now, question is, will I ever figure out Premier Manager 97?