Computer Games Magazine
Computer Games Magazine was a monthly print publication focused on computer and video games, which evolved through several name changes and ownership shifts before ceasing in 2007 after 196 issues.[1] Originally launched in the United Kingdom as Strategy Plus in October 1990 by Foxray Ltd., the magazine initially emphasized strategy, war, and military simulation games, targeting enthusiasts of complex gameplay mechanics.[1] It published 10 issues in the UK before expanding to U.S. distribution in September 1991 as Computer Games Strategy Plus under ownership of Chips & Bits, a Vermont-based publisher led by Tina and Yale Brozen (operating as Strategy Plus, Inc.).[2][3] This relaunch broadened its scope while retaining a strong emphasis on strategy titles, and by issue 18, full production shifted entirely to the U.S. after UK operations ended. In October 1999, following acquisition by theGlobe.com, the title simplified to Computer Games Magazine starting with issue 107, reflecting a further expansion to cover a wider array of PC and console games, including reviews, previews, and strategy guides.[1] The title was briefly Computer Games Magazine from October 1999 to October 2000 (issues 107–119) before changing to Computer Games starting with issue 120 in November 2000. Circulation grew during this period, often bundling issues with Interactive Entertainment CD-ROMs containing demos and extras to appeal to tech-savvy readers.[1] By the early 2000s, as digital media proliferated, Computer Games Magazine faced industry challenges but continued publishing until its final issue (196) in April 2007, marking it as one of the longest-running dedicated computer gaming periodicals, second only to Computer Gaming World.[1][4] Throughout its run under Strategy Plus, Inc. from 1991 to 2007, it produced annual buyer's guides (1997–2000) and special PC game guides, contributing to the documentation of gaming history during the transition from 16-bit to modern 3D eras.[1]Overview
Publication Details
Computer Games Magazine originated in October 1988 as the United Kingdom-based publication Games International, marking the start of its print run. Published monthly from its inception, the magazine maintained this frequency throughout its lifespan, delivering consistent coverage to subscribers via subscriptions priced at £10.00 in the UK, £15.00 in Europe, and £30.00 for the US and rest of the world for 12 issues (as of 1988).[5] Following its relocation and expansion to the United States in 1991, the magazine was based in Vermont under publishers including Strategy Plus, Inc. After the 2000 acquisition by theGlobe.com, headquarters were established in Fort Lauderdale, Florida. The publication concluded with its final issue in April 2007, reaching a total of 197 issues across its various title iterations, including Strategy Plus, Computer Games Strategy Plus, and Computer Games. This closure was abrupt, stemming from financial pressures on its parent company theglobe.com after a significant lawsuit.[6][1][7] Complementing the print edition, the magazine's official website, cgonline.com, launched alongside the digital aspects of the brand and served as a hub for additional content until it was archived in February 2007 ahead of the publication's shutdown.Scope and Focus
Computer Games Magazine, originally launched under the title Strategy Plus by Games International in October 1990, initially concentrated on strategy, war, and military simulation games for personal computers, catering to enthusiasts seeking detailed analyses of complex gameplay mechanics.[1][8] In 1991, following its expansion to the United States, it rebranded to Computer Games Strategy Plus, gradually encompassing a broader array of PC and console titles, incorporating comprehensive reviews, previews, and industry news to reflect the diversifying gaming landscape.[1] The magazine targeted dedicated PC gamers who valued in-depth strategy guides and tactical insights over casual entertainment, later broadening to include console enthusiasts within the core demographic of 18- to 35-year-olds.[1][9] By 1998, Computer Games Strategy Plus had established itself as the third-largest U.S. computer game magazine, prioritizing substantive content for hobbyist players engaged with simulation and role-playing genres.[10]History
Founding and Early Years
Games International was launched in October 1988 by the UK-based publisher Foxray Ltd. as a monthly magazine dedicated to international strategy games, encompassing board games, wargames, computer games, and role-playing games.[11] The publication aimed to bridge traditional gaming formats with emerging digital titles, reflecting the growing interest in computerized adaptations of classic strategy mechanics during the late 1980s.[12] The early issues, spanning from October 1988 to July 1990 and totaling 16 issues, placed significant emphasis on the transition from board-based wargaming to computer implementations, featuring reviews, news, and analyses that highlighted how digital platforms enhanced strategic depth and accessibility.[8] This period saw the magazine establishing itself within the dedicated but specialized wargaming community, where it cultivated a readership interested in both analog and digital strategy experiences.[12] In October 1990, the magazine underwent its first renaming to Strategy Plus with Issue 1, marking a deliberate shift toward more focused coverage of strategy-oriented computer games and away from broader tabletop content.[13] This evolution addressed the initial hurdles of limited mainstream distribution by honing in on the burgeoning niche of computer strategy enthusiasts, thereby solidifying its position in a targeted segment of the gaming market.[12]Renamings and US Expansion
In 1991, the magazine, originally published as Strategy Plus in the United Kingdom, was acquired by Chips & Bits, a Vermont-based mail-order software retailer owned by Yale Brozen and his wife Tina.[2] This acquisition led to a rebranding to Computer Games Strategy Plus starting with issue 11 in September 1991, alongside the introduction of distribution in North America.[2] The relocation of operations to the United States was completed by issue 18, when the UK production arm ceased, allowing Chips & Bits to fully manage the publication as a US-centric title.[2] The US launch capitalized on the burgeoning popularity of strategy games in the early 1990s, a period marked by influential releases such as Dune II (1992), Warcraft: Orcs & Humans (1994), and Command & Conquer (1995), which drove significant growth in the PC gaming sector.[14] Issues from 11 onward were distributed across North America via mail-order and retail channels, boosting circulation as the magazine aligned with the strategy genre's expansion amid rising PC adoption.[2] By issue 18, the full transition to US production solidified its North American focus, moving away from its brief UK origins. Reflecting the broader diversification of gaming in the 1990s, Computer Games Strategy Plus gradually incorporated coverage of console titles alongside its core PC strategy content, including previews and reviews of PlayStation and Nintendo 64 games.[15] For instance, the magazine reviewed the PC port of Final Fantasy VII (1998), assigning it an 80% score and highlighting its narrative innovations.[15] This shift mirrored the era's gaming industry growth, where console hardware like the PlayStation gained prominence. By the late 1990s, the magazine had achieved significant circulation growth.Acquisitions and Final Phase
In September 1999, under Strategy Plus, Inc., the title was simplified to Computer Games Magazine starting with issue 107 (October 1999), reflecting an expansion to cover a wider array of PC and console games, including reviews, previews, and strategy guides.[16] In early 2000, theGlobe.com expanded into the gaming sector by acquiring the Computer Games business, which included the print publication Computer Games Magazine, its online counterpart CGOnline, and the direct marketer Chips & Bits, Inc. The transaction was completed in February 2000.[17][18] Following the acquisition, operational changes emphasized synergy between print and digital platforms, with Computer Games Magazine integrated closely with CGOnline (cgonline.com), which served as a complementary source for news, reviews, and information on PC games to drive cross-promotion and reader engagement.[19] This integration initially supported circulation growth through expanded distribution and marketing efforts tied to theGlobe.com's internet infrastructure.[17] By the mid-2000s, the magazine faced significant challenges from the rapid rise of digital media, which shifted consumer attention and advertising dollars away from print publications. Ad revenue for the Computer Games segment declined steadily from 2001 through 2006, compounded by unsuccessful attempts to diversify into broader entertainment content, resulting in operating losses that escalated in 2004–2006.[17] In response to these pressures, theGlobe.com implemented cost-cutting measures across its operations by 2005, including staff reductions and reduced printing volumes, as part of broader efforts to stem financial losses amid the dot-com aftermath and industry-wide print declines.[17] In its final years, Computer Games Magazine maintained a monthly publication schedule, emphasizing evergreen strategy and gameplay content to sustain relevance amid market shifts, until theGlobe.com ceased all Computer Games operations starting in March 2007 due to ongoing and projected losses, with the final issue (197) published in April 2007.[17]Content and Format
Regular Sections and Features
Computer Games Magazine's regular sections emphasized comprehensive coverage of computer and console gaming, with a particular emphasis on strategic elements that distinguished it from broader gaming publications. The magazine's structure typically opened with news and previews, providing timely updates on industry developments, upcoming titles, and developer insights. These sections offered readers early looks at games in development, often including interviews with designers and analysis of emerging trends in PC and console gaming.[6] The core of each issue was its reviews section, featuring in-depth critiques of both PC and console games. Reviews evaluated titles on multiple criteria, with special attention to strategy depth, replayability, and overall design complexity, reflecting the magazine's heritage in strategy gaming coverage. For example, complex titles like real-time strategy games were dissected for their tactical layers and long-term engagement potential, assigning ratings that guided readers toward high-quality experiences. This approach helped establish the magazine as a trusted source for discerning gamers seeking more than surface-level assessments.[20][21] Strategy guides formed another staple, offering detailed walkthroughs, tips, and advanced tactics tailored to intricate games, particularly simulations and role-playing titles. These guides broke down mechanics, optimal paths, and hidden elements, enabling players to master challenging content without external aids. Building on the magazine's foundational emphasis on strategic gameplay, these features catered to enthusiasts of simulation-heavy genres, providing step-by-step solutions and replay strategies to enhance player success. Additional columns rounded out the editorial content, including hardware recommendations that advised on optimal PC setups for gaming performance, multiplayer tips for online and local play, and a reader mail section for community feedback and discussions. Hardware advice often highlighted components suited for strategy-intensive games, such as robust processors for simulation titles, while multiplayer columns shared networking strategies and community event coverage. The reader mail fostered interaction, addressing queries on game mechanics, technical issues, and editorial suggestions, creating a sense of community among subscribers.[22]Supplements and Cover Media
Computer Games Strategy Plus began including cover discs in the mid-1990s, providing readers with CD-ROMs containing playable game demos, software patches, and full shareware titles to enhance the magazine's practical value for gamers.[23] These discs typically featured a selection of upcoming PC game previews, such as demos for titles like MDK and X-Car in 1997 issues, allowing subscribers to experience content directly tied to the magazine's reviews.[23] In addition to cover discs, the magazine offered special supplements that included pull-out strategy card inserts for quick-reference tips on popular games, foldable posters showcasing game artwork or maps, and dedicated annual buyer's guides starting from 1997.[1] The annual buyer's guides, such as the 1997 and 1998 editions, compiled comprehensive hardware and software recommendations, often bundled with additional demo content to guide purchasing decisions.[24] These inserts were designed as collectible add-ons, providing tactile, visual, and strategic extensions to the printed articles. Over time, the cover discs evolved to reflect technological advancements in gaming, with early 1990s iterations focusing on basic shareware and utilities giving way to more sophisticated offerings by 2000, including high-profile demos for multiplayer-enabled games like StarCraft and Quake III Arena.[23] Later discs under the Computer Games Magazine branding incorporated tools for online connectivity and game modifications, aligning with the rise of internet-based play.[23] Cover discs and supplements were distributed with most issues beginning around Issue 50 in 1995, becoming a standard feature that complemented the magazine's overall print format of in-depth reviews and features.[23]Circulation and Impact
Circulation Statistics
Computer Games Magazine experienced significant growth in circulation during the late 1990s and early 2000s, reflecting the booming popularity of PC gaming. By 1998, its circulation had reached 184,299 copies, establishing it as the third-largest computer game magazine in the United States at the time.[25] The magazine achieved its peak circulation in December 2000 with 450,515 copies sold, while the average for the July-December 2000 period stood at 374,576 copies. This surge highlighted its commercial success amid the expanding gaming market.[25]| Period | Circulation (Average or Specific) | Notes |
|---|---|---|
| 1998 | 184,299 | Annual average; third-largest US PC gaming magazine |
| July-Dec 2000 | 374,576 | Average paid circulation |
| December 2000 | 450,515 | Peak single-issue circulation |