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Sid Meier - A Game Design Legend Speaks at GDC

Game Legend Sid Meier (the man behind the Civilization franchise, Pirates! And Railroad Tycoon) attended the Game Developers Conference in San Francisco and received a Lifetime Achievement Award a the Game Developers Choice Awards. He also sat down to answer questions about his life in a session moderated by Noah Falstein. Falstein is a game designer and producer responsible for games ranging from Sinistar to Indiana Jones and the Fate of Atlantis. As Falstein himself said, "Sid is one of the few people who can reduce me to a stuttering fan-boy."

Meier grew up in Detroit, Michigan and began writing games when personal computers emerged, providing Meier with an electronic outlet for his gaming needs, a logical extension of a childhood spent playing games like Risk, Monopoly, hex-based wargames and even playing with toy soldiers and train sets.

Meier's first company, Microprose, was launched in 1982 together with Bill Stealey, and was itself the product of a gaming session. At a conference with Stealey, Meier started talking about games, and the pair ended up in the hotel's arcade, playing the coin-operated Red Baron. Stealey was an Air Force pilot, and happily jumped into the early air combat game. Meier watched the game's combat routines, and surprised Stealey by outscoring the professional pilot. That helped solidify the budding personal and professional relationship, leading the two men to start the company responsible for games ranging from Silent Service to X-COM to Master of Magic.

That meeting with Stealey led to a relationship Meier described as near-ideal. Stealey took care of the business side of things, leaving Meier free to pursue making games. As Meier said, "I make games to play a game that hasn't been written yet." While many of Microprose's early games were simulations, benefiting from Stealey's expertise to make games that simulated piloting planes, helicopters and subs, Meier was able to pursue his own ideas, programming and designing a diverse selection of games.
The creation of Railroad Tycoon was a watershed game for Meier and Microprose. Railroad Tycoon's interplay of various game systems logically led to the creation of Civilization, one of the most compelling and addictive games ever made. Civilization mixed the idea of creating and building that was capturing gamers' attention (particularly the games by Will Wright) with the intricate interplay of diplomatic, military, economic and technological systems with the added element of exploration. That vast interplay of game systems let players create their own world and captured that one-more-turn feeling we all know from Civilization.

When asked about the exquisite balance between different units in Civilization, Meier attributes his success to his development technique. Unlike most game designers nowadays, Meier believes strongly that all designers should learn programming, and prefers to prototype his own games. Ideally, he thinks that a game should be playable within a few weeks of starting development, and then the team can keep playing and revising the game. Meier attributes the balance of the units in Civilization to that iterative process, proudly pointing out that thanks to that process, "We have a new game every week."

Spiellegende Sid Meier beim Autogramme schreiben.

The other important factor Meier emphasized was engaging the players' imagination. He clearly believes many of his early games were successful because he focused on the play and on involving the imagination of his players in that play. As Meier pointed out, gameplay hasn't changed nearly as much over the years as the technology that produces better sound and graphics. Meier also warned against the desire of some designers to shove too much story into games. Game designers should ask the question, "Who's having the fun?" With a heavy-handed story, there's a temptation to let the designer or writer have the fun instead of letting the player and the player's imagination have the fun.

Finally, Meier talked a bit about Civilization: Revolution, the game that will revisit the Civilization formula and bring it to consoles. He excitedly discussed the upcoming game as an opportunity most game designers don't get: "It's a designer's dream to go back in time to repair the past." With Civilization: Revolution, Meier said that he gets to approach the Civilization franchise from scratch and consider everything about Civilization that he wishes he'd done differently. He described Civilization: Revolution as a game that will combine his current experience with something that emerged from the energy of his youth - a game that will put players back into the King's throne.

To conclude, Falstein drew a brief comparison. He described Meier and Will Wright as two of gaming's most influential designers, and pointed out that in Wright's upcoming Spore, nearly every sort of game Wright has ever created will be presented as parts of a single game. Falstein then asked if Meier would ever consider a kind of combination game that would tie together everything he'd ever done. Meier simply said "No."

Author: Kyle Ackerman
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