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.
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
...on open source clones such as FreeCiv? FreeLoaders, or flatterers? :)
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
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.
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?
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.
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?
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?
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"); }
Can I please have my softmore year back?
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?
Developers: We can use your help.
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?
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!
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?
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?
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?
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.
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.
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?
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.
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.
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
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)?
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
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
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?
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
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
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?
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.
How exactly DO spearmen beat tanks?
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.
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?
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?
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.
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?
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.
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.
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.
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
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.
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.
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
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.
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?!!!
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
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
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
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?
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 :)
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.
The Scratchware Manifesto
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.
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.
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.