DanQ
Owner, Civilized Communication

Lead Artist, Designer and Producer. These are the titles that Firaxis Games Mike Bates, Ed Piper and Jesse Smith hold respectively on the sequel to Colonization to be released worldwide next month. They are also the interviewees on "Focus: "Civilization IV: Colonization", a PolyCast (PC) special on the game running 70m35s in length. Regular PC co-host Daniel "DanQ" Quick is joined by Wouter "Locutus" Snijders and Ken "Impaler[WrG]" Ferland from sibling show ModCast (MC) to round out the panel. Firaxis Director of Marketing Kelley Gilmore makes a cameo while Marketing Manager Dennis Shirk assisted in recording the development team members' audio.
Topics cover the development team members themselves then Civ4Col's design, gameplay in three parts, combat, graphics and finally a set of miscellaneous questions. Not only does this feature disclose a lot of information about the game publicly for the first time, it also has the distinction of including the game's opening theme music throughout -- a worldwide premiere for this artistic work.
The summary of topics is as follows:
- 02m33s | People
Sixteen year industry veteran Mike Bates (Civ4Col Lead Artist), third-year Firaxis Games employee with seven years beta testing prior Ed Piper (Civ4Col Designer) and one-hundred-plus gaming title credits Jesse Smith (Civ4Col Producer).
- 11m10s | Design
When and why Firaxis decided to do a remake of Colonization, design philosophy for Civilization IV: Colonization, design familiarities to both Col and Civilization IV in the latter and interface work by Firaxis intern and longtime Civilization community member Ken "Impaler[WrG]" Ferland.
- 18m49s | Gameplay (1 of 3)
Primary gameplay differences between Col and Civ4Col, new and tweaked buildings and/or resources, tiers of super-specialists and notable abscence of a technology tree.
- 26m56s | Gameplay (2 of 3)
Colonies covering multiple tiles, targeting particular Founding Fathers by playstyle, religion's role, how the new Constitution feature works and the extensiveness of the game's Diplomacy mechanisms and how they compare to the game's predecessor.
- 36m20s | Gameplay (3 of 3)
Native tribe traits, colonial powers' leader traits, rationale for not including more than four colonial nations, behind the limited game length, resolving historical accuracy versus gameplay conflicts and in-game automation capabilities.
- 43m42s | Combat
Combat system mechanics, on siege units, addressing combat failings of Col, and what of naval warfare.
- 50m00s | Graphics
Art style targetted and responding to public criticisms already raised about the 'Colony' screen.
- 57m26s | Miscellaneous
Moddability including interoperability with CivIV, music selection (and the related worldwide exclusive on this show), (re-)playing the original Colonization, most difficult elements to design in Civ4Col, possibilities of covering other areas of so-called Age of Discovery next and what question hadn't been asked yet that should have been and its answer.