1 00:00:04,200 --> 00:00:07,200 Speaker 1: Get in touch with technology with text Stuff from how 2 00:00:07,240 --> 00:00:14,680 Speaker 1: Stuff Works dot com either and welcome to text Stuff. 3 00:00:14,680 --> 00:00:18,720 Speaker 1: I'm Jonathan Strickler. We are now going to conclude our 4 00:00:18,800 --> 00:00:22,920 Speaker 1: two part epic series on Sid Meyer, the man who 5 00:00:23,120 --> 00:00:26,400 Speaker 1: changed computer games forever, like by being one of the 6 00:00:26,440 --> 00:00:29,320 Speaker 1: people who made them first. He made them good. Yeah, 7 00:00:29,320 --> 00:00:32,320 Speaker 1: he made them good. Or of course side Meyer's just 8 00:00:32,400 --> 00:00:37,159 Speaker 1: one name among many instrumental programmers who really helped define 9 00:00:37,280 --> 00:00:40,120 Speaker 1: what video games were all about in those early computer 10 00:00:40,240 --> 00:00:42,919 Speaker 1: game days to the point where you would you know, 11 00:00:43,159 --> 00:00:45,040 Speaker 1: one of the things that Meyer likes to talk about 12 00:00:45,200 --> 00:00:48,040 Speaker 1: if you ever listen to interviews or read an interview 13 00:00:48,040 --> 00:00:51,800 Speaker 1: with him, he he talks about these nostalgic early days 14 00:00:51,840 --> 00:00:55,640 Speaker 1: of computer programming, back before there were genres of computer 15 00:00:55,720 --> 00:00:58,680 Speaker 1: games right right, and and all of the constraints of 16 00:00:58,720 --> 00:01:02,640 Speaker 1: trying to make something that worked and worked well when 17 00:01:02,840 --> 00:01:05,320 Speaker 1: the equipment that you had and the amount of memory 18 00:01:05,360 --> 00:01:08,720 Speaker 1: that you had to play with were so limited limited. Yeah, 19 00:01:08,760 --> 00:01:11,360 Speaker 1: and and the fact that you know, back then you 20 00:01:11,400 --> 00:01:14,039 Speaker 1: could just make whatever you thought would make a good game. 21 00:01:14,080 --> 00:01:16,960 Speaker 1: And his philosophy was if it's fun, put it in, 22 00:01:17,080 --> 00:01:19,240 Speaker 1: and if it's not fun, take it out. And that 23 00:01:19,240 --> 00:01:21,920 Speaker 1: would find the fun. Yeah, that was I mean, you 24 00:01:21,959 --> 00:01:24,360 Speaker 1: see this phrase over and over and over again. Find 25 00:01:24,360 --> 00:01:28,240 Speaker 1: the fun, give the players interesting choices. Those were two 26 00:01:28,280 --> 00:01:30,640 Speaker 1: of the main things he would stress over and over again. 27 00:01:31,280 --> 00:01:33,920 Speaker 1: And uh and it worked really well for him. So 28 00:01:34,040 --> 00:01:36,520 Speaker 1: when we left off at the end of the last episode, 29 00:01:36,720 --> 00:01:41,000 Speaker 1: he had just left the company that he had co founded, Micropros. Right. 30 00:01:41,160 --> 00:01:44,480 Speaker 1: Um and and I we should mention as If two 31 00:01:44,640 --> 00:01:48,600 Speaker 1: came out that year as well, which had been designed 32 00:01:48,600 --> 00:01:52,280 Speaker 1: by Brian Reynolds, who who was a young programmer who 33 00:01:52,360 --> 00:01:56,440 Speaker 1: had started working with sid Meyer. Yep, so Civilization to uh, 34 00:01:56,720 --> 00:01:59,720 Speaker 1: you know, sid Meyer had input on Civilization too. Mainly 35 00:01:59,760 --> 00:02:01,880 Speaker 1: it was he was a playtester. He would play it 36 00:02:02,240 --> 00:02:06,080 Speaker 1: and give feedback to Brian Reynolds. In fact, that's really 37 00:02:06,080 --> 00:02:08,640 Speaker 1: how sid Meyer likes to design games as well. He 38 00:02:08,720 --> 00:02:11,440 Speaker 1: likes to build something he then we'll hand it off 39 00:02:11,480 --> 00:02:14,480 Speaker 1: to someone he really trusts to play it, get feedback 40 00:02:14,480 --> 00:02:16,760 Speaker 1: from that person, say what was fun, what wasn't fun? 41 00:02:16,840 --> 00:02:19,120 Speaker 1: Did you find anything confusing? And then tweak it based 42 00:02:19,120 --> 00:02:21,720 Speaker 1: on their feedback. Yeah, and then sometimes and then continue 43 00:02:21,760 --> 00:02:24,799 Speaker 1: that cycle. Sometimes this would take a course over like 44 00:02:24,919 --> 00:02:27,360 Speaker 1: a day. He would hand over a game a person 45 00:02:27,400 --> 00:02:29,200 Speaker 1: would play it, they'd hand it back at the end 46 00:02:29,200 --> 00:02:30,360 Speaker 1: of the day and say all right, well, here are 47 00:02:30,360 --> 00:02:32,480 Speaker 1: the things I have to tell you, and then sid 48 00:02:32,520 --> 00:02:35,959 Speaker 1: Meyer would go home, reprogram the game, and come back 49 00:02:35,960 --> 00:02:39,000 Speaker 1: the next morning and say here's the new version, and 50 00:02:39,080 --> 00:02:41,240 Speaker 1: it would start all over again. It's kind of crazy, 51 00:02:41,280 --> 00:02:43,760 Speaker 1: but that's sort of how Sidmyer likes to work. And 52 00:02:43,840 --> 00:02:46,519 Speaker 1: he doesn't tend to do things like draw up a 53 00:02:46,560 --> 00:02:48,840 Speaker 1: detailed plan of what a game is supposed to be 54 00:02:49,200 --> 00:02:52,240 Speaker 1: and then try and follow the blueprint. Instead, he builds, tests, 55 00:02:52,400 --> 00:02:55,920 Speaker 1: rebuilds right. And part of why he left Micropros was 56 00:02:56,080 --> 00:02:59,399 Speaker 1: that it was becoming that kind of corporate environment where 57 00:02:59,440 --> 00:03:01,040 Speaker 1: I think, you know, they were asking him to do 58 00:03:01,080 --> 00:03:02,960 Speaker 1: that kind of stuff, and he was like, that's not 59 00:03:03,000 --> 00:03:05,240 Speaker 1: how I work, not really. I do this because I 60 00:03:05,320 --> 00:03:07,200 Speaker 1: love to make games. I don't do it so then 61 00:03:07,240 --> 00:03:10,639 Speaker 1: I'm not trying to create franchises so much as I'm 62 00:03:10,639 --> 00:03:13,760 Speaker 1: trying to create compelling games. And the two are not 63 00:03:13,840 --> 00:03:18,480 Speaker 1: necessarily uh separate. But I don't want to be pigeoned 64 00:03:18,960 --> 00:03:20,200 Speaker 1: like I don't want to be I don't want to 65 00:03:20,200 --> 00:03:23,080 Speaker 1: be framed in this this context where I only create 66 00:03:23,120 --> 00:03:27,520 Speaker 1: civilization games from now on because Civilization one sold so well. Okay, 67 00:03:27,639 --> 00:03:32,960 Speaker 1: so Meyer, Brian Reynolds, and Jeff Briggs all leave Micropros 68 00:03:33,040 --> 00:03:37,200 Speaker 1: and um uh start up a new company called for 69 00:03:37,280 --> 00:03:41,000 Speaker 1: Access Games. Right, so for Access Games. That's um that 70 00:03:41,120 --> 00:03:43,600 Speaker 1: that company name comes from a fusion of two words, right, 71 00:03:44,080 --> 00:03:52,640 Speaker 1: fiery and access even like for Tree. Okay, you know, 72 00:03:52,760 --> 00:03:54,320 Speaker 1: I'm not I'm not gonna I'm not gonna argue that 73 00:03:54,320 --> 00:03:56,800 Speaker 1: they can do what they want. However, they like this 74 00:03:56,880 --> 00:04:00,160 Speaker 1: is still in the Baltimore area. Um, they occasionally like 75 00:04:00,320 --> 00:04:02,360 Speaker 1: to say, you know, we we like to think of 76 00:04:02,400 --> 00:04:07,080 Speaker 1: it as Silicon Valley East, or or we like to 77 00:04:07,080 --> 00:04:12,240 Speaker 1: think of Silicon Valleys, um Valley West. Nice, I like 78 00:04:12,320 --> 00:04:17,080 Speaker 1: to think of it as John Waters Computer Development. Anyway. 79 00:04:17,160 --> 00:04:20,040 Speaker 1: So so Sidmyer his his title at for Access is 80 00:04:20,120 --> 00:04:23,520 Speaker 1: director of Creative Development. You might ask, what does director 81 00:04:23,560 --> 00:04:27,800 Speaker 1: of creative development mean? What is what's his actual job responsibility? 82 00:04:27,839 --> 00:04:30,640 Speaker 1: And it's to do what Sidmyer does, to do what 83 00:04:30,680 --> 00:04:33,920 Speaker 1: he wants. Yeah. He he essentially has a job where 84 00:04:33,960 --> 00:04:36,599 Speaker 1: he gets to concentrate on the projects that interest and 85 00:04:36,640 --> 00:04:39,599 Speaker 1: excite him. Because, as it turns out, if Sid Meyer 86 00:04:39,720 --> 00:04:42,719 Speaker 1: is excited and interested in something, a lot of gamers 87 00:04:42,760 --> 00:04:45,240 Speaker 1: tend to be interested and excited about it too. So 88 00:04:46,240 --> 00:04:48,600 Speaker 1: it's kind of this philosophy of if you let the 89 00:04:48,680 --> 00:04:52,039 Speaker 1: game designer who is really looking at creating a fun 90 00:04:52,080 --> 00:04:55,800 Speaker 1: experience do his or her thing, you end up with 91 00:04:55,839 --> 00:04:59,479 Speaker 1: a very marketable product. This is not always the case, obviously, 92 00:04:59,520 --> 00:05:02,080 Speaker 1: if you're if your game designer is not really good 93 00:05:02,120 --> 00:05:04,600 Speaker 1: at judging what is fun, then clearly that's a very 94 00:05:04,600 --> 00:05:07,400 Speaker 1: poor decision. But in this particular case, uh and and 95 00:05:07,440 --> 00:05:09,560 Speaker 1: the company was really started out very small. It was 96 00:05:09,600 --> 00:05:13,240 Speaker 1: only ten to fifteen people. Um and uh Meyer said 97 00:05:13,760 --> 00:05:16,800 Speaker 1: of the company at the time, the convicts are running 98 00:05:16,839 --> 00:05:21,440 Speaker 1: the asylum. It's great fun. Yeah, yeah, yeah, and he knows. 99 00:05:21,480 --> 00:05:26,039 Speaker 1: Also that year awarded a US patent for a quote 100 00:05:26,080 --> 00:05:30,160 Speaker 1: system for real time music composition and synthesis end quote. 101 00:05:30,960 --> 00:05:33,799 Speaker 1: Al Right, that was that? That was that a CPU 102 00:05:33,839 --> 00:05:36,640 Speaker 1: bach that I mentioned in the previous episode. Yes, so 103 00:05:36,680 --> 00:05:39,039 Speaker 1: cpu Bok was a program that would allow you to 104 00:05:39,200 --> 00:05:42,320 Speaker 1: compose your own music, which I think is an amazing idea. 105 00:05:42,400 --> 00:05:45,160 Speaker 1: It did not do well. It wasn't a commercial success 106 00:05:45,160 --> 00:05:48,920 Speaker 1: at all, Um, but but it also um said, Meyer 107 00:05:49,040 --> 00:05:53,599 Speaker 1: is deeply interested in music. He Um has has gone 108 00:05:53,600 --> 00:05:56,040 Speaker 1: on record saying that he Guitar Hero is one of 109 00:05:56,080 --> 00:05:57,840 Speaker 1: the games that he just really wishes he had thought 110 00:05:57,839 --> 00:06:01,400 Speaker 1: of first, and that he's fascinated by its ability to 111 00:06:01,440 --> 00:06:04,359 Speaker 1: bring people who aren't familiar with music into that world. Right, 112 00:06:04,440 --> 00:06:06,720 Speaker 1: I've seen I've seen him say that he has two regrets. 113 00:06:06,760 --> 00:06:08,960 Speaker 1: That he's not the one who invented Tetris and he's 114 00:06:08,960 --> 00:06:12,000 Speaker 1: not the one who invented Guitar Hero. He also supposedly 115 00:06:12,120 --> 00:06:15,320 Speaker 1: um he's um very involved in one of his local 116 00:06:15,400 --> 00:06:19,000 Speaker 1: churches and writes, composes music for the choir, and plays 117 00:06:19,040 --> 00:06:23,960 Speaker 1: the organ. Yeah. Um. Speaking of his personal life, Fraxis 118 00:06:24,080 --> 00:06:27,840 Speaker 1: hired a woman named Susan Brickensum, who had previously worked 119 00:06:27,839 --> 00:06:29,800 Speaker 1: for the U. S. Navy in the Department of Defense, 120 00:06:30,160 --> 00:06:33,000 Speaker 1: UM to be the head of human resources. And this 121 00:06:33,120 --> 00:06:36,000 Speaker 1: would be important in a couple of years when she 122 00:06:36,240 --> 00:06:39,160 Speaker 1: and sid Meier got married and and and these days 123 00:06:39,160 --> 00:06:43,000 Speaker 1: she refers to her title as Master of Miscellaneous, Right, 124 00:06:43,520 --> 00:06:45,200 Speaker 1: I'm sure, I mean it was an important hire at 125 00:06:45,200 --> 00:06:47,520 Speaker 1: the time anyway, because she was a terrific she was 126 00:06:47,560 --> 00:06:50,960 Speaker 1: she was very good at personnel and very good with people, 127 00:06:51,040 --> 00:06:54,640 Speaker 1: and and still is is pretty instrumental in the company. Again, 128 00:06:54,680 --> 00:06:57,160 Speaker 1: when you talk about like interviews with sid Meyer, a 129 00:06:57,160 --> 00:06:59,640 Speaker 1: lot of them mentioned that she, Susan is hanging out 130 00:06:59,720 --> 00:07:02,000 Speaker 1: right and and she she serves as sort of an 131 00:07:02,040 --> 00:07:04,599 Speaker 1: additional memory for Meyer, who has done a lot, you know, 132 00:07:04,640 --> 00:07:07,080 Speaker 1: but Meyer tends to he's a very affable kind of guy, 133 00:07:07,120 --> 00:07:12,600 Speaker 1: and Susan wild chime in and say what he's really saying. Well, actually, yeah, 134 00:07:12,800 --> 00:07:14,840 Speaker 1: by the way, shout out to all you act Accutron 135 00:07:14,880 --> 00:07:16,880 Speaker 1: tweeter you see all are great. Yeah, I can't wait 136 00:07:16,920 --> 00:07:21,840 Speaker 1: to see the will Actually he's about this episode ven MicroProse. 137 00:07:22,240 --> 00:07:24,440 Speaker 1: You know, this is after Meyer has already left. But 138 00:07:24,480 --> 00:07:29,760 Speaker 1: Micropros publishes Magic the Gathering, which reportedly was the last 139 00:07:29,880 --> 00:07:34,040 Speaker 1: game title at Micropros that sid Meyer had personally worked 140 00:07:34,120 --> 00:07:37,800 Speaker 1: on in some capacity before he had left, So at 141 00:07:37,840 --> 00:07:41,000 Speaker 1: that point, moving forward, the Micropros games that would come 142 00:07:41,000 --> 00:07:45,840 Speaker 1: out did not have sid Meyer's involvement. Moving ahead, a 143 00:07:45,880 --> 00:07:49,520 Speaker 1: couple of years in, sid Meyer was inducted into the 144 00:07:49,560 --> 00:07:53,760 Speaker 1: Academy of Interactive Arts and Sciences Hall of Fame for 145 00:07:53,960 --> 00:07:57,320 Speaker 1: Lifetime Achievement. He was only the second person to ever 146 00:07:57,440 --> 00:07:59,840 Speaker 1: receive that award. The first one was she get a 147 00:08:00,120 --> 00:08:04,640 Speaker 1: Minamoto big which name who you might know from doing 148 00:08:04,680 --> 00:08:08,160 Speaker 1: like Mario and Donkey Kong and Legend of Zelda and 149 00:08:09,720 --> 00:08:13,400 Speaker 1: numerous other games. So Sidney or not not not bad, 150 00:08:13,720 --> 00:08:15,720 Speaker 1: you know, not bad to be number two when that's 151 00:08:15,800 --> 00:08:21,200 Speaker 1: number one. He also launched, not literally, I guess, sid 152 00:08:21,240 --> 00:08:24,680 Speaker 1: Meyer's Alpha Centauri game, which was was it kind of 153 00:08:24,680 --> 00:08:28,080 Speaker 1: spinoff of Civilization? Yeah, it's sort of like, well, you 154 00:08:28,120 --> 00:08:30,400 Speaker 1: know how at the end of Civilization, if you've if 155 00:08:30,440 --> 00:08:33,920 Speaker 1: you followed the future tech pathway to trying to win, 156 00:08:34,360 --> 00:08:38,000 Speaker 1: you launched that that face colony out to Alpha Centauri. Well, 157 00:08:38,360 --> 00:08:42,079 Speaker 1: now we're starting you in Alpha Centauri. Yeah. Interesting little 158 00:08:42,080 --> 00:08:44,520 Speaker 1: side note, did you know? Oh well, never mind, I'm 159 00:08:44,520 --> 00:08:46,280 Speaker 1: gonna leave that for the trivia at the end of 160 00:08:46,280 --> 00:08:49,680 Speaker 1: this podcast. There's there's a fun little side note about 161 00:08:49,720 --> 00:08:52,160 Speaker 1: Alpha Centauri, but we'll talk about that at the trivia section. 162 00:08:52,200 --> 00:08:57,440 Speaker 1: So in two thousand, sid Meyer proposes a dinosaur themed game. 163 00:08:58,040 --> 00:09:01,520 Speaker 1: I've seen this. I've seen this refer to as um 164 00:09:01,640 --> 00:09:05,800 Speaker 1: uh sid Meyer's version of the white Whale. Yes, it's his, 165 00:09:05,960 --> 00:09:09,679 Speaker 1: it's his albatross, it's his white whale. It's his metaphor 166 00:09:10,240 --> 00:09:12,240 Speaker 1: for the things that he wanted to do that he 167 00:09:12,320 --> 00:09:15,000 Speaker 1: never quite got right. Um and it's not that he 168 00:09:15,080 --> 00:09:17,840 Speaker 1: launched a game that did poorly. No, he never launched 169 00:09:17,840 --> 00:09:21,160 Speaker 1: a game. He started to really think that a diasaur 170 00:09:21,200 --> 00:09:24,120 Speaker 1: based game has the potential for being really fun, but 171 00:09:24,280 --> 00:09:26,560 Speaker 1: he tried different approaches and none of them seemed to 172 00:09:26,600 --> 00:09:30,959 Speaker 1: be quite fun enough to him to merit an actual game. 173 00:09:31,280 --> 00:09:34,040 Speaker 1: He tried a real time version, he tried to turn 174 00:09:34,120 --> 00:09:37,280 Speaker 1: based version more like Civilization, and even tried a card 175 00:09:37,320 --> 00:09:40,680 Speaker 1: based game something like Magic the Gathering, but he never 176 00:09:40,720 --> 00:09:42,880 Speaker 1: felt it was quite good enough. Yeah, he was. He 177 00:09:42,920 --> 00:09:45,079 Speaker 1: was kind of obsessed with that. He made UM Jake Solomon, 178 00:09:45,080 --> 00:09:47,480 Speaker 1: who was the third person from that Katako interview whose 179 00:09:47,520 --> 00:09:49,400 Speaker 1: name I had completely forgotten at the top of the 180 00:09:49,400 --> 00:09:52,640 Speaker 1: previous podcast, UM play a version of this during his interview, 181 00:09:52,720 --> 00:09:55,960 Speaker 1: Like like Jake was trying to interview and Meyer was like, 182 00:09:56,040 --> 00:09:58,240 Speaker 1: can you play this game? What did you think about 183 00:09:58,280 --> 00:10:00,880 Speaker 1: the game? And Solomon got very the idea that this 184 00:10:00,960 --> 00:10:03,080 Speaker 1: wasn't part of the interview because it was just Meyer 185 00:10:03,120 --> 00:10:06,040 Speaker 1: going like, I really want feedback. Yeah. He said that 186 00:10:06,240 --> 00:10:09,480 Speaker 1: maybe Meyer was looking at for personality traits based upon 187 00:10:09,520 --> 00:10:11,400 Speaker 1: my responses, but I think he really just wanted to 188 00:10:11,400 --> 00:10:15,000 Speaker 1: know what I thought about the game. Um, he thought 189 00:10:15,000 --> 00:10:18,360 Speaker 1: Solomon also reported related to to this, and and also 190 00:10:18,440 --> 00:10:21,559 Speaker 1: some other stuff that that Meyer once said playing games 191 00:10:21,640 --> 00:10:24,439 Speaker 1: is a series of interesting decisions, but making games is 192 00:10:24,440 --> 00:10:29,120 Speaker 1: a series of heartbreaking disappointments. Right. So, Meyer, sad that 193 00:10:29,160 --> 00:10:32,200 Speaker 1: he can't get this dinosaur game to work, goes home, 194 00:10:32,280 --> 00:10:35,359 Speaker 1: and he stays home for about two weeks and employees 195 00:10:35,400 --> 00:10:38,280 Speaker 1: wonder what the heck is up with Meyer. Meyer comes 196 00:10:38,320 --> 00:10:40,400 Speaker 1: back and they says, Okay, I've got a pro type 197 00:10:40,400 --> 00:10:43,440 Speaker 1: game to show you, guys. It's totally different. And they're like, what, Like, 198 00:10:43,520 --> 00:10:45,080 Speaker 1: you were gone for two weeks. We thought you were 199 00:10:45,080 --> 00:10:48,079 Speaker 1: all depressed. Like yeah, He's like, yeah, I made sim Golf. 200 00:10:48,679 --> 00:10:51,160 Speaker 1: So he showed off sim Golf, which was actually, you know, 201 00:10:51,160 --> 00:10:54,079 Speaker 1: it is a game that allows you to create your 202 00:10:54,120 --> 00:10:58,320 Speaker 1: own golf courses along the lines of railroad Tycoon again. Right, 203 00:10:58,400 --> 00:11:02,199 Speaker 1: So he he shows this off and uh and they say, yeah, 204 00:11:02,559 --> 00:11:06,240 Speaker 1: we could sell this, this is a marketable game, and uh. 205 00:11:06,280 --> 00:11:09,079 Speaker 1: It kind of again shows that he creates games by 206 00:11:09,160 --> 00:11:11,920 Speaker 1: just diving in and building them rather than planning them 207 00:11:11,920 --> 00:11:14,000 Speaker 1: out in advance. It's not that he had planned on 208 00:11:14,040 --> 00:11:17,760 Speaker 1: making sim golf. He was still thinking about that dinosaur 209 00:11:17,800 --> 00:11:20,200 Speaker 1: game and then came up with a totally different approach 210 00:11:20,559 --> 00:11:23,040 Speaker 1: and uh so again that was just a pro type. 211 00:11:23,080 --> 00:11:25,079 Speaker 1: Obviously he would go in and refine it before it 212 00:11:25,080 --> 00:11:27,920 Speaker 1: would be marketed as sim Golf. But that's how it 213 00:11:28,000 --> 00:11:31,640 Speaker 1: was born. Now, in two thousand one a company from 214 00:11:31,679 --> 00:11:35,319 Speaker 1: France called Info Grams and I almost I always want 215 00:11:35,320 --> 00:11:38,520 Speaker 1: to drop the R out of it, constantly info Games. 216 00:11:38,520 --> 00:11:44,440 Speaker 1: But info Grams comes in and purchases from Hasbro a 217 00:11:44,440 --> 00:11:48,280 Speaker 1: a subsidiary, the Hasbro Interactive subsidiary. Why is this important 218 00:11:48,679 --> 00:11:52,040 Speaker 1: because that because Hasbro had purchased micro Prose a couple 219 00:11:52,080 --> 00:11:56,040 Speaker 1: of years previous. So um that was that was Sid 220 00:11:56,040 --> 00:11:58,679 Speaker 1: Meier's old company was micro Prose, and it had been 221 00:11:58,720 --> 00:12:02,559 Speaker 1: acquired by Hasbro. Hasbro could not really make their interactive 222 00:12:02,600 --> 00:12:05,880 Speaker 1: division work very well. This was I remember actually following 223 00:12:05,880 --> 00:12:08,120 Speaker 1: this news while it was happening and seeing that it 224 00:12:08,160 --> 00:12:11,720 Speaker 1: was really frustrating because it had Hasbro Interactive involved more 225 00:12:11,760 --> 00:12:14,880 Speaker 1: than just Micropros, that they had swept up a few companies, 226 00:12:15,240 --> 00:12:17,240 Speaker 1: and there was a lot of frustration that Hasbro had 227 00:12:17,240 --> 00:12:20,160 Speaker 1: bought up a lot of talent, or at least brands 228 00:12:20,200 --> 00:12:22,800 Speaker 1: that were very recognizable and didn't really manage to do 229 00:12:22,880 --> 00:12:28,199 Speaker 1: much with them. So anyway, Since Info Grames bought Hasbro Interactive, 230 00:12:28,240 --> 00:12:29,880 Speaker 1: it also meant that they got the rights to the 231 00:12:29,920 --> 00:12:35,000 Speaker 1: Civilization franchise and the name Micropros and the rights to 232 00:12:35,080 --> 00:12:39,400 Speaker 1: the Atari brand were also purchased in this acquisition. So 233 00:12:39,440 --> 00:12:43,640 Speaker 1: at this point Micropros as a distinct entity ceased to be. 234 00:12:43,880 --> 00:12:46,839 Speaker 1: It was just a name, just like Atari ceased to be. 235 00:12:46,920 --> 00:12:51,000 Speaker 1: It became just a name. So dark days for some people. 236 00:12:51,240 --> 00:12:53,000 Speaker 1: As as far as if you were to ask them 237 00:12:53,040 --> 00:12:54,840 Speaker 1: about what what do you feel about how do you 238 00:12:54,840 --> 00:12:57,680 Speaker 1: feel about this? I feel really sad because these these 239 00:12:57,679 --> 00:13:01,360 Speaker 1: were instrumental companies in the early days of video games 240 00:13:01,360 --> 00:13:04,840 Speaker 1: and computer games UM, and now they were just reduced 241 00:13:04,880 --> 00:13:08,520 Speaker 1: to a brand name. There was really no no identity 242 00:13:08,600 --> 00:13:11,920 Speaker 1: behind that. Uh. At two thousand two, Meyer got inducted 243 00:13:11,960 --> 00:13:15,120 Speaker 1: to another Hall of Fame, this time by the Computer Museum. 244 00:13:15,160 --> 00:13:19,920 Speaker 1: So so he's He's in several halls that are famous. 245 00:13:20,480 --> 00:13:23,720 Speaker 1: That was also in some golf was actually released UM 246 00:13:23,720 --> 00:13:29,160 Speaker 1: in a two thousand three Info Grames Info Grames, that's 247 00:13:29,200 --> 00:13:33,120 Speaker 1: my fault. I need a transposition error. It's info Grames. 248 00:13:33,160 --> 00:13:35,199 Speaker 1: I'm looking at the same notes that you're looking at, 249 00:13:35,280 --> 00:13:39,880 Speaker 1: and you said it the way I wrote it. So 250 00:13:41,120 --> 00:13:44,480 Speaker 1: I wrote it wrong. That's all excellent, Yes, C three 251 00:13:44,600 --> 00:13:47,320 Speaker 1: C three is the point of this sentence, right. So 252 00:13:47,520 --> 00:13:51,480 Speaker 1: Civilization three comes out from Info Grames, but the development 253 00:13:51,480 --> 00:13:55,840 Speaker 1: of CIV three came from for acxis. So the you know, 254 00:13:55,880 --> 00:13:58,720 Speaker 1: sid Meier of course founded for Access. So the company 255 00:13:59,080 --> 00:14:03,720 Speaker 1: that Sidmire helped found ended up developing Civilization three and 256 00:14:03,760 --> 00:14:07,360 Speaker 1: it was just published by Infogrames. Jeff Briggs was the 257 00:14:07,480 --> 00:14:12,679 Speaker 1: lead game designer for three. And that's when another video 258 00:14:12,720 --> 00:14:17,000 Speaker 1: game designer named Sarn Johnson began to work on this title, 259 00:14:17,000 --> 00:14:19,560 Speaker 1: on Civilization three, or or he had worked on it. 260 00:14:19,800 --> 00:14:22,680 Speaker 1: Now he had joined for Access back in two thousand. 261 00:14:22,960 --> 00:14:25,440 Speaker 1: Before he had joined for Access, he had worked for 262 00:14:25,480 --> 00:14:29,680 Speaker 1: Electronic Arts and uh, and he'll become important later to 263 00:14:30,600 --> 00:14:34,480 Speaker 1: two thousand four is when take two Interactive, which is 264 00:14:35,520 --> 00:14:37,200 Speaker 1: that might be a name that a lot of our 265 00:14:37,280 --> 00:14:39,880 Speaker 1: video game players are familiar with. It's a publishing company. Yeah. 266 00:14:39,880 --> 00:14:42,920 Speaker 1: They they own a rock star in two k UM, 267 00:14:43,000 --> 00:14:45,800 Speaker 1: which which I responsible for, like Grand Theft, Auto Grant. 268 00:14:45,800 --> 00:14:49,160 Speaker 1: The five comes out September sevent waits and like that 269 00:14:49,280 --> 00:14:52,160 Speaker 1: NBA two k and they they buy the rights to 270 00:14:52,200 --> 00:14:56,080 Speaker 1: the Civilization franchise from Info Grames. For twenty two point 271 00:14:56,160 --> 00:14:59,920 Speaker 1: three million dollars. In two thousand five, take to Interact 272 00:15:00,040 --> 00:15:03,360 Speaker 1: of then acquires for Access for twenty six point seven 273 00:15:03,400 --> 00:15:07,400 Speaker 1: million dollars. So once again you have all the components 274 00:15:07,520 --> 00:15:12,680 Speaker 1: that are associated with the Civilization computer game series together 275 00:15:12,800 --> 00:15:16,080 Speaker 1: under one roof. So it took some years that they 276 00:15:16,120 --> 00:15:19,040 Speaker 1: split off and did some crazy splintering stuff, but now 277 00:15:19,120 --> 00:15:21,280 Speaker 1: they're all part of the same company. And I believe 278 00:15:21,280 --> 00:15:23,640 Speaker 1: two thousand four, I'm sorry, two thousand five was also 279 00:15:23,680 --> 00:15:27,000 Speaker 1: the year that CE four was released, and uh, we're 280 00:15:27,080 --> 00:15:29,760 Speaker 1: up to five now as I recall, So two thousand 281 00:15:30,000 --> 00:15:33,360 Speaker 1: seven Civilization five is the current title, is what I'm 282 00:15:33,400 --> 00:15:36,280 Speaker 1: trying to at. But in two thousand seven, Soren Johnson, 283 00:15:36,400 --> 00:15:38,560 Speaker 1: the developer I was talking about earlier, he leaves for 284 00:15:38,640 --> 00:15:41,040 Speaker 1: Access to go back to e A, and he goes 285 00:15:41,120 --> 00:15:45,240 Speaker 1: to work with an old peer of Sid Meyers, Will Write, 286 00:15:45,720 --> 00:15:48,680 Speaker 1: who had made some city. Yeah, so Will Wright has 287 00:15:48,720 --> 00:15:51,600 Speaker 1: his own. We could do our another podcast just on 288 00:15:51,640 --> 00:15:54,880 Speaker 1: will Rap. I'd be great. Yeah, yeah sometime, Well, don't 289 00:15:54,880 --> 00:15:57,320 Speaker 1: worry people who aren't big into video games. Well we'll 290 00:15:57,400 --> 00:16:01,480 Speaker 1: let some time. Yeah, well because breathing room. But he 291 00:16:01,560 --> 00:16:04,560 Speaker 1: goes to work with Will Wright on a game called Spore, 292 00:16:05,160 --> 00:16:09,840 Speaker 1: which had crazy buzz, so much hype, so much hype. Yeah, 293 00:16:09,840 --> 00:16:16,120 Speaker 1: the idea of this artificially intelligent, super advanced uh component 294 00:16:16,320 --> 00:16:18,520 Speaker 1: to this game, and that I was going to give 295 00:16:18,560 --> 00:16:22,120 Speaker 1: you unprecedented control over the evolution of creatures and you 296 00:16:22,120 --> 00:16:24,440 Speaker 1: could share them with each other and cross breed. And 297 00:16:25,200 --> 00:16:29,680 Speaker 1: the execution was what some would argue somewhat lacking compared 298 00:16:29,720 --> 00:16:31,960 Speaker 1: to the buzz that surrounded it in its early days. 299 00:16:32,000 --> 00:16:33,920 Speaker 1: It was one of those games that got delayed several 300 00:16:33,960 --> 00:16:36,000 Speaker 1: times and it just didn't seem to live up to 301 00:16:36,000 --> 00:16:39,480 Speaker 1: its potential. But that was its interesting that another person 302 00:16:39,480 --> 00:16:41,280 Speaker 1: who had worked with Sidmyer went on to go and 303 00:16:41,320 --> 00:16:45,640 Speaker 1: work with one of Meyer's early peers. Eventually, by the way, 304 00:16:45,640 --> 00:16:48,640 Speaker 1: Sore and Johnson would actually leave e A again. That 305 00:16:48,680 --> 00:16:51,040 Speaker 1: would be the second time he had left Electronic Arts. Uh. 306 00:16:51,080 --> 00:16:53,640 Speaker 1: That would be in and then he goes to join Zinga. 307 00:16:54,200 --> 00:16:57,560 Speaker 1: Oh of um all of the little apps, yeah, the 308 00:16:57,600 --> 00:17:00,240 Speaker 1: platform games, yeah, the apps and the mobile games uh 309 00:17:00,480 --> 00:17:04,240 Speaker 1: and uh and that company it struggled quite a bit recently, yes, 310 00:17:04,960 --> 00:17:08,439 Speaker 1: But in eleven that same year when Sare and Johnson 311 00:17:08,480 --> 00:17:12,960 Speaker 1: had left, that's when Sieve World comes out. Now, this 312 00:17:13,160 --> 00:17:15,639 Speaker 1: was a game that sid Meier was lead developer on. 313 00:17:16,119 --> 00:17:20,000 Speaker 1: Civil World was a flash based game that used Facebook 314 00:17:20,040 --> 00:17:22,840 Speaker 1: as the platform. So you know those games when you 315 00:17:22,880 --> 00:17:24,680 Speaker 1: go on to Facebook you get all those invites from 316 00:17:24,680 --> 00:17:27,200 Speaker 1: your friends who don't like you, who want you to play. 317 00:17:27,440 --> 00:17:31,359 Speaker 1: Was it candy Crush something I I've literally never played 318 00:17:31,359 --> 00:17:35,280 Speaker 1: a Facebook game, so I would not know. I did early, early, 319 00:17:35,359 --> 00:17:37,520 Speaker 1: early on in the days of Facebook, and then decided, 320 00:17:37,520 --> 00:17:40,240 Speaker 1: you know, this is the these these games don't really 321 00:17:40,280 --> 00:17:42,040 Speaker 1: appeal to me. Now, it may have been that I 322 00:17:42,080 --> 00:17:46,760 Speaker 1: was playing poorly developed games, right, But anyways, this was 323 00:17:47,040 --> 00:17:50,520 Speaker 1: sid Meier's approach to getting into this. So they launched 324 00:17:50,560 --> 00:17:55,439 Speaker 1: it inleven, but they shut it down in early It just, 325 00:17:55,720 --> 00:17:59,159 Speaker 1: I guess wasn't working properly. It just didn't align with 326 00:17:59,200 --> 00:18:02,119 Speaker 1: the rest of the company's vision. But anyway, that was 327 00:18:02,240 --> 00:18:04,919 Speaker 1: one of the latest titles that sid Meier had a 328 00:18:05,000 --> 00:18:10,280 Speaker 1: direct hand in developing. For Access was named the number 329 00:18:10,280 --> 00:18:13,960 Speaker 1: one developer of the year by Game Informer magazine. X 330 00:18:14,000 --> 00:18:16,200 Speaker 1: Com had come out that year, a sci fi strategy 331 00:18:16,200 --> 00:18:19,879 Speaker 1: game that hit a lot of critical and popular acclaim right, 332 00:18:19,960 --> 00:18:22,399 Speaker 1: and actually, if you if you look back at the 333 00:18:22,480 --> 00:18:25,000 Speaker 1: history of sid Meyer, you'll see that there's an earlier 334 00:18:25,000 --> 00:18:27,199 Speaker 1: game called X Calm. This was a sort of a 335 00:18:27,280 --> 00:18:30,400 Speaker 1: reimagination of that earlier game. And I know a lot 336 00:18:30,400 --> 00:18:33,800 Speaker 1: of people who are huge X com fans. I have 337 00:18:34,000 --> 00:18:36,919 Speaker 1: not played it, but all the people I know who 338 00:18:37,000 --> 00:18:39,240 Speaker 1: have played it, they just rent and rave and say 339 00:18:39,280 --> 00:18:42,280 Speaker 1: this is fantastic. Jake Solomon, who I was talking about earlier, 340 00:18:42,359 --> 00:18:44,520 Speaker 1: was the one who directed that one. Got you. So 341 00:18:45,800 --> 00:18:48,800 Speaker 1: that's when the the well, first of all, that's this 342 00:18:48,880 --> 00:18:52,359 Speaker 1: year when we're recording that hill, Welcome to the present. 343 00:18:52,440 --> 00:18:55,960 Speaker 1: I'm reading the notes and I just present when we 344 00:18:56,000 --> 00:18:58,880 Speaker 1: all got our jet packs and all food came in pilform. 345 00:18:59,480 --> 00:19:03,080 Speaker 1: That's actually the the The latest title that Sidmyer has 346 00:19:03,240 --> 00:19:07,439 Speaker 1: developed came out this year. It's called Ace Patrol and 347 00:19:07,480 --> 00:19:12,679 Speaker 1: it was in fact Sidmyer's first game specifically for mobile platforms, 348 00:19:12,720 --> 00:19:16,600 Speaker 1: meaning you know, smartphones, tablet second thing, and uh, the 349 00:19:16,640 --> 00:19:19,840 Speaker 1: way the game works, it's it's a World War One 350 00:19:20,480 --> 00:19:24,480 Speaker 1: airplane strategy game. So you're you're controlling pilots who are 351 00:19:24,560 --> 00:19:28,720 Speaker 1: flying various types of aircraft and you go into dog fights, 352 00:19:28,720 --> 00:19:32,880 Speaker 1: but you're not controlling the airplanes. It's turn based, so 353 00:19:32,960 --> 00:19:36,240 Speaker 1: you know, you try and have your pilot, takedown other pilots, 354 00:19:36,280 --> 00:19:38,640 Speaker 1: and as you progress through the game, you can upgrade 355 00:19:38,720 --> 00:19:43,400 Speaker 1: your pilot skills and the airplanes capabilities. Um and uh 356 00:19:43,680 --> 00:19:46,840 Speaker 1: so it plays a lot like other strategy games. Uh. Actually, 357 00:19:46,880 --> 00:19:50,880 Speaker 1: just two days before we were recording this, on August 358 00:19:51,320 --> 00:19:55,600 Speaker 1: Ace Patrol was released for PC on Steam. So you 359 00:19:55,640 --> 00:19:58,000 Speaker 1: can play it either on a mobile platform or you 360 00:19:58,040 --> 00:20:00,679 Speaker 1: can play it on on Steam. What it's interesting here 361 00:20:00,720 --> 00:20:02,760 Speaker 1: is it also gives us a little bit of an 362 00:20:02,760 --> 00:20:06,520 Speaker 1: insight into Myer's opinions about some of the ways that 363 00:20:06,640 --> 00:20:10,960 Speaker 1: games are being marketed these days. Um, like freemium games. Now, 364 00:20:11,000 --> 00:20:13,360 Speaker 1: these are the games that are free for you to download, 365 00:20:13,359 --> 00:20:16,199 Speaker 1: but if you want specific items or you want to 366 00:20:16,240 --> 00:20:19,040 Speaker 1: get access to certain levels, you have to pay. Right 367 00:20:19,080 --> 00:20:22,280 Speaker 1: and it's a frequent model for for mobile games. Right 368 00:20:22,600 --> 00:20:25,080 Speaker 1: e A is really big on this, for instance, and 369 00:20:25,280 --> 00:20:27,800 Speaker 1: you know it does a lot of thing it does too. Yeah, 370 00:20:27,800 --> 00:20:29,800 Speaker 1: there are a lot of different companies that are trying this. 371 00:20:29,880 --> 00:20:32,480 Speaker 1: And then you're seeing this not just on things like 372 00:20:32,520 --> 00:20:36,200 Speaker 1: mobile platforms, but also in consoles where you can get 373 00:20:36,240 --> 00:20:38,600 Speaker 1: consoles where you end up having the stuff that you 374 00:20:38,640 --> 00:20:41,320 Speaker 1: can pay extra for and get access to, or or 375 00:20:41,400 --> 00:20:43,679 Speaker 1: n PC games a lot of the MMOs and involve 376 00:20:43,760 --> 00:20:46,200 Speaker 1: elements like that. Now, some of these games also allow 377 00:20:46,240 --> 00:20:50,040 Speaker 1: you to eventually earn those items if you play long enough, 378 00:20:50,920 --> 00:20:53,760 Speaker 1: but they're trying to create an incentive for players to 379 00:20:53,800 --> 00:20:56,399 Speaker 1: spend the money to get earlier access to this stuff. 380 00:20:56,640 --> 00:21:00,440 Speaker 1: So Meyer was asked about his opinion on this, and 381 00:21:00,760 --> 00:21:03,960 Speaker 1: he said that building a game like that is about 382 00:21:04,359 --> 00:21:10,840 Speaker 1: designing unhappiness, which that's pretty tough. Yeah. He's essentially saying 383 00:21:10,880 --> 00:21:13,679 Speaker 1: that you your goal when you are designing a freemium 384 00:21:13,680 --> 00:21:15,800 Speaker 1: game where you're trying to give people the incentive to 385 00:21:15,800 --> 00:21:18,240 Speaker 1: buy more stuff, is that you have to design a 386 00:21:18,320 --> 00:21:22,880 Speaker 1: game so not fun that people will pay to make 387 00:21:22,920 --> 00:21:26,080 Speaker 1: it fun. He says that kind of goes against the 388 00:21:26,119 --> 00:21:29,879 Speaker 1: grain of game design. That's, uh, that's a kind of 389 00:21:29,920 --> 00:21:32,840 Speaker 1: harsh and b I think entirely true. Yeah. I mean, 390 00:21:33,119 --> 00:21:34,680 Speaker 1: when you think of it that way, you're like, that's 391 00:21:34,680 --> 00:21:36,960 Speaker 1: totally not the way the game developers are thinking about 392 00:21:37,000 --> 00:21:40,160 Speaker 1: when they're designing the game. But from a consumer standpoint, yeah, 393 00:21:40,200 --> 00:21:42,320 Speaker 1: I can see that saying we won this game to 394 00:21:42,359 --> 00:21:45,359 Speaker 1: be engaging enough so that someone wants to download it, 395 00:21:45,560 --> 00:21:48,800 Speaker 1: but not so engaging that they feel that they fulfilled. 396 00:21:50,359 --> 00:21:54,240 Speaker 1: They have to pay to really get that fulfilling experience, 397 00:21:54,320 --> 00:21:56,000 Speaker 1: and that myers like I don't want to be part 398 00:21:56,040 --> 00:21:59,520 Speaker 1: of that. So with the iOS version of Ace Patrol, 399 00:21:59,840 --> 00:22:01,960 Speaker 1: you could pay five dollars and get the whole game. 400 00:22:02,400 --> 00:22:04,600 Speaker 1: You could try to play it for free, and you 401 00:22:04,640 --> 00:22:07,080 Speaker 1: get the first few levels, but then you would be 402 00:22:07,160 --> 00:22:08,920 Speaker 1: prompted to say, all right, if you enjoyed this, go 403 00:22:08,960 --> 00:22:11,040 Speaker 1: ahead and purchase it. If not, then thank you for 404 00:22:11,119 --> 00:22:13,920 Speaker 1: playing um. And if you only wanted to play one 405 00:22:13,960 --> 00:22:16,119 Speaker 1: of the nationalities in the game, you could pay a 406 00:22:16,160 --> 00:22:20,680 Speaker 1: dollar per nationality, so you could, you know, have had 407 00:22:20,720 --> 00:22:22,840 Speaker 1: a little bit of that freemium thing, but only in 408 00:22:22,840 --> 00:22:25,040 Speaker 1: the sense of kind of this is the trial version. 409 00:22:25,240 --> 00:22:28,440 Speaker 1: Now you can buy the full version, not so much 410 00:22:28,480 --> 00:22:31,520 Speaker 1: of Oh you want your playing to go faster, spend 411 00:22:31,560 --> 00:22:34,440 Speaker 1: a dollar now. Another interesting thing that I read is 412 00:22:34,480 --> 00:22:38,320 Speaker 1: that Meyer says he's no longer involved in Civilization titles, 413 00:22:39,280 --> 00:22:41,280 Speaker 1: but but that that he feels like they're in good hands. 414 00:22:41,920 --> 00:22:46,120 Speaker 1: And the last one, Civilization five, was designed by John Schaefer, 415 00:22:46,640 --> 00:22:49,119 Speaker 1: and uh, you know again, like they'll they'll come to 416 00:22:49,160 --> 00:22:52,159 Speaker 1: Sidmire for input, they'll ask him for his opinions. But 417 00:22:52,240 --> 00:22:55,040 Speaker 1: he says he's no longer actively part of those teams, 418 00:22:55,359 --> 00:22:57,120 Speaker 1: which he's fine with. He he wants to be able 419 00:22:57,119 --> 00:23:00,480 Speaker 1: to concentrate on whatever interests him. And again, he doesn't 420 00:23:00,520 --> 00:23:04,600 Speaker 1: necessarily want to get caught in this trappic like like 421 00:23:05,000 --> 00:23:08,000 Speaker 1: we want you to be a franchise generator. He doesn't 422 00:23:08,040 --> 00:23:11,000 Speaker 1: want that. So I've got some trivia. So here's some 423 00:23:11,040 --> 00:23:14,280 Speaker 1: Sidmyer trivia. And the first bit is that sid Meyer 424 00:23:14,400 --> 00:23:18,040 Speaker 1: appears as a character in the Alien Crossfire expansion pack 425 00:23:18,160 --> 00:23:22,280 Speaker 1: for sid Meier's Alpha Centauri game. So there's a a 426 00:23:22,400 --> 00:23:27,800 Speaker 1: secret hidden faction in the this expansion pack for Alpha Centauri, 427 00:23:27,880 --> 00:23:32,720 Speaker 1: and the secret faction is called the Faraxians. So, uh, 428 00:23:33,280 --> 00:23:36,840 Speaker 1: if you unlocked the Farraxians, you would unlock them either 429 00:23:37,440 --> 00:23:40,520 Speaker 1: with sid Meyer as the leader or Brian Reynolds as 430 00:23:40,520 --> 00:23:42,119 Speaker 1: the leader, and that would appear as the leader for 431 00:23:42,160 --> 00:23:45,000 Speaker 1: the rest of the game. Uh. And then according to 432 00:23:45,080 --> 00:23:48,280 Speaker 1: the two thousand eight Guinness Book of World Records, sid 433 00:23:48,320 --> 00:23:53,439 Speaker 1: Meyer holds the record for most video game awards ever received. Um. 434 00:23:53,480 --> 00:23:56,960 Speaker 1: He lives in Baltimore, Maryland. Like we've said, we talked 435 00:23:56,960 --> 00:23:59,520 Speaker 1: about his wife and the fact that her her she 436 00:23:59,600 --> 00:24:03,040 Speaker 1: consider is her new title Master of Miscellaneous that. By 437 00:24:03,040 --> 00:24:05,040 Speaker 1: the way, it's not a formal title, it's not her 438 00:24:05,040 --> 00:24:07,199 Speaker 1: official title. Now, that's just kind of what she's like. 439 00:24:07,280 --> 00:24:10,680 Speaker 1: That's what I consider myself. Uh. And according to his employees, 440 00:24:10,720 --> 00:24:13,400 Speaker 1: like we said, he's a very personal friendly guy. He's 441 00:24:13,440 --> 00:24:15,480 Speaker 1: got like an open door policy. Anyone can come in 442 00:24:15,520 --> 00:24:18,880 Speaker 1: and talk to him. Apparently he's really dedicated to his work. 443 00:24:18,920 --> 00:24:21,600 Speaker 1: If he's really interested in a project, you will find 444 00:24:21,680 --> 00:24:24,919 Speaker 1: him even working on weekends and working long hours if 445 00:24:24,960 --> 00:24:27,399 Speaker 1: he's if he's really excited. It's kind of like the 446 00:24:27,480 --> 00:24:31,120 Speaker 1: way that players play Civilization where they have to take 447 00:24:31,200 --> 00:24:33,520 Speaker 1: that next turn. They can't they can't quit yet, They're 448 00:24:33,520 --> 00:24:35,480 Speaker 1: just gonna do one more turn, just one more turn. 449 00:24:35,880 --> 00:24:39,720 Speaker 1: All right, So we're gonna have another part of this podcast. 450 00:24:39,720 --> 00:24:44,320 Speaker 1: We're gonna really talk about Civilization and its development process 451 00:24:44,359 --> 00:24:46,880 Speaker 1: and it's impact on the industry. But before we get 452 00:24:46,920 --> 00:24:51,399 Speaker 1: into that, let's take a quick break to thank our sponsor. Alright, 453 00:24:51,480 --> 00:24:54,040 Speaker 1: So let's talk about Civilization. This is, of course, the 454 00:24:54,040 --> 00:24:56,959 Speaker 1: biggest title I think you could you could argue that 455 00:24:56,960 --> 00:25:01,080 Speaker 1: Sidmyer has ever produced, while I would a that Pirates 456 00:25:01,080 --> 00:25:04,480 Speaker 1: remains my favorite. Uh. Do you can't deny the fact 457 00:25:04,480 --> 00:25:08,479 Speaker 1: that Civilization has had a huge impact. So did you 458 00:25:08,600 --> 00:25:14,959 Speaker 1: know that the original Civilization was only three megabytes in size? 459 00:25:15,240 --> 00:25:17,560 Speaker 1: I didn't know that, but only because I read the 460 00:25:17,600 --> 00:25:20,960 Speaker 1: same research that you did. Also, Yeah, that would that 461 00:25:21,000 --> 00:25:23,760 Speaker 1: would help. Yeah, that but that's kind of that's kind 462 00:25:23,800 --> 00:25:26,560 Speaker 1: of eye opening. Now, like you a video game being 463 00:25:26,600 --> 00:25:31,560 Speaker 1: like multiple gigs and one of the most successful or 464 00:25:31,560 --> 00:25:36,320 Speaker 1: at least highest critical acclaimed video games ever made only 465 00:25:36,440 --> 00:25:40,440 Speaker 1: free megabytes. Yeah, it was created for the IBM PC UM, 466 00:25:40,440 --> 00:25:45,560 Speaker 1: which at the time only had memory, right, Yeah, so 467 00:25:45,560 --> 00:25:47,560 Speaker 1: so you know you had those limited constraints that we 468 00:25:47,560 --> 00:25:50,159 Speaker 1: talked about earlier. By the way, who was it that 469 00:25:50,280 --> 00:25:54,000 Speaker 1: handled almost all the programming on that first Civilization game? 470 00:25:54,040 --> 00:25:56,240 Speaker 1: Do you know? I do not know? It's Sid Meyer. 471 00:25:56,920 --> 00:25:59,600 Speaker 1: He did all the programming himself, pretty much. He said that, 472 00:25:59,640 --> 00:26:02,880 Speaker 1: you know, essentially all the coding was due to him. 473 00:26:03,080 --> 00:26:05,800 Speaker 1: He was the one who was coding everything for Civilization. 474 00:26:06,400 --> 00:26:08,439 Speaker 1: He said that he did some of the art design 475 00:26:08,520 --> 00:26:11,440 Speaker 1: as well, and a few of his art designs may 476 00:26:11,480 --> 00:26:16,200 Speaker 1: have made it into the final game, but he's not sure. Um, 477 00:26:16,280 --> 00:26:21,119 Speaker 1: he was working very closely with a specific person. Bruce 478 00:26:21,240 --> 00:26:24,680 Speaker 1: Campbell Show Bruce Campbell, Shelley, thank you um and and 479 00:26:24,680 --> 00:26:27,320 Speaker 1: and that was that was they were called within the company, 480 00:26:27,400 --> 00:26:31,640 Speaker 1: the A team supposedly and um and Like like Jonathan 481 00:26:31,720 --> 00:26:34,440 Speaker 1: was talking about earlier, Shelley would play test, Meyer would 482 00:26:34,480 --> 00:26:37,480 Speaker 1: tweak the game and just rinse, repeat, Yeah. They would 483 00:26:37,480 --> 00:26:39,639 Speaker 1: just do this over and over again. Shelley would be like, 484 00:26:39,640 --> 00:26:42,000 Speaker 1: this game is great, but here's the stuff that I 485 00:26:42,040 --> 00:26:44,360 Speaker 1: thought needed a little work. And Meyer would go back 486 00:26:44,400 --> 00:26:46,440 Speaker 1: and tweak it and bring it back the next morning 487 00:26:46,480 --> 00:26:48,760 Speaker 1: and say try it again. And they would just do 488 00:26:48,840 --> 00:26:51,920 Speaker 1: this several times in order to kind of refine the game. 489 00:26:51,960 --> 00:26:57,159 Speaker 1: Now here's some interesting background here. So Bruce Campbell Shelley 490 00:26:57,320 --> 00:27:00,880 Speaker 1: came to micro Pros. This is back in the acroprose days. 491 00:27:01,440 --> 00:27:06,200 Speaker 1: He came to Micropros from another company called Avalon Hill. Right, yeah, okay, 492 00:27:06,320 --> 00:27:09,600 Speaker 1: now now Avalon Hill had um what was a board 493 00:27:09,600 --> 00:27:13,040 Speaker 1: game company. Yeah, they would publish board games. And one 494 00:27:13,080 --> 00:27:16,080 Speaker 1: of the board games they published was originally published by 495 00:27:16,160 --> 00:27:20,359 Speaker 1: another company in England and designed by Francis Tresham. This 496 00:27:20,440 --> 00:27:25,160 Speaker 1: was called Civilization. Yeah, so Civilization the board game. Francis 497 00:27:25,200 --> 00:27:28,600 Speaker 1: Francis Tresham was the guy who designed it. Uh, and 498 00:27:28,640 --> 00:27:32,040 Speaker 1: it was published in written When it came over to America. 499 00:27:32,400 --> 00:27:35,359 Speaker 1: Avalon Hill purchased the license to publish it in the 500 00:27:35,440 --> 00:27:38,399 Speaker 1: United States. So Avalon Hills not the company that that 501 00:27:38,800 --> 00:27:42,119 Speaker 1: ultimately owned Civilization, They just had a license for it 502 00:27:42,160 --> 00:27:45,879 Speaker 1: in the un right. So that's one connection between the 503 00:27:45,960 --> 00:27:49,040 Speaker 1: board game Civilization and the computer game Civilization. That would 504 00:27:49,040 --> 00:27:51,520 Speaker 1: be Shelley who he did not work on the board 505 00:27:51,520 --> 00:27:54,200 Speaker 1: game conversion for Civilization, but he did work on another 506 00:27:54,240 --> 00:27:58,120 Speaker 1: game that Tresham had developed called eighteen twenty nine that 507 00:27:58,280 --> 00:28:03,000 Speaker 1: was a real road designing game board game. Yeah, and 508 00:28:03,320 --> 00:28:05,679 Speaker 1: they when they brought over to America, they changed the 509 00:28:05,720 --> 00:28:11,760 Speaker 1: title it was no longer but anyway, again it was 510 00:28:11,800 --> 00:28:14,160 Speaker 1: a railroad. It was a railroad kind of a railroad 511 00:28:14,200 --> 00:28:18,479 Speaker 1: empire game, all right, much like Railroad Tycoon, which Shelley 512 00:28:18,520 --> 00:28:22,120 Speaker 1: also worked on, right, so they now Now, they did 513 00:28:22,160 --> 00:28:25,840 Speaker 1: say that things like these board games served as inspiration, 514 00:28:25,920 --> 00:28:28,000 Speaker 1: but when you look at the actual mechanics and the 515 00:28:28,000 --> 00:28:31,920 Speaker 1: way the actual games play out there, really the similarities 516 00:28:31,960 --> 00:28:34,280 Speaker 1: are mainly on a surface level. They don't go very 517 00:28:34,320 --> 00:28:36,639 Speaker 1: deeply like and once you get into game mechanics it 518 00:28:36,760 --> 00:28:39,280 Speaker 1: separates out quite a bit, right, right, Um, And you know, 519 00:28:39,400 --> 00:28:43,160 Speaker 1: like the board game Civilization for example, Um didn't really 520 00:28:43,200 --> 00:28:47,120 Speaker 1: go into anywhere near modern or futuristic technology. It stopped 521 00:28:47,200 --> 00:28:49,840 Speaker 1: and kind of the Middle Ages, ancient to Middle Ages. 522 00:28:49,920 --> 00:28:53,080 Speaker 1: That was pretty much the domain of the original board game. 523 00:28:53,240 --> 00:28:56,120 Speaker 1: And you know, Meyer has said that he was certainly 524 00:28:56,160 --> 00:28:58,000 Speaker 1: aware of the board game, that he had a copy 525 00:28:58,040 --> 00:29:00,480 Speaker 1: that he had looked through, but it that he hadn't 526 00:29:00,520 --> 00:29:06,120 Speaker 1: actually played it until after he finished building Civilization. Shelley 527 00:29:06,160 --> 00:29:08,920 Speaker 1: says that he had played the board game, obviously having 528 00:29:08,920 --> 00:29:12,920 Speaker 1: worked for Avalon Hill, but that that Meyer. He also says, 529 00:29:12,960 --> 00:29:14,760 Speaker 1: you know, Meyer hadn't played it until after he had 530 00:29:14,800 --> 00:29:18,440 Speaker 1: finished the development of the actual Civilization video game. But 531 00:29:18,520 --> 00:29:20,560 Speaker 1: this is where, you know, one of the things we 532 00:29:20,560 --> 00:29:24,160 Speaker 1: can talk about, along with the developmental issues of trying 533 00:29:24,200 --> 00:29:27,480 Speaker 1: to get this game actually to to publish in the 534 00:29:27,600 --> 00:29:31,640 Speaker 1: environment that was micropros at that time, is the issues 535 00:29:31,680 --> 00:29:34,240 Speaker 1: with this game. Now. They didn't want to encounter any 536 00:29:34,360 --> 00:29:37,880 Speaker 1: legal problems with this this computer game once they decided 537 00:29:37,880 --> 00:29:40,600 Speaker 1: they were going to call it Civilization, so they licensed 538 00:29:40,800 --> 00:29:44,240 Speaker 1: the name Civilization from Avalon Hill, which again was the 539 00:29:44,360 --> 00:29:48,360 Speaker 1: u S publisher for the game. Right So um the 540 00:29:48,360 --> 00:29:50,280 Speaker 1: the by the way, the British company that published it 541 00:29:50,280 --> 00:29:53,960 Speaker 1: originally was called Heartland trefoil, and I'm sure I'm saying 542 00:29:53,960 --> 00:29:57,440 Speaker 1: trefoil wrong because the way the UK works, they'd say, 543 00:29:57,520 --> 00:30:03,400 Speaker 1: oh it's spelled tref oil, but it's now throat wobbler mangrove. So, um, 544 00:30:03,560 --> 00:30:07,760 Speaker 1: I apologize, that's a money Python reference. I apologize if 545 00:30:07,800 --> 00:30:11,280 Speaker 1: I am, you know, if if all the UK fans 546 00:30:11,280 --> 00:30:13,080 Speaker 1: out there are just wincing every time I try and 547 00:30:13,520 --> 00:30:17,440 Speaker 1: say this. So getting back into the actual development of Civilization, 548 00:30:17,520 --> 00:30:20,800 Speaker 1: this was not a smooth process. We mentioned it in 549 00:30:20,840 --> 00:30:24,720 Speaker 1: the previous podcast that they were experiencing some reluctance on 550 00:30:24,760 --> 00:30:27,600 Speaker 1: the part of Micropros because Steely, who was the president 551 00:30:27,680 --> 00:30:31,240 Speaker 1: of Micropros, he was really focused on those combat signulations 552 00:30:31,720 --> 00:30:35,560 Speaker 1: and he reportedly just didn't get Civilization. He just didn't 553 00:30:35,600 --> 00:30:37,600 Speaker 1: see where the appeal was. He didn't think it was 554 00:30:37,640 --> 00:30:42,240 Speaker 1: going to be successful. Also, because Meyer had moved away 555 00:30:42,320 --> 00:30:45,959 Speaker 1: from being a direct employee of Micropros, he was no 556 00:30:46,000 --> 00:30:49,720 Speaker 1: longer head of development. The new VP of Development did 557 00:30:49,760 --> 00:30:53,680 Speaker 1: not have any incentive to promote Sidmyer games because he 558 00:30:53,720 --> 00:30:56,520 Speaker 1: did not receive any sort of bonus from those games. 559 00:30:56,880 --> 00:30:59,640 Speaker 1: He would receive bonuses from any games developed internally by 560 00:30:59,680 --> 00:31:03,200 Speaker 1: micro a Prose employees, so he would focus on those 561 00:31:03,240 --> 00:31:07,720 Speaker 1: and push those out ahead of anything else. So, uh, 562 00:31:07,800 --> 00:31:11,000 Speaker 1: while Siedmyer would get a budget from Micropros to work 563 00:31:11,040 --> 00:31:13,880 Speaker 1: on games, he would get an upfront budget, he didn't 564 00:31:13,920 --> 00:31:16,240 Speaker 1: get a lot of other support. And he and Shelly 565 00:31:16,280 --> 00:31:20,280 Speaker 1: have both said that that meant the development for Civilization 566 00:31:20,640 --> 00:31:24,120 Speaker 1: stretched out longer than it was supposed to, and in fact, 567 00:31:24,120 --> 00:31:27,160 Speaker 1: the game ended up slipping its its original ship date. 568 00:31:27,520 --> 00:31:32,280 Speaker 1: And this is a real kicker. Apparently that meant that 569 00:31:32,440 --> 00:31:37,240 Speaker 1: their own personal bonuses were affected. Meyer and Shelly their 570 00:31:37,280 --> 00:31:39,920 Speaker 1: bonuses were and and their team. There was more than 571 00:31:39,960 --> 00:31:41,640 Speaker 1: just the two of them working on this. They had 572 00:31:41,640 --> 00:31:43,320 Speaker 1: a team of people, right, I think it was about 573 00:31:43,360 --> 00:31:47,680 Speaker 1: about ten eight to ten depending upon the source you read. 574 00:31:48,120 --> 00:31:51,840 Speaker 1: So I have about ten people working on this game, 575 00:31:52,400 --> 00:31:54,480 Speaker 1: and their bonuses are affected by the fact that the 576 00:31:54,520 --> 00:31:57,800 Speaker 1: game did not ship on time. However, Shelly points out 577 00:31:57,800 --> 00:32:01,320 Speaker 1: in interviews, he says, look, the reason why our game 578 00:32:01,360 --> 00:32:04,120 Speaker 1: didn't ship on time is because Micropros was dragging their 579 00:32:04,120 --> 00:32:06,680 Speaker 1: feet and that it was a man They kept putting 580 00:32:06,760 --> 00:32:09,960 Speaker 1: us on other projects and therefore we couldn't There was 581 00:32:10,000 --> 00:32:11,960 Speaker 1: no way for us to ship on time because they 582 00:32:11,960 --> 00:32:14,040 Speaker 1: would pull us off of the work we needed to 583 00:32:14,080 --> 00:32:16,600 Speaker 1: do to get the game finished. So, in other words, 584 00:32:16,680 --> 00:32:20,360 Speaker 1: management would make decisions that affected our work and then 585 00:32:20,360 --> 00:32:23,000 Speaker 1: punish us when the work wasn't being done. And so 586 00:32:23,080 --> 00:32:25,320 Speaker 1: it's it's you know, it's a terrible catch twenty two 587 00:32:25,320 --> 00:32:27,200 Speaker 1: to share, and it's kind of easy to see after 588 00:32:27,320 --> 00:32:31,360 Speaker 1: after this process, why a lot of these people started ditching, yes, sorry, 589 00:32:31,400 --> 00:32:33,400 Speaker 1: to leave the company and go somewhere else, and why 590 00:32:33,640 --> 00:32:37,440 Speaker 1: ultimately Meyer and two of his fellow designers would leave 591 00:32:37,520 --> 00:32:43,360 Speaker 1: and found for Access. So they eventually, despite all odds 592 00:32:43,360 --> 00:32:47,120 Speaker 1: against them, finished Civilization, and it of course publishes in 593 00:32:47,440 --> 00:32:51,480 Speaker 1: ninety one, I believe, and it ends up not getting 594 00:32:51,480 --> 00:32:54,640 Speaker 1: a whole lot of support from micropros. The marketing department 595 00:32:54,800 --> 00:32:57,880 Speaker 1: doesn't spend a lot of money, so they have to 596 00:32:57,920 --> 00:33:01,320 Speaker 1: rely upon gamers who purchased is the game to go 597 00:33:01,360 --> 00:33:04,840 Speaker 1: out and tell all their gaming buddies, Hey, you guys 598 00:33:04,840 --> 00:33:07,080 Speaker 1: have got to try this. This game is amazing, which 599 00:33:07,080 --> 00:33:10,120 Speaker 1: fortunately they did. Yeah and uh, and this game was 600 00:33:11,000 --> 00:33:15,000 Speaker 1: a huge leap from those early games sid Meuyer made 601 00:33:15,440 --> 00:33:17,680 Speaker 1: back in the day when sid Meyer made a game 602 00:33:18,120 --> 00:33:21,920 Speaker 1: that was in a ziploc bag with a Zerox piece 603 00:33:22,080 --> 00:33:24,920 Speaker 1: of paper that had the game art on one side 604 00:33:24,960 --> 00:33:28,400 Speaker 1: and the instructions on the other. Civilization shipped with a 605 00:33:28,440 --> 00:33:31,440 Speaker 1: manual that was probably around two hundred pages in length. 606 00:33:32,680 --> 00:33:35,680 Speaker 1: I remember that. I remember that one of the things 607 00:33:35,720 --> 00:33:38,520 Speaker 1: that that Shelley did. Sid Meyer says the most important 608 00:33:38,560 --> 00:33:41,400 Speaker 1: thing that Shelley did was play the game. He says 609 00:33:41,440 --> 00:33:43,360 Speaker 1: that was the most important thing that Shelley did because 610 00:33:43,400 --> 00:33:45,680 Speaker 1: he played the game and would tell sid Meyer which 611 00:33:45,760 --> 00:33:48,200 Speaker 1: things were working in which weren't. But if he had 612 00:33:48,240 --> 00:33:51,880 Speaker 1: to say what the second most important thing was, Shelley 613 00:33:51,920 --> 00:33:54,800 Speaker 1: took it upon himself to do two things. He helped 614 00:33:54,840 --> 00:33:58,800 Speaker 1: write the manual and he wrote the civil Opedia, now 615 00:33:58,800 --> 00:34:02,000 Speaker 1: the civil Opedia for any one who has not played Civilization. 616 00:34:02,080 --> 00:34:05,080 Speaker 1: The Civilipedia is an in game reference that gives you 617 00:34:05,120 --> 00:34:09,160 Speaker 1: more information about everything in the game, every single unit, 618 00:34:09,320 --> 00:34:12,239 Speaker 1: every military unit. It tells you more about them, gives 619 00:34:12,239 --> 00:34:14,279 Speaker 1: you a historical context. It tells you about all the 620 00:34:14,320 --> 00:34:17,120 Speaker 1: different buildings you can build. Uh. There are wonders of 621 00:34:17,160 --> 00:34:19,960 Speaker 1: the world that you can design in Civilization, and they 622 00:34:20,000 --> 00:34:23,800 Speaker 1: are based off the actual amazing things that humans have created, 623 00:34:23,800 --> 00:34:26,200 Speaker 1: things like the pyramids and you know, the hanging gardens 624 00:34:26,200 --> 00:34:29,839 Speaker 1: of babble on that kind of thing. Ah, so he 625 00:34:30,120 --> 00:34:32,880 Speaker 1: rode up entries for all of the stuff. I get that, 626 00:34:33,040 --> 00:34:35,000 Speaker 1: I've gotten the feeling that Chili is a tiny bit 627 00:34:35,000 --> 00:34:38,399 Speaker 1: of a history. Nerd um And and Sidmyer too. Yeah, 628 00:34:38,560 --> 00:34:41,240 Speaker 1: although they both said that they didn't do a whole 629 00:34:41,280 --> 00:34:43,839 Speaker 1: lot of research when they first started working on Civilization. 630 00:34:43,880 --> 00:34:46,600 Speaker 1: They just wanted it to be a fun game, right, 631 00:34:46,640 --> 00:34:49,200 Speaker 1: and so so that most of the you know, knowledge 632 00:34:49,239 --> 00:34:51,560 Speaker 1: that's in there is kind of elementary level. Although I 633 00:34:51,600 --> 00:34:54,200 Speaker 1: have seen reports about three in particular being used in 634 00:34:54,200 --> 00:34:56,640 Speaker 1: classroom settings, and I can imagine that. I mean, and 635 00:34:56,680 --> 00:34:58,960 Speaker 1: when you look at the actual game mechanics, because we've 636 00:34:59,000 --> 00:35:01,200 Speaker 1: talked a lot about thing is like you know, developing 637 00:35:01,280 --> 00:35:06,080 Speaker 1: your your your social abilities, or developing the wonders of 638 00:35:06,120 --> 00:35:08,880 Speaker 1: the world or future technology or trying to conquer it 639 00:35:08,920 --> 00:35:11,359 Speaker 1: gets so much more complex than that, right. You've got 640 00:35:11,400 --> 00:35:15,239 Speaker 1: the different nationalities, each of which have their own abilities 641 00:35:15,560 --> 00:35:17,759 Speaker 1: or you know pros and cons when you first start off, 642 00:35:17,800 --> 00:35:20,759 Speaker 1: like I remember when I would play Sief two and 643 00:35:20,800 --> 00:35:23,239 Speaker 1: I would play as the Germans. For some reason, I 644 00:35:23,280 --> 00:35:26,160 Speaker 1: would end up with two settlers instead of one, which 645 00:35:26,200 --> 00:35:28,359 Speaker 1: gave me an amazing advantage because I could use one 646 00:35:28,400 --> 00:35:30,920 Speaker 1: set of settlers to build a city, and the second 647 00:35:30,920 --> 00:35:33,680 Speaker 1: set of settlers could irrigate around the city and make 648 00:35:33,719 --> 00:35:38,600 Speaker 1: it a more viable location. Other nations might start with 649 00:35:39,080 --> 00:35:42,319 Speaker 1: only one settler, but they get more technology bonuses at 650 00:35:42,360 --> 00:35:44,520 Speaker 1: the very beginning of the game. Then you would have 651 00:35:44,560 --> 00:35:49,239 Speaker 1: things like what sort of government your civilization used, like 652 00:35:49,520 --> 00:35:54,440 Speaker 1: is it a despotic system, is it capitalism, is it communism, socialism? 653 00:35:54,480 --> 00:35:58,000 Speaker 1: And that would affect gameplay from that point forward. So 654 00:35:58,160 --> 00:36:00,920 Speaker 1: it was the game and can when you would start off, 655 00:36:00,960 --> 00:36:04,040 Speaker 1: would be very simple, This is pure sid Meier approach, 656 00:36:04,400 --> 00:36:07,799 Speaker 1: very simple, and you would add levels of complexity as 657 00:36:07,800 --> 00:36:09,360 Speaker 1: the game would go on until you get to a 658 00:36:09,360 --> 00:36:11,920 Speaker 1: point where if you were to jump into that game 659 00:36:12,440 --> 00:36:15,720 Speaker 1: maybe two turns in and that's how the game started, 660 00:36:15,920 --> 00:36:17,680 Speaker 1: you think there's no way I can play this. This 661 00:36:17,800 --> 00:36:20,600 Speaker 1: is way too complicated, right right you you learned with 662 00:36:20,680 --> 00:36:23,239 Speaker 1: the game and UM and that was something That's two 663 00:36:23,320 --> 00:36:26,120 Speaker 1: really built on as well. They started adding a lot 664 00:36:26,160 --> 00:36:28,960 Speaker 1: of the concepts they had wanted to incorporate and to 665 00:36:29,040 --> 00:36:31,440 Speaker 1: save one but UM but just felt like they were 666 00:36:31,480 --> 00:36:35,640 Speaker 1: over complicating things right now. In the earliest days of civilization, 667 00:36:35,680 --> 00:36:38,520 Speaker 1: when they were developing it. I meant to mention this earlier, 668 00:36:38,560 --> 00:36:41,840 Speaker 1: but I I definitely think it's important. It's it's interesting 669 00:36:41,840 --> 00:36:44,239 Speaker 1: that it was not a turn based game when they 670 00:36:44,320 --> 00:36:46,920 Speaker 1: first started developing it, right, it was. It was originally 671 00:36:47,040 --> 00:36:50,239 Speaker 1: um like sim City, which Sidmire has has referenced as 672 00:36:50,280 --> 00:36:52,600 Speaker 1: being one of the big influences of the game. The 673 00:36:52,640 --> 00:36:55,600 Speaker 1: three big ones are sim City, Risk and Railroad Tycoon. 674 00:36:55,880 --> 00:36:59,279 Speaker 1: Right right, um uh, but yes, he was saying that 675 00:36:59,320 --> 00:37:02,160 Speaker 1: it was it was real time, right, everything was passing 676 00:37:02,280 --> 00:37:06,440 Speaker 1: and so and so things, things were happening, um, you know, 677 00:37:06,560 --> 00:37:09,120 Speaker 1: as you would kind of build something and let your 678 00:37:09,120 --> 00:37:12,080 Speaker 1: settlers do their thing, and and he found that this 679 00:37:12,160 --> 00:37:16,040 Speaker 1: was very dull and reduced the player to a viewer. Yeah, 680 00:37:16,160 --> 00:37:18,520 Speaker 1: you became it was a more passive experience. You weren't 681 00:37:18,520 --> 00:37:21,560 Speaker 1: taking an active role. And that's when he made the decision. 682 00:37:21,719 --> 00:37:23,880 Speaker 1: And this this was he was well into the development 683 00:37:23,880 --> 00:37:25,520 Speaker 1: of the game, and he said that, you know, if 684 00:37:25,560 --> 00:37:27,520 Speaker 1: you figure out six months into the development of a 685 00:37:27,520 --> 00:37:30,040 Speaker 1: game that's not working, you have to have to change 686 00:37:30,200 --> 00:37:32,600 Speaker 1: change it. And so he went from real time to 687 00:37:32,760 --> 00:37:35,680 Speaker 1: turn based, and by turn based, it meant that you 688 00:37:35,680 --> 00:37:38,160 Speaker 1: could control the passage of time. Because it wasn't until 689 00:37:38,160 --> 00:37:41,719 Speaker 1: you ended a turn that the clock would move forward, right, 690 00:37:41,880 --> 00:37:44,640 Speaker 1: that that the you know, whatever you have implemented would 691 00:37:44,760 --> 00:37:47,400 Speaker 1: go into effect, right right, and or that even that 692 00:37:47,480 --> 00:37:50,240 Speaker 1: you would be able to take another turn. So uh, 693 00:37:50,320 --> 00:37:52,960 Speaker 1: you know, civilization is based on whatever year it is, 694 00:37:53,440 --> 00:37:56,680 Speaker 1: so uh, in early stages of the game, time passes 695 00:37:56,760 --> 00:37:59,120 Speaker 1: much more quickly. I think I can't remember if it's 696 00:37:59,120 --> 00:38:01,680 Speaker 1: by decade or even by century when you first start off, 697 00:38:02,000 --> 00:38:04,319 Speaker 1: but by the time you get toward the end game, 698 00:38:04,520 --> 00:38:08,080 Speaker 1: it's going year by year. So the the idea being 699 00:38:08,120 --> 00:38:11,680 Speaker 1: that progress is much more rapid later on in the game, 700 00:38:11,760 --> 00:38:14,640 Speaker 1: so you have to divide up the time into smaller 701 00:38:14,680 --> 00:38:18,640 Speaker 1: increments for that to be reflected. So uh, those are 702 00:38:18,640 --> 00:38:21,080 Speaker 1: big changes. Yeah. Yeah, and this this would wind up 703 00:38:21,200 --> 00:38:25,000 Speaker 1: being um really really integral to to what the game 704 00:38:25,080 --> 00:38:27,520 Speaker 1: was like. Um it's it's a lot of people talk 705 00:38:27,560 --> 00:38:31,520 Speaker 1: about about being addictive, and and even even Meyer himself 706 00:38:31,520 --> 00:38:33,600 Speaker 1: has said that he's been late to meetings because he 707 00:38:33,640 --> 00:38:36,520 Speaker 1: was playing the game totally forgot he fell victim to 708 00:38:36,600 --> 00:38:40,000 Speaker 1: his own trap. Yeah. No, I knew a lot of 709 00:38:40,080 --> 00:38:43,080 Speaker 1: people who, especially in college. I knew a lot of 710 00:38:43,239 --> 00:38:47,400 Speaker 1: kids in college who who were a little bleary eyed 711 00:38:47,560 --> 00:38:51,160 Speaker 1: because they had been playing Civilization the night before and 712 00:38:51,200 --> 00:38:52,719 Speaker 1: it just was one of those things where they're like, 713 00:38:52,760 --> 00:38:56,120 Speaker 1: I totally missed. Yeah, I got to bed at four 714 00:38:56,120 --> 00:38:59,040 Speaker 1: am and got up at seven. Let's be serious, they 715 00:38:59,080 --> 00:39:02,040 Speaker 1: got up at like two minutes before the class started. 716 00:39:02,360 --> 00:39:06,840 Speaker 1: But anyway, uh yeah, So getting into more of the 717 00:39:06,840 --> 00:39:10,200 Speaker 1: difficulty with Civilization, some of it, some of the really 718 00:39:10,200 --> 00:39:15,960 Speaker 1: messy stuff happened after sid Meyer had left micropros um. 719 00:39:16,000 --> 00:39:20,399 Speaker 1: But one of the interesting things is that in Avalon Hill, 720 00:39:20,560 --> 00:39:24,200 Speaker 1: the company the publisher for the Civilization board game, actually 721 00:39:24,200 --> 00:39:29,600 Speaker 1: published Advanced Civilization, which was a computer version of the 722 00:39:29,880 --> 00:39:33,239 Speaker 1: board game Civilization. So this if you were a fan 723 00:39:33,320 --> 00:39:36,920 Speaker 1: of the old Civilization board game, you could buy this 724 00:39:37,000 --> 00:39:40,719 Speaker 1: one and that would be the official one. Also, it 725 00:39:40,760 --> 00:39:43,360 Speaker 1: should be noted that sid Meier's Civilization is now a 726 00:39:43,400 --> 00:39:49,520 Speaker 1: board game too, so that even more complicated. Yeah. I 727 00:39:49,840 --> 00:39:52,120 Speaker 1: edited the House to Works article about this, so I 728 00:39:52,200 --> 00:39:55,480 Speaker 1: learned way too much about it. It was done by 729 00:39:55,560 --> 00:39:58,719 Speaker 1: Kevin Wilson, who also did Arkham Horror, which is which 730 00:39:58,719 --> 00:40:01,799 Speaker 1: is pretty popular title it's in was published by Fantasy Flight, 731 00:40:01,880 --> 00:40:05,040 Speaker 1: which is uh, you know, the kids who do a 732 00:40:05,239 --> 00:40:08,799 Speaker 1: other video game board games like World Warcraft and StarCraft. 733 00:40:09,040 --> 00:40:14,040 Speaker 1: And they're also the current publishers of Talisman. Oh man, yeah, 734 00:40:14,040 --> 00:40:16,520 Speaker 1: I have. I haven't thought of that in years. Oh 735 00:40:16,760 --> 00:40:19,400 Speaker 1: I've I've I play it basically every year. That's one 736 00:40:19,400 --> 00:40:22,120 Speaker 1: of one of my group favorites. I think it might 737 00:40:22,120 --> 00:40:24,479 Speaker 1: have been the nineties when I last played Talisman. Well, 738 00:40:24,560 --> 00:40:28,080 Speaker 1: speaking of the nineties, in ven, that's when the proverbial 739 00:40:28,160 --> 00:40:33,160 Speaker 1: crep hits, the proverbial rotating oscillating thing. Yeah, so we've 740 00:40:33,200 --> 00:40:38,840 Speaker 1: got an That's when Activision gets involved. So Activision purchases 741 00:40:38,880 --> 00:40:42,839 Speaker 1: the rights to the Civilization name from Avalon Hill. Now 742 00:40:42,880 --> 00:40:45,360 Speaker 1: remember Avalon Hill is the publishing company that had the 743 00:40:45,440 --> 00:40:50,520 Speaker 1: rights to publish the Civilization board game in the United States. Meanwhile, uh, 744 00:40:50,640 --> 00:40:55,000 Speaker 1: Activision then creates a computer game called Civilization Call to Power. 745 00:40:55,560 --> 00:40:59,160 Speaker 1: This was in no way connected to this admirer franchise games, right, 746 00:40:59,239 --> 00:41:02,319 Speaker 1: So it's it's really just it's got the name Civilization, 747 00:41:02,360 --> 00:41:04,879 Speaker 1: but other than that, and it is a it's an 748 00:41:04,880 --> 00:41:07,880 Speaker 1: empire building type game, but other than that, it is 749 00:41:07,920 --> 00:41:12,560 Speaker 1: not a it's not an entry into the Civilization franchise. 750 00:41:13,040 --> 00:41:17,120 Speaker 1: But then Activision goes on to sue Micropros over trademark 751 00:41:17,120 --> 00:41:20,640 Speaker 1: infringement because now they own the name Civilization because they 752 00:41:20,880 --> 00:41:24,600 Speaker 1: licensed it from Avalon Hill. Right. Meanwhile, Micropros had bought 753 00:41:24,880 --> 00:41:28,879 Speaker 1: Heartland Trefoil, which was the original publisher before Avalon Hill 754 00:41:29,040 --> 00:41:31,800 Speaker 1: of the Civilization board game. Right, this was the company 755 00:41:31,840 --> 00:41:35,960 Speaker 1: that was founded by the guy who created the Civilization 756 00:41:35,960 --> 00:41:38,799 Speaker 1: board game. So essentially what here's here's all this works out. 757 00:41:39,120 --> 00:41:43,080 Speaker 1: Activision goes out and buys the buys the rights to 758 00:41:43,160 --> 00:41:46,520 Speaker 1: use Civilization according to the US publisher of this board game, 759 00:41:47,440 --> 00:41:50,760 Speaker 1: sus Micropros. Micropros goes out and buys the original company 760 00:41:50,800 --> 00:41:53,839 Speaker 1: to make the board game, and then sues Activision and says, 761 00:41:54,080 --> 00:41:56,520 Speaker 1: you can't sue us for trademark infringement. We own the 762 00:41:56,520 --> 00:41:58,880 Speaker 1: company that made the thing that you were claiming you 763 00:41:58,920 --> 00:42:01,719 Speaker 1: were suing you. Yeah, so we're suing you instead in 764 00:42:01,920 --> 00:42:04,680 Speaker 1: your face. I think that might have actually been in 765 00:42:04,680 --> 00:42:09,480 Speaker 1: the deposition. Uh So, Yeah, we've got this crazy lawsuit 766 00:42:09,480 --> 00:42:11,279 Speaker 1: going on. Not keep in mind sid Meyer's not a 767 00:42:11,280 --> 00:42:13,560 Speaker 1: part of this. He's just off on his own making 768 00:42:13,600 --> 00:42:17,359 Speaker 1: his games, probably lulls a tiny man, probably thinking it's 769 00:42:17,400 --> 00:42:20,400 Speaker 1: a little amusing. Yeah, the company has wound up settling 770 00:42:20,440 --> 00:42:22,719 Speaker 1: all of this out of court. But that's the point 771 00:42:22,719 --> 00:42:26,520 Speaker 1: when Hasbro comes in and buys Avalon Hill and then 772 00:42:26,600 --> 00:42:30,480 Speaker 1: buys Micropros. So now Avalon Hill and Micropros are both 773 00:42:30,880 --> 00:42:34,080 Speaker 1: under the same umbrella now there, which is hence why 774 00:42:34,120 --> 00:42:37,000 Speaker 1: they probably settled it. Yeah now now that now it 775 00:42:37,040 --> 00:42:41,120 Speaker 1: doesn't even matter anymore because both parties in this trademark 776 00:42:41,160 --> 00:42:45,399 Speaker 1: infringement spat are belonging to the same company. But as 777 00:42:45,440 --> 00:42:50,040 Speaker 1: we learned, Hasbro Interactive did not last that long. They 778 00:42:50,080 --> 00:42:54,239 Speaker 1: ended up selling that off to Infogrames and uh and 779 00:42:54,320 --> 00:43:00,000 Speaker 1: that is the end of the the massive Civilization crazy story. 780 00:43:00,000 --> 00:43:02,480 Speaker 1: Worry when it comes to just the name of the game. 781 00:43:04,360 --> 00:43:06,239 Speaker 1: I just I love the idea that you can go 782 00:43:06,280 --> 00:43:10,479 Speaker 1: out and buy a company that made a product, uh 783 00:43:10,520 --> 00:43:13,040 Speaker 1: and you know, years and years ago, and then someone 784 00:43:13,040 --> 00:43:15,560 Speaker 1: else had made a product also years ago that had 785 00:43:15,600 --> 00:43:19,080 Speaker 1: the same name and retroactively say I own that I'm 786 00:43:19,120 --> 00:43:21,200 Speaker 1: suing you for trademark infringement for this thing that you 787 00:43:21,320 --> 00:43:24,600 Speaker 1: made before I bought this company. That's our legal system, folks. 788 00:43:24,760 --> 00:43:28,839 Speaker 1: It makes my nose bleed, yes, um, but so yeah, 789 00:43:28,960 --> 00:43:32,920 Speaker 1: so Civilization um kind of kind of big. Yeah. I 790 00:43:32,920 --> 00:43:36,040 Speaker 1: would say that it really created a true genre now 791 00:43:36,400 --> 00:43:39,720 Speaker 1: itself is often referred to as one of the God games, 792 00:43:40,120 --> 00:43:43,399 Speaker 1: which became popular right around that time that Civilization came out. 793 00:43:43,440 --> 00:43:47,439 Speaker 1: Other games like Populus or SimCity are are similar games 794 00:43:47,480 --> 00:43:50,279 Speaker 1: where you are given the ability to create these massive things. 795 00:43:50,320 --> 00:43:53,200 Speaker 1: It's not you taking on the role of a single character, 796 00:43:53,600 --> 00:43:58,240 Speaker 1: but rather being the guiding force behind the creation of something. 797 00:43:58,440 --> 00:44:01,600 Speaker 1: And I think that that creation element is what's really 798 00:44:02,080 --> 00:44:03,839 Speaker 1: key to all of this, and you know, it's it's 799 00:44:03,840 --> 00:44:08,279 Speaker 1: it's interesting to me that's admire Um is so bent 800 00:44:08,480 --> 00:44:12,640 Speaker 1: on these creative games and was less interested in the 801 00:44:12,800 --> 00:44:17,920 Speaker 1: destructive elements of of the of the more violent military 802 00:44:17,960 --> 00:44:21,680 Speaker 1: simulation he He admits that there is a component of 803 00:44:21,800 --> 00:44:24,560 Speaker 1: violence in many of his games, but it tends to 804 00:44:24,600 --> 00:44:28,000 Speaker 1: be violence in the abstract, right, So like there's there's 805 00:44:28,000 --> 00:44:30,520 Speaker 1: never any gore or blood. Right. If you have two 806 00:44:30,680 --> 00:44:34,200 Speaker 1: units in Civilization fighting one another, it's essentially two tiles 807 00:44:34,320 --> 00:44:36,120 Speaker 1: and one of the you know, they do a little 808 00:44:36,120 --> 00:44:39,439 Speaker 1: statistical analysis and some randomization to figure out which tile 809 00:44:39,520 --> 00:44:42,120 Speaker 1: wins and the other toile goes away, and that's the 810 00:44:42,160 --> 00:44:46,320 Speaker 1: extent of your violence. So he feels that the violent 811 00:44:46,360 --> 00:44:49,160 Speaker 1: parts are not necessary to make a fun, compelling game. 812 00:44:49,239 --> 00:44:52,480 Speaker 1: He doesn't find that appealing to personally, so that that's 813 00:44:52,520 --> 00:44:54,759 Speaker 1: not part of what he does when he makes his games. Right, 814 00:44:54,840 --> 00:44:59,080 Speaker 1: there has been some some criticism um lobbied against Civilization 815 00:44:59,600 --> 00:45:02,680 Speaker 1: due to um like like, for example, they they left 816 00:45:02,680 --> 00:45:06,560 Speaker 1: out slavery from the games, and that's a pretty big 817 00:45:06,600 --> 00:45:10,919 Speaker 1: historical emission from multiple eras. Oh sure, sure, and and 818 00:45:10,960 --> 00:45:14,280 Speaker 1: you know said sid Meier kind of said, like, well, 819 00:45:14,440 --> 00:45:17,480 Speaker 1: it's not really pleasant. I don't really want to think 820 00:45:17,520 --> 00:45:20,440 Speaker 1: about it. That's not really fun. Yeah, exactly. A game. 821 00:45:21,080 --> 00:45:24,360 Speaker 1: In my view, a game's primary function is to be fun. 822 00:45:25,160 --> 00:45:28,440 Speaker 1: So it's not that I'm setting out to make the definitive, 823 00:45:28,640 --> 00:45:33,200 Speaker 1: historically accurate empire building game. I'm out there to make 824 00:45:33,239 --> 00:45:36,440 Speaker 1: something that is fun and challenging so that players have 825 00:45:36,520 --> 00:45:38,719 Speaker 1: a good time when they're sitting down to play this 826 00:45:38,760 --> 00:45:41,799 Speaker 1: title and see that. It's another interesting thing because not 827 00:45:41,840 --> 00:45:44,480 Speaker 1: all video game developers have this same philosophy. There's some 828 00:45:44,560 --> 00:45:50,440 Speaker 1: who want to make a very compelling experience fun, right, 829 00:45:50,520 --> 00:45:52,760 Speaker 1: or some who want to tell a very particular story, 830 00:45:52,840 --> 00:45:54,840 Speaker 1: like like something like BioShock, which I think is a 831 00:45:54,920 --> 00:45:57,920 Speaker 1: terrific story. Um but um, but it's not like you 832 00:45:57,960 --> 00:46:00,920 Speaker 1: have a lot of a hand in it right. So 833 00:46:01,120 --> 00:46:04,720 Speaker 1: it's obviously there are different philosophies. It's just it's very 834 00:46:04,800 --> 00:46:07,920 Speaker 1: it's kind of refreshing to talk about someone who his 835 00:46:07,960 --> 00:46:12,240 Speaker 1: whole focus was just let's make the most fun game 836 00:46:12,600 --> 00:46:16,279 Speaker 1: we can. That's that's the only real thing that we 837 00:46:16,320 --> 00:46:19,600 Speaker 1: have to keep in mind. It doesn't need to, uh, 838 00:46:19,719 --> 00:46:22,719 Speaker 1: you know, be genre defining. It doesn't have to be 839 00:46:22,800 --> 00:46:24,759 Speaker 1: the start of a franchise. We just want to make 840 00:46:24,840 --> 00:46:27,560 Speaker 1: something that when people loaded up, they're gonna have a 841 00:46:27,560 --> 00:46:29,160 Speaker 1: good time. When they play, they're gonna want to keep 842 00:46:29,160 --> 00:46:31,680 Speaker 1: playing it. Yeah. Um and he he did. Um. He 843 00:46:31,760 --> 00:46:34,600 Speaker 1: and the rest of the Civilization development team did address 844 00:46:34,640 --> 00:46:37,640 Speaker 1: some of the other concerns that people had a Um, 845 00:46:37,680 --> 00:46:42,680 Speaker 1: in future games, you could play as many other different societies. Um, 846 00:46:42,920 --> 00:46:45,160 Speaker 1: it was pretty Western centric the first one. Yeah, he 847 00:46:45,200 --> 00:46:48,560 Speaker 1: actually says, yeah, Yeah, I would say that first Civilizization 848 00:46:48,600 --> 00:46:51,440 Speaker 1: game was very much Western centric because I made it, 849 00:46:51,800 --> 00:46:55,120 Speaker 1: and that's I made it based upon my own my 850 00:46:55,160 --> 00:46:58,319 Speaker 1: own experience and education. He also joked that that the 851 00:46:58,320 --> 00:47:01,960 Speaker 1: reason that there were only six in um, different nationalities 852 00:47:01,960 --> 00:47:04,120 Speaker 1: that you could play as was because they were at 853 00:47:04,120 --> 00:47:08,640 Speaker 1: the end of the sixteen color e g A graphics. 854 00:47:08,800 --> 00:47:12,319 Speaker 1: We don't have any other That's all we could do, right, 855 00:47:12,400 --> 00:47:16,000 Speaker 1: otherwise you're going to be confused. Actually, and the interesting 856 00:47:16,040 --> 00:47:19,279 Speaker 1: thing I found in the later Civilization games was that 857 00:47:19,960 --> 00:47:23,120 Speaker 1: the game itself would adapt to your play style, and 858 00:47:23,560 --> 00:47:27,279 Speaker 1: if you were doing incredibly well early on, in order 859 00:47:27,360 --> 00:47:29,520 Speaker 1: for it to become more challenging, it would start to 860 00:47:30,000 --> 00:47:33,080 Speaker 1: not like stack the deck against you, which is the 861 00:47:33,080 --> 00:47:35,520 Speaker 1: way some games work, and that I find very frustrating. 862 00:47:35,520 --> 00:47:37,920 Speaker 1: Like anyone who's played any racing games where you get 863 00:47:38,000 --> 00:47:39,919 Speaker 1: way in the lead and then there's this rubber band 864 00:47:39,960 --> 00:47:44,560 Speaker 1: effect where suddenly there's someone right behind. Yeah, like, how 865 00:47:44,560 --> 00:47:47,360 Speaker 1: did that happen? I left everyone in the dust? Um, 866 00:47:47,480 --> 00:47:52,240 Speaker 1: I'm looking at you. Burnout anyway, he the Civilization games. Instead, 867 00:47:52,320 --> 00:47:54,600 Speaker 1: Let's say that you're playing and you're you're getting really 868 00:47:54,640 --> 00:47:57,919 Speaker 1: militaristic very early on in the game, and so you're 869 00:47:58,040 --> 00:48:02,840 Speaker 1: you're hitting cities before they have a real defense mounted up. Uh, 870 00:48:03,080 --> 00:48:06,160 Speaker 1: you could defeat a civilization, and normally you'd be playing 871 00:48:06,160 --> 00:48:08,920 Speaker 1: against you know, a certain number, but it wouldn't be 872 00:48:08,960 --> 00:48:10,880 Speaker 1: all the civilizations in the game. It would be a 873 00:48:10,920 --> 00:48:13,759 Speaker 1: limited number of them. So maybe half of the civilizations 874 00:48:13,760 --> 00:48:15,920 Speaker 1: that are in the game are active at one time. 875 00:48:16,600 --> 00:48:19,279 Speaker 1: It would then populate part of the map with a 876 00:48:19,320 --> 00:48:23,160 Speaker 1: new civilization. Uh, so I'd be starting from scratch. It's 877 00:48:23,200 --> 00:48:26,080 Speaker 1: not like the civilization would suddenly be on par with yours, 878 00:48:26,120 --> 00:48:28,400 Speaker 1: come on with nuclear warheads, but it would mean that 879 00:48:28,440 --> 00:48:31,880 Speaker 1: you wouldn't immediately conquered the world within you know, twenty 880 00:48:31,960 --> 00:48:36,000 Speaker 1: turns or something. Right. So yeah, it's and I also 881 00:48:36,040 --> 00:48:38,399 Speaker 1: thought it was really interesting then the first Civilization, as 882 00:48:38,400 --> 00:48:41,280 Speaker 1: they were developing it, they decided to cut the world's 883 00:48:41,400 --> 00:48:44,520 Speaker 1: map in half because it was too big and uh 884 00:48:44,560 --> 00:48:47,960 Speaker 1: and to also reduce the complexity of the technology tree, 885 00:48:48,000 --> 00:48:51,600 Speaker 1: which had a two different trees originally, right, which which 886 00:48:51,640 --> 00:48:53,520 Speaker 1: they wound up putting some of that insive too. Yeah, 887 00:48:53,520 --> 00:48:56,160 Speaker 1: because then they were like, well, once people got involved 888 00:48:56,160 --> 00:48:58,720 Speaker 1: with Civilization one and they really liked it, we figured, 889 00:48:58,840 --> 00:49:01,080 Speaker 1: well now we can put that stuff civilization too, because 890 00:49:01,080 --> 00:49:04,560 Speaker 1: now everyone knows how to play right, Yeah, which is 891 00:49:04,600 --> 00:49:07,160 Speaker 1: kind of funny. Yeah. So, um, I I had a 892 00:49:07,160 --> 00:49:10,279 Speaker 1: couple of quotes from from Meyer that I thought kind 893 00:49:10,280 --> 00:49:12,719 Speaker 1: of rounded out all of this. Um. One of them 894 00:49:12,800 --> 00:49:15,760 Speaker 1: was was from that Kataku interview UM in which he said, 895 00:49:16,360 --> 00:49:18,719 Speaker 1: upon him being asked about retirement, I kind of feel like, 896 00:49:18,760 --> 00:49:21,000 Speaker 1: I am retired, I'm doing what I want to do. 897 00:49:21,160 --> 00:49:24,080 Speaker 1: I've been retired for a long time. I still love 898 00:49:24,120 --> 00:49:27,520 Speaker 1: making games. So I've never really thought of that. Um 899 00:49:27,600 --> 00:49:30,120 Speaker 1: And and the second one isn't a quote, it's more 900 00:49:30,160 --> 00:49:33,920 Speaker 1: of a summarized statement. But upon being asked whether he 901 00:49:34,000 --> 00:49:37,759 Speaker 1: keeps track of his high score and civilization, he said that, um, 902 00:49:37,840 --> 00:49:40,000 Speaker 1: he he doesn't because he knows it's just a number 903 00:49:40,040 --> 00:49:45,600 Speaker 1: he can patch. Um, So he doesn't really see the value. Um, 904 00:49:45,680 --> 00:49:47,640 Speaker 1: you know, it's it's too easy to cheat. And and 905 00:49:47,760 --> 00:49:49,640 Speaker 1: and I feel like that's I feel like that's a 906 00:49:49,640 --> 00:49:53,640 Speaker 1: pretty good summary of his overall just statement on the world. 907 00:49:54,080 --> 00:49:57,080 Speaker 1: You know, like like he's not he's not keeping score. Yeah, no, 908 00:49:57,200 --> 00:50:00,000 Speaker 1: that's kind of cool. That's just the Again, he gets 909 00:50:00,080 --> 00:50:04,040 Speaker 1: the satisfaction out of creating something that other people enjoy. 910 00:50:04,200 --> 00:50:07,160 Speaker 1: Uh yeah, I can certainly identify with that. A lot 911 00:50:07,200 --> 00:50:10,279 Speaker 1: of my job satisfaction comes from when you, listeners, get 912 00:50:10,320 --> 00:50:13,360 Speaker 1: in touch with us and let's know what you think. Hey, listeners, 913 00:50:13,960 --> 00:50:15,359 Speaker 1: you should get in touch with us and let us 914 00:50:15,360 --> 00:50:19,719 Speaker 1: know what you think. That's the segue gets all the 915 00:50:19,760 --> 00:50:22,760 Speaker 1: more smooth the more we pointed out. Uh so, guys, 916 00:50:22,760 --> 00:50:26,040 Speaker 1: if you have any suggestions for future episodes of tech Stuff, 917 00:50:26,080 --> 00:50:29,520 Speaker 1: whether it's about someone who is fundamental in technology or 918 00:50:29,560 --> 00:50:33,640 Speaker 1: a particular company, or just how something works. Let us know, 919 00:50:33,840 --> 00:50:36,160 Speaker 1: send us a message ask us about it. You can 920 00:50:36,160 --> 00:50:39,520 Speaker 1: send us an email. Our addresses tech Stuff at Discovery 921 00:50:39,560 --> 00:50:41,919 Speaker 1: dot com, or you can drop us a line on 922 00:50:41,960 --> 00:50:45,320 Speaker 1: Facebook or Twitter are handled. There's tech stuff hs W. 923 00:50:45,600 --> 00:50:48,919 Speaker 1: And uh wait, there's something else, right, Lauren. Yes, we 924 00:50:49,080 --> 00:50:52,239 Speaker 1: a couple of years ago, Jonathan started up a Tumbler account. Yeah, 925 00:50:52,280 --> 00:50:54,600 Speaker 1: I totally forgot I did that, and so I have 926 00:50:54,680 --> 00:50:57,840 Speaker 1: revived it. We are tumbling, Yes, I do it on 927 00:50:57,840 --> 00:50:59,840 Speaker 1: a daily basis. And I'm not even on the tumbler 928 00:50:59,880 --> 00:51:02,920 Speaker 1: at on the new I just fall over. But no, 929 00:51:03,120 --> 00:51:05,080 Speaker 1: we really do have a Tumbler account. It is active. 930 00:51:05,200 --> 00:51:08,560 Speaker 1: Lauren is the keeper of all things Tumbler, and she's 931 00:51:08,560 --> 00:51:11,239 Speaker 1: doing an amazing job. You guys can keep up with 932 00:51:11,280 --> 00:51:14,560 Speaker 1: stuff that we're doing and also just cool things that 933 00:51:14,640 --> 00:51:18,200 Speaker 1: Lauren finds about the world of technology. Then yeah, and 934 00:51:18,360 --> 00:51:21,640 Speaker 1: and I actually actually cephalopods. Sephalopods are my big tumbler 935 00:51:22,120 --> 00:51:25,120 Speaker 1: right now. Yeah, all the time, So you should check 936 00:51:25,200 --> 00:51:27,400 Speaker 1: that out. Um, where can they find that? That is 937 00:51:27,480 --> 00:51:32,600 Speaker 1: also at tech stuff hswum excellent, so find us tech 938 00:51:32,640 --> 00:51:35,680 Speaker 1: stuff hsw We will be looking for you. We really 939 00:51:36,080 --> 00:51:39,000 Speaker 1: really will be, all right, So that wraps us up. 940 00:51:39,320 --> 00:51:41,319 Speaker 1: We hope you enjoyed it, and Lauren and I will 941 00:51:41,360 --> 00:51:46,840 Speaker 1: talk to you again really soon for more on this 942 00:51:47,040 --> 00:51:49,520 Speaker 1: and thousands of other topics. Does it how staff works 943 00:51:49,560 --> 00:51:49,960 Speaker 1: dot com