A more realistic Civ would be a less fun game, not to mention more boring. History is fun to learn about, less fun to actually experience.that with the belief I have that the more realistic the game is, the better he might get, I see no other persons more capable.
The easiest part of making a game is “theorizing.” Ideas are cheap. The skill to execute them isn’t.Great things to do. At least if they have a bit of theorizing in mind. (for example if cities change number of population greatly over time to time up or down -and they did-, from what could it come from ? How to translate it in -interesting- gameplay ?)
Not to mention that Civ IS supposed to be 'a' History, that with the belief I have that the more realistic the game is, the better he might get, I see no other persons more capable.
A question I often askWhat would historians know about making a game?
In this specific case, my answer is A LOT ;-) Hope all is well with youA question I often ask
I'd expect that you spend a lot of time researching, writing, and maybe teaching and not so much time designing the game. No?A question I often ask
I can (and would be happy to) talk (in general terms, and only about stuff already released) about what I do (and - this will be the only thing I'll say about the topic of workplace layoffs - I'm still employed at Firaxis)!I'd expect that you spend a lot of time researching, writing, and maybe teaching and not so much time designing the game. No?
Not necessarily. Not only realism can bring more credibility hence more immersion, but can make you learn about historical theories that you didn't know before. Obviously, Firaxis may not want to enter into theories of all sort, I would say "commit into them", but if Civ was a game about Homo Sapiens and not civs, it could be interesting to base a part of the gameplay on Yuval Noah Harari book "Sapiens" for example.A more realistic Civ would be a less fun game, not to mention more boring. History is fun to learn about, less fun to actually experience.
I kind of disagree. A global vision of the game and what it can improve doesn't run the streets. Why ? Because it's just a game, and one couldn't find persons willing to involve in it as much as real History for example, which is an academic and reckognized discipline.The easiest part of making a game is “theorizing.” Ideas are cheap. The skill to execute them isn’t.
In other words, Civ’s deviation from realism is not a matter of the developers not understanding history.
I can (and would be happy to) talk (in general terms, and only about stuff already released) about what I do (and - this will be the only thing I'll say about the topic of workplace layoffs - I'm still employed at Firaxis)!
My own research and teaching does make up an important part of who I am as a person, but doesn't play into my work at Firaxis. To be technical about things, I'm a cultural anthropologist (with a concentration in Southeast Asian history) specializing in Lao-speaking parts of Thailand (areas, alas, not in Civ6). I teach and write on anthro theory, religion, labor migration, and rivers (the Mekong, specifically). But all this stuff is not stuff Firaxis pays me to do; I do this when Firaxis isn't open (weekends, nights), and have swung this in the past by teaching classes outside of the US, where I can hold class remotely or occasionally in person outside of Firaxis hours. Writing, of course, can happen in the dead of night, and for research I've mostly been pulling from ethnographic fieldwork (where a researcher lives in a community long-term) from before I joined Firaxis. None of these things are part of my job at Firaxis, though I like to think having someone actively publishing in the field is nice. A lot of - nearly all - the topics I write about aren't directly relevant to Civilization, the game.
For Firaxis, I might consult on design, answering decisions like who should be in the game, what languages the leaders should speak, what their abilities might look like, and what art might look like for them. I don't implement nor have the final say in these things - those decisions belong to the design team, you're right on that. But I sit in the same office with them. We're a team. So I might say "hey this is Sundiata Keita's story" and design would say "OK, we think this ability might be a good way to represent this" or "well what about this other aspect?" That Vietnam in NFP has a thanh is something I helped with (along with design), but what it does is far less me. I also write the Civilopedia and leader lines (since 2020). All of this fills up 8 hours a day pretty well. You can think of it like this - stuff for Civ6 involving non-technical text is me, stuff involving numbers and balance is the design team, and stuff blurring those lines (choices, art) I'm involved with, but don't have the final say (other than "this is a real problem for these historical reasons").
So, if by "design" you mean "gets into the numbers," no, that's not me. For me, I'm excited by games that let you take a peek into another way of life, whether that's another country or another time, and that, too, is what gets me excited by my research, so that's a nice synergy. I think having that perspective is important, because, knowingly or not, we're so colored by stereotypical ways of seeing things - Vietnam through the lens of what they call the American War, Persia through Greek sources, Mali as "that really rich guy" - that we miss more interesting or complex bits - Vietnam as an occasionally powerful medieval civilization trying to exist at the intersection of East and Southeast Asia, Persia as the crossroads of the world (or, for instance, non-Achamaenid Persia as also important), Mali as a West African kingdom (and not just a part of trans-Saharan trade routes). A historian can help to point out these so that we get a better understanding in popular culture about the world from these different vantage points.
So, is that just you, and you do everything in the game related to that? Or are there several people with that kind of responsibility?I can (and would be happy to) talk (in general terms, and only about stuff already released) about what I do (and - this will be the only thing I'll say about the topic of workplace layoffs - I'm still employed at Firaxis)!
My own research and teaching does make up an important part of who I am as a person, but doesn't play into my work at Firaxis. To be technical about things, I'm a cultural anthropologist (with a concentration in Southeast Asian history) specializing in Lao-speaking parts of Thailand (areas, alas, not in Civ6). I teach and write on anthro theory, religion, labor migration, and rivers (the Mekong, specifically). But all this stuff is not stuff Firaxis pays me to do; I do this when Firaxis isn't open (weekends, nights), and have swung this in the past by teaching classes outside of the US, where I can hold class remotely or occasionally in person outside of Firaxis hours. Writing, of course, can happen in the dead of night, and for research I've mostly been pulling from ethnographic fieldwork (where a researcher lives in a community long-term) from before I joined Firaxis. None of these things are part of my job at Firaxis, though I like to think having someone actively publishing in the field is nice. A lot of - nearly all - the topics I write about aren't directly relevant to Civilization, the game.
For Firaxis, I might consult on design, answering decisions like who should be in the game, what languages the leaders should speak, what their abilities might look like, and what art might look like for them. I don't implement nor have the final say in these things - those decisions belong to the design team, you're right on that. But I sit in the same office with them. We're a team. So I might say "hey this is Sundiata Keita's story" and design would say "OK, we think this ability might be a good way to represent this" or "well what about this other aspect?" That Vietnam in NFP has a thanh is something I helped with (along with design), but what it does is far less me. I also write the Civilopedia and leader lines (since 2020). All of this fills up 8 hours a day pretty well. You can think of it like this - stuff for Civ6 involving non-technical text is me, stuff involving numbers and balance is the design team, and stuff blurring those lines (choices, art) I'm involved with, but don't have the final say (other than "this is a real problem for these historical reasons").
So, if by "design" you mean "gets into the numbers," no, that's not me. For me, I'm excited by games that let you take a peek into another way of life, whether that's another country or another time, and that, too, is what gets me excited by my research, so that's a nice synergy. I think having that perspective is important, because, knowingly or not, we're so colored by stereotypical ways of seeing things - Vietnam through the lens of what they call the American War, Persia through Greek sources, Mali as "that really rich guy" - that we miss more interesting or complex bits - Vietnam as an occasionally powerful medieval civilization trying to exist at the intersection of East and Southeast Asia, Persia as the crossroads of the world (or, for instance, non-Achamaenid Persia as also important), Mali as a West African kingdom (and not just a part of trans-Saharan trade routes). A historian can help to point out these so that we get a better understanding in popular culture about the world from these different vantage points.
The Carlbarian, despite the name, speaks Latin.Not to forget the multi-disciplinary guys - if I recall correctly, Ed not only has a computer science degree but also one in Russian literature!