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Sid Meier Responds

Posted by Zonk on Fri Oct 21, 2005 12:25 PM
from the i-plan-on-building-the-great-wall dept.
Late in September we gave you the chance to put your questions to eminent game designer Sid Meier, the man behind the Civilization series. Creator of a series that has squandered the spare time of many a reader of this site, he took time out of the Civ IV release window to hand us back some thoughtful responses to your queries. Read on for the results of "Ask Sid Meier".
1. By Anonymous Coward:
What is your opinion on open source clones such as FreeCiv? FreeLoaders, or flatterers? :)

Response:
It's tough to make a blanket statement about all open source clones, but since developers and publishers rely very heavily on intellectual property rights, any infringement or dilution of those rights can be detrimental to companies, games, and consumers. In the case of Civilization, Take Two Interactive now owns all rights to the game series and fortunately, the franchise is still a mainstay at Firaxis...so we feel pretty protective of the IP.

2. By Surt (22457):
Keeping PC gaming alive:
What factors do you think help keep PC gaming alive when competing with consoles, and do you foresee that PC gaming will continue to survive when confronted with the next generation of consoles? From the reverse perspective, what prevents consoles from finally killing off PC gaming?

Response:
Believe it or not, I think the biggest thing PCs have going for them in the console war is the mouse/keyboard interface. So many game types are nearly unplayable without this simple mechanism. Real-time strategies, first-person shooters, point and click adventures, are all best suited to a mouse and keyboard. Another important factor is the innate upgradeability of PCs vs. consoles. The fact that you can still have a viable machine two years after it has been on the market, by simply adding RAM or a new video card is priceless. PCs also benefit from fairly cost effective high-resolution monitors. Finally, you can't ignore how easy it is to connect PCs to the internet (another mouse/keyboard must by the way). Being able to quickly, easily, and cheaply connect is a major plus, as it allows all sorts of flexibility - from finding opponents to downloading patches and content to browsing forums and FAQs.

On the reverse side, consoles offer many positives as well. They represent a known quantity so it is easy to take advantage of everything they have to offer without worrying about the least common denominator. They are inexpensive to buy and easy to operate. They work well with your home theater and your living room without requiring a lot of technical know-how. Even with all of that, they will never "kill-off" computers because they aren't competing for the same market in the same fashion. There will always be room for both and that's good for me.

3. By codergeek42 (792304):
I think the big question on a lot of our minds is: Why did you start doing game design and programming in the first place?

Response:
I caught the computer bug in college, but never imagined that one day I would have a career making games for the computer. As a kid I really enjoyed playing board games and card games, and was interested in reading books about history, pirates, airplanes...all of which have been the topics in the games I've created. Bill Stealey and I started Microprose on a dare really...we were at a business conference together and were playing a flight-sim arcade game. Bill was really impressed that I kept winning and I told him that I could tell what the AI was going to do each time, so it was easy to win...and I said that I could make a better game in two weeks. Bill challenged me to do just that and so began our game development company.

4. By Avacar (911548):
Balance:
When building any strategy game, where do you start when you attempt to balance the game? Do you find that you personally need to playtest and try new concepts to balance games, or do the inherent mechanisms of your games lead towards making balance easier for you to achieve?

Response:
My whole approach to making games revolves around first creating a solid prototype and then playing and improving the game over the course of the 2-3 year development cycle...until we think it's ready for prime time. My experience in this area helps me to know what to do and where to start. I definitely spend a lot of time playing the game before I let anyone else look at it. I also have quite a code base that I've been using for a long time, so I know how certain systems will work before I even throw them in. Once the basics are in and I'm comfortable letting other people see it, I like to watch brand new players play it first. It's much harder to make a game balanced for newbies than for hard core gamers. I like to see where they have trouble and I try to eliminate things that are too troublesome or difficult to grasp... it's really important that players feel rewarded at all times, so this step is critical for that reason. Of course, once I have a good grasp on the new player experience, it's time to throw the game to the seasoned testers. For them, I just keep ramping up difficulty by factors of 2 until they beg for mercy - it seems to take longer than it used to for that to happen. :)

5. By WhiteBandit (185659):
Future Directions in Gaming:
I admire many of the great game designers who have pushed the boundaries in gaming (yourself, Will Wright and Peter Molyneux to name a few). However, I can't help but feel that many of today's genres are stale and a lot of new games are mostly repeating past formulas as we see many sequels or derivatives of previous games being released. This appears to be a trend that will continue. Where do you think the future of gaming is headed, and how hard is it to introduce radical new ideas into the industry?

Response:
The cost of making games has gone through the roof, so understandably, publishers want to invest in games that are sure to sell...and sequels for successful franchises are safe bets. It's very difficult to convince publishers to invest millions of dollars in a new game idea...it's too risky. And, fans certainly seem to want more of what they love...Civilization, AoE, Sims...we keep making those games because people keep asking for more.

The game industry will continue to grow and become a bigger part of main stream entertainment...and eventually take over the world J The constant advances in gaming systems will drive new ideas. I think we're just at the tip of the iceberg in gaming...there's so much more to come.

6. By Amoeba (55277):
Playability vs Graphics:
In any Slashdot gaming discussion, invariably the debate between playability vs. graphics comes up. "This game is pretty but the game sucks!" vs. "Nethack is all I need man." The games you've had a hand in seem to emphasize intricate strategy, with graphics taking a backseat for the most part. Some of the most successful games in the past have been very simple on the surface but can have amazing depth, all without gee-whiz factor of purty lights and bleeding-edge graphics engines. How much focus do you place on the graphical aspects of gaming, and do you think there is a way to achieve a balance without sacrifices on either end? How do you tackle that problem? When I got started, there was only so much you could do with graphics so we had to leave a lot up to the player's imagination. That was the beauty of those old games; the player filled in the gaps for you. If you put a green blob on the screen and called it a dragon, it had the tendency of becoming a dragon so long as you were engaging the player's mind. Times change, though, and technology marches on. People expect a lot more out of a computer or video game these days and we have to adjust. I still like to engage the player's imagination, but they don't have to fill in so many gaps themselves.

Response:
This is very cool because I don't have to use so many info screens to show players what they need to know - which is a dream come true for me. When we were remaking Pirates, it was very important to us that players be able to see the towns, discern their nationality, and see how large and wealthy they were all by looking at the screen. In Civ IV, the guys have taken that concept even farther and you can see at a glance everything you really need to know about a city.

On the other hand, it seems there are many times when graphics get the better of good judgment. I must say that I am a big fan of racing games like Gran Turismo, but sometimes it seems they are more focused on the replay than the race, which feels a little backwards to me. In fact, lately I've been let down by a bunch of racing games that looked amazing but were tragically flawed in some way. So, I'll stick with Gran Turismo 3.

One final note on this... Recently, I've been working on several prototypes and was surprised to find that I reached a point fairly early on when I just couldn't find any more fun in the concept - until I had some professionally created art. In the past, I was content to create my own art and never had any trouble envisioning gameplay, so this represents a fundamental change for me.

7. By truthsearch (249536):
AI:
I've been a huge fan of Civilization since it first came out. I've always thought the AI of the computer player is relatively good, especially how each has certain characteristics which differentiate them. But AI in strategy games doesn't seemed to have advanced drastically in the last 15 years. What do you imagine the next big advance in game AI will be? When will games really learn how you play? Will we not be able to tell the difference between a human and computer competitor? I probably shouldn't be telling you this, but in my opinion, the goal of AI is not necessarily to simulate a human response. The goal is to generate interest for the player by providing the illusion of a human-like response - or not at all human-like, if that's what it takes to engage the player. I'm not entirely sure that complex games like Civ could ever have true human responses because there is so much complexity that the AI would bring almost any machine to its knees.

Response:
Consider this: we have only recently been able to truly simulate intelligence that can compete with a human in chess. Chess is obviously a complex intellectual game, but it is ultimately fairly easy to define because there are only 64 squares and 6 types of movement. Plus, the rules of engagement are simple - attack and win. Add to that the huge amount of known strategy that has been collected and studied throughout the years and it is even more definable. In a game like Civ, we have over 80 units, all with different movement rates, strengths, special abilities, experience levels, etc. We also have to decide where to place cities, what to build, who to be nice to and who to make war with. We also have to decide what to research, what religion to spread, what Civics to adopt, etc. All in all, I don't expect to see anything close to true human intelligence any time soon, as long as games continue to get more complex.

9. By Chickenofbristol55 (884806):
Question:
Since the first Civilization game in 1991, how do you think the gaming industry has changed? And, is the change for the better or for the worse?

Response:
Obviously the gaming industry has grown exponentially since 1991. The cost of entry is much higher than it was when I started. The days of guys building a game in their garage and then selling it to a publisher are behind us, I'm afraid. To make a game today it takes more money, time, people, technology...which is why there are fewer independent developers and the big publishing houses run the show. Frankly, I liked it better in the old days, when things were less complicated (I'm showing my age here). We were breaking new ground, and it was really fun. Not to say that it's not fun now...I still love making games and have a bunch of new ideas for games I'd like to create.

The stakes are much higher now, but the quality of many of the games produced today is pretty impressive. The changes in the industry have definitely benefited the consumers - they have an array of game systems and games to choose from...and the competitive environment drives developers to strive to out-do each other...which pushes game design forward.

All things considered...there's nothing else I'd rather do for a living than make games. It's the best job in the world.

10. By TuringTest (533084):
What kind of game do you enjoy?:
Good games (and specially videogames) entail a great deal of simulation of reality; They are bits of everyday life simplified for casual enjoyment. What do you feel is more important for a game to be great and/or successful: that the mechanics create an environment with interesting and complex possibilities, or that they are fun and easy to grasp? Is balance required between these two design forces? And which of the two do you enjoy most in your own experiences as game player?

Response:
I like to play all kinds of games...on a variety of systems. My son and I play games on the PC, PS2, Xbox, GameCube...and they range from Warcraft, to Halo to Grand Turismo...to Civilization. :)

I definitely try to create, and most enjoy playing, games that strike a balance between depth/complexity and ease of use. My goal when making a game is to find the right mix of story and mechanics that will deliver many hours of fun to players. We try to put the player in a situation where they can be something great - King, Pirate Captain, Tycoon, Entrepreneur - and create an interesting world where they can have an adventure, build an empire, conquer the world etc. The game can be as deep as a player wants it to be. In Civ for example, a game can last from 1 hour to 40 hours, depending on what the player wants. I've watched kids play Civ on a very surface level and have a great time with it...and I've seen hard core gamers go as deeply into the game as possible...where things become pretty complex...and those folks have a fun experience too. We've tried to make Civ IV easy for anyone to pick up and play...and then created layers and layers of depth and complexity just waiting to be explored by those who dare to venture there. But...the interface remains familiar and easy-to-use throughout....and the visuals add a whole new dimension to the experience. Sorry for the shameless plug...but it's our baby. :)

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  • Nice dodge (Score:4, Funny)

    by Dachannien (617929) on Friday October 21 2005, @12:33PM (#13845946)
    It's tough to make a blanket statement about all open source clones, but since developers and publishers rely very heavily on intellectual property rights, any infringement or dilution of those rights can be detrimental to companies, games, and consumers. In the case of Civilization, Take Two Interactive now owns all rights to the game series and fortunately, the franchise is still a mainstay at Firaxis...so we feel pretty protective of the IP.

    Apparently, Take Two also owns all rights to the Sid Meier's Personal Opinion franchise.

    Still, the rest of the interview was very interesting.

    • Re:Nice dodge (Score:5, Insightful)

      by Skater (41976) on Friday October 21 2005, @12:41PM (#13846014) Homepage Journal
      Actually, I think he did answer the question, or at least he came a lot closer to answering it than "dodging" would imply. He's telling the developers of those clones to be careful about copying or risk being sued. I get the impression he doesn't really like the clones that much, but he probably hasn't looked at them closely and so doesn't know how much or how little they copy his work.
        • by Red Flayer (890720) on Friday October 21 2005, @01:05PM (#13846218) Journal
          He doesn't own the IP anymore, Take2 does.

          And Take2, like any big publisher, will move to quash clone developers when they become a threat.

          It's a business. It's not there to promote independent developers, it's there to make money.

          We should be happy that Sid & Take2 are continuing to develop games, to improve the Civ franchise, instead of sitting back and slapping lawsuits on anyone who tries to copy older games.

          Disclaimer: I do not work for Take2, but I'm in the same building as them.
        • "Surely, after all the massive hits he's made and the piles of money he sleeps on, he can afford to be a little gracious towards an open source game project."

          Ahh, spoken like a true Socialist!

          'I say he's made enough money, and I think he should be compel^H^H^H^H^H^H happy to give back to the people who played his games!'
          • by ultranova (717540) on Friday October 21 2005, @03:18PM (#13847400)

            Ahh, spoken like a true Socialist!

            The current boogeyman is "terrorist". Totalitarian socialistic regiments have either fallen (Soviet Union) or are converting themselves to totalitarian market economies (China), while the non-totalitarian mixed-economy commonwealths (most European countries, especially Nordic countries) have become corrupted by globalism for the benefit of large international corporations and to the detriment of their people.

            Osama bin Laden, on the other hand, has kept frustrating all US efforts to find him, and is still a viable boogeyman. Please use current boogeyman termonology; otherwise, the younger people here won't get your attempt to make the parent look bad.

            This message has been brought to you by Boomonology Inc - let us deliver your boogeyman !

            'I say he's made enough money, and I think he should be compel^H^H^H^H^H^H happy to give back to the people who played his games!'

            The grandparent didn't say so. The grandparent said that Sid can afford to be tolerant of people who are making a new game based on Civilization as a non-monetary-profit project. These people don't want Sids money, they want nothing from him except to be left alone. So far they have gotten what they want.

            However, I do find the very idea that you can get the government to stop someone from reimplementing your idea in the form of a new product deeply disturbing, and completely contrary to the idea of free market. Perhaps Wine [winehq.org] should also be shut down, since they are reimplementing the Windows API, even if their product shares no code with Windows ?

            • It's about wealth redistribution: the GGP poster apparently resents the fact that Meier is wealthy, and feels that he hasn't been generous enough.

              When people dictate to others how generous they should be, it always reminds me of socialists who would compel Meier to fork over his fortune through taxation.

              OK, so maybe calling him a socialist was a stretch, but I have a huge problem with people who want to dictate the generosity of others.
              • by dangitman (862676) on Friday October 21 2005, @02:55PM (#13847173)
                It's about wealth redistribution: the GGP poster apparently resents the fact that Meier is wealthy, and feels that he hasn't been generous enough.

                I don't see where he asked for the government to enforce it. Many people disagree about choices to do with money. That doesn't mean they want to use force. For example - does disapproving that someone spends all their money on hookers and cocaine mean that one necessarily wants the government to outlaw hookers and cocaine? Of course not. it's just a personal judgement.

                Meier has enough money to be comfortable, so suing people or being overly protective of his profits would seem greedy to many people. And greed is not usually considered a positive thing. Of course, he is free to be as greedy as he wants, but we don't have to respect him if he chooses to do so.

                *Note: I am not trying to suggest Meier is greedy here. Just deconstructing the logic of your post.

          • nitpick (Score:3, Interesting)

            IANAL, but I did have to pass the stupid law exam to be licensed as a professional engineer in Ontario. One thing I remember is that, under Canadian law, you cannot sue unless damages are incurred. This makes sense, in that a case where no damages are alleged would be a waste of the court's time.

            However, in IP cases, it seems like the damages can include loss of potential sales, or reduction of the value of a brand.

            As one consequence, I have heard other people argue that the GPL might not withstand a lega
            • As one consequence, I have heard other people argue that the GPL might not withstand a legal challenge, because violating it cannot incur monetary damages. Again, IANAL, but I'm sure some clever lawyer could come up with a counter-argument.

              Well, I'm not a lawyer either, but I consider myself pretty clever, and that will have to do ;). The obvious counter-argument is that you license any code you own the copyrights to under as many different licenses as you want. This means that just because some code is

    • Re:Nice dodge (Score:5, Insightful)

      by stlhawkeye (868951) on Friday October 21 2005, @12:55PM (#13846149) Homepage Journal
      Apparently, Take Two also owns all rights to the Sid Meier's Personal Opinion franchise.

      Translation from Slashbot into English:

      I like Sid and his games and I'm pissed off that he cares about making money off his innovation instead of blindly embracing open source like I do. Fuck fuck fuck fuck fuck. One more person I can't respect.

      Dude, seriously. If I was in his shoes and had my career aspirations, bankroll, retirement, and basically every financial aspect of my life hinging upon the legal protection of what amount to ideas, I'd wouldn't even be THIS evasion about it. I'd be saying something like, "Are you seriously asking me what I think of people who take my ideas and produce half-assed clones of them that they distribute for free while I'm trying to run a company that feeds six dozen developer's families?"

      Insert cliched rebuttal about how ideas don't have owners here.

      • Re:Nice dodge (Score:5, Interesting)

        by Sweetshark (696449) on Friday October 21 2005, @01:21PM (#13846364)
        I'd be saying something like, "Are you seriously asking me what I think of people who take my ideas and produce half-assed clones of them that they distribute for free while I'm trying to run a company that feeds six dozen developer's families?"

        There are few things that the half-assed clones and Sid Meier's Civilization have in common that is not already in this:
        Civilization [boardgamegeek.com]
        And that one was designed by Francis Tresham, so yes, I it makes me sore, if Sid bitches about "his" IP.
        Also the half-assed clones have features that are missing in the Civ games, or have been implemented there much later (useable networked gaming, hex tilesets, etc.)
          • Think of all those years of "F/OSS" effort put into re-implementing someone else's game and putting new features on it, when that energy could have just been put toward creating an original franchise to showcase the power of OSS development.

            You mean like http://www.wesnoth.org/ [wesnoth.org]?
          • Both Open and Closed Source companies make clones: see Dune II, Warcraft, Dark Reign, Total Annihilation, Age of Empires, Age of Wonders, etc.

            There are many original Open Source games. Including Nethack.

          • Re:Nice dodge (Score:5, Informative)

            by Sweetshark (696449) on Friday October 21 2005, @05:46PM (#13848797)
            The board game was developed under license from Microprose (as they were at the time).

            Kids today. Quoteth Wikipedia:
            Meier admits to "borrowing" many of the technology tree ideas from a board game also called Civilization (published in the United Kingdom in 1980 by Hartland Trefoil (later by Gibson Games), and in the United States in 1981 by Avalon Hill). The early versions of the game even included a flier of information and ordering materials for the board game. In an ironic twist, there is now a board game based on the computer game version of Civilization.
            http://en.wikipedia.org/wiki/Civilization_(board_g ame) [wikipedia.org]
            http://en.wikipedia.org/wiki/Civilization_(compute r_game) [wikipedia.org]
            The boardgame is from 1981, when the common Home-PCs didnt even have means to present a computergame like Civilization.

            (although looking at the pictures you've linked to, that's a different board game from the one I played, it looks like it plays by the same principles... probably just an earlier version of it)
            Well, yeah - you may have a point there.

            Most gamers I've discussed this with think that using hexagonal layouts for TBS games is actually inferior to square-with-diagonals like Civ, as it restricts movement to 6 directions, rather than the 8 available in Civ.
            Completely ignoring the fact that you can move sqrt(2) as wide in certain directions than in others. Hexes are the best representation of terrain, and were therefore used in almost all classic combat simulations and wargames like Squad Leader or even BattleTech.

            While FreeCiv has network play, which was apparently added as an afterthought to the Civilization franchise, playing against computer players just doesn't work as well. Playing against FreeCiv AI on its hardest level I can easily beat it; against CivII I don't stand a chance unless I have a very lucky start. It also seems to lack a level that is as easy as Civ's easiest.
            So they have very different key features and thus are very different games? Thats what I said ...
      • Insert cliched rebuttal about how ideas don't have owners here.

        Wow, people are very mis-informed in this thread today. Game rules are un-copyrightable! You can copyright the art, the rulebook etc but the rules of the game get no protection.
  • by LDoggg_ (659725) on Friday October 21 2005, @12:38PM (#13845987) Homepage
    The most popular questions from the slashdot comments don't get picked.

    For the second game developer interview in a row +5 modded questions about linux ports of the games have been posted and ignored.
    Come one, slashdot. Just ask the questions we've modded up.
  • PC Upgradability (Score:4, Insightful)

    by Tyler Eaves (344284) on Friday October 21 2005, @12:45PM (#13846054)
    The fact that you can still have a viable machine two years after it has been on the market, by simply adding RAM or a new video card is priceless.

    Yea, but the thing is that these days you can buy a new console for LESS than a decent video card...
    • ...and the console is viable for 4-5 years, AND the games typically look, run, and play *better* the longer you own the console (as developers exploit the console better).

      Still, PCs are great machines. For coding console games. [duck]

    • Yes an no... The xbox 360's releasing at like $400 for a complete package, while you can get a used xbox for like $100. Meanwhile, you can get a good solid midrange video card for $150.

      Consoles are going up in price as they try to match PCs in terms of graphics power. Since xbox and ps2 run at resolutions way lower than PC resolutions, they don't need the processing power PCs do. This is changing as TVs become HDTVs, and get the same resolution as computer monitors. I just built a /fast/ PC for a buddy for
  • by katana (122232) on Friday October 21 2005, @12:46PM (#13846064) Homepage
    "I also have quite a code base that I've been using for a long time, so I know how certain systems will work before I even throw them in."

    My first thought on this was, Wow, wouldn't it be great to Open Source this code base. My second thought was, isn't this a symptom of a larger problem? We want code to be modular and reusable so complex games can be developed quickly, yet we complain that games aren't original enough because people are reusing code. Seems like a fundamental problem to me.
    • by merdark (550117) on Friday October 21 2005, @01:13PM (#13846290)
      The overall "game logic" code is probably a very small fraction of the overall code base. All games need certain functions, game time/event code, graphics rendering code, animation code, etc etc. Reusing code does not have anything to do with game play being original or not, unless they are also reusing game logic ideas (and code).
  • Waste of a question (Score:5, Interesting)

    by hellfire (86129) <deviladv@@@thedevilsadvocate...org> on Friday October 21 2005, @12:48PM (#13846086) Homepage
    Keeping PC gaming alive:
    What factors do you think help keep PC gaming alive when competing with consoles, and do you foresee that PC gaming will continue to survive when confronted with the next generation of consoles? From the reverse perspective, what prevents consoles from finally killing off PC gaming?


    I missed this question when the original article asking for questions was posted. But this is a silly waste. Sid's answer is spot on, and I wish I knocked this down a knotch with a mod point.

    Lumping an entire market together and insisting they are direct competitors for the exact same dollar is stupid. Civ4 cannot be played well with a PS2 controller, and Grand Turismo plays crappy on a keyboard. You can find a way to make it work, but no one is going to spend the time to try to code it. It's a waste. The market will show you that there is room for both, and while there are lots of crossovers, you will also see that there are lots of areas where there is absolutely no crossover, simply because of interface issues.

    Sid makes some other great points about graphics and upgrades you can do to a PC. This goes into the fact that a $100-$300 console can run a fast paced racing game with better performance than a $1500 computer. PC games are notorious for being slow and skipping frames. Some console games do this, but that's considered a bug in the console game and it doesn't do so well if it performs badly. However, in the PC world if a game has godly system requirements for any reason, the blame is more often put on the PC and not the person who coded it to require too much power. Sometimes that's deserving but having to spend hours just to fine tune your system to play Quake or Doom is nuts.

    They are all gaming companies, but different games for different platforms will always be here, and I hope it gets even more diverse, because we need the diversity.
    • PC games are notorious for being slow and skipping frames. Some console games do this, but that's considered a bug in the console game and it doesn't do so well if it performs badly.

      Many modern console games run 20-30 FPS, with 30 FPS being a 'goal'. They also generally do not necessarily attempt to run at a fixed frame rate, unlike consoles of previous generations. Unless, that fixed frame rate is capping off the frame rate at the lower end of a fluctuating spectrum so as to prevent uneven performance.
  • by Anonymous Coward on Friday October 21 2005, @12:52PM (#13846121)
    Frankly, I was surprised at your nomination. Many of us would like to know: With your background as a game designer, what in particular do you feel makes you qualified to sit on the Supreme Court?
  • Input devices (Score:4, Interesting)

    by digidave (259925) on Friday October 21 2005, @01:17PM (#13846322)
    Given his comments on input devices on PCs being so far ahead of those on consoles, I wonder what Sid Meier thinks of the Nintendo Revolution controller. It seems to close some gaps while widening others. Then it also does things the PC hasn't yet dreamed of. IMO, it will be perfect for playing strategy games.
  • by aiken_d (127097) <aiken@@@bondage...com> on Friday October 21 2005, @01:28PM (#13846402) Homepage
    I like to play all kinds of games...on a variety of systems. My son and I play games on the PC, PS2, Xbox, GameCube...and they range from Warcraft, to Halo to Grand Turismo...to Civilization. :)

    And all of that legitimately tax deductible. Nevermind how much fun the guy has at work, that's the really cool part. Government subsidized computers, console, and games. I'm in the wrong industry.*

    Cheers
    -b

    * (well, I do get to deduct pr0n, so I guess it's not all that bad)

  • by Elyjah (108222) on Friday October 21 2005, @01:28PM (#13846404)
    Violence in current videogames? A South Carolina man was able to foil an attempted carjacking [cnn.com] using methods learned from Grand Theft Auto. I think both sides of the "violent games" story need to be told!
  • Priceless? (Score:4, Interesting)

    by dangitman (862676) on Friday October 21 2005, @02:36PM (#13846984)
    The fact that you can still have a viable machine two years after it has been on the market, by simply adding RAM or a new video card is priceles

    No, that has a very definite price. Consoles are still viable machines two years (and longer) after purchase without any upgrades. They generally have much better compatibility with new games than old computers do.

    • well i don't know about anybody else here, but i hate playing a fps on a console. i'll take my good ol' keytronic kb and intellimouse optical over a controller anyday.
    • by adavies42 (746183) on Friday October 21 2005, @12:45PM (#13846049)
      Yes, frankly. Two-sticking ala Goldeneye is tolerable, at least for a fairly simple FPS, but having easy access to dozens of keys for things like weapon switching, and having a mouse which can aim far more accurately than a joystick, still makes for a far better experience.
    • by arkhan_jg (618674) on Friday October 21 2005, @12:54PM (#13846135)
      It's the fine detail aiming with the mouse, combined with the movement and weapon selection on the keyboard. It only works because you have both of them on a desk, so you don't have to have something light enough or wieldy enough to hold in your hands.

      With consoles, you need a small controller you can hold in mid-air, so for example aiming and button use has to be done with your thumbs, rather than most of your fingers. I've played Halo on the PC and XBox, and the PC version is unquestionably better in my mind.

      That said, the next generation nintendo with it's gyro controllers will actually use the mid-air movement of the controller(s), so FPS games on it may well end up equal or superior to the PC experience. We'll see.
    • by tktk (540564) on Friday October 21 2005, @12:54PM (#13846140)
      I've been playing Civ3 on a pentium M lately and it's still way too slow when the game gets into the modern age.

      Hmm...you must have accidentally researched political red tape.

    • by wo1verin3 (473094) on Friday October 21 2005, @01:00PM (#13846188) Homepage
      I've been playing Civ3 on a pentium M lately and it's still way too slow when the game gets into the modern age.

      As soon as your PC hits the modern age you'll be fine :)
    • by thesandtiger (819476) on Friday October 21 2005, @01:02PM (#13846202)
      How much RAM do you have?

      I'm playing on an older P4 (2.something GHz I think) but I've got 1GB of RAM and I don't notice that much of a slow-down in the modern era. I usually play on huge worlds with lots of civs on them, too. I bought this machine about 3-4 years ago.

      There is a slowdown in gameplay, but you don't seem to be discussing that kind of thing since you are mentioning processor and not things like the actual gameplay. I find that by the modern era, in those huge worlds, I have so many things to move and do that each turn can take me 10 minutes or so. I definitely hope that, in Civ4, I'll have even better automating options for city stuff. (Civ 3 really pisses me off that, despite orders to the governors to never build units or to always build any city improvement they can, it still sometimes builds units, or shifts to "wealth" instead of building improvements from the expansion packs. GRR! All the time I save with automation gets spent fighting back against the automation when it misbehaves. Bad expansion!)

      Just recently, in honor of City of Villains, Civ4, Quake 4 and FEAR, I have bitten the bullet and upgraded to an AMD 64 system w/SLI and 2GB of RAM. What I spent in hardware costs, I'll save in heating expenses, for sure.
    • I found that Civ II was the best version of the game, having seen and played CIV I, II, III, and Alpha Centauri.

      CIV II had really humerous videos of the advisory council, user customizable maps, continent sizes, climate choices, the ability to modify the landscape within the games via engineers, and if you chose to, beat the pants of the game by cheating inside of the game - not having to resort to hacking the game saves (making every hut a new city, unit, or most powerfully IMO a new discovery was amusing
      • CIV II had really humerous (sic) videos of the advisory council... Civ III, while cute...

        To each her own, but the cutesy videos of the council got very old very quickly. "Cute" isn't the goal at all in your typical world domination game, is it? Spaceward Ho, maybe...

        For me, any good simulation game is one where after you understand the core concept well enough, you can, with a little luck and good planning, have a decent chance of winning most scenarios hands down vs the computer AI...

        Perhaps you're

      • CIV III could have stood to have been a bit more humerous.

        I found the following amusing [lyricsfreak.com] when trying to change governments:

        You say you want a revolution?

        • Yes. You know it's gonna be alright.
        • No. You can count me out.
    • by Diablerie (195323) on Friday October 21 2005, @01:49PM (#13846591)
      Not true.

      The reason that computer Go is much harder to implement that computer chess is because the problem space is much larger. Chess is played on an 8x8 grid, with only a few dozen possible moves on each turn. Go is typically played on a 19x19 grid, so at least at the beginning of the game, there are many times more possible moves. When you start calculating a few moves ahead, then things get *really* complicated. Also, despite the simple rules, distinguishing a good move from a bad move in Go is quite hard.

      The complexity of the rules is not that important -- it's the number of possible moves and figuring out the effect of each move that makes programming the AI hard. I think Sid's right on this one.
    • by amalcon (472105) on Friday October 21 2005, @01:57PM (#13846667)
      Sid is not referring to the complexity of the rules themselves. He is referring to the branching factor -- that is, the number of possible situations some number of turns down the road. After each player's first moves in chess, there are precisely 324 possible positions. After each player's first turn in Civ 1, there are at least 4^(number of civs) possible positions (rest, found city, build road, disband, there are also more b/c I don't think it can start you on a 1x1 island). With five civilizations, this is already greater than the initial possibilities in chess. It grows far more rapidly from this, as you have choices of what to research, what to build, where to place cities, how much to research, etc. and there are also random events.

      Go, on the other hand, has over one hundred thousand possible board positions after each player has one move. After the second turn, there are over sixteen billion. This branching factor is what causes complexity for a computer. The actual mechanics of the rules have very little to do with it.