i. I want to hear about the thought process behind choosing Civ1/2's wonders, and behind Colonization's Founding Fathers.
Some more specific questions:
ii. Civ1:
A question for Sid.
It's interesting that the three sets of wonders have entirely different themes.
In particular, the "medieval" wonders are essentially the Great People system before it existed, and they are entirely devoted to characters who make up the founding myths of the modern world. What was behind this decision, instead of choosing actual architectural wonders?
iii. Colonization:
This is a question for Brian Reynolds.
It's noticeable that among the Founding Fathers, Adam Smith is the only one that lacks a direct connection to American colonization. It is also noticeable that Adam Smith would later be added as a wonder to Civ2.
Since in Sid Meier's Memoirs, Sid mentioned that he had not read any of Smith's writing, I have to infer that it is Brian who placed special importance on Smith. What is your thinking behind these choices?
iv. Civ2:
Again for Brian.
In Civ2, you are faced with the task to add 7 more wonders. While the last two of your additions are architectural landmarks in nature (Statue of Liberty & Eiffel Tower), the other 5 all followed the "Great People" theme.
What was your thought process behind these?
Your first 3 new wonders are particularly interesting, with Sun Tzu, Richard, and Marco Polo, since they have strayed from Sid's "Founding Myths of Modernity" theme. Were you trying to add more ancient/medieval figures, since in Civ1 there were none?
Why is "King Richard's Crusade" a production wonder? Is that its original effect, or has it been changed in development? Why is Cruaders a standard unit (unlocked by Monotheism), completely unrelated to the wonder?
v. Back to Civ1:
This is a question for every interviewee, though probably it will be fruitfully answered by Jeff Briggs.
Starting from CivNet, the game manual opens with a section on "Four Impulses of Civilization: Exploration, Economics, Knowledge, Conquest", describing the player's mission in a Civ game.
Who formulated this concept, based on what influences? Was it Jeff Briggs? Other than historians like Will Durant (cited in the Civ1 manual), is it an attempt to offer a more serious, more positive, less jokey expression of Alan Emrich's "4X"?
What do you think of the later fate of this "four impulses"?
- In Alpha Centauri and its marketing, they were rephrased and reordered as four verbs: Explore, Discover, Build, Conquer.
- The Civ3 manual opens with "Five Impulses of Civilization", adding a 5th impulse "Culture".
- Since Civ4, this concept has never been mentioned again.
- In the meanwhile, "4X" as a genre name has taken hold in the industry, its influence completely eclipsing the "four impulses".
Regardless of if it's intentional or not, what do you think of the difference between the two - instead of "Expand, Exploit", the Civ/SMAC version says "Discover, Build"?
You might be interested to hear that expansion-curtailing mechanics are a frequent topic of debate among players, and defenders of expansion often cite its inclusion as one X of "4X" as proof of its legitimacy, which would not happen with the Civ/SMAC version.
vi. Civ2:
I'm not sure if your interview plans include Michael Ely, but a producer role like Jeff Briggs might be able to answer too:
What unique content was made for the canceled Civilization Gold? In what year was it produced?
Are Civ2's wonder movies reused from Civ Gold?