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Ask Sid Meier

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.

604 comments

  1. Different Aspects? by Oculus+Habent · · Score: 4, Interesting

    What do think are the most important aspects of game design and do you think they vary greatly for different genres?

    --
    That what was all this school was for... to teach us how to solve our own problems. -- janeowit
    1. Re:Different Aspects? by Anonymous Coward · · Score: 0

      And the answer will be......

      GAMEPLAY and Yes, it varies greatly from game to game as each genere has a different focus.

      stop askign stupid questions.

    2. Re:Different Aspects? by Anonymous Coward · · Score: 0

      Because the harsh, realistic comments are usually veiled insults thinly veneered in fact, and people recognize them as such.

    3. Re:Different Aspects? by PsychicX · · Score: 5, Interesting

      Recently, your colleague David Evans gave a talk at our university. He said something that resonated strongly with me: "Don't be a slave to technology; make the technology a slave to you." I am sure you agree, as this has represented the basic design principles of your games from the start. They were never about getting the oh so perfect specular highlight with the shadowing just so -- they were about making a game that was damned fun to play, first and foremost. Now, my question is this: Do you feel that in the game industry as a whole, the goal of making a game fun first and flashy second is being threatened? Especially in the next generation, where the emphasis is by and large on graphical quality rather than the gameplay?

    4. Re:Different Aspects? by cheesybagel · · Score: 4, Interesting
      Another question on gameplay, well actually two:

      Civilization was a fine strategy wargame. Which reasons led you to deemphasize wargaming in Civilization III? Was it a good choice in retrospect?

    5. Re:Different Aspects? by cheesybagel · · Score: 2, Interesting
      Also on genres and gameplay:

      We used to expect this from early Sid Meier games: polish, great gameplay and a fun combat system. From F-15 Strike Eagle, passing by Pirates! and later Civilization.

      The only ones breaking this mold were Railroad Tycoon and Sim Golf.

      The combat simulator genre seems to have been mostly neglected as of late with some notable exceptions (Battlefield 2). As the man behind F-15 Strike Eagle, F-19 Stealth Fighter, Silent Service, M1 Tank Platoon, and Gunship, do you feel this genre is due for a renaissance, or is the current glut of WW2 games just a bubble?

    6. Re:Different Aspects? by Anonymous Coward · · Score: 0
      Do you feel that in the game industry as a whole, the goal of making a game fun first and flashy second is being threatened?


      Respectfully PsychicX, this is an awful question and somewhat representative of the sort of things that seem to be getting modded-up. The opening quote from David Evans makes it sound like a considered question, but then all it does is state your point of view, and ask the guy affirmation.

      Closed-ended questions are the least likely to lead to interesting discussions because they can be answered in less than four letters if the person being interviewed is in a bad mood that day. I personally think this is a bad question because there isn't really much insight here and it invites S.M. to indulge in vague knee-jerk sermonizing ("Yes the industry is bad. Yes I am good."). If moderators and posters really want to know the answer to this sort of thing maybe we can at least try rephrasing the questions so they are opened-ended ("how do you think the rise of 3D engines has changed the principles of game design in the industry. Can you give us any specific examples of how it may have changed the way you approach game design?").

      Personally, I'd rather know his highest score in Pirates.
    7. Re:Different Aspects? by griffjon · · Score: 3, Insightful

      Thanks for finding the polite way of asking; "Civ III: Seriously, WTF?"

      --
      Returned Peace Corps IT Volunteer
    8. Re:Different Aspects? by Anonymous Coward · · Score: 0

      FYI, David Evans no longer works there.

    9. Re:Different Aspects? by JohnFluxx · · Score: 1

      I'm looking forward to civ4 immensely, but I'm worried about the screenshots that are comming out. They look very nice, but very much zoomed in. It looks like it might do the same jump that Command and conqueror did with its command and conquer generals - i.e. concentrate on graphics and make the game play, well, rubbish.
      I pray Civ4 will be just as good as the other civs :)

    10. Re:Different Aspects? by japhmi · · Score: 1

      Do you ever go back to Avalon Hill's Advanced Civilization for more inspiration?

      --
      "Giving money and power to government is like giving whiskey and car keys to teenage boys" P. J. O'Rourke
  2. The grimy future by grub · · Score: 2, Interesting

    Mr. Meier,

    Recent studies suggest the traffic and ad revenue for "shock sites" may surpass that of online games and pornography[1]. Estimates of growth range from 15%[2] to a whopping 200%[3] per annum.

    With those hard numbers what are your thoughts regarding games capitalizing on this until-now dark side of the net? For example, an online version of Railroad Tycoon in which a train tunnel morphs into the goatse man with the use of a cheat code.

    It may not be for everyone but considering the extremes to which games such as Grand Theft Auto and Manhunt go, is this really that far fetched?

    Thanks for your time,
    grub


    1 - "The Internet's Hidden Gold Mine" 2004, Dahg & Felch
    2 - "NSFW! Don't Click There!" 2003, Don Bayomi
    3 - "'Shock Sites' to Surpass Porn by 2008." 2005, T. Johns

    --
    Trolling is a art,
    1. Re:The grimy future by Stanistani · · Score: 0, Offtopic

      Grub!

      We can't take you anywhere!

      *snicker*

    2. Re:The grimy future by Anonymous Coward · · Score: 0

      EXCELLENT question. I read some of those articles too. Surprising that those sites are so popular.

    3. Re:The grimy future by Anonymous Coward · · Score: 0

      I wish someone would take a picture of his face when that question comes up...

    4. Re:The grimy future by espek · · Score: 1

      I was fine until I hit "goatze man"... what a riot! The best part is he's serious and it makes perfect sense to use goatse for the example!

    5. Re:The grimy future by CyricZ · · Score: 1

      Are those references to magazine articles, weblog entries, newspaper articles, books, studies, or what?

      --
      Cyric Zndovzny at your service.
    6. Re:The grimy future by Anonymous Coward · · Score: 0

      Fucking hilarious.

    7. Re:The grimy future by Whafro · · Score: 0

      Hmm, too bad you were modded down. Posing a question about targeting audiences that relates to recent national news stories in a way that could yield an interesting answer. It's the kind of question I'd like to hear answered.

  3. What is your opinion... by Anonymous Coward · · Score: 5, Interesting

    ...on open source clones such as FreeCiv? FreeLoaders, or flatterers? :)

    1. Re:What is your opinion... by Anonymous Coward · · Score: 0

      Or openttd?

    2. Re:What is your opinion... by FinestLittleSpace · · Score: 2, Informative

      Transport tycoon is Chris Sawyer, not Sid Meier

    3. Re:What is your opinion... by mplex · · Score: 1


      ttdpatch is an awesome addition to the original game as it is. I haven't played openttd or the new transport tycoon, but the old patched game is still incredible. If only I could get a larger map...

    4. Re:What is your opinion... by vitalyb · · Score: 1

      What are these other 2 games?
      I haven't heard of any besides FreeCiv.

    5. Re:What is your opinion... by Rei · · Score: 4, Funny

      On the same subject:

      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

      --
      ... in Siberia, where Putin killed a fish with a speargun. He later claimed it was killed by Ukrainian separatists.
    6. Re:What is your opinion... by Anonymous Coward · · Score: 0

      You should go into radio astronomy, not computer science then. Without radios there's nothing to study. With the radio signal, it's not hard in principle to pick out the strong, narrowband peaks, but you have to understand the physics of the radio spectrum to do that. Once a signal is finally found, maybe there will be a significant roll of computer scientists, but probably not.

    7. Re:What is your opinion... by Anonymous Coward · · Score: 0

      Well, FreeLoaders keeps promising to work, but it never does anything, and it iss harder than hell to uninstall from your hard drive.

    8. Re:What is your opinion... by Anonymous Coward · · Score: 0

      what are you doing in a sid meier thread?

    9. Re:What is your opinion... by Gubbe · · Score: 1

      You should try OpenTTD. Whereas the original maps are 256x256 squares, OpenTTD now supports up to 2048x2048 size maps. That's 64 times more space than before. Doesn't get too crowded too quick I must say.

    10. Re:What is your opinion... by Anonymous Coward · · Score: 0

      Whoosh!

    11. Re:What is your opinion... by Spudley · · Score: 4, Informative

      Freeloaders looks a lot like FreeCiv, but the only unit you get is a flat-bed truck loaded with moonshine, and you have to drive it around avoiding "barbarians" (who have a police car icon).

      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'!!!!)

      --
      (Spudley Strikes Again!)
    12. Re:What is your opinion... by Crunchie+Frog · · Score: 1
      What are these other 2 games? I haven't heard of any besides FreeCiv.

      I demand that the above is modded 'Funny' as the alternative explanation is too sad to contemplate.

      --
      --- Never attribute to malice that which can be adequately explained by stupidity
    13. Re:What is your opinion... by Anonymous Coward · · Score: 0

      Umm... you can build SETI without having radio. You only need computers.

    14. Re:What is your opinion... by Anonymous Coward · · Score: 0

      (and for God's sake, please don't mod this 'informative'!!!!)

      this moderation system is Fucking Retarded(TM), and you mods are meth addicts.

  4. keeping pc gaming alive by Surt · · Score: 5, Interesting

    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? Or from the reverse perspective, what prevents consoles from finally killing off PC gaming?

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    1. Re:keeping pc gaming alive by GecKo213 · · Score: 1

      Aren't the next generation consoles getting to be more and more like a PC?

      --
      Generation Trance: What generation are you?
    2. Re:keeping pc gaming alive by CaptnMArk · · Score: 1

      Until you can plug in a mouse and keyboard (and it actually works) they are not even close for some games (FPS, RTS, ...)

    3. Re:keeping pc gaming alive by Surt · · Score: 1

      Well, that would really get at the heart of the question: if consoles are closing in on PC capabilities, but are a more consistent (easier) and profitable environment for developers, what if anything will keep PC gaming going?

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    4. Re:keeping pc gaming alive by Gulthek · · Score: 1

      True, but they're close enough for the masses.

    5. Re:keeping pc gaming alive by Anonymous Coward · · Score: 0

      I'd like to see you, (or anyone) play civilization with a playstation controller.

    6. Re:keeping pc gaming alive by m50d · · Score: 1
      I'd say the open architecture is important. The fact that you can upgrade your PC as you like, build it yourself from components, and so on, will always make it more attractive than a console to the devoted player.

      Also, the games are simply cheaper, quite often. Consoles are subsidised through the games, meaning for a casual gamer a console is cheaper but for the hardcore player a PC will eventually cost less. Game prices drop a lot faster too, and a new PC can always play old games. Finally, you can emulate consoles on a PC, meaning you can effectively play games for any platform on the PC. The reverse is not true.

      --
      I am trolling
    7. Re:keeping pc gaming alive by secolactico · · Score: 1

      The Nintendo Revolution controller might change all that. Until now the keyboard/mouse combo was the best there was for FPS and RTS. We'll have to wait and see how the new controller fares.

      Myself, I have high hopes for it. I'm enthusiast, if only because it's something different and new. Plus I have a soft spot for Nintendo (even if I mostly play Xbox/PC games this days).

      --
      No sig
    8. Re:keeping pc gaming alive by penguin_mafia · · Score: 1
      Finally, you can emulate consoles on a PC, meaning you can effectively play games for any platform on the PC. The reverse is not true.


      http://www.psp-news.dcemu.co.uk/
      http://www.dcemu.co.uk/
      http://www.zophar.net/

      Umm my psp can emulate consoles and there a port of bochs out and it can load win95(I know not the cutting edge windows but still it can do it). Other consoles that have emulators are: Dreamcast, PS2, XBOX, PS1, DS, GBA, Ngage and tapwave.

      I'd say the open architecture is important.


      What about the gamepark gp32 or what ever the new one is called they have an open system.
    9. Re:keeping pc gaming alive by m50d · · Score: 1
      Umm my psp can emulate consoles and there a port of bochs out and it can load win95

      True, but such things, generally and so far at least, require hacking the console, usually with the effort required being beyond the average user. A PC runs emulators and general purpose software as easily as it does games, consoles generally don't.

      What about the gamepark gp32 or what ever the new one is called they have an open system.

      I haven't been following it. If it has user-upgradeable parts and executes arbitrary software easily, it's basically just another PC architecture, albeit one specifically designed for gaming. If either of these things are missing it's not customisable enough for me.

      --
      I am trolling
    10. Re:keeping pc gaming alive by orim · · Score: 1

      Or from the reverse perspective, what prevents consoles from finally killing off PC gaming?

      The almighty mouse. Consoles don't have mice.

      --
      "If you could only see what I've seen with your eyes..." - Roy Batty
    11. Re:keeping pc gaming alive by Miaowara_Tomokato · · Score: 1

      Well, that would really get at the heart of the question: if consoles are closing in on PC capabilities, but are a more consistent (easier) and profitable environment for developers, what if anything will keep PC gaming going?

      You mean besides the fact that PC gaming is a $1.1 billion a year business, and that companies want a piece of that money? PC game sales may only comprise 15% of the market, but I'm pretty sure that's money that anyone on the chain of game profits doesn't want to throw out. Just because something is only 15% doesn't mean that it's small.

      Or were you suggesting that everyone is going to relegate their PCs to email/word processing and buy a game system? As consoles have approached PC capabilities, their prices have approached PC prices. They add DVD players and internet connectivity for games- my PC already has those. When consoles have all PC capability... I'll already have a PC so don't need to buy one.

      Not to mention adaptability- a graphics card that will run modern games on decent settings runs $150 or so at any given time. This will last 2-3 years. The current next-gen consoles will run $400-500. Each console gets more expensive than the last, and you are stuck with the internals it ships with- absolutely static hardware for 4 years or so until the next console.

      I'm willing to bet that a large number of people don't really care about the distinction between PC and console (I'll go way out on a limb and wager that comes to about 85% of gamers) and just get the easiest thing. And I have no problem with that. But PC gaming isn't about to dry up and disappear.

    12. Re:keeping pc gaming alive by Anonymous Coward · · Score: 0

      I'd like to see you, (or anyone) play civilization with a playstation controller.

      Civ II was released for the playstation

    13. Re:keeping pc gaming alive by sznupi · · Score: 1

      Huh? I have a mouse for first Playstation, together with pad it's enough for FPS (moreso for RTS - besides, that's only because their interfaces are geared mostly to the mouse, so if you don't have any joypad just emulates the mouse by moving cursor; however, Warzone 2100 had brilliant joypad interface, and also few SNES strategies). Dreamcast, apart from mouse, had also keyboard. And you attach any USB mouse/keyboard to PS2...

      --
      One that hath name thou can not otter
    14. Re:keeping pc gaming alive by penguin_mafia · · Score: 1

      The gamepark can run homebrew code from the start but I don't the parts are upgradeable. The psp anymore is real easy to run code unless you have a 1.52 or higher.

    15. Re:keeping pc gaming alive by Mornelithe · · Score: 1

      How do you turn 180 degrees with that controller?

      The revolution controller will probably provide a more realistic experience for FPS. You'll aim your gun by pointing, and the analog stick will control movement, which mimics aiming your gun quickly but separately from the slow action of walking and turning around on your feet.

      However, a keyboard and mouse player will still probably beat you, depending on the game, because they are still faster. If they hear gunfire behind them, they can almost instantly be facing the opposite direction, while it takes you a little while.

      Perhaps I'm not imaginative enough, though. Can you come up with a method of using the Revolution controller that allows snap turning that's as quick and precise as a mouse? I cannot.

      Not that I'm down on the controller. I think it's an interesting design, and am eager to see where it goes.

      --

      I've come for the woman, and your head.

    16. Re:keeping pc gaming alive by The-Trav-Man · · Score: 1

      Can you come up with a method of using the Revolution controller that allows snap turning that's as quick and precise as a mouse?

      A button on the aiming stick that increases sensetivity, or a high sensetivity to start with?

      I'm not really sure how they're implementing the twin controlers (one for strafe controls, the other for pan and tilt?
      One for aiming at places on the screen and the other for moving the camera orientation?
      Something entirely revolutionary, so much so that our puny human brains cannot fathom its white plastic encased superiority?

      If it's the first one then it's just a question of sensetivity, if you can do it with a mouse you can do it with a pointer.

    17. Re:keeping pc gaming alive by westlake · · Score: 1

      Or from the reverse perspective, what prevents consoles from finally killing off PC gaming? I think there are times when you want to play alone. Shut out the world in exchange for total immersion in the game.

    18. Re:keeping pc gaming alive by CronoCloud · · Score: 1
      If they hear gunfire behind them, they can almost instantly be facing the opposite direction, while it takes you a little while.


      Who says you should be able to turn like that. Is that not very unrealistic? Especially if one was carrying: a pistol, a chainsaw, a shotgun, a chaingun, a rocket launcher, a heavy plasma gun and a rather large green ball shooty thing?

      And who says the console folks won't be playing each other and not against PC players.

    19. Re:keeping pc gaming alive by CronoCloud · · Score: 1

      They don't?

      Then I guess my SNES mouse, PSOne mouse and USB mouse for the PS2 don't exist.

    20. Re:keeping pc gaming alive by crawling_chaos · · Score: 1
      Can you come up with a method of using the Revolution controller that allows snap turning that's as quick and precise as a mouse?

      A button assigned to 180 degree turn?

      --
      You can only drink 30 or 40 glasses of beer a day, no matter how rich you are.
      -- Colonel Adolphus Busch
    21. Re:keeping pc gaming alive by CaptnMArk · · Score: 1

      >Who says you should be able to turn like that. Is that not very unrealistic?

      Maybe. But I remember having fun in Quake 2 with it's great 3d sound where I was able to turn around 180 degrees in a split second and rail someone that just made a noise behind me.

    22. Re:keeping pc gaming alive by Surt · · Score: 1

      I agree, it isn't about to dry up and disappear ... it has been doing that for quite some time. PC market share has been sliding one or two percent per year for the last decade. There is still plenty of money to be made there, but at some point the experience will become more like the mac, where the PC will only get second rate remakes of top console titles.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    23. Re:keeping pc gaming alive by orim · · Score: 1

      No by default, not as a part of the standard equipment. Sure, you can graft whatever you want on your console, but it's one of a kind and nobody codes for it. Games are made for the lowest common denominator, i.e. the standard controller.

      That's why the PC games won't die... The ability to move the cursor mouse-like to any part of the screen (not just providing speed and direction for the cursor, but actually providing actual position) is almost essential for strategy and slower paced thinking games. You can make a much more complex game with a mouse than a controller.

      And then there's the keyboard...

      --
      "If you could only see what I've seen with your eyes..." - Roy Batty
    24. Re:keeping pc gaming alive by CronoCloud · · Score: 1

      Oh please, it's not that hard to throwin in mouse support as an "extra", they don't have to make it the default just support it if you have it. Same goes for keyboard.

    25. Re:keeping pc gaming alive by Scudsucker · · Score: 1

      Oh please, it's not that hard to throwin in mouse support as an "extra"

      Actually it would be extremely hard, because it would totally hose the balance in both single and multiplayer games. In single player console games, developers compensate for the crappy aiming that comes with a controller by giving the AI really bad aim and slow responce times. Once you, the player, switch to a mouse, your precision and responce times times will improve dramatically. So the "Legendary" difficulty in Halo suddenly turns into "Walk in the Park".

      It would get even worse once you started playing online. There's a reason multiplayer PC Halo is totally sperate from XBox Live Halo: great console players would be anally raped by average PC players. Your rail gun gods from Quake II would be untouchable. We're talking about guys who can whip a 180 and fire at a target the size of a pea on the monitor in a twentieth of a second and hit it, and do it consitently.

      So developers would have to have totally different difficulty settings in single player games for controllers and mice, and they would have to in some way nerf the responsiveness and precision that you would otherwise get with a mouse when you play with guys using controllers.

  5. Originality by thedogcow · · Score: 4, Insightful

    Here is my question... When is the gaming industry going to start introducing original games and not producing sequels just for the sake of production and/or profit? Take Doom 3 for example... yes the graphics are creative and great (that is when you can see them and you're not in the dark) but it is more-or-less the same game as Doom. I'd rather play something new even rather than rehash the same plot outline in a sequel.

    --
    Yes! I listen to NYC Speedcore and do math at 3AM. I suggest you try it too.
    1. Re:Originality by Anonymous Coward · · Score: 2, Insightful

      Hey, Doom 3 is exactly what I expected, and it was fun as hell. Please don't critisize it for being unoriginal - it was never meant to be original, nor did anyone promise that.

      There are a large number of titles which promise originality and fail to deliver, but doom is not among them. It is exactly what it says it is.

    2. Re:Originality by goldspider · · Score: 4, Insightful
      "When is the gaming industry going to start introducing original games and not producing sequels just for the sake of production and/or profit? Take Doom 3 for example..."

      Or take, perhaps, Civilization IV?

      --
      "Ask not what your country can do for you." --John F. Kennedy
    3. Re:Originality by stephenslashdot · · Score: 2, Insightful

      Exactly, even Firaxis is doing the same thing, look at their game list from the time they became a company: (Each of them prefaced with Sid Meier's....) Pirates - remake of his old Pirates game. Civilization III - remake of Civ II/Civ. Sim Golf - a Tycoon game for Golf, but at least a new thing for their lineup. Alpha Centauri - Civ II.5, Civ In Space Civil War Collection - Re-release of two older games And now, working on Civilization IV. Yes, they are great games, and yes, I love Civ and will be snapping up Civ 4, but I'd also pay for Sid Meier's ... something else, because I know they are quality games (if not, at present, original games).

    4. Re:Originality by TuringTest · · Score: 1

      When is the gaming industry going to start introducing original games and not producing sequels just for the sake of production and/or profit?

      Why stopping one of those trends, when industry can do both?

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    5. Re:Originality by stephenslashdot · · Score: 1

      And why is Firaxis just re-releasing or updating games that Sid made previously? (Civ 4, Pirates, Civ 3, Civil War Collection)?

    6. Re:Originality by slavemowgli · · Score: 1

      Well, DOOM is more or less the same game as Wolfenstein 3D, too - and Wolfenstein wasn't the first ego-shooter, either (that honour probably goes to Maze Wars, although it probably depends on your definition of "ego-shooter"). I agree that pretty much 100% of all games are just new variants of something that has already been done before, but the situation wasn't much different 10 or 15 years ago (when DOOM was released), either.

      Advances in technology (hardware) allow the designers more freedom, but ultimately, we've already seen it all - sports games, simulations (like the ones Sid is famous for), strategy games, shooters, puzzle games, RPGs, racing games, adventures and so on. Genres do wane in popularity sometimes, of course (adventures are one example of this, and jump'n'runs are another), while others become more popular (like ego-shooters), but I honestly can't remember the last time an entire new *genre* was invented (as opposed to "just" a new twist on an existing genre).

      --
      quidquid latine dictum sit altum videtur.
    7. Re:Originality by TheRealMindChild · · Score: 3, Informative

      Doom 3 is actually different in the whole scheme of things, in regard to "Sequels for money and profit". From what I recall, there was a big "gathering" at iD where the staff said "We make Doom 3 or else!!!". So the staff actually WANTED to do this addition to the Doom series.

      Here is a quote from a non-difinitive source (found via some googlin'): http://www.absoluteastronomy.com/encyclopedia/d/do /doom_3.htm

      "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

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    8. Re:Originality by Anonymous Coward · · Score: 0

      Sid Meier can't hear you! His new SOLID GOLD ENTERTAINMENT CENTER that he installed in his 4th master bedroom is too loud. You'll have to speak up if you want to pretend to have an argument.

    9. Re:Originality by Anonymous Coward · · Score: 0

      It's worth remembering that Doom 3 and most of iD's games are platforms as tech demos for their engine tech. Nothing more.

    10. Re:Originality by re-Verse · · Score: 1

      Obviously you've not played both doom and doom3. The first was fast and fun, while the second was slow and scary. Yes, they both had guns. They were both first person. But that goes for a huge percentage of games out there. More or less the same game is a huge mistruth - a lot of people would rate the original doom as far better gameplay, even with the graphics being so outdated today.

    11. Re:Originality by WhiteBandit · · Score: 1

      Gettysburg was a fun little twist that isn't like anything they've done before. Quite a fun war game. Never played Antietam (but again, Antietam followed the same philosopy as Gettysburg).

    12. Re:Originality by shokk · · Score: 1

      I don't see what other type of game would be good for playing. Either you walk around taking the lives of other beings, or... or... I don't know what else anyone would ever want to do in a game, virtual or real. Perhaps a spin-off of this called Maniacal Killer Tycoon? Or maybe Serial Killer Sims, or Son of Sam's Kindergarten 1-2-3s, or IED-Builder Jeopardy Playoff? I mean, what else is there in this life?

      (PSST! I'm joking! If you're really that bored with the state of gaming, there are other things outside of house for you to do. I don't want game makers to get too creative or we'll end up with some of the above.)

      --
      "Beware of he who would deny you access to information, for in his heart, he dreams himself your master."
    13. Re:Originality by IthnkImParanoid · · Score: 1

      I think it was artist Paul Steed. Source

      :)

      --
      It's nothing but crumpled porno and Ayn Rand.
    14. Re:Originality by reconn · · Score: 1

      Plus, let's see, Sid Meier's Alpha Centauri, Civilization: Call to Power, Call to Power 2.. then there's all the full-price expansion packs and multiplayer expansions. You don't even have to count civ-fam games like Rise of Nations (by Brian Reynolds of Civ2 and Alpha Centauri) before realizing Civilization "4" is a little optimistic.

      --
      Everything that was once directly lived has receded into a representation. -debord
    15. Re:Originality by Anonymous Coward · · Score: 0

      If you're going to quote Wikipedia, you could at least link to the real thing instead of one of the countless ripoffs that take the Wikipedia contributors' hard work and stick their own adverts on it.

    16. Re:Originality by Viper+Daimao · · Score: 1

      As one replier said, there can and needs to be both. One of the best articles I have read on the subject (though its applied to console games) can be found here.

      --
      "In the game of life, someone always has to lose. To me, if life were fair, that someone would always be Oklahoma." -DKR
    17. Re:Originality by squiggleslash · · Score: 2, Informative
      Though, I THOUGHT someone DID get fired as a result of that ultimatum, I can't find anything to back that up
      Best to avoid Absolute Astronomy as, IIRC, it's essentially a mirror of Wikipedia, so you're getting out of date information. That said, the answer you're looking for is in the last sentence you quote.

      The Wikipedia story confirms that one Paul Steed, a fairly forthright artist in the group, was indeed fired over the Doom 3 Ultimatum, at least according to John Carmack.

      --
      You are not alone. This is not normal. None of this is normal.
    18. Re:Originality by Fallingcow · · Score: 1

      I disagree.

      I'd have been happy with a game exactly like Doom 1 & 2 but with better graphics--hey, it's been done with Serious Sam and Painkiller, and they're both great.

      Unfortunately, they seemed to try to blend System Shock II (good storyline, scary-as-hell survival horror gameplay, relatively slow pace with lots of suspense) with Doom 1 & 2 (no storyline to speak of, always an enemy on the screen, intense and fast-pace but not particularly suspenseful or scary).

      The results are not good. It tries to draw you in, with atmospheric levels and something approaching a storyline, then crushes suspension of disbelief with a monster closet. It stops being suspenseful or scary as soon as the player realizes that they should just open fire the moment they round *every* corner or pillar, as there *will* be an enemy there, so it doesn't have that going for it, but at the same time it never has enough enemies or a gameplay balance lending itself to intense action.

      The best part is the first level, before there are even any enemies. After level 3 or so, I was bored out of my mind. The hell levels were OK, I guess, just because they got a bit closer to the old Doom feel, but the rest of it was a waste of time.

    19. Re:Originality by ioudas · · Score: 1

      As a member of the gaming industry i feel you sure lump a lot of us in to a category. Most indie devlopers i associate with use the Torque engine. My current project subwars on www.violetgames.com is not a sequel, repeat or idea from another game. Dont be confused with major game shippers and true game devlopers. There are tons of unique fun games on various engines to be had out there. Just takes some looking around.. The problem is most huge game companies are in it for profit, when people like myself are in it for the hobby / fun..

      Btw we are looking for a moddler :-)

      --
      http://www.cushingproductions.com
    20. Re:Originality by Anonymous Coward · · Score: 0

      It was exactly that, Doom with better graphics! What more did you expect?
      Doom had monsters everywhere too - they just looked like crap!

    21. Re:Originality by Anonymous Coward · · Score: 0

      Doom3 had a lot less monsters than 2. The difference I think was that it had more trip wires built into it. Where Doom had more bad guys placed in random spots.
      Doom3 actually made a lot more sense on a plot level. You felt like there was a sort of "god" or "satan" figure placing monsters at certain points to trip you up. Instead of feeling like they were guards you had to wade through.
      And if you read the stuff it was very suspensful. If you didn't read, it's boring.

      I suggest you replay and try reading all the PDA's.

    22. Re:Originality by d34thm0nk3y · · Score: 1

      Jesus (Click link for more info and facts about Jesus) Christ!

    23. Re:Originality by rfunches · · Score: 2, Interesting

      Sometimes "sequels," if you will, are redundant and add very little to the original game *cough*Madden*cough*. IMO a sequel or continuation of a game is okay if it doesn't feel like the same game rehashed. I personally haven't played Civ, but seeing magazine ads for Age of Empires 3 make me want to buy it because it's so different from the original AoE (which I still enjoy and occasionally play). This is apparent in the Final Fantasy "series"; yes, there may be eleven FF games (excluding games like Crystal Chronicles and Tactics), with a twelfth in the production pipeline, but each one is different. FF7 != FF8 != FF9 etc. Don't pull an Electronic Arts and give me the same damn football game with updated rosters (which will be outdated soon anyway) year after year after year.

    24. Re:Originality by CMRichar · · Score: 0
      so...what you're telling us is that you didn't bother to read the article you just quoted? and i QUOTE:

      (though artist (Click link for more info and facts about Paul Steed) Paul Steed, one of the instigators, was fired in retaliation)

      and here, I thought it was bad when people didnt read the FA in the story.

      --
      "Good night, good work, sleep well, I'll most likely kill you in the morning." - Dread Pirate Roberts
    25. Re:Originality by Jarlsberg · · Score: 1

      I totally agree with this. I'm playing the expansion pack Ressurrection of Evil right now, and it further extends Doom 3 while getting closer to the feeling of Doom 1 & 2 (ie. more enemies at once, and a more frantic pace).

  6. General Questions about Adventure Games by SumDog · · Score: 4, Interesting

    This is just a general game design question. Have any of you worked on Adventure games (Kings Quest, Full Throttle, Star Trek: Judgment Rights, etc). Adventure games were my favorite genre and were part of the reason I started down a path that led to my computer science degree. Now days, it seems like that genre is dead with many games of that era that were scheduled for sequels in eternal limbo (the Tex Murphy series and Gabrial Knight are examples).

    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?

    1. Re:General Questions about Adventure Games by Anonymous Coward · · Score: 0

      SumDog--

      Just in case you weren't aware there are some relatively current adventure games:

      The Longest Journey (about 4-5 years old? Very good story, not sure how hard it is to locate)

      Runaway ( 1-2 years old. Fun story, some very funny jokes, and some very annoying game play... i.e. not being able to pick up items or examine some things until the *character* feels they will be useful, even if you feel they will be useful... later you can pick that stuff up... grr, availibility, again, might be difficult)

      Syberia and its sequel. ( Pretty decent story in the first (haven't finished or played the second one yet), not so buggy, very easy to find )

      I thought I'd mention these, because, like you I used to live for the Adventure Game and I didn't see these titles in your list. They are pretty current... and sadly these are the only PC/console games I've played in years...

      Good question to pose. I'm interested in how this might get answered if it gets submitted.

    2. Re:General Questions about Adventure Games by Deliveranc3 · · Score: 1

      There is a brilliant adventure game out there right now bringing people into the genre.

      It's called Fahrenheit/Indigo Prophecy (Stupid American naming system!)

      It's increadible check it out.

    3. Re:General Questions about Adventure Games by slowmovingtarget76 · · Score: 0, Offtopic

      I recommend heading over to http://www.adventuregamers.com/. I think that shorter attention spans and trying to grab market share (and recoup development costs) have driven most game makers away from adventure. I for one would like to see a return to games like the old Sierra Spaequest/Hero's Quest/Leisure Suit Larry games.

    4. Re:General Questions about Adventure Games by dschmelzer · · Score: 2, Informative

      Sid just released an adventure game himself. Sid Meier's Pirates. A really fun game. The game originally was created by Sid in order to break the mold of adventure games, as Sid thought the genre to be very unoriginal.

    5. Re:General Questions about Adventure Games by bleckywelcky · · Score: 4, Interesting

      If you have half life installed, check out some TFC adventure maps. They are quite crude, basically finding ways to hit switches and collect items. But the whole idea of working together cooperatively to complete the goal is quite interesting. I think if someone took a game like Half Life 2, that plays well but requires a minimal amount of thinking, expanded the thinking end of it, and added in a multiplayer requirement (ie you HAVE to work together with people to be successful), it would revolutionize the gaming industry. You would see a whole new "Adventure Coop" genre sprout up and spread like wild fire. Even the very crude TFC adventure maps have a significant amount of replay value. These would probably have an even more significant impact on console gaming than PC gaming. PC gamers all over the place are perfectly content to load up their games in the evening and play a couple hours alone (but maybe online with others). Whenever I see people playing consoles, they always call their buddy over to play or have 5 or 6 friends over with a GC or two, or a PS2 or two. If someone tailored an adventure coop game to this environment ... man, watch out.

      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.

    6. Re:General Questions about Adventure Games by Anonymous Coward · · Score: 0

      I am a fan of Sid Meir's games -- with the exception of (the new) Pirates! This game was one of the worst games to carry his name. There is so little replay available, and so little creativity or thinking involved with the goal(s) of this game. It is just the same few things over and over again, with little to no strategy involved. You basically sail around and attack other nation's ships, dance with governor's daughters, and try to accumulate wealth. There are only the same 5 items to trade, and not much to do in the actual cities that is different from any other city. I really got the impression it was just thrown together with some new/updated graphics (like what Activision does these days). All I can say is that I was really disappointed in this game -- especially compared to Port Royale (1 or 2). I sure hope CIV IV won't be as bad.

    7. Re:General Questions about Adventure Games by MacroRex · · Score: 1
      I think if someone took a game like Half Life 2, that plays well but requires a minimal amount of thinking, expanded the thinking end of it, and added in a multiplayer requirement (ie you HAVE to work together with people to be successful)

      You know, that sounds awfully like raid content in World of Warcraft, Everquests etc. I know it's not what you're thinking, but the basic elements are exactly the same; keys to success are a big group of people capable of doing very tight teamwork, and a valid battle plan.

      it would revolutionize the gaming industry.

      It already has, as raiding is very popular in MMORPGs. In fact I'd say it's the major component leading to financial success of the genre. Without raid content there would be no end game to keep people paying for the subscriptions after they hit the level cap. Other models have been suggested and tried, but raiding is the one that has survived.

      The problem with coop settings like you describe is the same one with MMORPG raid encounters - you only need one group to complete it and post instructions to a website. After that it's just a matter of doing enough repetitions trying to follow the instructions.

      Sadly most people don't really care about the encounter itself at all, they're just doing it for the reward you get for defeating it. Sure, the few first raids can be exciting like any new thing is, but after it it turns into a job. I don't do raiding myself, but the ones who do I've talked with describe actual raiding as a boring process of following predetermined checklist.

    8. Re:General Questions about Adventure Games by bleckywelcky · · Score: 1

      That's why I'm talking about turning it into a full-fledged game. I've never taken part in one of those raids (or in any MMORPG, I don't have the time to warrant $15/month). But it sounds like you would have to move beyond even what WoW is doing. I'm talking a full-length game like HL2 or Far Cry with just as much detail and depth. You would have to get a group together that can dedicate a couple hours at a time to the game, so I'm not sure how the saving/loading would work or what would happen if someone was dropped from the game in the middle of a fire fight. But those are all semantics in the grand scheme.

      As for posting instructions for completing the game ... people post walk throughs for single player games within a day or two of their release, so that doesn't seem to be an issue. Instructions for completing raids is an issue because people simply want to get the goodies at the end of the raid. But in a standalone game, all that does is get you to the end of the game. The fun is in how you get there. What happened at the end of HL2? You were disappointed because you wanted more. You didn't care what was at the end of the game (except for the story unfolding).

      I think the fact that this style has taken off in WoW is evidence enough that a standalone (well made) game would catch on quickly. People want to play with each other, we're sociable creatures. The biggest hurdle would probably be dealing with people coming and going. But I think requirements that you have to play with all parties present, and that you would need to set an hour or two aside at a time so that your friends don't get pissed when you leave 10 minutes in, would not be show-stoppers because the cooperative game play would just be enthralling. Developers could have a heyday with the rest of the game, because they are no longer restricted to a single player saving the world. Now, they have a full team to create the entire game around.

      Valve should do this with HL3, I think they would be the best to take a first stab at this genre :)

    9. Re:General Questions about Adventure Games by Wizworm · · Score: 1

      What you want is Sven Coop http://www.svencoop.com/

      --
      I always thought of Creationism as the Raving Right's version of the Loony Left's Anthropogenic Global Warming-brightmal
  7. so... by Stanistani · · Score: 0

    Which day do we get to ask questions of the PR Department?

    Have we any assurances this debacle won't be repeated?

    I'd like to see responses from Sid Meier and the dev team (whom I admire), not flacks.

    1. Re:so... by Anonymous Coward · · Score: 0

      Which day do we get to ask questions of the PR Department [slashdot.org]?

      Have we any assurances this debacle won't be repeated?


      Because your time is so valuable that Slashdot should be obligated to ensure that all Q/A sessions are up to your exacting standards.

    2. Re:so... by LowneWulf · · Score: 1

      I'd be surprized to see that again. The response seems unique to Blizzard, who is obsessive about shielding their developers away from the real world at all costs.

      Plus, Firaxis doesn't have a huge revenue stream from Civ4 yet, so can less afford to insult their community pre-release.

  8. balance by Quasar1999 · · Score: 5, Interesting

    How do you balance great game play with actually creating a product and shipping it within a reasonable time frame? More to the point, how do you create an entertaining game without falling into the 'duke nukem forever' release schedule?

    --

    ---
    Programming is like sex... Make one mistake and support it the rest of your life.
    1. Re:balance by duerra · · Score: 1

      How do you balance great game play with actually creating a product and shipping it within a reasonable time frame? More to the point, how do you create an entertaining game without falling into the 'duke nukem forever' release schedule?

      *roll*

      "Well first, we look at all the functions in the game, and then make buttons for the most importantly used ones. These will go on the main screen. Next, we create little graphics for all those little functions that we hope will make a user be able to relate to the meaning behind the button...."

      Ok, seriously... what kind of question is that? Entire books have been written on such questions. There are people out there who's entire living depends on them being able to provide usability feedback to companies on software

  9. Technical questions. by CyricZ · · Score: 3, Interesting

    Could you please describe some of the more technical aspects of the games you developed? Specifically, what language(s) did you choose when implementing your games. Why? Which compiler(s) did you use, and why did you choose them? Were there any compilers that either stood out in a very positive or negative way for you? What libraries did you use, if any, and why did you choose them?

    --
    Cyric Zndovzny at your service.
    1. Re:Technical questions. by Joe+Mucchiello · · Score: 1

      I don't think Sid has been involved in the development of a game at this level in 10 years. Do you really care about the 10-year old opinion of a game designer about how good compilers of 10 years ago were?

    2. Re:Technical questions. by CyricZ · · Score: 1

      Yes, I do care. That is why I asked.

      Having been involved with compiler development in the 1980s, I am quite interested in seeing what his experiences were. It is often the game developers who truly push compiler technology to the limit.

      --
      Cyric Zndovzny at your service.
    3. Re:Technical questions. by Screaming+Lunatic · · Score: 4, Informative
      There has been a ton of interviews, developer diaries in the last few weeks covering this, along with an article in last months Game Developer Magazine.

      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

      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.

    4. Re:Technical questions. by CyricZ · · Score: 1

      Some of his games were developed in the early 1990s. At that time the main PC C and C++ compilers were Borland Turbo C/C++, and Watcom C/C++. Python was in its infancy. Game developers had to get the most out of the compilers they were using just because not even a single clock cycle could be wasted. I'm far more interested in his experiences of a decade ago than what the current trends are.

      --
      Cyric Zndovzny at your service.
    5. Re:Technical questions. by Anonymous Coward · · Score: 0

      Well, I'm pretty sure nobody else cares. Only a limited number of questions will be asked of the interview subject. Don't expect yours to be among them.

    6. Re:Technical questions. by xxxJonBoyxxx · · Score: 1
      Game developers had to get the most out of the compilers they were using just because not even a single clock cycle could be wasted.

      I'm not sure this was true with the original Civ. That was a completely turn-based game and the computer didn't need to do a whole lot of thinking between turns. These guys weren't pushing the hardware limits by any means. (Load it the old CivWin on a current box with other 1990-era games to see what I mean.)

      Even the file formats used in the game itself suggested that efficiency wasn't the top priority. My 4-floppy copy of CivWin, for example, uses plain old WAV files.

    7. Re:Technical questions. by orkysoft · · Score: 1

      Even the file formats used in the game itself suggested that efficiency wasn't the top priority. My 4-floppy copy of CivWin, for example, uses plain old WAV files.

      You do realise that decoding compressed audio (e.g. MP3) costs processor time?

      --

      I suffer from attention surplus disorder.
    8. Re:Technical questions. by xxxJonBoyxxx · · Score: 1
      You do realise that decoding compressed audio (e.g. MP3) costs processor time?

      Sure, if you don't know how to cache. Of course, WAV was an interesting choice in 199x when many other games were still using even rawer sound formats. (Among other things, it made Civ one of the first games anyone could customize!)

    9. Re:Technical questions. by moonbender · · Score: 1

      What sound format is rawer than PCM WAV files? (Or: What does rawer mean in this context?)

      --
      Switch back to Slashdot's D1 system.
    10. Re:Technical questions. by xxxJonBoyxxx · · Score: 1

      Here's WAV: http://ccrma.stanford.edu/courses/422/projects/Wav eFormat/

      See this for some other formats: http://www.sonicspot.com/guide/fileformatlist.html

      An example of "rawer" would have been files in which the headers were assumed (because all snippets were the same format) - kind of like WAV without the header. 1990-ish Amiga junkies (OK, me) frequently ripped these kind of files out of game executables and then slapped headers on them to make them edible to the general population.

      I hope that helps - out.

    11. Re:Technical questions. by moonbender · · Score: 1

      Sure, it does. I wouldn't call it rawer myself, but eh that's okay. I also ripped the audio from games (and often the music from demos) a decade or so ago, BTW, not on the Amiga but on the PC. I admit I didn't do it by hand, though, I used tools.

      --
      Switch back to Slashdot's D1 system.
    12. Re:Technical questions. by LWATCDR · · Score: 1

      "And they probably use MSVC. Everyone uses MSVC. They'd be on crack if they didn't."
      Why? The Intel compiler seems to in general generate better code then MSVC and seems to do much better at vectorization than MSVC or GCC. The Intel compiler plugs right into Visual Studio so I would say that not using MSVC can be a good choice. I would have to say that to not consider the Intel compiler as a option for game development under windows would require someone to be ignorent or an employee of Microsoft.
      Here are some older benchmarks http://www.open-mag.com/features/Vol_27/IntelC6/in telc6.htm
      I am surprised how many people just stick with MSVC when they have a better performing option. For some it maybe the added cost. I mean if you already have paid for Visual Studio why pay for the Intel Compiler. However for a game developer I would think it would be worth the effort. Or it could be that the Intel Compiler does not generate good code for the AMD cpu.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    13. Re:Technical questions. by Trongy · · Score: 1
      I'm not sure this was true with the original Civ. That was a completely turn-based game and the computer didn't need to do a whole lot of thinking between turns. These guys weren't pushing the hardware limits by any means. (Load it the old CivWin on a current box with other 1990-era games to see what I mean.)

      Acutally I remember it being quite slow on an early 1990's era computer (16 Mz 286 - not all of us could afford a 386 you know and the DOS version came first). Early in the game it was just a few seconds between turns, but towards the end of a large game, turn times were more like 20-30 seconds if not more.

    14. Re:Technical questions. by kubrick · · Score: 1

      These guys weren't pushing the hardware limits by any means.

      Why did my Amiga 500 take 10 minutes or more to set up a new game of Civ then?

      --
      deus does not exist but if he does
    15. Re:Technical questions. by Screaming+Lunatic · · Score: 2, Interesting
      Why? The Intel compiler seems to in general generate better code then MSVC and seems to do much better at vectorization than MSVC or GCC. The Intel compiler plugs right into Visual Studio so I would say that not using MSVC can be a good choice. I would have to say that to not consider the Intel compiler as a option for game development under windows would require someone to be ignorent or an employee of Microsoft.

      At my previous job our volume renderer was compiled using ICC. ICC was only used for release builds. Since ICC is binary and link compatible with MSVC. Our higher-level SDK was compiled using MSVC.

      Note, the following numbers are based on MSVC 7.0 and ICC 7.0. Since then, MSVC 7.1 has been released with the imminent release of 8.0. The latest version of ICC must be 8.0, not sure, haven't been keeping track anymore.

      The benchmarks you point to are for compilers that were released in 1998.

      We found that ICC sped up our renderer about 10%. The main advantage was that ICC is able to vectorize loops better than MSVC. It also supported OpenMP and PGO, which we didn't really use anyway. MSVC 8.0 will support those options. The advantage came from the fact that the code was a CPU-intensive software renderer. That is not the case for games. At my current place of employment, we have custom assembly for these cases (SSE, SSE2, 3DNow). Vectorized code is probably the last place where hand-rolled assembly can still beat a compiler.

      The ICC compiled code suffered a penalty on AMD hardware. About 10% from what I remember.

      The license cost of purchasing ICC is not a problem. Supporting two compilers is just not worth the burden. ICC is not a good choice for debug builds. It compiles slower and the diagnostics are less helpful.

      That is my own actual first-hand experience. I am not an Microsoft employee and I am capable of spelling ignorant correctly.

      BOINK. That was the sound of you hitting my Foe list. I don't know why I even post here anymore.

    16. Re:Technical questions. by LWATCDR · · Score: 1

      I am on your foes list? My heart breaks.
      Think about it. You said "anyone that doesn't use MSVS is on crack?" yet you then post "At my previous job our volume renderer was compiled using ICC. ICC was only used for release builds. Since ICC is binary and link compatible with MSVC. Our higher-level SDK was compiled using MSVC." where you on crack at the time? You make a blanket statement like that and you will get comments back. I will admit the ignorant comment was a little much.
      I was pointing out that there is at least one good alternatives to MSVC which in your first post you dismissed. ICC in most
      I really wish that GCC could match ICC or MSVC for code generation. It will probably never happen since GCC is far more generalized than ICC or MSVC. I have to use gcc for arm development. GCC's strength is in cross platform work.
      So ignoring the you must be on crack comments.
      MSVC is good if you are only developing under Windows.
      ICC is good if you are going to target Intel under Windows and or Linux or if you want better performance without hand coding in asm.
      GCC is good if it has to run under Linux, Windows, Mac OS/X, BSD, or down on the hardware running on anything from an IBM Zmachine to a pic chip.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    17. Re:Technical questions. by JetTredmont · · Score: 1

      The PC I had in 1995 (100MHz Pentium) ground to a halt decompressing MP3 files. The PC I had in 1991, on which I played the original Civ (non-Win obviously) didn't stand a chance of decompressing MP3 realtime, both because it was a 386SX-16 and because, to my knowledge, MP3 hadn't been invented yet. Well, at least not "officially" (that didn't happen until 1992 according to mp3-mac.com).

      WAV worked quite well, however, on both of those computers (after I added a SoundBlaster to the 386 at least).

    18. Re:Technical questions. by JetTredmont · · Score: 1

      Not to mention the "Terraforming" phase to kick it all off, which would often last 10-15 minutes on my old clunky 386SX.

    19. Re:Technical questions. by Jarlsberg · · Score: 1

      And they probably use MSVC. Everyone uses MSVC. They'd be on crack if they didn't.

      Heh... Cue ten million replies saying MSVC is The SuXX0rs :D

  10. Why? by codergeek42 · · Score: 5, Interesting

    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?

    1. Re:Why? by Anonymous Coward · · Score: 2, Interesting

      i would also wonder, how you went about planning/designing your games. for instance do you keep journals and such of ideas and expand on them like you would a story? or do you just keep lots of random ideas spread out on index cards, and then organize them later? or do you start off with structured thinking? like im going to make a game, its going to be RTS, its going to be etc...

    2. Re:Why? by Anonymous Coward · · Score: 0

      Yeah because we'd really like to read on slashdot what you've already answered in a bout 400 game magazine articles to date.

    3. Re:Why? by infochuck · · Score: 1

      C'mon! A 5?!?!? Like this is like asking an author why they write.

      Hint: it's BECAUSE THEY LIKE GAMES.

    4. Re:Why? by Anonymous Coward · · Score: 0

      You must be young otherwise you would remember the games culture of the 80s. Anybody who had a computer was writing cool games (probably in their bedroom) back then.

    5. Re:Why? by Anonymous Coward · · Score: 0

      No, I doubt that. What I'm really wondering is: Are his words BACKED WITH NUCLEAR WEAPONS?

  11. Balance by Avacar · · Score: 5, Interesting

    When building any strategy game, where do you start when you attempt to balance the game? Do you find that you personally need to play test and try new concepts to balance games, or do the inherent mechanisms of your games lead towards making balance easier for you to to achieve?

  12. Question... by Chickenofbristol55 · · Score: 5, Interesting

    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?

    --
    public class null extends java applet { System.out.print ("Tabula Rasa"); }
  13. Complex Game Factors by sexyrexy · · Score: 0, Redundant

    I know alot of readers would really like to hear about how you approach the task of balancing complex strengths and weaknesses in games - for example, the relative speed and power of a unit in an RTS.

    --

    Rex is 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
  14. Dear Mr. Civ Creator by Anonymous Coward · · Score: 5, Funny
    Dear Mr. Creator of Civ;

    Can I please have my softmore year back?

    1. Re:Dear Mr. Civ Creator by realmolo · · Score: 5, Funny

      Not until you learn to spell sophomore.

    2. Re:Dear Mr. Civ Creator by $RANDOMLUSER · · Score: 4, Funny

      Apparently that was the year they taught spelling.

      --
      No folly is more costly than the folly of intolerant idealism. - Winston Churchill
    3. Re:Dear Mr. Civ Creator by Malc · · Score: 1

      You're not the only one. So more importantly: will Mr. Meier take responsibility for his actions which were to write disgracefully addictive games that I daren't touch today a decade or more later for fear of losing more of my life to them!?

    4. Re:Dear Mr. Civ Creator by Zevets · · Score: 5, Funny

      Actually I would like to lodge a complaint against Mr Meier.

      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.

      --

      Mod Wisely.

    5. Re:Dear Mr. Civ Creator by Anonymous Coward · · Score: 0

      I lost alot more than one year to this mind-taker!!

      (Civ 2 is the one I keep going back to, Civ 3 just didnt fire the neurons quite so well)

    6. Re:Dear Mr. Civ Creator by CompSciStud4U · · Score: 1

      No years of high school count.

    7. Re:Dear Mr. Civ Creator by zippthorne · · Score: 1

      It counts until he gets his acceptance letter. He's got about two or three months of counting left if he applied early.

      --
      Can you be Even More Awesome?!
    8. Re:Dear Mr. Civ Creator by Anonymous Coward · · Score: 0

      Have you tried CivAnon ?

  15. other uses by AmigaAvenger · · Score: 1, Interesting

    One quick question... Have you explored the possiblity of actually taking one of your great sim game engines and using it in a 'real world' type environment. (i.e. a city planner laying out their city in simcity 4000) Obviously things like an alien attack wouldn't be part of it, but with some changes I imagine it could make a relatively accurate sim. Your thoughts on it?

    1. Re:other uses by Xarius · · Score: 2, Informative

      I think you may have confused Sid Meier with Will Wright.

      Meier is responsible for the amazing Civilisation series and Alpha Centauri, which are more games than attempts at simulation, whereas Wright is the creator of the brilliant Sim City games and its friends.

      --
      C17H21NO4
    2. Re:other uses by NotoriousQ · · Score: 5, Funny

      I do not know, but the invasion of Iraq could have been planned using Civ II. It looked like my favorite strategy. 2 Runs of 10 stealth bombers each on the cities with city walls, then three division of tanks, and some riflemen behind them to keep the cities guarded. My problem was that I always push on with the tanks to the bigger cities, meanwhile my riflemen are being overwhelmed by the partisans that appear all over the map, and I can not get the production going because of the riots in the cities I capture. Meanwhile, in my home cities I have riots because I have too many troops too far away from my cities. Makes me want to switch the government to something a bit more palatable, like despotism, and shut them up by creating a bunch of conscripts, and then using those to make everyone calm.

      --
      badness 10000
    3. Re:other uses by dudacgf · · Score: 1

      Man, send that cenario to the guys at pentagon. May be they learn something from it... /already stuck in a situation like that... /went despotic and won the game...

    4. Re:other uses by Anonymous Coward · · Score: 0

      Fundamentalism works even better, who needs those science advances anyway?

    5. Re:other uses by Anonymous Coward · · Score: 4, Funny

      In all fairness, George Bush tried harder than you give him credit for. On the advice of John Ashcroft, he tried to switch the government type to Fundamentalism for its superior advantages in wars, but he couldn't figure out how to work the menu thingy.

    6. Re:other uses by Dolly_Llama · · Score: 1

      Meanwhile, in my home cities I have riots because I have too many troops too far away from my cities.

      I was just thinking, "Everything I know about religion I learned from Sid Meier."

      --

      Somewhere, something incredible is waiting to be known. -- Carl Sagan

  16. Hexus.net by earnest+murderer · · Score: 0, Troll

    I'm developing a game based around trashing hexus.net web servers, but Slashdot already dominates this genre. What advice do you have for new developers entering an already crowded/mature space?

    --
    Platform advocacy is like choosing a favorite severely developmentally disabled child.
  17. AI by truthsearch · · Score: 5, Interesting

    I've been a huge fan of Civilization since it first came out. I've always thought the AI of the computer players is relatively good, especially how each has certain characteristics which differentiate them and give them strengths and weaknesses. But AI in strategy games doesn't seemed to have advanced drastically in the last 15 years. What do you imagine the next big advances in game AI will be? When will games really learn how you play? When will we not be able to tell the difference between a human and computer competitor?

    1. Re:AI by m50d · · Score: 1

      In relation to this: How important is Civ IV's introduction of Python? Do you think having a real programming language will make a difference to the quality and realism of game AI, or merely provide an easier way of doing things that could have been done anyway with the more usual methods?

      --
      I am trolling
    2. Re:AI by Surt · · Score: 5, Interesting

      Having done a lot of work in game AI, i'll give you one answer, we'll see if Sid agrees.

      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.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    3. Re:AI by Inverse+Icarus · · Score: 5, Interesting

      I hope you don't mind, but I've taken the liberty of extrapolating on your question. It's a bit long, but I'm genuinely curious about this and really hope it makes it to Sid. 1. From a game designer's point of view, how much should you value game complexity against an effective AI? The new systems introduced in Civilization III, such as strategic resources and culture, add a new level to the game play, but also add another aspect of the game that the AI has to cope with.

      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? :)

    4. Re:AI by Anonymous Coward · · Score: 0

      "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."

      There are Go playing programs which work (in part) on this idea. However it's not all that effective in Go, and would be even worse in a game like Civ4, because the amount of data needed to gain useful heuristics is too great. In Go, this is largely because a single stone placed slightly differently could introduce a new weakness, or close an old weakness, in the formation the computer is trying to attack or defend. From that, the move suggested by the heuristic learned from the historical data could either be less effective than another move, completely useless, or even damaging to the computer's game.

    5. Re:AI by SpartacusJones · · Score: 1

      This is an interesting topic because I am actually playing Civ 3 right now (the balencer mod- it's like a new game!).
      I am always frustrated by the AI players. If you don't constantly give them things, they hate you. Yet they NEVER offer to give you things or even accept a fair trade (world map for world map for example). And they never ask what they can trade for a resource, tech or luxury- they demand it or declare war on you instead. I can understand how all civs being willing to bend over to keep the peace would be boring, but shuoldn't some of the civs act more civilized?
      Also, since I am playing a mod right now, will moding be as easy in Civ 4?

    6. Re:AI by griffjon · · Score: 1

      You might check out NE(u)RO: http://nn.cs.utexas.edu/NERO/about.html

      It's a fascinating, and frightenlingly good AI engine/game. Well, the game's pretty much just a display of the AI really..

      --
      Returned Peace Corps IT Volunteer
    7. Re:AI by Surt · · Score: 1

      Yeah, I've seen NERO before. I think the key problems with it in my view are:

      a) player spends lots of time training the AI. This is essentially equivalent to what goes on in game development houses already, where the developers spend lots of time training the AI. But in games, it is not typically fun, nor should it be expected that the player will train the AI.

      b) the player trains the AI. When AI will really take off is when the AI will train itself. And that will take AI with close to the brainpower of the training player. Granted, it will be specialized for training in the context of the specific game, so it won't take nearly as much computing power as a general purpose brain, but it will still take a lot more CPU than we have available today.

      c) the AI is very narrowly trainable. There are a very small number of inputs and outputs to the NERO intelligence. For a more realistic game to be played against a human, this will have to be scaled way up, and unfortunately this technique tends to scale worse than linearly in the number of inputs and outputs.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    8. Re:AI by griffjon · · Score: 1

      Well, to be fair, the AI self trains based on the player's inputs of obstacles/enemies and goals. the NERO engine evolves its AI processes pretty rapidly to achieve the goals set by the player. Again, as a game it's unexciting to be sure, as a display of an innovative method of AI (using evolution), it's interesting.

      I know the people involved in the back-end development of the AI for NERO, and it's... scarily powerful. In a situation given a (virtual, but well-physics'ed out) "arm", they noticed an unusually long time in one trial for its task of moving an object from one location to another, although it was ultimately successful, it took 6x or so the usual time to figure out the problem and solve it.

      Examining the "rules" of that trial, they'd accidentally disabled one of the arm's motors, and the AI had used momentum (swinging the rest of the arm to rotate the disabled joint) to overcome this difficulty. i.e., it wasn't supposed to be 'possible'

      --
      Returned Peace Corps IT Volunteer
    9. Re:AI by Surt · · Score: 1

      To clear up my issue with NERO: the AI will be at the level to make RTS gaming interesting when the player no longer has to be involved. When the AI can effectively choose obstacles and enemies to train its own units, we'll be where we need to be.

      Having written genetic algorithm driven neural net based AI in the past, I think I have a reasonable idea what is going on in the internals of NERO. I could be a little wrong, but I'm probably not far off. I'm unsurprised that it can learn some adequate squad based tactics level techniques. But there are two problems here:

      1) adequate will not compete with a decent human player, nor even with good scripting.
      2) the squad level is not where games have trouble with their ai today (at the squad level, rapidity of control lends an enormous advantage to the ai).

      Where AI needs to improve is at the strategic level.

      None of what i'm posting is meant to denegrate the NERO work. It's great work, definitely innovative, very interesting. It just doesn't address the AI problem that most people perceive in games today at all.

      I do actually think that something in the realm of genetically trained neural net based AI is the way of the future ... but the CPU needed to really do this at a sufficiently complicated level just doesn't exist right now.

      If you know those guys ... ask them what it would take (iterations, cpu, memory) for their system to train a 16 million input net, if i'm willing to grant that an average node has connections to only roughly the square-root of the number of nodes (4 thousand). That's what I believe will be able to effectively play starcraft.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    10. Re:AI by WeirdWiseWires · · Score: 1

      Maybe for the next step in AI, IBM could develop a supercomputer called 'Mild Beige' or something. This could then be used for huge amount of processing required for the afore mentioned dynamic AI that learns players strategies. Once this is done IBM can challenge sid to try and beat it, of course they're allowed to give thier AI civilation stupidly high production modifiers and ridiculousy fast technology advances, just like on the harder settings of civ, see how much you like being whooped at your own game sid! The day the machines can beat thier creator at civ may be the day we have to scourge the sky to kill of thier solar power and start living underground, i bag the cool shades and super powers though!

  18. A Meier MMORPG? by Tackhead · · Score: 5, Interesting
    > Today we're asking for questions about design and philosophy to pass on to Mr. Meier.

    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?

    1. Re:A Meier MMORPG? by no_pets · · Score: 0

      Gee, thanx. If Sid Meier creates Civilization MMORPG I'll have to move into my parent's basement so I can play it 24/7.

      --
      "A government is a body of people, usually notably ungoverned." - Shepard Book Quoting Malcolm Reynolds
    2. Re:A Meier MMORPG? by Anonymous Coward · · Score: 0

      Sorry son, we sold the basement after you left home.

    3. Re:A Meier MMORPG? by m50d · · Score: 1

      I don't play myself, but I wonder if you should take a look at aetolia, which has an emphasis on city-state diplomacy.

      --
      I am trolling
  19. Are you the Phantom? by mokiejovis · · Score: 1, Interesting

    Mr. Meier,

    Is it true that you are the face of the Phantom of the Opera in Microprose's Return of the Phantom? The role of the phantom is uncredited and listed as, "???????."

    Inquiring minds would like to know!

  20. FreeCiv & Free Software by c0l0 · · Score: 5, Interesting

    Have you ever played FreeCiv? If yes, how did you like it? Do you believe in Free Software, and, more specifically, have you considered releasing (older) game engine sourcecode under the terms of the GPL, or "vintage" game content under a Creative Commons-like license?

    --
    :%s/Open Source/Free Software/g

    YTARY!
  21. What are your thoughts on the revolution? by Pinefresh · · Score: 1

    And how will having a mouse like ineterface on consoles effect the style of game youre known for. Are you planning on designing new or porting old games over to the new console?

  22. Question on governement types by Anonymous Coward · · Score: 2, Interesting

    Hi.

    The evolution of the Civilization line has brough exciting new features with each new title. One thing though never changed much, I am talking of the government types. Do you have any plan and do you think it would be possible to have a system that could permit the creation of new government types, a kind of building block system (pretty much like unit building in Alpha-Centauri) that would give the opportunity to assign different modes of operation to different government levels, based on the separation of powers, the social choices, the economic models, etc. Thank you for your time.

    Xavier Guilbeault

    1. Re:Question on governement types by Orne · · Score: 3, Informative

      If you check the Civ4 sites, apparently this is how Civ4 is treating governments, basically you check-box the qualities out of 5 separate lists on how much or how little of certain civic freedoms you wish to endure.

  23. Will Civ 1-3 ever be open sourced? by ziggamon2.0 · · Score: 5, Interesting

    Some game producers, mainly id software usually release the source code for older versions of their games, have you ever thought of doing the same?
    What are your reasons for/against? How do you feel about current free software Civ "clones" like FreeCiv?

    1. Re:Will Civ 1-3 ever be open sourced? by Skater · · Score: 1

      Or even Railroad Tycoon? It's not like Loki is going to be making much on it (well, Railroad Tycoon II) these days, right?

    2. Re:Will Civ 1-3 ever be open sourced? by cheesybagel · · Score: 1

      Firaxis does not own the copyright of the old Civilization games. The copyright is, to the best of my knowledge, held by Take 2. Who among other games make GTA.

    3. Re:Will Civ 1-3 ever be open sourced? by Anonymous Coward · · Score: 0

      Rockstar North, which is based in Edinburgh, and previously known as DMA Design (the Lemmings people) actually makes GTA. Take 2 is just the publisher.

    4. Re:Will Civ 1-3 ever be open sourced? by jonwil · · Score: 1

      The source code to Civilisation: Call To Power 2 is available I believe (the licence isnt necessarily as "Free" as some here would like but it IS there).
      Also, they said the source code to the first CTP game has been lost.

    5. Re:Will Civ 1-3 ever be open sourced? by cheesybagel · · Score: 1

      Thanks for the heads up! I was wondering what happened to DMA.

  24. Hot Coffee by Anonymous Coward · · Score: 0

    Will there be a Hot Coffee patch for the next release?

  25. New genre by Ruprecht+the+Monkeyb · · Score: 5, Interesting

    It seems as if the mass market has become rather stagnant for several years. The last 'big new thing' was MMORPGs, and they've become fairly mature and standardized. Civ (although not the first 4X game) certainly sparked an entire class of games, Doom kickstarted first-person shooters and multiplayer. RTS games are still doing well, but classic adventure and turn-based have been somewhat in decline, as have RPGs. What do you see becoming the next genre in computer games?

  26. What sort of "original" game do you propose? by CyricZ · · Score: 2, Insightful

    You seem to be sure that the "originality" in the gaming industry is missing. So perhaps you could tell us what exactly you'd like to see. I mean, you must have some "original" idea that just isn't being implemented, correct?

    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.

    --
    Cyric Zndovzny at your service.
    1. Re:What sort of "original" game do you propose? by Anonymous Coward · · Score: 0

      How about something that hasn't been done to death using the same idea for the last 10 years? There are too many same old crap offerings. Take doom3, engine gives better graphics. Big deal. Game play is crap. Pick up weapon, find key, open door/locker, collect ammo/health. Kill monsters, walk through door, repeat.

    2. Re:What sort of "original" game do you propose? by CyricZ · · Score: 1

      Okay, so yet again it has been stated what has already been done. But I was asking for original idea suggestions. Do you have any? If you can't come up with any original ideas, then perhaps the game developers can't either. And that's why we got Doom 3, and perhaps Doom 4 and Doom 5 in the future.

      --
      Cyric Zndovzny at your service.
    3. Re:What sort of "original" game do you propose? by 99BottlesOfBeerInMyF · · Score: 1

      I'm not the original poster, but I'll bet we both share something in common, we are not professional game designers. As a result of this we don't spend all day trying to come up with cool game ideas and are thus not particularly qualified to speak to what sort of new games can and should be made.

      What I am is a consumer of games and I must say I've been pretty bored with all the unoriginal games that are just rehashed old games. I'd like to see some games that are evolutionary like the Diablo series except with better combat rather than more junk in the next version. I like fast and easy gameplay, but get bored with only having one or two ways to attack after a while. just adding attack high, medium, low, and block and making combos work would make the whole thing an order of magnitude more fun. I'd like to see some FPS games with engaging, clever, plots, like the old marathon series did. Games that make you want to read more about the plot, as part of the game rather than a game that has such a dull and contrived plot that you click past it as fast as possible to get back to the action. I'd like to see some traditional role playing games that actually stress the role playing parts, with online play where players can interact, need to speak to one another, and can customize actions. I'd like to see a strategic naval combat game with pseudo-random wind, current, and storm effects. There are plenty of other games I'd love to play if someone would make them, most of which I have never even thought of. In fact one of the few things I don't want to play is another game that is no different in plot or gameplay than an existing game. Better graphics are all well and good, but they are not a sufficient improvement to justify buying a new game. In fact in general I think far to much gaming effort goes into graphics as compared to story elements, artwork, and world building. There are some games out there that have gameplay that is a lot of fun, and I'd be happy to buy a sequel to, if the sequel was just more and better variations on the original. I'd happily shell out more money for a whole new series of Warcraft 3 campaigns, with a new plot, settings, and some new artwork. I already did so once with the Frozen throne expansion. I just wish there were more campaigns to buy that started at the beginning with new characters and plot and built up to larger things. I'd love for a company to build a base game and sell it at a reasonable price and then sell additional games that ran on the same engine and re-used most of the same elements but sold for $5-10 a pop. OK, game companies, this small segment of your audience has spoken. Bring on the new games.

    4. Re:What sort of "original" game do you propose? by NickFortune · · Score: 2, Insightful
      But I was asking for original idea suggestions. Do you have any? If you can't come up with any original ideas, then perhaps the game developers can't either.

      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 of originality in the industry. The problem seems to be that the game studios are increasingly unwilling to fund anything but sequels and remakes.

      And I think that's a legitmate cause for complaint.

      --
      Don't let THEM immanentize the Eschaton!
    5. Re:What sort of "original" game do you propose? by EpsCylonB · · Score: 4, Insightful

      You have a point, the reason why publishers love sequels and genre standards is because new original games are a risk that rarely pays off. Who's fault is this ?, its the consumer, the games companies are merely giving us what we tell them we want (with our wallets). Of course if you have an original inventive idea for a game and you are sure it will be popular and sell millions then with current online infratstructure it is easier than ever before for an independant to distribute their their own games.

    6. Re:What sort of "original" game do you propose? by m50d · · Score: 1

      How about a true detective game? The investigative element is there in the myst series or broken sword, but such games still tend to have a definite path through them - there's freedom in the sense you can go anywhere, try and use anything, but at any point there's only one way to advance towards the end of the game. And there seem to be less and less of them coming out. I want multiple objectives, none of them obviously the main one, and choices that alter the story. Multiple ways to achieve the various endings. Not an overwhelming number of frivolous quests like in many RPGs, but maybe 3-5 main plot threads, and endings that leave one or more of them unsolved.

      --
      I am trolling
    7. Re:What sort of "original" game do you propose? by Seraphim1982 · · Score: 1

      I'd like to see some games that are evolutionary like the Diablo series except with better combat rather than more junk in the next version.

      Diablo was not evolutionary. Diablo was a Roguelike with a few fancy graphics tacked on. If you are going to count that as "evolutionary" then why not count Doom 3 (which is Doom with fancier graphics) as "evolutionary"?

    8. Re:What sort of "original" game do you propose? by Rei · · Score: 5, Funny

      Well, you could always go to "hybrids" of genres. I can picture it now!

        * 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!

      --
      ... in Siberia, where Putin killed a fish with a speargun. He later claimed it was killed by Ukrainian separatists.
    9. Re:What sort of "original" game do you propose? by masdog · · Score: 1

      I'd love for a company to build a base game and sell it at a reasonable price and then sell additional games that ran on the same engine and re-used most of the same elements...

      I think the Sims did something like this that is being continued with The Sims2.

    10. Re:What sort of "original" game do you propose? by 99BottlesOfBeerInMyF · · Score: 2, 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 yet, with the specific improvements I mentioned, which would be another evolutionary (rather than revolutionary) change.

      Diablo was a Roguelike with a few fancy graphics tacked on.

      Diablo was somewhat like rogue in that it had similar story elements and traditional equipment, levels, and other RPG elements, but the plot was completely different and the gameplay was completely different. The graphics were obviously improvements on ascii, there was sound, the control was via a mouse with the keyboard as secondary input, etc. etc.

      why not count Doom 3 (which is Doom with fancier graphics) as "evolutionary"?

      Doom 3 is evolutionary improvements on Doom 2 and Doom 1. Who would argue otherwise? The problem with Doom 3 is the lousy plot, and poor story telling. I actually look at games as being composed of three parts: gameplay, story, and display. The gameplay is the mechanics of play, what controls, what you can do, how fast it goes etc. Story is the plot and characters. Display is the graphics and sound. Doom 3 has a great display and the gameplay is OK, but nothing special. The story is crap. I wish gaming companies would hire few good writers rather than more code monkeys. Diablo 2 had a very nice story, the display was good too, but I'd like to see some evolutionary improvements to the gameplay.

    11. Re:What sort of "original" game do you propose? by 99BottlesOfBeerInMyF · · Score: 1

      What I think would be fun is a detective type online RPG. It might require assigned roles (i.e. player 3 is secretly the murderer) but I think it might be the best way to achieve the flexibility of plot required to keep the game interesting. It would certainly be a challenge to code though.

    12. Re:What sort of "original" game do you propose? by irc.goatse.cx+troll · · Score: 1

      I don't know what you had to smoke to come up with those ideas, but I hope you brought enough for the rest of us.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    13. Re:What sort of "original" game do you propose? by IthnkImParanoid · · Score: 1
      Do you have any? If you can't come up with any original ideas, then perhaps the game developers can't either.
      Pet peeve: just because I can't do something doesn't mean I can't or shouldn't critisize people who do it poorly. For example, I can say that current music is mostly derivative and bland, that politicians are corrupt and self-serving, and that the guys who installed my oven are idiots because the knobs turn the wrong way. I myself would be a horrible musician, leader, or oven-installer, but my opinion is still valid.
      --
      It's nothing but crumpled porno and Ayn Rand.
    14. Re:What sort of "original" game do you propose? by Wah · · Score: 1

      Sorry, you are wrong (IMHO).

      For the Doom 3 they did hire a professional writer and it showed. The voice acting part of the story was *excellent*, and did a wonderful job to help keep the game moving and up the suspense. Take on the fact that all the sci-fi elements for most interplanetary storylines were included, and beyond just talking about how to make 'super fuel cells', you actually got to see the machine that did it (and one of the guys the machine cut in half).

      Diablo 2 had a nice story? How is "Diablo Came Back Halfway Around the World" a nice story? Huh, the Northlands? Wha?!

      --
      +&x
    15. Re:What sort of "original" game do you propose? by WilliamSChips · · Score: 1
      * 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".
      You forgot about the engineers...
      --
      Please, for the good of Humanity, vote Obama.
    16. Re:What sort of "original" game do you propose? by 99BottlesOfBeerInMyF · · Score: 2, Informative

      For the Doom 3 they did hire a professional writer and it showed... Diablo 2 had a nice story? How is "Diablo Came Back Halfway Around the World" a nice story?

      Lets see, In Diablo 2 there were what twenty four subplots, and dozens of characters with unique dialogue in each city. There was the overarching plot narrated by an interesting character and the whole thing was interesting enough that most people I know actually paid attention and read or listened to all the back story about their quests.

      With Doom 3 I felt that the story was just sort of extra crap. You didn't need to really know any of it to play the game, and frankly I don't even remember what most of it was. Yeah, we're supposed to kill these demons, and then these demons. This differs from the original how? It did not hold my interest at all. If you want to see an example of an FPS with a plot and story that is really integrated and captivating, check out Marathon 2, I think it is available as an open source project now. Super intelligent AI's strong arming you into accomplishing various tasks, lying to you, Aliens who are really, really alien, plots where you are double crossed, where alien machines screw with you, and an insane AI beams you here and there while spouting bad poetry at you. All of this in a series of settings where computers you interface with have valuable data as well as meaningless, but often amusing, information about the neighborhood. I guess I just don't see Doom 3 as comparing at all. To me the story of Doom 3 seemed neither clever nor engaging. I suppose everyone has personal preferences, I'm glad you liked it.

    17. Re:What sort of "original" game do you propose? by Anonymous Coward · · Score: 0

      "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"

      http://www.lucasarts.com/products/rebellion/

      Its not a terrible game, but then its not great either.

    18. Re:What sort of "original" game do you propose? by cheesybagel · · Score: 1

      I'll have one super-sized "Monkey World" please.

    19. Re:What sort of "original" game do you propose? by m50d · · Score: 1

      Interesting idea. Maybe it could be done with something like an IRC bot, that informs the players where they are, reveals the right clues privately to players who need them, but other than that simply lets them talk.

      --
      I am trolling
    20. Re:What sort of "original" game do you propose? by Valdrax · · Score: 1

      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!

      Ever hear of Puzzle Pirates?

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    21. Re:What sort of "original" game do you propose? by SnprBoB86 · · Score: 1

      "Who's fault is this ?, its the consumer"

      This is simply not true. Consumers support good games. Many consumers can't tell a stinker from a winner, but as a whole, good games sell. They just simply don't sell as well because publishers identify them as risks and fail to give them the advertising they are due. Games like Kamari Damacy, which received stellar reviews, also enjoy cult success among those who read and follow those reviews. Sadly, the average gamer simply walks into Best Buy or ebGames and buys what ever is prominently displayed on the shelf (assuming they already own copies of Madden and GTA). If a creative and innovative new game is mediocre at best, there no sense pushing it with advertising, but great games deserve great support from their publishers that they just simply aren't getting.

      "it is easier than ever before for an independant to distribute their their own games"

      It may be easy for an independent to distribute their own games, but it is still extremely difficult and costly to spread the word. Most consumers don't have broadband. Casual gamers actively look for games online, so advertising is a must, but casual gamers also don't visit the usual gaming sites, so advertising has to be spread too thin to be effective. Until a centralized simple and inexpensive means of publishing games online becomes common place, independent games will never sell what they can be worth without a decent publisher.

      --
      http://brandonbloom.name
    22. Re:What sort of "original" game do you propose? by EpsCylonB · · Score: 2, Insightful

      Three words... "Word of Mouth".

      If a game is special enough it will find its audience, GTA3 was not marketed to casual gamers at first, but its originality shone through and for better or worse is now a mainstream phonomenon.

      If consumers really hated the mediocre games that are given prominent retail shelf space then they wouldn't buy them and the retailers, publishers and game developers would try and satisfy the consumer with different types of games. Just like any other medium (film, tv, music) the burden is on the games companies to produce titles that entertain people (to the extend that they want to plonk down $50 for the privilege). Like the rest of the entertainment business games companies live and die by their audience.

    23. Re:What sort of "original" game do you propose? by Anonymous Coward · · Score: 0

      "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"

      They already made that game, it was called "Star Wars Rebellion" in the US. It had a different title in the UK I believe, but I can't recall what it was.

      Also.. was Earthbound really poorly translated? It's been a year or two since the last time I played through it, but I can't seem to remember it being that hard to understand.

    24. Re:What sort of "original" game do you propose? by Rei · · Score: 1

      No, Earthbound was translated quite well - it was just a rather bizarre game. Zero Wing was poorly translated. I.e., the combination would be Bizarre + Poorly Translated.

      --
      ... in Siberia, where Putin killed a fish with a speargun. He later claimed it was killed by Ukrainian separatists.
    25. Re:What sort of "original" game do you propose? by ConanG · · Score: 1
      just adding attack high, medium, low, and block and making combos work would make the whole thing an order of magnitude more fun... I'd like to see a strategic naval combat game with pseudo-random wind, current, and storm effects.
      Both of those elements are somewhat present in Sid Meier's Pirates! game that was re-released last year (originally in the 80's). It's one hella-fun game. Check it out.
    26. Re:What sort of "original" game do you propose? by koko775 · · Score: 1

      * 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

      Star Wars Rebellion. 'Nuff said. It actually wasn't too bad of a game, though it could have been better.

    27. Re:What sort of "original" game do you propose? by Anonymous Coward · · Score: 0

      ah, you're forgetting about the saviour of many mediocre tv shows -- "there's nothing else on tv" as applied to video games-- "there's nothing else on sale at best buy/walmart/your favorite store".

    28. Re:What sort of "original" game do you propose? by earthstar · · Score: 1
      To an extent I can agree with you that , Its the consumers fault.
      The game companies produce sequels because it sells well.If it isnt going to ,then they wont waste time & money on developing a sequel.

      So,if the consumers shun sequels and buy only new games, the companies aernt going to make sequels.


      But,sadly,somehow the consumers seem to like it & keep buying.

      The same thing applies to movie sequels I guess.

    29. Re:What sort of "original" game do you propose? by tbannist · · Score: 1

      Have you tried Baldur's Gate Dark Alliance, BG: Dark Alliance 2, Champions of Norrath or CoN: Return to Arms, X-Men: Legends, or X-Men Legends 2?

      I would consider all of these games to be evolutionary improvements on Diablo. Heck, World of Warcraft could be considered an evolutionary improvement on Diablo. These are all games with different takes on the Diablo style gameplay and are, in my opinion, significantly improved.

      --
      Fanatically anti-fanatical
    30. Re:What sort of "original" game do you propose? by Anonymous Coward · · Score: 0

      > * 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.

      There is Doom Hunt!!!

  27. Getting a Job by Anonymous Coward · · Score: 0

    This question is asked all the time of game industry pros, but I'd like to hear your take on it. Say you've got your masters in Computer Science, you've been programming games in your spare time for years, and you're ready to try and get that coveted job in the field or, god willing, start your own game company. What kind of advice do you have for the new folks, having yourself successfully become one of the grandmasters of the profession?

  28. Console Vs. PC Gaming by Puhase · · Score: 1

    With the next generation of consoles about to be released, there has been much discussion about the increase in development time it takes to produce games for these systems and the subsequent effects on price and originality in gaming. While PC gaming has, in my opinion, taken a back seat to the surging console market in the last five years, is it possible that in the future we could see a resurgence of a strong and varied PC gaming market? Does the PC, with its guarenteed massive install base and its relatively consistent hardware/software standards, give developers can edge to take more chances and develope more efficiently?

    --
    I am and always will be a stereotype, because who in their right mind prefers mono?
    1. Re:Console Vs. PC Gaming by CronoCloud · · Score: 1

      I believe the terms PC and "consistent hardware" are incompatible.

      "consistent hardware ie exactly the same over an entire platform is more of a console thing.

  29. Nintendo Revolution and its possibilities by Spaceman+Spiff+II · · Score: 5, Interesting

    With the unveiling of the Nintendo Revolution and its point-and-click interface, do you think Civilization-esque strategy games will finally come to home consoles? And with this new, entertainment-center, living room environment will there be new ways for you to expand on the genre? Perhaps, for example, with regard to teamplay and multiplayer, as these are big in the home console setting?

    --
    I understand that life's not fair, just why is it never unfair in my favor?
    1. Re:Nintendo Revolution and its possibilities by Quince+alPillan · · Score: 1

      Finally come home to consoles?

      Already been done. And quite fun. I know I played it many days during the summer when my dad had the computer tied up.

    2. Re:Nintendo Revolution and its possibilities by Spaceman+Spiff+II · · Score: 1

      I was aware that the genre had been done before on consoles (not that specific one, thanks for the heads up!), but IMO they have never been as good as on the PC since they seem particularly well suited for the mouse. For instance there's an N64 version of Starcraft, I think, but it doesn't have nearly the following that the PC version does, and certainly pales in comparison to the following other console games get: Halo, Super Smash Bros., Tekken, etc.

      --
      I understand that life's not fair, just why is it never unfair in my favor?
    3. Re:Nintendo Revolution and its possibilities by CronoCloud · · Score: 1

      Should have ported Starcraft to the PSone, that's where all the other PC port RTS's headed. There would have been a larger audience for it. And the PSone has a mouse.

    4. Re:Nintendo Revolution and its possibilities by Quince+alPillan · · Score: 1

      So does the SNES. Civilization actually used it too.

  30. The Wisdom of Alpha Centauri by Skyshadow · · Score: 5, Interesting

    Sid -- I've always been curious: In Alpha Centauri, how did your team come up with as many snazzy future quotes as they did? Several of them seemed downright smart enough that I was suprised to see them credited to in-game characters rather than historical writers. Thanks for all the great games; I just dusted off Civ 3 for my yearly week of nonstop obsession.

    --
    Every year during my review, I just pray the words "slashdot.org" aren't mentioned.
    1. Re:The Wisdom of Alpha Centauri by Jeffrey+Baker · · Score: 4, Informative

      Sid Meier didn't design Alpha Centauri. That game was designed by Brian Reynolds, who also designed Rise of Nations. That's why they call it "Sid Meier's Alpha Centauri" instead of "Alpha Centauri: a game by Sid Meier". They are just slapping his name on there for some market recognition.

      This also explains partly why Alpah Centauri was so much more fun and imaginative than Civ III.

    2. Re:The Wisdom of Alpha Centauri by vitalyb · · Score: 4, Interesting

      True. Which would make it a fair question:

      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).

    3. Re:The Wisdom of Alpha Centauri by JFitzsimmons · · Score: 1

      Ahahahahah BURN! I agree though.

      --
      Beware he who would deny you access to information, for in his heart he dreams himself your master. -Anonymous
    4. Re:The Wisdom of Alpha Centauri by poulbailey · · Score: 1

      > This also explains partly why Alpah Centauri was so much more fun and imaginative than Civ III.

      Sid didn't design Civ3 either.

    5. Re:The Wisdom of Alpha Centauri by AvitarX · · Score: 1

      AC had weak weak weak AI, and terile balance. At least on huge maps.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    6. Re:The Wisdom of Alpha Centauri by PurplePhase · · Score: 1
      Brian's next game - He is about the only gaming person in the industry I truly respect
      Um.. if you want Sid to respond you might want to rephrase that, like: ".. only other gaming person.."!

      8-PP
  31. What kind of game do you enjoy? by TuringTest · · Score: 4, Interesting

    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 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!)

    --
    Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  32. A Question by American+AC+in+Paris · · Score: 3, Interesting
    Sid,

    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...)

    --

    Obliteracy: Words with explosions

    1. Re:A Question by PavementPizza · · Score: 1

      Drive to Firaxis from Paris? "You can't get there from here".

      --
      Viper is the preferred editor of the Emacs operating system.
    2. Re:A Question by American+AC+in+Paris · · Score: 1

      Heh. I'm living in Charm City nowadays.

      --

      Obliteracy: Words with explosions

  33. Question: Map Sizes by Androclese · · Score: 5, Interesting

    I found great joy in being able to play Marla's Earth map against 15 CPU players in Civ III. The game took at least a month to complete... partly because of the size of the map, but a great part of it was the game took up to 10 minutes to process the CPU Player moves. What changes, if any, have been made to speed up game play without sacrificing the CPU's ability to formulate a realistic strategy?

    1. Re:Question: Map Sizes by Androclese · · Score: 1

      As a follow up to my question, will we be able to see more than 8 other countries at once on the diplomatic screen without having to swap them in and out?

  34. Burning time by Mick+Ohrberg · · Score: 4, Funny

    How would you respond if someone accused you as being the reason for hours upon hours of neglected work, laundry, yardwork, homework, pets, spouses, wifes, dental appointments...? *guilty of all of the above*

    --

    Quidquid latine dictum sit, altum sonatur.

    1. Re:Burning time by Kjella · · Score: 0

      neglected work, laundry, yardwork, homework, pets, spouses, wifes, dental appointments...? *guilty of all of the above*

      spouse: A marriage partner; a husband or wife.
      wife: A woman joined to a man in marriage; a female spouse.

      So, I take it you have had spouses that aren't wifes then, since you list both. And both in plural? I'd say you have bigger problems than Civilization. For one, how many mother-in-laws do you have to deal with?

      --
      Live today, because you never know what tomorrow brings
    2. Re:Burning time by Mick+Ohrberg · · Score: 1
      spouses that aren't wifes then

      Not to mention that it's spelled wives... but that's not important right now...

      --

      Quidquid latine dictum sit, altum sonatur.

  35. How does the quality.. by CyricZ · · Score: 4, Interesting

    It's a technical question, but I'd rather not wait until Wednesday:

    How does the source code and implementation design quality of such open source engines compare to the actual products?

    --
    Cyric Zndovzny at your service.
    1. Re:How does the quality.. by biraneto2 · · Score: 1

      This question is kind of project specific. It's much like comparing the source code and development quality of windows and linux. One thing is quality of a product, the other is how much money did you spend while making it. A lot of money makes a better looking product, but it doesn't mean it is high quality (and surely I'm not saying Civ4 will be low qual... I can't even wait for it :)).

    2. Re:How does the quality.. by Geoff-with-a-G · · Score: 1

      How does the source code and implementation design quality of such open source engines compare to the actual products?

      Well, the fact that you use the word "actual", rather than "commercial", certainly speaks to the perception of open source engines.

    3. Re:How does the quality.. by Anonymous Coward · · Score: 0

      Well, the fact that you use the word "actual", rather than "commercial", certainly speaks to the perception of open source engines.

      Not really, given that the open source engines are intended as clones of Meier's games. In that context, referring to the original as being the 'actual' game is entirely reasonable.

  36. Complex Gameplay by KalaNag · · Score: 1

    I'm a big fan of Alpha Centauri, at the point i'm still playing it. I think it's a great game with one of the most complex tech trees i've ever used, a "gameplay haven" that is incredible funny without any fancy graphics. The tech tree in Civ is also complex too, but I like more the gameplay of SMAC. Are you planning in a new release of SMAC with new graphics, more tech (you just never have enough tech!) and enhanced AI? Thank you...

  37. What has Civ IV to offer? by flogger · · Score: 1

    Sir,

    Let me allow you the chance to "talk up" your upcoming game with this question.

    I love most of the civilization games! I remember well buying Civ I and opening it at a friends house to check it out, then reshrinkwrapping it to give to my wife for a birthday present. I remember the improved units of Civ II. I loved the many hours spent playing on Civ Net. However, I looked forward to Civ III. The whole concept of cultural influence baffled me and made the game less fun for my wife and I. And as there was no multiplayer support out of the box, I was turned off from the series. I refused to purchase an expansion that would add the multiplayer that was promised originally. Hopefully Civ IV, if I purchase it, will have multiplayer. Anyway, on to my question:

    What does Civ IV have to offer that will draw me back into your franchise? What elements for Civ I and II are included/excluded and what elements from Civ III are included/excluded?

    Thanks.

    --
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    "First things first -- but not necessarily in that order"
    -- The Doctor, "Doctor
    1. Re:What has Civ IV to offer? by Keebler71 · · Score: 1

      Shame you didn't press on... I think that culture was the single greatest addition to Civ III. It adds a whole new dimension to the game and is now my preferred method of conquest (via cultural expansion).

      --
      "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
  38. Sweep of Time? by Alkaiser · · Score: 5, Interesting

    A two-parter. I had read before you were making Civ III that you were planning on merging the two worlds of Civilization and Alpha Centauri, giving the player the ability to play through a big "sweep of time". Was this idea just too ambitious, and had to be shelved for the design process, and will it be revisited? If so, what about the design specifically was it that put this idea on the back-burner?

    --
    Netjak.com independent reviews of domestic & import video ga
    1. Re:Sweep of Time? by bclark · · Score: 4, Interesting

      There was a sort of expansion/reissue of Civilization 2 called Civilization: Test of Time. I remember that it introduced the concept of having multiple boards in the game, so you could play the regular campaign and when you launched your spaceship to Alpha Centauri, the game wouldn't stop. It would land on a completely different board, complete with some aliens, who would also come back and land on Earth. It was a little silly though, when you would get periodic rankings of all the civilizations throughout the game and the aliens would be listed along with their earthbound counterparts. It was a cool concept for sure. There were also total conversions of the game to a full on fantasy setting (a weird Tolkein/Norse mix) and a full alien world, all taking advantage of the multiple boards thing. I guess the package didn't sell well enough, or was too confusing with the expansion pack and Gold edition for Civ II also out, which it contained neither of.

  39. Future Directions in Gaming by WhiteBandit · · Score: 4, Interesting

    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 (for example, Firaxis shelving Dinosaurs or Will Wright's bold idea in Spore)?

  40. Civilization on Nintendo DS by vertinox · · Score: 1

    I heard a rumor that Civilization was coming to the Nintendo DS. Can you confirm or deny this? What are your thoughts on such a release?

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  41. Playability vs Graphics by Amoeba · · Score: 5, Interesting

    Sid,

    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

    --
    Do not taunt Happy-Fun Ball
    1. Re:Playability vs Graphics by PurplePhase · · Score: 1

      Part response to parent, part deepening parent's question:

      During published interviews with Brian Reynolds, he is quoted as saying that 'you can only fit so much into a 50x50 (pixel) space" (approx.) It annoys me immensely that they seem to be foisting the erroneous concept that somehow a zoomable 3D version will fit more (useful) information into the same screen real estate. Of course I was one of those peeved when the clean squares of Civ (I) were supplanted by those horrible diamonds in the last versions. I was happy to see FreeCiv had that option, though it didn't hold my interest long enough.

      So thank you for allowing us to have the squares back!

      The deeper questions, then, are:
      1. What is the interaction between the game designers and the interface designers and the graphics people - what sort of synergism does it take to develop the GUI we see in current screenshots, and what is the timeline of that?
      1b. Was it frozen with only a couple minor tweaks over the last 6 months, or were there significant overhaul(s) recently, say during alpha and beta test periods?
      1c. *Is* there a UI person/group, how much influence were they allowed?
      1d. Were the modellers/skinners given a certain single or multiple resolutions they needed to have products look especially crisp at?

      2. Was the game first developed for it's interface and instead the gameplay was tweaked until the end? Or a meeting-in-the-middle (development timeline-wise)?

      3. Oh, and will we finally be able to use *any* resolution we want? It is a bit painful playing Civ III scaled up to fit on a big monitor - turns out even Colonization (my favorite!) can use more monitor real estate! (at least in portrait mode)

      Thanks for answers, thanks for Colonization, and thanks for Civ 4!

      8-PP

  42. Open game by onyxruby · · Score: 2, Interesting
    You were one the first to really allow people to easily go into and modify aspects of your game. The first mod work I ever did for a game was to take the units for Civ II and revamp them.

    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?

  43. inovation? by AndyG314 · · Score: 1

    Here's a question: As games budgets become bigger and bigger, are flashy graphics and marketing become more important, is creativity and gameplay going out the window? What role will inovation play in the game industry as time goes on?

    --
    If it's dead, you killed it.
  44. Copyright terms by Bogtha · · 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.

    --
    Bogtha Bogtha Bogtha
    1. Re:Copyright terms by sirwired · · Score: 1

      Errr... U.S. Patents last about a decade and a half. Copyrights are indeed getting extended over and over, but before the latest extensions, they were already several decades.

      SirWired

    2. Re:Copyright terms by Bogtha · · Score: 1

      Original copyright terms were 14 years, in both England and the USA, with the option of renewing once for a further 14 years.

      --
      Bogtha Bogtha Bogtha
    3. Re:Copyright terms by Anonymous Coward · · Score: 2, Informative

      Yes, but as the poster said, copyright originally lasted just 14 years. You're thinking 1970, they're thinking 1790.

      The original 14 year (with optional 14 year extension for anyone who thought it worthwhile, which few did) copyright term helped to protect authors and other creative types, and represented a significant incentive over the pre-1790 situation in the US. It was fairly well argued this century before the Supreme Court that the many subsequent (and probable future) extensions had served as little further incentive to creators while being a substantial burden on the tax paying public. But, the Court held that Congress is basically entitled to screw this up on behalf of the people. As someone who believes Churchill spoke too kindly of democracy when he said it was the worst kind of government this was no surprise to me.

    4. Re:Copyright terms by drsquare · · Score: 0, Troll

      Jesus, where do you people come from? All the interesting, valid questions being asked in this discussion, and some copyright whiner turns up complaining about something completely irrelevent. Grow up. People like you don't care about the law anyway so why not just download it from an abandonware site, and shut your moaning?

    5. Re:Copyright terms by 99BottlesOfBeerInMyF · · Score: 1

      Buddha, where do you morons come from?!? The previous poster asked a pertinent question from a well respected artist about the future of his work and the possibility that the current laws either encourage him to do more work, make his work unavailable to future generations (something many artists would be upset about), or do both simultaneously. Enough people were interested in the answer to that question to mod him up. Then some lowbrow whiner like yourself shows up complaining that someone asked an intelligent question and making a slew of wild accusations and assumptions. Why don't you grow up and stop making a jackass of yourself when someone asks an adult question and quit your moaning. Just skip comments like this by, I'm sure someone will mention farts or boobies later on to entertain you.

    6. Re:Copyright terms by deander2 · · Score: 1, Informative

      patents last 14 years. copyright lasts beyond the life of the original creator, or a fixed length of time for corporations. civ I is nowhere near expiration under any copyright law that has existed this century (or the last).

    7. Re:Copyright terms by 99BottlesOfBeerInMyF · · Score: 2, Informative

      He said, "original copyright terms" which was 14 years originally, (with an extension possible). Since that time the laws have changed drastically and copyrights will no longer expire on any work for the foreseeable future, unless political power shifts away from big business. Every time they come close the terms are extended. This results in many works, like some of the author's original works, possibly disappearing or becoming unplayable within only a decade or so. It also means that the author's life work may vanish from public consciousness even before he dies, never to be recovered. That is certainly a concern of mine as a creative artist and something I's like to hear more popular artists comment upon.

    8. Re:Copyright terms by Anonymous Coward · · Score: 0
      Is it too hard to actually read the comment you're replying to?

      "With the original copyright terms, it would now be entering public domain."

    9. Re:Copyright terms by __aanonl8035 · · Score: 1

      As with so many things, the Supreme Court case you speak of is not so cut and dry.

      Basically, I believe that the case concerning copyrights brought before the Supreme Court was not argued correctly. Lawrence Lessing argued that the Supreme Court did not have the power to extend the copyright to the length they had (life plus 70 years/ 95 years prior works) because in essence they were making copyright forever and the constitution stated the government only had the responsibility to enact fair copyright terms for the public good.

      The Supreme Court came back with a ruling that said...
      yes we do have the power to enact copyright for however long we deem.
      They even said in their ruling...
      You did not ask us if (life plus 70 years/ 95 years prior works) is fair so we are not rulling
      on that.
      You asked us if we had the power to set copyright to (life plus 70 years/ 95 years prior works)

    10. Re:Copyright terms by LooseIsNotLose · · Score: 1
      The first version of Civilization was released 14 years ago. With the original copyright terms, it would now be entering public domain.

      What, the original copyright terms from 1790? Copyrights have lasted much, much longer for quite a long time, and the idea in the last couple of centuries has been to reward the author for the work for their entire *lifetime*, and to reward their estate for a certain number years thereafter.

      A better question to ask would be not whether Mr. Meier would want to *give up* the copyright and allow the work to enter the public domain, but whether he would want to *maintain* the copyright and simply change the licensing, e.g., to license the original game under the GPL or BSD license.

    11. Re:Copyright terms by Anonymous Coward · · Score: 0

      assuming he wasn't confusing copyrights and patents...
      the original 1790 copyright law was for 28 years, not 14. (you just had to file the paperwork twice)

      again, assuming he WASN'T confusing copyrights and patents...

    12. Re:Copyright terms by Anonymous Coward · · Score: 0

      assuming he wasn't confusing copyrights and patents...
      the original 1790 copyright law was for 28 years, not 14. (you just had to file the paperwork twice)

      again, assuming he WASN'T confusing copyrights and patents.

    13. Re:Copyright terms by Bogtha · · Score: 1

      A better question to ask would be not whether Mr. Meier would want to *give up* the copyright and allow the work to enter the public domain, but whether he would want to *maintain* the copyright and simply change the licensing, e.g., to license the original game under the GPL or BSD license.

      Well what I am interested in is his opinion of copyright. Whether he would voluntarily choose to free Civilization is a much smaller question than whether he thinks people in his position should have the privilege to control copying even after all this time.

      And, practically speaking, there's not much difference between committing something to the public domain, and publishing it under a BSD-style license.

      --
      Bogtha Bogtha Bogtha
    14. Re:Copyright terms by Bogtha · · Score: 1

      the original 1790 copyright law was for 28 years, not 14. (you just had to file the paperwork twice)

      That depends on how you look at it. The original term is for 14 years. As I stated elsewhere, the copyright holders had the option of extending it, but in cases like this, I doubt it would be exercised.

      again, assuming he WASN'T confusing copyrights and patents...

      Why would I have confused them? They are completely different things, and patents typically last for 20 years, despite what other people in this thread are claiming.

      --
      Bogtha Bogtha Bogtha
  45. Independence by USSJoin · · Score: 4, Interesting

    Mr. Meier,
    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?

  46. Mistake by Anonymous Coward · · Score: 0

    Don't you think your greatest mistake as a game developer was including Germans as a "Civilization"?

  47. Question to Sid by TabardPhantom · · Score: 2, Interesting

    Mr Mier,

    Have you improved the AI? CivIII was much the same game as CivII. The AI had the same failings. For many of us who play your games, and replay them, we are less interested in the pretty pictures as the game play. A smarter AI goes a long way towards keeping your loyal people loyal.

    Are you planning on giving finer grain control of the difficulty settings? If not, why? One of the most annoying features of the game is the way that the difficulty is handled. Once you get past a certain point in difficult, it just cranks up the advantages to the AI (initial start, production, combat) globally. It would be nice to control which advantages it gets. For example, the huge initial advantage makes it difficult to play on the smaller maps. Yes isn't that the point? But the real thing is that if you want a smaller map for time reason (some of us have kids) but want to play a challenging game, you can tell in 10 moves (oops 3 opponents are close) it is time to quit. It would be nice to say, "Give them all the production and combat advantages possible, but only a small initial seed bonus" or conversely on a large sparse map, "give them a huge initial bonus and reduce the production and combat advantages to moderately high" being able to tune things like this will allow the players to create more difficult or easy scenerios.
    Even better would be for the scenerio editor to have the further away AI get different bonuses to the close ones.

  48. One question... by Pichu0102 · · Score: 1

    How would you rate the SimGolf game, on a scale from 1 to 10?

  49. What is different about your games? by deft · · Score: 2, Insightful

    What is it in the brainstorming, design, implementation, or other stage you may find more interesting that YOU think sets your games apart from other games that have not done as well, had the same staying power, or popularity?

    --

    There's nothing Intelligent about Intelligent Design.
  50. Has innovation slowed in the gaming industry? by Phoenixhunter · · Score: 1

    Do you believe that innovation has slowed in recent years with the increased number of sequels and 'mainstreaming' of PC and Video games? Do you welcome console gamers as an untapped market, or do you see them as a counter to games that require strategy and actually engaging one's brain?

  51. Technically by Scrameustache · · Score: 2, 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 can't take the sky from me...

    1. Re:Technically by Fulcrum+of+Evil · · Score: 1

      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

      I'll bet it's number 2. Up in the top, Sid is quoted as saying that you should make the machine your slave.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
  52. You nearly made me flunk out of College! by ellem · · Score: 4, Funny

    Was your intent to release Pirates! with the final years of my College education a conincidence or were you attempting to have me fail out of college and live a life of squalor?

    Are you, in fact, my long lost arch nemesis?

    --
    This .sig is fake but accurate.
  53. What have you done with all the money you've made? by CyricZ · · Score: 1

    Certain others in the gaming industry who have hit it big have gotten financially involved in ventures such as space travel.

    Have you done anything interesting with the millions of dollars that you have made?

    --
    Cyric Zndovzny at your service.
  54. Development outside of the West Coast by Anonymous Coward · · Score: 0

    Do you feel that your development efforts have been helped or hindered by being outside of the West Coast tech centers.

  55. Railroad Tycoon by carlivar · · Score: 4, Interesting

    You've been involved with all of the main sequels in the Civilization series. I was wondering if you ever plan on getting involved again with Railroad Tycoon in a similar way? I know two sequels have already been made without your involvement -- they were pretty good. But I felt that something was "missing" in those sequels. Perhaps it was the Sid Meier touch? I honestly had more fun with the original Railroad Tycoon! I know I'm speaking for many when I ask if it's ever possible we'll see a TRUE sequel to your original Railroad Tycoon?

    --
    Vote Libertarian
    1. Re:Railroad Tycoon by jchernia · · Score: 4, Interesting

      "Mod the parent up".

      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?

    2. Re:Railroad Tycoon by PingXao · · Score: 1

      Ah, Railroad Tycoon! Keep the nVidia SLI and the ATi Crossfire setups with all their fancy GDDR3 RAM and pixel pipelines. Railroad Tycoon ran on basic hardware and was, quite simply, one of the most enjoyable games I've ever played. I've yet to find one better. Technology is nice but as someone once said, it's not the tools... it's the carpenter.

  56. Behind the scenes balancing of game play by rgbe · · Score: 1

    Hello Sid,

    I've been a fan of yours since the original Civilization. Ever since getting hooked on Civilization I've wondered about the game design and how you achieve a excellent balance between all the aspects of game play. Although the later versions had more features, I often found I was trying to finish the game instead of playing the game. What are you in-house techniques in striking such a balance, and how have these techniques changed since the original Civilization?

  57. What I want to know is by Ben+Newman · · Score: 1

    Can I have back that half a GPA point the first Civ cost me and the half a point Civ 2 cost me? You can have the girlfriend Alpha Centauri cost me, she wasn't that great anyway. I would like a new version of Alpha Centauri though, any thoughts on when that might be happening?

  58. How do you define 'it'? by Ransak · · Score: 1

    The intangible element to game play that makes the game fun has eluded many and been stumbled upon by others. What is the Sid Meier recipe for that elusive quality that some games simply lack? Is there a singular formula for 'fun'? (Pirates saved my sanity many times in college by the way, thank you!)

    --
    "Powers. I have them."
  59. The Square Grid by VernonNemitz · · Score: 5, Interesting

    Why do you keep using a square grid (however distorted by perspective) when a hexagon grid is known to be more accurate for movement across a landscape? I do understand that this would influence a number of other things, such as the Local City Area would be 18 surrounding hexagons instead of 20 nearby squares, and that when surrounding an enemy you only have 6 ways to attack instead of 8, but those are not insurmountable issues. For example, if the SCALE of the grid compared to the map was shrunk a bit, you could "enlarge" the Local City Area by another ring of hexagons, for 36 total surrounding cells. Productivity in every cell is merely set a little lower than before. In combat distance weapons having a range of 2 cells could allow an enemy to be surrounded by up to 18 of your units (probably only after Cannons are invented). Alternately, simple construction of roads and railroads already allow distant units to engage an enemy; why can't building roads and railroads near a city extend the Local Area of that city? And other ways of accommodating a hexagon grid are possible, I'm sure. So, why not?

    1. Re:The Square Grid by Surt · · Score: 1

      squares are a lot easier to render with rectangular textures, and lend themselves more naturally to array based representations.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    2. Re:The Square Grid by Zevets · · Score: 1

      With a grid, you just create an array of arrays of tile objects. With a map of hexagons, the data structure would be a bit harder to create, but easily surmountable. Also, hex based games seem nerdy, and appeal to the mainstream is huge in these games.

      --

      Mod Wisely.

    3. Re:The Square Grid by drsquare · · Score: 1

      Hexagons look ugly. Rectangles are more simple natural shaps, hexagons just look wrong. Also rectangles make navigation and building a lot simpler, and easier representation within the game.

      The edge of the map would be jagged as well. Unless do you a globe, but that's just complicating things.

    4. Re:The Square Grid by Anonymous Coward · · Score: 2, Insightful

      Probably mostly because the arrow keys form a square.

      Any game that tries to use hexes either has to overlay the alpha key board (eg: wedxza), use a convoluted selection system (eg: left-left-left-up) or get away from the keyboard completely. The mapping is pretty straightforward: it needs some thinking and the boundaries need to be managed differently but otherwise it is not much more difficult than dealing with diagonals. Perhaps now that they've got most of the mousing problems sorted (including the social/marketing ones) we can hope for this in Alpha Centuri II. I wouldn't expect to see it in this title though.

      My question for Sid:

      Have you ever played Space Empires? What did you think? Have you though about doing a space game?

    5. Re:The Square Grid by gbjbaanb · · Score: 1

      actually, for a hex map all you need is a square grid, and then 'shift' every other line of squares off by half a square. The data structure is very simple once you've got that in your head, the difficult bit is remembering that you have 2 adjacent squares on a different numbered 'row' - the one next to you, and the one above (or below) you.

      Try drawing out a 3x3 grid with the middle column offset by half a square, then draw it again but flat. It'll be obvious.

    6. Re:The Square Grid by Anonymous Coward · · Score: 0
    7. Re:The Square Grid by Mac+Degger · · Score: 1

      Still doesn't help with the texturing :)

      --
      -- Waht? Tehr's a preveiw buottn?
    8. Re:The Square Grid by Mac+Degger · · Score: 1

      Have you never played Civilisation? The edge (top and bottom) /is/ jagged :)

      --
      -- Waht? Tehr's a preveiw buottn?
    9. Re:The Square Grid by Sigh+Phi · · Score: 1

      parent: Rectangles are more simple natural shaps, hexagons just look wrong.

      Dude. Hexagons are everywhere in nature. Moreso than squares, certainly.

    10. Re:The Square Grid by coaxial · · Score: 1

      I imagine the the actual answer is a mundane, mainstream gameboards are square (e.g. chess, checkers, chutes and ladders, etc.) Personally, I never liked hexmaps, since it destroys one of the cardinal directions. Also square grids with diagonal movement give you eight adjacent squares (which is how civ works) and a hexgrid only gives you six.

      Squares rule.

    11. Re:The Square Grid by Zevets · · Score: 1

      Well if you assume the square is flat, like the first couple of games, then it is just a rotated image at perspective. Whereas with a hex, you would need to shade off certain pixels in the square. Now that its 3d, I guess all this doesn't really matter, as you are mapping twenty triangle to a face, so hex wouldn't change much. Kinda just leaves the data structure reasons.

      --

      Mod Wisely.

    12. Re:The Square Grid by Mac+Degger · · Score: 1

      Texturing is always done on a square 'canvas' (usually with sides of a lenght of powers of two [128x128, 1024x512]). It's never done on triangles, although 3d models do get their uv-triangles mapped to that square texture. So the point still tsands; it's much easier and much more efficient to use squares so you can map the square texture onto it without any unused texture space than to use hexagons and lose triangles (ie not use that texture space). It's a memory efficiency thing.

      --
      -- Waht? Tehr's a preveiw buottn?
    13. Re:The Square Grid by gbjbaanb · · Score: 1

      If you're texturing the ground, and making each tile blend into adjacent tiles, then there's no reason at all to display real hexagons. Display the squares, offset as I described, and the player will not notice any difference except that it appears he can move in 6 directions instead of the usual 8.

    14. Re:The Square Grid by Bogtha · · Score: 1

      Any game that tries to use hexes either has to overlay the alpha key board (eg: wedxza), use a convoluted selection system (eg: left-left-left-up) or get away from the keyboard completely.

      Er, what? No they don't. Take the standard numeric keypad that is used for movement in square-based games. Now ignore the up and down keys. Voilà! A hex movement system.

      --
      Bogtha Bogtha Bogtha
    15. Re:The Square Grid by Mac+Degger · · Score: 1

      Duh! Decouple texture space and movement space. I shoulda understood that from the getgo. Still makes it harder to texture, though...squares still make for a more coherent workplace (texturers, artists and programmers have one single 'map', which overlays the same)...I dunno.

      No, come to think of it; hexagons are still wargamer material (I was one)...mainstream people (who these games are targetted towards) just won't want to bother with hexes. Plkus of course there's the movement...how are you gonna map 6 directions to the 8-way numpad? Mouse only?

      --
      -- Waht? Tehr's a preveiw buottn?
    16. Re:The Square Grid by gbjbaanb · · Score: 1

      Yes, hexes are considered wargamers material (for a reason, they take it seriously, as you know :) ).

      Player control.. I was thinking of mouse movement, as the only games I can think of that have a tiled floorplan are wargames, strategy games (almost the same thing really) where movement is a slow and planned affair; or rpgs where it is point and click. If necessary to map 8 way controls to a unit - I'd do it with 4 controls... forward, forward+left, forward+right, turn around. Who walks backwards anyway :)

    17. Re:The Square Grid by atrizzah · · Score: 1

      Better yet, just take a 3x2 section of the num pad

  60. Take M.U.L.E., for example... by Meagermanx · · Score: 1

    The Civilization games all seem to be pretty much the same, with the only difference being upgraded graphics and features. Do you feel the strategy game genre needs to introduce new concepts to keep itself innovative and interesting?

  61. How do you feel about multi-threaded design? by LWATCDR · · Score: 2, Interesting

    How do you think multi-core/multi-threaded system will effect future games?
    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?

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  62. Your Most Underrated Game by myc18 · · Score: 5, Interesting

    Thanks for your contributions to computer gaming. Out of all the tremendous games that you have developed, which one do you feel is the most underrated? That is, the one game that you found very rewarding to develop, but didn't garnish the attention that it should have.

    1. Re:Your Most Underrated Game by slashbob22 · · Score: 1

      It has got to be Colonization. I have lost many of days with this gem.

      --
      Proof by very large bribes. QED.
    2. Re:Your Most Underrated Game by Mukaikubo · · Score: 1

      This has to be Covert Action. Quite simply one of the most fun, engaging games of that era.

  63. The question that's on all of our minds: by DrEldarion · · Score: 5, Funny

    How exactly DO spearmen beat tanks?

    1. Re:The question that's on all of our minds: by Ruprecht+the+Monkeyb · · Score: 5, Funny

      It's a question of unit scale. One tank icon = 1 tank, but 1 spearmen icon = 1000 spearmen. Spearmen 1-472 are used to immobilize the tank by mucking up the treads. Spearmen 473-678 render the tank weaponless by wedging their arms in the barrel \ until it misfires. Spearmen 679-947 die of starvation waiting for the crew to run out of MREs. Spearmen 948 declare victory and move on to the next tank.

    2. Re:The question that's on all of our minds: by markh1967 · · Score: 2

      The High Crusade goes into some detail answering that question.

      --
      Input error. Replace user and press any key to continue.
    3. Re:The question that's on all of our minds: by Anonymous Coward · · Score: 0

      Yeah, especially when you attack a unit that has one life bar left and you *STILL* lose.

      And related to that scenario, how is it that the computer somehow manages to get to modern armour in the same period of time when I'm still working on swordsman?

    4. Re:The question that's on all of our minds: by JollyFinn · · Score: 1

      Thats one is easy. In hills they drop some HEAVY stones on top of a tank, they just need to be lucky enough to hit them. In cities, they hide inside, and in close quarters, throw some torches and mineral oil directly to the top of tank. They jump on top of a [OLD] tank and some how figure how to open a hatch and then kill everyone inside. 3rd They just throw a spear at every truck trying to bring fuel and ammonition to the tank, so that eventually in the time frame (one year) the tank crew gets starved to death.
      There are millions of options how a small number of armoured units could rendered unusable by primitive people with some dedication, luck and ingenuity. Easiest is attacking unarmoured support units and let em burn. The tanks would sit iddle on battlefield after loosing their support. 2nd is immobilizing the unit, and then put large fire around the tank so that EVERYTHING inside the tank would be over boiling point of water, including the crew.
      Yeah there is SMALL odds of doing any serious damage to tank, if the native uneducated people just try hard enough.
      BTW: The main defense in winter war against soviet tanks that was employed by finnish military was a weaker improvisation of things that already where used by ancient greeks in military sence. You know putting some oil in container, and setting the oil on fire after hitting the target.
      Now even neanderthals had technology to destroy modern tank armies with lucky circuimstances. Just set fire in proper places at NIGHT time. If the fire hits the army strongly enough, it doesn't matter if few tanks survive the assault, the ARMY that came with the tanks is gone, including the support units.

      --
      Emacs is good operating system, but it has one flaw: Its text editor could be better.
    5. Re:The question that's on all of our minds: by SirCodeAlot · · Score: 1

      now that is a question that has to be asked..

    6. Re:The question that's on all of our minds: by drsquare · · Score: 1

      Ask the Iraqis.

      But I think in a wartime situation the tank would just run them all over rather than trying to keep the peace.

      I'm more concerned with phalanxes beating battleships despite the ship being several miles off the coast. Or a collection of units dying because one of them was beaten. That's the thing that always makes me give up on Civilisation. I launch an invasion force over the sea, land about twenty knights, then some militia destroys the lot in a single go.

    7. Re:The question that's on all of our minds: by MarkoNo5 · · Score: 1

      In civilization II, I once beat a max. health battleship with 1 paratrooper in 1 turn. A bit less impressive, but not much I'd say :)

    8. Re:The question that's on all of our minds: by DeepHurtn! · · Score: 1
      Regarding the one casualty = death of the stack: that doesn't happen in Civ III, and I don't think it's happened since Civ I (can't remember about Civ II atm...). Also, land units can't hurt sea units in Civ III (naval units bombard, which poses no risk to them at all).

      If that's what made you give up on Civ, try Civ III! (Well, or maybe just wait till Civ IV now that it's getting close to release.)

    9. Re:The question that's on all of our minds: by Anonymous Coward · · Score: 1, Funny

      Because the crunchier and gooier bits of the spearmen gum up the workings of the tank.

    10. Re:The question that's on all of our minds: by drsquare · · Score: 1

      Nah, I hate the graphics in the later civs, that diagonal view pisses me off. But then I hate all things that are there to look good but actually impede functionality. The new Civ IV looks even worse. Washed out watercolour landscapes. I prefer the bright, vibrant squares of Civ I.

    11. Re:The question that's on all of our minds: by Crunchie+Frog · · Score: 1
      Nah, I hate the graphics in the later civs, that diagonal view pisses me off. But then I hate all things that are there to look good but actually impede functionality. The new Civ IV looks even worse. Washed out watercolour landscapes. I prefer the bright, vibrant squares of Civ I.

      Yeah and i bet Mars bars were bigger when you were younger too. Not like the little Mars bars these days. The Summers were longer and the Winters were colder and so on blahhhhhhhhh.....

      --
      --- Never attribute to malice that which can be adequately explained by stupidity
    12. Re:The question that's on all of our minds: by a8o · · Score: 1

      The graphics in Civ II were definately the best. Functional, but the menus could have done iwth some help. Just like the graphics in Sim City 2000 were the best because they render quickly allowing a kind of immediacy on mid-scale machines lacking in Sim City 3 or 4. At least the Pirates! remake has it right.

  64. Colonization by no_pets · · Score: 0

    To Sid: Thank you for creating the Civilization games. I've spent more time playing any one of them than I have playing any other games. Any chance of the Colonization game ever being updated? I remember it being a very good game as well.

    --
    "A government is a body of people, usually notably ungoverned." - Shepard Book Quoting Malcolm Reynolds
  65. Game modifications by FooAtWFU · · Score: 4, Interesting

    What do you think of user modifications of your games- patches, hacks, cheats users rebalancing the game and reworking it into something hardly recognizable, and playing the game in ways you never intended it to be? I know that some designers take a rather dim view of this; specifically I recall how in Roller Coaster Tycoon, some later versions had special checks so that if it detected you cheating, then it would not just delibrately crash the game, it would set a special internal flag so that it would keep crashing every time you started the game from then on (until you reinstalled or deleted/tweaked a special data file); what do you think of these sorts of practices?

    --
    The World Wide Web is dying. Soon, we shall have only the Internet.
    1. Re:Game modifications by lpangelrob · · Score: 1
      I observed some of this in Colonization a little bit -- configuration files sprinkled everywhere with helpful comments, Do Not Touch flags and variables never used in the game itself. Editing various files sometimes made your game crash, and other times enabled the debug menu.

      Compare this with Chris Sawyer's almost obsessive hiding of internal game engine mechanics, compression and run-time zero-length algorithms, and other game-ceasing traps.

      The games themselves couldn't be more than 4 years apart. But the approaches to how people can tinker with each game couldn't be further apart, short of building in a plugin engine.

    2. Re:Game modifications by Zevets · · Score: 1

      Not to be mean, but if you knew anything about the game, it is VERY open to modding. Python scripting is available, and a unit editor(or the ability to easily create them) and generally very open to being played with. So please mod down, so that we can have some insightful questions.

      --

      Mod Wisely.

  66. Colonization by T'hain+Esh+Kelch · · Score: 0

    Dear mister "You are responsible of taking the most out of my life with Civ and Colo".

    When are we going to see Colonization 2?

  67. Did You Design Crack Cocaine, Too? by W.+Justice+Black · · Score: 1

    I swear, Civ, Colonization, and Pirates are just as addictive...

    --
    "Time flies like an arrow; fruit flies like a banana." --Groucho Marx
  68. Civ type games on other platforms by guacamolefoo · · Score: 1

    What are the chances that games such as Railroad Tycoon, Civ, Colonization, etc., may be released for non-PC platforms?

    I enjoyed them in the past and I would gladly pay to have a compilation of them available for my PS2 or my Treo (Palm OS). I like the turn-based "god" type games and I would like to be able to play them on something other than a PC. Why haven't these games already been released for PS2/Xbox/Gamecube/handhelds?

    1. Re:Civ type games on other platforms by GrungyLotG · · Score: 1

      The input methods for consoles wouldn't be very workable. I would really hate trying to order hundreds of units around using a PS2 controller.

    2. Re:Civ type games on other platforms by CronoCloud · · Score: 1

      Analog sticks can simulate a mouse, or since the PS2 does have USB ports isn't it obvious that any such game could support USB mice?

  69. Drugs in the gaming workplace. by sudog · · Score: 5, Interesting

    In the book "Hackers" by Steven Levy, there is an implication that Sierra, with Ken Thompson, implicitly tolerated drug and alcohol abuse in the early games development studios he commanded. There were huge parties, huge hangovers, and general debauchery on a regular basis. Obviously this kind of atmosphere wouldn't be tolerated today--if only for the potential liability, but I wanted to ask you whether or not you found, in your experience, addictive personalities being attracted to the game programming and design profession? Did you ever have any negative (or positive) experiences related to drug use in and around your offices, especially in the early days? Do you condone (or not) the use of mind-altering substances as a creative aid during the design phase?

    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?

    1. Re:Drugs in the gaming workplace. by Anonymous Coward · · Score: 1, Informative

      In the book "Hackers" by Steven Levy, there is an implication that Sierra, with Ken Thompson, implicitly tolerated drug and alcohol abuse in the early games development studios he commanded.

      Ken Williams ran Sierra. Ken Thompson hacked UNIX.

    2. Re:Drugs in the gaming workplace. by sudog · · Score: 1

      Woops. :-) Sorry about that, to both Kens.

  70. Would you support Linux for your future games? by Chip+Salzenberg · · Score: 4, Interesting

    And a followup: Could you put the Loki ports of your older games up for download, or at least make them available for purchase somewhere?

    1. Re:Would you support Linux for your future games? by LDoggg_ · · Score: 1

      Mod up!

      Maybe a linux question will get asked this time. We kinda got stiffed on the world of warcraft Q&A session.

      --

      "If they have both, tell them we use Linux. And if they have that, tell them the computers are down." -Dave Chapelle
    2. Re:Would you support Linux for your future games? by Meagermanx · · Score: 1

      A better, but much longer, question regarding OSS was posted above.
      It also didn't directly ask the man we're asking questions to place his games on the internet for free.

    3. Re:Would you support Linux for your future games? by Anonymous Coward · · Score: 1, Insightful

      I hate to veer off subject, but why the fuck are you grouping his question about supporting linux with OSS. Linux is an operating system that lacks commercial games. The questions above about OSS are whaddya think of FreeCiv or will we get the Civ3 code open sourced? Running on linux != open source software!! It has to do with supporting the linux OS, whose apps do not need to be OSS. The subtle link, if not subconcious link with OSS and Linux(while OSS, I think it should be viewed as an OS, like OSX or Windows, BSD, Unix etc) is extremely damaging to the linux cause as it makes commercial developers react at first(if uninformed) that to release a product on linux it must be open source. Linux needs to be viewed as a platform, not some fundamentalist ideology if it is to succeed in new markets.

  71. What is your opinion... by T-Ranger · · Score: 1

    On the illegal distribution of "very old" software, i.e. Pirates! for the C=64.

  72. Elements of a successful game by Psychor · · Score: 2, Insightful

    Mr Meier, Your games are regarded as some of the most in-depth in the industry, whilst retaining their addictive qualities; many are still popularly played over a decade after release. What, in your opinion, are the elements that need to go into a game to make it so successful? Do they vary from game to game, or are there elements that every successful game should include? In an industry where few games have any replay value, what gives your releases such incredible longevity? Thanks.

  73. The future by yyttrrre · · Score: 1

    Will you ever make a Civilization game that extends into a future time period. Civilization Call to Power played till I believe 3000AD. Space and sea cities were expecially interesting and added a whole different dynamic to the game.

    1. Re:The future by FooAtWFU · · Score: 1

      It's called Alpha Centurai; maybe you've heard of it.

      --
      The World Wide Web is dying. Soon, we shall have only the Internet.
  74. Game evolution, revolution, and devolution by Anonymous Coward · · Score: 4, Interesting

    I am your target consumer! I'm that crazy guy who bought Civ 1, CivNet, Civ 2, Civ 2 Multiplayer, Alpha Centauri, Civ 2 w/ all the expansions, Civ 3, Civ 3 w/ all the expansions, and Civ 3 Gold. I even own a copy of 'Advanced Civilization' even though you nor your company were in charge of that one. I have a problem, though I'm sure you could say otherwise. Alright, enough with the lamprey attitude... So, Civ 3 was not as popular or well-liked as Civ 2. Anyone who has played both tends to agree with that statement - Civ 3 may be prettier, and may actually RUN in a Windows XP environment, but it lacks a great number of the features that everyone liked in Civ 2. Varying unit hit points/firepower, useful artillery, units being forced to stop when adjacent to another unit, farms, unit-based spies and diplomats, movable aircraft, etc. At the same time, Civ 3 offered a number of new features that few can become annoyed with, such as the differences between 'workers' and 'settlers,' or the inclusion of the unique units for the different civilizations, or the loss of that stupid ability to poison a town's water supply. My question is: How do you decide what to keep from the original game, and what to axe? How do you balance innovation with traditionalism? A great many sequel-based games try to make each iteration completely different (re: the current run of Final Fantasy games), which others keep with what works (re: Unreal Tournament). Do you consider each game an experiment on your original idea, or a new method to express the idea?

    1. Re:Game evolution, revolution, and devolution by ReaveT · · Score: 1

      *Reply for post clarification - damn! Stupid public terms! This shouldn't have been posted anony'd OR with crappy crappy spacing ;_;*

      I am your target consumer! I'm that crazy guy who bought Civ 1, CivNet, Civ 2, Civ 2 Multiplayer, Alpha Centauri, Civ 2 w/ all the expansions, Civ 3, Civ 3 w/ all the expansions, and Civ 3 Gold. I even own a copy of 'Advanced Civilization' even though you nor your company were in charge of that one. I have a problem, though I'm sure you could say otherwise.

      Alright, enough with the lamprey attitude...

      So, Civ 3 was not as popular or well-liked as Civ 2. Anyone who has played both tends to agree with that statement - Civ 3 may be prettier, and may actually RUN in a Windows XP environment, but it lacks a great number of the features that everyone liked in Civ 2. Varying unit hit points/firepower, useful artillery, units being forced to stop when adjacent to another unit, farms, unit-based spies and diplomats, movable aircraft, etc. At the same time, Civ 3 offered a number of new features that few can become annoyed with, such as the differences between 'workers' and 'settlers,' or the inclusion of the unique units for the different civilizations, or the loss of that stupid ability to poison a town's water supply. My question is: How do you decide what to keep from the original game, and what to axe? How do you balance innovation with traditionalism? A great many sequel-based games try to make each iteration completely different (re: the current run of Final Fantasy games), which others keep with what works (re: Unreal Tournament). Do you consider each game an experiment on your original idea, or a new method to express the idea?

    2. Re:Game evolution, revolution, and devolution by orkysoft · · Score: 1

      Personally, I liked those changes made in Civ 3.

      • Culture: very good
      • Army paid out of national budget instead of by home cities: very good
      • Farms, irrigate twice for really high food production: cheesy.
      • Unit-based spies and diplomats, like caravans and trade. The trade system in Civ 3 is great. It actually gives you a reason to go to war when negotiating a trade fails. Besides, those caravans were kinda lame. Espionage got a similar overhaul, and became abstracted, and I think it's a good thing.
      • Workers vs. Settlers: Workers are cheaper than Settlers, so you can produce a lot of them quickly if you need them: Great! Also, if you're particularly aggressive, raze enemy cities and gain half their population as slave workers, who cost nothing to maintain, and work half as hard as normal workers: optional, but great if you're playing as a ruthless warlord!
      • Unique units: great, they add more flavour to the game, as do the special abilities that the civilizations have (Industrious, Religious, Scientific, &c.). They actually differentiate the civilizations. Great idea!
      • Bombing missions for planes: it always was nonsensical to have planes in the air for multiple turns.

      Still, mostly it was the fact that the army is paid out of the national treasury instead of maintained by the cities that produced the units that made me prefer Civ 3 over Civ 2. Now, it actually is easy to make some cities just produce lots of units (e.g. when they've run out of buildings to produce), and not have them get slowed down immensely by maintaining existing units with shields, or the necessity to send those units to less important cities first, so they can become the home cities.

      I'm really tempted to get the Civ 4 Collector's Edition, though the new game looks a lot different, and I'm not completely sure I'll actually enjoy it, so I wouldn't mind a demo (well before the release date, so I can still get the Collector's Edition, of course ;-) ) to get a taste for it, and decide if I really like it.

      One more turn... one more turn... one more turn...

      --

      I suffer from attention surplus disorder.
    3. Re:Game evolution, revolution, and devolution by orkysoft · · Score: 1
      --

      I suffer from attention surplus disorder.
    4. Re:Game evolution, revolution, and devolution by orkysoft · · Score: 1

      Sorry, somehow, Slashcode mangled the link destination by stripping out most non-alphanumeric characters. You'll have to copy-paste a bit now.

      --

      I suffer from attention surplus disorder.
  75. Time by Anonymous Coward · · Score: 1, Funny

    Is there any way of getting the countless hours of playing Civilization as a kid back?

    1. Re:Time by Anonymous Coward · · Score: 0

      Is there any way of getting the time I spent last week, and yesterday, and today back?

    2. Re:Time by Skater · · Score: 2, Funny

      Build the Time Machine wonder...

    3. Re:Time by Omnieiunium · · Score: 1

      What?? You didn't like it? -sulks away-

  76. It does, whenever it can. by Elad+Alon · · Score: 1

    The gaming industry produces original games whenever it manages to. The fact it (and you'll excuse my refering to it as a single entity) also produces a ton of mimicries, mindless sequels and bundles of [five "new" racetracks, two new bike skins and yesteryear's second-best graphics engine], this fact doesn't stand in opposition. There's demand to that sort of thing, and some companies, some of the time, aim to profit from it (no reason why they shouln't). And there's the cry for originality most of us here echo, and companies are working hard to make money there, too.

    --
    News for merdes. Shit that matters.
    Ask me about my sig.
  77. Design tuning by mrseigen · · Score: 2, Interesting

    How do you tune values for economics, damage, etc in your games? Is there a special rule of thumb to follow (other than the "double it, if it looks too small, double it again" rule)?

    1. Re:Design tuning by pyrotic · · Score: 1

      Speaking of economics, what economists have you read? One of the interesting things, from a historical perspective, is the way certain God games refect their creators worldview. Are you a Chicago school person?

      And related to this, what do you think people will make of your games in the future - assuming it is still possible to play them in 100 years. Will they think, as we thought of the classical Greeks, that our choice of wonders of the world was pretty odd? A mausoleum? A colusus? Did it ever really exist? Or like the colosus, will the Civ3 CDROM become one of those legends whose physical origins vanish without a trace in the sands of time?

  78. Priority are you giving to multiplayer gaming by DanielCarden · · Score: 1

    For me and my friends multiplayer is the funnest type of gaming, especially when we can play on the same team. Will this be an option? Will there be somekind of smooth play options versus taking turns? Thanks, Daniel Arizona

  79. Mini-game design philosophy by fahrvergnugen · · Score: 5, Interesting

    Sid,

    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?

    --
    Even Jesus hates listening to Creed.
    1. Re:Mini-game design philosophy by Anonymous Coward · · Score: 0

      On that topic, when you decided to remake Pirates!, why didn't you hide an actual game in there for those of us who didn't have nostalgia to fall back on?

    2. Re:Mini-game design philosophy by Anonymous Coward · · Score: 0

      Thank you! If I had mod points, you would get them! I was truely disappointed in this remake.

  80. Dinosaurs by MSBob · · Score: 1

    Are dinosaurs really dead and buried? No chance of a resurection?

    --
    Your pizza just the way you ought to have it.
  81. Obvious question by Xarius · · Score: 2, Interesting

    What is your favourite game of all time, and why?

    --
    C17H21NO4
  82. AI question by at_slashdot · · Score: 1

    Is the AI cheating in Civ? (of course it does in my opinion)

    --
    "It is our choices, Harry, that show what we truly are, far more than our abilities." -- Prof. Dumbledore
    1. Re:AI question by micahfk · · Score: 1

      What was the purpose in allowing the AI on the harder levels to start with additional units? Can there be automatic settings where the harder levels (particularly for really small maps) where the AI is just smarter rather than given more units and less corruption (or is this just a limitation of AI technology at this point)?

  83. Colonization? by Thai-Pan · · Score: 4, Interesting

    How do you feel about the largely unrecognized awesomeness of Colonization? Have you thought about making a new revision of it? What about open sourcing it so guys like me can fix it up to work on modern OS's?

    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.

    1. Re:Colonization? by Nasarius · · Score: 2, Informative
      How do you feel about the largely unrecognized awesomeness of Colonization?

      I have very mixed feelings about Colonization. The concept is really cool and much of the game is fun, but there's no sense of epic scale like in Civ. And I hate how it ends: you pack your coastal cities with troops, hit the Declare Independence button, and wait it out. Nothing resembling the guerrilla warfare tactics of the real American Revolution. That would be a fascinating game in itself.

      What about open sourcing it so guys like me can fix it up to work on modern OS's?

      Use DOSBox! Works for me.

      --
      LOAD "SIG",8,1
    2. Re:Colonization? by ggambett · · Score: 1

      Amen to that. I loved Colonization, and I'd love to see it open sourced, ported to Linux, and made multiplayer. What the hell, I'd do the port myself if nobody else does, as I'd love to port a lot of older games to Linux just for the fun of it. The Dark Sun series and the Twinsen series come to mind. These are among a few games that deserve to be played nowadays even if they look outdated.

    3. Re:Colonization? by Braudo · · Score: 2

      You might want to check out FreeCol.

    4. Re:Colonization? by orim · · Score: 1

      There's also a windows version of colonization. You could pick it up in the $5 bin at Best Buy. Of course, you have to run the process in 95/98 emulation mode, but overall it's solid.

      --
      "If you could only see what I've seen with your eyes..." - Roy Batty
    5. Re:Colonization? by gmulert · · Score: 1

      I can recommend VDMSound, which has allowed me to enjoy the music on both 2000 and XP.

    6. Re:Colonization? by Anonymous Coward · · Score: 0

      On "dress up like a founding father day" my little brother went as "Peter Minuit", he was in 4th grade. Peter was a clutch early founding father. I never did figure out if indians still hate you when you took thier land.

  84. Culture/Civilization Choices by caesar-auf-nihil · · Score: 1

    Mr. Meier,

    How did you choose which cultures and civilizations made it into your games? Certainly historical impact plays a role, but one can argue with lots of historical data that you left several out. I've always enjoyed playing all of them at least once, but I have wondered why you picked the Aztecs and not the Cherokee or why the French and not the Dutch (both of whom had sizable world empires). In expansion packs certainly you've added extras, and again, why the choices there? Smaller never-defeated empires such as Thailand or Ethiopia would be interesting to play.
    I'm not complaining, I'm just curious what led you to pick one over the other. Certainly you can't put all of them in so what allows a culture/civilization to make the cut or be relagated to the expansion pack of future Civilization mods?

    Thank you for your time, and for many years of great games. I've been playing since the first Civ, and some of your non-Civ games (Colonization, Pirates!, Alpha Centauri) are among my favorites.

    --
    -When going for broke, go for Ithaca!
    1. Re:Culture/Civilization Choices by drsquare · · Score: 1

      The problem with red Indian tribes is there are so many of them. Why Cherokee and not Apache or Comanches? Azteks were a much bigger empire. As far as I'm aware the indians didn't really have any technology, not even buildings, they weren't exactly a civilisation, just a level above Neanderthals, whereas the Azteks built cities and pyraminds and causeways and had organised armies.

      As for the French vs Dutch, ever heard of the Napoleonic wars? France pretty much dominated European history for centuries. The Dutch were a pretty small anonymous country, never really had any wars or much of an empire.

      I think they should have included a few more African civilisations though, although I think most of Africa pre-colonisation wasn't very organised, mainly small local tribes.

  85. Two questions by PortHaven · · Score: 2, Interesting

    QUESTION 1: Why do you think there are so few online strategy games for systems like the Xbox?

    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?

  86. Inquiry... by Anonymous Coward · · Score: 0

    Do you ever lament that by creating ever more entertaining games, you're using prodigious time, talent, creativity, and intellect to create a mere diversion?

    Which could be restated as "Do you consider your craft to be more art than business?"

  87. Top Billing by eGabriel · · Score: 5, Interesting

    How did you get your name on all of this software? We don't see "John Carmack's Quake", or "Rand Miller's Myst", but we see Sid Meier everywhere, making you one of the only household names in game design. When the first "Sid Meier's ...." title came out, did people know who you were, or just assume that you were an expert on pirates and the war between the states?

    By the way, F-15 and F-19 were two of the greatest games of my teen years.

    1. Re:Top Billing by ErikTheRed · · Score: 2, Insightful

      I don't know how he did it, but it was a hell of a brilliant move - establish a 'brand' that's your own name, so as you travel from company to company you can always keep your brand...

      --

      Help save the critically endangered Blue Iguana
  88. Alpha Centauri by galtenberg · · Score: 2, Interesting

    Will there be any forthcoming updates to the (in many minds: ultimate) sci-fi strategy franchise, Alpha Centauri?

    1. Re:Alpha Centauri by Threed · · Score: 1

      Hear hear! SMAC was just about perfect. I still enjoy it, and recently got my wife hooked as well. Too bad it has so many annoying bugs... I hope one day some of the SMAC concepts make it into FreeCiv (there was an effort to do just that, but it has seemingly stagnated) so that we will have a bug-free SMAC to play.

    2. Re:Alpha Centauri by Dan+Hayes · · Score: 1
      Too right, SMAC was far, far better than Civ III. Despite my massive addiction to SMAC when it came out and for years afterwards, I don't think I've ever bothered to finish a game of Civ III - it just didn't feel right.

      Fingers crossed though that Civ IV looks like it might be a much better game to play...

    3. Re:Alpha Centauri by great+om · · Score: 1

      there's an unoffical OSx port of Alpha centauri. It updates the mac os 9 version to run under carbon

      --
      ------- Oh damn.... the Sigfile escaped... -Great OM
  89. What about assimilating Civilizations? by LexNaturalis · · Score: 1

    Have you thought of the possibility of allowing civilizations to merge? When the Romans took over a civilization, they generally assimilated the culture and spent years adpating the best of the other culture and creatine citizens out of the defeated Empires. Instead of just "crushing" the enemy and destroying their city to a man, or having a stooge, have you thought of a mechanism to actually let the enemy civ cede their civilization, carte blanche, to the player? The game would incorporate some of the better aspects of the captured civilization, giving the player bonuses for their strategic move, instead of just money.

    --
    Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
  90. My question is by $RANDOMLUSER · · Score: 1

    What's wrong with flying around shooting at stuff?

    --
    No folly is more costly than the folly of intolerant idealism. - Winston Churchill
  91. Sid Meier and Yoot Saito by Ericzombie · · Score: 2, Interesting

    I wonder if it has ever been considered to make the ultimate strategy/simulation game, utilizing the brilliance of both Sid Meier, of almost every series, to Yoot Saito, designer of almost every (good) sim, including most of the early but goodie sims, i.e. SimTower, and I believe the early SimCities. Perhaps together they could make one game that could dominate the simulation genere, kind of like how Halflife I/II have dominated the FPS Genere. (little punch to those quake/doom/UT/Farcry/etc. players) My $.02

  92. eureka!! by Anonymous Coward · · Score: 0

    I was always wondering who Phish was singing about...

    "Thank you mister meier"....

    haha.. i know, "minor"

  93. new modes of play by VolciMaster · · Score: 3, Interesting
    I enjoy Civilization a great deal, and find myself playing very differently from everyone else I've played with or against, as there are multiple valid paths to victory, or at least satisfaction: conquest, cultural, scientific, etc, and they have some overlap depending on the civilization being played, but they tend to be pretty distinct modes of playing.

    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.

  94. Product Naming by Orrin+Bloquy · · Score: 1

    Is it true your firstborn was named "Sid Meier's Jennifer Meier by Sid Meier, Inc."?

    --
    "Made up/misattributed quote that makes me look smart. I am on /. and I must look smart."
  95. Less dictatorial control? by lilmouse · · Score: 2

    Strategy games always have every unit exactly following orders giving by the higher authority - ones horsemen will happily attack the musketeers, that far-flung city on an isolated island will happily build knights, and your cities always produce what you want them to. But for much of history (especially pre-1000AD history), an emporer would generally have a difficult time getting amries to actually go out into the field or the rulers of cities to listen to him. Rather, cities revolt requently, and even if they didn't, tax money might be non-existant, and getting armies into action could be problematical at best. Civ III certainly made world-spanning empires more difficult, but you still don't see armies rebelling, disbanding themselves, cities deciding to carve out their own empires, or barbarian invasions that actually matter. Even the highest level of barbarian threats in the game are hardly fear-inspiring. Historically, the near mid-east would see civilization overrun by a different group of barbarians every few hundred years - armies overcome, cities wiped out, the works.

    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

    1. Re:Less dictatorial control? by drsquare · · Score: 1

      I think that would just make the game less interesting to play, more frustrating and stressful. It's hard enough deciding where to make your units go and what your cities should build, let alone whether they actually go through with it.

  96. Experience and prediction by kinglink · · Score: 1

    You've been in the industry for over a decade and probably seen most everything, the short slow downs, the rapid improvements. In what ways has the industry evolved and in what ways have the gaming industry fallen according to you? And in which ways do you see the future really going in the long run?

  97. Technology vs. Game Design by ewhac · · Score: 3, Interesting
    It is widely opined that computer games seem to have hit creative stagnation. All we seem to be getting are mostly technological advancements, not imaginative new games.

    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?

  98. Game Unit Icons by Anonymous Coward · · Score: 0

    I noticed for Civ IV there are 3D landscapes and buildings, adding to a sense of realism. However, the units are still large single individuals representing the unit. Did you ever consider having an actual army of units? If it was considered, why was it rejected?

  99. AI in gaming by thesandtiger · · Score: 2, Interesting

    Turn Based games seem to always have "cheating" AI in order to pose a challenge to a human player - the Civilization games are notorious for some of this.

    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?

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  100. Why no SF Games? by oni · · Score: 1

    You have an impressive resume of games to your credit, but seemingly no sci-fi style games in the genre of Master of Orion, Stars!, Stellar Empires, etc. With the recent flop of Master of Orion 3, it's obvious that this genre could use someone with your skill and vision. Is there any reason why you haven't done these types of games in the past? Would you consider doing such a game?

    1. Re:Why no SF Games? by Anonymous Coward · · Score: 0

      Check again, I believe that Alpha Centauri had his name on the box (I should know, I was addicted to it). Try it out, I think you can still find demos for it floating around in the murky depths of cyberspace.

    2. Re:Why no SF Games? by Zevets · · Score: 1

      You seem to have forgotten Civilization: Alpha Centauri, which I believe is PC Gamer's highest scoring game of all time(I may be mistaken though) which is a sci fi version of the civilization series.

      It was a very deep game, allowing you to create your own units, and other cool things, but AFAIK it was not a big seller.

      --

      Mod Wisely.

    3. Re:Why no SF Games? by oni · · Score: 1

      Alpha Centari takes place all on one planet. It's just civ on another planet. that's pretty much it. How is that, "in the genre of Master of Orion, Stars!, Stellar Empires, etc."?

      I guess I should have been clearer. There is a genre of games where you send *space ships* to *other planets* and either invade or colonize those planets. To my knowledge, Sid Meier hasn't done one of those - and there hasn't been a new game of that type in years.

    4. Re:Why no SF Games? by oni · · Score: 1

      I'll just copy what I wrote above in case you don't see that one.

      Alpha Centari takes place all on one planet. It's just civ on another planet. that's pretty much it. It's not, "in the genre of Master of Orion, Stars!, Stellar Empires, etc."?

      I guess I should have been clearer. There is a genre of games where you send *space ships* to *other planets* and either invade or colonize those planets. To my knowledge, Sid Meier hasn't done one of those - and there hasn't been a new game of that type in years.

    5. Re:Why no SF Games? by Zevets · · Score: 1
      click

      This is a new one, but I think a civilization type on game on each planet would be quite tough, and a little boring with the micromanagemeant, but higher level like this would be quite fun. Havnt played this, nor the ones mentioned, but I may.

      --

      Mod Wisely.

  101. Technological advancements by H3lldr0p · · Score: 1

    Is there going to be a time where we see in a Civilization game a techological reflection of history which is not extensively based on Western European standards?

    One of the things which kept me playing your games over the years was the techology "tree" in each of the games. However, as time has passed I have become somewhat fustrated with their designs. While I understand part of their structure comes from in no small part from the rules of the simulation and the limits on the game's complexity, it still seems a bit weird to me that it doesn't reflect human history as much as it could.

    For example: In Civ3 the invention of the printing press, and I am guessing that this techology also included movable type, non-metallic inks, paper, and other such things needed to utilize it, serves as a stepping block to a new government type, that of "Democracy". This is despite the fact that such governmental types had been concieved of and practiced centuries before by the Greeks. This event also igornes how movable type and printing had been created centruies before Gutenberg and used in China and Korea.

  102. Your Inspirations? by Ramses0 · · Score: 4, Interesting

    According to wikipedia's bio you started designing games in the 80's, and there seems to be a common element of deliberation or strategy in many of them (less twitch, more think).

    What games or game designers inspired you? I've not played MULE, 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

    1. Re:Your Inspirations? by Ramses0 · · Score: 1

      2003 Salon Article on Dan/i Bunten, (creator of M.U.L.E.) with some commentary by Mr. Meier. (via wikipedia article on mule)

      --Robert

  103. As a long time fan of your work by tod_miller · · Score: 1

    Do you see a problem with the current gaming industry, if so what do you think it is. Your opinion on EA, and PA. (Electronic Arts, and Penny Arcade)

    ---

    PC's or consoles?

    --
    #hostfile 0.0.0.0 primidi.com 0.0.0.0 www.primidi.com 0.0.0.0 radio.weblogs.com
  104. Use of Python in Civilization IV by Anonymous Coward · · Score: 0

    Civilization IV won't be the first game to use Python as a moding language; recently, Battlefield 2 has done the same. Is this a coincidence? What motivated you in using this particular scripting language?

  105. My question by Landak · · Score: 1

    One thing you are certainly renowned for is creating deep, rich, involving strategy games - games that raise your eyebrows, challenge your intellect, and hopefully help your mind reign supreme. Unfortunately, they seem to all follow the same formulae, and while they tend to be thoroughly enjoyable waste of time, I found Civ-2 to be a longer Civ-1, Civ-3 a 3d Civ-2, and Railroad Tycoon great fun (;->), but not as long lasting as the others- I tired of it quickly for some reason.

    How come you don't try different gaming styles? I know how great it is to feel brain-stretched, but I know it's nice to have to think in different ways! It's all well and good being able to conquer Europe - but what about having to run backwards dodging a chromatic dragon, firing arrows at targets at the right order on the walls? I am admittedly an RGP-nut, but I'm sure that if you tried an AD&D (2ed...please) game, it would invariably end up richer, more stimulating, prettier, better, and longer than competitors offerings.

    So, er, RPG us, god! :P.

    --
    My UID is prime. Is yours?
  106. What operating systems will be supported? by rgordonjr · · Score: 1

    I have been playing the Civ games since the first version came out. Currently though, I exclusively use the Linux and Mac platforms.. What operating systems will Civ support? If it will support multiple OS's, will the clients be included on the same CD/DVD? (I.E. to use it on a Mac, will we have to purchase a Mac specific version or will the mac client be able to use the same data thats on the Windows version?).

  107. Civilization IV by sd_diamond · · Score: 1

    On Wednesday, we'll be asking for questions to give to the Civilization IV development team.

    As a long-time addict, I am pleased that I will finally be able to get Civilization intravenously, but how does the team plan to prevent users from sharing needles?

  108. Foundation by merky1 · · Score: 1

    I saw a presentation online that discussed the design goals for Civ4. In it there was a discussion of losing "hardcore" civ fans in favor of a more "modern" RTS game style. How hard is it to determine which improvements will enhance the game while maintaining the same "look and feel" of the franchise.

    Also, why weren't many of the features from Alpha Centauri included in Civ3? Things like configurable governments and unit design.

    --
    --WooooHoooo--
  109. Rich vs. Simple? by Nerdposeur · · Score: 1

    Civilization makes you balance lots of elements - money, food, technology, military strategy, etc - in order to succeed. Yet games are inherently simpler than real life, and wouldn't be fun if they weren't.

    How do you decide when you've made it complex enough? Also, how much should players be able to sidestep elements they don't want to deal with? For instance, Civ III allowed you to delegate what a city builds to a city manager. Personally, I would love to delegate economic management to someone, even if I had to "pay" that person a salary. What do you think of allowing players to remove some of the elements of complexity like that?

  110. Release the Source by EnderGT · · Score: 3, Interesting
    Civ II is considered by a lot of Civ gamers to be the best of the lot. That being said, the same gamers agree that there are a lot of bugs and other undesirable behavior in the game. Many of these gamers are also software developers, and many have expressed interest in obtaining the source so that fixes can be made for the benefit of the gaming community. Several forums have gone so far as to prepare petitions for the release. The most mature petition that I have seen included provisions for limiting the release of fixed code to existing owners of the game.

    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.

  111. 3D/Scale reduction by Anonymous Coward · · Score: 0

    I've read the various reviews, and one of the supposed advantages of moving to 3D was to
    be able to make the units have "more character." Civ has always had the hard task of
    reducing the scale of an empire and war into individual units. This has led to such
    issues in Civ 1 as a battleship being defeated by a trimere (which subsequently was lost
    at sea at the end of the turn).

    Civ IV seems to follow in the same footsteps as its predecessors in this regard. Have
    you considered attempting to shift the design of the game so that it attempts to better
    encompass the scale of an empire? Instead of having a very pretty 3D tank, have a
    representation and information about the number of tanks, etc.

  112. Release Schedule by patman814u · · Score: 0

    With the flood of 'good games' coming out around X-mas and Thanksgiving evey year, do you think that the market for console and pc games is stagnating itself due to too much holiday competition? I mean, lately it seems that the summer months are treated as leftovers where new, crappy ips fail, and then the industry blames low sales of those games as a deterent to creating new ips.

  113. Non technical questions by smallfries · · Score: 1

    Civ (and its various sequels) have kept me entertained for nearly 15 years now. I know of no other game(s) on the market that have retained a sense of fun for anywhere near that long. The only comparison that could be made is to a 'pure' game like chess or go. Did you have any idea of just how much fun civilisation would be when you were designing the first one? What is it about civ that makes it so fun to play?

    --
    Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
  114. AI in the Civ series by east+coast · · Score: 1

    Will the AI be better improved in the next Civ. I found that Civ III suffered from the same issues with the automated workers no seeming to be very good engineers. They seem to lack the ability of working independently (often following other workers to the same spot). Will there be a way to prioritize their tasks (road building before mining, mining before irrigation, etc.)?

    Offen the computer opponents seem to have the same lack of AI (being insulted that I offer a gold per turn trade while offering them a lower lump sum).

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  115. Future Gaming by spidergoat2 · · Score: 1

    With the rise of game box, (Sony, Nintendo, MS), the game industry seems to be dominated by first person shooter games. You and your company have always produced the classic strategy type of game. In the future, will the be a place for the strategy game, and what do you think it will be? Can it compete with the first person shooter or the RPG?

  116. Question: Pirates! by HunterZ · · Score: 1, Interesting

    Question: How much of a hand did you have in the recent remake of Pirates!, and what do you think of it?

    Thanks!

    --
    Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    1. Re:Question: Pirates! by HunterZ · · Score: 1

      WTF? It was an honest question. Is there something I don't know that would cause it to be interpreted as a troll post?

      --
      Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
  117. Break Away From The Old? by zoomba · · Score: 1

    I love the Civ games. Civ 3 almost made me fail my sophomore year of college I was so hooked on it. With the exception of maybe SimGolf, I've felt all of your games to be outstanding and high-quality.

    However, it seems like most of your games in recent years have been rehashes or incrimental upgrades to your tride-and-true successes. While I enjoy the Civ iterations as much as the next strat buff I have to admit I'm starting to grow tired of them and really would love to see something truely new from you.

    Are you getting tired of essentially designing the same games over and over as the years go by? Do you have anything new and exciting in the pipeline that's drastically different from what you've done before?

  118. Newer/Larger Games? by mmixan · · Score: 1

    Have you ever been approached about or thought about creating a game like Civilization where the game doesn't end? Something like a cross between Civilization and Alpha Centuri where once you finish your world you have to start again on another world or another system, but the enemies and friends you make are also doing the same, so it becomes a multi-world / multi-system conquest!

  119. Alpha Centauri by Anonymous Coward · · Score: 0

    Will you someday revisit Alpha Centauri, the finest game you ever made? Please?

  120. Your opinion on game crackers? by Lord+Ender · · Score: 4, Interesting

    I love playing Civ III on my laptop. It's great for on the plane. But as it is released, the game requires that the installation CD be in the drive every time you play even though none of the data on the CD is needed! This has the effect of annoying your customers by forcing them to search for CDs every time they play, unnecessarily wearing out the CDROM hardware on your customers' computers, and wasting your customers' power/battery life.

    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?

    --
    A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    1. Re:Your opinion on game crackers? by multicsfan · · Score: 1

      I have to agree with this. I backup my computer to cd/dvd-rw. With the amount of data,e tc it's nice to play a game while the system works, but with civ III requiring the cd to be in the drive I can't run my backup and play teh game at teh same time. I also recently moved and havint found the civ III cd so I've given up on civ III. I've stayed with alpha centauri and the original civilization and other games that do not require the cd be in the cd drive.

      I do my best to avoid any game requiring media in the drive as it ties up the drive and/or the media fails or gets misplaced.

  121. Civ's performance, especially in multiplayer by Anonymous Coward · · Score: 0
    Setting aside the myriad stabilty and interface problems of the multiplayer Civ experience, and the fact that it has been perceived as an extra feature which your customers have to pay for in the form of an expansion... set that aside and take a game like Starcraft:

    * A maximum map size of 256x256. * Up to 8 players. * Hundreds of units, with maybe a dozen attributes per unit, with many units spawning ammunition which subsequently needs tracking. * Everything being controlled in realtime by the computer. * Playable on an old computer, and you still get a good framerate.

    So, why does Civ slow to a crawl on a large map with lots of cities and units?

    You'd think there would be plenty of time between turns to let the AI do it's thing, so that the next turn could happen almost instantaneously.

  122. Softmore year by Anonymous Coward · · Score: 0

    My second year of college, in many different ways, my life got more soft! Particularly the grey matter within my skull. Unfortunately this has more to do with illicit activities and not video games, but I'm sure they contributed to my drain bamage softmore year.

  123. Portability by Parity · · Score: 4, Interesting

    On my Linux box, I have two Sid Meier games: the original civilization, under Dosemu, and Alpha Centauri, ported by Loki Games. (As far as I know, Alpha Centauri is the only Firaxis game that runs on any non-Microsoft platform.) While any game could eventually be ported to any platform, choosing to use traditional sockets for networks and OpenGL for graphics and so on will make such action significantly smoother, and I believe is a strong consideration in choosing games for the Linux porting houses. Is there any thought going into portable design, any plan to release on any operating system other than Windows, and in particular, any plan - or thought of - releasing on Linux?

    --
    --Parity
    'Card carrying' member of the EFF.
  124. Growth as the only strategy by Krieger · · Score: 1

    Sid,

    Having played all of your games, far more then I should have. One thing I've noticed is that with all of the turn based strategy games is that expansive growth seems to be the real option to win. You have to dominate in terms of real estate, the more cities, the more tech/money/diplomats, etc. I've never managed to win with smaller civilizations with well developed resource (good islands or limited areas with well laid out cities highly utilizing the resources around). I realize this may sound a bit off, but am I simply missing something? Or is the fantasy of being able to have a few small cities in Alpha Centauri or Civ that are able to win the game impossible?

    Just something I've always wondered, since it's often been touted that you can win with a small powerful civilization.

    Thanks!

  125. Will we ever see videos for Wonders again? by eruben · · Score: 1

    I absolutely loved the videos that would pop up in Civ II when you had completed a Wonder. It was something I sorely missed in Civ III. Is there any chance that you'll ever bring them back?

  126. Marketing by EpsCylonB · · Score: 1

    Who's idea was civanon.org ?, it is a masterful piece of marketing (check out the video featuring George Bush). Focussing upon civ's addictiveness it made me really want the new version whilst at the same time I am worried about how much time I will lose.

    One more turn..., One more turn...

  127. Alpha Centauri by Schnapple · · Score: 1

    While Activsion and others had a shouting match over who had the rights to the "Civilization" name, you went off and made Alpha Centauri which bore many similarities to the Civilization line of games but then took a hard left with regard to the mechanics and setting. To this day I see and hear of people who talk about this game in hushed tones, as if it was a great cinematic or literary masterpiece. Many of these went on to express disappointment with Civilization III and are leery of the 3-D approach it appears Civilization IV has adopted. Since it's apparent that the Civilization line is the focus these days, what's your take on the devout following this one-off game of yours produced? And do you ever plan on revisiting the Alpha Centauri universe?

  128. Turn-Based Question by eieken · · Score: 1

    Question 1: Will you continue making games with turn-based-strategy focus in them? As of now, Civilization is one of the few remaining series of games using Turn-Based play that hasn't had the parent company go bankrupt (HOMM anyone), or had the series axed (Fallout). I love turn based games and the idea of having a switch to change turn based to real-time always intrigued me as a great feature in games. Turn based when you are doing something else, real-time when you are focused on just the game.

    --
    Meet new people, and kill them.
  129. Features by Mercano · · Score: 1

    Alot of intersting features have been added since Civ 1. Culture, territory borders, religion, custom built units (Well, OK, that was AC), and Elvis, the culture advisor. What do you think the most important gameplay aspects that have been added since the original Civ? What concepts would like to be able to work into the hypothetical Civ V?

    --
    #include <signature.h>
  130. 4X space game by aod7br · · Score: 2, Interesting

    Dear Sid, Have you ever though of creating a game like Master of Orion? The genre could use some of your design. MOO3 was a design failure. The best game ever released was MOO2 and it was released in 1996! They miss the point of making ship design/ship combat fun, and it could use a lot of your last Pirates!

  131. Pricing the Civ Games by Jurph · · Score: 3, Interesting

    Mr Meier,

    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

  132. Or... by Fizzl · · Score: 1

    Ultima IV

    (*Sigh...* Nine installments from Lord British I never finished without help. And never actually finished IV because it was so buggy I gave up after 3 reinstall-retries.)

    1. Re:Or... by Petrushka · · Score: 2, Informative

      FWIW, I think the clones of Ultima IV that have been made in more recent years have tried to avoid cloning the bugs. Try this and this.

    2. Re:Or... by gangien · · Score: 1

      Or this EUO It's an ultima V like multiplayer game. Rather fun too, for a while anyhow.

  133. Will the AI cheat? by Kjella · · Score: 1

    I've been looking over the preview info here and I'm glad to see most of the annoying stuff is gone, mostly roads on every square and enemy units not respecting borders. But there is one thing I'd still like to know. Will the AI cheat? In previous games, the AI has been getting bonus resources that are simply unfair instead of playing in a more intelligent way. I find it utterly frustrating when I'm fighting an unending row of stupid units. It feels like a bad MMORPG where you get beaten up by a twerp who's been farming all day, all resources and no brain. I mean, a computer can be anally calculating and accurate at all times... you'd think it could put up a decent fair fight.

    Kjella

    --
    Live today, because you never know what tomorrow brings
  134. Availability of mods by prisoner-of-enigma · · Score: 1, Redundant

    Games like Half-Life have shown that phenomenal sales can be maintained for a prolonged period of time if the game is designed from the beginning with mods in mind. To date, HL is still one of the most popular online games, having spawned a number of variations that are essentially entirely new games in their own right.

    With this in mind, do you plan on offering a robust and flexible method for fans and enthusiasts to modify and extend the game? The trend in FPS games is to offer a toolkit or SDK that facilitates this. Could we expect something similar in Civ IV?

    --
    In the end they will lay their freedom at our feet and say to us, Make us your slaves, but feed us. - Fyodor Dostoyevsky
  135. Why can't we buy a US version in Europe? by Fjan11 · · Score: 1
    Perhaps I should ask the publisher instead of Sid Meier, but I'll ask it just to make a point. Whenever a new version of Civilization comes out it takes several months for a localized version to appear in Europe. Localized versions always lose something in the translation and every time there is an update (of which Civ has many) it takes weeks for the update to trickle through to the localized versions. No one I know wants to play a localized civ! People who are intelligent enough to play Civ are probably proficient in english, but at least give people an option.

    There is probably a bussiness case to be made for giving people the option to buy a US version: it wouldn't cost much extra and many people are so frustrated by the slow availability and updates that they are compelled to play a pirated copy. I do not condone that unless they also buy a localized copy to show their good intentions (luckily the copy protections are the same in both versions, so you can use a US version off of eMule with a localized copy of civ). My solution is to buy a copy from a US website but that costs $25 extra in shipping and custom fees and has a two week shipping delay.

    By the way: I think future generations will look back on the beginning of electronic entertainment and will regard your work as the Rembrandt of this era.

    --
    This sig is just as redundant as the rest of this posting
  136. Why oh why... by Hurricane78 · · Score: 1

    ...is there no *round* earth... ...are the poles like long strips where you can't move from a field to every other one... ...are cities 500x500km big and ther fit only 2 cities into europe... ...am i able to have this yearly child bith rates per family: 1 , 5, 8, ..., 127, -96, 119, -52, -120, 125, -16, 20, 50, ... ...in civilization?

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
  137. Religion by SirCodeAlot · · Score: 1

    First of all, I'd like to thank you for many many years of enjoyment. Not just for myself but for my two sons who also love Civ and Tycoon. But my questions are Why did you choose to add Religion for 4? How will it affect gameplay? Have you ever thought that your science game play does not equate to real life? I think this statement is true because of all the great science that has come out of individuals who are gifted, rather than the government just throwing money and resources at it. Maybe an extra birth of a genius every once in a while could give you a bonus adavance in the science department?

  138. You guys are forgetting what's important. by lemur+from+above · · Score: 1

    boxers or briefs?

  139. My question by elgatozorbas · · Score: 2, Funny

    Have you got any idea how many PhD's you nukes with these infernally addictive games?

  140. AI Cheating by DrLudicrous · · Score: 1

    When will the AI advance enough to actually play by the same terms as the human player? I have found through experience with Civ3 that it is very difficult to have an enjoyable game with just any random map, that often times the human player is shut out from success early on by a combination of geography (i.e. lack of resources) and the ability of the AI to outproduce the human players several times over, most notably with the number of settlers and military units. When will the AI advance to the point that it is actually crippled compared to the player when playing at the easier difficulty levels, and unaided when playing at the more difficult ones?

  141. Microprose IP Status by Babbster · · Score: 1

    Heya Sid: With your recent update of Pirates! for Firaxis (nice job, by the way), I am made to wonder if you would consider doing a similar update for the game Covert Action. I remember enjoying greatly the open-ended nature of the original, particularly when compared with other, more linear "secret agent" type games.

  142. Civilization vs Guns, Germs and Steel (J. Diamond) by ta_relax · · Score: 4, Interesting

    My question is this:
    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?!!!

  143. Different Strategies by Prien715 · · Score: 1

    Having played all the different Sid Meier games of late, I had the distinct feeling that there was one "best" way of playing the game. The recent iteration of Pirates, for example, I recall most of my voyages being dictated by where a given relative was as finding all of them easily eat up the duration of one's career. Civ 3, as another example, I felt like I played the same every time -- as did other successful players with whom I've talked (succesful == being able to win on a high difficulty level).

    People who are fans of the hack'n'slash genre know that character creation goes a long way in adding variety to what's otherwise a very long game. Master of Orion 2 took a similar step in in turn-based world. Civ 3 has some racial bonuses and whatnot as well, but I didn't feel they added as much variety as maybe they could.

    So I suppose my question is this: are there any gameplay mechanisms to force players to play differently from game-to-game and will the game be balanced such that multiple stragies will be viable to victory or will it be like the pirates sequel, where I feel compelled to head towards one direction the whole time?

    (I would argue the multiple Civ 3 ways to victory all depended on one condition (high production) and thus there weren't multiple ways to win with different strategies, more like multiple ways to win with THE strategy.)

    --
    -- Political fascism requires a Fuhrer.
  144. Multiplayer by Will2k_is_here · · Score: 1

    Understandably, the concept of multiplayer turn based strategy games is difficult to feasibly implement. There have been strides towards hotseat or online play. Even turnless play.

    What is the future of online gaming with regards to the civ series? Will it be expanded or phased out. If phased out, why? If expanded, what plans are in place to enhance the online experience.

    Allow me to present my own thoughts on the matter. Instead of pitting online players against one another where the TBS problems inherently lie, place them all on the same team. Instead of advisors as in Civ III, allow players to take on command of one aspect of the civilization. For example, minister of defence, minister of finance, minister of science and education, etc. Surely the game can be made complicated enough for one of these duties to be a challenging job in itself. Consider also how interconnected team mates will be on each other (It's hard to build a navy if the finance department won't spring for an increased budget). Allow one (or several players depending on government type) to be in charge of deciding policy. If a player doesn't adhere to policy or if a player is ready to retire (after a few hours of playing), open up an election and let a newly joined player (or one already with a job - ready for a change) run a campaign of sorts for that position (perhaps simulate the election results based on past performance or lack thereof in previous games). Allow the players to have chats with one another which would simulate a parliament of sorts where policy makers can have discussions with the leaders in those specific fields. This will allow a game of civilization to be reasonably played from beginning to end without the problems TBS presents to multiplayered environments. Players will come in and out at all times as new ones put in bids to be elected for vacant positions.

    Just one of several ideas that could be used to utilize the virtually empty MMOTBS market.

  145. Should computer players cheat? by Ed+Avis · · Score: 5, Interesting

    I noticed in the original Civilization that the computer player would sometimes be able to 'cheat' or do certain things that humans could not. Presumably these worked around limitations in the AI, but they seemed to spoil the game a little once they became obvious. Was this part of the original game design, and do you think it's unavoidable, or do better AI engines mean that computer players can be subject to the same rules as humans?

    --
    -- Ed Avis ed@membled.com
  146. Challenges in Artificial Intelligence by stlhawkeye · · Score: 5, Interesting

    One of the few elements of the Civ games that I always disliked was the manner in which the game is made more difficult on higher difficulty settings. It seems like the game is made harder at first with smarter AI, but after a certain point, the game mechanics change and the AI just cheats. AI Civs are permitted to acquire techs they haven't researched or traded for, AI Civs cut ludicrous deals with other while gouging the player, they produce units units faster than is possible, field armies of economically ruinous size, overcome preposterous odds in battle, all while researching at a breakneck pace and beating the player to wonders with no civil unrest. Finally, when the player comes out on top despite all this, the AI civs simply all gang up on him and arbitrarily start wars when the player is close to victory regardless of how benevolent, honorable, and generous of a diplomat he has been. The difficulties in developing a good AI justify some such measures, but rivals such as Galactic Civilizations appear to have successfully created "smarter" AIs rather than just stacking the deck against the player. What kind of unique challenges do Civ and its cousins in developing "smart" AIs that can challenge the best of players? Is it clear when you've hit an AI wall and the only way to toughen up the difficulty is with rule-bending? Does the pressure to publish and realize revenue result in shortcuts in AI development? I've always been curious about how much development efforts goes into AI, it strikes me as one of those areas where it'd be easy to cut corners and still produce a game looks, sounds, and plays great.

    --
    "I have never won a debate with an ignorant person." -Ali ibn Abi Talib
    1. Re:Challenges in Artificial Intelligence by east+coast · · Score: 4, Insightful

      Finally, when the player comes out on top despite all this, the AI civs simply all gang up on him and arbitrarily start wars when the player is close to victory regardless of how benevolent, honorable, and generous of a diplomat he has been.

      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.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    2. Re:Challenges in Artificial Intelligence by Mercano · · Score: 1

      Well, you can win by accululating (if memory serves) 10,000 Culture points in one city or 100,000 Culture in the empire. No guns required, just libraries early and often. However, this strategy really does require you to get some wonders, both for thier intrinsic +Culture, if any, and for thier tourist attaction culture in late game. Sounds like you didn't make that. Space ship victory also dosn't (technically) require military might, but it helps when Germany has all eight of the nine aluminum squares and they arn't particulary inclined to share, or when everyone else relizes your about to win. UN victory can also be won non-millitarily, but the one who builds the UN gets to decide when and if the election is held.

      --
      #include <signature.h>
    3. Re:Challenges in Artificial Intelligence by stlhawkeye · · Score: 1

      You can win and have an awful score, is the guy's point. I don't really care about the score that much, personally, but it's kind of annoying to play Emperor and survive against ridiculous odds, come out victorious, but have a shoddy rating because you weren't the biggest, baddest bully. The game simultaneously encourages noble, responsible leadership and being a total shitcock.

      --
      "I have never won a debate with an ignorant person." -Ali ibn Abi Talib
    4. Re:Challenges in Artificial Intelligence by Anonymous Coward · · Score: 0

      Last time I checked there was a fairly simple scoring system...
      Based on Land Area,
      Number of Happy, Number of Content, Number of Special Citizens
      Year of Victory
      Type of Victory (with Multiplier for Level)

      If you manage to have a scientific victory in the 19th century on a high level you can and will have a huge score...

      I think the problem with this approach (in practice) is that it is nearly impossible on a reasonable map to have a scientific victory that early in the game...
      you are forced to research nearly every technology and rarely have a "nice" trading partner
      I say this because usually on Monarch and above the enemy computer will just turn around and sluaghter you if they have similar military....

      The only time I was able to do win with a good score on Scientific was an abnormality where the Computer players entered into a death match that spaned over 50 turns with each other and left me alone and able to trade with almost all the civs.. (won in 1911)

      Hopefully this will be fixed with the ability to "keep" the world busy by instigating wars which you can abstain from...

  147. how do you come up with game ideas by SecretSqrl · · Score: 0

    How do you come up with ideas for games?

  148. question by Anonymous Coward · · Score: 0

    Will a warrior unit still be able to defeat an army of panzer's if its on a mountain square?

  149. [Mods] ease of adding units in civ4 by Anonymous Coward · · Score: 0

    Adding units in civ2 was as simple as it could possibly be.
    Adding units in civ3 is a nightmare. We have to manually edit 3 files and add graphic files in multiple locations.

    How will this work in civ4?
    Are you returning to a single-file for defining the games units and thier associated artwork/sounds/whatever?

    Maybe just an interface in the editor to import unit graphics in some standard "package" format?

    -GenTimJS

  150. Combat and piracy by AuMatar · · Score: 1

    Two question on game features

    1)Do you have any plans for improving the combat system? As it is, its a little bland- individual units on individual units isn't exactly realistic. Something like how total war drops from world view to battle mode would be nice, but turn based with focus on strategy instead of real time. Even the ability to line up units and give simple battle plans would be a great improvement.

    2)One feature I liked of the Rise of Nation series was piracy- supply routes for luxuries and resources actually were marked on the map, and you could cut them off to affect happiness or halt production. It added a whole new aspect to running a large empire (you had to protect those supply lines). Anything like this in Civ 4? Or even Civ5?

    --
    I still have more fans than freaks. WTF is wrong with you people?
  151. Emergence? by Anonymous Coward · · Score: 0

    An ant by itself has minimal intelligence, but an ant colony exhibits quite interesting behavior. Do you see a future in gaming where the game itself is embodied by the players themselves? No central server, probably no rules as we think of them now and where the game itself evolves as a function of individual play.

  152. Will Civ 4 be written with the gloves off? by gcpeart · · Score: 5, Interesting

    There are a lot of issues in society today which have become extremely taboo. We can't avoid them, but to talk about them, or include them as game content runs a serious risk of being ripped apart by various extremist groups (who sit on the both extremes). Some of these things could apply to the macro-managed world of Civ, including terrorism, global warming, and bio technology. Also there are a number of older frowned upon topics, that are part of our history whether we like it or not, racism, genocide, and slavery.

    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?

    --
    Geoffrey Peart McMaster University Sfwr Eng Coast of Araska
    1. Re:Will Civ 4 be written with the gloves off? by geekpuppySEA · · Score: 1

      I was wondering something similar. What if any are the possibilities of exploring the solutions to real-world problems via a sim game, while keeping it interesting to play? Because if it becomes too simulatory to engage me, you might as well design an aquarium... Now there's an idea - Sid, what do you think about designing something that would let us mod the biosphere, genetics, sociobiology, or other aspects of the natural world?

      --
      Intelligent Design: because MATH is HARD.
  153. How to achieve good playability/balance? by david.emery · · Score: 0

    One of the hallmarks of your games is their playability at various skill levels. How do you achieve this, which seems to be a balancing act among the various design parameters/options (i.e. "right amount" of complexity)? In particular, what role does playtesting contribute, vs intuition or other design methods?

              dave

  154. Running the Real world. by buddylee · · Score: 1

    Do you think that designing civilization type games has made you (or even those that play your games) more prepared to be a real emperor/president/governor/senator/mayor/etc if the opportunity presented itself?

    To elaborate, do you feel that designing (or controlling from a player's viewpoint) how the world operates in your computer games gives an edge in understanding rise and falls of power, humanity and people in general?

  155. Lasting Legacy by dweller_below · · Score: 4, Interesting
    How do you hope to preserve a lasting legacy of game design?

    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?

  156. Colonialization by mrjimorg · · Score: 0

    My girlfriend and I loved the original colonialization. Will there be a sequel? Or at least a update of some kind?

  157. Sid, You rock! by TrueKonrads · · Score: 1

    Why, oh why did you make such great games that caused me lost sleep, red eyes and loud arguments with friend what to build next?

    --
    Lone Gunmen crew.
  158. Tradition and the Individual Talent? by StoryMan · · Score: 1

    What influences you and gets your creative juices flowing? Creative writers, for example, are influenced by other writers. What do you do to get new ideas or give your creativity a little nudge?

  159. Colonization by poulbailey · · Score: 1

    Will there ever be another Colonization? (Please say yes.)

  160. My questions... by Anonymous Coward · · Score: 0

    Can we get the original music back? yes, I know the quality was low, but I loved the original music from the first civilization game.

    Oh, and the video files from Civ2, those were also quite good. Especially loved the Manhatten Project one.

    But make the game more fun, it gets boring after a while. I've stopped playing the game, I don't even know why I'm bothering to reply.

  161. Timeline by DirtyBalls · · Score: 1

    The Civilization series of games has always used unrealistic units of time to measure turns in the game. For example, once you reach the modern era,1 turn takes up 1 year of game time. The notion that it would take one of my armies 1 year to move relatively small distances detracts greatly from what is an otherwise quite realistic strategy game. Will Civ4 use a new model for the game time or Unit movement?

  162. How much memory will Civ IV utilize? by Paul_Batte · · Score: 1

    When running Civ III, I see that it caps out at approx 650 Mb of memory, even though I have 1 gig on my machine. Will Civ IV utilize as much memory that is available on a machine? I am hoping that is the case, since I expect this game to have long wait times as did Civ III, in epic games.

  163. GI Samurai holds the answer by kahei · · Score: 1


    Excellent 1970's SF movie Sengoku Jieitai (released in the West as GI Samurai, for some bizarre reason -- it contains no GIs) contains a long battle sequence between hundreds of 16th century soldiers (many with spears) and a group of modern soldiers who have a tank.

    The spearmen beat the tank.

    --
    Whence? Hence. Whither? Thither.
  164. Let's see... by Dehumanizer · · Score: 1

    1- weren't you, yourself, a bit disappointed that the 2004 Pirates! adds nothing to the original (and indeed, removes some things), except better graphics, and dancing? Don't you think you should have expanded the game to make it more involved? And is there any chance for an expansion pack? :) It's a fun game, but I had a lot more fun with the old DOS CGA version, and with the Pirates! Gold remake (which had a lot more atmosphere than the new one, by the way).

    2- although your older games are some of the best in history, don't you feel that, these days, they are just adding your name to games that you had little to do with, or are simply sequels of your original designs? And, if so, why does it happen? Not why they put your name there (it's obvious: it sells), but why don't you really design most of a game yourself, like you used to do? Are you, perhaps, bored with the current state of PC gaming?

    Sorry if the questions sound "aggressive", I don't mean them in that way - I've just been a little disappointed in the latest Firaxis games (Civ 3 and Pirates!), and I don't believe you were significantly involved in them (hey, it's a compliment!).

    --
    The Tlog - a technology blog
  165. When with you do an MMOPRG? by achacha · · Score: 4, Interesting

    I've always thought that you had a very novel approach to games and created some of the most addicting games. Will you be doing any MMORPG games? (which are already addicting, but I can only image how addicting you can make them :)

  166. Rated E for Everyone by greyfeld · · Score: 1
    One of the great joys of playing many of your games is sharing them with my 12 year old daughter. We have loved Pirates! for it's simple, clean, easy to play interface and the wonderful, depth it provides. Civ 3 had many of the same elements, but a lot more under the hood. Just one more minute, turns into an hour in the blink of an eye.

    My question to you is how important is it in your game design that the games end up being clean and simple enough that really anyone can load it up, start playing and have a whole lot of challenging fun with very little initial effort. Yet, when you look under the hood, you find that there are so many different options that it becomes a whole lot more than just a simple, little time waster.

    P.S. Thanks for all the hours of enjoyment you have provided my family and I.

  167. Alpha Centauri, of course! by Kid+Zero · · Score: 2, Interesting

    I would love a newer version of Alpha Centauri and Alien Crossfire. Can we expect some? Beg? Sacrifice something?

    1. Re:Alpha Centauri, of course! by Chreo · · Score: 1

      What gave you the right to "waste" so much of my time by playing those great games you designed?

      --

      Life is what happened when Good Intentions met Harsh Reality (the brother of the more infamous Chaos).
  168. Morals of Civ? by iion_tichy · · Score: 1

    Did you ever worry that your games might give players a false impression about the workings of reality? Did you work your own political convictions into the game, or did you try to be as objective as possible? Do you even bother at all about the realism of the game?

  169. Prince of Persia by DragonKai · · Score: 1

    If you are looking for a pretty current series of really innovative adventrue games, pick up a console (GameCube is my Recommendation) and try out the Prince of Persia series. Yes, they are semi-remakes of NES-day games, but even then, it was beyond anything else of it's kind. There is no multiplayer options, and you don't play online, but the action-filled fight sequences, high quality video cuts, wonderful blend of acrobatic maneuvers and puzzle solving, and darkly themed story line, make the series highly absorbing. I am currently playing Prince of Persia: Warrior Within on GameCube, and imho, there is no better action/adventure game on the market, although, to be fair, I am more of a PC MMORPG player at the moment.

    1. Re:Prince of Persia by chgros · · Score: 1

      I am currently playing Prince of Persia: Warrior Within
      I (tried to) play this one.
      First of all, it took me 20 tries to get past the first boss (which comes after 2 minutes) (until I figured out I should be parrying all the time).
      Second, the controls are terrible. I though this kind of thing had disappeared after the first years of 3D gaming, but your direction buttons are relative to the CAMERA. Unfortunately, the camera doesn't like being inside walls, so it moves around. So it's impossible to just go straight. Since you always have to jump over pits, etc, that makes the game unplayable (for me at least, maybe console gamers are used to this weird system).

    2. Re:Prince of Persia by DragonKai · · Score: 1

      Well, the first true 3D environment game that I played was Mario64 on the Nintendo 64 system. And the game play is almost identical as far as movement in relation to camera angle. Did you play it on GameCube or on a different platform (there is even a PC version). I also was able to get past the first boss without blocking a single attack...I am not a hardcore gamer by any means, but these to issues caused me no trouble at all...I actually thought that the fighting and play control was rather smooth and intuitive. But now we are off topic of the original post, so I will not reply to this any deeper than it is. The readers are not here for a game review.

    3. Re:Prince of Persia by ShawnDoc · · Score: 1

      The Prince of Persia series of games are not adventure games. PoP is an action platformer. Sure they've got the occasional "which switch do I pull" or "find the key" type of puzzle, but that's not enough to make them an adventure game. Adventure games are games like Maniac Mansion, Myst, or Sam & Max, which tell a story and give you the freedom to explore and advance the story by solving puzzles. There generally is no need for quick reflexes and minimal player controlled combat.

    4. Re:Prince of Persia by jonwil · · Score: 1

      Prince Of Persia is NOT a true adventure game.

      In a true adventure game (ala Day Of The Tenticle or Space Quest or etc) you dont have any real "fighting". There are times when you get killed by something (and fail the game) or kill something (and advance) but usually they are simple "one up" either/or options (either you avoid the alien or you get shot by them) and there is no actual "fighting" involved.

    5. Re:Prince of Persia by DragonKai · · Score: 1

      Ok, here we go... I didn't call it an "Adventure" game, I called it an "Action/Adventure" game, which it most certainly IS. Which of the seris have you played? I admit that I have not played them all, but have seen demos of them and have play a couple. The one that I am currently playing (Warrior Within) is far more than "which switch do I pull" and "find the key" puzzles. The entire game revolves around being able to figure out how to get your toon from one place/time to another. Could be around the corner, over a wall, past a pit full of spikes, or three stories up the ouside of a wall where you are just haning on by your finger nails. THEN, once you get to where you are going finally, you can look for your switch/key to open the door/gate and try it all again in the next room. How is that NOT adventure? Just because the action element has been added to increase the difficulty of the game, doesn't mean that the game is not primarily still focused on the adventure aspects and the story line. As a matter of fact, there are numerous cut-scene movies that progress the story line and prepare you for the next set of challenges or bosses. You are right about the requirement of quick reflexes/thinking though. Getting chased around by the Dahaka is a real pain. Talk about thinking on your toes. That can get the heart pumping(which it needs after playing console games for hours on end). So, in short, I agree that it's not an "Adventure" game; It's that...and a lot more. :-)

  170. Game mechanics vs Game Setting by CosmicLaxative · · Score: 1
    Mr. Meier,

    what first interested me in Civilization wasn't so much the intricate decision making the game required but that I had a great love of history and Civilization let me micromanage world history - I can't not overstate how much I love the game. Still what interests me in the game is not so much the challenges I face in defeating Rome as that I get to try to defeat Rome. In the end winning the game isn't nearly as important to me as having built a really cool civilization and how it reshaped human history.

    The question I would like to ask is how much of creating a good game for you depends on having a compelling story/plot/idea as opposed to quality game mechanics? For example, when "Culture" was added into Civ 3 was that to add another game mechanic that the player would have to deal with, or an attempt to make the game more reflect a realistic world?

    Along these lines what non-game related books have influenced your design of the settings for your games?

    Thanks

  171. Linux ports. by boylinux · · Score: 1

    Will you ever release a native linux port of your new games?

  172. Question about mobile by solomonrex · · Score: 1

    Have you any ideas/ambitions for wireless gaming? Can I have any optimism that an updated Colonization could debut in that sort of format?

  173. Hexagonal maps by circletimessquare · · Score: 1

    I loved Civ 3, and am eagerly awaiting Civ 4. But here's a feature I always craved because it makes better geographic sense: hexagonal maps. In a square grid, you can't move to the square diagonal to where you are. It seems to me a hexagonal map is a better approximation of "real world" movement in that there is no space immediately next to you that you can't navigate to, unlike a square grid.

    When my little exploring warriors see a goody hut right next door to them in the early game, but it's Northeast of them, why should it take them two turns to get there? A hexagonal map has no such limitations: all directions of possible movement are equally accessible.

    Maybe in Civ 5? Thanks Sid for a great game. ;-)

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
  174. Family Gaming by carambola5 · · Score: 1

    Growing up, whenever my parents wanted to join in a game with us kids, it was generally a board game of some type: Scrabble, Monopoly, Risk, etc. Video games seem to have trouble with this quality: uniting different generations into the same game at the same time. What do the classic board games have that video games don't?

    --
    IWARS.
    People, in general, disappoint me. Politicians even more so.
  175. Abandonware-good or bad? by Anonymous Coward · · Score: 0

    Your games span three decades now, and some still have a lot of gameplay in them. What are your thoughts on abandonware? Should games be set free (source and all) if they are not supported anymore, only in binary form, or not at all?

  176. Design Team by Irish_Samurai · · Score: 1, Interesting

    When you are about to begin work on a new project do you choose team members because you feel they will impact the design of the game in the direction you envision?

    Or do you assemble a team consisting of different strengths and let the group dynamics mold what the end result of the game will be like?

    1. Re:Design Team by Irish_Samurai · · Score: 1

      How did that get modded down as overated?

      The first post in here:
      What do think are the most important aspects of game design and do you think they vary greatly for different genres?

      Like someone else pointed out, this question has been asked of every developer and designer in every game magazine out there.

      Amazing.

  177. Time Traveling Twins by tulcas · · Score: 1

    If scientists in the future on a remote tropical island were to combine genetic material from yourself, John Carmack, Will Wright, Shigeru Miyamoto, Richard Garriott, and Peter Molyneaux, to create a super designer, that would be awesome.

    My questions are as follows:

    Is John Romero the result of the diminutive twin of this super designer being sent back in time to our era, as a result of what the scientist will call 'Project Daikatana'?

    Will the super designer eventually aspire to become a 'governator'?

    What would his trademark game Black & SimCivUltiDoom Brothers be like?

    In the Your Lastest Pirates Game, did anyone every bother to do more than repeatedly press the up key during the dancing sequence so as to get it over with as quickly as possible the first time they tried it and then never dance again during Beta? [This was my approach]

    As a corrollary in Grand Theft Auto: San Andreas, did you also ignore your girlfriends, until they just went away?

    Who decided that it would be a good idea to include Advisor Videos in Civ 2? That was all Brian Reynolds wasn't it? Is that why you fired him?

    Were you as disappointed in MOO3 as me?

    Have you secretly implemented code in civ that sends playing tendancies onto the Defense Department to create a super intelligent machine that will be capable of conquering the world?
    -- As a corollary: How exactly does the algorithm account for a guy on a chariot defeating a battleship? What secret techologies has the US Goverment incorporated into our Military to make it more whip resistant?

    Why were shields used to represent production? Why not something like, or I don't know, how about swords, or candy bars, or women's pantyhose, those seem approximately as arbitrary and more fun!

    Why doesn't unit movement scale to the size of the world? On a huge map it takes a battleship several year to cross the atlantic, this is non sense! Can I mod the game to make it scale appropriately?

    As for battleships, (yes i am obsessed with them), the civ2 graphic was the best as was the corresponding civ 2 sounds effect, though the civ2 AEGIS crusier also looked awesome, kudos to that artist, did you tell him he is the master of 128x128 pixel art?

    Was the fact that in civ 2 a pinkish color was used to represent transparency a subtle nod to the almighty Invisible Pink Unicorn, since he surrounds everything and we can't see him, but we have faith that he is pink?

    On a huge map when you have 100's of units do you also enjoy spending half an hour a turn cycling through them all and moving them a few spaces, because they couldn't be group effectively and furterh if you did stack them up you make them vulnerable to nuclear attack, and bombardment by artillery?

    I like the idea of units getting experience upgrades in Civ4, well they retain their upgrades, after they become obsolete and I have to upgrade them to the next level?

    Will it be possible for the modding community, full of nut-jobs, such as myself, to give varying abilities to the different religions through the XML files or using the python scripts, that may fly in the face of political correctness and make Baby Jesus, Shiva, Buddha, Confucius, The Prophet, and Moses all cry simultaneously and guarantee that I go to every bad after life those religions promise me, If I believed in them and not Flying Spaghetti Monsterism, so help me Invisible Pink Unicorn?

    As a corollary, and as a matter of political correctness (ties into your choice on religion), you did remember to make a branch in the tech tree so that the player can choose either the Theory of Evolution or Intelligent Design?

    And since we don't want to offend anybody, could you preface every battle with the fact that the units aren't really fighting, but playing tag, and that when a unit loses said tag match it is not really killed, but sent to an invisible island un-accessible to the player where it is fed milk and honey by several dozen scantily clad virgins until the en

  178. Spore by Necoras · · Score: 1

    Mr. Meier, In reading about Maxis' new game Spore, I remember hearing that civilizations which players come in contact with will have been developed by other players as well as developers. What is the likelyhood of Spore becoming a persistant online community (preferably free of course) where each civilization is actively controled by a player? If price demands cause this to be an impossibility, how difficult will it be to obtain new opposing/cooperative civilizations to integrate with one's own world? Thanks, and I'm quite looking forward to seeing more about this game in the future. Necoras

  179. Trading Reputation by microbee · · Score: 1

    Trading reputation is a very tricky (and obscure) concept in CIV3. For example, if you have an active per-turn trade with A, and B cut the trading route, change is that you'd ruin your reputation which cannot be recovered during the rest of the game. How is it going to change in CIV4?

  180. wat by Anonymous Coward · · Score: 0

    Sid, can I have a job?

  181. Sim Thunder Storm by dazedNconfuzed · · Score: 1

    What ever happened to Sim Thunder Storm? Considering the difficulty was in the user interface, could the rest of the design be released to allow some creative designer to complete this neat idea?

    --
    Can we get a "-1 Wrong" moderation option?
  182. Would it kill ya to put in... by daerk · · Score: 1

    ...some Wonder Movies??? Come ON that's my que to go to the bathroom once a day at least!!!

  183. One City Challenge by microbee · · Score: 1

    From what I read about CIV4, it looks like you'd need 3 cities to have a cultural victory. This would make One City Challenge (OCC, which means you can only have one city in the game) + cultural victory impossible. What are the Firaxis's considerations to support OCC and other variants in CIV4?

  184. Releasing the source to your old games? by Steamhead · · Score: 0, Redundant

    My family's first computer was a Macintosh LC we bought in 1991, at the time I was only 4, I loved your Railroad Tycoon game and continued to play it for 10 years until we finally retired our LC and got a new iMac.

    Unfortunately your game would not play well on PPC and not at all on OS X, I have played the sequels that were not by you, but they never seemed the same.

    Would it be possible to release the source of some of your classic games for nostalgic people like me?

  185. The Scratchware Manifesto by GerritHoll · · Score: 4, Interesting
    The Scratchware Manifesto is a manifesto written by a number of game programmers. It basically says: "Death to the gaming industry! Long live games." The authors mean by this: the production of games has become an industry. New games are designed by spending a lot of money on expensive special effects, rather than innovative ideas or creativity. Those are the games that can be found on the shelves in the software stores. But how about the games that are built by a small group of people, or an individual, using the resources they have? Written with blood, sweat and tears. Having a very original idea. And sometimes, becoming very popular. Is there still a chance for individual creativity in today's gaming industry? Or will the successor to Civilization IV be Civilization V, and then VI, until no new games are ever produced anymore?

    The Scratchware Manifesto

  186. Why are your games so addictive? by improbable · · Score: 1

    I've been playing your games since the original Civilization, and they all seem to have one thing in common: you start playing and then just can't stop! What do you think it is about your games (especially the Civ series) that makes it that way?

  187. Who cares about Sid Meyer? all I wanna hear... by master_p · · Score: 0, Redundant

    is about Duke Nukem Forever! that's the game that I want to ask its developers about!

    (what the fsck are doing the last 10 years! are they gonna release DNF or not? and what Sid knows about it?)

  188. id is a poor example by AHumbleOpinion · · Score: 1

    Some game producers, mainly id software usually release the source code for older versions of their games, have you ever thought of doing the same?

    Id is a poor example. Their business relies heavily on licensing their engine (source code) to other developers. Letting people see and get used to their code, even older vesions of their engines, fits in well with their business. Releasing old Civ code would be charity, it might even be counterproductive to their business in that it might lead open source Civ-like teams away from dead ends and bad decisions.

  189. Do you play Go? by Neeth · · Score: 1

    And if not, why not?

    --
    Yes, I am the one with the legendary sig.
  190. Shift of focus? by bani · · Score: 1

    Early games you were involved with mostly seemed to revolve around realtime military simulations of one kind or another (Nato Commander, Silent service, F-15 strike eagle, F-19 steath fighter, Gunship, M-1 tank platoon, Red storm rising). Around 1991-1993 there seems to have been a sudden shift of focus to turn-based strategy games like Railroad Tycoon and Civilization.

    What happened?

  191. Questions for Sid by Nareau · · Score: 1

    Given the opportunity, what do you wish you had done differently in the original Civilization game?

    Have you ever considered teaming up with the developers of Google Earth to design a game interface based on their global model?

    What games have you played in the past few years that you really liked? What about those games makes them worth playing?

    Nareau

  192. Beware: I lost 2 years of my life to Civ III by Slashdot_Gandhi · · Score: 1



    Two years of college spent playing Civ III, a plague that infested my computer, brain, and subconscious. Civ III is an addiction that forced me to fail exams (I fought back so it wasn't as bad), destroyed my social life (or whatever little I had), and basically turned me into a zombie. This is one of the only few games I know that slows down as you approach the end. BTW, for serious Civ players, there is no end...Grraaaahh!!!

    And now Sid Meier has cursed mankind with the latest nemesis Civ 4. Comeon gamers! Fight to the end. Civ 4 should not win again!!!

    Together we can defeat this enemy. Brace yourself and buy this game.





    Its a trap!!!


    1. Re:Beware: I lost 2 years of my life to Civ III by Radres · · Score: 1

      Fear not! help is available!

  193. OS X Version? by NardofDoom · · Score: 0, Troll

    Are you going to kick your Mac porting company in the ass and get this ported to Mac within the decade?

    --
    You have two hands and one brain, so always code twice as much as you think!
  194. Boardgame Inspirations by Bohnanza · · Score: 2, Interesting
    It's clear that the old Francis Tresham boardgames Civilization and 1830 were major influences on your own games Civilization and Railroad Tycoon. Perhaps other boardgames inspired these and other designs.

    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?

    --

    -----

    Sorry, I'm only a 1336 h4x0r.

  195. Have you ever wondered... by Anonymous Coward · · Score: 0
    • Whether it is wise to encourage the Youth Of Today to sign to peace treaties, demand tribute, then assault their neighbours?
    • Why it is that the least developed civilizations always end up with the best resources?
    • Whether the popularity of the Railroad technology is responsible for a lack of respect of Ceremonial Burial these days?
    • Whether the fact that the modern larger cities are the less happy ones is a deep insight into today's society.
    • Who likes eating grain all year, and why granaries are crucial to modern society?
  196. Why do you let the Civ AI cheat? by Rhett · · Score: 1

    I was dissapointed to discover that at the hardest AI level, the computer is allowed to cheat. The computer can make more moves than the game rules allow. Don't you feel that this degrades your game, and really shows that you couldn't bother to write a decent AI?

    1. Re:Why do you let the Civ AI cheat? by ynohoo · · Score: 1

      you do realize that AI stands for "Artificial Idiot", right?

  197. Mental aspect by NMerriam · · Score: 1

    There are a lot of more technical and professional questions already, but I'm curious about the mindset you get into when making a new game. The Civ franchise (and offshoots) is one of the most successful ever, it has almost a dozen games in it and has made your name well-known to even many casual computer gamers.

    When you sit down to make a new game, how much of the previous success weighs on your mind? Do you get concerned that you have to "live up to" some set of expectations of success just because of who you are? Do you feel boxed in, that you HAVE to make certain decisions because they are "what people expect from a Sid Meier game"? Or do you do the opposite and try to find specific things that you want to do very differently, just because you know players and critics will be expecting ABC, and you want to throw a curve and deliver XYZ?

    --
    Recursive: Adj. See Recursive.
  198. Games and laptops by Anonymous Coward · · Score: 1, Interesting

    There are two types of games currently in development. Games for consoles (xbox, ps2, etc.) and games for beefed up computers. On the other hand more and more people are purchasing laptops since they better fit their lifestyle and provide the functionality they need. Unfortunately most of these machines do not have specs required by most of the modern games because if they would , they would weight more than a person would want to carry around. Do you see any value in game development specialized for casual portable machines which would address this audience?

  199. The Board Game by solafide · · Score: 1
    Will a new version of the board game come out at the same time? The board game is incredibly good; I plan to get any new version the instant it is released.

    How does Civ: the Board Game compare to other Eagle Games like Attack!?

  200. What route to take as "starting" designer by sznupi · · Score: 1

    Here's my situation: sometimes I'm playing with some ideas for games, among other creative activities. Three of them are quite refined.
    However, since I lack programming knowledge and my artistic skills in the area of graphics and music are lacking, the projects won't go far without some team... Furthermore, I doubt I could interest some studio in the ideas - lack of industry experience, situation of the industry in my country and style of games (#1: artsy experiment in presentation and atmosphere; #2: logical twist; only #3 could be called mainstream, but quite unconventionall anyway...) prohibit that. Also, amateur programmers are usually interested in implementing their own ideas, and graphics/music people who'd share my visions either price themself high or are not interested in games...
    What are you thoughts on such situations and, perhaps, recommendations?

    --
    One that hath name thou can not otter
  201. X-Com by Kwirl · · Score: 1

    Remake X-Com Enemy Unknown, please. We miss it. (Note: 'miss' means still play on our PS2 with the scratched but readable X-Com PS1 Disc or the abandonia copy of x-com gold).

    Click Here for Memories.
  202. Future of UFO Series by Anonymous Coward · · Score: 0

    Is there any Truth to the Rumor that you have aquiered the rights to the UFO Game?

    And if so can we expect to see a New UFO game with the Traditional Qualities of the old ones?

    There are Millions of Fans of this wonderful game who are disheartened by the So Called clones that leave most of the fun Options out of this game.
    We would all love to see this game broght back with modern graphics and your own personal enhancements.

  203. Gameplay vs. Special Effects by RavensWing · · Score: 1

    You've been one of the few game designers who sticks to the in-depth intricate gameplay side of the fence as opposed to the latest trend in high-res graphics bonanza. As much as we the hardcore gamers love gameplay over 'bells and whistles' do you feel that this can hurt sales of smaller titles that go further into gameplay versus the big-name high graphics 'special effects' style games that seem to be flooding the market, and do you feel that there is an effective way to integrate an intricate well thought out game that can also make use of the latest trends in the graphics and sound technology of todays pc's?

    --
    Insert witty .sig here.
  204. Random tech trees by Michael+Woodhams · · Score: 1

    Have you considered the following possible features?

    * Tech tree varies randomly between games (both prereqs and effects), so that you have to vary your strategy much more from game to game. In previous Civ games, you know that Railroads are amazingly useful, and exactly what techs you need to get there. However, while a 15th centuary genius might speculate on the possibility, they have no way to know how well it will work in practise. Some games, railroads are great. Some games they are a flop. The closer you get to them, the better your estimate of their usefulness becomes. (Another example: in 1950, commercial fusion power was thought to be 20 years away. It still is. What if they 1950's people had turned out to be right?)

    * An option to shrink your empire for a greater score. The fun part is expanding, not managing the large empire that results. Allow an option where you can split your empire, keep playing only one half, and get a bonus multiplier to your end-of-game score. (E.g. you start of as England, and in 1776 become USA, and England becomes computer controlled.)

    As an aside: I've often played "single city" games of Civ. I play at an easer level than normal, and allow myself only a single city. This allows a game in a single evening. From the Gamespot preview of Civ 4, it looks like you've already made allowance for fast games - thank you.

    Yes, this "question" really is just a thinly disguised plug for my own ideas. Feel free to make me a job offer :-).

    --
    Quattuor res in hoc mundo sanctae sunt: libri, liberi, libertas et liberalitas.
  205. What Aspects of Shadow Magic Make It More Playable by hansreiser · · Score: 1

    Have you looked at why Shadow Magic is somehow more playable as a game? Do you think the manual combat feature it has is a lot of fun? Do you think more elaborate combat would allow units to have more attributes than attack and defense and hitpoints, and thereby make the impact of technological advances "feel" right? Isn't it a lot more satisfying to use technological improvements when you can move the unit around in combat to use it?

    Thanks for giving me a great game to use in inspiring my son to read! Your game is one of the more educational ones out there for kids.

  206. How do WE fight big budget gaming? by Zaphod-AVA · · Score: 1

    Huge budget hollywood style productions seem to be taking over the gaming industry. Is there anything other then 'voting with our wallet' that we (the consumers) can do to fight this trend?

    Thanks for your time,
    -Z

  207. All those games by Robert+Douglass · · Score: 1

    Dear Sid,

    we never met, but my father gave your sister trombone lessons, and your brother was my piano accompanist at Solo and Ensemble. When I was about 10, you gave me a gift of about 7-8 of your titles for the Commodore 64, and I've been waiting all these years to say "Thank you!"

    I often lay in bed at night thinking about how I could have lived my life differently, thinking about the different branches that I might have taken on the grand decision chart (not because I have regrets, mind you). Since I've become a software professional, albeit quite indirectly, having played horn in a German orchestra for a while first, I often wonder what it would have been like if I had skipped the musician part and started out in software back then, when you gave me those games.

    My question, which follows one of those late night scenarios that I mull over, is this; if I had not only said "Thank you!" back when it would have been polite to do so, but also shown you the number guessing game that I had just programmed for the C64, and maybe some of the Sprites that I had painted, might you have become my mentor and taught me everything there was to know about making great games?

    cheers,

    Robert Douglass

  208. c-evo! by crhylove · · Score: 2, Informative

    For us windites, C-Evo is a way better game. Too bad their site doesn't have a decent forum.

    rhY

    --
    I hold very few opinions. I hold information based on observation and fact. If you wish to disagree, please use facts.
  209. Tuition by elBart0 · · Score: 1

    Can I get a refund on those two semester's tuition that I lost to the first Civ? I know a few others who didn't get the best GPA that year...

    --
    09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
  210. Yes you can expect this by hellfire · · Score: 1

    If you read up on Civ4.com and every interview Sid has posted about Civ4, there will be four layers of customization in Civ4. As such, I think this should be modded down slightly so that we can make from for a question that hasn't already been answered.

    --

    "All great wisdom is contained in .signature files"

  211. Economics and Realism by Starker_Kull · · Score: 1

    I know it is more important to make a game that is fun rather than one that is realistic (if it is an either/or choice), and in the original CIV, processor power was rather at a premium, so a very simple economic model was chosen - "trade units" were generated by workers on terrain that had roads, or were water tiles; these trade units were then subdivided into three baskets by the player, one for tax revenue, one for science research, and one for luxuries.

    But with computer processor power so much higher and vast quantities of memory available, has thought been given to a more complex, organic economic model, somewhat along the lines of SimCity, where millions of trade routes are "tested" repeatedly over time, to see which ones succeed and which ones do not? Or perhaps some different, more sophisticated model where the fundamentals are complex, build up over time, and are not so easily/linearly controlled by the player? To make economic building as significant a part of the game as city development, diplomacy, and exploration?

  212. George Bush by Chysn · · Score: 1, Flamebait

    What, if anything, do you think George W. Bush could learn from Civilization about dealing with foreign leaders?

    --
    --I'm so big, my sig has its own sig.
    -- See?
    1. Re:George Bush by Anonymous Coward · · Score: 0

      What, if anything, do you think George W. Bush could learn from Civilization about dealing with foreign leaders?
       
      He'd learn to just beat the hell out of them because diplomacy isn't a serious part of a viable winning plan in Civ.

    2. Re:George Bush by Anonymous Coward · · Score: 0

      That was halarious man... water all over the monitor :/

  213. Quality of programming by NerveGas · · Score: 3, 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?

    --
    Oh, you're not stuck, you're just unable to let go of the onion rings.
    1. Re:Quality of programming by Dwedit · · Score: 1

      I know that Civ 1 has problems with the system timer under windwows NT's dos emulation, causing it to run at half-speed.

  214. You didn't create civilization. by Anonymous Coward · · Score: 0

    but ported the board game. Which parts were your additions?

  215. Failed Features by strotter · · Score: 1

    During the course of the Civ series, have there been any features that you've thought good enough to implement, only to discard them before release? In other words, what have you tried that hasn't worked?

  216. Pet Monkeys by ShawnDoc · · Score: 1

    If you were going to have a pet monkey, what type of monkey would you get?

  217. Open Source Engines by MysteryBee · · Score: 1

    I would like to hear if you have an opinion on why Open Source engines such as for instance www.Ogre3d.org do not have greater penetration in the gaming industry. How far are the current top open source offerings from being something that you would use?

  218. Which boardgame do you prefer? by wikthemighty · · Score: 1

    Which of these boardgames do you prefer, and why?

    Civilization(with or without Advanced Civilization)
    or
    Sid Meier's Civilization - The Boardgame

    --
    "There are people who do not love their fellow human being, and I _hate_ people like that!" - Tom Lehrer
  219. How do you win? by StikyPad · · Score: 1

    Sid,

    What is the point of Pirates? And why do I constantly have to split the booty to keep my #$%# crew from rebelling? No matter how much freakin' treasure I collect, they're never happy. I can't even amass a large enough crew to attack a large city because by the time I've stopped in 3 ports, everyone's deserting. And why does the potential population of recruits never replenish once I've visited a tavern? Aren't these people breeding? Don't new people ever visit the bar? Also, am I the only one who hopes to God nobody walks in while I'm doing the "Dance with the Governor's Daughter," minigame? Do you have any idea how hard it is to keep step when someone looks at the screen with little hearts popping up, and gay (as in happy) music, and they ask "What the hell are you doing?"

    I guess what I'm saying is, it would all be worth it if I could see a nice big "You Win!" at the end, and maybe some fireworks.

  220. Civilization as an educational narrative. by jlseagull · · Score: 1

    Mr. Meier,

    Civilization was the first computer game I bought with my own money. I credit much of my interest in ancient cultures, philosophy, government, and politics to your game. Despite the fact that the way such things are portrayed in the game is vastly simplified, the simple fact that they were portrayed at all as part of a larger narrative was sufficient to pique my interest in learning about them. Therefore, my question is:

    What is your opinion on using Civilization-type games as a narrative to support an educational curriculum, and do you see a market for that kind of thing?

    I have read several papers on this idea, and they seem to use Civilization as a substitute for the curriculum rather than as a supplement - and as a result, the students didn't seem to learn much. However, educators that use games as educational supplements are praised for how well their students understand and like the game. A standout educator in this area wrote a simple Javascript-based political and economic simulation of the Vietnam war.

    An implementation of the game could span multiple educational levels. Consider a kindergarten teacher as the class starts out with a settler (on a custom map with no barbarians, of course). The class only runs the simulation once each week, so the kids have something to look forward to. The game serves as a narrative device to tie different elements of the childrens' education together.

    "Oh, look! We, the whole class, we're in these wagons here. We're all tired of walking, so let's find a place to sit down. I'd like to be next to a river, how about you? I like mountains too. Have you ever been to the mountains? Here are some neat photos of mountains and animals. Let's draw some pictures of what we see!"

    One can also extend this to the high school level - we already have things like the Mock UN, and the game could serve as a narrative there as well:

    "Consider the following deployment of guerrillas, government troops, and refugees. Where should we recommend the refugees move to avoid the crossfire? How should we implement a medical and educational support system for the refugees? What are the budgetary requirements? What members of the UN should be involved?"

    People of all ages seem to relate better to concepts if they're part of a story, and I'm interested in what you think of a game driving that story as part of a curriculum.

    --
    'Be always mindful, even when ditch-digging.' --D. T. Suzuki
  221. civ2 by Zero_Independent · · Score: 1

    Civilization II was kind of boring. Why don't you make Civilization real time?

  222. How is your idea of Civ. effected by making it a.. by canozmen · · Score: 1

    game. Do you feel that you idea of civilization is changed anyway by turning it into a game? Do you compare cultures and civilizations by the number of cities they build, their demographics, etc. in real life too? How much of your definition of civilization as portrayed by the games are a product of designing a fun-to-play game, and how much is it your own thoughts on world history?

  223. Sid Meier eh? by kahanamoku · · Score: 1

    If that is your Real Name...

    Is it?

    --
    ----- Concentrate on promoting more than demoting.
  224. Bah, boring question by hayden · · Score: 4, Funny

    I want to know how he makes all the wee hours of the morning disappear like that.

    --
    Nerd: Derogatory term typically directed at anybody with a lower Slashdot ID than you.
  225. Re:AI/learning by Anonymous Coward · · Score: 0

    I got a chance to talk to Sid at E3 '02, just before Civ3 hit. Being an AI guy myself, I asked him about learning AI. His response was that it wasn't for him; while most people might think they want learning AI, in practice it isn't nearly as fun as it sounds.

  226. Brian Reynolds by Anonymous Coward · · Score: 0

    Will you ever work on another game with Brian Reynolds? Why did he leave?

  227. Big Huge What? by Majikk · · Score: 1

    What happened between you and Brian Reynolds? Watching him leave Firaxis was like watching Simon and Garfunkel split up.

  228. Three Gorges by Herr+Proktor · · Score: 1

    One of the challenges in designing the Civilization games, it would seem to me, is keeping the game from becoming too centered on Western culture, i.e. its developments and accomplishments. How have you tried to address this issue? Is it important to you and your development team? For example, do you think it would be worthwhile to switch out the Hoover Dam Wonder for a Three Gorges Dam Wonder?

  229. Civilisation in a child's eye. by altheusthethief · · Score: 1

    I would have been seven years old when Civilisation was first released. I would have been about nine when I received a copy of it, along with a photocopied manual off a friend's dad who'd received it, thinking it was an Amiga version.

    I was busy getting to grips with my Dad's DECStation 316, he bought it in the hopes of catching the computer wave of the 90s, he'd only ever done accounting on paper before. He had been laid off, and I wanted an Atari ST for Christmas. It was a good compromise.

    I started playing not really knowing what was going on, getting to grips with terms such as 'irrigation' and 'pillaging' were relatively new concepts to a kid who's idea of high art would have been the DeLorean.

    Anyways, all I had were demo discs so I had 8 hours a day dedicated to getting my head around Communism, the Feudal System et al.

    All in all, it kept me interested but much more it moulded my mind into being able to see "How things work", well somewhat.

    After trying to create a world of superhumans, with an army big enough to invade a large planet, I realised that there's only so much fun in a quick tete au tete.

    I eventually became a leader of a free world that allowed me to explore the depths of the universe all inside my own mind beside my computer.

    So for the education sir, thank you.

  230. Pie in the Sky Question by hugg · · Score: 1

    What is the game you've always wanted to design, but feel you won't in your lifetime because of technological constraints, market constraints, or just plain old haven't-figured-out-the-right-approach constraints?

  231. Thanks Sid! by grumpygrodyguy · · Score: 1

    Thanks so much for remaking Pirates!

    So many game designers should take note of how you remake games!

    1) Take a classic game with excellent gameplay
    2) Give it a few new features but make certain not to change what made it great in the first place
    3) Upgrade the graphics, music and sound to current standards

    Sid:

    Most artists do their best and most creative work when they are younger. It's a wonderful talent to be able to put your ego aside and recognize where you are as a designer, instead of where you were. You breath new life into your ideas by simply tweaking and upgrading them without trying to 'fix' what isn't broken! On the other side of that spectrum are people like George Lucas. He has almost single-handedly destroyed the Star Wars legacy with his ego and lack of self-perception. Quite an amazing feat! Thanks so much for not making the same mistake with the Pirates and Civilizatoin series! =)

    That being said, are you considering investigating winning formulas from other 'classic' game designers (Brian Fargo, Richard Garriott, Peter Molyneux, etc.) and possibly revamping those? If so, have licensing issues forced you to give up on the idea?

    --
    The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
  232. I live about 5 miles from Firaxis... by bacontaco · · Score: 1

    ...so my question is, Can I have a job?

  233. No Sequel to Alpha Centauri? Why not?!?!? by mochaboy · · Score: 0

    One of my favorite games ever is Alpha Centauri. Unfortunately, I've grown tired of playing it and I'm hungry for the newest space civ sim out there. Why didn't you bother creating a sequel to this incredible game?

  234. Game play versus presentation? by carlmenezes · · Score: 1

    A lot of the classic games did not place high demands on hardware, yet were very enjoyable and fun to play even on a modern system. In contrast, a lot of today's games are very visually appealing and heavy on the system, but do not leave a lasting impression. Why would you say this is happening? In your opinion, can anything be done to bring the "joy of the game" back to computer gaming?

    --
    Find a job you like and you will never work a day in your life.
  235. pirates by Anonymous Coward · · Score: 0

    First and foremost - thanks for Pirates. I played that on a commy64 for several years, it was a landmark game.

    When I heard about the new version I was looking forward to playing, but the new pirates was rather lackluster in my opinion with many playability bugs and extremely repetitive scenes.

    What happened?

  236. Why is it so hard to make AI in strategy games? by briancnorton · · Score: 1
    Civilization has always had a very poor AI mechanism. Is "smart" AI something that you feel is impossible for strategy games more complex than Chess? Has adaptive AI ever been implemented well in a strategy game?

    And while I'm on the topic, have you ever won a fair game of Civ 3 on "sid" difficulty?

    --

    People who think they know everything really piss off those of us that actually do.

  237. Forum for Best Mods? by dog_surfer · · Score: 1

    Would you consider a company based modifications/maps repository and forum, which would include two "best" ranking lists (company & user)? Mod-ers would strive for the coveted top 10 positions. Lurkers could jump to the "best", and leave comments/praise. It seems to me a wide-spread game called Civilization should have a real sense of community.

  238. The First Question to ask before all others. by PaganRitual · · Score: 1

    Who are we talking to here, you, or your PR flunky? Just checking.

  239. Question regarding the Alpha Centauri series by appleguy2004 · · Score: 1

    I don't buy a lot of games generally because I find very little replay value in most of them. But I have to say that Alpha Centauri (and Alien Crossfire) are the best games I have ever bought. You can't imagine the fun I had (and still have) playing just the single-user mode. It is very unforunate that (I am a Mac user) I was never able to find anyone to play a multiplayer game, either because of bugs in the application itself or because of a lack of available players. In any case, I was wondering if you have ever considered a follow-up to those wonderful games, maybe something more in-depth with deeper social and political aspects (I loved how they intergrated into the game). I should say I've never been tempted to play any of the Civ games. In any case, kudos on all of your work and the people that have helped you in making it happen. Thank you!

  240. Question about the industry by Rick+Genter · · Score: 1

    Do you think it is possible for a so-called "indie" game to be successful in today's market?

    --
    Don't underestimate the power of The Source
  241. Modding by tweek · · Score: 1

    Did anyone notice this in an interview from earlier this year?

    --quote--
    Barry Caudill: Civilization 4 will be the most moddable version of Civilization ever. Players can edit basic stats and attributes in XML files. On a higher level, much of the game will be exposed to Python so modders will be able to edit events and have more control over how the game works. On an even higher level, we are planning to provide an AI SDK to allow experienced programmers to dig very deep into customization.
    --endquote--

    Scripting via python eh? Might be the impetus I've been looking for to pick it up.

    --
    "Fighting the underpants gnomes since 1998!" "Bruce Schneier knows the state of schroedinger's cat"
  242. How about a true civilization game versus... by Zemrec · · Score: 2, Interesting

    an interactive history lesson?

    Don't get me wrong, I've been enthralled by Civ ever since I first saw it on my high school's computer lab computers. And I did learn a thing or two about history from the game.

    But...it's not really your own civilization you are creating. Its a sort of interactive history lesson, with specific technological breakthroughs, wonders of the world, historic figures, and even the artifact of the Christian calendar.

    But it seems to me, that if you were to truly rewind the clock and let history unravel in a different direction, many things would be different, not just the calendar! Why not start at year 0 and count up from then instead of the contrived system of some odd number of years between turns that changes as time moves on?

    Science and technology hasn't always been a march towards progress that's more or less fueled by money. Sometimes there's a great leap forward brought about by a controversial figure. Perhaps a sort of random event engine in the game could replicate this. For instance, the player might be working on stamping out religious and political unrest in his empire, when he suddenly discovers that a figure (say Copernicus, Galileo, Newton, or, maybe it doesn't need to be a scientific person, maybe a Martin Luther or a Thomas Jefferson, the name could optionally be randomly generated but their contribution to history would be the equivalent) has appeared and gives the player an empire changing choice, either maintain the status quo or embrace a new paradigm. These could be random events, not entirely dependent on an Earth-like history.

    Also, perhaps the same idea could be applied to the wonders of the world.

    To me, this would be even more satisfying and enthralling. Don't just recreate history as the Romans, Babylonians, Chinese or the Americans, but as a whole new people who the player can shape into one of those civilzations, or something entirely new. Cultures are dynamic, not static as in the Civilization (and other such games.) They're molded by the people who live in them, leaders, thinkers, malcontents and common people.

    Now, if only I could get paid to come up with ideas like you do. :-)

  243. Your name on the box by FromWithin · · Score: 1

    I work in the game industry, and I know what marketing departments can be like, even from way back. How did you manage to get your name on the boxes of your games, and how did you subsequently manage to keep it there?

  244. Release Alpha Centauri? by lousyd · · Score: 1

    I hope this question doesn't actually make it into the presented questions, but this is what I really want to know:

    Will you please please please do whatever you can to get whoever owns the rights to release Alpha Centauri source code? You can even keep the artwork if you need to! I absolutely love that game, and it's one of the two programs I have so missed since I left Windows. Just release the source code and I'll do the rest. I would love you so much, Mr. Meier!

    --
    If aspiration is a virtue, achievement cannot be a vice.
  245. tanks and spearmen by Ryunosuke · · Score: 1

    I'm more curious as to whether a group of men with wooden spears can take out a chopper or tank again ... if that's the case, I'll be sure to be a spearmen in any Civ mmorpgs that come out.

  246. My son, 13, wants to be a game designer by Bill+Privatus · · 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.

    --
    Redundancy is good; triple redundancy is twice as good! - Me.
    1. Re:My son, 13, wants to be a game designer by Parity · · Score: 1

      Whether or not Sid Meier sees your question, the truth is that game designers are a dime a dozen. -Good- game designers are rather rare, though. He'll need to learn a programming language (or several) in order to write some games, though, because the only way to prove you have any talent as a game designer is to write a game. Which you have to do yourself, because until you've proven yourself, nobody will give you any programmer-time in either the f/oss or the commercial world. It also helps, as -any- kind of software designer, to actually know how programs are written, even if you don't actually -do- much of it.

      --
      --Parity
      'Card carrying' member of the EFF.
  247. Will there be Civ 5? by bronney · · Score: 1

    I want to know because I wonder if Civ can be improved even more up to this stage. I mean, it's been really great already.

  248. Are you related to Russ Meyer in any way? by thebiss · · Score: 1

    ...because I see some captivating similarities in your interests.

    I guess great minds think alike...

    --
    Beware: I believe all are created equal, and have the right to life, liberty, and the pursuit of happiness.
  249. How long will the game take to play? by Mr_Tricorder · · Score: 2, Interesting

    I have played Civilization, Civ II, and CivI II. I mostly play and enjoy Civ II (it is one of my all-time favorite games) because that is the first one I ever played. One thing that I have noticed is that, with each new version, the game takes longer to complete. My Civ III games take substantially longer to complete than my Civ II games (in which I usually win via space race) and many times I don't even get into the modern age in Civ III. This can get very boring and frustrating, and this is the main reason why I prefer Civ II to Civ III. Is Civ IV going to follow this trend, or are you going to make the game play out much faster?

  250. Game development busines model by dotMantle · · Score: 2, Interesting

    The current business model for games is getting ruinously expensive: more detailed textures, more frames, features added because they're standard (e.g. multiplayer modes). Games are now easily a dozen man years and several millions of dollars in cost, making game development a high risk investment. Do you see any possible business models which may help reduce the risks which stem from such high costs?

  251. What draws you to game design? by jbrader · · Score: 1

    Or to be more specific what draws you to simulation game design rather than, say, shooters or rpgs?

    --
    You are so boring that when I see you my feet go to sleep.
  252. Alpha Centauri by dcr · · Score: 1

    Many of us would like to see you re-visit Alpha Centauri. Have there been any serious thoughts about a new version (one that is OS X native would be excellent!)? Barring this, is there any way to recreate SMAC using the tools and scripting that comes with Civ 4?

  253. What are the true paths of a civilization by aljavar · · Score: 1

    As long as the game has been around (and I've played since the beginning) the technologies, units, civilizations, and gameplay mechanics have gotten better and better. Yet, one thing remains the same. There are truly only two ways to successfully play your civ, from an overall perspective. You are either specializing in science, or you are specializing in building your military. Civ3 made a stab at breaking the mold by enabling culture to become a primary factor in the development of a civilization. Yet, culuture is almost always a side effect of the civ that is most dedicated to developing its science. The civ that focuses on its military is best off focusing entirely on its military so as to increase the chances of victory (we all know that extra unit of two makes a huge difference when attempting to take an adequately defended city). And even beyond that, there's no reason to focus on science, since you will most likely (if you are truly making war with another civ) not be able to keep up scientifically with the others civs who aren't at war, and hence won't be able to complete the wonders in time. So, you usually end up focuses on units and threatening other civs until they hand over their technologies to you. The major point here is that these seem to be the two only true paths (or ways of playing) in the game. It's true that the tech tree allows you progress with some customization, but this is really only allowing the player to choose which tech is developed first, since there are all needed in order to progress to the next age. Isn't there more to a civilization than if it is scientifically or militarally specialized. Shouldn't there be an incentive to play as real world civilizations have been able to play out be rewarded for this. Or am I only inticed to play in one of these two ways because of my desire to be the best at one, rather than second best at either? Is it just me? Or does that game set us up to play that way? Or, on the largest scale, is that the mind of man, to want to conquer and be the 'best', no matter which path we are on?

  254. Compiled BASIC.... by Anonymous Coward · · Score: 0

    .... for the c64 version of Pirates!

    Have you got a decompiler? We're still trying to debug it ;)

  255. Pirates game... by Spy+der+Mann · · Score: 1

    hey that's not a bad idea - the online pirate game. I mean, we're sick tired of fantasy RPG's with wizars and dragons... why not an online RPG about sea conquest?

    See? You wanted to make a joke, but I think you got a good one in there. THAT's creativity.

    1. Re:Pirates game... by Robmonster · · Score: 1
      --
      I have no sig yet I must scream.
  256. Re: a chance to showcase hypocrisy by macraig · · Score: 1

    Mr. Meier has a chance to really showcase some hypocrisy if he answers this question, considering his involvement with Alpha Centauri: a spiffed-up but nevertheless thinly-veiled rip-off of the Empire games, first created by Mark Baldwin in the Seventies on a mini, IIRC. Recognition of that might lead a critically-minded person to question the true degree of originality in the other works to which Meier has affixed his name.

    This is nothing new, of course, but sometimes this incremental evolution isn't properly recognized and people who are merely stepping-stones in the process wind up getting more credit than they've really earned. Take Master of Orion and all the other 3X/4X computer games which both preceded and succeded it: they can almost all trace their roots back to a BOARD GAME first published in 1972 (Stellar Conquest, by Steve Jackson).

  257. Poles by charlie763 · · Score: 1

    Will I be able to cross over the poles of the map this time?

    --
    Welcome to the land of the free...pay toll ahead...no photography...please open your bag...
  258. Conquests? by allanj · · Score: 1

    I've played ALL versions of Civilization, and spent FAR more time doing so than I should. Right now, the most enjoyable part of CivIII is the Conquests expansion pack - playing "Rise Of Rome" is just GREAT.
    My question is this: Will there be a similar expansion to CivIV, and how important are such expansions for the game in general? Also, have you played any of the free mods available for CivIII, of which some are of great quality?

    --
    Black holes are where God divided by zero
  259. Sid: It's with great excitement I'm looking forward to playing Civ 4. But when/if I buy it, will I still have to DL a no-CD fix?

    --
    urd
  260. Hobo by Raindeer · · Score: 1

    There is a very simple reason why there is no sequel to railroad tycoon. There is hardly a profitable railroad company in the world, so it would have to be known as railroad hobo. On top of that, should one want to attain any level of realism, one should incorporate all the rules, regulations and politics involved with running a railroad. Such a complexity would require white mice to operate the computer.

    1. Re:Hobo by carlivar · · Score: 1
      Um, Railroad Tycoon starts around 1830. There were plenty of profitable railroad companies for 100+ years after that.


      And apparently you can't read, because as I wrote, there are two sequels to RT. Just not involving Sid Meier.

      --
      Vote Libertarian
  261. Civ IV - Educational Aspect? by mulhall · · Score: 1

    How much do you think Civ can impact teaching history?

    One of the things that made me stick with Civ was the real world/historical links of the game rather than the out and out fantasy of soe of the other turn-based strategy games out there. This piqued my interest and spurred me into reading up on countries and cultures I would not have otherwise.

    Okay, this could probably be done with a huge modpack, but...

    Integrating an historical encyclopedia into the game could work as the worlds first sucessful educational game (TM) - implemented at stages of the game such as end fo era, city creation, or encountering a nation could add to the real-world aspects of the game I so enjoy and also educate the younger generations.

    Obviously you'd want this as an option rather than enforce it.

  262. 4th Generation Warfare by Anonymous Coward · · Score: 0

    In Civ3, he who has the biggest economy and best technology is almost guaranteed victory in the later stages of the game.
    Sun Tzu argued that numbers and technicl superiority are ultimately meaningless; Lind argues that modern wars are played on the 'moral level'.
    Will there be an attempt to make Civ4 reflect this, or is it too frustrating for users?

  263. Design Philosophy by glowkeeper · · Score: 1

    Agile or Big Design Up Front?

  264. Imperial fragility by Anonymous Coward · · Score: 0

    Historically, empires fragment and provinces rebel. Will we see a mechanic allowing for new civilisations to break off from existing ones?
    The arguement could be made that civilisations are meant to represent cultures rather than empires, but this leaves tribes such as the Americans mostly redundant. Wouldn't it be more realistic for someone playing America to start with cities that have just broken away from an established English empire?

  265. Culture Flip! by mulhall · · Score: 1

    Okay, so I think the abandon city option might not be an viable here in the real world!

    Turn 312 Mechanised Infantry defeat Spearmen, Basra Captured

    Turn 313 85 Mechanised Infantry units fortified in Basra

    Turn 314 "The citizens of Basra hate our culture and have..."

    85 units down the drain without a fight....aaaaaaaarggh!

  266. Fine tuning by SillyPoint · · Score: 1

    One of the hallmarks of Civ since the beginning has been that you can't win by doing any one thing well -- not war, not commerce, not building things or growing food. You have to find the right mixture. Comes Civ III, with its diverse collection of civilizations, you can choose a civ that focuses on one of those things, but that confers no special advantage in overall game play. Although different, the civs are evenly matched.

    Once you have a game concept in place, how do you tune it to achieve this balance?

  267. Alpha Centauri & Civ IV by tbannist · · Score: 2, Interesting

    I really liked the ability to choose the economic model, values, security and future society attributes for my faction in Alpha Centauri, and I also like the unit editor and I was considerably disappointed when those features did not appear in Civ III.

    Is there any chance we'll see those features incorporated into Civ IV?

    --
    Fanatically anti-fanatical
  268. Re:Civilization vs Guns, Germs and Steel (J. Diamo by Anonymous Coward · · Score: 0

    I think the above re: Guns, Germs, & Steel should be modded higher. I too found that the book read like a Civilization game, and wondered how much either the game and/or the book influenced each other. In the epilogue to Guns... the author discusses the possibility of theories based on the science of history, and how that may lead to better organizations for people (e.g. balance between too much authority and too much anarchy).

  269. When are you going to do something truly new? by xmuskrat · · Score: 1

    nt

    --
    activestudios web design
  270. Atheism in Civ IV by WOSSquee · · Score: 3, Interesting

    From all the previews I've read, there will not be any choice of atheism/agnosticism for a religion in Civ IV. If all the religions are being made equal, with equal benefits for each, why are you singling this one out? It would make perfect sense to "discover" atheism right along with Marxism/Communism, as those governments are officially atheist. Personally, I was pretty upset to find out that my own personal faith was not going to be included in the sequel to one of my favorite game series, a game that will be sucking up a lot of my time in the future. Is it actually in there and we simply haven't heard of it? Or is it deliberately not being included?

  271. Aleph One by MrHen · · Score: 1

    If you want to see an example of an FPS with a plot and story that is really integrated and captivating, check out Marathon 2, I think it is available as an open source project now.

    Aleph One is probably what you are referring to. If you want to know more about the amazingly complex and wonderful story there is only one place you need to go: The Marathon Story Page.

  272. Covert Action and Civ IV by Anonymous Coward · · Score: 0

    Question: Since you have addressed terrorism and fighting terrorists using a variety of methods in games in the past (Covert Action - great game - any chance of a remake?) as well as acknowledged the significant impact which spies, enemy action or terrorist-based activities can have on a modern, industrialized society (Civ, Civ II), why the sudden aversion to including this in Civ IV? Problems don't vanish or go away by ignoring them! You're not eliminating the plague, civil unrest or conventional warfare, are you?

  273. A question about Culture by Aussie_Lurker · · Score: 1

    Hi Sid. First up, I am loving the look of Civ4 so far-Kudos to you and the team. My question is, how exactly will culture work in Civ4? Particularly, what role will both the Culture Slider and Cultural Improvements/Wonders play in the game? Aussie_Lurker.

  274. A question about maintainance by Aussie_Lurker · · Score: 1

    Hiya Sid, am REALLY loving the look of the new game. Quick question. We know that cities now have a maintainance cost associated with them, but what about improvements, wonders and units-will they still have a seperate maintainance cost? Thanks for your time! Yours, Aussie_Lurker.

  275. A question about Health and Population growth by Aussie_Lurker · · Score: 1

    Hi Sid, it looks like Civ4 is coming along very nicely indeed now-you and the team should be proud :)! My question is in regards to the new health system in Civ4. We know that the way population growth works has been altered, but can you tell us how the elements of food 'unit' (bread) surpluses/deficits and health actually work together? Thank you in advance. Yours,

    Aussie_Lurker.

  276. Leader's Apperance? by Anonymous Coward · · Score: 0

    Do the leader's apprearance change as time progresses like in Civ3, or do they stay the same throughout the game?

  277. Airports by Cmdr_Pooky · · Score: 1

    One annoying part of Civ is airports. I have a worker at point A and there is water between point a to point B. Why can't they use the airports on point A and B without having me micromanage? Is this going to be fixed in IV? It would be nice to be able to tell worker to go to point B and have them automatically go using airports or harbors if you have a ship in the city. I have had several units die because they decided to walk half way across the continent through war zones instead of using mass transit.

    BTW, I am currently having my soul sucked away by Civ III Conquests and I love it. I went to a LAN party and we all played for one entire day. We had to set a time limit on the game so we would play something else and not have the LAN eaten up by Civ. I love the series.

    --
    Cmdr_Pooky sgg@nettally.com http://www.nettally.com/sgg/
  278. Answer: They made the maps smaller by Anonymous Coward · · Score: 0

    subject says it all

  279. For the addicts among us.. by Nomikos · · Score: 1

    There is hope!

    (I'm still going to lock the world away for a month right after I get IV. Hmm.. I.V. .. there's a thought)

  280. gameplay for Civ IV by ExtremEX101 · · Score: 1

    I've been a long time player of this game. In fact, I've been playing since the original Civilization release. In all the games, it is very difficult to manage your empire in the late game due to the amount of units you accumulate as well as cities. So my question is: *What has been done to help players manage their vast empire efficiently during late game play?* I hope it still does not take nearly an hour to discover a new technology due to unit movement, etc. once you reach the industrial revolution in Civ III.

  281. This may be too late... by metimo · · Score: 1

    ...but, I've wanted to know for years why the Civilizations games' premise is based on the idea that certain civilizations have inherent characteristics, when in the game all civilizations start out with a blank slate on a randomly generated world. It's easy to argue that the commercialistic "nature" of England's civilization is only due to geography and has nothing to do with the English themselves. I don't know; maybe it doesn't matter, but it just doesn't make any sense either. p.s. sorry if this has already been asked. I did a quick search but didn't find anything, though.

  282. Weather and Natural Disasters by draiggoch · · Score: 1

    Does the New Civ IV have any weather or natural disaster aspect? In Civ III there were volcanoes - are they still in Civ IV? How about hurricanes, tidal waves, earthquakes, meteors, and other nasty things?? Any chance of them appearing in Civ V?

  283. What does he think of the state of Gaming as a biz by Jackie_Chan_Fan · · Score: 1

    Movies go to theaters, then to dvd release. Videogames go to straight to stores and rental. David Jaffe (GOD of War director) blogged an insightful rant about Best Buy getting into the USED game selling market.

    Where you can buy used games, or rent new games for 30 days at 10 bucks a month... OR buy a new game for $50. Its an interesting self destructing process it seems.

    How does he feel about gaming as a buisness, the suits now dominating what game ideas get made, the quest for copying the latest greatest... The lack of inventive risk taking...

    Those things would be interesting to hear talked about by Sid, someone i respect as being in the gaming industry for a while now and having been successful at it. Best of wishes Sid.

  284. Comments on Civ by pwnDonkey · · Score: 1

    I've played Civ for years and feel it ranks as a top 3 game of all time.

    Q1:
    A couple points - I thought Alpha Centauri was brilliant. The terra-forming and changing of continents was really interesting. Will this kind of feature be in Civ 4? It's not appreciated by the masses but it added a whole new way to play the game.

    Q2:
    It seems that your own political leanings seem to peek out from the games I've played. For example, it seemed global warming destroyed alot of productivity in Civ2, was more managable in Civ3, and the planet actually attacked when 'hurt' in Alpha Centauri (Although it could become a powerful ally). It also seemed that Democracy and Republic were dominant in Civ2 and Civ3, and war was protested almost immediately, even in cases where a 'Pearl Harbor' scenario happens. To what extent do you feel this affects development and are you concious of this during balancing of the game?