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  How Sid Meier Civilized Social Gaming
by Christian Nutt, Kris Graft [Design, Interview]
20 comments Share on Twitter Share on Facebook RSS
 
 
July 7, 2011 Article Start Previous Page 3 of 4 Next
 

CN: You were very directly involved with Civ Rev and the idea of bringing Civilization to a new audience. And you were very directly involved in this, more than you were involved in Civ V. I'm wondering how you make decisions about how you spend your attention when it comes to the franchise.

SM: Right. Well, I would like to have the time and energy to do every Civ game, but this one appealed to me because of a lot of the new design challenges. On Civ V, Jon Shafer was the lead designer. What we found, actually, is that by bringing in new design ideas, new designers to kind of carry on the Civ tradition, we get a lot of cool new ideas.



When I've done a Civ game, I'm kind of burnt out for a while. I've put all my best ideas into a game. If you came to me and said, "Alright, Sid. You finished this Civ. Now it's time for you to make a new one."

It's like, "Well, I just made the best Civ I could make...It's going to take some time to kind of come up with new ideas or figure out what to do." So, we found, certainly with the Civ series, that getting some fresh blood in there, some fresh design ideas, has really been a good idea.

The projects that have kind of challenged me are taking it into new areas where what we've done before just is not going to work. We're forced to come up with new ideas.

I think I understand Civ, the concepts pretty well, and the challenge for me is to look at this new hardware, to look at this new situation, this new way of playing, and figure out how to make it work with the new Civ ideas.

CN: Something Brian Reynolds said -- he went to Zynga, as I'm sure you're well aware. He said that in the past, on big PC games he was working on, he got to do actually very little design work because they move so slowly.

But as he moved to working on Facebook games, he got to contribute a lot more and work a lot more directly on the games. So, I was wondering if you've had a similar experience, or if you have any insight into that?

SM: There's something to that. I think that designers love to design, and there's X amount of design to be done in a project, and we certainly see budgets and time scales increase over time, so projects take longer and take more people. There's more coordination for us.

One of the appeals of the Facebook world is this idea that games can be turned around more quickly, that they can evolve. They're always in beta. You're always designing more stuff. [laughs] I think there's some truth to that. I think that one of the things that's fun about this world is there's a higher proportion of design to non-design in the work that needs to be done.

But CivWorld has taken us, you know, a year and a half or more at this point. So, it's not a very quick game to make, but it's been a lot of design involved, and we continue to actually design things even at this point. So, I would kind of agree in a lot of ways with what Brian has said.

CN: You said even at this point, you're continuing to design. If you talk to people who are working on social games, they pretty much say at no point do you stop designing.

SM: Yeah. As a designer, that's fun. I think especially because you're doing design in collaboration with the community. As a designer, I'm always looking for feedback. Is it fun? Are you having fun? Is it good? Do you like it?

Generally, when we're designing here, there's a very small audience. You've got a few people playing, and that's where you're kind of bouncing off ideas and things like that. Here, you've got a much larger set of ideas and people to drawn on and kind of interact with. So, that's another thing. That's something that's appealing as a designer.

KG: Why is the game taking so much longer to develop than other social games? Why not launch soon, update often like so many other successful social games do?

SM: Well, this is Civ. I think there's another strategy, which is to kind of throw five games out there and see which ones stick. We don't have five games to throw out there and see what sticks. I think we kind of said from the beginning that this game has to be as good as we can make it. We're not going to have five opportunities to make games. We have to put all of our best ideas to make this game.

That's part of the reason it took longer. I think also your first game in any new genre is going to require tools and infrastructure and a bunch of stuff that you probably don't already have. So, we did it as quickly as we could, but there was quite a bit involved. I think that's the reason it took the time that it did.

CN: How much did you go with design versus analytics? How much did you go with your usual creative design process? How much [design] was based on putting Alphas and Betas or whatever you would say live and getting feedback, analytically through data mining?

SM: Well, we love to prototype, and we love to get feedback. We had a game running pretty quickly, and we were playing it internally fairly early. So, that generated a lot of great feedback and ideas, and kind of the process started... That's more subjective than analytical.

Our process is geared toward the idea of fun, whatever that is, so we're basically looking to find the fun. I think that's kind of a subjective process. We didn't do a lot of kind of numerical analysis, how many people are clicking here. I'm not sure whether that's the cart or the house. We're looking to find the fun, and we think that if people are having fun, they're probably clicking on the right places or the right buttons at the right time. So, it's more of a kind of subjective gameplay-oriented approach to development than maybe an analytical one.

 
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Comments

Ian Bogost
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Here's a question that seems to sit hidden underneath this interview: is Facebook just a distribution platform atop which games sit, or is it an ecosystem in which games evolve (or devolve)? It seems like Meier thinks the former is the case.



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?

Justin Nearing
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Facebook as a gaming platform is predominantly the latter, where ecosystems change or evolve. Some of this is forced, such as Facebook changing policies or functionality, while some due to changing trends of the FB population. Either way, successful apps have to keep iterating in order to keep growing.



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.

Dan Robinson
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@Justin You can't pay your way to the top of the leaderboard. For better or worse there are limits to the Civ bucks you can spend to gain an advantage. I agree that Zynga is very successful, but they are not known for making great games.

Adam Bishop
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I've loved the Civ games (except 5) and I was eager to try this out, but when I went to add the app I discovered that I couldn't do so unless I gave it permission to post to my wall. That made me decide against it. Maybe I'm just not the market for this kind of game, but I'm not interested in having a game spam my friends with automated messages. If I think it's good, I can tell them myself.

Dan Robinson
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@Adam You should be able to hide posts from apps in Facebook, even if they have permission to post.



@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.

Carlo Delallana
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Dan, have you played the game? I'm curious to see what folks here think about the initial experience.

Ian Bogost
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I tried but couldn't get it to connect to the server :|

Dan Robinson
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I am having trouble getting in also. I will try again later tonight.

Paul Tozour
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It has potential, but it's kind of an overdesigned mess so far. The UI is very messy, clunky, and generally horrible. There are far, far too many misappropriated / maladapted features from Civ to wrap your head around while you try to learn how to play the game.



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.

Carlo Delallana
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I agree on the overdesign and UI/UX issues. I'm having a hard time reconciling what my experiences are with the game and the gameplay discussed in the interview.

Justin Nearing
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I'd have to agree with everything except for the last line. CivWorld is a hard-to-understand city building game peppered with minigames, E&A is an easy-to-understand city building game peppered with minigames.



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.

David Hottal
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I enjoy it. The mini games aren't pointless. They are a way for you to earn science, culture, or gold.



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.

Paul Tozour
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> I enjoy it. The mini games aren't pointless.



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.

Dan Robinson
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@Paul and D PH Why did you think it was lame? I'm just asking. You both felt like the game missed the mark and I'd like to know how. Were you expecting a more robust Civ experience like a Civ IV?

Paul Tozour
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@Dan: Well, because there's simply no gameplay there.



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.

Dan Robinson
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@Paul Fair enough. Maybe we will see some of these things addressed in the next version/release.

Alberto Fonseca
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I just got started playing it and have to say it's looking like a pretty rough beta so far. One surprising aspect for a Facebook game is how hard it is to actually play with your friends. Unlike Zynga games that at the very start pester you to invite your friends and share on your wall, in Civ you have to wait and play more to earn the right to play with your friends... strange... Maybe I'm not into it far enough but it feels like a single player experience so far, and oh yea, there's a bunch of other people playing online too but they're not my friends. ;)

Dan Robinson
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@Alberto I am having trouble understanding how to play with other people as well. However, I am enjoying the game. It seems like a Facebook version of Civilization Revolution. You can buy "Civ bucks" to gain resources faster, but these are not forced upon you. They are introduced in a tutorial that you can skip.



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.

David Hottal
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You join a civilization with your friends, or against them.



You have to play a little at first and then it gives you the option of joining a civilization or starting a new one.

Thanh Nguyen
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@Alberto: You join a certain Zynga game and wanna make more friends because more friends is more action points, more rewards... but, it's not true-friends, there are very few cooperative tasks those we like to join (all we need to do is to gift and gift more items...) . We have about 1k friends, who we never connect, after joining some Zynga games.



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.


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