Summary of "Classic Game Postmortem: Sid Meier's Civilization"
Overview
Sid Meier and Bruce Shelley held a relaxed, funny 25‑year postmortem about how Civilization was born, why it worked, and the mistakes they made. The talk took the audience back to 1990–91: a tiny team (about ten people), 640K PCs, EGA → VGA, 5.25” floppy distribution — and an audacious goal: compress “all possible human histories” into a playable game.
“Compress ‘all possible human histories’ into a playable game.”
Big-picture decisions and inspirations
- The design grew from the same impulse behind Railroad Tycoon and Pirates: start small, provide creative systems that interact, and let emergent stories happen.
- They mixed ideas from many sources, including Empire Deluxe, SimCity, and the Avalon Hill board game Civilization (Francis Tresham).
- Naming mattered: obtaining the Civilization name from Avalon Hill was a major marketing and clarity win.
- Approachability was deliberate:
- Start the player with a single settler and let complexity unfold (the “inverted pyramid of decision‑making”).
- Inject humor alongside serious systems — e.g., Elvis on the city screen, silly newspaper lines — while providing tools like the Civilopedia.
Design moments that shaped the franchise
- Turn‑based vs real‑time:
- Early prototypes were more SimCity‑like; switching to turn‑based made players care more and enabled deeper systems (tech tree, diplomacy).
- Bruce later explored real‑time strategy with Age of Empires.
- The “one more turn” impulse emerged organically and became a core emotional hook.
- The tech tree was a foundational insight: a timeline-based, emergent path for science. Sid and Bruce did not anticipate the extent of later min‑maxing and optimization.
- Wonders, leader personalities, and the ability to “be the king” added role‑playing feel and aspirational goals (e.g., build the Great Pyramid).
Mistakes, surprises, and tradeoffs
- Combat was a recurring problem:
- Early war‑game mechanics (zones of control) didn’t match player behavior.
- “Stacks of doom” and city‑focused combat dominated play.
- Balancing odd interactions (Spearman vs Battleship) caused long debates; later mechanics like hit points and stacking rules were added.
- They missed ship‑building modding and robust scenario tools in Civ I — a capability Brian Reynolds added in Civ II that proved crucial for longevity.
- Testing was minimal by modern standards; exploits (city spam/corruption, overpowered chariots) shipped and had to be addressed through balance rather than instant updates.
- Historical nastiness (slavery, plague, etc.) was often omitted when it didn’t serve gameplay — the aim was entertainment first, learning as a byproduct.
People, craft, and culture
- Art and sound were constrained by the small team, but later production values proved important. Sid admitted initial skepticism about spending heavily on art.
- Jeff Briggs’ opening music gave the game a grand, iconic start.
- The manual played a large role in making the game feel important and taught players background history — something Sid laments is less common today.
- The talk was peppered with anecdotes and humor: the “Gandhi meme” (unexpected aggression), Sid joking about inventing global warming in Civ I (pollution effects), and Bruce’s excitement when he realized they had something special.
Audience Q&A highlights
- Choosing civilizations and leaders:
- Aim was for recognizable leaders with distinct personalities and gameplay flavor.
- Political sensitivity would limit some choices if done today.
- Religion systems:
- Treated carefully and neutrally to avoid imposing designer values; Civ lets players choose strategies (army, culture, religion).
- Replay feature and educational value:
- Audience members praised Civ I’s learning aspects and replay movie; Sid and Bruce acknowledged the educational value and missed it in later iterations.
- Complexity management:
- The team used a “one‑third / one‑third / one‑third” rule — core mechanics, iterated systems, and new ideas — to evolve the game while keeping it recognizably Civ.
Tone and audience reaction
The session was warm, self‑deprecating, and full of laughs and applause. Sid and Bruce alternated technical retrospection with playful stories about design fights, internal pushback, and the joy of seeing players get “in the flow.”
Notable names mentioned or credited
- Sid Meier (speaker)
- Bruce Shelley (speaker)
- Brian Reynolds (credited for modding/scenarios in Civ II)
- Jeff Briggs (composer of the intro music)
- Francis Tresham / Avalon Hill (board game influence)
- Audience contributors: Mat Pilsky (Ice Cod Games), Salman (Google), Adrian Troy (Zuk)
Category
Entertainment
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