Rock, Paper Shotgun interview with Jon Shafer - Sept 10

V. Soma

long time civ fan
Joined
Apr 13, 2004
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Here. A nice read.

Jon Shafer:

about Civ:

The thing about Civilization is that it’s a big, complex game, but it’s also a game that can be distilled down into very discreet elements. At the beginning of the game you have a settler. Then you tell it what to build. Then what? Then you pick your research. OK. What now? You move your unit. Oh, OK.
It’s all these small decisions that together become this humongous web of what can happen, but at the beginning it’s very small and simple.


about tiles as a concept:

And the tiles are a way of presenting the game world in a way that makes it understandable... I look at the map, and in this tile we have some oil. In this tile, we know that a unit can occupy this space. We know that an improvement can occupy this space. We know what the distance is from this space to this space. If I want to shoot, I don’t need to click on the unit to show me the range. I just see, tile tile tile, if I have an archer here he can shoot here. Easy.
Tiles make the game world more understandable. Distances become easy. It’s not a matter of “What pixel can I build my city on that gets this wheat and then gets this fish and oh! If I move it one more pixel down I could get iron.” It’s something that would turn into a difference experience completely. It’s great because you don’t think about it, but really tiles permeate the whole experience.

about AI civs and diplomacy:

JS: I think there are games that have done some really interesting things with it, but I don’t think a game has ever gotten it perfect. You could look at Alpha Centauri and say that the personalities of the different leaders are one of the things that makes it so great and gives it such charm. You can’t really translate that to a game like Civilization because, Gandhi plays a certain way and has a certain personality, but it’s not like you can make him a ridiculous fanatic the way Miriam [leader of The Lord's Believers faction] was in Alpha Centauri, because it’s so strong, it’s such a driver in the game. You could predict how faction leaders would react to you in Alpha Centauri, depending on how you approached different things. If you stripped the planet of all its resources, you knew the environmentalists would hate you...

RPS: I feel like part of the way you implement diplomacy successfully when dealing with AIs is to allow the player to imprint their own vision of a personality onto the AI. With Civilization, where you have these almost-caricatures of the famous leaders, I feel like you’re stopping the player from imprinting a personality or history. Like you’re putting up a barrier.

JS: I think it runs both ways. You gain certain things, and it also costs you. On the plus side, it gives you something to recognise. People will ask “Why even have leaders?”, or [suggest] Build Your Own Leader mode, where you can… pick attributes and, like… move his eyebrows down to his chin or whatever.
But you’d lose a lot of what makes Civilization what it is, I think. You saw there [in the demo]- “That’s Ramses, that’s Catherine the Great”. It’s not a game-changing experience, but it still allows for, like- “I’ve started between Napoleon and Montezuma, oh God.” Whereas if you just start between Leader A and Leader B…

RPS: You’re talking about a tradeoff. You’d be sacrificing instantaneous colour for the chance to create characters.

JS: Which I think is kinda important, because the rest of Civilization is so open and so broad. If we didn’t have the recognisable leaders, all we’d have is [Jon zooms the game's camera in on a tiny cluster of infantrymen] these guys. And they’re not exactly memorable. But you see Ramses on his throne, and that’s a cool scene.

We want to balance out both sides. We want to add colour and flavour to the game, and the leaders are the best way to do that. If it’s just a completely open, empty experience then you can fill that, but for a lot of players there’s gonna be something missing that they won’t be able to fill in for themselves.
 
Thanks, this was a good read. Nothing really new, but its always nice to have something "different" to read, even when its usually recycled questions.
 
Well... so much for that happening...
:cry:

Below is a comment from rps reader Tyler:

Usually when someone says “I can’t talk about that” it means “I wish I could talk about that, but my nondisclosure contract prevents me.” When they follow it with “You’d have to ask XXX megacorp about that.” it usually means “Yes, EA is doing Alpha Centauri 2 and I’m involved.” Usually.

Obviously random interweb comments are not to be taken as gospel but still, thought it might interest you/let you cling to the tiniest slighter of hope;)
 
Below is a comment from rps reader Tyler:

Usually when someone says “I can’t talk about that” it means “I wish I could talk about that, but my nondisclosure contract prevents me.” When they follow it with “You’d have to ask XXX megacorp about that.” it usually means “Yes, EA is doing Alpha Centauri 2 and I’m involved.” Usually.

Obviously random interweb comments are not to be taken as gospel but still, thought it might interest you/let you cling to the tiniest slighter of hope;)

It could also just mean that they don't comment on the actions of competitors as a matter of policy. You (or Tyler) are reading way too much into that statement.
 
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