Classic Game Postmortem: Sid Meier's Civilization

Classic Game Postmortem: Sid Meier's Civilization — GDC Festival of Gaming

GDC Festival of Gaming

AI-assisted summary of Classic Game Postmortem: Sid Meier's Civilization — original source. Check the original for full context.

Source published:

Key ideas

  • Sid Meier and Bruce Shelley developed the original Civilization in under a year with roughly $167,000 in salary and overhead costs, fitting 6,000 years of history into 640 KB of conventional DOS memory on an IBM PC. (22:34)
  • Civilization originated as a real-time SimCity clone before pivoting to a turn-based model to foster an engaging 'one more turn' loop and accommodate deep mechanics like tech trees and diplomacy. (13:04)
  • The design intentionally discarded historical horrors and rise-and-fall collapses after playtesters repeatedly reloaded saves, shifting the core experience into an uninterrupted 'rise and rise' fantasy. (43:36)
  • Sequel design at Firaxis follows a strict 'one-third rule': one-third core foundation, one-third refined legacy systems, and one-third completely new mechanics. (59:28)

Detailed notes

## Background This classic game postmortem was presented at GDC 2017 and published by the GDC Festival of Gaming YouTube channel on June 7, 2017. According to the page description, creators Sid Meier and Bruce Shelley recount how combining Shelley's background in board game design with Meier's simulation development experience resulted in the creation of Sid Meier's Civilization, one of gaming's most influential and enduring strategy franchises.

## TL;DR In this retrospective talk, Sid Meier and Bruce Shelley break down the design philosophy, technical constraints, and iterative breakthroughs behind the original 1991 release of Sid Meier's Civilization. They discuss pivoting from a real-time SimCity clone to a turn-based system, inventing the iconic tech tree, and balancing complex macro-level historical systems within the confines of 640 KB of DOS memory. The developers also examine controversial balance choices like spearmen defeating battleships, the intentional omission of historical horrors to preserve player fun, and how physical manuals and psychological flow shaped early PC gaming.

## Atmosphere & style The session carries a warm, self-effacing, and deeply nostalgic tone, framed by two industry pioneers trading gentle humor and candid technical reflections. Meier and Shelley present an easy, collegial rapport, openly justifying design missteps like 'stacks of doom' and combat variance with pragmatic game-design logic rather than defensiveness. Listening feels like sitting in on an intimate fireside chat with elder craftsmen, blending witty anecdotes about Hunt Valley development with masterclass insights into player psychology and agency.

## Bulletin - [22:34](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1354s) Sid Meier and Bruce Shelley developed the original Civilization in under a year with roughly $167,000 in salary and overhead costs, fitting 6,000 years of history into 640 KB of conventional DOS memory on an IBM PC. - [13:04](https://www.youtube.com/watch?v=AJ-auWfJTts&t=784s) Civilization originated as a real-time SimCity clone before pivoting to a turn-based model to foster an engaging 'one more turn' loop and accommodate deep mechanics like tech trees and diplomacy. - [43:36](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2616s) The design intentionally discarded historical horrors and rise-and-fall collapses after playtesters repeatedly reloaded saves, shifting the core experience into an uninterrupted 'rise and rise' fantasy. - [59:28](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3568s) Sequel design at Firaxis follows a strict 'one-third rule': one-third core foundation, one-third refined legacy systems, and one-third completely new mechanics.

## Key takeaways - [02:56](https://www.youtube.com/watch?v=AJ-auWfJTts&t=176s) Civilization was conceived as an epic systemic sandbox following Railroad Tycoon, drawing mechanical inspiration from Walter Bright's Empire, Will Wright's SimCity, and Francis Tresham's board game. - [06:20](https://www.youtube.com/watch?v=AJ-auWfJTts&t=380s) The onboarding experience was structured as an inverted pyramid, starting simply with a single Settler in 4,000 BC before gradually expanding into multifaceted empire management. - [10:18](https://www.youtube.com/watch?v=AJ-auWfJTts&t=618s) The title was licensed from Avalon Hill's tabletop game of the same name, beating out alternative internal names like Call to Power, Rise of Nations, and Age of Empires. - [14:41](https://www.youtube.com/watch?v=AJ-auWfJTts&t=881s) The shift from real-time to turn-based mechanics fundamentally altered pacing, enabling 20-hour strategic depth that inspired Bruce Shelley's later real-time work on Age of Empires. - [19:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1154s) Historical research was conducted using children's library books to ensure historical leaders, concepts, and early visual assets remained instantly recognizable to a broad audience. - [19:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1154s) Mahatma Gandhi's aggressive reputation was not an intentional warmonger algorithm, but an unexpected contrast with his real-world pacifism that highlighted emergent storytelling. - [21:02](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1262s) Player agency was guided by the principle 'it's good to be king', establishing which tasks the player should execute directly versus what the computer should automate. - [25:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1514s) Single-round probabilistic combat favored macro-map pacing over realistic military simulation, deliberately generating high-variance outcomes like a Spearman defeating a Battleship. - [31:29](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1889s) The horizontal tech tree was invented to elevate scientific research to equal importance with military conquest, originally incorporating randomized discovery options. - [37:29](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2249s) Wonders of the World created a global, single-winner construction race that forced players to continuously monitor the technological and diplomatic progress of rival empires. - [43:36](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2616s) Unavoidable catastrophes from Railroad Tycoon were replaced with counterable hazards, such as building city walls against floods or combating global warming caused by excessive industrial pollution. - [40:53](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2453s) Dense physical documentation and historical essays lent gravitas to primitive hardware, establishing the psychological flow state that defined the game's addictive nature. - [50:40](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3040s) Without the ability to issue day-one internet patches across physical floppy disks, exploits like infinite city sprawl were mitigated pre-launch via distance-based corruption. - [53:43](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3223s) Religion was intentionally abstracted into generic happiness structures to maintain designer neutrality, ensuring the game did not dictate morality or alienate players. - [56:28](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3388s) Meier noted that subtle educational value—introducing concepts like GDP and historical leaders—acts as a powerful hidden driver for player engagement and retention.

## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=AJ-auWfJTts&t=0s) Introduction and the 1990 Mindset

Sid Meier opens the session by welcoming the audience and introducing his collaborator, Bruce Shelley. Setting the stage, Meier takes the room back in time to 1990—an era before *Civilization* existed—to walk through the thought processes, choices, and development milestones that brought the original game to life. Reflecting with 25 years of hindsight, Meier notes that while many of their instincts turned out to be correct, others were fundamentally flawed. Still, he intends to defend both:

> “A lot of things that we did seemed to be the right thing to do, some of the things we did turned out to be the wrong thing to do, but we would like to justify even the wrong things—explain why we did them that way and what we were thinking at the time.”

Meier describes the project as audaciously ambitious. The goal was not merely to compress 6,000 years of recorded human history into a personal computer game operating within 640 KB of memory, but to accommodate every counterfactual, alternate history that could have possibly unfolded. He credits this boldness to their youth and recent track record: the duo had just shipped *Railroad Tycoon* (their first venture into god-style simulation games), were developing *Covert Action* (an ambitious attempt to build a computer-generated mystery novel), and had previously created *Sid Meier's Pirates!*, one of the industry's earliest open-world titles. Buoyed by this momentum, the shared background of both designers in historical study and tabletop wargaming made tackling the entirety of human civilization feel like an achievable next step.

- **Operating Constraints:** Compressing 6,000 years of recorded and alternate human history—from 4,000 BC to Alpha Centauri—into 640K conventional DOS memory. - **Preceding Studio Portfolio:** *Sid Meier's Pirates!* (open-world exploration), *Railroad Tycoon* (systems-driven god game), and *Covert Action* (procedurally generated narrative).

---

[02:56](https://www.youtube.com/watch?v=AJ-auWfJTts&t=176s) Inception, Prototypes, and the 5.25-Inch Floppy

Meier recalls the initial spark occurring on a train ride to New York shortly after finishing *Railroad Tycoon*. Both creators had enjoyed the god-game paradigm: handing the player a modest initial state and allowing their personal creativity to drive an emergent narrative every session. In *Railroad Tycoon*, disparate interlocking systems—rail operations, track laying, track financing, locomotive maintenance, and route scheduling—synthesized into deep, player-driven decision-making. Seeking another subject with equivalent systemic depth, world history presented itself as the ultimate canvas.

Shelley corroborates the memory and sheds light on Meier's design habits. Meier perpetually maintained half a dozen functional prototypes on his computer, constantly "noodling" through fresh mechanics. During this period, the pair played considerable amounts of Walter Bright's *Empire* (and *Empire Deluxe*). Meier assigned Shelley the exercise of drafting ten mechanics or features he would alter about *Empire*. Shelley, determined to overdeliver, returned a list of twelve. Shortly thereafter, in May of 1990, Meier dropped a 5.25-inch floppy disk onto Shelley's desk containing the very first external playable build of *Civilization*. Shelley kept that original diskette as a historical artifact, having regretted failing to preserve the initial build of *Railroad Tycoon*.

Both designers emphasize that the game drew substantial inspiration from several existing titles across digital and tabletop mediums:

```mermaid flowchart TD accTitle: Core Influences on Sid Meier's Civilization accDescr: Diagram illustrating the board and video game influences feeding into the creation of Civilization.

subgraph Digital ["Computer Games"] E["Empire / Empire Deluxe<br/>(Turn-based exploration & conquest)"] SC["SimCity<br/>(Zoning, civic management & growth)"] RT["Railroad Tycoon<br/>(Interlocking systems & god-game scale)"] end

subgraph Tabletop ["Board Games"] TT["Francis Tresham's Civilization<br/>(Avalon Hill edition, tech trading)"] end

Civ["Sid Meier's Civilization (1991)"]

E --> Civ SC --> Civ RT --> Civ TT --> Civ ```

Addressing the overarching vision, Shelley underscores the commercial and creative advantage of choosing an epic scale:

> “When you start a project, your potential customer is everybody who has the platform that game is going to be on, but as soon as you make decisions about what that game is about, you start to shrink your potential audience.”

Meier affirms this lesson, remarking that it costs no more developer overhead to make a game epic than it does to make it small.

- **Prototyping Pipeline:** Meier frequently kept four to six ideas in code; Shelley acted as first-look critic and tester. - **The May 1990 Disk:** A single 5.25-inch floppy containing the first playable code base outside Meier's personal machine. - **Cross-Media DNA:** Acknowledged debt to Francis Tresham’s board game *Civilization* (published by Avalon Hill in the US), Will Wright's *SimCity*, and Walter Bright's *Empire*.

---

[06:20](https://www.youtube.com/watch?v=AJ-auWfJTts&t=380s) The Inverted Pyramid of Decision-Making and Tone

Faced with the staggering breadth of human history, the designers had to decide how to onboard players without overwhelming them. Their solution was to anchor the beginning to a single unit: a lone Settler in 4,000 BC tasked with choosing a single tile on which to found the initial city. Shelley terms this structural curve the "inverted pyramid of decision-making":

```mermaid flowchart TD accTitle: Inverted Pyramid of Decision-Making accDescr: Flowchart showing how player choices expand from a single move to empire-wide management.

A["Turn 1: Single Settler<br/>(Move 1 tile or found city)"] B["Early Game: First City Founded<br/>(Pick first build, assign working tile)"] C["Mid Game: Expanding Borders<br/>(Multiple units, research paths, rival diplomacy)"] D["Late Game: Global Superpower<br/>(Interlocking economies, modern warfare, space race)"]

A --> B B --> C C --> D ```

Shelley contrasts that era with the present: in 1990, a designer had roughly 15 minutes of onboarding goodwill to capture a player's imagination, whereas modern titles must often achieve hook within two or three minutes.

Meier and Shelley also analyze the tonal balance of the original 1991 release, which mixed rigorous historical gravitas with lighthearted anachronisms. On one end stood the Civilopedia—designed to lend historical weight and educational depth so players felt validated showing the game to their parents or children. On the other end were explicit touches of levity, such as news tickers reporting gladiatorial sports results ("Lions defeat Gladiators 7–0") or Elvis Presley serving as the entertainer icon on the city view screen.

``` +------------------------------------+---------------------------------------+ | Educational Gravitas | Deliberate Levity & Humor | +------------------------------------+---------------------------------------+ | Comprehensive in-game Civilopedia | Anachronistic news: "Lions beat | | Detailed historical progression | Gladiators 7-0" | | Weighty decisions on governance | Elvis Presley as City Entertainer icon| | Complex technological dependencies | "We Love the King Day" celebrations | +------------------------------------+---------------------------------------+ ```

While later entries in the franchise moved away from overt slapstick, Meier notes that during original development, they were genuinely unsure whether the game could survive purely on serious academic merits, opting to keep the atmosphere inviting.

Finally, Shelley highlights the critical role of positive reinforcement mechanisms. Features like newspaper headlines, diplomatic flattery, and "We Love the King Day" parades were systematically deployed to reassure players that their reign was succeeding, easing the cognitive load of a massive, open-ended simulation. Meier agrees, concluding that clear feedback on whether the player is making good decisions remains one of the core challenges of complex strategy design.

[10:18](https://www.youtube.com/watch?v=AJ-auWfJTts&t=618s) Naming the Game and Securing the Rights from Avalon Hill

Sid Meier reflects on the psychological necessity of providing the player with steady reinforcement. In long-form games, players constantly wonder whether they have spent the last hour or two wasting their time, making it crucial to offer persistent signs of progress that communicate to the player that the game appreciates their actions. Turning to production history, Meier notes that in hindsight, it seems astonishing that the team could not initially call the project *Civilization*. Throughout development, *Civilization* served strictly as a working internal code name because Avalon Hill, an active computer game publisher at the time, already owned a board game named *Civilization* that had originally been designed in England.

Facing that legal hurdle, the team brainstormed alternatives, throwing around candidate titles like *Call to Power*, *Rise of Nations*, and *Age of Empires*—names that would ironically surface years later as major historical strategy franchises. Ultimately, Meier felt that no other title would do: “We said, you know, the only appropriate name for this game is *Civilization*.” MicroProse’s marketing department approached Avalon Hill, who happened to be withdrawing from computer game publishing at the time, and successfully negotiated a licensing agreement for the title. Meier views securing the name as a cornerstone of the game's commercial and cultural impact, comparing it to earlier titles like *Pirates!* and *Railroad Tycoon*, which instantly formed a vivid mental image in the player’s head before they even played.

- The original *Civilization* board game, designed in the United Kingdom by Francis Tresham, was licensed and published in the United States by Avalon Hill. - Meier clarifies a frequent misconception: the video game was never intended to duplicate the board game, which was confined to a specific historical era and geographic zone (the ancient Mediterranean), whereas Meier's design spanned global space and all of human history. - The iconic box art chosen for the game was not custom-commissioned by the artists; an internal marketing staffer discovered existing artwork that perfectly embodied the sweeping historical scope of the project.

[13:04](https://www.youtube.com/watch?v=AJ-auWfJTts&t=784s) From Real-Time SimCity Clone to Turn-Based Strategy

Although modern players view turn-based play as the defining core of *Civilization*, Meier reveals that the initial prototype—likely preserved on the early floppy disk retained by Bruce Shelley—ran in real time. It operated much like *SimCity*, asking players to paint economic zones, designate farmland, and sit back to observe developments as the world evolved passively on its own clock. The design only clicked into place when Meier scrapped the real-time simulation layer and switched over to turn-based mechanics. The turn-based structure gave players the deliberate pacing required to engage deeply and weigh every consequence.

```mermaid flowchart TD accTitle: Evolution of Civilization Core Loop accDescr: Diagram illustrating the shift from real-time SimCity passive zoning to turn-based forward projection mechanics.

subgraph EarlyProto["Early Prototype (SimCity Model)"] A["Real-time simulation clock"] --> B["Zoning land (e.g., Farm zones)"] B --> C["Passive observation of growth"] end

subgraph TurnBasedCiv["Turn-Based Redesign"] D["Discreet player turns"] --> E["Simultaneous long-term projects<br>(Wonders, exploration, techs)"] E --> F["Forward-looking mindset<br>('One more turn' loop)"] end

EarlyProto -->|"Redesigned for player agency"| TurnBasedCiv ```

Turn-based pacing sparked what Meier terms a forward-leaning posture, where the player's mind always races ahead of the screen. Because players juggle several overlapping horizons simultaneously—founding a distant colony, building a wonder on another continent, and researching a new technology—they remain perpetually locked in the anticipation loop that birthed the famous “one more turn” phenomenon.

- Turning the game into a turn-based system directly facilitated the deep, complex sub-systems that defined the franchise, such as diplomatic negotiation windows and the non-linear technology tree. - Prior to *Civilization*, strategy games were widely stigmatized within the broader software market as plodding, boring exercises for nerds involving cardboard chits and map grids, rather than products fit for mainstream computer gaming. - Shelley and Meier note that MicroProse internal management was initially hostile to the concept, preferring high-margin flight simulators; internal executive resistance evaporated only after *Civilization* garnered runaway critical acclaim and massive sales.

[14:41](https://www.youtube.com/watch?v=AJ-auWfJTts&t=881s) The Turn-Based vs. Real-Time Debate and *Age of Empires*

The discussion turns to Bruce Shelley’s subsequent career move to Ensemble Studios, where he co-created *Age of Empires*. Meier argues that the fundamental divergence between the two games traces back to temporal format: “In my mind the reason those games are so different is almost solely based on the fact that one is turn-based and one is real time.” Shelley agrees, noting that by the mid-1990s the strategy landscape had been completely transformed by the breakout success of titles like *Command & Conquer* and *Warcraft*. Wanting to build on what they loved about *Civilization* without outright copying it, Shelley’s team settled on a guiding pitch: “Can we do *Civilization* in real time? What would that be like?”

Shelley explains that adapting the historical concept into real time dictated a drastically condensed session length, compressing an entire campaign into a punchy thirty-to-sixty-minute competitive match, compared to the sprawling twenty-hour sessions typical of *Civilization*. Ensemble also narrowed the chronological scope, dedicating the first *Age of Empires* exclusively to antiquity, while *Age of Empires II* focused strictly on medieval knights and castles. Meier reinforces the structural boundary between the two forms, stating: “You can't play a real-time game for 20 hours... it would be too intense, and by the same token a turn-based game that lasted you know 30 minutes or so again would not really be satisfying.” Both designers celebrate how their distinct choices carved out lasting, independent niches in PC gaming.

[19:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1154s) Great Leaders, Nuclear Gandhi, and the Children's Library

Addressing the long-standing community folklore surrounding Mahatma Gandhi's aggression, Meier reflects on how the character developed into a legendary gaming meme. Meier downplays urban legends of an intentional or wildly erratic warmonger algorithm, highlighting instead the jarring contrast of the leader's historical pacifism against game mechanics: “Our theory is that Gandhi was not really programmed to be more of a warmonger than anybody else, but it was so out of character for him and kind of really illustrated that the game is not about reproducing history, but creating your own historical story.” Whenever an AI-controlled Gandhi assumed a hostile attitude or declared war, the cognitive dissonance caught players by surprise and made it memorable.

Shelley and Meier reveal that their overarching design philosophy for world leaders and historical milestones relied on broad cultural familiarity rather than academic obscurity. To achieve that accessibility, the pair conducted their foundational historical research not in dense academic archives, but in the children’s section of the public library. By sticking to elementary-level history, players immediately recognized figures like Julius Caesar and Genghis Khan, allowing them to feel knowledgeable and confident right away. Interacting on an equal footing with larger-than-life historical giants gave players an intuitive sense of mastery over the fate of human civilization.

[21:02](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1262s) "It's Good to Be King" and the Leader Personas

Bruce Shelley and Sid Meier discuss how adopting historical rulers shaped the player's identity and core game loop. Shelley notes that their guiding byline was "it's good to be king" (a Mel Brooks reference), but adding historical figures created an intriguing psychological duality: the player acts as an all-powerful, godlike overseer of an entire civilization, yet simultaneously role-plays as a specific historic tyrant or monarch, such as Joseph Stalin or Genghis Khan. Shelley admits he had not initially thought through that dynamic, but felt it worked brilliantly.

Meier elaborates that every simulation faces a fundamental design question: what actions should the player perform manually, and what should the computer automate? Grounding every mechanic in the concept that the player is the "great leader" provided an immediate filter for these design choices, defining the exact level of abstraction. Shelley adds that their historical research relied heavily on the children's section of the library. Beyond simple readability, those books offered abundant visual reference material for artists. Because the core team was tiny, Meier personally handled the programming, design, and artwork, making those visual references essential.

- The guiding mantra “it’s good to be king” framed player agency as a monarch rather than an invisible bureaucrat. - Framing the player as a great leader resolved core interface and scope questions regarding which systemic tasks were delegated to the AI. - Research materials were sourced from library children's books specifically because clear visual illustrations could quickly inform Meier’s early pixel art.

[22:34](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1354s) Technical Constraints, Development Timeline, and the $167,000 Budget

Meier reflects on the sparse development environment of the project. For the vast majority of production, the entire team consisted of just Meier and Shelley, eventually expanding to around ten people near release. Their target platform was an IBM PC with 640 KB of conventional memory and standard EGA graphics featuring a rigid, unalterable 16-color palette, before eventually upgrading to VGA's 256 colors. Far from feeling crippled, Meier explains that these stark technical boundaries forced them to focus almost all their creative energy on game design, relying on players' imaginations to fill in the graphical fidelity they could not provide.

Development on *Civilization* began in early 1990, paused while Meier finished *Covert Action*, and resumed to ship in 1991, meaning the original game was developed in under a year of active work. Shelley recounts his background coming from four-color CGA games, which instilled a philosophy that gameplay had to carry the product because visuals could not impress anyone. He admits he originally fought against investing heavily in art on future projects until later witnessing how bright, outdoor visuals dramatically boosted the appeal of *Age of Empires*. When Meier asks about production expenses, Shelley reveals that a formal budget analysis he ran for their previous title, *Railroad Tycoon*, showed it had cost MicroProse just $167,000 in salaries and overhead to build. Meier notes that *Civilization* was produced under a very similar financial scope, an amount that would barely cover a single programmer's salary today.

> “I mean, we can't hire a great programmer for that kind of money, it seems like today, for one year, and Civ was similar, I think.” — Bruce Shelley

[25:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1514s) The Spearman vs. Battleship Controversy

Meier addresses one of the most famous debates in strategy gaming: whether a primitive Spearman unit should ever be able to defeat a modern Battleship. Meier points out that mathematically, combat was probabilistic: a Spearman held a defense rating of 2, while a Battleship had an attack rating of 16. Because of the random roll, an upset was statistically possible. Much like players' reaction to the aggressive Gandhi AI bug, players who suffered this extreme statistical outlier assumed it was a frequent flaw. Shelley recalls being the first person to confront Meier about this exact scenario, asking how a coastal warship shelling the land could possibly lose to an ancient ground unit rather than blowing it to smithereens.

```mermaid flowchart LR accTitle: The Spearman vs Battleship Dilemma accDescr: Diagram illustrating the clash between mathematical probability and visual realism in Civilization combat. subgraph MathModel["Mathematical Design"] A["Battleship: Attack 16"] B["Spearman: Defense 2"] C["RNG Combat Resolution"] A & B --> C end subgraph Perception["Player Perception"] D["Outlier Result: Spearman Wins"] E["Player Expectation: Absolute Modern Superiority"] C --> D D -.->|"Breaks Immersion"| E end ```

Meier explains that combat remains the single subsystem most heavily overhauled across every subsequent *Civilization* title. There is an inherent design tension between acting as a monarch making continental macro decisions and being forced down into tactical micro-management:

> “There's kind of a tension between the role that you play as the king over most of your civilization and your role as far as combat is concerned.” — Sid Meier

- In the original release, combat resolved in single-round, high-variance dice rolls without hit-point buffers. - Later iterations mitigated bizarre results by adding multi-round combat, persistent hit points, and altered unit factors. - Developers frequently considered moving battles to a dedicated tactical combat screen, but repeatedly opted to keep combat on the main map to preserve pacing.

[27:51](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1671s) Board Game Roots: Zones of Control and Stacks of Doom

Discussing board-game influences, Meier admits that introducing "zones of control" (ZOC)—a standard mechanic borrowed from hex-and-counter military wargames—was probably the worst mechanical design choice made in the original *Civilization*. Meier had envisioned combat resembling a World War II frontline where players built defensive cordons along borders to contain adjacent empires. Instead, player behavior bypassed these expectations entirely: combat became centered around massive "stacks of doom"—huge clusters of military units grouped together moving between heavily fortified cities.

Cities naturally emerged as the primary focal points of warfare. Meier notes that while this was completely unexpected during initial design, it proved to be a blessing because city-centric combat was smoother and allowed players to concentrate mental bandwidth on diplomacy, exploration, and building wonders rather than micromanaging static lines of infantry. Meier also emphasizes their deliberate UI choice to print every unit's attack, defense, and movement factors clearly visible on the screen. The objective across all game systems was total transparency: rather than wasting brainpower trying to reverse-engineer hidden math, players could immediately grasp the system rules and focus their imagination on strategic execution. Meier acknowledges that recent *Civilization* titles, particularly through one-unit-per-tile (1UPT) rules, are still trying to recapture that original wargame vision of spread-out tactical combat.

[30:48](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1848s) The Spearman vs. Battleship Defense

Sid Meier and Bruce Shelley joke about the design decisions that led to infamous combat outcomes, such as a spearmaker defeating a battleship. Sid compares this logic directly to classic board games, stating: “It’s a game, we’re not trying to model reality here, it’s a game.” He had to make peace with the mechanic himself before having to justify it repeatedly to coworkers across the studio.

Bruce Shelley explains that a core part of his duty at MicroProse was serving as a human buffer for Sid against internal workplace politics and grievances. Outraged colleagues regularly marched straight to Bruce’s office demanding explanations for why ancient units could triumph over modern military hardware. Bruce jokes that he should have hung a permanent sign on his office door detailing the explanation for the spearmen versus battleships controversy just so people would stop bothering him about it.

- Bruce acted as a shield protecting Sid from company-wide complaints about gameplay mechanics. - The combat resolution was intentionally abstracted like chess rather than designed as a literal military simulation.

---

[31:29](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1889s) Inventing the Tech Tree

Sid Meier reflects on the invention of the tech tree in *Civilization*, an innovation that went on to influence game design across the entire industry for over twenty-five years. Sid admits he does not remember the precise eureka moment when they conceived it. However, he recalls referencing a history book laid out as a horizontal timeline with milestones pegged to specific eras, which inspired the mechanical concept of prerequisites and sequential discovery. This approach matched their design goal of starting small and peeling back layers like an onion as players advanced.

```mermaid flowchart TD accTitle: Tech Tree Design Concept accDescr: Flow diagram showing how horizontal history timelines inspired the Civilization tech tree mechanics.

subgraph Inspiration["Historical Inspiration"] A["Horizontal History Timeline"] --> B["Epoch & Era Milestones"] end

subgraph DesignGoals["Core Game Design"] B --> C["Start Small"] C --> D["Layered Complexity: Peel the Onion"] D --> E["Elevate Science Alongside Warfare"] end

subgraph Mechanics["Player Experience"] E --> F["Sequential Tech Tree Choices"] F --> G["Game-Changing Upgrades"] end ```

Bruce enthusiastically recalls how the tech tree drove his personal playstyle, especially the rush to unlock Railroads so he could move military units anywhere across his empire in a single turn. Bruce notes that formulating tech lists involved studying historical breakthroughs—such as the stirrup, which revolutionized cavalry warfare by allowing the rider to direct the full momentum of the charging horse into a couched lance. Sid playfully interrupts to point out that the stirrup was not actually included in *Civilization* (suggesting Bruce was remembering his later work on *Age of Empires*), though both agree the core philosophy was identifying technologies that fundamentally reshaped world history.

- The tech tree elevated scientific research to equal standing alongside traditional wargame combat. - Bruce prioritized tech paths targeting Railroads for empire-wide instantaneous logistics. - The research process involved identifying pivotal human technologies from historical and educational texts.

---

[34:13](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2053s) Optimizers, Min-Maxers, and Emerging Playstyles

Looking back, Sid notes a sharp contrast between how the tech tree was originally conceived and how players ultimately interacted with it. Sid originally envisioned scientific research as an unpredictable, foggy journey: in the original *Civilization*, players who met all prerequisites for a breakthrough like Gunpowder were still subject to a small random chance that it would not appear as an immediate option. As Sid explains: “My thinking was, well, they didn't know that they were going to be able to, you know, invent gunpowder at this time; it was like they were finding their way through this mysterious cloud of science possibilities, and boy did we get some complaints about that.”

Players hated the uncertainty and immediately began min-maxing and calculating research paths seven or eight iterations in advance. By *Civilization II*, the interface explicitly showed pathing directly to distant leaf nodes, acknowledging the analytical min-max playstyle. Bruce shares an anecdote from a Blizzard developer who received a letter from a *StarCraft* player claiming that moving a single map element by one pixel to the north would guarantee he never lost a game again. While deterministic, pixel-perfect layouts appealed to hardcore competitive optimizers, Sid and Bruce favored procedurally generated maps and unpredictability to preserve surprise and replayability across different player personality styles.

- Original *Civ 1* design included RNG on tech availability to simulate the unpredictability of scientific discovery. - Player backlash pushed *Civilization II* and future entries to provide transparent, multi-tier tech pathing. - The procedural map generator was maintained as a core franchise pillar to prioritize varied strategic challenges over strict static optimization.

---

[37:29](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2249s) Wonders of the World

Sid and Bruce discuss the addition of the Wonders of the World as another classic design success. Sid remarks that history offered rich, low-hanging fruit to borrow from, whether Stonehenge or the Pyramids of Giza. Wonders served multiple psychological and gameplay functions: they introduced an aspirational race where only a single civilization could claim each unique wonder, which forced players to pay close attention to the progress of rival civilizations across the globe.

Bruce highlights the aspirational pull of being able to personally construct landmarks like the Great Wall or the Great Pyramid. While later entries in the franchise added dramatic cinematic Wonder movies to celebrate their completion, the core mechanical excitement—a tense, high-stakes global building race—was established immediately in the first title, earning an onstage high five between the two designers.

- Wonders established global, winner-take-all races between competing civilizations. - The mechanic compelled players to monitor global diplomacy and foreign production. - Familiar historical monuments provided immediate emotional and aspirational engagement.

---

[38:45](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2325s) The Missed Opportunity of Modding in Civ 1

Turning to their early shortcomings, Sid points out that the original *Civilization* entirely missed the opportunity for player modding and custom scenarios. He humorously confesses their early mindset: “We just didn't have the vision in those days to imagine that anyone could design anything better than we could, I guess that was probably our thinking at the time.” Modding was formally embraced in *Civilization II*, transforming the community and serving as a training ground for future game designers. Sid credits modding with sustaining player engagement across the long four- to five-year development cycles between major sequels.

Bruce jumps in to defend Sid, urging him not to beat himself up over the absence of modding tools in the original 1991 release. Bruce emphasizes the harsh realities of their original production environment: they were operating with a tiny team under strict time constraints, pre-internet distribution challenges, and constant pressure from MicroProse management walking down the hall demanding to know why Sid was wasting time on a turn-based strategy project instead of building another profitable flight simulator.

- *Civilization II* institutionalized modding, which became central to the franchise's longevity. - Player feedback on *Civ 1* revealed a strong desire among players to tweak balance and act as game designers. - *Civ 1* was developed under intense management skepticism from executives favoring MicroProse's established flight simulators.

[40:53](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2453s) From Scoring Goals to Defending the Net: Shipping the Game and the Legendary Manual

Reflecting on the frantic conclusion of development, Bruce Shelley praises Sid Meier’s ability to draw a line around the project when the rest of the company was overflowing with suggestions. Once early builds circulated around MicroProse, staff members constantly poured into Meier’s office with fresh concepts. Shelley compares game production to a soccer match: during the first half, the designer plays forward, relentlessly attacking and trying to score goals through a barrage of brainstorms; in the second half, the designer must switch to goalkeeper, staunchly protecting the goal line and refusing to let any new features in so the team can actually finish and ship the boxed product. Meier graciously accepts the praise, laughing that he never felt under pressure, while Shelley also tosses kudos to Brian Reynolds for later introducing modding into the franchise.

```mermaid flowchart LR accTitle: Game Development Soccer Metaphor accDescr: Bruce Shelley's two-phase model of game development compared to soccer positions. subgraph FirstHalf["First Half: The Forward"] A["Brainstorming"] --> B["Generate Ideas"] B --> C["Try to Score Goals"] end subgraph SecondHalf["Second Half: The Goalkeeper"] D["Defend the Net"] --> E["Reject Feature Creep"] E --> F["Ship the Boxed Game"] end FirstHalf -->|"Mid-Project Transition"| SecondHalf ```

The conversation then turns to Shelley's massive physical game manual, accompanied by a picture of a young Shelley that Meier jokes was taken merely three years ago. Meier emphasizes that the manual gave the game a profound sense of importance and gravitas, turning it into a title players felt compelled to talk about because managing an entire civilization proved they were smart and capable. Beyond rules, it provided rich historical essays and curated reading lists for players who wanted the deeper story. Shelley notes that modern games must hook players within three minutes through a seamless first-time user experience because modern audiences no longer have time to read manuals—admitting that he himself no longer reads manuals for anything. Meier points out that MicroProse had embraced this philosophy across titles like *Railroad Tycoon* and *F-15 Strike Eagle*, using dense, high-quality documentation to make primitive computer hardware feel epic and significant.

- Shelley’s soccer design maxim: “You got enough stuff in here is good to go now you're defending the goal it's going to get this game done and we're not going to try and score any more goals just trying to finish this project I think you did a good job boxing it off and taking it to the finish.” - Shelley on player onboarding: “I mean we're trained now to do it all you know like this is you take them through the first time of user experience when they don't they know how to play and it's all seamless and you got 3 minutes to make it happen.”

[43:36](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2616s) Designing for Player Fun: Rise and Rise, Disasters, and Global Warming

When mining history for gameplay, the designers intentionally curated elements that enhanced engagement while omitting grim or intractable historical realities such as slavery, the Black Plague, and religious wars. Shelley underscores that their core mission was commercial entertainment rather than academic instruction; if a player was inspired to visit a library afterward, that was a welcome bonus, but entertainment always came first. This philosophy directly altered Meier’s original thesis for the game. He initially intended to simulate both the rise and fall of civilizations, believing players would feel deeply rewarded by rebounding from devastating catastrophes. In playtesting, however, human psychology proved otherwise: the moment the plague struck or a collapse occurred, players immediately loaded a save file from five turns earlier to circumvent the setback entirely. As a result, the gameplay structure abandoned civilizational collapse to become the unyielding “rise and rise and rise” of civilization.

This pivot reinforced a design rule learned the hard way on *Railroad Tycoon*, where unavoidable river floods destroyed expensive rail bridges, infuriating players who were helpless to prevent it. Shelley and Meier realized that purely random catastrophes rewarded the computer rather than the human. When floods were implemented in *Civilization*, Meier ensured players could construct city walls or protective infrastructure to permanently neutralize the threat, preserving player agency. Meier also notes that *Civilization* was ahead of its time by introducing global warming mechanics as early as 1990: excessive industrial pollution caused sea levels to rise and permanently swallowed coastal cities.

- Shelley on player-centric design: “Computer was having the fun player wasn't having the fun computer was having the fun so that was one of your points too the player should have the fun not the computer not the researcher not the writer not the computer.” - Meier on civilizational collapse: “What we found happen is as soon as this plague hit or this this setback happened people would reload their game from five turns ago and and kind of try to try to avoid it so um it became the rise and rise and rise of civilization and not not the fall.” - Shelley on historical boundaries: “The idea is to entertain people not teach history I think you can learn things and we can introduce you to maybe go down the road to go to the library and read more but we we're focusing on making entertainment software.”

[45:58](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2758s) Demographics, Spearmen vs. Battleships, and the Audacious Opening

Meier addresses the dense demographic and statistical screens in *Civilization*, acknowledging in hindsight that the team was still figuring out what worked. The design initially included pages of granular population figures and socio-economic data intended to foster a tabletop role-playing atmosphere. In practice, players saw right through the statistical illusion. Rather than role-playing historical governors, gamers systematically optimized tech trees and evaluated tactical combat probabilities, birthing infamous game-system clashes like spearmen defeating battleships. Consequently, most of the elaborate demographic screens were discarded in subsequent sequels. What did survive were positive reinforcement feedback loops—the "attaboys"—such as the recurring ranking screens celebrating the top five cities in the world to signal to players that their empire was flourishing.

The presentation then showcases the dramatic opening cinematic, which scrolls the biblical phrase "In the beginning the world was without form and void" accompanied by a sweeping musical score composed by Jeff Briggs in the brassy, open style of Aaron Copland's fanfares. Meier and Shelley reflect on the pure audacity required to open a computer game on such a grandiose scale. The cinematic was engineered to tell players immediately that this was not a conventional arcade distraction; it was a profound simulation that handed them the reins of human destiny at a critical juncture in world history.

- Meier on player optimization over role-playing: “Nobody was fooled this is a game and and I think people more and more looked at it as a game and as they kind of optimized their way through the tech tree and and analyzed uh Spearman versus battleships it kind of um was not seen really as much of a role playing experience which is part of what we were trying to do.” - Meier on the game's bold opening tone: “I think that we succeeded in kind of giving you the idea that this experience was going to be different from what was happening in other games and in in kind of some important and significant way that this game kind of told you something about how the world worked and let you kind of take over at this very a crucial point in the history of the world and and tell your own story.”

[48:36](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2916s) Hunt Valley Conviction, the Flow State, and Floppy Disk Logistics

Shelley and Meier contrast their personal states of mind while making the game inside MicroProse's offices in Hunt Valley, Maryland, just north of Baltimore. Shelley remembers being struck by an overwhelming, almost secret certainty that their small studio was building something that would shake the entire gaming landscape. His passion was so intense that he went home and told his girlfriend (now his wife) that if he had independent wealth, he would do the job every day for free. Meier admits he was far more apprehensive; he loved building it, but worried the concept was too weird, complicated, or "out there" for the market. Meier only felt reassured when he watched testers sit down and become utterly lost in the game. Shelley identifies this psychological phenomenon as the "flow state," where self-consciousness fades and players lose all track of time—the ultimate hallmark of game design success.

Turning to practical production realities, Meier notes the sheer logistical weight of shipping a game of that magnitude in 1991: it arrived on eight separate 5.25-inch floppy disks, meaning players frequently spent upwards of half an hour just swapping disks to install it onto their hard drives. Meier also admits that formal quality assurance was primitive at the time. Beyond the exhaustive play sessions conducted personally by Meier and Shelley, the manual credits only about five dedicated software testers. Rigorous, industrial-scale bug testing protocols had simply not yet been established in the early 1990s PC gaming industry.

- Shelley on the certainty of the game's impact: “At some point I realized the whole world did not know the gaming community did not know that in this little town Hunt Valley Maryland North Baltimore we were making a game was going to rock the world and I just felt really strongly about this game is going to be great it's going to have incredible you know success people are going to love playing game.” - Shelley on his passion for the project: “I walked down I told my girlfriend is now my wife I said you know if I could find a job make a living I would do what I'm doing every day for free cuz this is so much fun this is so cool what we're making is so important.” - Meier on his creative hesitation: “I enjoyed making the game but I felt it was a bit out there and um uh so I I was very gra felt very gratified when we started to get some positive response but I I definitely was up in the air as to whether we had kind of gone too far uh or or this was going to work.” - Shelley on psychological flow: “Psychologist call creating flow you get into a flow pattern psychologically and you just time you forget about the P of time and I and I knew that was happening to me I could see it happen to the other people playing the game and I knew that that's that's the stuff that's the real thing if you can do that then you've achieved something really successful.” - Physical distribution specs: Shipped on eight 5.25-inch floppy disks, requiring roughly 30 minutes of manual disk swapping to install. - Testing team size: Supported by roughly five formal testers in addition to Meier and Shelley.

[50:40](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3040s) Balancing Exploits, Chariots, and Wrapping the Presentation

While the game shipped in a fundamentally solid state, Meier notes that there were two notable exploits—the sort of things that players today would call exploits rather than hard bugs. The first was infinite city sprawl: players quickly realized that simply spamming as many cities as possible would grease their path to victory, which compelled the team to invent and implement the mechanic of corruption to counteract uncontrolled expansion. The second issue was an overlooked military imbalance: the Chariot unit was absurdly overpowered relative to its low build cost, boasting a combat stat line of 4-1-2 (attack, defense, movement), which let players easily steamroll the entire globe. Changing its attack value to a 3-1-2 completely restored balance, demonstrating what Meier describes as "the power of one number."

Because the game shipped on physical floppy disks, the luxury of modern patching did not exist. As Meier reflects on the development constraints of the era:

> “We had no option of course for a day one patch or any of the tools that we have today to update things, so few things we missed at the time, but overall was pretty solid.”

Wrapping up the prepared slides, Meier and Shelley invite the audience to ask questions about the game's design, its development process, or even their personal lives.

- **City spam exploit:** Balanced late in development by introducing distance-based city corruption. - **The Chariot problem:** A 4-1-2 stat line let players overrun the map; nerfing attack from 4 down to 3 resolved the issue entirely. - **No post-launch fixes:** Lack of internet patching required tuning numbers as accurately as possible prior to retail disk duplication.

---

[52:05](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3125s) Q&A: Civilization Choices, Recognizable Leaders, and Changing Eras

A fan who opens by thanking the creators for taking a good chunk of his life—having logged roughly 14,000 hours in *Civilization* across 20 years—asks how the designers selected the original lineup of nations. Meier explains that their primary design goal was to pick instantly recognizable historical figures while giving each civilization unique personalities and special traits so that every playthrough encouraged varied strategies. Looking back, Meier observes that modern sensitivities make some of their earliest choices impossible today, remarking:

> “I think that looking back, naming Chairman Mao as the leader of the Chinese, we could not pull that off today; there's a number of things we did there that actually, you know, the world has changed and we can't do anymore.”

Shelley adds that his role included historical research, and when tasked with assembling lists of candidate nations and heads of state, he drew heavily from major historical empires—predominantly Western civilization, but intentionally broadened to include major world powers such as India.

---

[53:43](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3223s) Q&A: Handling Religion Without Imposing Designer Morality

Mateusz Pilski, an indie developer from Ice Code Games working on a title about competing European cults, asks how the *Civilization* designers navigated the sensitive topic of religion when employing it as a mechanism for global domination. Meier emphasizes that religion has always been approached with extreme caution. In the original 1991 game, religion was abstracted simply into happiness-generating structures like temples and cathedrals. Although later installments expanded upon theological combat and spreading dogma, Meier explains that the franchise steadfastly avoids presenting any single faith as superior to another.

For Meier, this neutrality stems directly from a core philosophy of game design:

> “Whenever the designer kind of steps to the front and says this is how you should play or this is what's right or wrong, it takes the agency away from the player and then that's kind of the designer having the fun as opposed to the player having the fun.”

Rather than lecturing, *Civilization* leaves philosophical choices to the player—whether that means funding a massive military, pursuing cultural enlightenment, or striving for global harmony.

---

[55:37](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3337s) Q&A: The End-Game Map Replay Feature

An audience member credits *Civilization* with instilling his love of history and asks why the animated world-map replay seen at the end of the original title—which mapped out empire expansions and borders over time—gradually disappeared or received less focus in subsequent franchise sequels. Meier jokes that the attendee should check out Ed Beach’s upcoming talk in half an hour. Admitting he does not have a definitive answer for why later games de-emphasized it, Meier recalls that getting the animated replay to run inside the harsh memory limits of *Civ I* was a genuine technical achievement intended to let players vividly relive their journey, and he promises to make a personal note to reconsider its prominence.

---

[56:28](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3388s) Q&A: Educational Value, Learning Systems, and "Civil War" Mechanics

Salman from Google, who grew up playing every release from *Civ I* through *Civ VI*, recounts how the first game's dense informational pop-ups and built-in encyclopedia helped him convince his father to buy sequels under the banner of "edutainment." He credits *Civilization* with teaching him concepts like gross domestic product (GDP), conscription, and international figures, but feels later entries tucked this rich history behind passive civilopedia tabs to emphasize streamlined competitive play. He asks whether the franchise could lean back into its educational roots and revive forgotten sandbox mechanics, such as triggering an internal civil war by capturing an enemy's capital city.

Meier humorously agrees that "four years is a great age to start playing *Civilization*," and acknowledges the tension between the hardcore forum audience demanding sleek, competitive strategy systems and players drawn to historical discovery. Although Meier notes that game developers often treat "education" as a dirty word in commercial entertainment, he argues that the thrill of discovery is vital:

> “We think learning actually is an important part of the game: that the sense that you get playing that you now know a little more, whether it's about playing the game or about history or about leaders or GDP, I think that learning is kind of a secret aspect of the game that brings you back to learn more, to kind of feel better about yourself.”

---

[59:28](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3568s) Q&A: Managing Complexity and the "One-Third" Rule

In response to a question about how the studio determines when to introduce or discard gameplay systems between iterations, Meier outlines Firaxis's core design doctrine. To prevent feature creep from overwhelming players, the design team operates on an equilibrium: whenever a brand-new sub-system is added, an existing mechanism of comparable complexity is removed or trimmed down to maintain an approachable mental load.

```mermaid flowchart TD accTitle: Firaxis One-Third Rule of Game Design accDescr: Three pillars showing how Firaxis balances sequels between core legacy mechanics, improved systems, and fresh innovations. subgraph FiraxisRule["The 1/3, 1/3, 1/3 Sequels Rule"] A["1/3 Core Foundations<br/>(Turn-based play, cities, units, wonders)"] B["1/3 Iterative Improvements<br/>(Refining religion, combat, espionage)"] C["1/3 Fresh Innovation<br/>(Brand-new mechanics never seen before)"] end ```

Meier details the studio's governing formula for sequels:

> “We also have this rule at Firaxis which we call the 1/3, 1/3, 1/3 rule, which is kind of one-third of the game it's core—it's the way Civ works: it's turn-based, it's going to have cities, it's going to have units, it's going to have wonders, it's going to have these pieces; another third is taking ideas that we experimented with before and kind of taking what we learned, whether it's a religion system or espionage system or a way of doing combat, and making that better; and then another third is new things, things that we haven't put in the game before.”

This exact ratio guarantees that each iteration feels recognizably like *Civilization* while providing veteran players with novel challenges.

---

[01:00:43](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3643s) Q&A: Influence of the 1980 Board Game

Adrian Troy from Zoox asks whether Meier and Shelley were influenced by the original 1980 Francis Tresham board game *Civilization*, which had famously popularized concept trees and advancement tracks. Meier begins addressing the question by explaining the licensing history, noting the curious cyclical relationship where an original board game inspired the title rights for the computer game, which years later circled back around into brand-new board game adaptations based directly on Meier's digital design.

[01:01:10](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3670s) Board Game Roots, Social Play, and Closing Remarks

Reflecting on the ongoing relationship between digital games and physical tabletop design, Sid Meier emphasizes how deeply connected the two mediums remain. He points out that the original inspiration for *Civilization* grew directly out of their shared background in tabletop wargaming, creating a natural creative synergy between board games and computer simulations. While computer games excel at automated rule management and immersive solo exploration, board games retain distinct advantages that digital formats do not always reproduce as easily. As Sid Meier explains: “And I think one of the charms of the board game is more the multiplayer aspect, you know, playing together with friends and the social component which you don't always get playing a computer game, so they each have their strengths and I think they can reinforce each other.”

As the question-and-answer session winds down, Meier spots the cue from event staff signaling that time has officially run out. He brings the postmortem to a close by expressing his sincere gratitude to the audience for attending the session and for sustaining the franchise over the decades, saying, “Thank you very much for coming, thank you for supporting Civ.” Amid enthusiastic applause from the crowd, he offers a special note of appreciation to his longtime collaborator, adding, “Thanks especially to Bruce for coming. Enjoy.”

- The initial inspiration for *Civilization* drew extensively from the designers' past experience and background in traditional wargaming. - Tabletop board games offer a uniquely compelling social and multiplayer experience of gathering with friends around a table, offering strengths that complement rather than compete with computer games.

## Notable quotes > [02:56](https://www.youtube.com/watch?v=AJ-auWfJTts&t=176s) When you start a project, your potential customer is everybody who has the platform that game is going to be on, but as soon as you make decisions about what that game is about, you start to shrink your potential audience. — Bruce Shelley

> [14:41](https://www.youtube.com/watch?v=AJ-auWfJTts&t=881s) You can't play a real-time game for 20 hours... it would be too intense, and by the same token a turn-based game that lasted you know 30 minutes or so again would not really be satisfying. — Sid Meier

## Mentioned Aaron Copland, Adrian Troy, Age of Empires, Age of Empires II, Avalon Hill, Blizzard Entertainment, Brian Reynolds, Bruce Shelley, Call to Power, Civilization, Civilization II, Civilization VI, Command & Conquer, Covert Action, Ed Beach, Elvis Presley, Empire, Empire Deluxe, F-15 Strike Eagle, Firaxis Games, Francis Tresham, GDC, Genghis Khan, Google, Ice Code Games, Jeff Briggs, Joseph Stalin, Julius Caesar, Mahatma Gandhi, Mao Zedong, Mateusz Pilski, MicroProse, Railroad Tycoon, Rise of Nations, Sid Meier, Sid Meier's Pirates!, SimCity, StarCraft, Walter Bright, Warcraft, Will Wright, Zoox

## Video description In this 2017 GDC classic game postmortem, Civilization creators Sid Meier and Bruce Shelley tell the story of how Shelley's background in board game design and Meier's history of sim game development blended together perfectly to create what is perhaps the biggest and longest-running strategy game franchise in the world.

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[Source](https://www.youtube.com/watch?v=AJ-auWfJTts)

中文简报

经典游戏事后回顾:《席德·梅尔的文明》 在这场回顾性演讲中,席德·梅尔与布鲁斯·谢利剖析了1991年原版《席德·梅尔的文明》背后的设计哲学、技术限制与迭代突破。他们探讨了从即时制《模拟城市》仿作转向回合制系统、开创标志性的科技树,以及在DOS系统640 KB内存限制下平衡复杂的宏观历史系统。开发者还审视了诸如长矛兵击败战列舰等备受争议的平衡选择,为保持玩家乐趣而刻意剔除历史上的惨剧,以及实体手册和心理心流如何塑造了早期的PC游戏体验。 席德·梅尔与布鲁斯·谢利在不到一年的时间内开发了原版《文明》,薪资和日常开支成本约为167,000美元,并在IBM PC的640 KB常规DOS内存中装入了6000年的历史。 (22:34) 《文明》最初是一款即时制的《模拟城市》仿作,后转向回合制模式,以营造引人入胜的“再来一回合”循环,并容纳科技树与外交等深度机制。 (13:04) 在测试玩家反复重新读档后,设计团队刻意舍弃了历史惨剧以及文明兴衰崩溃机制,将核心体验转变为一种不被打断的“不断崛起”幻想。 (43:36) Firaxis的续作设计遵循严格的“三分之一法则”:三分之一保留核心基础,三分之一改进原有系统,三分之一引入全新机制。 (59:28)

Reading summary

Sid Meier and Bruce Shelley explain how the creation of Sid Meier's Civilization (1991) challenged prevailing computer game conventions by prioritizing turn-based decision-making, player psychological agency, and accessible historical archetypes over rigid simulation. Reflecting on their work at MicroProse, the designers illustrate how severe hardware boundaries and player-focused iteration turned an audacious concept into an enduring strategy franchise. Shift from Simulation to Turn Pacing (13:04) Meier reveals that Civilization initially operated as a real-time economic simulation inspired by SimCity, where players passively watched zoned agricultural land develop. The game only crystallized when Meier rebuilt it around turn-based mechanics. This temporal shift fostered what Meier terms a forward-leaning posture: managing simultaneous, long-term initiatives across technology, exploration, and wonder construction locked players into the anticipation loop that created the 'one more turn' phenomenon. Shelley contrasts this design with his subsequent work on Age of Empires, which adapted historical progression to real-time 30-to-60-minute competitive matches with tightly focused eras, whereas Civilization preserved expansive 20-hour campaigns. To onboard players without overwhelming them with 6,000 years of history, the designers introduced an 'inverted pyramid of decision-making.' The campaign opened in 4,000 BC with a single Settler unit making a single move, steadily unfolding into continent-spanning management rather than front-loading excessive complexity. Prioritizing Player Agency over Punitive Realism (43:36) Meier initially intended to model both the rise and fall of empires, but playtesting revealed that users immediately reloaded prior saves when struck by catastrophic setbacks like plagues. Consequently, the game was reoriented around an uninterrupted 'rise and rise' arc. Building on lessons from Railroad Tycoon—where random river floods destroyed bridges and rewarded the computer at the human's expense—disasters in Civilization were paired with counter-measures like city walls, while intractable historical horrors like slavery and religious wars were omitted entirely in service of entertainment. Framing player identity around historical heads of state ('it's good to be king') established a clear baseline for which mechanics to automate versus which to hand to the player. Combat was designed as an abstracted, probabilistic contest similar to chess rather than a granular military simulation, leading to mathematically possible outlier results such as Spearmen defeating Battleships. Meier also emphasized mechanical neutrality, refusing to present any religion or ideology as inherently superior so that strategic choices remained entirely with the player. Accessible History and the Tech Tree (31:29) To ensure immediate engagement, Meier and Shelley conducted their historical research primarily in the children's section of the public library. Relying on elementary-level history guaranteed that leaders like Julius Caesar and Genghis Khan were instantly recognizable to players, while providing clear reference images for Meier's pixel art. Similarly, the introduction of Wonders of the World established high-stakes, winner-take-all production races that forced players to actively monitor foreign competitors. The invention of the technology tree, inspired by horizontal timeline history books, established scientific discovery as an equal pillar alongside military expansion. Although Meier initially introduced random variance to mimic the uncertainty of real-world scientific breakthroughs, vocal player resistance against unpredictability led subsequent installments to offer fully transparent, deterministic tech pathing to accommodate analytical, min-maxing playstyles. Technical Constraints and Production Discipline (22:34) The original Civilization was completed in under a year of active work by a core development team consisting almost entirely of Meier and Shelley, supported by roughly five dedicated software testers. Built for 640 KB conventional DOS memory and initially restricted to a rigid 16-color EGA palette, the project's budget mirrored Railroad Tycoon at approximately $167,000. These stark technical limitations forced the creators to rely on player imagination and focused their energy on refining systems rather than graphical spectacle. Because the game shipped across eight physical floppy disks without the modern safety net of digital patching, balancing had to be resolved before distribution. The team introduced distance-based city corruption to suppress infinite city sprawl and nerfed the overpowered Chariot's attack stat from 4 to 3. Shelley describes finishing the project as a soccer match: while the early development phase requires an attacking forward generating ideas, the final stretch demands playing goalkeeper to defend against feature creep and ensure the product ships. Firaxis later formalized this equilibrium with the 'one-third rule' for sequels, dividing designs into one-third legacy systems, one-third upgraded mechanics, and one-third brand-new concepts. Meier and Shelley conclude that Civilization succeeded because it prioritized psychological flow, transparent feedback, and player agency over strict academic realism. While modern entries must navigate heightened graphical expectations, tactical combat shifts, and contemporary geopolitical sensitivities, the 1991 release proved that deep, forward-looking systemic loops could compress the entirety of human history into an accessible and endlessly replayable simulation.

精炼阅读摘要

Sid Meier与Bruce Shelley回顾了1991年《文明》(Sid Meier's Civilization)的开发历程,阐述了该作如何通过回合制重构、科技树发明及以玩家乐趣为核心的设计哲学,在极度受限的技术条件下开创了宏大历史战略游戏的范式。 技术边界与早期原型演变 (2:56) 1990年《文明》立项时面临严苛的硬件约束:团队必须将公元前4000年至太空竞赛的六千年人类历史,压缩至仅有640 KB常规内存的DOS系统与16色EGA调色板中。在项目前期,整个核心开发团队仅有Sid Meier与Bruce Shelley两人,后来才扩充至约十人;据Shelley分析,其研发开支与此前耗资16.7万美元的《铁路大亨》(Railroad Tycoon)相当。在极低成本与技术约束下,Meier认为团队反而能把绝大部分精力专注于游戏机制,将视觉细节交由玩家的想象力去填补。 游戏机制的关键转折发生在底层架构的推翻重建。最初在5.25英寸软盘上运行的原型实际上是类似《模拟城市》(SimCity)的即时制模拟,玩家划定农业区后只能被动观察世界按自身时钟演进。Meier随后彻底废除即时层,转向回合制设计。这种步调不仅让玩家拥有推敲因果的主动权,更催生了“再来一回合”的心理预期,使复杂的科技树演进与外交交涉等子系统得以稳定构建。 倒金字塔决策与历史娱乐化表达 (6:20) 为了让玩家不至于被六千年历史的繁杂信息淹没,游戏采用了“决策倒金字塔”架构:开局仅给予玩家单个移民单位和单格移动选择,随着回合推进再逐级展开为多城市管理、跨大陆探索与全球竞争。此外,设计团队并未沉溺于严谨学术考据,而是前往公共图书馆的少儿区收集人物与图像素材。通过挑选凯撒、成吉思汗等耳熟能详的历史领袖,游戏让玩家迅速建立掌控历史的信心。针对甘地在游戏中的好战表现,Meier澄清这并非刻意编写的狂暴算法,而是AI行为与历史刻板印象发生错位后引发了玩家的记忆共鸣。 在基调把控上,初代《文明》融合了历史厚重感与戏谑元素。一方面内置“文明百科”(Civilopedia)提供严谨的历史沿革与通识读物,赋予游戏教育分量;另一方面融入角斗士比分预报或猫王作为娱乐图标等滑稽元素。同时,游戏系统内置了大量诸如“我们热爱国王日”游行和报纸头条等正向反馈机制,以此在漫长博弈中向玩家确认其统治策略的有效性。 科技树创新与战略系统的得失 (31:29) 《文明》引入的科技树机制成为此后策略游戏的核心范式。Meier受横向历史时间轴启发,确立了前置依赖与按时代解锁的科研体系,使科研具备了与传统军事征服并驾齐驱的战略地位。尽管Meier最初试图加入随机性以模拟历史发现的迷雾感,但热衷前瞻计算的玩家强烈反对不确定性,迫使续作转向完全透明的分层路径。与科技树同样成功的是世界奇观机制,其全球排他性的建造竞争直接促使玩家持续监控全球对手的动向。 在底层模拟与棋盘规则的碰撞中,游戏也留下了诸多设计教训。基于传统战棋引入的“控制区域”(ZOC)未能如愿形成二战式的前线封锁,反而促成了大批部队扎堆的“末日死堆”(stacks of doom)并围绕设防城市交战。同时,早期基于单轮高方差掷骰的战斗机制导致了“长矛兵击败战列舰”的极端概率争议,使该系统在后续作品中屡遭重构。此外,初代受制于无互联网分发且需压缩在8张软盘上的环境,未开放玩家模组(Mod)支持,团队直至《文明II》才将模组化确立为维系长线生命力的核心。 以玩家乐趣为核心的剪裁哲学 (40:53) 在史实取舍上,团队确立了商业娱乐优先于学术模拟的原则,刻意剔除了黑死病、奴隶制与宗教冲突等可能损害体验的严酷现实。Meier原本设计了“文明的兴起与衰亡”,试图让玩家体验从浩劫中复苏的成就感,但测试发现玩家一旦遭遇瘟疫或崩溃便会立刻读档规避。因此,游戏主轴被彻底修改为不可逆的“兴起、兴起再兴起”。为了避免电脑单方面获得系统优势,诸如河流洪灾等灾害也调整为允许玩家建造城墙等工程手段予以永久防御。 针对开发后期的收尾,Shelley提出了著名的足球比喻:设计前期如同前锋全力进攻、拓展构想,中后期则必须转为守门员,坚决抵御新增功能以确保封包交付。初代在压盘前通过引入城市腐败机制化解了“无限爆城”漏洞,并将双轮战车的攻击数值由4下调至3,避免了数值失衡破坏全局。在后续系列演变中,Firaxis将机制迭代总结为“各占三分之一”法则:三分之一保留经典核心,三分之一改进旧有机制,三分之一探索全新系统,以此在维护品牌辨识度与引入创新之间维持动态平衡。 回顾初代《文明》,Meier与Shelley认为其实质是将桌面战棋的逻辑与电子游戏的运算便利相结合。尽管早期存在未能开放模组、战斗概率失衡等缺憾,但该作确立的回合推进节奏、倒金字塔决策框架与玩家主权导向,奠定了四十年宏观历史模拟游戏的基本规则。

Detailed notes — zh

## Background 本视频由 GDC Festival of Gaming 官方频道于 2017 年 6 月 7 日发布在 YouTube 平台上。视频记录了在 2017 年游戏开发者大会(GDC)上,《文明》(Civilization)的核心缔造者席德·梅尔(Sid Meier)与布鲁斯·谢利(Bruce Shelley)同台带来的经典游戏复盘演讲(Classic Game Postmortem),分享了布鲁斯的桌游设计底蕴与席德的模拟游戏开发积淀如何碰撞交融,共同孕育出这一全球最具影响力的策略游戏长青 IP。 ## TL;DR 席德·梅尔与布鲁斯·谢利在演讲中回顾了 1990 年前后《文明》初代在极度严苛的软硬件限制下(DOS 系统 640KB 内存、仅两人核心研发)的诞生历程。他们深入剖析了游戏从最初类《模拟城市》的即时沙盒转向回合制策略的关键抉择,并详细阐释了“倒金字塔决策模型”、科技树的发明、随机地图哲学以及世界奇观系统等奠基性设计。此外,两人还复盘了“长矛兵击沉战列舰”的数值争议、对未能尽早引入 Mod 的反思,以及如何通过“三分之一法则”指导后续系列迭代,揭示了将整个人类史提炼为经典娱乐产品的设计精髓。 ## Atmosphere & style 整场对谈洋溢着幽默、从容与老友重聚的温情默契,两位行业元老在台上谈笑风生、互相调侃补台,完全没有说教感。席德以其标志性的温和智慧解构严肃的设计命题,布鲁斯则以生动风趣的幕后轶事为侧写,两人时而为当年的大胆甚至荒谬忍俊不禁,时而为克服时代技术枷锁的纯粹创造力深深感慨。观众席中时常爆发出会心的笑声与掌声,整场分享既是一堂高密度的策略游戏设计大师课,也是一趟引人入胜、充满敬意与怀旧温度的历史溯源之旅。 ## Bulletin - [13:04](https://www.youtube.com/watch?v=AJ-auWfJTts&t=784s) 席德·梅尔透露《文明》初代最早的原型并非回合制,而是一款受《模拟城市》启发的即时沙盒游戏,直到推翻重构为回合制后才真正奠定“再来一回合”的深度思考心流。 - [22:34](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1354s) 在 1990 年苛刻的软硬件条件下,《文明》净开发周期不足一年,研发成本仅约 16.7 万美元,依靠 5.25 英寸软盘运行在 640KB 内存与 16 色 EGA 限制下。 - [30:48](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1848s) 面对“长矛兵打沉战列舰”的著名争议,席德强调《文明》是游戏机制推演而非现实世界模拟器,如同国际象棋中小兵在特定规则下也能吃掉皇后。 - [59:28](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3568s) Firaxis 内部秉持“三分之一法则”指导系列续作研发:1/3 保留经典基石、1/3 改良往作机制、1/3 引入纯粹创新,以维持系统复杂度与新鲜感的动态平衡。 ## Key takeaways - [02:56](https://www.youtube.com/watch?v=AJ-auWfJTts&t=176s) 《文明》的构想起源于席德·梅尔与布鲁斯·谢利在完成《铁路大亨》后的火车旅途,旨在将整个人类文明史的多系统协作压缩入电子游戏中。 - [06:20](https://www.youtube.com/watch?v=AJ-auWfJTts&t=380s) 游戏采用“决策倒金字塔”机制,玩家开局仅控制单个开拓者,通过由简入繁的分支抉择逐步沉浸,有效化解了新手面对宏大题材的焦虑感。 - [10:18](https://www.youtube.com/watch?v=AJ-auWfJTts&t=618s) “Civilization”最初仅为内部代号,因版权归属于 Avalon Hill 的同名桌游,MicroProse 团队通过艰难商务谈判才争取到该命名权并促成游戏形象的确立。 - [13:04](https://www.youtube.com/watch?v=AJ-auWfJTts&t=784s) 从即时制转向回合制是《文明》的质变转折点,它让玩家的大脑时刻前瞻数个回合之后的奇观与科研成果,驱动身体与思维保持前倾姿态。 - [17:42](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1062s) MicroProse 管理层起初对回合制策略极不看好并阻力重重,更希望团队继续开发稳赚不赔的飞行模拟器,直到《文明》引爆市场才逆转态度。 - [19:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1154s) “核平使者甘地”的诞生并非源于刻意编写的代码,而是其温和的历史形象与游戏中突发的强硬态度形成的戏剧性反差,凸显了让玩家自由书写历史故事的设计内核。 - [21:02](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1262s) 游戏取材于公共图书馆的儿童借阅区,刻意依托大众历史常识而非生僻考据构建规则,让玩家以世界领袖姿态获得平起平坐的掌控感。 - [25:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1514s) 早期战斗系统因纯数值随机判定与桌面战棋的“控制区”概念引发了机制割裂与战术堆叠问题,促使后续续作引入生命值与“单格单兵”限制。 - [31:29](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1889s) 科技树机制从水平历史时间轴书籍中汲取灵感,将科学研发提升至与军事扩张平起平坐的战略支柱地位。 - [34:16](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2056s) 坚持采用随机生成地图而非固定套路,是为了抵制纯数值极致优化(Min-Maxing)玩法,捍卫玩家在未知迷雾中探索的核心乐趣。 - [37:29](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2249s) 世界奇观系统通过“全球首发独占性”构建了跨文明的竞争张力,并为玩家提供了强烈的心理成就感与抱负感。 - [38:45](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2325s) 主创团队将初代未原生支持 Mod 与自定义剧本视为最大遗憾,该缺陷直到《文明2》才得以弥补并成为系列长盛不衰的社区引擎。 - [40:53](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2453s) 研发阶段存在“前锋到守门员”的角色转换:前期要全力迸发创意点子,后期则必须坚决死守交付边界,确保项目顺利打包收尾。 - [44:11](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2651s) 玩家频繁的存读档行为倒逼机制推倒重构:团队彻底放弃了黑死病等突发致溃的“文明衰落”设想,转向“不断崛起”的正向乐趣反馈。 - [50:40](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3040s) 90 年代初没有联网更新渠道,数值平衡极度依赖母盘压制前的微调;将战车攻击力从 4 下调至 3 成功化解了单兵种横扫全图的失衡漏洞。 - [53:43](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3223s) 宗教与文化系统坚守价值中立原则,席德强调设计师绝不能在游戏中教育玩家何为“对与错”,必须把探索世界的绝对主导权留给玩家。 ## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=AJ-auWfJTts&t=0s) 回溯 1990:在《文明》诞生之前的无畏时代 席德·梅尔(Sid Meier)与布鲁斯·谢利(Bruce Shelley)一同登台,带领全场观众回到 1990 年——那个世界上还没有《文明》(Civilization)这款游戏的时代。站在 25 年后的视角回顾过去,他们想要探讨当年的思考过程。席德幽默地指出,回过头来看,当年做的很多决定是正确的,但也有些决策后来被证明是错误的,不过今天他们打算“哪怕是错的也要辩护一番”,解释清楚当年为何那样设计以及当时的所思所想。 ```mermaid flowchart TD accTitle: 席德与布鲁斯在《文明》之前的创作脉络 accDescr: 展示席德与布鲁斯早期开发的三款代表作如何塑造了他们的设计信心。 subgraph PriorWorks["《文明》前夕的技术与设计积累"] P["《海盗!》(Pirates!)<br/>最早的开放世界游戏之一"] RT["《铁路大亨》(Railroad Tycoon)<br/>首款涉足的上帝视角模拟游戏"] CA["《隐蔽行动》(Covert Action)<br/>尝试程序化生成悬疑小说的实验"] end PriorWorks --> Civ["《文明》(Civilization)<br/>压缩整个人类历史的宏大构想"] ``` 在席德看来,当年决定做这款游戏显得极其大胆甚至狂妄,因为他们试图将整个人类文明史——不仅是实际发生过的历史,还包括所有可能发生的分支走向——全部塞进一款电脑游戏里。那时的团队年轻气盛,觉得无所不能:他们刚刚做完了《海盗!》(Pirates!),那是极早期的开放世界形态游戏;随后制作了两人合作的第一款“上帝模拟”(God game)游戏《铁路大亨》(Railroad Tycoon);同时还在推进《隐蔽行动》(Covert Action),试图用电脑算法写出一本程序化生成的侦探悬疑小说(尽管成品并未完全达到预期)。席德和布鲁斯都热爱历史并有着兵棋战棋(wargaming)的设计背景,这些积累让他们跃跃欲试,坚信自己能把人类历史做成一款好玩的电子游戏。 - **游戏基本体量**:从公元前 4000 年的石器时代起步,一路发展到建造飞船飞往半人马座阿尔法星(Alpha Centauri),跨越整整 6000 年的人类历史。 - **技术运行环境**:整套庞大的历史模拟系统,全部运行在当时 DOS 系统的 640KB 内存限制之内。 ### [02:56](https://www.youtube.com/watch?v=AJ-auWfJTts&t=176s) 火车上的灵感与一张 5.25 英寸软盘 席德回忆,这颗创意的种子萌芽于两人一同坐火车前往纽约的旅途。当时他们刚刚完成《铁路大亨》,对那种从小微起点逐步筑造庞大帝国的上帝模拟玩法意犹未尽。在《铁路大亨》中,铁路修筑、线路调度、机车维护以及商业融资等多套系统交织在一起,驱动玩家运用创造力在每局游戏中讲述不同的故事。他们迫切渴望寻找一个同样具备这种复杂系统协作特质的新题材,而“人类历史”成为了终极答案。 布鲁斯则从他的视角补充了幕后的细节。席德的电脑上永远常驻着五六个游戏原型,他总在鼓捣新奇点子。两人经常高频交流并沉迷于游玩《帝国豪华版》(Empire Deluxe)。席德当时给布鲁斯布置了一个任务:“如果可以改变任何东西,写出你最想改动《帝国豪华版》的 10 个地方。”布鲁斯自嘲是个爱表现的积极分子,一口气交了 12 条建议。到了 1990 年 5 月的某一天,一张 5.25 英寸的软盘突然送到了布鲁斯的办公桌上——那是除席德自己电脑外,世人见到的第一个可玩版本《文明》。布鲁斯曾因为没能保存下第一版《铁路大亨》而遗憾,这次他下定决心把这张软盘作为历史文物永久珍藏在家中。 ```mermaid flowchart LR accTitle: 《文明》的灵感与机制来源 accDescr: 展现启发《文明》诞生的四款核心灵感来源。 E["《帝国》(Empire / Empire Deluxe)<br/>探索与战争征服框架"] SC["《模拟城市》(SimCity)<br/>城市建设与动态平衡"] RT["《铁路大亨》(Railroad Tycoon)<br/>多系统联动的上帝模拟体验"] BG["桌面版《文明》(Civilization)<br/>弗朗西斯·特雷舍姆设计 / 阿瓦隆山出版"] E --> CIV["《文明》(Civilization, 1991)"] SC --> CIV RT --> CIV BG --> CIV ``` - **灵感大熔炉**:不仅吸取了《帝国》与《模拟城市》(SimCity)的灵感,也借鉴了弗朗西斯·特雷舍姆(Francis Tresham)在英国设计、阿瓦隆山(Avalon Hill)在美发行的同名桌游《文明》(Civilization)。 - **受众与题材哲学**:布鲁斯强调游戏一开始的潜在用户是拥有该平台的所有人,题材选得越窄受众缩水越快,而整个人类历史拥有最大的受众盘子。席德随后总结道:“制作一款宏大史诗感的游戏,其成本并不比做一款平庸小游戏更高。” ### [06:20](https://www.youtube.com/watch?v=AJ-auWfJTts&t=380s) 倒金字塔决策机制与幽默感之谜 面对“文明”这一极其宏大且容易让人望而生畏的主题,席德与布鲁斯确立了一个至关重要的设计原则:从小处着手(Start Small)。玩家在开局时面对的是极其简单的局面——仅有一个开拓者(Settler)单位,只需决定向哪个方向探索、在哪里建立第一座城市,随后逐步展开科技、生产和扩张。 布鲁斯将这一流程概括为**“决策的倒金字塔”**(Inverted Pyramid of Decision-Making)。在游戏之初,玩家只需做一个极小的单点抉择;随着领土扩张和单位增多,选择的分支与决策密度呈漏斗状急剧向上扩散。布鲁斯分析称,在 1990 年代,开发者大约有 15 分钟的宽裕窗口期来抓住玩家的注意力,而如今的游戏可能只有两三分钟;《文明》正是借助这种由简入繁的节奏,让玩家不知不觉深度沉浸。谈到吸收前辈经验时,席德笑道:“我觉得我们的天赋在于知道该从其他游戏里偷什么,知道借用多少、自己发明多少。” ```mermaid flowchart TD accTitle: 倒金字塔决策模型 accDescr: 展示玩家从最初单个开拓者移动,到最终管理多城与庞大帝国的决策扩张过程。 subgraph Pyramid["决策的倒金字塔(Inverted Pyramid of Decision-Making)"] L1["开局瞬间:仅有 1 个开拓者(选择移动方向 / 建立首座城市)"] L2["探索展开:调动少数探索单位、首个城市的建造队列选择"] L3["帝国成型:多城市协同、科技树分支、外交斡旋与军团调度"] end L1 --> L2 L2 --> L3 ``` 回看《文明》初代,席德发现游戏内部存在一种奇特的张力:极其严肃的历史感与荒诞的幽默感并存。一方面,游戏内置了严谨详实的“文明百科”(Civilopedia),试图赋予游戏一种厚重深邃的学术感,让玩家觉得“这是一款应该拿给父母和孩子玩的正经游戏”;另一方面,游戏里又充斥着无厘头的笑点,比如报纸头条突然弹出“狮子队 7 比 0 大胜角斗士队”(Lions defeat Gladiators 7-0),或者城市管理界面里突然冒出来扮演艺人的“猫王”(Elvis)。席德感慨道:“当时我们面前没有任何先例可以参考,只能在各个方向都试探一下。”席德认为无论幽默桥段是否略显蹩脚,关键在于游戏从一开始就足够好玩。 在调控玩家情绪上,布鲁斯指出他们花了很多心思建立即时正向反馈,例如城市举办的“热爱国王日游行”(We Love the King Day parades)以及报纸的赞誉报道,不断向玩家传递“你做得太棒了、继续前进”的积极信号,有效化解了庞大策略游戏带给新手的焦虑感。 ### [10:18](https://www.youtube.com/watch?v=AJ-auWfJTts&t=618s) 玩家正向反馈与争取“Civilization”命名权 Sid Meier 回顾了让玩家保持投入感的设计初衷:在漫长的一到两小时游玩过程中,玩家需要确切知道自己没有在虚度光阴,系统必须不断给出清晰的进度指引和肯定反馈,让玩家感受到自己的努力被系统“注视与认可”,进而产生继续推进的动力。 随后,Sid 提到了一个如今看来理所当然、但在当时却异常棘手的现实难题——他们原本完全不能使用“Civilization”(文明)这个名字。在研发阶段,“Civilization”仅仅是一个内部代号。之所以不敢奢望正式采用,是因为市面上早已存在一款由英国设计师发明、版权归属于当时另一家电脑游戏发行商 Avalon Hill 的同名桌游。团队当时头脑风暴过各种替代方案,诸如《Call to Power》、《Rise of Nations》以及《Age of Empires》等名字都在候选之列(这些名字后来都被其他经典策略游戏所使用)。 然而,团队深切认定这个游戏最完美的称呼唯有《Civilization》。于是 MicroProse 勇敢的市场营销团队与 Avalon Hill 展开谈判。恰逢 Avalon Hill 当时正逐渐退出电脑游戏业务,双方出人意料地顺利达成了版权协议。Sid Meier 强调,这个名字是游戏取得巨大成功的重要基石: - 正如团队之前的代表作《Pirates!》(海盗!)和《Railroad Tycoon》(铁路大亨)一样,这些直截了当的标题能在玩家脑海中瞬间勾勒出游戏的宏大画面。 - 市场营销人员淘到的一幅历史感浓郁的插画封面(并非为游戏量身定做,而是搜寻得来的现成画作)同样立下汗马功劳,它完美呈现了玩家在游戏中可能体验到的无限潜力和历史厚重感。 - Sid 澄清了长久以来的疑问:电脑版《Civilization》并非照搬桌游。原版桌游的地理版图和历史跨度都非常有限;电子版虽然吸收了部分灵感,但在设计理念和玩法深度上完全属于他们自己的创造。 ### [13:04](https://www.youtube.com/watch?v=AJ-auWfJTts&t=784s) 奠定灵魂的设计抉择:从即时制沙盒到回合制策略 外界对《Civilization》最经典的认知就是其坚实的回合制内核,但 Sid Meier 透露了一个令人震惊的设计原型:游戏的第一个可玩版本其实完全不是回合制的,而是一款模仿《模拟城市》(SimCity)的即时沙盒机制。玩家在地图上划定一块区域作为农田、划定一块区域作为聚落,然后坐在那里静静看着它们随着时间推移自然演化。 直到团队果断放弃即时制、全面转向回合制模式,整个游戏才真正焕发新生。回合制赋予了玩家充分的思考时间去推演每一步决策的深远后果,让玩家的大脑时刻走在游戏系统的前面,不断展望未来。 ```mermaid flowchart TD accTitle: 从即时原型到回合制模式的演变机制 accDescr: 展示了从SimCity式被动演变到回合制前瞻思考与一回合再一回合循环的机制演化。 subgraph Early["早期原型:类 SimCity 模式"] A["即时演化机制"] --> B["划定区域 / 被动观察"] B --> C["投入感与策略深度不足"] end subgraph Final["最终定型:回合制架构"] D["回合制模式"] --> E["深度思考与行动推演"] E --> F["心理预期不断超前<br>(造奇观/探大陆/研科技)"] F --> G["'再来一回合' 终极心流循环"] end C -.->|"推翻重构"| D ``` Sid Meier 将这种独特的心流描述为玩家身体与思维的“前倾姿态”,并深入剖析了这一机制带来的心理黏性: > “What I like to think about Civilization is it's a game where you are always your mind is always ahead of the game you're always anticipating what's going to happen next you have a couple of things a Wonder being built over here you're exploring this continent over here you've always got a couple things going on that you're looking towards and that you know that kind of feeds into that one more turn or that one more technology or one more you know you're always kind of leaning forward into the future.” > —— Sid Meier ### [14:41](https://www.youtube.com/watch?v=AJ-auWfJTts&t=881s) 回合制与即时制的深度碰撞:《帝国时代》的对照实验 这段讨论引发了 Bruce Shelley 与 Sid Meier 关于游戏节奏(Pacing)与系统架构的精彩对谈。Bruce 后来加入 Ensemble Studios 操刀打造了举世闻名的即时战略游戏《Age of Empires》(帝国时代)。Sid 指出,《Civilization》与《Age of Empires》虽然在题材上惊人相似,但由于底层运转逻辑一个是回合制、一个是即时制,导致两者的体验走向了完全不同的极端。 Bruce Shelley 解释了当年的历史背景与设计动机: - **市场风向的剧变**:在《帝国时代》启动的五六年前,《Command & Conquer》(命令与征服)和《Warcraft》(魔兽争霸)横空出世并大获成功,即时战略已成为席卷全球的浪潮。 - **立项初衷**:团队热爱《文明》,但绝不想简单照抄;他们的核心设想就是探索“如果把文明做成即时制会怎样”,从而在历史框架下嫁接 RTS 玩法,打造出独树一帜的新产品。 - **单局时长的根本差异**:《帝国时代》的单局体验被压缩在 30 分钟到 1 小时左右,而《文明》则是一场动辄十几、二十个小时的宏大史诗。 - **历史跨度的聚焦**:不同于《文明》从原始社会贯穿至太空时代,《帝国时代1》聚焦于远古时代,《帝国时代2》则将焦点对准了城堡与骑士的中世纪“黄金甜点区”。 Sid Meier 补充分析称,游戏形态在很大程度上是由这种底层时间机制决定的:没有人能承受连续玩 20 个小时的高强度即时制操作;反过来,如果一局回合制策略游戏只持续 30 分钟,也完全无法让玩家获得足够的满足感。正是因为转向了回合制,团队才有空间去容纳复杂的科技树(Tech Tree)、外交谈判等深度系统。 ### [17:42](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1062s) 打破市场偏见与“让世界对策略游戏敞开大门” Sid Meier 回忆,在《Civilization》诞生的时代,回合制以及严肃策略游戏在电脑游戏界是极不吃香的冷门品类。虽然两人都拥有浓厚的兵棋推演(Wargaming)背景,但当时主流观点普遍认为策略游戏节奏迟缓、枯燥乏味、充满极客宅男气(nerd oriented),无非就是在纸面地图上摆弄一堆算子,根本算不上电脑玩家该玩的“有趣游戏”。 然而,《Civilization》彻底逆转了这一偏见,引爆了整个行业。Sid 风趣地宣称是他们“让世界变得适合策略游戏生存”(made the world safe for strategy gaming)。 Bruce Shelley 随即披露了当时工作室内部的重重阻力:MicroProse 内部的管理层起初完全不看好这个项目,他们希望 Sid 团队继续开发能稳赚大钱的飞行模拟器(Flight Sims)等老牌强项。管理层对做一款回合制策略游戏不仅毫无热情,甚至视其为冒险的异端。这场公司内部的漫长博弈,直到游戏发售后收获狂热好评与爆棚销量才迎来逆转,管理层立刻换了一副面孔,喜笑颜开地催促团队:“请再给我们来两部这样的作品!” ### [19:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1154s) “核平使者”甘地梗与儿童图书馆里的设计哲学 最后,Sid Meier 谈到了《Civilization》历史上最具传奇色彩的符号——“甘地好战梗”(Gandhi Meme)。Sid 坦言这是一个笼罩在神秘与传说中的奇特现象: > “Our theory is that Gandhi was not really programmed to be more of a warmonger than anybody else, but it was so out of character for him and kind of really illustrated that the game is not about reproducing history, but creating your own historical story.” > —— Sid Meier 在 Sid 看来,代码底层或许并未故意把甘地设定得比其他领袖更嗜血,但甘地本人的历史形象与游戏中突然甩脸发飙、态度恶劣的行为形成了极其荒诞的反差。这种强烈的戏剧性恰恰向玩家证明:《Civilization》的精髓从来不是机械地复现历史教科书,而是让玩家自由书写属于自己的历史故事。 谈到领袖与历史考据时,Sid 与 Bruce 揭示了他们一贯坚持的研发原则: - **取材于儿童图书馆(Children's section of the library)**:团队刻意不去挖掘只有极少数硬核学者通过冷门文献才知道的生僻历史细枝末节,而是专注于大众耳熟能详的历史常识。 - **让玩家获得掌控感与认同感**:基于大众常识构建规则,能让玩家一进入游戏就感到宾至如归、游刃有余,对自己所做的历史抉择感到聪明自信。 - **平起平坐的历史对话**:游戏将玩家置于世界领袖的地位,让他们能以平起平坐的姿态与成吉思汗、凯撒大帝等名垂青史的伟人纵横捭阖,真正实现“亲手建立一个属于自己的伟大文明”的角色扮演快感。 ### [21:02](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1262s) 领袖扮演与图书馆的童书灵感 Bruce Shelley 探讨了游戏的核心口号与角色定位:“做国王的感觉真好”(It's good to be king,引用自梅尔·布鲁克斯)。他提到最初的概念是让玩家在游戏中扮演掌控全盘的神明,但 Sid Meier 随后加入了具体的历史领袖图层。这赋予了玩家一种双重人格——玩家既是幕后主宰,同时又化身为斯大林或成吉思汗。对此,Sid Meier 总结道:“游戏中总是存在这样一个问题:你要求玩家亲自做什么,以及计算机自动为你做什么?”(“I think there's always a question in a game of what do you ask the player to do and what does the computer kind of do automatically and by keeping this idea in mind that you're the great leader, that really clarified a lot of the decisions in terms of what the player would do and what would kind of be done automatically.”)“伟大领袖”的身份定位,直接界定了玩家操作与系统自动化之间的边界。 谈及美术素材的积累,Shelley 笑着回忆他们曾从公共图书馆的儿童借阅区寻找灵感。这类书籍包含大量插图,对于给美术人员提供视觉参考极为宝贵。虽然在早期团队中大部分美术也是由 Sid Meier 亲力亲为(一人包揽编程、设计与美术),但丰富的图像参考为后续的视觉实现提供了坚实基础。 ### [22:34](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1354s) 极简团队、硬件约束与开发成本 Sid Meier 调侃道“可以拉响凄凉的小提琴了”:项目在最后阶段总共只有大约 10 个人,而绝大部分时间里只有他和 Bruce Shelley 两个人并肩作战。当时的开发环境受限于极端苛刻的硬件条件:IBM PC 仅有 640K 内存,显示方面起初是调色板完全不可更改的 16 色 EGA,后来才升级为拥有“光辉灿烂的 256 色”的 VGA。硬件虽然简陋,但这迫使团队将全部精力倾注在游戏机制设计上,而玩家也乐于用自己的想象力去弥补视觉细节。项目于 1990 年初启动,中途曾停工去完成另一款间谍题材游戏《秘密行动》(Covert Action),随后重启,最终在 1991 年初完成并推出,实际净开发周期不足一年。 美术理念上,Shelley 自嘲来自 PC 游戏的“石器时代”——他参与的第一款游戏还是 4 色 CGA。他曾经根深蒂固地认为只要玩法足够吸引人就无需在美术上砸钱;直到后来做《帝国时代》(Age of Empires)时被合伙人坚持要求拔高视觉品质,看到明媚阳光与精致开阔的户外场景对玩家产生强烈吸引力,他才转变观念。随后,Shelley 透露了一个令人震惊的内部财务数字:在完成《铁路大亨》(Railroad Tycoon)后,管理层要求他做预算分析,他将所有参与人员的薪资与工时折算后得出,该作的总研发成本仅为 16.7 万美元(约合 1989/1990 年物价),而在当下,这笔钱甚至连一名优秀程序员一年的年薪都覆盖不了。初版《文明》的研发成本也与此相仿。 - 团队规模:前期仅有 Sid Meier 与 Bruce Shelley 两人,项目尾声扩充至约 10 人。 - 硬件环境:IBM PC 640KB 内存,显示标准历经 16 色 EGA 至 256 色 VGA。 - 研发周期:1990 年初立项,中途暂停转做《秘密行动》(Covert Action),1991 年发行,实际用时不足 1 年。 - 制作预算:《铁路大亨》研发费用结算约为 167,000 美元,《文明》耗资与之相当。 ### [25:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1514s) “长矛兵击沉战列舰”大争论与战斗机制演进 Sid Meier 抛出了《文明》初代最著名的争议性事件:长矛兵能否击沉战列舰?部分玩家坚信这绝对荒谬,但在程序逻辑中它确实偶有发生。这与著名的“甘地(核弹)现象”类似,一旦离奇小概率事件发生一次,玩家就会认定这是游戏的常态机制。面对外界质疑,Meier 从纯数学机制做出解释:长矛兵的防御力为 2,而战列舰的攻击力为 16,根据随机骰子判定,长矛兵在极低概率下完全有可能胜出。但视觉导向的玩家很难接受冷兵器步兵将现代化钢铁巨舰轰成碎片的画面。Shelley 坦言自己是最早提出抗议的人:“这艘战舰在海岸边,这家伙在陆地上,我发起攻击,理应把这家伙轰得粉碎才对;结果倒好,我的战列舰沉了,我完全不能理解。” Meier 承认,战斗系统是整个《文明》系列历代版本中修改最剧烈的部分。其根本原因在于宏观与微观角色的认知冲突:玩家作为文明的最高领袖,日常关注的是规划城市、探索大陆与建造世界奇迹;但一旦切入战斗,系统又逼迫玩家去微操单兵走位与堆叠,产生了割裂感。团队曾考虑过像传统回合制策略那样切换到独立战术地图来决战。为了解决“长矛兵打战列舰”的问题,后来的作品引入了生命值(Hit Points)和多回合战斗轮次以压制极端概率偏差,再到后期的“单格单兵”(One Unit Per Tile)限制。 ```mermaid flowchart TD accTitle: 战斗系统演进流程 accDescr: 展现从初代桌面战棋机制到后期文明系列战斗规则的调整与演化路径 subgraph Civ1["《文明》初代系统"] A["纯数值随机判定<br/>(攻16 vs 防2)"] --> B["战术堆叠<br/>(Stacks of Doom)"] C["战棋控制区<br/>(Zones of Control)"] --> D["城市攻防核心"] end subgraph Problems["暴露出机制痛点"] A --> E["长矛兵偶杀战列舰<br/>(视觉与逻辑严重脱节)"] B --> F["兵团扎堆平推<br/>(失去战线拉扯)"] end subgraph Evolution["后代迭代方案"] E --> G["引入生命值(HP)与多轮战斗"] F --> H["单格单兵(1UPT)限制规则"] D --> I["回归开阔地带战线博弈"] end ``` 初代《文明》还从传统桌面兵棋引入了“控制区”(Zones of Control)概念。Meier 笑着承认:“初代《文明》有一个叫做控制区的概念,源自桌面战棋,这大概是我们放进游戏里最糟糕的点子了。”(“The original Civ game had a concept called zones of control which came from war gaming which was probably the worst idea that we put in the game, but it reflected my vision kind of how combat was going to work in this game.”)他原本构想的是如同二战一般在国境线上拉出严密防线,但玩家在实战中却发明了“毁灭之堆”(Stacks of Doom,将庞大部队扎堆平推),战斗迅速向攻防城市集中。此外,初代《文明》极其注重数值透明度,单位的攻击、防御与移动点数都直接清晰印在图标上,确保玩家无需耗费心力去猜解底层逻辑,而是将思考聚焦于战术组合与战略决策。 ### [30:48](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1848s) 矛兵击沉战列舰与挡箭牌 Bruce Shelley 面对游戏中备受争议的“数值与现实脱节”现象——比如概率极低却确实会发生的“矛兵打败战列舰”——Sid Meier 明确表达了自己的设计哲学。他坚信这本质上是一款游戏,而非现实世界的严密模拟器;就像国际象棋中,小兵在特定局面下同样能够吃掉皇后的道理一样,游戏机制必须允许这种极端却符合规则的情境发生。Sid Meier 直言:“我认同这一点,而且我觉得就像下国际象棋,在合适的情况下小兵也能杀掉皇后,对吧?所以我的意思是,这是一款游戏,我们不是在这里模拟现实,它就是个游戏。” 然而,这一决断直接苦了担任助理设计师与协调工作的 Bruce Shelley。Sid 拍板之后,便将来自公司内部的汹涌抗议全数交给了 Bruce 去平息。Bruce 回忆道,当时公司里有几十号人接二连三地冲进他的办公室大声抱怨这种荒唐的对局结果。Bruce 幽默地反击 Sid:“这是你的错,你没能说服我;而我的工作之一就是替你挡住公司里所有心怀不满的人。”他甚至半开玩笑地表示,自己当年真应该在办公室门上挂一块牌子,上面直接写清关于“矛兵与战列舰”的终极解答,省得每个人都跑来质问他“这到底是怎么回事”。 ### [31:29](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1889s) 科技树的发明与历史科技演进 《文明》初代(Civ 1)带来的另一项深远革新便是“科技树”(Tech Tree)机制。虽然 Sid Meier 已经记不清他们究竟是在哪一刻灵光一闪构思出了这个沿用 25 年以上的经典机制,但他记得自己曾翻阅过一本水平展开呈现历史时间线的参考书,书中将各类历史大事件和重大发明锚定在各自的时代里。这种结构启发了他:一项发明必然会引向另一项发明。这种层层递进的网状结构与《文明》“从小做起、抽丝剥茧(unpeeling the onion)”的核心循环完美契合,同时也彻底改变了传统策略游戏的格局,使“科学研发”上升到与“军事征服”平起平坐的核心战略地位。 Bruce Shelley 极其推崇科技树带来的战略快感,特别是研发出“铁路”技术的那一刻——只要一键点击,帝国内部的军队就能瞬间调往版图的任何角落。在挑选历史科技名词时,Bruce 还特别提及了“马镫”(Stirrup)的重要性:在古代战争史中,骑兵在很长一段时间里只是边角配角,直到马镫出现,骑士可以将整匹马的冲力汇聚于腋下的长矛尖端,战争模式彻底被颠覆。当 Sid 困惑地反问《文明》里到底有没有收录马镫时,Bruce 笑着承认或许自己记混到了后来的《帝国时代》(Age of Empires)里,但这代表了同样的历史设计逻辑。 ```mermaid flowchart LR accTitle: 文明初代科技树设计理念与功能 accDescr: 展示从历史时间线灵感到科技树在宏观游戏循环与微观战略移动中的作用 subgraph Inspiration["灵感来源与机制确立"] A["水平历史时间轴书籍"] --> B["前后相继的因果链条"] B --> C["科技树 (Tech Tree) 机制"] end subgraph GameplayImpact["核心玩法循环"] C --> D["抽丝剥茧的游戏节奏<br/>(从微小开局到复杂决策)"] C --> E["科学与军事并重<br/>(非单纯传统战棋)"] C --> F["标志性战术突破<br/>(如铁路调兵、骑兵冲锋)"] end ``` ### [34:16](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2056s) 数值极致党(Min-Maxer)与随机地图哲学 随着科技树在后续作品中的演变,玩家群体的行为模式彻底超出了开发团队最初的预想。Sid Meier 发现,玩家们开始像精密仪器一样去计算科技树,反向推导七八层前置科技以最快速度直奔“火药”(Gunpowder)等强力节点。这与 Sid 在初代《文明》中的初衷大相径庭:在 Civ 1 中,即便你研究完了所有前置科技,目标科技依然有小概率不出现在待选列表中。Sid 解释说,他的原始构想是古代人根本无法预知自己能发明火药,他们是在科学的迷雾中摸索前行;然而这种不确定性招致了玩家铺天盖地的抱怨。到了《文明2》,系统甚至会明确引导玩家“如果想要火药,请朝这个方向研发”,Sid 对此调侃这完全违背了他对科技迷雾的浪漫想象。 这也引发了两人关于“优化型玩家”(Optimizer / Min-Maxer)与《文明》核心受众的深入探讨。Sid Meier 惊讶于暴雪《星际争霸》(StarCraft)玩家那种将每一步操作与建造顺序固定化的风格,但他坦言:“那确实是一种玩法,但对我来说,那几乎剥夺了游戏的大部分乐趣。”Bruce 顺势分享了一个暴雪员工告诉他的逸闻:曾有一名硬核玩家写信给暴雪称,“只要你们把这个物件向北移动一个像素,我就永远不会在《星际争霸》中输掉比赛。”两人一致认为,《文明》的忠实玩家并非追求极致微操与固定套路的人群,因此初代所坚持的“随机生成地图”、不同难度与丰富场景,正是为了确保玩家每次重开游戏都能获得不可预测的崭新体验。 - 初代《文明》中科技解锁包含概率随机性,以模拟人类历史上未知的科学探索过程,后因硬核玩家反感而在后作中改为确定性导航。 - Sid Meier 认为固定操作套路的玩法剥夺了重玩价值,更偏爱充满意外与动态挑战的设计。 - 随机地图(Random Maps)自此成为 Sid 和 Bruce 后续所有游戏作品中坚定不移的设计基石。 ### [37:29](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2249s) 奇观系统与玩家的情感寄托 在谈及“世界奇观”(Wonders of the World)的设计时,Sid 幽默地承认:“历史中充满了可供我们‘剽窃’的好东西,这完全是触手可及的绝佳素材。”将历史奇观引入游戏不仅自然,而且为整局游戏确立了至关重要的竞争机制:全世界只有一座奇观能够被建成,这种“首发独占性”迫使玩家必须时刻警惕并关注其他文明的发展进度与动向。 Bruce Shelley 对此深表赞同,指出奇观不仅提供了游戏层面的强力收益,更具有强大的精神感召力与抱负感(aspirational)。无论是金字塔、巨石阵还是长城,玩家在建造时会产生强烈的成就感:“我要建造吉萨大金字塔!这太酷了,我能亲手做到这一点!”虽然初代受限于技术无法提供后续作品中华丽的“奇观落成动画”(Wonder Movies),但这一系统在初代所建立的情感连接和全球竞赛机制,使其成为了《文明》系列最受欢迎的支柱玩法之一,两人更在台上为此击掌庆祝。 ### [38:45](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2325s) 初代最大的遗憾:错失 Mod 与剧本支持 在复盘初代《文明》的失误时,Sid Meier 毫不掩饰地将其归结为未能引入“Mod(模组)与自定义剧本(Scenarios)”。直到《文明2》,Mod 功能才被正式确立为游戏的核心优势与社区发动机。Sid 坦率自嘲:“当年我们只是缺乏远见,根本无法想象居然有人能做出比我们更好的设计。”他随后感慨,这种自我封闭的认知后来被彻底打破,《文明》独特的系统极大地激发了玩家内心的“设计师本能”,大量收到反馈意见实际上都是玩家对游戏机制的改进构想,许多现代游戏设计师正是在为《文明》编写 Mod 的过程中迈出了职业生涯的第一步。 Sid 动情地评价道:“我认为这或许是《文明》能够长盛不衰的原因所在——《文明2》引入了 Mod 支持,让玩家在每次新一代《文明》难产的五年空窗期内,始终有事可做并保持新鲜感。”面对 Sid 的自责,Bruce Shelley 连忙为他解围,提醒台下观众当年的现实环境:在那个甚至没有互联网的时代,团队规模极其微小,开发周期极度紧迫,管理层还经常在走廊里冲他们吼叫“你们今天到底在搞什么”、“我的新飞行模拟器在哪”、“这愚蠢的游戏算什么东西”。在如此高压的环境下能够把游戏做出来并推向市场,本身就已是一项奇迹,完全无需为没有提前做 Mod 架构而苛责自己。 ### [40:53](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2453s) 项目后期的“守门员”哲学与装箱收尾 谈到《文明》(Civilization)研发后期的推进,Bruce Shelley 笑着提起 Sid Meier 当时的状态。尽管 Sid 坚称自己从没感觉到压力,但 Bruce 指出,把游戏内容“打包封箱”、决定哪些东西该发售、哪些不该再加,是 Sid 当时做的一项极其出色的工作。在工作室向全公司员工开放测试后,大量的点子涌向了 Sid 的办公室。对此,Bruce 提出了一个非常生动的足球比喻:做游戏的前半段,你就像足球队里的前锋,拼命想进球,脑子里全是“点子、点子、点子”;可是一旦进入下半场,角色就彻底反转成了守门员——游戏的核心已经基本完成,里面的内容已经足够扎实,现在的核心任务就是死守球门,坚决把游戏做完,不再尝试进更多的球,只求顺利把项目推过终点线。 Sid 也由衷感谢了 Bruce,并顺带向后来为《文明》系列加入模组功能(Modding)的 Brian Reynolds 致敬。紧接着,大屏幕上展示了一张 Bruce 年轻帅气的旧照,引来现场一片笑声,Bruce 还幽默地打趣说那张照片是“三年前拍的”。 - **前锋到守门员的思维转变**:Bruce 认为游戏设计前半期要全力迸发创意(进球),后半期必须转为死守交付边界(守门),防止无限膨胀。 - **向 Brian Reynolds 致敬**:对后续作品中引入模组系统并奠定系列自由度的 Brian Reynolds 表达了认可。 ```mermaid flowchart LR accTitle: Game Development Phase Metaphor accDescr: A comparison showing the forward phase focused on scoring ideas versus the goalkeeper phase focused on defending the scope and shipping. subgraph S1["研发前半程:前锋模式"] A["肆意迸发新创意"] --> B["不断进球 / 堆积玩法"] end subgraph S2["研发后半程:守门员模式"] C["坚守项目边界"] --> D["死守球门 / 拒绝新点子"] D --> E["打包封箱交付"] end B -->|"阶段转换"| C ``` --- ### [41:55](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2515s) 厚重说明书与沉浸感:赋予游戏“庄严分量” 随后,两人聊起了当年 Bruce 亲手撰写的厚重游戏说明书。Sid 评价这本说明书不仅仅教玩家如何操作,还融入了海量历史背景和推荐书单,赋予了《文明》一种独一无二的严肃分量与威望(Gravitas),让玩家觉得玩这款游戏是件非常酷、甚至需要向朋友炫耀的事情。不过 Bruce 略带感慨地指出,现在的时代已经没有人有时间去读说明书了,更别说去读推荐书单,现代游戏更依赖直觉化的前三分钟新手引导(FTUE)。 这种给产品增加史诗感的传统并非《文明》独创,在早期的《铁路大亨》(Railroad Tycoon)乃至《F-15 攻击鹰》(F-15 Strike Eagle)时代,他们就一直在用详尽的手册去弥补当时简陋计算机技术的不足。与此同时,Bruce 强调说明书提供了一个讲述“真实历史”的窗口,因为在真正的游戏系统设计中,团队必须做减法:“我们从历史记载中挑选了我们认为能成就一款好游戏的内容,同时也舍弃了那些我们认为无助于游戏的元素,比如奴隶制、黑死病或宗教战争。” Bruce 尖锐地总结了核心原则: > “The idea is to entertain people, not teach history.” —— Bruce Shelley - **说明书的心理附加值**:厚重的手册让玩家觉得能驾驭一款文明演进的游戏本身就体现了极高的智力与品位。 - **历史与娱乐的取舍**:团队坚定地定位于制作娱乐软件,历史只是灵感库;玩家若感兴趣大可以自行去图书馆深造,但游戏绝不能变成历史教科书。 --- ### [44:11](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2651s) 玩家要快乐,不要受挫:“不断崛起”与全球变暖 Sid 顺着历史话题回忆道,他最初对《文明》的核心设想是“文明的兴起与衰落”(The Rise and Fall of Civilization),构想中玩家建立文明后会遭遇黑死病或天灾等重大挫折,随后克服逆境卷土重来,变得更加强大,这听起来极具英雄史诗感。然而在实际测试中他们发现,玩家只要一遭遇瘟疫或灾难,第一反应就是立刻读取五回合前的存档来规避它。于是,设计方向被迫彻底转向了“文明的兴起、兴起与再兴起”(The Rise and Rise and Rise of Civilization)。 Bruce 指出,这个血淋淋的教训其实在《铁路大亨》里就交过学费——当时耗费巨资修建的昂贵铁路桥可能会被随机洪水直接冲垮,而且玩家毫无防范手段,这种挫败感毁灭性极强。正是那时他们确立了一条关键设计信条: > “The player should have the fun, not the computer, not the researcher, not the writer, not the computer.” —— Bruce Shelley 在《文明》中,虽然保留了可能摧毁城市的洪水灾害,但游戏为玩家提供了城墙等防御设施建筑;一旦建成,洪水便不再构成威胁,把解决问题的掌控权交还给了玩家。紧接着 Sid 还打趣道,虽然那段时期他们常常自嘲“我们当时到底在想什么”,但他敢断言《文明1》早在 1990 年就超前引入了“全球变暖”(Global Warming)机制:只要工业污染超标,海平面就会上升并吞没沿海城市。 - **存读档行为倒逼机制重构**:玩家对负面随机事件的抗拒促使团队放弃了“文明衰落”机制,全面聚焦持续扩张的正向反馈。 - **乐趣属于玩家**:计算机执行算法搞突发灾难自娱自乐是对玩家体验的剥夺;危险必须伴随可解的建造手段。 --- ### [45:58](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2758s) 界面信息过载、宏大开场与“心流”的预兆 在展示早期的游戏数据面板时,Sid 自嘲当时团队根本搞不清具体该做什么,塞进了一大堆人口统计细节数据,试图营造出一种在严肃管理庞大人口的“角色扮演感”。不过后来的《文明》续作把这些杂乱数据全砍光了,因为玩家根本不吃这套——大家完全把它当作纯粹的策略游戏,专注于在科技树中寻找最优解,或者计算长矛兵对战列舰的数值对抗。不过,诸如“世界前五大城市”这类正向激励机制(Attaboys)被成功保留了下来,让玩家随时确认自己的发展走在正轨上。 谈到游戏震撼人心的开场动画(Intro),屏幕上展示了伴随《创世记》名句“起初,世界空虚混沌”展开的开场画面。Jeff Briggs 为此谱写了类似美国作曲家阿隆·科普兰(Aaron Copland)《平凡人的号角》风格的宏伟乐曲。Sid 动情地表示,他们当年年轻、大胆且无所畏惧,竭力想向玩家证明这是一款具有历史厚重感、能阐述世界运行规律的大作。 台下的 Bruce 则分享了一段他在马里兰州亨特谷(Hunt Valley)工作时的难忘心境。他回忆道,当时外界根本不知道在巴尔的摩附近这个名不见经传的小镇上,有一群人正在制作一款即将震撼世界的神作。他甚至回到家对自己当时的女友(现任妻子)感叹:如果能维持生计,他哪怕每天免费干这行都愿意,因为这实在太酷太重要了。与 Bruce 的笃定不同,Sid 坦承自己当时心里其实七上八下,生怕步子迈得太大走得太远,直到看到外界的积极反响才松了口气。Bruce 补充道,他当时之所以如此确信游戏的成功,是因为无论自己还是旁人,只要一坐下来玩,时间就飞速流逝: > “Psychologists call creating flow, you get into a flow pattern psychologically and you just time you forget about the passage of time and I and I knew that was happening to me I could see it happen to the other people playing the game and I knew that that's that's the stuff that's the real thing.” —— Bruce Shelley - **开场动画与音乐定位**:借助宏大开篇与科普兰风格配乐,瞬间将游戏体验与其他普通游戏拉开档次。 - **心理学上的心流状态(Flow)**:Bruce 通过观察试玩人员“彻底丧失时间感”的现象,坚信这款作品注定会大获成功。 --- ### [49:57](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2997s) 八张软盘与极其简陋的早期测试体系 伴随着“时间流逝”的玩笑,Sid 透露了一个极具时代特色的硬件细节:《文明1》最初是通过整整 8 张 5.25 英寸软盘发行的,光是把游戏安装到 PC 上就得折腾半个小时。 除了硬件载体的落后,Sid 还反思了当时另一个明显短板——测试环节。查看说明书最后附带的致谢制作人员名单就会发现,在项目末期,除了 Sid 和 Bruce 自己日以继夜的试玩之外,专门的测试人员(Testers)实际上只有区区五个人。在那个年代,现代软件行业高度密集、系统化的严格测试流程根本尚未建立起来,这也为游戏后期的某些数值漏洞和平衡问题埋下了伏笔。 - **物理介质限制**:全套游戏采用 8 张 5.25 英寸软盘分发,安装耗时接近 30 分钟。 - **QA 体系雏形**:全项目仅配置了约 5 名专职测试员,依赖主创人员的肉身试玩,体现了 90 年代初游戏工业早期测试流程的粗放。 ### [50:40](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3040s) 数值平衡的威力与首发无补丁时代的挑战 在游戏接近完工时,整体框架已经相当稳固,但测试中仍暴露出了两个严重的机制漏洞(或用当下的说法叫作 exploits)。第一个问题是“爆铺城市”:玩家只要无休止地建立大量城市,就能极其轻松地铺平通往胜利的道路。为了遏制这种滚雪球效应,开发团队引入了“腐败”(Corruption)机制来进行平衡约束。 第二个在早期测试中未被察觉的问题出在战车(Chariot)单位上。战车最初的数值被设定为 4/1/2(4 点攻击力、1 点防御力、2 格移动力),其高额的攻击力相对于低廉的造价显得异常强力,玩家完全可以凭借这一兵种横扫并踏平整个世界。团队最终仅仅把它的攻击力下调了 1 点,改成 3/1/2,整个单位就立刻达到了绝佳的平衡状态。Sid Meier 感慨道,这就是“仅仅一个数字所具备的力量”(the power of one number)。 在那个时代,根本不存在所谓的首发日补丁(day one patch)或任何在线热修复工具,一旦母盘压制出厂就无法更改。尽管遗漏了一些细节,但游戏在上市时整体依然维持了相当扎实的高完成度。分享环节至此告一段落,席德·梅尔和布鲁斯·谢利(Bruce Shelley)随后将麦克风交给了现场观众,开放解答关于游戏开发、团队制作流程乃至个人生活的各类提问。 - 爆城漏洞的应对:加入腐败机制,惩罚盲目扩张过多的城市网络。 - 战车数值修正:从破坏平衡的 4/1/2 下调至 3/1/2,消除了单兵种平推全图的捷径。 - 早期发行的严苛挑战:90 年代初没有联网更新渠道,所有底层平衡必须在出厂前彻底定型。 --- ### [52:05](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3125s) 首代文明的选择逻辑与历史领袖设定 问答环节开启后,第一位提问的玩家表示自己在过去 20 年间累计投入了约 14,000 小时玩《文明》,并向两位主创询问初代是如何筛选出首批登场的文明阵容的。Sid Meier 解释称,核心目标是寻找具有高辨识度的领袖,并通过历史背景赋予每个文明独特的个性与特质,从而确保玩家在每一次游玩不同文明时都能获得差异化的体验。 Sid Meier 还自嘲地提到,时代环境已经发生了巨大变迁:比如当年选择让“毛主席”(Chairman Mao)担任中国领袖,“放在今天我们是绝不可能这么做的”(looking back, naming Chairman Mao as the leader of the Chinese, we could not pull that off today)。Bruce Shelley 则补充说明,当时他主要负责查阅资料向席德提出推荐方案,选拔的大多是西方文明视野中具有极其重大影响力的帝国,同时也纳入了像印度这样的文明大国;评判的核心标准就是其历史体量是否足够庞大、是否具有成为文明代表的标志性地位。 --- ### [53:43](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3223s) 宗教系统的边界与“不教玩家玩游戏”的设计哲学 来自独立游戏工作室 Ice Code Games 的开发者提问:当《文明》将宗教作为征服与统治世界的工具引入游戏时,主创是否曾遇到过阻力或道德层面的顾虑?对此,Sid Meier 明确表示宗教在整个系列中一直是一个受到极其谨慎对待的议题。 在初代《文明》中,宗教系统十分基础,主要依托神庙(Temple)和大教堂(Cathedral)等建筑来产生宜居度与快乐值。尽管后续续作深化了传教与扩张机制,但底线始终是坚守中立,绝不判定某种宗教优于或劣于另一种。Sid Meier 阐述了贯穿系列始终的核心信条:设计师绝不应将自己对“对与错”的个人价值观强加给玩家。 > “Whenever the designer kind of steps to the front and says this is how you should play or this is what's right or wrong, it takes the agency away from the player and then that's kind of the designer having the fun as opposed to the player having the fun.” —— Sid Meier 在席德看来,游戏的精髓就在于赋予玩家彻底的自主权——无论是崇尚穷兵黩武、追求世界和平,还是寄望于文化繁荣,全部由玩家自己去探索;正是为了守护这份主导权,制作组在文化和宗教事务上必须保持克制与客观。 --- ### [55:37](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3337s) 终局地图回放的演变与“寓教于乐”的双重价值 随后的两位观众分别针对游戏特性展开了提问。一名观众怀念初代《文明》通关后的地图推演回放(Replay)功能,认为它直观展现了玩家从零开疆拓土的全过程,但该功能在后来的作品中似乎不再受到重视;Sid Meier 笑称稍后可以去听 Ed Meier 的分享,并坦言在当年硬件极其有限的条件下克服重重技术困难塞进回放功能,正是为了给玩家提供这种重温征服历程的史诗感,他会把这个诉求重新记在备忘录里。 紧接着,来自谷歌的工程师 Salman 表达了对初代强大教育价值的怀念。他谈到自己当年靠着吹捧初代的“寓教于乐”属性才说服父亲给买了《文明2》,自己童年时关于 GDP、征兵制乃至历史领袖的概念全都启蒙于游戏内详尽的技术说明与文本阅读。但从二代开始,由于更侧重纯粹的游戏性,很多历史与政治概念(如打下敌方首都引发内战分裂等机制)被隐藏在标签页后甚至被边缘化,他希望能让四岁的儿子也通过这个系列体验到同样深厚的历史沉浸感。 针对“教育属性”的讨论,Sid Meier 风趣地回应道“4 岁正是开始玩《文明》的大好年纪”,并深入剖析了硬核玩法与知识学习之间的平衡: - 论坛上的高阶玩家往往追求机制的高度精炼与纯粹竞技,这要求系统设计趋向极简与专注。 - 行业内部往往把“教育”(Education)视作一个可能让商业游戏显得枯燥的说教性词汇,因此团队从不刻意拿教育当噱头。 - 但“获取新知”(Learning)本身确实构成了《文明》深层魅力的秘密武器;无论是对游戏机制的领悟,还是对 GDP 与历史背景的通晓,这种获得感都会让玩家产生自信并流连忘返。 --- ### [59:28](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3568s) 续作复杂度的平衡尺度:Firaxis 的“三分之一法则” 面对如何把控续作复杂度增减的提问,Sid Meier 指出,他们认为《文明》的系统复杂度已经达到了一个相对理想的临界点。因此,设计的基本规律是“每增加一个新机制,就必须剔除一项旧元素”,以保持总体负荷的恒定。 在 Firaxis 内部,指导历代新作迭代的核心规范是著名的“三分之一法则”(1/3, 1/3, 1/3 rule): ```mermaid flowchart TD accTitle: Firaxis 1/3 1/3 1/3 Rule accDescr: 解释文明系列迭代中三分之一保留、三分之一改良、三分之一创新的配比图 subgraph DesignRule["Firaxis 经典设计法则"] direction TB A["三分之一:核心基石"] --> A1["保留回合制、城市、单位、奇观等核心骨架"] B["三分之一:机制改良"] --> B1["汲取往作经验,重塑宗教、间谍或战斗系统"] C["三分之一:纯粹创新"] --> C1["引入前所未见的全新机制与系统体验"] end ``` 这种比例配置既注入了足够多的新鲜感,让每部新作都能成为截然不同的全新体验,又牢固守住了系列的根基,让老玩家一上手便能立刻辨认出这就是原汁原味的金字招牌《文明》。 在这一部分接近尾声时,来自自动驾驶公司 Zoox 的观众 Adrian Troy 询问两位主创是否玩过 1980 年由 Francis Tresham 设计的同名经典桌游《文明》,以及该桌游的“科技树”概念是否对本作产生了直接启发。Sid Meier 与 Bruce Shelley 随即聊起了两者的版权授权关系,指出这形成了一个奇妙的循环:从最初的经典实体桌游,演变成为席德·梅尔的电脑电子游戏,再反过来衍生出基于电子游戏机制的全新版桌游。 ### [01:01:10](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3670s) 桌游与电子游戏的协同效应及闭幕致谢 席德·梅尔(Sid Meier)探讨了桌游与电子游戏之间深刻的协同效应。他回顾道,当年开发初代《文明》(Civilization)时的许多设计灵感,实际上正是植根于他们深厚的战棋与兵棋游戏(wargaming)背景。这两种游戏形态本质上脉络相通、血肉相连,但又各自拥有无可替代的独特优势。在席德看来,桌游的核心魅力在很大程度上源于其多人面对面游玩的社交属性——与现实中的朋友围坐桌前、彼此互动,而这种生动的人际社交体验往往是传统电脑单机游戏难以完全赋予的。两者各具所长,互为补充,并在长期的设计演进中相互启发与强化。 正当席德意犹未尽地剖析这两种媒介的深层关系时,现场工作人员在台下向他打出了时间已到的手势暗号。席德随即心领神会地收住话头,以温和幽默的语气宣布活动结束,并向全场听众表达由衷的谢意,感谢广大玩家与开发者长久以来对《文明》系列倾注的热爱与支持。现场随即爆发出热烈的掌声与欢呼。在演讲的最后,席德特别向搭档布鲁斯·谢利(Bruce Shelley)致以诚挚的感谢,感谢他亲临现场重聚,共同完成了这场珍贵的经典游戏事后剖析(Postmortem)。 > “And I think one of the charms of the board game is more the multiplayer aspect, you know, playing together with friends and the social component, which you don't always get playing a computer game, so they each have their strengths, and I think they can reinforce each other.” —— 席德·梅尔(Sid Meier) - **战棋灵感渊源**:初代《文明》的设计底层融合了大量传统桌上战棋(wargaming)的游戏机制与系统思维。 - **媒介互补特性**:桌游胜在面对面切磋的多人社交维度(social component),电脑游戏长于沉浸式系统模拟与运算,两者相辅相成。 - **圆满闭幕致辞**:席德·梅尔在超时信号提示下向现场观众致谢,特别对联合主创布鲁斯·谢利表达了由衷感激。 ## Notable quotes > [44:11](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2651s) The player should have the fun, not the computer, not the researcher, not the writer, not the computer. — Bruce Shelley > [41:55](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2515s) The idea is to entertain people, not teach history. — Bruce Shelley > [19:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1154s) Our theory is that Gandhi was not really programmed to be more of a warmonger than anybody else, but it was so out of character for him and kind of really illustrated that the game is not about reproducing history, but creating your own historical story. — Sid Meier > [02:56](https://www.youtube.com/watch?v=AJ-auWfJTts&t=176s) 制作一款宏大史诗感的游戏,其成本并不比做一款平庸小游戏更高。 — Sid Meier > [01:01:10](https://www.youtube.com/watch?v=AJ-auWfJTts&t=3670s) And I think one of the charms of the board game is more the multiplayer aspect, you know, playing together with friends and the social component, which you don't always get playing a computer game, so they each have their strengths, and I think they can reinforce each other. — Sid Meier > [06:20](https://www.youtube.com/watch?v=AJ-auWfJTts&t=380s) 我觉得我们的天赋在于知道该从其他游戏里偷什么,知道借用多少、自己发明多少。 — Sid Meier > [38:45](https://www.youtube.com/watch?v=AJ-auWfJTts&t=2325s) 我认为这或许是《文明》能够长盛不衰的原因所在——《文明2》引入了 Mod 支持,让玩家在每次新一代《文明》难产的五年空窗期内,始终有事可做并保持新鲜感。 — Sid Meier > [25:14](https://www.youtube.com/watch?v=AJ-auWfJTts&t=1514s) 初代《文明》有一个叫做控制区的概念,源自桌面战棋,这大概是我们放进游戏里最糟糕的点子了。 — Sid Meier ## Mentioned Sid Meier, Bruce Shelley, Brian Reynolds, Francis Tresham, Jeff Briggs, Ed Meier, Avalon Hill, MicroProse, Ensemble Studios, Firaxis, Ice Code Games, Zoox, Blizzard Entertainment, Civilization, Civilization II, Railroad Tycoon, Pirates!, Covert Action, Empire Deluxe, SimCity, Age of Empires, Age of Empires II, Command & Conquer, Warcraft, StarCraft, Call to Power, Rise of Nations, F-15 Strike Eagle ## Video description In this 2017 GDC classic game postmortem, Civilization creators Sid Meier and Bruce Shelley tell the story of how Shelley's background in board game design and Meier's history of sim game development blended together perfectly to create what is perhaps the biggest and longest-running strategy game franchise in the world. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ [Source](https://www.youtube.com/watch?v=AJ-auWfJTts)

Source quotes

[44:11] Bruce Shelley: The player should have the fun, not the computer, not the researcher, not the writer, not the computer. [41:55] Bruce Shelley: The idea is to entertain people, not teach history. [19:14] Sid Meier: Our theory is that Gandhi was not really programmed to be more of a warmonger than anybody else, but it was so out of character for him and kind of really illustrated that the game is not about reproducing history, but creating your own historical story. [2:56] Sid Meier: 制作一款宏大史诗感的游戏,其成本并不比做一款平庸小游戏更高。 [61:10] Sid Meier: And I think one of the charms of the board game is more the multiplayer aspect, you know, playing together with friends and the social component, which you don't always get playing a computer game, so they each have their strengths, and I think they can reinforce each other. [6:20] Sid Meier: 我觉得我们的天赋在于知道该从其他游戏里偷什么,知道借用多少、自己发明多少。 [38:45] Sid Meier: 我认为这或许是《文明》能够长盛不衰的原因所在——《文明2》引入了 Mod 支持,让玩家在每次新一代《文明》难产的五年空窗期内,始终有事可做并保持新鲜感。 [25:14] Sid Meier: 初代《文明》有一个叫做控制区的概念,源自桌面战棋,这大概是我们放进游戏里最糟糕的点子了。

Source quotes

[2:56] Bruce Shelley: When you start a project, your potential customer is everybody who has the platform that game is going to be on, but as soon as you make decisions about what that game is about, you start to shrink your potential audience. [14:41] Sid Meier: You can't play a real-time game for 20 hours... it would be too intense, and by the same token a turn-based game that lasted you know 30 minutes or so again would not really be satisfying.

Original transcript

[0:00] [Music] [0:05] and thank you for coming to our session [0:07] um I'm Sid Meyer this is Bruce Shelly [0:12] [Applause] [0:21] uh and we're going to take you back in [0:23] time to 1990 a time when there was no [0:27] civilization a time before civiliz ation [0:31] and kind of talk about the uh the [0:34] process that Bruce and I went through to [0:37] create this game called [0:41] civilization and we will get to our next [0:43] slide here [0:45] somehow or not what is that [0:51] one there we [0:53] go so the approach we want to take is [0:56] kind of talk about the thought process [0:58] that we went through [1:00] um to to create the game uh with the [1:03] hindsight of 25 years uh a lot of things [1:06] that we did seemed to be the right thing [1:09] to do some of the things we did turned [1:11] out to be the wrong thing to do uh but [1:13] we would like to justify even the wrong [1:15] things uh explain why we did them that [1:17] way and what we were thinking at the [1:18] time it was a um it was kind of a [1:23] audacious game for us to make and and uh [1:27] the idea that we were going to kind of [1:28] compress the the entire history of [1:31] civilization into a computer game uh not [1:34] only the actual history but every [1:37] possible history that could have [1:38] happened of [1:40] civilization uh we were trying to put [1:42] into this game uh it was a time when uh [1:46] we were young and audacious and we had [1:49] just finished uh railroad Tycoon which [1:52] is kind of the first God game that that [1:54] we worked on uh we were working on [1:57] Covert action which was an attempt to [2:00] write a computer generated mystery novel [2:03] didn't quite turn out that way but that [2:04] was kind of our goal at the beginning uh [2:06] we had just finished Pirates which is [2:07] one of the very first open world kind of [2:09] games so it was a time when uh we were [2:13] uh we thought we could do anything and [2:15] sure let's take on the history of [2:17] civilization and make a game out of that [2:19] uh both Bruce and I are kind of uh [2:21] interested in history and uh have a [2:24] background in in wargaming and other [2:26] things which kind of ended up showing up [2:28] in in the game of civilization but um [2:32] the way that I remember the uh for those [2:35] of you that are not familiar with [2:36] civilization it's the game of M world [2:38] history okay [2:40] uh so it starts in a stone age and you [2:43] end up by going to Alpha santor taking [2:46] human Humanity into into space 6,000 [2:49] years of of human history in [2:52] 640k um so the the as I remember the [2:56] story Bruce and I were uh I remember us [2:59] writing on a train up to New York I [3:01] think and we had recently completed [3:03] railroad to Tycoon and really enjoyed [3:06] that experience that kind of God gamish [3:09] uh start with something small build it [3:11] uh use your own creativity to uh [3:14] basically tell a different story every [3:16] time you play uh the idea of different [3:18] systems kind of working together the [3:20] operation of the railroads the building [3:22] of the railroads the financing of the [3:24] railroad uh maintaining your locomotives [3:27] or routing your trains um lots of little [3:30] pieces that kind of came together to [3:32] make uh a lot a lot of interesting [3:35] decisions and uh we were we were looking [3:37] for another topic that would have those [3:39] kind of qualities to it and somehow we [3:42] we T we we thought well you know history [3:45] has a lot of that going on and um it's [3:49] kind of the ultimate God game starting [3:51] starting with one little village back in [3:54] 4,000 BC and and and seeing how far we [3:56] could go with it um that's how I [3:59] remembered I'm not sure Bruce how you [4:01] how you remember I just remembered you [4:03] we talked a lot about that kind of stuff [4:05] and then Sid always had like a half a [4:08] dozen prototypes on his computer he was [4:10] always noodling a new I game idea you [4:12] know and we look at it he i' we talk [4:14] about it maybe some he wouldn't tell me [4:16] about it then I remember these [4:18] conversations went on we played a lot of [4:20] uh Empire Deluxe we talked about you [4:22] gave me a task of come up with 10 things [4:24] I would change about Empire Deluxe if I [4:27] could change anything and trying to be a [4:29] prog a person I I came up with 12 and [4:32] gave him the list and uh uh and and then [4:35] one day uh a disc pops into my desk and [4:38] there's a I have it at home it's a 5 and [4:40] a/4 inch floppy disc from May of 1990 [4:43] and it was the first playable version of [4:45] civilization anybody had ever seen other [4:47] than his computer I saved this as a [4:49] historic artifact I hadn't saved the [4:51] first version of railroad de I've [4:52] determined to save whatever is coming [4:54] down the pipe next I'd say the first [4:55] version so that's my memory we we had [4:57] played all these other games and then [4:59] the came together enough for you to feel [5:01] that it was good enough for somebody [5:02] else to look at yeah I think we need to [5:05] give credit to Empire as part of the [5:07] inspiration for for Civ also Sim City [5:11] also rro Tycoon there's also a board [5:13] game actually called civilization that [5:15] was out there at the time and we played [5:17] that we played that Francis tresum [5:18] designed it in England and Avalon Hill [5:20] had published an American version of it [5:22] we stirred all those ingredients [5:24] together uh we're going to claim that [5:26] the topic was one of the things we did [5:27] right in Civilization that it was a good [5:30] topic it uh really lent itself to the [5:33] kind of games we wanted to make and the [5:34] place we were with the with the [5:36] technology in those game in also also it [5:39] had a a huge potential audience I mean [5:41] one of my talking points over the years [5:43] has been when you start a project your [5:45] potential customer is everybody who has [5:47] the platform that game is going to be on [5:49] but as soon as you make decisions about [5:50] what that game is about you start to [5:52] shrink your potential audience well the [5:54] history of civilization is a pretty big [5:55] topic so we had a huge potential [5:57] audience remember later on when Sid gave [5:59] the the first presentation I ever heard [6:00] about game design he one of his topic [6:03] points was choose a big topic and I said [6:05] I think we'd already made Civilization [6:06] by that I'm not sure but I said well [6:07] there can't be a bigger one than the [6:08] history of [6:09] civilization yeah we talk about trying [6:11] to make games Epic uh the fact that it [6:13] really doesn't cost anymore to make a [6:15] game epic than to make it [6:19] non-epic so the next thing that we kind [6:21] of um had to figure out was how are we [6:24] going to approach this topic obviously [6:26] there could be many many different games [6:27] written on the on the topic of [6:28] civilization so how are we going to uh [6:31] approach this uh one of the ideas that [6:34] really uh I think paid off for us was [6:37] the idea of starting uh very small with [6:39] that that first settler that first city [6:42] um the topic could be intimidating so I [6:45] think uh allowing you to to start with a [6:48] with a a very simple uh uh problem very [6:52] simple situation uh founding that first [6:54] city that led to something else uh the [6:57] first settler the first uh the first [6:59] unit exploring uh so so that was one of [7:01] the ideas that we had uh in terms of the [7:04] tone and the approach um another one was [7:07] to to uh there's this there's a strange [7:09] mixture to me in looking back at Civ one [7:12] of humor and incredible seriousness like [7:16] some parts of it you know here's the [7:18] lions defeat Gladiators seven seven to [7:21] nothing um you know that was our attempt [7:24] at at humor uh our little friend Elvis [7:27] here in our city screen so there are [7:29] ways that we wanted to make the history [7:31] of civilization kind of non-intimidating [7:33] and and friendly um but then again [7:37] there's the uh the civilopedia where we [7:39] have an entry here you know trying to [7:41] make this game feel uh deep and [7:44] important and something that you should [7:47] have your kids and your parents play and [7:50] uh so we were uh we were really trying [7:54] to figure this out as we went along and [7:56] and there were no Civilization games [7:58] before us to gu as to what we should do [8:00] so we kind of dipped our toe in a lot of [8:03] different areas um uh but the the bottom [8:06] line to me I think and you Bruce maybe [8:09] you have a a thought about this is that [8:11] the game was fun to play when we started [8:14] and and as long as that was true I think [8:16] we felt we were on the right track [8:18] whether our our jokes were lame or not [8:21] uh the game was fun and I think that [8:23] kind of would kept us going at the I [8:24] think we learned the idea that uh I come [8:26] up with this term called the inverted [8:28] pyramid of decision-making where [8:30] the game starts with one little settler [8:31] unit on the board and that you have a [8:33] decision what direction do that person [8:34] that unit moves and quickly you've got [8:36] cities and more units and the the number [8:39] of decisions you have up your choices go [8:41] up like this I called it the inverted [8:43] pyramid decision-making now years later [8:45] we came out I came with the idea that [8:46] you had 15 minutes at that time to [8:48] engage someone in your game otherwise [8:50] you might lose them and they'd be gone I [8:52] think today we fa a situation where you [8:54] have two or three minutes to get [8:55] somebody interested in a game today but [8:57] then we had more time and I thought we [8:59] did I think we borrowed from other guys [9:01] or like like uh Empire Deluxe he started [9:03] with just something simpler and it grew [9:05] we had we captured that same sense I [9:07] think I think that was a good we we did [9:08] that well or you did that well at said [9:10] yeah I think our gift was to know what [9:13] to steal from other games yeah how much [9:15] to borrow and how much to invent [9:18] yourself [9:20] so [9:22] um was this a good did we do this right [9:24] or wrong I think I think the jury is [9:26] still out when you look at uh how the [9:29] civilization Series has evolved uh humor [9:32] has not necessarily been a big part of [9:34] the succeeding Civ games but uh it was [9:37] really an indication of kind of how [9:39] unsure we were about uh was was this [9:44] game going to be taken seriously by [9:46] players or was it something we needed to [9:48] really uh kind of lighten up and make [9:50] more accessible in that way I think we [9:51] found a good balance I mean I felt good [9:53] about I one other point I made a note of [9:55] is that I think we did a good job of [9:57] telling the players that he or she was [9:58] doing a good job you know they had to we [10:00] love the King Day parades and there was [10:02] like other notices the newspaper reports [10:05] and uh there was other ways that we were [10:06] telling the player you're doing great [10:08] keep going you're super you know you're [10:09] really you're doing a great job as king [10:10] of this country I think uh we I think we [10:13] did that well yeah I think that's always [10:15] a question in games as you're playing [10:16] you know am I doing the right thing am I [10:18] on the right track have I spent the last [10:20] hour or two you know kind of wasting my [10:21] time giving the player those those kind [10:23] of constant indications that this is [10:25] progress this is a this is uh you know [10:27] this is the right thing to do or or we [10:29] appre we're watching we we're [10:31] appreciating what you're doing is kind [10:33] of encouraging to the player to to allow [10:35] them to keep [10:36] going um one thing that just I guess in [10:39] hindsight seems so obvious but um we [10:42] really could not call this game [10:44] civilization as it was in development [10:47] that was kind of our code name that was [10:48] our internal name but our assumption was [10:51] this game would not be called [10:52] civilization because there was a board [10:54] game out there called a civilization it [10:56] was owned by Avalon Hill which was [10:57] another computer game public ing company [11:00] at the time and there was a the game had [11:03] originally been designed in um England [11:05] so uh we trying to come up with [11:08] alternative names and uh I don't [11:12] remember call to power Rise of Nations [11:15] um age Age of Empires you know Nam like [11:18] that but um we said um you know the only [11:24] appropriate name for this game is [11:26] civilization so uh our um Intrepid [11:30] marketing team went to talk to Avalon [11:32] Hill and [11:33] um amazingly enough they were able to [11:36] work out an arrangement with there I [11:38] think Avalon Hill was maybe withdrawing [11:39] somewhat from the computer side of [11:42] things at the time and uh we were able [11:45] to to get the uh the name to [11:47] civilization which I think is actually a [11:50] pretty significant part of the uh of the [11:53] uh success of the game you know when you [11:54] look back at the games that we've done [11:57] Pirates exclamation point railroad [12:00] Tycoon I mean it's those those names [12:03] that kind of create a picture in your [12:05] mind almost immediately of what the game [12:06] might be that that helped them to be uh [12:09] successful and I also actually credit [12:11] this uh image that uh one of our [12:13] marketing people was able to find uh [12:16] this was not created for the game it was [12:18] actually uh found and it but it captures [12:21] again what what the uh the potential the [12:24] possibilities of of what your game [12:25] experience is is is going to be um [12:29] the other point that I'll make is that [12:31] our game did not [12:33] really duplicate the the board game I I [12:36] get that question uh fairly often uh the [12:38] board game kind of was limited to a [12:41] specific geographic area and and a [12:43] specific geograph uh era of time uh [12:46] there were some some cool ideas in there [12:48] but I think we added a few of our own as [12:51] we as we went [12:52] along but this this I think was a huge [12:55] win for us to be able to use the name uh [12:57] civilization for the the game that we [12:59] are [13:04] making okay here we here we go [13:09] uh this is the uh kind of the classic [13:14] perception of Civ is that it is uh the [13:19] turn-based game the you know that the [13:21] turn-based turn-based disness is at the [13:24] heart of [13:25] civilization and uh interestingly enough [13:28] the the uh the first version of the game [13:31] probably the one that that Bruce has the [13:33] disc of uh was not turn-based it was a [13:37] more of a Sim [13:39] City Zone this area for Farms Zone this [13:43] area for kind of watch things evolve [13:46] over time and um it was really when we [13:51] switched over to a turn-based uh mode [13:53] that the game came together uh at that [13:57] point the player became to engaged in [14:00] what was happening uh but was given [14:02] enough time to really consider the [14:04] implications of of what they were doing [14:06] um they had uh could project into the [14:09] future they what I like to think about [14:11] civilization is it's a game where you [14:13] are always your mind is always ahead of [14:15] the game you're always [14:17] anticipating uh what's going to happen [14:19] next you have a couple of things uh a [14:22] Wonder being built over here you're [14:23] exploring this continent over here [14:24] you've always got a couple things going [14:26] on that you're looking towards and that [14:29] um you know that kind of feeds into that [14:31] one more turn or that one more [14:32] technology or one more uh you know [14:36] you're always kind of leaning forward [14:38] into the future uh very interesting uh [14:41] of course Bruce went on to Ensemble to [14:43] uh to create Age of Empires there uh [14:46] which was turnbas I mean it was real [14:48] time and um in my [14:51] mind the reason those games are are so [14:54] different [14:56] is almost solely based on the fact that [14:58] one is turned turn-based and one is is [15:00] real time um Bruce do you have anything [15:04] to say about that Well I this was uh Age [15:07] of Empires was like five or six years [15:10] later and the world had changed a little [15:12] bit strategy games you know there had [15:14] been command and conqueror been [15:15] published and uh Worldcraft been [15:16] published and these were realtime [15:17] strategy games and they were extremely [15:19] successful and so my my colleagues and I [15:23] were we wanted we needed to do something [15:24] different we but we love civilization [15:27] but we wanted to do something different [15:28] we said can we civilization in real time [15:30] what would that be like would that be it [15:32] be different enough it wouldn't be you [15:34] know be borrowing but we wouldn't be [15:35] borrowing everything it would be [15:37] different enough to be a new a new [15:38] product and it turned out it was I it [15:40] was more than just real time but at real [15:42] time also was our games were played in [15:45] like an hour Age of Empires is an hour [15:47] half hour experience where civilization [15:48] was a different longer experience [15:50] usually so it was we're trying to adjust [15:53] to the marketplace and take advantage of [15:55] things that had changed uh lot I I think [15:59] it's nice that both games existed and [16:01] did really well I mean uh uh I'm and we [16:04] also did other things too we we [16:05] telescoped our time period we age one [16:07] was just ancients and then Age Two was [16:10] was uh uh you know um Knights and [16:12] castles which was a sweet spot really [16:14] turned out but um you know I mean it was [16:17] certainly influenced the the vision for [16:18] age was let's take civilization move it [16:20] into realtime strategy and historical [16:22] framework and that was the vision yeah [16:25] and it just strikes me that a lot of the [16:28] differences are are based on that that [16:30] you can't play a real time game for 20 [16:33] hours I mean you that it would be it [16:35] would be you know too intense and by the [16:37] same token a turn-based game that lasted [16:39] you know 30 minutes or so again would [16:42] not would not really be satisfying so [16:44] it's it's um I think this this issue of [16:48] turn base versus real time has so many [16:50] implications in terms of where where the [16:52] games go you know again given the some [16:54] the similar subject matter so um it was [16:57] not uh we did not realize at the time [17:00] that we had made this pretty significant [17:03] uh uh switch and the whole one more turn [17:07] phenomenon had not really occurred to us [17:10] it's it's something that just arose out [17:12] of uh the development of the game and [17:14] you know looking back it seems to be so [17:16] characteristic of of Civ but uh it was a [17:20] way of just getting you closer to the [17:22] action and getting you more involved in [17:24] what was happen happening at the same [17:26] time giving you enough time to consider [17:28] your decision [17:29] uh really allowing us to do things like [17:31] the tech tree and diplomacy all the all [17:33] the different things that that kind of [17:35] you you take some time to uh to do in [17:37] the game uh we're really based on this [17:39] fact that we that we uh switched over to [17:42] a a turnbas mode um probably it was [17:46] fairly uncommon in games um of that time [17:49] I'd have to say uh a lot of our [17:52] background was in in war gaming you know [17:54] which is clearly turn-based or movement [17:57] based or player player time Scale based [18:00] and that probably influenced a lot of [18:02] what we did there but um at the time it [18:05] was um it was fairly different from what [18:07] was going on there um as well as the [18:10] fact that the whole idea of doing a [18:13] strategy game was kind of unique at that [18:15] time and there were a few games out [18:16] there but strategy games were generally [18:19] considered uh slow moving [18:22] boring you know nerd nerd oriented and [18:26] uh setting up a bunch of counters on a [18:27] map uh and and uh it was not something [18:31] that computers were were supposed to be [18:33] uh supposed to be fun for computer game [18:35] players and the irony for us was that [18:38] within a couple years everything was a [18:39] strategy game it was a realtime strategy [18:41] game it was a space Bas strategy game so [18:44] we claim to have made the world safe for [18:47] strategy gaming uh by by making a civil [18:51] we had to fight battles inside the [18:52] company too I mean the company wasn't [18:53] too excited about they wanted more [18:55] flight Sims and things like that they [18:57] doing a turn-based strategy game was not [18:59] enthusiastically embraced by the [19:01] management of the company it was a it [19:03] was a revolutionary concept at the time [19:05] until started the sale and the critical [19:07] reviews started coming in then they were [19:08] real happy they want another one of [19:09] those [19:11] please take two take two of [19:14] those um great leaders uh another you [19:19] know um another thing that amazed and [19:23] surprised us was uh the Gandhi the [19:26] Gandhi phenomenon the Gandhi meme [19:29] uh making the world safe for [19:31] Gandhi um this is um a phenomenon [19:37] steeped in in mystery and Legend but uh [19:41] our theory is that uh Gandhi was not [19:44] really programmed to be more war of a [19:48] warmonger than anybody else but it was [19:50] so out of character for him and kind of [19:53] really Illustrated that the game is not [19:55] about reproducing history but creating [19:58] your own historical story so uh whenever [20:02] Gandhi came up uh with some with a bad [20:04] attitude it was something that that [20:06] people uh really noticed and and and [20:08] remarked upon but the idea of uh meeting [20:12] the great leaders I think uh kind of [20:14] goes along with one of the fundamental [20:15] things that we wanted to do with Civ and [20:17] and Bruce and I have talked about this [20:19] side that we we did our research in the [20:21] children's section of the library that [20:23] we we were not trying to create a game [20:25] that was about all the Obscure [20:27] historical facts that we happen to know [20:29] because we read the right book it was [20:31] about things that everybody would be [20:33] familiar with and um that allowed uh [20:37] players to feel at home to feel uh uh [20:40] comfortable to feel smart about the the [20:42] concepts that were in the game because [20:44] they had were were familiar with them or [20:46] had heard about them um and also they [20:48] they were kind of interacting on a on a [20:50] peer-to-peer level with great figures [20:52] like uh genas Khan or Caesar or um great [20:55] leaders so this was the role we wanted [20:58] to put you in uh you know this this idea [21:00] of building a civilization and being a [21:02] great leader and being able to interact [21:04] with these other other leaders I think [21:06] really strengthen that uh that that role [21:09] playing aspect of the [21:11] game I'm going to say something can't [21:13] remember what it [21:14] was [21:16] sorry so the um the the kind of the by [21:20] line that we used it's it's good to be [21:21] king I think I think that might be my M [21:23] BRS but it was interesting cuz like the [21:25] idea was that I'm a God in this game I'm [21:27] a player and I'm running the whole show [21:29] here but then you added this layer in [21:31] where you put these leaders in and so he [21:33] gave you a dual personality like I am [21:35] now Stalin or I am now gangas Khan I I [21:38] didn't I didn't give that much thought [21:40] but you put it in there and I and I [21:41] think it [21:42] worked yeah I think there's always a a [21:44] question in a game of of what do you ask [21:47] the player to do and what do you what [21:49] does the computer kind of do [21:50] automatically and by keeping this idea [21:53] in mind that you're the great leader uh [21:55] that really clarified a lot of the the [21:57] the decisions in terms of what the [21:59] player would do and what would kind of [22:00] be done uh automatically I also want to [22:03] say like I I think that uh we borrowed [22:05] from like let's say the children's [22:06] section of library but I think there was [22:08] two things about that one is that they [22:10] have lots of pictures in those books and [22:12] when you're dealing with artists you [22:13] need to have images that they can work [22:15] with to make the pro now you were making [22:16] most of the art but uh this is a tall [22:19] small team a long time ago and S did the [22:21] programming the design and the artwork [22:23] so uh um so the pictures were helpful [22:26] going forward in the years ahead when [22:28] you had to come up with the images to [22:29] help you the other thing was that uh [22:30] what was the other thing it's already [22:32] gone again well Bruce I'm glad you [22:34] mentioned our team because [22:37] um get the small violin out there were [22:40] only about 10 of us on the team uh at [22:43] the end and just the two of us Bruce and [22:45] I worked on the project for most of the [22:48] uh for most of the time uh we had 640k [22:52] in our IBM PC uh we had 16 colors in our [22:55] EGA palette that we could not change and [22:59] uh eventually we got VGA with 256 [23:01] glorious colors uh it was a very [23:04] different uh time obviously technically [23:07] but I think what it allowed us to do was [23:08] Focus most of our energy on the game [23:10] design and um players were willing to [23:13] use their imagination to add a lot of [23:15] the elements that we couldn't create at [23:16] the time and that actually was a a [23:18] pretty good trade-off I think for us the [23:20] uh as we mentioned we started the game [23:22] in early uh [23:24] 1990 uh actually stopped working on it [23:27] finished another game called cover [23:29] action and came back to this game and [23:32] eventually shipped it in late 1991 I [23:35] think it was early 91 yeah sometime in ' [23:38] 91 it was early I think so overall I [23:42] think we spent less than a year uh in in [23:44] developing the the the original version [23:46] of the [23:48] game I one thing about the artwork is [23:50] that uh as the time goes by I'm I come [23:53] from the school I mean the first [23:55] personal computer game I worked on had [23:56] four colors CGA graphics and so I was [23:59] came up in the school that the game has [24:01] got to be really interesting and fun to [24:02] play cuz you're not going to get wow [24:04] anybody the W it looks and then uh you [24:06] know with the 256 colors in us and we [24:08] could do really interesting things but [24:10] I'm still pushing back about let's don't [24:12] put a lot of money in art Art's not [24:13] important and then you know I had [24:15] partners by then they said no no no [24:16] we're going to make this incredibly [24:17] beautiful and I said well okay go ahead [24:19] and it made a big difference when Age of [24:21] Empires was really really nice looking [24:23] the sun was always shining it was pretty [24:24] it was outs outd doors it was nice I [24:26] think it made a difference and I was not [24:28] prepared for that cuz I come from the [24:30] stone ages of game design when we didn't [24:32] care about colors there was no colors to [24:33] work [24:34] with speaking of the time we took to [24:36] make the game Bruce I think you have a [24:38] fascinating anecdote about the cost [24:40] involved in making these games oh well I [24:43] I don't remember I don't remember [24:44] civilization per se but I was asked to [24:46] do a budget analysis for railroad Tycoon [24:48] we got done with it one of the [24:49] management guys asked me to do it so I [24:51] calculated the people that worked on it [24:52] what they got paid essentially and the [24:54] time and it came out that railroad [24:56] Tycoon had cost the company $160 $7,000 [24:59] to make and this was in 1989 or 1990 or [25:03] something like I was like wow I mean I [25:05] we can't hire a great programmer for [25:07] that kind of money it seems like today [25:08] for one [25:09] year and Civ was was similar I think [25:14] yeah so uh here's one of the uh great [25:18] controversies of of civilization perhaps [25:21] one of the things we didn't do quite as [25:22] well as we we could have done I don't [25:24] know if you were around in the Civ one [25:26] days you were probably deeply involved [25:29] on one side or the other of this [25:31] controversy uh just to refresh your [25:33] memory uh the question was can a [25:36] Spearman defeat a [25:38] battleship uh some people believed it [25:40] could some people believed it could not [25:43] um in the game it could and not all the [25:46] time but the Gandhi phenomenon where [25:49] where something weird happens once you [25:51] assume it's uh a standard uh part of the [25:54] game uh this became one of the early [25:58] controversies of the game whether it was [25:59] okay for a Spearman to once in a while [26:03] uh defeat a battleship [26:06] and uh my claim was mathematically [26:09] speaking the Spearman had a defense of [26:12] two and the battleship had an attack of [26:13] 16 so you know it could happen that the [26:16] math could work out in that fashion uh [26:20] other people with kind of a visual me [26:23] visual who looked at the world visually [26:25] and saw a battleship and a Spearman were [26:27] not were not convinced um and um [26:32] interestingly enough uh combat if we [26:34] look back at the history of civilization [26:36] and the various iterations of the game [26:38] is probably the one area that has [26:40] changed the most that we are we're kind [26:42] of constantly looking at a new way to uh [26:46] to handle handle combat because uh it's [26:50] there's a tension between the The View [26:53] that we give you of the world as the [26:56] great leader that you're planning City [26:58] cities and you're exploring continents [27:00] and you're deciding which wonders to [27:02] build and on the other hand we're kind [27:03] of getting you down in the into the [27:05] nitty-gritty of the combat system you're [27:06] moving your units you're stacking them [27:08] you're deciding where so there's kind of [27:10] a a tension between the role that you [27:13] play as the king over most of your [27:15] civilization and and your um your your [27:18] role as far as combat is concerned so at [27:21] various times we've actually considered [27:22] going to a separate map to resolve [27:24] combat because combat can be significant [27:27] uh in in the outcome of the game uh [27:30] We've we've um kind of dealt with this [27:32] Spearman versus Battleship controversy [27:34] by adding hit points in multiple rounds [27:36] of combat and things like that to make [27:38] it uh somewhat less likely that the [27:40] Spearman will defeat the [27:42] battleship uh with more recent [27:44] iterations of Civ there's um one unit [27:47] per tile there's there's different [27:48] stacking rules and things like that uh [27:51] the original Civ game had a concept [27:54] called zones of control which came from [27:57] uh from war gaming which was probably [27:59] the worst idea that we put in the game [28:02] but it [28:03] reflected my vision kind of how combat [28:06] was going to work in this game I I was [28:08] imagining you'd create lines of units at [28:10] your borders and you'd be trying to hold [28:12] the the uh the other CES back and it [28:15] would be a very kind of look like a a [28:18] World War II type of uh strategy game it [28:22] turned out to be not at all how the game [28:24] was played uh the the the stacks of Doom [28:26] was kind of the the the uh the typical [28:29] mechanism putting together a b a bunch [28:31] of units and and moving them around and [28:33] and and the cities became really very [28:36] much the focus of where combat took [28:38] place which actually worked well because [28:40] it it kind it it was a lot easier [28:43] smoother and allowed you to um uh Focus [28:46] energy on other parts of the game as [28:48] well as just the the combat but [28:51] something we had no uh that I certainly [28:54] had no idea of it that when we when we [28:56] first put things together uh the rules [28:57] that we're creating for combat we're [28:59] focused around this more kind of spread [29:01] out War gamey type of of combat um but [29:05] certainly with Civ one and then with the [29:07] succeeding cves we kind of understood uh [29:09] what was happening and some of the [29:10] changes that have been made in the more [29:11] recent cves are Al actually trying to [29:13] get back to that more spread out combat [29:15] and less less about the the uh the [29:18] stacks of [29:19] Doom uh one of the other things we did [29:21] with uh Civ was was try to make very [29:24] clear um what the charact what the [29:27] considerations were that went into [29:28] combat you know we gave each Unit A [29:30] attack factor a defense factor and a [29:32] movement factor and those were printed [29:34] right on the unit right in your face and [29:36] so that that with all the systems in the [29:38] game we tried to make it uh very clear [29:40] how they worked so you weren't spending [29:42] your your mental energy trying to [29:44] decipher the systems you were you [29:46] spending your mental energy imagining [29:47] how you would use those systems that you [29:49] understood uh how they interacted and [29:51] how they how you would use them to kind [29:53] of accomplish your your purposes in the [29:55] game but um with with combat it was a it [30:00] was definitely a uh a work in progress [30:02] and we're and we're I think we're still [30:04] constantly uh adjusting how it works uh [30:08] in and and relates to the other parts of [30:10] the game because there's that tension [30:11] between how important it is and and and [30:14] what role you have but um I'll admit [30:17] that we may have dropped that I may have [30:18] dropped a ball here as far as combat is [30:21] concerned but uh hey I made peace with [30:25] it I mean I think I probably raised the [30:27] issue I was the first gu ever deal with [30:28] it so I probably raised it first I mean [30:30] how is this crumby ancient unit [30:32] defeating This Modern warship it doesn't [30:33] make any sense to me you know this ship [30:34] is on the coast and here's this guy in [30:36] the land I attack him I should have just [30:38] blown this guy to smithin no no I lost [30:39] my battleship I don't get it and so so [30:42] uh this is the kind of conversation we [30:43] have and he' say well he explained it to [30:45] me and I said okay okay it's fine I I'll [30:48] live with that and I could think you [30:50] know I can play chess and the pawn can [30:52] kill the queen on the right circumstance [30:54] right I mean so I mean it's like a it's [30:56] a game it's not we're not trying to [30:57] model model reality here it's a game and [31:00] so I made that I made that decision [31:03] myself and then I had to explain it to [31:04] the next 50 guys and marched into my [31:05] room complaining cuz this is so it's [31:08] your fault you did not convince me one [31:10] of my jobs was to Shield you from [31:11] everybody else in the company was upset [31:13] about something so they they' March down [31:15] to my office and say what is going on [31:16] with this and I'm going you know I have [31:18] to explain it again I should have put a [31:20] board on my door this is the problem [31:21] with spearm with the battleships you [31:23] know don't bother me about it this is [31:24] the answer right here [31:28] thank you [31:29] Bruce so uh another thing that we [31:32] introduced with uh with S1 was the idea [31:35] of the tech tree and again in hindsight [31:38] this seems uh so classic so [31:43] characteristic of the Civ game uh and I [31:46] wish I remembered the moment when we [31:47] said hey a tech tree would be cool [31:50] wouldn't that be cool wouldn't that be [31:51] an idea that could last for 25 years in [31:54] not only in our games but in many other [31:56] games uh I don't remember that moment [31:59] but I do remember um having a book where [32:03] kind of the the timeline of History was [32:06] kind of laid out horizontally and all [32:09] these different uh unique events were [32:12] were kind of pegged to their specific [32:14] eras and times and I I'm going to guess [32:16] that that was kind of the uh the Genesis [32:19] of this idea that uh one thing would [32:21] lead to another and it fell so [32:24] wonderfully into our idea of starting [32:26] very small and then gradually kind of um [32:31] unpeeling the onion and and giving you [32:33] more and more interesting things to do [32:35] and I think it um it also kind of felt [32:40] very civish this idea of um where on the [32:44] one hand we had a war game we we also [32:46] had a game where science was important [32:49] um was kind of a fairly new idea at the [32:51] time but but really um science was going [32:54] to be an important part of this uh game [32:56] and and how well you did how while you [32:58] managed it was going to be significant [32:59] in terms of your your outcom so um the [33:03] tech tree seemed to uh kind of [33:06] encapsulate what we were trying to do [33:07] with with with the c game I love the [33:09] tech tree I was like how do I get the [33:11] railroads I mean what do I got to do to [33:12] get the railroads cuz go the railroads I [33:14] can move my units all over my Empire [33:16] with one click you know they can go [33:17] anywhere I was like what a great thing [33:19] this is so I thought it was cool it was [33:21] fun to come up with the names for civil [33:22] you know was part of our research again [33:24] maybe the children's section but like [33:26] what were the important Technologies and [33:27] thinking about like the sturup I [33:28] remember thinking about the sturup cuz [33:30] I'd read histories of warfare and uh the [33:33] horsemen in battle had been like an A [33:35] Part a side show for most of ancient [33:38] times until they had a stirrup and now [33:41] now the entire power of the horse can be [33:43] point right at the end of your Lance [33:44] couching your arm now the horse is just [33:46] is hitting somebody not just you with [33:48] your stupid little spear and it changed [33:50] Warfare for a couple hundred years I [33:51] don't think the sturup is in our come on [33:53] it's got to be in there I don't know it [33:56] should have been the stup's not in our [33:57] game it's in their game cuz I maybe [33:59] maybe was an Age of Empires then I don't [34:00] know but I it's the same line of [34:03] thinking the same thinking that here's [34:04] something that changed the world at [34:06] least temporarily you know let's move on [34:09] let's move on wait I'm looking [34:13] for so one of the things that's fun um [34:16] stup was very stup was very important U [34:19] one of the things that's fun is to kind [34:21] of look back and in contrast how we saw [34:24] things back in that time and how how [34:26] things have evolved over over the you [34:28] know over the course of many many s [34:29] games and um you know Bruce mentioned uh [34:33] the railroads and the what we certainly [34:36] discovered over time that that people [34:37] would would minmax and analyze the tech [34:40] tree and have these specific [34:42] technologies that they were you know [34:43] targeting and they would have uh tracked [34:46] back you know seven iterations as to [34:48] what technologies they would need to to [34:50] research to get to you know gunpowder I [34:52] think was often a favorite and um that [34:55] was that was very contrary to how I saw [34:58] the tech tree initially in fact in Civ [35:01] 1 um you might have earned the [35:04] prerequisites for gunpowder let's say um [35:07] but there was a a small chance that it [35:09] wouldn't show up in in your your list of [35:11] uh choices because my thinking was well [35:14] they didn't know that they were going to [35:16] be able to you know invent gunpowder at [35:18] this time it was like they were finding [35:21] their way through this uh this [35:23] mysterious uh cloud of of science [35:26] possibilities and uh boy did we get some [35:28] complaints about that um so it was what [35:32] we uh what we did not anticipate was how [35:36] intensely and how seriously and how [35:37] analytically people would play this this [35:40] game and uh that was definitely [35:42] something that that changed in in Civ uh [35:45] in Civ 2 and in some of the later cves [35:47] it would actually say if you want [35:49] gunpowder which is like eight leaves [35:51] down the tree you might want to go this [35:53] direction and I was like oh that's that [35:56] is so long but so is this like the first [35:58] appearance of the optimizer in playing [36:00] games I don't know the min max player [36:03] one of the things that we certainly have [36:05] identified are lots of different [36:06] personality Styles in in terms of [36:08] playing Civ and kind of the uh the tech [36:10] Tre Optimizer uh is is is such a person [36:14] and you know I'm always amazed by [36:16] Starcraft players that have again that [36:18] same idea the very specific uh actions [36:21] that you take to play the game and uh [36:24] that's one way to play but to me that [36:26] kind of takes a lot of the fun out of it [36:28] so I'm I guess I'm more uh drawn to [36:31] games that are going to surprise me or [36:33] give me a different challenge every time [36:34] I think that's that's a that's a [36:35] question of taste I mean because uh you [36:37] know like I like the fact that our maps [36:39] are randomly generated you know we the [36:41] game was different every time you played [36:42] now the like the Starcraft Maxim [36:46] Optimizer wants to he loves the maps [36:48] being exact I mean a guy told me once [36:49] that he got a guy at blizzard told me [36:51] once he got a letter from a guy he said [36:52] if you move this item one pixel to the [36:54] north I will never lose Starcraft again [36:57] because that that causes me so much [36:58] problem if you just move it one pixel [37:00] I'll will never lose and he had optimize [37:01] the game to that extent so that's a [37:03] different style of play people who like [37:05] Civilization probably were not that guy [37:07] and that's certain something that's been [37:08] a part of all the way through is the the [37:10] idea of random Maps scenarios difficulty [37:12] levels many different ways of allowing [37:14] you to replay the game and have a have a [37:17] a different experience or a new [37:18] experience or a fresh experience yeah I [37:21] going forward I definitely wanted random [37:23] maps in the games that I we we we made [37:26] going forward [37:29] the wonders of the world uh history is [37:34] so rich in stuff for us to steal uh this [37:37] was just uh cool low hanging fruit that [37:41] wouldn't it be cool to build these [37:43] awesome wonders um in the in the [37:46] successive iterations of if we were able [37:48] to actually give you wonder movies and [37:50] and kind of uh give you pretty some [37:52] pretty uh dramatic payoffs for doing [37:55] these things but um the idea of [37:57] something that only one uh Civ in the [38:00] world could build and you wanted your [38:02] race to be the first to do that uh gave [38:04] you another way of being aware of the [38:06] other cves that were in the world and [38:08] and what else was was going on there and [38:11] I think it uh also gave you this [38:13] connection to things that you'd heard [38:15] about you know whether was stonehinge or [38:17] pyramid I think it was aspirational I [38:18] mean I I'm going to build a great wall a [38:20] Great Pyramid of Giza you know that's [38:22] that's pretty cool I get to do that I [38:23] want to do that I thought that was that [38:25] was interesting the way we did that the [38:27] way you did that let's [38:28] say I think the wers very [38:31] popular another thing we did right high [38:33] five there Bruce all [38:37] [Applause] [38:40] right thank you you're very kind uh so [38:45] something we did horribly wrong we we [38:49] missed out on the opportunity for moding [38:51] and scenarios which uh became such a [38:55] wonderful important part of civil ation [38:57] as it proceeded through the years but um [39:02] c 2 really introduced modding as a as a [39:05] as an option as a strength and and [39:06] something that really engaged our [39:09] community uh we we just didn't have the [39:12] uh the vision in those days to imagine [39:14] that anyone could design anything better [39:16] than we could I guess that I think that [39:18] was the that was probably our thinking [39:19] at the time it wasn't my [39:21] thinking um but uh the idea that um this [39:27] has really opened up the game to a to a [39:30] whole different kind of player I'd like [39:33] to think that a lot of designers perhaps [39:35] got their first design experience making [39:37] a mod for civilization or or a similar [39:39] game uh again what we found in terms of [39:42] the feedback that we were receiving for [39:44] our game was that um a lot of the the [39:49] feedback was uh suggestions for [39:51] improvement of the game you know things [39:52] that that the players liked are things [39:54] that they thought should be should be [39:56] changed or fixed and the the Civ seemed [39:59] to bring out the inner designer in a lot [40:02] of our players and and modding uh gave [40:05] those people the opportunity to express [40:07] that and I think it was it's probably [40:09] the reason Civ has been around for so [40:11] long is is that moding was introduced in [40:13] Civ to and uh gave uh players things to [40:17] do and kind of a freshness between the [40:20] five or so years that it took to to [40:22] bring out a new civilization so um this [40:25] was an opportunity I think that we we [40:27] that we missed um now in those days [40:31] there was no internet and so you know we [40:34] we'll kind of justified by probably [40:36] would have been pretty complicated I [40:38] wouldn't beat yourself up over this one [40:40] come on we we're we're you know we had a [40:42] small team we had a they limited time to [40:45] make this game the management props in [40:47] down the hall what are you working on [40:48] today you know where's my new flight [40:50] simulator what what is this stupid game [40:51] and uh so we were under a pressure I I [40:53] believe I felt I was under pressure you [40:55] weren't you were never Under Pressure [40:57] but [40:58] um we had to get this game you know you [41:00] did a great job of putting it in a box [41:03] and saying this is what's going out the [41:04] door and like that you because after you [41:07] let everybody else in the company play [41:08] there was a lot of ideas were coming in [41:09] your office and I think you did a great [41:11] job of saying you know I had this idea [41:13] that when you're when you're designing a [41:14] game your your first half of the project [41:16] you're playing forward on the soccer [41:17] team you're trying to score goals Idea [41:20] Idea Idea Idea Idea and then the game [41:22] flips over to the second half now you're [41:24] the goalkeeper you've got a game that's [41:26] essentially done you got enough Stu in [41:27] here is good to go now you're defending [41:29] the goal it's going to get this game [41:31] done and we're not going to try and [41:32] score any more goals just trying to [41:33] finish this project I think you did a [41:34] good job boxing it off and taking it to [41:36] the Finish thank you Bruce thank you [41:39] you're welcome kudos to Brian Reynolds [41:42] for uh for adding the modding feature to [41:44] to [41:45] to H so who is this young handsome young [41:49] man here that picture was taken three [41:51] years [41:51] [Laughter] [41:55] ago um I think another significant part [41:58] of uh of what civilization was was the [42:01] manual that that Bruce created um it was [42:05] it was again it made the game I think [42:08] seem important seemed like a game that [42:10] you needed to play seemed that you [42:11] needed to tell other people that you [42:13] were playing because it meant you were [42:14] cool because you could handle um [42:17] creating a civilization um and it was [42:20] really a uh it was wasn't just about how [42:23] to play but there was a lot of [42:25] background information there was there [42:26] was a [42:27] some great historical information and I [42:29] think it suggested reading suggested you [42:32] want know the real [42:34] story if you right so uh I think it it [42:38] really complemented the game in in a way [42:41] that that we just don't you know that [42:43] doesn't happen anymore but it it it it [42:45] gave the the game kind of a weight and [42:47] an importance that probie toss is a word [42:49] I would that that yeah it's a shame they [42:52] don't do that anymore but you know [42:53] people don't want they have time to [42:56] read not not even the manual let alone [42:58] the suggested reading I don't read [42:59] manual I don't I don't read a manual of [43:01] anything time it's not intuitive I mean [43:04] we're trained now to do it all you know [43:06] like this is you take them through the [43:07] first time of user experience when they [43:09] don't they know how to play and it's all [43:10] seamless and you got 3 minutes to make [43:12] it happen now this was actually not [43:15] unique to civilization though railroad [43:16] Tycoon Bruce wrote again a very [43:19] comprehensive Manu it was uh even with [43:21] our F-15 products you know we were uh [43:25] trying to take this very limited [43:26] technology and make it feel awesome and [43:28] epic and important and uh the maniel had [43:30] a had a a significant part to to play in [43:33] that uh back in back also this G an [43:36] opportunity to tell some of the real [43:37] story because like again another Point [43:39] I've made over the past is that we [43:41] borrowed from the historical record [43:42] stuff we thought would make a great game [43:44] we left stuff back there that we didn't [43:46] think would help like there's no slavery [43:48] there's no black plague or something [43:49] like that or there's no religious wars [43:51] you know so those are all certainly part [43:53] of the historic record the history of [43:55] Western Civilization per se but we [43:57] didn't see how they're going to add to [43:58] the game so you know the idea is to [44:00] entertain people not teach history I [44:02] think you can learn things and we can [44:03] introduce you to maybe go down the road [44:05] to go to the library and read more but [44:07] we we're focusing on making [44:08] entertainment software yeah that reminds [44:11] me one of one of the first Concepts that [44:12] I had for the game was the rise and fall [44:14] of civilization that you would you you [44:16] build a civilization but then you'd have [44:17] this kind of setback and then you'd kind [44:20] of come back from that even stronger and [44:22] it wouldn't be so satisfying to you know [44:24] overcome this adversity you know whether [44:26] it's the plague or or something and uh [44:28] come back even stronger and awesomer and [44:30] then they would just be awesome and [44:32] totally awesome but um what we found [44:35] happen is as soon as this plague hit or [44:37] this this setback happened people would [44:39] reload their game from five turns ago [44:41] and and kind of try to try to avoid it [44:44] so um it became the rise and rise and [44:47] Rise of civilization and not not the [44:50] fall was was uh I think we sort of [44:52] learned that lesson making railroad [44:53] Tycoon cuz you had these floods will [44:55] wipe out your railroad if you you built [44:57] the really expensive Bridge you gave [44:58] people and there was no help for that [45:00] you couldn't stop this from happening [45:01] and it was so dispiriting to have your [45:03] railroad crushed by this random event [45:05] computer was having the fun player [45:07] wasn't having the fun computer was [45:08] having the fun so that was one of your [45:09] points too the player should have the [45:11] fun not the computer not the researcher [45:12] not the writer not the computer so uh I [45:15] think we had floods in Civilization that [45:18] could wreck your city and then you you [45:20] gave them uh a wall or something that [45:22] they could build and it stopped the [45:24] flooding so and you built that wall you [45:26] didn't worry about floods anymore that's [45:27] you had player had a solution to that [45:29] kind of problem yeah I think railroads [45:32] is where the phrase what were we [45:34] thinking was was first first but uh I [45:37] will claim that uh civ1 introduced the [45:41] idea of global warming back in 1990 [45:44] because that was actually a that was [45:46] actually a thing in Civ one that if you [45:48] had too much pollution the the Seas [45:50] would rise and you'd lose your coastal [45:52] cities so way ahead of our time way um [45:58] too much information um again kind of [46:01] reflecting we had no idea what we were [46:04] trying to do here uh I thought it would [46:07] be cool to have all this uh detailed [46:09] demographic information about your Civ [46:12] that uh it would again make the feel the [46:14] game feel real and and and kind of you [46:17] actually managing these people um these [46:19] things w't did not survive to any of the [46:21] later iterations of [46:23] civilization uh nobody was fooled this [46:25] is a game and and I think people more [46:28] and more looked at it as a game and as [46:30] they kind of optimized their way through [46:32] the tech tree and and analyzed uh [46:35] Spearman versus battleships it kind of [46:39] um was not seen really as much of a role [46:42] playing experience which is part of what [46:44] we were trying to do uh with too much [46:47] information here but part of it was also [46:48] this um these kind of attaboys these you [46:51] know the top five cities in the world [46:53] ways of giving you some sense of um how [46:55] you are progressing and the you're kind [46:57] of on the on the right [46:58] [Applause] [47:02] track so this is the um oh that's [47:07] actually a Gip wow I didn't know that um [47:11] so this is the introduction to [47:13] civilization and um in the beginning the [47:17] world was out without form and void and [47:20] we were really trying to make this feel [47:22] like an important game uh Jeff Briggs [47:25] wrote this really cool piece of music [47:27] reminiscent of Copeland's Fanfare and uh [47:32] this is how you started to play and I I [47:35] think that we succeeded in kind of [47:39] giving you the idea that this experience [47:42] was going to be different from what was [47:44] happening in other games and in in kind [47:46] of some important and significant way [47:49] that this [47:50] game kind of told you something about [47:52] how the world worked and let you kind of [47:55] take over at this very [47:57] a crucial point in the history of the [47:59] world and and tell your own story so um [48:04] again we were we were bold and young and [48:07] audacious and really trying to convince [48:09] you that this was um a game of of [48:13] historic [48:15] significance uh little knowing of course [48:18] that 25 years later we'd be still [48:19] talking about it but [48:22] um I think we we had no fear in those [48:25] days and this uh kind of represents [48:27] our idea that we had created something [48:29] special I think Bruce talks about how he [48:31] felt um that in Hunt Valley Maryland [48:34] I'll let you tell that story BR well I I [48:36] just people asked did you know it was [48:38] the game was going to be great when [48:39] you're working on I said absolutely at [48:41] some point I realized the whole world [48:43] did not know the gaming community did [48:45] not know that in this little town Hunt [48:46] Valley Maryland nor Baltimore we were [48:47] making a game was going to rock the [48:48] world and I just felt really strongly [48:50] about this game is going to be great [48:52] it's going to have [48:53] incredible you know success people are [48:56] going to love playing game and I just [48:57] felt really I walked down I told my [48:59] girlfriend is now my wife I said you [49:01] know if I could find a job make a living [49:03] I would do what I'm doing every day for [49:04] free cuz this is so much fun this is so [49:06] cool what we're making is so important I [49:08] think I thought it was great it was an [49:10] incredible opportunity for me I really [49:11] loved [49:12] it I'm not sure I had the same feeling [49:17] um I enjoyed making the game but I felt [49:20] it was a bit out there and um uh so I I [49:25] was very gra felt very gratified when we [49:27] started to get some positive response [49:29] but I I definitely was up in the air as [49:30] to whether we had kind of gone too far [49:33] uh or or this was going to work I knew [49:35] that when when I could see other people [49:37] sitting down and I myself I I the time [49:38] would just go flying by you know that [49:40] like uh a psychologist call creating [49:43] flow you get into a flow pattern [49:44] psychologically and you just time you [49:46] forget about the P of time and I and I [49:48] knew that was happening to me I could [49:50] see it happen to the other people [49:50] playing the game and I knew that that's [49:52] that's the stuff that's the real thing [49:54] if you can do that then you've achieved [49:56] something really [49:57] successful speaking of time passing the [50:00] uh the game shipped on eight 5 and a/4 [50:02] in floppy disc so probably spent half an [50:05] hour just loading it onto your [50:08] PC uh probably one of the areas that we [50:12] fell down uh was in actually testing the [50:16] game um looking at the credit sheet from [50:19] the manual there there were I think five [50:22] five testers that we had at the end of [50:24] the you know at the end of this project [50:26] to test the game in addition to all the [50:29] playing that the Bruce and I did but the [50:30] idea of of of intensive testing was not [50:34] as well established back in those days [50:36] and um even though the game uh was [50:40] pretty solid there were two significant [50:42] bugs in the game the they're not bugs [50:45] but they're they're the kind of exploits [50:47] I'd say we call them these days that oh [50:49] that's what I say by building lots and [50:50] lots of cities you could kind of [50:53] uh grease your path to success [50:57] and we we actually ended up adding this [50:59] idea of um of corruption to balance that [51:03] out and the other thing we didn't [51:05] realize uh in our testing was that the [51:07] Chariot unit was amazingly overpowered [51:10] for its cost it was a 412 for a attack [51:14] factor and it was pretty much a cool way [51:16] to to uh overrun the entire world so we [51:19] ended up making a 312 which was perfect [51:22] so uh the power of one number um but [51:27] otherwise the game was pretty solid we [51:28] had no option of course for a day one [51:31] patch or any of the uh the tools that we [51:33] have today to to update things so um few [51:36] things we we we missed at the time but [51:39] um overall was was was pretty solid I [51:42] wanted to leave a little time for [51:44] questions uh so um we're going to kind [51:47] of um end our [51:51] presentation [51:52] there um and uh just uh open it up for [51:56] for questions if you have questions [51:57] about uh the game or the process that it [52:00] by which it was made or our personal [52:02] lives anything like that [52:05] uh um hello so uh I've played [52:10] Civilization now for something like [52:11] 14,000 hours over the past 20 years and [52:15] uh thank you for taking a good chunk of [52:17] My Life um I wanted to ask how did you [52:22] decide upon the original assortment of [52:24] civilizations [52:26] well uh we were certainly looking at uh [52:29] recognizable leaders um I think the um [52:34] again reading through history uh we try [52:38] to give each C A personality certain [52:40] special abilities and things like that [52:41] that would make the gameplay different [52:43] each time you you actually be encouraged [52:46] to play the different cives and have a [52:48] slightly different experience um I think [52:51] that uh looking back I'm name chairman [52:53] mauo is is the leader of the Chinese we [52:55] could not pull that off today that [52:57] there's a lot a number of of things we [52:59] we did there that actually you know the [53:02] world has changing we we we we can't do [53:04] anymore but um it I think it was looking [53:07] for these um leader characters that had [53:10] had some really interesting personality [53:12] and would be uh would be fun to interact [53:14] with I mean I I I just think that I um [53:18] CU I was responsible for some of the [53:19] research to try Toom and so you may have [53:21] asked me for what are the good choices [53:23] and you might have said whether give me [53:24] some leaders and give me some CS I don't [53:26] remember now but I would have thought [53:27] about the great civilizations you know [53:30] of Western Civilization primarily but we [53:32] also had India and places like I'm not [53:34] sure just we thought was significant it' [53:36] been big Empires or big civilizations [53:38] were worth you know putting in the game [53:41] thank you very much thank [53:43] you okay uh hi uh my name is mat pilsky [53:47] and I have an indie studio called ice [53:50] Cod games and right now we are creating [53:52] game called cult where you create your [53:55] own cult and fight fight with Cults of [53:57] of Europe and because of that I have a [54:00] question uh did you have uh any concerns [54:04] or problems when you uh put uh in the [54:07] civilization uh religions uh as a tools [54:11] for uh taking dominance over over over [54:14] the [54:15] world religion has been a topic we've [54:17] been very careful with um the original [54:21] Civ had a had a very basic uh system of [54:24] temples and Cathedrals and and creating [54:27] happiness [54:30] um after that succeeding CES have gone [54:33] more into depth with with with religion [54:35] systems and and kind of spreading your [54:38] religion and things like that but it's [54:39] always been uh not taking a kind of a [54:45] any any sort of position in terms of you [54:46] know one religion being better or worse [54:48] or whatever than than another um and [54:51] it's kind of a fundamental idea of Civ [54:53] that we're not trying to um impose our [54:58] vision of what's right or what's wrong [54:59] or you know whenever the designer kind [55:01] of steps to the front and says this is [55:03] how you should play or this is what's [55:05] right or wrong it takes the agency away [55:07] from the player and then that's kind of [55:08] the the designer having the fun as [55:10] opposed to the player having the fun so [55:12] um you know in in in Civ the idea is [55:14] that we let you you know kind of explore [55:17] your own thoughts about whether uh you [55:19] want a big army or whether you want to [55:21] create world peace or whether culture is [55:23] the way to go I mean you always have [55:24] those options in in part of that is us [55:27] not taking a stand on on specific you [55:29] know religious issue or cultural issues [55:31] or or or or things like that so that's [55:34] kind of how we approach that okay thank [55:37] you hello uh first of all thank you both [55:40] this game I credit with giving me my [55:42] love of History uh my favorite thing of [55:46] the entire franchise is in Civ one the [55:47] end of the game you got to replay uh [55:50] your game and like it gave you a real [55:52] good sense of this is what I did and it [55:54] seems to have died in the franchise and [55:56] never gotten the same amount of effort I [55:58] was just curious [56:00] why you'll have to come to Ed me's talk [56:03] which is coming up in half an hour um I [56:08] actually don't have an answer to that I [56:09] I think that [56:11] um we we did put the replay in Civ one [56:14] and in spite of a lot of technical [56:16] limitations to give you that sense of of [56:18] reliving uh what what had happened um [56:23] but I think you know I I'll make a note [56:26] of that thank you hi uh my name is [56:30] Salman uh from Google I uh grew up with [56:34] civilization I played all of them 1 2 3 [56:36] 4 5 six um and on that note about [56:39] growing up with Civ you know I have my [56:41] own four-year-old son and I'm looking to [56:43] basically you know have him play that [56:45] game [56:46] soon but um you know I look back at [56:49] soltion one and there really was very [56:51] high educational value uh in those in [56:54] those days of the term edutainment it [56:56] really it really uh kind of like that's [56:59] how I get my dad to buy c 2 cuz c 1 was [57:01] so educational um and and that was [57:05] really kind of I felt lost um uh because [57:08] in sa one every time you would discover [57:10] something you would have to read about [57:12] it um and so that's the amount of stuff [57:15] I learned from that game uh is just [57:17] endless you know you talk about too much [57:19] op GDP I learned GDP from that too much [57:22] information um you know you're talking [57:24] about uh uh uh you know Chairman Mao I [57:27] learn about him through civilization you [57:28] know all these I I would go to school [57:31] and class history class oh I already [57:32] know what conscription is because you [57:35] know I discovered it and it was really [57:37] amazing but in C 2 uh it kind of became [57:40] like you have to like click the [57:41] description tab or something I can't [57:42] remember exactly and uh and there were a [57:44] lot of stuff in terms of this um uh you [57:47] know historical sense uh and learning [57:50] learning about history and technology [57:52] and all these things that that I felt [57:54] you know has been lost like it was it [57:57] seemed like there seems have there was a [57:59] bit of a conscious decision saying that [58:01] hey you know what it's more of a game uh [58:04] than an educational software but but I [58:07] would love especially for my son right [58:10] for this for this franchise to go more [58:11] towards the educational value trally and [58:15] this stuff like Civil War like like I [58:17] would go attack the capital just to give [58:18] Civil War like all this stuff was lost [58:21] um and you know I'd like to see more of [58:23] that so I'm hearing we need to bring [58:25] back [58:26] one yeah [58:30] so and by the way four years is a great [58:32] age to start playing [58:34] civilization I think I think that'd be [58:36] wonderful I I I do think it's true that [58:39] um and if you if you look on the Civ [58:41] forums uh players get very intense uh [58:45] about the game play so there definitely [58:46] is an audience for this kind of [58:48] streamlined gameplay this this very [58:50] focused gaml um but but I hear what [58:52] you're saying there's also an audience [58:53] for kind of an uh a learn learning based [58:57] uh approach to civilization uh we don't [59:00] actually talk about education as being a [59:02] part of the game uh cuz that's like a [59:03] dirty word but um but we think learning [59:07] actually is an important part of the [59:08] game that the the sense that you get at [59:10] as playing that you now know a little [59:12] more whether it's about playing the game [59:14] or about history or about leaders or or [59:16] GDP uh uh you know I think that learning [59:19] is is kind of a secret uh aspect of the [59:22] game that that that brings you back to [59:24] to to learn more to kind of feel better [59:26] about yourself but thank you for that [59:28] for those comments hi thank you for this [59:31] amazing game it's so fun my question is [59:34] how do you think about um adding or [59:37] removing complexity from one game to the [59:39] next and where and how do you think [59:41] about it well we um couple things that [59:44] we we've gotten to the point where we [59:46] feel the game has the right amount of [59:48] complexity so for every new system that [59:51] we add or new ID that we add we're going [59:52] to pull something else out to kind of [59:54] keep it at that level uh and we also [59:56] have this this rule at for axis which we [59:58] call the 1/3 1/3 1/3 rule which is um [60:01] kind of one/ third of the game it's core [60:03] it's the way C works it's turn-based [60:04] it's going to have cities it's going to [60:06] have units it's going to have wonders [60:07] it's going to have these pieces um [60:09] another third is taking ideas that we we [60:12] experimented with before and and kind of [60:14] taking what we learned whether it's a [60:15] religion system or annr system or a way [60:17] of doing combat and and taking what we [60:19] learned and and and making that better [60:22] and then the another third is new things [60:24] things that we haven't put in the game [60:25] before uh so kind of mixing those all [60:28] together those different thirds is kind [60:30] of what guides the you know the next [60:33] iteration of civilization there's you [60:34] know enough novelty enough new to make [60:36] it a different experience but enough of [60:39] that core gameplay that that it's a c [60:40] game thank [60:43] you hi um Adrian Troy from zuk the [60:46] self-driving car company um I love [60:48] civilization and I also loved the old uh [60:50] 1980 board game civilization and which [60:53] had Tech trees and all these kinds of [60:55] things and I was wondering if you guys [60:56] played that and were influenced by it at [60:58] all that was a licensed game I mean [61:03] there's this cycle now that there was a [61:05] originally a civilization board game and [61:06] then we did the the computer game and [61:08] then there was a a board game based on [61:10] that and uh so it's uh you know this [61:14] again this Synergy and a lot of our [61:15] inspiration for the original Civ was our [61:17] kind of a wargaming background and [61:19] things like that so um they're they're [61:21] they're related um and and I think uh [61:25] one of the the charms of the board game [61:27] is more the multiplayer aspect you know [61:29] playing together with friends and the [61:31] social component which you don't always [61:32] get playing a computer game so they each [61:34] have each have their strengths and I [61:35] think they can reinforce each [61:39] other is over [61:43] here okay I'm getting this symbol uh [61:46] thank you very much for coming thank you [61:47] for supporting [61:54] [Applause] [61:59] thank you for supporting Civ thanks [62:02] especially to Bruce for [62:04] coming enjoy