Bibor
Doomsday Machine
The first printed manual I held was for Civilization (on Amiga). So yes, I have quite a bit of history with these games.
I think that with Civilization 7 Sid Meier got what he really wanted from all games past Civilization (1), but didn't quite get, although Civ 6 got close. He probably wanted a Civilization game for the modern times, compatible with TV consoles, handhelds, not just personal computers. You see, all Sid Meier's games were adventures into some (historical) aspect of human civilization: Railroad Tycoon, Pirates! and so on. The fact that Pirates! And RRT are different genres doesn't really matter, as long as you take it as a cartoonish and simplified simulation of an aspect of human activity. If you ever played Ghost master (you can look it up on Steam) and if you feel it might very well been a Sid Meier game, I wholeheartedly agree with you. The X-com reboot is also very much a Sid game. The moment Jake Solomon finally understood what Sid wants, he nailed it. Creating fun and addictive games that don't take themselves too seriously: that's who Sid is as a creator and I think that's the essence of makes him valuable to the games industry and our culture in general.
At some point, probably somewhere around Civ2, Firaxis got injected with another type or strain of creativity, that of Brian Reynolds. And boy is it different from Sids. Generalistic, logical, complex, interwoven, analytical. This strain added and probably dominated all future games labeled Sid's, right up until Civ5. Even other developers like RRT2's PopTop was heavily in the "Reynolds camp". This "Strain" is the one that makes you compute, create spreadsheets, find new ways to hack the game. It's also the one that makes them interesting and fun (for some people at least) for a very, very long time.
I must admit, I prefer Brian Reynolds' vision. But I'm also the first to admit that it's Sids "essence" that makes Firaxis games unique.
If anyone thinks that Civilization 7 will work without "The Reynolds Strain", well, they are wrong. It won't. It's there for a reason, and that reason is not to damage, but to improve. To provide longevity. With civ 5 and to an extent Civ 6, both strains were somehow lost and replaced with lookalikes. This time it seems that the Sid's "two thirds" are back where they should be. I just hope that the last 30% is going to be Reynolds'. Otherwise, it's going to be a really cool game, but forgotten in a year or two.
I think that with Civilization 7 Sid Meier got what he really wanted from all games past Civilization (1), but didn't quite get, although Civ 6 got close. He probably wanted a Civilization game for the modern times, compatible with TV consoles, handhelds, not just personal computers. You see, all Sid Meier's games were adventures into some (historical) aspect of human civilization: Railroad Tycoon, Pirates! and so on. The fact that Pirates! And RRT are different genres doesn't really matter, as long as you take it as a cartoonish and simplified simulation of an aspect of human activity. If you ever played Ghost master (you can look it up on Steam) and if you feel it might very well been a Sid Meier game, I wholeheartedly agree with you. The X-com reboot is also very much a Sid game. The moment Jake Solomon finally understood what Sid wants, he nailed it. Creating fun and addictive games that don't take themselves too seriously: that's who Sid is as a creator and I think that's the essence of makes him valuable to the games industry and our culture in general.
At some point, probably somewhere around Civ2, Firaxis got injected with another type or strain of creativity, that of Brian Reynolds. And boy is it different from Sids. Generalistic, logical, complex, interwoven, analytical. This strain added and probably dominated all future games labeled Sid's, right up until Civ5. Even other developers like RRT2's PopTop was heavily in the "Reynolds camp". This "Strain" is the one that makes you compute, create spreadsheets, find new ways to hack the game. It's also the one that makes them interesting and fun (for some people at least) for a very, very long time.
I must admit, I prefer Brian Reynolds' vision. But I'm also the first to admit that it's Sids "essence" that makes Firaxis games unique.
If anyone thinks that Civilization 7 will work without "The Reynolds Strain", well, they are wrong. It won't. It's there for a reason, and that reason is not to damage, but to improve. To provide longevity. With civ 5 and to an extent Civ 6, both strains were somehow lost and replaced with lookalikes. This time it seems that the Sid's "two thirds" are back where they should be. I just hope that the last 30% is going to be Reynolds'. Otherwise, it's going to be a really cool game, but forgotten in a year or two.