GameCenter: [...] Obviously Civ was a big hit but was that the only reason you’ve primarily focused on it since then?
Sid Meier: It became… we thought it was a good game but we had no idea what it would turn into. So if it had not been successful we probably would’ve gone on to some other idea, and we did continue to do other games. But it turned out that people wanted Civilization II and then III and then IV. In that time we did Colonization, which is a similar kind of game, so it developed a momentum of it is own, that I think we’re very fortunate that it’s been something that’s kept us going for… we’re coming up on the 25th year anniversary of Civilization. [laughs]
Wow!
[laughs] So it basically became the 500lb gorilla that people wanted more of. With Civi II there was modding, and all of sudden the community developed and then became very active. So it was something that we would’ve got in trouble with if we hadn’t done more versions of it. But it kind of became a core product for us, and it allowed us to do other things and develop new designers and things like that.
I’m surprised, especially with the 2K connection, that nobody came along and said, ‘Well, you can do your turn-based ugly game but we want amazing 3D graphics and cut scenes as well’. I mean you could do that, it wouldn’t add any gameplay but it could be done. How do you talk people out of it?
We’ve thought about all that. We play the game, we kind of think we understand what the core appeal is and during development we’re playing it continually, so anything that slows the game down or gets in the way of what you’re imagining is something that we try to take out. So it’s really us as gamers that are kind off… Civilization almost has become… there are a lot of people out there who feel they own it. And they tell us all about it. [laughs] And if you deviate a little too far from the core beliefs you’ll get in trouble.
It’s frustrating that Civilization: Revolutions didn’t do better on consoles, because it worked really well.
I loved it, it was the first time I’d actually designed a new Civ game after Civ I and it was really that idea of… Civ III, IV – great games, but you’re gonna have to spend 20, 30 hours to really enjoy those games. What about people that don’t have 20 or 30 hours to play but want that Civ experience? So that was kind of the idea behind Civ: Revolutions and we got a lot of concern from the Civ community about, ‘Oh, is this the direction of Civ?’
I bet the phrase ‘dumbing down’ was mentioned.
Dumbing down! And there’s this ownership… god bless them there are these people that love to play Civ, they’re our core fans and they’ve kept us going but they’re a little possessive about the game.
Especially with things like Kickstater, I often worry that the interference of fans can be just as disruptive and poisonous to a game as publisher meddling. It’s distressing to find out that it’s because of hardcore fans that there’s been no more Revolutions.
You have to be thick-sinned I think, because you’re gonna get a lot of ideas from the community, from the fans, from everybody that plays your game, and the designer’s job is to kind of filter that and say, ‘OK, that’s gonna work, that’s gonna fit with our vision of what the game is. Or that’s a great idea but not for this game necessarily’.
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