Interview of the German site Krawall Gaming Network (KGN) with Sid Meier. Translated from this site.
In the context of the "Get Civilized" press tour Krawall met the cult designer and game guru Sid Meier in the noble ambience of the Düsseldorf Hilton. Meier, being successful in the game sector since 20 years, was co-founder of the simulation specialist Microprose, and today works as a freelancer in his 30 men strong software forge "Firaxis" (e.g. "Alpha Centauri"). Since the success of "Civilization" Sid Meier is called the "Father of Gaming" and one of the few "stars" in this young industry. Publisher Infogrames organized in cooperation with the PR agency Indigo Pearl from Hamburg a successful event, at which the head of Firaxis introduced his newest work "Civilization 3".
Funny highlight: Outside of the hotel waited a game addicted pupil, who had heard of the event, and wanted to shake hands with his idol Sid Meier. Infogrames did not hesitate and invited the boy before the lenses of the running cameras. He spluttered a few works of thank, received a hand signed copy of "Civilization 3", and disappeared as fast as he came (see the right picture at page 1). After this, the Interview with Sid Meier begun:
Krawall: Hi Sid. Could you shortly introduce yourself for those readers who don't yet know you? WHo are you and what are you doing?
Sid Meier: Sure! My name is Sid Meier, I am game designer at Firaxis in Baltimore, Maryland (USA). We just are in Germany, to talk about computer games.
Krawall: How long did you work on "Civilization 3", and where did you get your ideas from, of course except the predecessors?
Sid Meier: All in all, "Civilization 3" was 2.5 years of work. We got inspired by "Sim City" and "Rollercoaster Tycoon". And we took a big part from other games in the strategy sector. The interface reminds runtime strategy games, and other elements were taken from there as well. Of course we used also ideas of fans and players, that were sent to us.
Krawall: What was the toughest part in the step from "Civilization 2" to "Civilization 3"?
Sid Meier: "Civilization" has always been a game with strongly linked elements - all has its well defined place. The implementation of the new features, e.g. the culture, was especially difficult. The game balancing also was a stumbling block. We wanted to be sure, that the ressources and trades appear balanced. Our editor allows to change the game rules. This added some difficulty. We needed to make the game flexible, as far as possible.
Krawall: Did "Civilization 3" suffer vast changes during development?
Sid Meier: Of course. There were features we had implemented to give a try, but we had to remove them because they simply weren't fun. But I think that were not so many. The multiplayer part was such a feature. But I know, you are up to ask me about this anyway (laughs).
Krawall: Your name stands normally for history related games, like your "Civil War" titles. But recently "Sim Golf" was released, with a completely different background. Why this change? Is golf your secret passion?
Sid Meier: Well, golf is surely an interesting sport. I just like to make different games. I always liked "Rollercoaster Tycoon", the construction of an own amusement park with all the little people running around, that's fun. "The Sims" and "Sim City" also are my favorites. I wanted to make a game, where you can create something big and interesting. Golf was predestined, you can create parks where people play and have fun. The "Sim Golf" players communicate and change hints and details about their created courts. I like this!
Krawall: Was this trip successful?
Sid Meier:Well, I think you can't compare "Sim Golf" with the success of "Civilization". Tha game too new for that, and lacks a long tradition like the Civ series. It needs time to create a fan community. But I think, it was worth it.
Krawall: About passion. As we know, you like to listen piano music. How important is the role of sound effects and background music in a computer game?
Sid Meier: I think sound is essential to carry information. This is especially visible at console games. But in Civilization we use sound just to create the atmosphere.
Krawall: What are your favorite games, excluding your own?
Sid Meier: At this time I'm playing "Gran Turismo" at the PS2. I just can't cease to play it. "Age of Kings" is also fantastic, and I played "Diablo" and the mentioned "Rollercoaster Tycoon" for long.
Krawall: Do you sometimes think to "borrow" elements and unite them in a new title?
Sid Meier: I surely couldn't join "Gran Turismo" with a Civilization game. "Age of Empires" would be possible. I think it's a good game, because it doesn't try to be like "Civilization". Ensemble started with the idea to create a "runtime civilization", but during development they turned to another way.
Krawall: Do you follow, at least partly, defined rules on game design?
Sid Meier: There are surely things of which we know if they're good or bad. I'm making games since 20 years and have of course learned something about them, but I think you can't make fixed bets (*). We are not only designing, but also playing. I think that's a philosophy for us.
(*) This sentence in German also doesn't make sense, who knows what was meant...
Krawall: You mentioned your enormous experience in game design. And you are often called the "Father of computer games". What can you tell about your own child?
Sid Meier: Oh, I'm proud of the little guy. I think, things are changing faster today than they did formerly. The games are getting better, the technologies developed faster. It remains challenging.
Krawall: Is there a dream project, some kind of a "perfect game" for you?
Sid Meier: I have of course several ideas, which I'd like to implement. But I would none of them call a "perfect game". I want to make the "Dinosaur" game good and well-engineered. But honestly, I have no vision of the perfect title.
Krawall: In what role do you see yourself in the game industry?
Sid Meier: I'd like to continue game design and programming. We just try to create everyday something funny. I don't have a "master plan" to change the World (a Firaxis colleague added "at least none we would tell of").
Krawall: How would you describe the current situation in the gaming sector? What awaits us in the future?
Sid Meier: I see only positive features. I see astoundingly good technologies, new consoles for great games and more superb games like "Age of Kings" and "Warcraft 3". The development of course sometimes suffers drawbacks, but all in all we didn't yet cease to create great games. The future looks very good to me. It's exciting to see this development and the upcoming possibilities - keyword internet. As long as there are players who love such games, this industry will flourish.
Krawall: Apropos future: What are your personal plans and next projects? Anything about "Pirates 2"?
Sid Meier: I'm answering: All is possible! This time we're still working on some "Civilization 3" things and the remainder of "Sim Golf". We thought about the future of Firaxis, but this topic is not yet important.
Krawall: In the press conference you said great things about the internet. "Civilization 3" has no multiplayer part. What about a massive multiplayer version of "Civilization"?
Sid Meier: Well, I think such a burden our small business can't take. Massively multiplayer games need big investments in technology development, massive market analysis and lots of beta testing. But if our publisher wants such a title, we can talk about it (grins in the direction of the Infogrames PR manager Michael Wetzel).
Krawall: But basically you'd be interested?
Sid Meier: Of course I'd like to see, how far I could go in this sector. It's a new, exciting, but at the same time repelling world. I don't know. Really.
Krawall: You mentioned consoles. How do you think about Xbox, GameCube and PS2?
Sid Meier: That's weird. With developers eyes I see no difference, while the industry argues, what console is the best. As developer I see 3 platforms, that make outstanding 3D. They are different, but all very powerful, I don't want to name a winner.
Krawall: So are console games from Firaxis a Utopia?
Sid Meier: Well, we always made PC games and this will remain so. That are the roots of our business. But basically, we have nothing against those systems.
Krawall: What about German titles, do you possess any?
Sid Meier: Of course, "Settlers" for example. But also "Cossacks" (that's a Russian title - editor's note), "Anno 1602" and of course I know all these soccer manager games, but honestly we don't understand such things in America...
Krawall: So strategy remains the main business of Sid Meier?
Sid Meier: Yes. I love to design strategy games and will keep to do it.
Krawall: So we have to give up the hope for a Sid Meier 3D shooter?
Sid Meier: That would be good, it's not my business. I don't like brutal games. Ok, may be a little. I was a fan of "Doom". But shooters like this aren't my favorites. It's hard to combine this with my visions - how would a "Civilization" shooter look like? Look, there's Gandhi - Boom! Boom!
Thanks to the team of Indigo Pearl and Infogrames. The interviewers were David Kugelmann and Gleb Tritus.
In the context of the "Get Civilized" press tour Krawall met the cult designer and game guru Sid Meier in the noble ambience of the Düsseldorf Hilton. Meier, being successful in the game sector since 20 years, was co-founder of the simulation specialist Microprose, and today works as a freelancer in his 30 men strong software forge "Firaxis" (e.g. "Alpha Centauri"). Since the success of "Civilization" Sid Meier is called the "Father of Gaming" and one of the few "stars" in this young industry. Publisher Infogrames organized in cooperation with the PR agency Indigo Pearl from Hamburg a successful event, at which the head of Firaxis introduced his newest work "Civilization 3".
Funny highlight: Outside of the hotel waited a game addicted pupil, who had heard of the event, and wanted to shake hands with his idol Sid Meier. Infogrames did not hesitate and invited the boy before the lenses of the running cameras. He spluttered a few works of thank, received a hand signed copy of "Civilization 3", and disappeared as fast as he came (see the right picture at page 1). After this, the Interview with Sid Meier begun:
Krawall: Hi Sid. Could you shortly introduce yourself for those readers who don't yet know you? WHo are you and what are you doing?
Sid Meier: Sure! My name is Sid Meier, I am game designer at Firaxis in Baltimore, Maryland (USA). We just are in Germany, to talk about computer games.
Krawall: How long did you work on "Civilization 3", and where did you get your ideas from, of course except the predecessors?
Sid Meier: All in all, "Civilization 3" was 2.5 years of work. We got inspired by "Sim City" and "Rollercoaster Tycoon". And we took a big part from other games in the strategy sector. The interface reminds runtime strategy games, and other elements were taken from there as well. Of course we used also ideas of fans and players, that were sent to us.
Krawall: What was the toughest part in the step from "Civilization 2" to "Civilization 3"?
Sid Meier: "Civilization" has always been a game with strongly linked elements - all has its well defined place. The implementation of the new features, e.g. the culture, was especially difficult. The game balancing also was a stumbling block. We wanted to be sure, that the ressources and trades appear balanced. Our editor allows to change the game rules. This added some difficulty. We needed to make the game flexible, as far as possible.
Krawall: Did "Civilization 3" suffer vast changes during development?
Sid Meier: Of course. There were features we had implemented to give a try, but we had to remove them because they simply weren't fun. But I think that were not so many. The multiplayer part was such a feature. But I know, you are up to ask me about this anyway (laughs).
Krawall: Your name stands normally for history related games, like your "Civil War" titles. But recently "Sim Golf" was released, with a completely different background. Why this change? Is golf your secret passion?
Sid Meier: Well, golf is surely an interesting sport. I just like to make different games. I always liked "Rollercoaster Tycoon", the construction of an own amusement park with all the little people running around, that's fun. "The Sims" and "Sim City" also are my favorites. I wanted to make a game, where you can create something big and interesting. Golf was predestined, you can create parks where people play and have fun. The "Sim Golf" players communicate and change hints and details about their created courts. I like this!
Krawall: Was this trip successful?
Sid Meier:Well, I think you can't compare "Sim Golf" with the success of "Civilization". Tha game too new for that, and lacks a long tradition like the Civ series. It needs time to create a fan community. But I think, it was worth it.
Krawall: About passion. As we know, you like to listen piano music. How important is the role of sound effects and background music in a computer game?
Sid Meier: I think sound is essential to carry information. This is especially visible at console games. But in Civilization we use sound just to create the atmosphere.
Krawall: What are your favorite games, excluding your own?
Sid Meier: At this time I'm playing "Gran Turismo" at the PS2. I just can't cease to play it. "Age of Kings" is also fantastic, and I played "Diablo" and the mentioned "Rollercoaster Tycoon" for long.
Krawall: Do you sometimes think to "borrow" elements and unite them in a new title?
Sid Meier: I surely couldn't join "Gran Turismo" with a Civilization game. "Age of Empires" would be possible. I think it's a good game, because it doesn't try to be like "Civilization". Ensemble started with the idea to create a "runtime civilization", but during development they turned to another way.
Krawall: Do you follow, at least partly, defined rules on game design?
Sid Meier: There are surely things of which we know if they're good or bad. I'm making games since 20 years and have of course learned something about them, but I think you can't make fixed bets (*). We are not only designing, but also playing. I think that's a philosophy for us.
(*) This sentence in German also doesn't make sense, who knows what was meant...
Krawall: You mentioned your enormous experience in game design. And you are often called the "Father of computer games". What can you tell about your own child?
Sid Meier: Oh, I'm proud of the little guy. I think, things are changing faster today than they did formerly. The games are getting better, the technologies developed faster. It remains challenging.
Krawall: Is there a dream project, some kind of a "perfect game" for you?
Sid Meier: I have of course several ideas, which I'd like to implement. But I would none of them call a "perfect game". I want to make the "Dinosaur" game good and well-engineered. But honestly, I have no vision of the perfect title.
Krawall: In what role do you see yourself in the game industry?
Sid Meier: I'd like to continue game design and programming. We just try to create everyday something funny. I don't have a "master plan" to change the World (a Firaxis colleague added "at least none we would tell of").
Krawall: How would you describe the current situation in the gaming sector? What awaits us in the future?
Sid Meier: I see only positive features. I see astoundingly good technologies, new consoles for great games and more superb games like "Age of Kings" and "Warcraft 3". The development of course sometimes suffers drawbacks, but all in all we didn't yet cease to create great games. The future looks very good to me. It's exciting to see this development and the upcoming possibilities - keyword internet. As long as there are players who love such games, this industry will flourish.
Krawall: Apropos future: What are your personal plans and next projects? Anything about "Pirates 2"?
Sid Meier: I'm answering: All is possible! This time we're still working on some "Civilization 3" things and the remainder of "Sim Golf". We thought about the future of Firaxis, but this topic is not yet important.
Krawall: In the press conference you said great things about the internet. "Civilization 3" has no multiplayer part. What about a massive multiplayer version of "Civilization"?
Sid Meier: Well, I think such a burden our small business can't take. Massively multiplayer games need big investments in technology development, massive market analysis and lots of beta testing. But if our publisher wants such a title, we can talk about it (grins in the direction of the Infogrames PR manager Michael Wetzel).
Krawall: But basically you'd be interested?
Sid Meier: Of course I'd like to see, how far I could go in this sector. It's a new, exciting, but at the same time repelling world. I don't know. Really.
Krawall: You mentioned consoles. How do you think about Xbox, GameCube and PS2?
Sid Meier: That's weird. With developers eyes I see no difference, while the industry argues, what console is the best. As developer I see 3 platforms, that make outstanding 3D. They are different, but all very powerful, I don't want to name a winner.
Krawall: So are console games from Firaxis a Utopia?
Sid Meier: Well, we always made PC games and this will remain so. That are the roots of our business. But basically, we have nothing against those systems.
Krawall: What about German titles, do you possess any?
Sid Meier: Of course, "Settlers" for example. But also "Cossacks" (that's a Russian title - editor's note), "Anno 1602" and of course I know all these soccer manager games, but honestly we don't understand such things in America...
Krawall: So strategy remains the main business of Sid Meier?
Sid Meier: Yes. I love to design strategy games and will keep to do it.
Krawall: So we have to give up the hope for a Sid Meier 3D shooter?
Sid Meier: That would be good, it's not my business. I don't like brutal games. Ok, may be a little. I was a fan of "Doom". But shooters like this aren't my favorites. It's hard to combine this with my visions - how would a "Civilization" shooter look like? Look, there's Gandhi - Boom! Boom!
Thanks to the team of Indigo Pearl and Infogrames. The interviewers were David Kugelmann and Gleb Tritus.
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