Sid Meier and the 48-Hour Game
MMBK writes "Sid Meier is possibly the most influential game designer ever, having developed the Civilization series, among others. This video documentary looks at his past while he travels to the University of Michigan for the 48-hour game design competition, which was hosted by his son."
These one-to-four-day game-making events are usually called "game jams". I believe the idea originates with Chris Hecker circa 2002.
Not that it won't be cool to see what Sid Meier makes, but the idea of a 48-hour video game isn't some insane thing nobody's tried before!
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
These days it feels like all games are being made within 48-hours.
'We are trying to prove ourselves wrong as quickly as possible, because only in that way can we find progress.' RPF
I'm one of the three co-coordinators of the contest. You can find out more information about it on our webpage:
http://wolverinesoft.org/event/contest/48hourcontest7/
If you have any questions, I'd be happy to try to answer them.
Insert self-referential sig here.
While it's an intellectual challenge, and appeals to geek curiosity, how many really meaningful, influential games were written in one of these contests?
I mean, Sid's famous for writing games that required incredible amounts of research, iterative design, playtesting and balance. Those are what most grognards are interested in... not the next casual twitchfest, nor even another NP Hard gem no matter how elegant.
Sid, if your reading this, give us a modern, multiplayer version of NetHack (and not a click orgy like Diablo, but a "the dev team thinks of everything" masterpiece), or an updated turn-based strategy game like Fantasy General... I'm waiting for another trend of well balanced, challenging games to come along. Desperately.
I can see the fnords!
When I read the headline I was certain it was referring to the time required to complete a single game of Civilization. I just concluded a single-player civ4 game on standard speed and spent around that amount of play time. It's certainly a change of pace from games like Starcraft where 2 hours is epically long.
Sid Meier is possibly the most influential game designer ever!
Wow, that brings me back to why I got involved with programming in the first place. Back then, it was all about fun. Nowadays it's paying the bills, but I enjoy work a lot more than some of my friends.
never realized keanu reeves was into programming
There's another game-making competition coming up next weekend: Ludum Dare 17
sounds like the usual development time for Playfish before sticking it up as a perpetual "beta"...
Donald 'Duck' Dunn: We had a band powerful enough to turn goat piss into gasoline.
Sid Meier is possibly the most influential game designer ever
What? How could anybody say that with a straight face? Granted, I love his games, but that statement is just silly. For one thing, Civilization was designed as a macro-level version of SimCity. Will Wright would be a better candidate: SimCity, The Sims, Sim.*, Spore...
Property is theft.
Am I the only one that sees irony in the fact Sid Meier, a guy who takes 3 years to make games that take 30 hours to play being mentioned in the same sentence as 48 hour game making session...?
-=[ Who Is John Galt? ]=-
I once thought as you did about Starcraft. I thought it was basically real time tactics and click speed contests. Then I watched some pro replays on Youtube, and realized how wrong I was.
The Starcraft community refers to strategy as macro, and tactics as micro, and it's widely understood that both are essential ingredients to play well. You can see games where someone micro's masterfully, but they don't have a big enough picture view of the game and get absolutely slaughtered.
I found the Civ games to be pretty dull derivatives of various UNIX simulation games, including some world and space conquest games. I don't think Sid Meier really deserves that much credit.
Empire was first developed in 1971, and in 1973 renamed Civilization. There were numerous other versions afterwards.
http://en.wikipedia.org/wiki/Empire_Classic_(computer_game)
http://en.wikipedia.org/wiki/Classic_Empire_(computer_game)
xconq was a clone of Empire, later extended, and first released in 1987, and with a graphical user interface.
http://en.wikipedia.org/wiki/Xconq
Civilization was first released in 1991, 15 years after the Empire game. It was neither the first computer-based turn-based strategy game, nor the first graphical game of this type. It also "borrowed" lots of ideas from the board game Civilization.
http://en.wikipedia.org/wiki/Civilization_(computer_game)
It's nice that Meier introduced the PC masses to these kinds of games and made a lot of money doing so. But let's give credit to the pioneers, not to the people who copied them.
See subject above. All you are is another slashdot troll with a big set of talk, but no actual deeds to your credit backing up your bluster, big talker. Do you actually program games or are you just another armchair quarterback talking out his behind? I'll wager the latter.