Latest News
spacer View All spacer
 
February 9, 2010
 
Analysts: EA On The Right Track At Last
 
E3 2010 Registration Opens As Major Exhibitors Confirmed
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
spacer
Latest Features
spacer View All spacer
 
February 9, 2010
 
arrow Television, Meet Games
 
arrow Two Halves, Together: Patrick Gilmore On Double Helix [1]
 
arrow The Road To Hell: The Creative Direction of Dante's Inferno [20]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2010
 
Fixing the GDC 2010 Schedule Builder
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [19]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2010
 
Ubisoft San Francisco
Core Engineer
 
Ubisoft San Francisco
Gameplay Engineer
 
Vicarious Visions / Activision
Audio Programmer
 
Rockstar North
Senior Graphics Programmer
 
Flashpoint Academy
Game Development and Animation Teachers
 
Ubisoft San Francisco
Network Engineer
 
Telltale Games
Senior Game Designer
 
Irrational Games
Multiplayer Level Designer
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
About
spacer If you enjoy reading this site, you might also want to check out these Think Services sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Game Set Watch (the Group's alt.game weblog.)
News

  IGDA Leadership: Firaxis' Caudill On Doing It 'Sid's Way'
by Chris Remo
3 comments
Share RSS
 
 
November 13, 2009
 
IGDA Leadership: Firaxis' Caudill On Doing It 'Sid's Way'
Advertisement
Working with legendary Civilization designer Sid Meier and his relentlessly gameplay-driven development ethic has both advantages and challenges, according to Firaxis executive producer Barry Caudill -- but in the long run, mainly advantages.

Speaking at the IGDA Leadership Forum in San Francisco, Caudill -- who was a professional saxophonist in the Glenn Miller Orchestra and then a golf pro before he ended up at Microprose, and later Firaxis -- reflected on the principles of the Maryland studio as exemplified by "The Firaxis Way" as well as by its subset, Sid's Way.

The Firaxis Way

The essence of The Firaxis Way, said Caudill, is that gameplay is king. "It's a big deal for us that tech, audio -- all of that stuff -- can never be more important than gameplay," he said. "Everything else can come right up to the level of gameplay, but it's still in a supporting role, and that's how we've maintained our success."

To facilitate that, "We don't go any farther until the prototype is done and we've proved it's fun," Caudill said. "We find the fun early and we hone that fun for the entire process."

At Firaxis, pre-production doesn't start until there's a playable prototype, he went on, which usually means there's a very small team working on its own developing that prototype for some time before the rest of the studio starts working with it.

And from a producer's standpoint, in addition to ensuring gameplay is paramount, "We find it mitigates the risk and the cost across the whole project," he added.

Sid's Way

Sid's Way, the personal design ethic of Meier as an individual, is even more single-minded -- both literally and figuratively.

"There is absolutely no design document whatsoever" when it comes to Meier's work, Caudill said. "The game design document lives in Sid's brain. The publisher would say, 'Can we have the document?' and I'd say, 'Well, I'd have to chop Sid's head off.'"

As a result, Firaxis goes to great lengths to ensure the in-progress prototype is never broken, because when it is, it slows down Meier's ongoing design process, which proceeds at an uncommonly rapid pace.

"Sid absolutely works faster than anyone I've ever seen, anywhere," Caudill said. Illustrating both that pace and the occasional downside of Sid's Way, Caudill recalled a story from the development of 2003's remake of Sid Meier's Pirates!

"There was a different design team starting [on Pirates!] while Sid was doing something else," he said. "We were trying to convince Sid he needed to be involved, but he was working on his thing. Finally, one weekend, he decided he was going to get involved."

At the time, Meier had never worked in 3D as a programmer, so he had a team member quickly work up a system that would allow him to program in a 2D environment, controlling the 3D game.

After that was done, "In three days he wrote an entire ship battle system that brought the whole team to a stop," Caudill said. "It was so much more fun than what was in the game before, that everyone just wanted to play it all day long, and didn't want to do anything else."

That head-on attitude typifies Meier: "He's absolutely not afraid to do anything himself," the producer went on. "He'll just go do something and leave the team behind."

Sid's Shadow

It's one of Firaxis' greatest strengths, but it can also introduce challenges, noted Caudill, for a few reasons. On the technical side, some of Firaxis' modern C++ coders often don't like Sid's code, which tends to be more old-school.

And on the broader scale, Meier's style can cause production headaches. "This is a problem for a producer, because I'm trying to ship this game," Caudill said, "but I have a designer in there who's changing this game. A lot."

Within Firaxis, that conflict is associated with "Sid's cold dead fingers" -- referring to his willingness to let go of design.

Responding to an audience question, Caudill admitted that Sid's overriding design tendencies can sometimes be "incredibly demotivating" for more junior designers.

"We had a guy we sent off to do a prototype, and he was making some junior designer mistakes of digging down into some minute things," Caudill said. "This guy spent six months on this particular [prototype], and at the end of it, we decided we couldn't continue, and we'd put him back on the main team.

"Then, out of the blue, Sid decided to make a very similar kind of game, and in a week, he had a wonderful prototype that worked amazingly well," the producer continued. "The poor guy was just beside himself. Sid did what he was trying to do in six months, and did it in a week."

Still, stressed Caudill, "At no time do I want to create the impression Sid isn't great to work with, or the nicest guy in the world, because he is. And he doesn't fall into the traps that junior designers fall into. He knows that just because we can add something to the game, doesn't mean we should."
 
   
 
Comments

Zach Wilson
profile image
BARRY

Stevan Zivadinovic
profile image
Sid Meier, apparently, is not so much a man, as a force of nature.

Michael Kolb
profile image
Experience is everything it seems.


none
 
Comment:
 


Submit Comment