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CN: So, did you design for appointment play in any aspect, in terms of making players have to come back periodically?
SM: We tried to avoid that to a large extent, the idea of having to be there at the same as another player, by putting in chat features, messaging features. There are a number of ways that the game kind of allows you to almost automatically communicate with other players. One example is the way you build a Wonder in CivWorld is to fill a couple of slots with great people.
So, for example, to build the pyramids, it might require three great people. But a single player can only put in one person, so it requires three people to cooperate to get that Wonder.
But you might put in your person in the morning, and somebody else will come back and check the screen, and say, "Oh, Chris wants us to build a pyramid. I see he's added a person there. So, I'm going to add my person, and then a couple hours later, somebody else might come along and put their person in there."
Even though they were not playing at the same time, they were not online at the same time, they still kind of knew what was going on, knew what other people were doing, and were able to work together to accomplish something.
So, we look for opportunities like that to allow people to work together even though they might not be playing at exactly the same time. Now there are events, battles for example, where it's a good idea to kind of be there when the battle takes place because there's a lot that goes on there.
So, it's a combination of a few appointment-type events, but in general the gameplay is what we call asynchronous. It doesn't require everyone to be playing at the same time.
Kris Graft: I think a lot of other "regular" Civilization players like being able to basically go head-to-head with other players, to outwit them. How is CivWorld going to accommodate players that want to be in more direct competition? And also, do you think that kind of competition would be a turn-off for Facebook gamers?
SM: I think we definitely talked about that quite a bit. What's the balance of competitive versus cooperative gameplay that we're looking for? I think we want to provide both of those and kind of let the player gravitate toward what type of play style they prefer.
There are a couple of ways that that happens. You can join a large civilization. Just to kind of back up a second, there are somewhere close to 200 players in each game world, and those players form individual civilizations. A civilization can have anywhere from a couple people up to 30 to 40 people together. So, if you're looking for kind of more cooperative gameplay, you would probably join a larger civilization where you're working together with more people.
If you're more of a competitive kind of individualist, you might start your own civilization or join a small civilization with just a couple people. Even if you joined a large civilization, there are ranks and positions within that civ.
For example, there's one king. There's a defense minister, a political advisor. There are positions of honor that you can compete with your other civ members to achieve. There's a whole range of both competitive and cooperative ways of playing.
If you're looking for the classic "I'm the king; I'm going to conquer the world experience," that's not what this game is about. But you can compare the level of your achievements, your fame points, versus other players. There are many ways to be competitive. It's kind of a balance between competitive gameplay, where you can kind of advance yourself, but in many ways, the best way to advance yourself is to advance your civilization and cooperate with other players. There are a lot of kind of trade-offs. A lot of trade-offs are going on there if you're both the competitive and cooperative player.
KG: At GDC last year, you actually described the relationship between the gamer and the designer as an "unholy alliance."
Sid Meier: [laughs]
KG: So, I'm wondering, since this obviously isn't a single-player game, the gamer doesn't exactly have in their head "Me versus whoever made this game," or an A.I. There's just much more collaboration with your friends. How do you adjust to that as a designer? Do you feel like maybe your role is a bit more transparent or that you're a bit more off the hook or free to do different things?
SM: I think in some ways, that's true. The more players that are involved in the game, the more that you're kind of handing over the making of the experience to your players. If you've got 200 players, for example, in one of these worlds, a lot of what's going to happen is kind of out of your control. It really depends on the dynamic of the players and how they interact, what they decide to do.
So, you're handing over a fair amount more control to your players, as opposed to a single-player game... The player is still guiding the game, but you're kind of right there beside them at almost every step as a designer. It's still an alliance between the player and the designer.
But there's a difference. Group dynamics are kind of different from single-player dynamics, and you really have to start thinking about group dynamics and how do you encourage communication, how do you find ways for people to work together. Griefing and exploits are more of an issue in this kind of world. So, there's definitely some new things for the designer to think about in this kind of things.
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On the one hand it's encouraging to hear Meier say "if we can make a fun game, there will probably be some way for us to monetize that." But on the other hand, it seems like a terribly naive thing to believe, doesn't it? Isn't the very idea of the Facebook platform, to some extent at least, that a particular kind of monetization method is driving considerable aspects of the design process, for better or worse.
It will be interesting to see if a game as well-known and well-regarded as Civ will be able to "break" Facebook, as one breaks a wild horse, turning it into a distribution platform more than a perverted symbiant. But even if it does, is that a replicable act for new work? And do others have the will and desire to make it so?
Monetization has to be baked into gameplay from the very beginning, and Sid is a bit misleading here, because there's been monetization hooks in the game since early beta. I think Firaxis is going to see massive revenue if they can monetize the social ranking of civilizations- if you can pay to be top dog of a civilization, people will do it. 15 minutes of fame, even if its to be king of a facebook game for a day, is very compelling.
Existing/Non-FB-native IP has been proven to be successful on the platform. People see an IP they love/trust, they are more compelled to try the app. Basically, branded IP has an easier time acquiring new users. Will CivWorld "break" facebook? No, Zynga has already done as much trailblazing on the platform as Firaxis could ever hope to achieve, dedicating 110% effort in social networking games.
@Ian I don't see how this game lends itself to the kind of monetization we see in most Facebook games. It appears that this game was designed to be the best experience possible for those who visit Facebook. I am very happy that the designer has taken that approach and not tried to shoehorn mechanics designed to separate people from their money. If I were a betting man, I would say that this is the first game that will "break" Facebook.
And the gameplay so far seems to be mostly waiting for your city to build itself (very slowly) ... so they added bizarre minigames that have nothing to do with the actual game to distract you while you're waiting for your city to get big enough.
It's really strange. Rather than focusing on giving the player something to do while his city is growing (other than mousing over resources), they added an art puzzle minigame ... a choo-choo train minigame ... and an odd little maze.
Having said that, I'm still enjoying it, and it's still head-and-shoulders above a gameplay-free clickfest like Empires & Allies.
The difference is execution, and E&A executes with clear direction to the user on what theyre doing and how to do it. Civ just gives you a city and no explanation of what you're doing.
In the end, I think it comes down to what the goals of each game are: Zynga's goals was to make another FarmVille killer, in this they did a pretty good job. Firaxis was to experiment on Facebook, in this they probably succeeded. However, I don't think users who have never been exposed to Civilization series will have a favourable first impression of the IP.
It doesn't seem to be a game that you sit down and play hours straight, but check in and play for 15 min or so.
The co-op aspect is pretty interesting.
Well, they're completely unrelated to the game itself. It's a shame the developers couldn't find a way to spend those development resources to the actual game. Especially when that game is in desperate need of some actual gameplay.
> It's pretty lame.
Agreed.
The core gameplay is, at best, a very weak exercise in city-building that never amounts to anything more, and supported by a very kludgey UI.
It also involves no fewer than three separate minigames as distractions, which are not really entertaining and serve only as a reminder of how little gameplay there is in Civ World itself.
It also has a fairly appalling number of game features that really only complicate matters without adding any gameplay at all.
No, I wasn't expecting something like Civ IV, or any Civ, for that matter. I approached it with an open mind, and I wasn't expecting anything in particular, beyond some level of gameplay.
Give me interesting and meaningful decisions to make, all inside of a single unified gameplay experience that's rich enough to stand on its own without extraneous minigames hacked in.
So far it seems like a very Civ-like experience. I am eager to hear what Ian thinks once he gets a chance to log in.
You have to play a little at first and then it gives you the option of joining a civilization or starting a new one.
But in CivWorld, If you wanna win the game, reach to new contents of game, you should work together, although your cooperators are only in-game-friends.
Please think about, "How do we work together" in CivWorld and Zynga games. It's quite different when taking Civworld beside Zynga games. CivWorld has a clearly goal (I mean a clear end-game) but Zynga games haven't.
Play more and hope you won't think CivWorld is a game for playing individually anymore. CivWorld's experience = More friendship more power, win the game faster.