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27.January.03, Interview
  BRAD WARDELL (PART 1)

He's the Project Lead on Galactic Civilizations, and the Founder and President of the company that's producing it: Stardock Systems. The game, the company and the man himself are all explored throughout the four parts of this one-on-one dialogue.

Interview Comments?
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Apolyton: Galactic Civilizations has kept a faithful OS/2-platform following that's been looking forward to the Windows release for quite some time now. Do you think their reaction will by and large be closer to "it's by all intents and purposes my old favorite" or "there is enough difference here to distinguish it as a new game"?
Brad Wardell: The new Galactic Civilizations is quite a bit different from the OS/2 version. While the alien names are the same and of course the title, the game play itself is significantly different. The thing to realize is that back in 1992-1993 when GalCiv was in development on OS/2 the typical machine was a sub 486 machine. So the game had to be kept relatively simple.

We've kept the interface and general game mechanics similar enough to be recognizeable to OS/2 users but expanded the mechanics and game play and multimedia to that of a modern AAA game. We were able to do the kinds of things we weren't able to do on the OS/2 version such as have in game cut scenes, random multi-linked events (random events that are tied together to create a mini-campaign within a given game), etc.

Apolyton: GalCiv supports only a single-player environment. Given most new releases today carry a multiplayer component of some kind, why did you chose this path? Is there a possibility that a future expansion pack will add multiplayer capabilities if there is a significant enough call for one?
Brad Wardell: No in-game multiplayer. I've been working on multiplayer games for the past decade. Entrepreneur, for instance, had a built in Battle.net like match making system integrated right into the game back in 1996 at a time when few games had Internet multiplayer at all. Stellar Frontier supports hundreds of players at once (and exists in the GalCiv universe).

The problem with multiplayer in turn based strategy games is that they don't tend to work out. And worse, each day spent making sure that it plays well on a dial up connection and that cheese tactics aren't too much of a problem and simplifying the game mechanics is a day not being spent on other features of the game such as the computer AI.

When you design a game to be multiplayer, if you want to do it right you have to make certain design choices that keep the game from being as "deep" as you might like. For example, one of the unspoken rules of multiplayer strategy design is that you want to make the game so that you can "take out" weak players relatively early. That is, if you're an expert player and you start playing "some guy" off the net you don't want to spend an hour playing the game only to discover that the other guy has no idea what they're doing. But in order to do that, it means that the game has to be kept relatively simple, that the "build up" time isn't too long. But in GalCiv, we want you to be able to have a game where you put together your strategy over the course of hours rather than minutes and that doesn't work out too well in multiplayer for most people.

There's been such a move to multiplayer over the past few years that it seems developers have not been focusing so much on the single player experience. I think there's a case to be made in a turn based strategy game that providing a stellar single player experience is something many gamers have been looking for.

Apolyton: Being a single-player only game, how have you managed to provide an artifical intelligence (AI) that will be engaging? Do players need to be concerned with the AI 'cheating'?
Brad Wardell: Well I must confess that in terms of engaging that the AI doesn't disconnect on you randomly. It doesn't use "cheese tactics". It doesn't swear at you. It doesn't call you a "n00b". It doesn't claim to be a "newbie" and then proceed to mop you up with expert strategies. Though admittedly an expansion pack could be provided where it could do this. ;)

Seriously, I think the key to a good game AI is for those players to play by the same rules you do. They don't get free money (except at the most extreme levels), they don't just get ships given to them. When I play a strategy game and I take out some crucial building, I want to be assured that I've really hurt that player. Often times I'll play a strategy game and take out a crucial unit or building and not be sure if it really mattered, that the AI won't just conjure up another. In GalCiv, they have to build everything the same way you do.

The other aspect of having an intelligent AI is having it be aware of what's going on. That's where the multithreading really comes into play. The computer players "think" while you are taking your turn. As a result, they can look at things much more in depth than is typical in a strategy game. They can also coordinate units over multiple turns like a human player can. Rather than just throwing units at you mindlessly it coordinates its attacks.

And it's also aware of who is winning and losing in the galaxy. And it'll speak to you appropriately. If you're squashing them like a bug, they'll say so.

Interview Comments?
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Many thanks to Brad Wardell for taking the time to answer our questions. Questions composed and/or based on those suggested by '[M]oomin'.

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