Name: Sid Meier (Sid is on the right in the picture to the bottom)
Title: Designer for Sid Meier's Gettysburg!
LDespot: I know a book inspired you to create SMG, but what caused you to start work on it when you did?
Sid Meier: We were looking for a cool new game to introduce with our new company. We tossed around a few ideas, played with a few game designs but kept coming back to this idea to do a Civil War game. Since we’ve always been interested in the Civil War it was natural, but also, we had gotten numerous requests to do one over the years. We had tried different approaches to the topic, but never found one that kept our interest for very long. Last year, the technology was finally available to present the battlefield as I had envisioned it and it just seemed like the thing to do.
LDespot: How much influence will you have on Alpha Centauri considering that Brian is the lead designer on the project?
Sid Meier: Brian and I collaborated on the basic design idea and key game-play concepts in the beginning, and periodically we discuss general design options.
LDespot: Was there anything in SMG that was particularly hard to implement or design? If so, what was it and how was the problem overcome?
Sid Meier: The challenge was the AI -- it's different from other games and it was a little more difficult than usual. The solution: hard work and perseverance.
LDespot: The name Sid Meier is all over the place and it is a well-known fact that you are a game designer. My question to you is: What exactly do you do on a day to day basis? i.e. What is a day in the life of Sid Meier like?
Sid Meier: My day starts by getting up at 7:00am, making a cappuccino to get a good start on the day, setting the table with bowls of breakfast cereals, and sitting down for a nutritious breakfast. At 7:50am I pull my son away from his latest computer game, usher him out the door and drive him to school for an 8:30am arrival. From there I go to Firaxis and, as many people do, sit in front of my computer and do my job. My job is to design a computer game that will be as much fun for others as it is for me. Designing is fun; and playing what I design is fun; the challenge is keeping at it for the months it takes to write the code to bring it all together. While I'm doing my job, others in Firaxis are developing the art, sounds, video and other programming needed to bring the richness and depth to the games that we’re known for. After work, I often have time to play a computer game with Ryan, my son, enjoy a delicious dinner with friends, read with Ryan, play around with a musical composition I'm working on, watch the news, and voila, it’s bedtime.
LDespot: How did you become a game designer? Did you always want to do it as a kid or is it something that you discovered later in life?
Sid Meier: I played a lot of board games growing up and I suppose I designed a few modifications to them throughout the years. I guess you could say I was destined to this line of "work" because even though computers were room-sized machines used by the government and big businesses, as soon as I began studying computer programming in college, I wrote games for those monsters. Hey, I wonder what those folks who revoked my computer privileges for putting a game on it would say today?
LDespot:What do you think of the growing number and popularity of fan supported web sites? I hear the site called "The 14th Brigade" is pretty cool.
Sid Meier: We are grateful for the dedication and efforts from those absolutely cool folks that create web sites! The 14th Brigade is supreme!
LDespot:Paper or Plastic?
Sid Meier: Paper, it’s easier for our pet bunny rabbits to digest!
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Sid Meier: Focus on Firaxis: A Look Inside the Company
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- Created by: Martin Gühmann
- Published: October 21, 1998, 18:13
- 0 comments
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Brought to you by The 14th Brigade and Beyond Alpha Centauri
What is this anyway?
"Focus on Firaxis: A Look Inside the Company" is an inside look, via interviews, at the company that brought the world a little closer to the Civil War through Sid Meier's Gettysburg! and is now taking us to the stars through their latest work, Sid Meier's Alpha Canturi. SMAC, which is the subject of this web site, is a turn based game similar to Civilization and will be released by Firaxis sometime in 1998. These interviews, done in February and March of 1998, were meant to give you a closer look at the minds that make up Firaxis.
Questions about Firaxis' present, past and future
To the Interviews...
Company Founders
Jeff Briggs, BMOC (Big Man on Campus)
Brian Reynolds, Designer for Sid Meier's Alpha Centauri
Sid Meier, Designer for Sid Meier's Gettysburg!
Artists and Animators
Programmers and Designers
People that don't fit into the above categories
Thanks...
Thanks to all the employees of Firaxis that took time from their busy schedules to answer the questions. Special thanks go to Lindsay Reihl at Firaxis for helping to set this whole thing up and acting as a middleman (middlewoman, whatever). Thanks go to Susan Brookins for listening to me whine. Thanks also go to Mike Ely for being the super cool guy that he is. And of course thanks to the Gamestats Family for supporting this web site.
...-
Channel: Inside Firaxis
October 22, 2011, 19:04 -
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Name: Susan Brookins
Title: Master of Miscellaneous
LDespot: What did you do for SMG?
Susan Brookins: Kept coffee, soda and snacks in good supply and planned the "shipping" party. LDespot: What are you working on for Alpha Centauri?...-
Channel: Inside Firaxis
October 22, 2011, 18:55 -
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Name: Lindsay Riehl
Title: Marketing
LDespot: What did you do for SMG?
Lindsay Riehl: I worked with Origin's marketing and public relations department to get the word out on how cool Gettysburg! is....-
Channel: Inside Firaxis
October 22, 2011, 18:52 -
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Name: David Evans
Title: Mr. Sound Guy
LDespot: What did you do for SMG?
David Evans: Sound fx, sound driver programming, recording, and anything else related to sound....-
Channel: Inside Firaxis
October 22, 2011, 18:49 -
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Name: Mike Ely
Title: Technically Programmer/Designer, but in practice I do all kinds of stuff. I'm also the Firaxis Webmaster, which is a pretty fun job.
LDespot: What did you do for SMG?
Mike Ely: I did a lot of work on both of the manuals, created the tutorials, helped a little with the multimedia, and wrote the line draw routine used to draw the fences in the game (yes, I'm pretty proud of that last one)....-
Channel: Inside Firaxis
October 22, 2011, 18:45 -
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Name: Tim Train
Title: Producer/Designer
LDespot: What did you do for SMG?
Tim Train: My main contribution was writing, editing, shooting, and producing the multimedia footage in the game. This was a lot of fun, and involved combing through hundreds of hours of archival footage, as well as a trip to 1997's Gettysburg re-enactment for a little filming. I also assisted with the marketing\PR effort on the product, and worked on many miscellaneous development support tasks, such as manual writing, playbalance, and tutorials....-
Channel: Inside Firaxis
October 22, 2011, 18:30 -