Ask Sid Meier 604
Sid Meier is a household name in gaming. Titles he's designed, such as Railroad Tycoon, Pirates!, and Civilization, are pillars in the history of PC gaming. This year the fourth chapter in the Civilization series of games is being released, and we have a great opportunity. Today we're asking for questions about design and philosophy to pass on to Mr. Meier. On Wednesday, we'll be asking for questions to give to the Civilization IV development team. That day you'll have the chance to ask technical questions about the moddability and design concepts that went into the game. For today, here's your opportunity to put questions to one of the most respected game designers in the industry. Keep them topical, and one question per post please. We'll pass on the ten best questions, his responses will go up as soon as we get them back.
Different Aspects? (Score:4, Interesting)
Re:Different Aspects? (Score:5, Interesting)
Civilization was a fine strategy wargame. Which reasons led you to deemphasize wargaming in Civilization III? Was it a good choice in retrospect?
Re:Different Aspects? (Score:4, Insightful)
Bah, boring question (Score:5, Funny)
Re:Different Aspects? (Score:5, Interesting)
What is your opinion... (Score:5, Interesting)
How does the quality.. (Score:4, Interesting)
How does the source code and implementation design quality of such open source engines compare to the actual products?
Re:What is your opinion... (Score:5, Funny)
I am interested in a career in computers, because I eventually want to work in the SETI program. However, while there are plenty of courses in electronics at my school, it doesn't have any courses in either mass production or miniaturization. Should I change schools? I've considered dropping out of school and becoming a spy for the government, but I don't really think that I know enough about communism to pull it off.
Sincerely,
Irresolute in Iowa
Re:What is your opinion... (Score:3, Informative)
Re:What is your opinion... (Score:5, Informative)
Flatterers, on the other hand, is a special version of FreeCiv released by the Flat Earth Society, in which the map doesn't wrap around at the edges.
(and for God's sake, please don't mod this 'informative'!!!!)
keeping pc gaming alive (Score:5, Interesting)
Originality (Score:4, Insightful)
What sort of "original" game do you propose? (Score:3, Insightful)
Perhaps if you tell us what sort of original game that you'd like, an individual or gaming company will run with the idea and create the sort of game you're thinking of.
Re:What sort of "original" game do you propose? (Score:5, Insightful)
Re:What sort of "original" game do you propose? (Score:5, Funny)
* Katamari vs. Doom - "We Love Demons!": Roll demons up into a ball, starting with the tiniest of demons, up to monstrous demons the size of hell, all of which struggle to kill you. Use powerful ball-rolling weapons such as the chain-firing gun and the BFG (big freaking gumball) to assist you in your task.
* Nintendogs vs. Command and Conquer vs. Full Throttle - "Full Adorable Command": Send wave after wave of adorable little hand-raised puppies after a single oversized tank and its support infrastructure, to the tune of "Flight of the Valkyries".
* Civilization vs. Tie Fighter - "Imperial Civilization": Carefully establish imperial control across the galaxy from aboard your starship, as you subvert rebel partisan factions, dominate technology, and crush any newly developed forms of government
* Monkey Island vs. World of Warcraft - "Monkey World": Everyone wants to be a mighty pirate! But do you have the pure unbridled insult skills? The power over puns? The utterly whimiscal mind? Prove your mettle online with many thousands of rival pirate-wannabees!
* Tetris vs. Diablo - "Puzzle Demons": How many demons can *you* fit in a phone booth? Well, it depends on how you stack them, and how hard they fight back!
* Zork vs. Nethack - "Zorkhack": "You are standing in an open field west of a white house, with a boarded front door. There is a mailbox here." Open mailbox "You have unleashed a mail demon, a swarm of killer bees, five balrogs, Newt Gingrich, and a swarm of trolls chanting in unison 'WHAT did you say about my mother??'! You die."
* Zero-Wing vs. Earthbound - "Ground Towards": You won't understand a bit of what's going on, but you'll have a great time nonetheless!
Re:What sort of "original" game do you propose? (Score:3, Insightful)
Pardon me, but that seems a little silly. The game designers are being paid for their creativity. It's one thing for A. Random Slashdotter not to have any creative ideas for games; for a designer, it is a serious problem.
For an entire industry, such creative bankrupcy would be a disgrace.
But really, as far as I can see, the problem is not a lack
Re:What sort of "original" game do you propose? (Score:3, Interesting)
Diablo was not evolutionary.
I'll give you the benefit of the doubt and assume English is not your first language. I said that I would like to see games that are evolutionary (as far as graphics and gaming engine are concerned) and which are somewhat improved versions of existing games, except with a new plot, story elements, artwork etc. The Diablo series is evolutionary because Diablo 2 is a bunch of improvements on Diablo without changing anything major. I'd like to see a third version that is better
Re:Originality (Score:5, Insightful)
Or take, perhaps, Civilization IV?
Re:Originality (Score:4, Informative)
Here is a quote from a non-difinitive source (found via some googlin'): http://www.absoluteastronomy.com/encyclopedia/d/d
"Kevin Cloud and (Click link for more info and facts about Adrian Carmack) Adrian Carmack, two of the id Software owners, were always strongly opposed to remaking Doom. This is after many old fans complained that id was going back to the same well too often. However, after the warm reception of (Click link for more info and facts about Return to Castle Wolfenstein) Return to Castle Wolfenstein and latest improvements in rendering technology, most of the employees agreed that a remake was the right idea and confronted Kevin and Adrian with an ultimatum: "allow us to remake Doom or fire us" (including John Carmack). After the relatively painless confrontation (though artist (Click link for more info and facts about Paul Steed) Paul Steed, one of the instigators, was fired in retaliation) the agreement to work on Doom 3 was made."
Though, I THOUGHT someone DID get fired as a result of that ultimatum, I can't find anything to back that up
Re: (Score:3, Informative)
General Questions about Adventure Games (Score:5, Interesting)
My question is, what do you think led to the move away from this genre? Comsumer demand? Replay value? Do you see a return to the old inventory/pont-n-click/story driven games eventually in the future?
Re:General Questions about Adventure Games (Score:5, Interesting)
I think we saw the beginning of this with games like Natural Selection (1.0, 2.0, they seem to have fallen back with 3.0). They weren't entirely adventure-based, but their cooperative team play caught on like wild fire. And each team member had a original role to contribute to the team.
Someone needs to explore this and put some money into the idea. I'm sure it'll be a hit.
balance (Score:5, Interesting)
Technical questions. (Score:3, Interesting)
Re:Technical questions. (Score:5, Informative)
The game is written in C++, with an C++ SDK that is exposed for the MOD community. Tweakable data is stored in XML files. They use Python as their scripting language. They use Boost.Python for binding. Google for "Who's using Boost".
http://www.dignews.com/feature.php?story_id=11457 [dignews.com]
And they probably use MSVC. Everyone uses MSVC. They'd be on crack if they didn't.
Technical questions are probably best answered by someone on the Civ team other than Sid Meier since he is a designer.
Why? (Score:5, Interesting)
Balance (Score:5, Interesting)
Question... (Score:5, Interesting)
Dear Mr. Civ Creator (Score:5, Funny)
Can I please have my softmore year back?
Re:Dear Mr. Civ Creator (Score:5, Funny)
Re:Dear Mr. Civ Creator (Score:5, Funny)
Re:Dear Mr. Civ Creator (Score:5, Funny)
When I was 7 years old, you released Civ II, like a drug dealer giving out free samples of cocaine to get kids addicted and coming back for the rest of their life.
Since then I have been trying to get over my PC gaming addiction, and my success in school is dependent I stop upon these games.
It is my junior year in HS, and what do you do????
You release Civ 4, you sick bastard, in the one year of my HS which truly counts.
AI (Score:5, Interesting)
Re:AI (Score:5, Interesting)
Game AI needs a lot more computing power to be really interesting. There are fairly straightforward reasons for this:
On the stupid end of AI, you have a flat scripted AI. Any scripted AI becomes entirely predictable when the player becomes sufficiently experienced.
In the middle ground of AI, you have a tree scripted AI which goes down various branches in response to game conditions. This AI fares better against the player, but again suffers once the player learns the tree, or how to force the AI down a specific branch.
Further up from here, you have an AI which manages and combines multiple branches based on game conditions, and randomly picks some branches to prevent itself from being forced into any one branch condition. This AI still suffers when the human player learns all of its tricks, and so no possible branch is effective.
So this is basically where AI is stuck at today. Dynamic management of multiple pre-scripted strategies.
The next level is where AI gets interesting: dynamic strategy development. Here we're orders of magnitude off in terms of the processor power needed to really do this effectively.
And that's the basic problem. The obvious next rung in the ladder of AI is just way more computationally complex than existing methods.
Re:AI (Score:5, Interesting)
No offense to Soren or the other AI coders on the project, but the AIs in Civilization seem to lack the ability to compete on these new cultural and resource "battlegrounds". Sure, they'll make attempts to pillage a resource tile here or there, and they'll build temples, but by and large these new game concepts just produce another way the player can exploit the AI. There are numerous exploits noted, such as camping scouts or other non-combat units on un-roaded enemy resources, and these are things the AI just never do. And, if the AI did do them, the player would get quite angry. Which leads to my next question...
2. Have you ever considered building in some sort of "frustration" level to the AI? One of the most common practices against the AI in Civ III was "herding" settler-stacks, by using multiple units to force the AI settler to move in one direction. Then, on the next turn, you would shift all the units in the same direction, forcing the AI settler to move back to it's original spot. This process could be repeated indefinitely, with the AI trying to head somewhere it will never reach. This problem arises because each turn is largely a whole new game to the AI, they have little if any memory of what the human did to them last turn. Wouldn't it make sense to have it remember such passive transgressions, and grow more and more angry at those behind the act? This same rule could be applied to remove the "exploits" known as "herding" and "oscillating wars". It's much like the existing reputation system, only driven by game actions, not just diplomacy.
3. It's clearly obvious, and acknowledged, that the AI cheats in Civ III at the higher levels. Do you see this as a valid method for compensating for AI code that cannot win a fair fight against a seasoned player? Playing a game of Civ III on "Sid" was simply absurd. Sure, it presented a challenge, but the game was so horribly skewed it wasn't Civ any longer; it was just mass produce and sprawl. While it could be argued that current AI technology on a standard PC will never be on equal footing with the human mind, do you not see it as a slap in the face to simply give the AI a 200% production bonus?
4. Have you ever considered having a "learning AI", much like that of Galactic Civilizations? I have been tinkering with the idea, and I really think it would be possible to create a sort of "game analyzer AI" that would accept some sort of "game history" file, which it could then analyze. From this analysis, it could extrapolate various patterns in human behavior, and add them to its heuristics when determining troop movement, production and diplomacy. I realize that it is not as simple as I have labeled it, "finding patterns", but in a finite environment such as any computer game is, a Neural Network could be devised to discover links between the actions a person makes. This could be done locally on the client machine, which would have the effect of making the AI adapt to the player's playing style. Conversely, players could upload their files to an online system that would analyze them and integrate the patterns found into a "collective AI", which could then be released through periodic AI-patches.
5. I'm graduating from Rensselaer Polytechnic Institute in December, finishing a degree in Cognitive Science (Computer Science and Psychology) in three years. Want to put a good word in for me at Firaxis?
A Meier MMORPG? (Score:5, Interesting)
You've got a consistent track record of making some of the most interesting single-player turn-based strategy games ever to grace our screens. Civ and its descendants also make great turn-based multiplayer strategy games.
On the other end of the scale, we have MMORPGs - which to date, have been the direct opposite of single-player turn-based strategy games: repetitive skill grinds, no story arc, etc. The problem tends to run down to the fact that not everyone wants to run an empire - but by the same token, not everyone is content to PVP or grind all day.
It seems that many of the concepts that make a TBS great (IMHO the list includes, but is not limited to, a largish number of factions, shifting alliances between those factions, territorial control, resource management games requiring player allocation of resources between the generation of infrastructure and expendable units, a God's-eye view of history, and a story arc that emerges out of the economic, social, and political interactions between the factions) could be translated to the MMORPG genre - at least, given a suitably inspired design team and suitably-large time/dollar budget.
To what extent (if any) can TBS aspects be translated to a genre as radically different as a MMORPG, and to that extent, what advice would you have for a MMORPG designer?
FreeCiv & Free Software (Score:5, Interesting)
Will Civ 1-3 ever be open sourced? (Score:5, Interesting)
What are your reasons for/against? How do you feel about current free software Civ "clones" like FreeCiv?
New genre (Score:5, Interesting)
Nintendo Revolution and its possibilities (Score:5, Interesting)
The Wisdom of Alpha Centauri (Score:5, Interesting)
Re:The Wisdom of Alpha Centauri (Score:5, Informative)
This also explains partly why Alpah Centauri was so much more fun and imaginative than Civ III.
Re:The Wisdom of Alpha Centauri (Score:4, Interesting)
How do you feel about being used as a brand in "Alpha Centauri"?
P.S For the first few years (of innocence) I was sure that Brian designed the menus of Alpha Centauri (because that's where "designed by" appeared). Got me really confused.
P.S.S Can't wait for Brian's next game - He is about the only gaming person in the industry I truly respect (also Peter Melunuex(sp) but to a lesser degree as lately he gives way too much hype for his innovative, yet not too fun, games).
What kind of game do you enjoy? (Score:5, Interesting)
What do you feel is more important for a game to be great and/or successful: that the bits of reality captured in the simulation will create an environment with interesting and complex possibilities, or that the game mechanics 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 user? (provided that you actually enjoy playing games and not just design them!)
A Question (Score:4, Interesting)
Who or what is your muse? When and how did that first big 'spark' click in your brain for games like Pirates! and Civilization?
Thank you,
Tom Darby
(P.S. If you feel that you simply can't answer this question properly in plain text, I'd be more than happy to drive on up to Firaxis...)
Question: Map Sizes (Score:5, Interesting)
Burning time (Score:4, Funny)
Sweep of Time? (Score:5, Interesting)
Re:Sweep of Time? (Score:4, Interesting)
Future Directions in Gaming (Score:5, Interesting)
Where do you think the future of gaming is headed and how hard is it to introduce radical new ideas into the industry (for example, Firaxis shelving Dinosaurs [apolyton.net] or Will Wright's bold idea in Spore [gamespy.com])?
Playability vs Graphics (Score:5, Interesting)
In any Slashdot gaming discussion invariably the debate between playability vs. graphics comes up. "This game is pretty but the game sucks!" "Nethack is all I need man."
Of all the games you've had a hand in, the intricate strategies and complex ways one can enjoy the game have always seemed paramount, with graphics playing 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 pictures of bleeding edge graphics engines (Tetris, Nethack, Civ series, etc). 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 and how do you tackle that problem? Nintendo's approach of focusing on "fun" and innovation in their games seems to be one example of how it can be done but sadly they are an exception to the rule it seems.
Amoeba
Open game (Score:3, Interesting)
At the time that prompted learning photoshop and my first real in depth look at the Internet. In retrospect that helped spur my career in IT, by making things accesible enough for somoene who wasnt a programmer to go under the hood and make changes, to play with it.
Was it your intent to help spur interest in technology as a career, or was this just an easy way to make the game? Is making the game that easily modifiable in the future something you still plan on doing down the road?
Copyright terms (Score:5, Interesting)
The first version of Civilization was released 14 years ago. With the original copyright terms, it would now be entering public domain. But copyright terms have been extended many times, so Civilization will not enter the public domain for many decades, perhaps not at all.
As one of the more innovative game designers, I think your opinion on this is quite relevant. Is it necessary for copyrights on these games to last for longer than 14 years? Do you depend on revenue from the first Civilisation game? Do you even get any anymore? Would you still have created Civilization had the 14 year copyright term still been in effect? What is the rationale for longer copyright terms?
What I'm getting at, is that Civilization is a landmark in gaming; it's part of our culture and I feel that you have already been duly rewarded by society for creating it, so the reason for you having copyright - so that you can create games as a profession - is no longer valid. Do you agree, and if not, why? If you do agree, do you think there are any situations in which a game company should have longer copyrights?
Please bear in mind the distinction between trademarks and copyright - Civilization entering the public domain would not mean that people would be free to create their own games called Civilization.
Independence (Score:5, Interesting)
You've displayed a remarkable ability to keep yourself free of the major game publishers, even as groups such as EA begin fairly hostile takeovers of other game development companies. My question, then, is twofold: Is this simply an intent to wait for the right price, or is it instead a personal calling to stay out of the mega game houses? And secondly, what do you feel would be lost by allowing major publishing companies to acquire one (or more) of your original titles?
What is different about your games? (Score:3, Insightful)
Technically (Score:3, Interesting)
How much of the design work deals with the technical aspects of a product, as oppposed to the playing itself?
Meaning, do you start with what the machines can do, and design a game to fill those functions, or do you dream up a game and then design it so that it will fit the technical limitations of the machines?
You nearly made me flunk out of College! (Score:5, Funny)
Are you, in fact, my long lost arch nemesis?
Railroad Tycoon (Score:5, Interesting)
Re:Railroad Tycoon (Score:4, Interesting)
There are many aspects that RRT touched on that could be revisited better with today's technology. Three that I can think of are
1) Surveying - picking the best route through the mountains or otherwise optimizing the captial vs. train speed. With modern graphics you could greatly increase granularity.
2) Cities - again, bringing things down to a smaller scale, how to run a subway system/commuter rail/etc.
3) More advanced economics - fuel costs, city growth, and better AI could really make for a compelling challenge.
RRT was a brilliant game in it's time. Have you thought about going back to an economic/transport simulation type game either via rails or airplanes?
The Square Grid (Score:5, Interesting)
How do you feel about multi-threaded design? (Score:3, Interesting)
What about asymmetrical systems like the Cell?
Could the future of game design eventually lead to every unit being a separate thread?
What about managed code? Will future games start using garbage collection to speed development?
Your Most Underrated Game (Score:5, Interesting)
Comment removed (Score:5, Funny)
Re:The question that's on all of our minds: (Score:5, Funny)
Re:The question that's on all of our minds: (Score:3)
Game modifications (Score:5, Interesting)
Drugs in the gaming workplace. (Score:5, Interesting)
Putting aside their (potential lack of) work ethic for the time being and concentrating solely on the economic value of the artistry of game design, of those users you knew for a fact were using drugs, did you find them to be more or less creative than normal people?
Would you support Linux for your future games? (Score:5, Interesting)
Game evolution, revolution, and devolution (Score:4, Interesting)
Design tuning (Score:3, Interesting)
Mini-game design philosophy (Score:5, Interesting)
Many of your early games for Microprose were built around the concept of taking several robust mini-game concepts and weaving them together into a coherent whole (I'm thinking in particular of Pirates! and Covert Action, although there are others that fit this description). Was this a conscious design decision? Were you looking for interesting play mechanics to build games around, or did you start with the concept (Pirates! Spies!) and then work from a list of pirate-like and spy-like activities?
Conversely, when one of these mini-games doesn't work out like you'd hoped, do you cut them? A lot of people reacted negatively to the dancing game in the new Pirates! re-make, for instance, and I hear a general consensus among gamers that the mini-game build around sacking a city lacks depth. How hard is it to cut one of these games? What do you do when the mechanic just doesn't feel right?
Colonization? (Score:5, Interesting)
Like any programmer, I've spent ridiculous amounts of time playing Civilization, but in all honesty I've spent more playing Colonization and I always felt it was a better (but less-well-received) game than Civilization. I still find myself trying to run the original DOS game on my Athlon64, and I find it sad that I can't get the original MIDI music to work either.
Not only was Colonization an incredible game, it was educational without cramming it down my throat. When I was a little kid studying history I knew all of the pioneers by name and accomplishments already.
Kudos to you, and thanks for the memories.
Two questions (Score:3, Interesting)
If simply the cumbersomeness of controllers. Why is there no innovation? Do you think the Nintendo Revolution controllers might lend nicely to strategy games? Where one could easily draw a circle around their units and then hit a button to select an action option?
QUESTION 2: With the advent of "multi-player" internet games...do you think we'll ever see multi-faceted intertwined games?
For example: A hybrid of Civilization & Battlefront style games. Where certain players are playing strategically. And other players are fighting the actual battles?
Top Billing (Score:5, Interesting)
By the way, F-15 and F-19 were two of the greatest games of my teen years.
Re:Top Billing (Score:3, Insightful)
new modes of play (Score:4, Interesting)
Recently, there have been a couple stories about World of Warcraft having a virtual plague outbreak, which apparently has evolved a new method of gameplay.
Have you found any modes of gameplay in anything you've designed appear in 'the wild'? Not just different ways of using the existing, 'accepted' paths, but entirely new ways of playing, and winning, that you didn't envision in the design and implementation of the game.
Less dictatorial control? (Score:3)
Granted, this takes away a lot of the simplicity of "Spearmen, go there" and "Knights, attack the city", but would provide a new challenge for players.
Any thoughts on this? Any hope of less dictatorial powers? Will we ever see the end of perfectly loyal servents willing to die for your cause?
Oh, BTW - they've all been great games so far
--LWM
Technology vs. Game Design (Score:4, Interesting)
Not so very long ago, computer games were simple beasts, relying on little more than text and simple rectangles. Nearly all of these games remain fun today. Advancing technology has made it possible to experience games in new ways, but do you believe the art of game creation itself has been much advanced by computers? As an example, conceptually speaking, Doom and Quake, though technological marvels, aren't so very far removed from paper-and-pencil role playing games. The computer merely automates the dice-rolling and map drawing.
To put it another way, are there any new types of games that you've thought of or are out there that are simply impossible without computers?
AI in gaming (Score:3, Interesting)
What are your thoughts on this? Is it all about the gaming experience so, ultimately, "cheating" AI is perfectly OK so long as it provides a fun and challenging experience? Or would you ultimately want to see AI that could actually play by the same rules as the humans, and play well?
Side question: Just as we have video cards optimized to provide better graphics, could you see AI cards in production to enhance the AI of various games? Is AI even really relevant, past the point where the "average" gamer is presented with a challenge?
Your Inspirations? (Score:5, Interesting)
What games or game designers inspired you? I've not played MULE [wikipedia.org], but I'd guess you might have played it. What about board games? Chess, Go?
Since you make games for a living, what do you do "for fun"?
--Robert
Release the Source (Score:3, Interesting)
Unfortunately, at least one claim has been made that the source code no longer exists.
Can you tell us whether or not the code still exists, and if it does, whether or not there is any chance of it being released? Are you in any position to influence the decision as to its release, and if so, would you argue in favor or in opposition?
Thank you for your superb contributions to the gaming scene.
Your opinion on game crackers? (Score:5, Interesting)
Most people I know who play Civ III must resort to downloading a "No-CD Crack" to fix these problems. How do you feel about the use of cracks to fix the flaws in your software? Do you intend to include similar CD restrictions in Civ IV, despite the fact that copyright violators will still be able to get around it, while your customers will continue to be inconvenienced?
Portability (Score:5, Interesting)
Pricing the Civ Games (Score:4, Interesting)
I greatly enjoy Civ, Civ II, and Civ III, and I will undoubtedly buy Civ IV, and its expansion, for the PC. However, I still cringe when I see a "sticker price" of $60, especially when I know there's a $30 expansion coming down the pike in less than a year, and a year after that I can get both of them together in a "Gold" or "Game of the Year" edition for $45 or $50 that you will still realize profits from. You're one of the few developers who makes great games that don't stress my hardware and force me to get upgrades, so I guess I should be thankful about that.
My buying habits -- waiting until the games hit the discount bin with their expansion packs -- probably hit you in the wallet. Is there anything you can say to convince me I should buy Civ IV as soon as it's released?
Thanks
Jurph
My question (Score:3, Funny)
Civilization vs Guns, Germs and Steel (J. Diamond) (Score:4, Interesting)
When I have recently read the books Guns, Germs and Steel and Collapse by Jared Diamond, I was astonished by how closely the underlying concepts and ideas in the books match those in the Civilization series. (effect of environment, interaction between civilizations, making use of available resources, etc.)
Have you read the books or corresponded with Mr. Jared Diamond? Could you comment on the similarities/differences between the games and theories of J. Diamond? Honestly, I am really very curious if he has played or has been affected by the game?!!!
Should computer players cheat? (Score:5, Interesting)
Challenges in Artificial Intelligence (Score:5, Interesting)
Re:Challenges in Artificial Intelligence (Score:5, Insightful)
Amen! Yet, there is even a worse side to all of this... Just the other day I was playing Civ III, my Civ was on a small island and never had much of a chance to really get that early expansion of cities that seem to make most Civs thrive. Thru this I kept up diplomatic relations and only had one real war (resulting in the enemy losing on city and me extending the olive branch). Granted, I was left behind slightly in tech and a lot of wonders but at the age of retirement the game made me seem like nothing more than a sack of crap for not taking over 60% of either the land or the population. Does this mean that in order to win you HAVE to destroy other civs? It seems that way to me. There is no advantage in diplomatic play in the Civ games.
It almost makes me think the game should be called "Kick the Auslander's Asses" instead. I'd like to see a fair and honorable Civ be judged better than "weak" for playing a decent diplomatic game.
Will Civ 4 be written with the gloves off? (Score:5, Interesting)
These are just to name a few issues that might make the game to hot to publish, but may be relevant content in the context of empire building/managing. Will CIV 4 have some of these aspects included insofar as they are relevant, or will the game pussy foot around the most controversial?
Lasting Legacy (Score:4, Interesting)
In order to leave a legacy, future game designers must have access to your work. Future game designers will have to overcome both legal and technical obstacles to access your work. The legal obstacles are not going to go away.
I have purchased copies of Xcom1, Master of Orion, Master of Magic, Civ 1-3, and so on. However, this is no longer possible. Several of these are not for sale anywhere. We have seen the Linux variant of the Planetary Pack totally disappear.
These works (and yours) will still be copyrighted by somebody long after my grandson is dead of old age.
How do you hope to preserve a lasting legacy of game design?
When with you do an MMOPRG? (Score:5, Interesting)
The Scratchware Manifesto (Score:5, Interesting)
The Scratchware Manifesto [the-underdogs.org]
Boardgame Inspirations (Score:3, Interesting)
Do you still look to boardgames for inspiration? Have you tried any boardgames that have been released in the last decade, such as Settlers of Catan, Carcassonne, or Puerto Rico? Do you see any aspects of these games that could be adapted to perhaps break some of the rigid stereotypes that PC games all seem to conform to these days?
Quality of programming (Score:4, Interesting)
Having quite a few of your games, one thing has always stood out: While the game concepts are out of this world, the quality of the programming is usually very lacking, most especially in the optimization area. As an example, Civ 1, 2, CTP, and 3 all ran much, much slower on my hardware than games which by all rights *should* have been much more demanding. Why has that been the case?
My son, 13, wants to be a game designer (Score:5, Interesting)
This may get lost in the noise (5 pages long now and still growing) but I would like to know what to tell my son.
He plays games. He's never been interested in hardware. He doesn't know what an OS is, nor a programming language - yet.
However, becoming a game designer may not depend on these things...in the not-too-distant future.
Hearing about the feast-or-famine industry, where human resources are used up and discarded (to be replaced by the next eager candidate), I don't want my son to walk into this without a clue.
I'm a J2EE guy, I don't write or design games. There's too little room here to really put my question(s) into context, but I feel you'll understand where I'm coming from.
What would you tell my son?
Thanks.
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