WEBVTT - The Sid Meier Story Part 2

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<v Speaker 1>Get in touch with technology with text Stuff from how

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<v Speaker 1>Stuff Works dot com either and welcome to text Stuff.

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<v Speaker 1>I'm Jonathan Strickler. We are now going to conclude our

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<v Speaker 1>two part epic series on Sid Meyer, the man who

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<v Speaker 1>changed computer games forever, like by being one of the

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<v Speaker 1>people who made them first. He made them good. Yeah,

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<v Speaker 1>he made them good. Or of course side Meyer's just

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<v Speaker 1>one name among many instrumental programmers who really helped define

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<v Speaker 1>what video games were all about in those early computer

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<v Speaker 1>game days to the point where you would you know,

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<v Speaker 1>one of the things that Meyer likes to talk about

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<v Speaker 1>if you ever listen to interviews or read an interview

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<v Speaker 1>with him, he he talks about these nostalgic early days

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<v Speaker 1>of computer programming, back before there were genres of computer

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<v Speaker 1>games right right, and and all of the constraints of

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<v Speaker 1>trying to make something that worked and worked well when

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<v Speaker 1>the equipment that you had and the amount of memory

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<v Speaker 1>that you had to play with were so limited limited. Yeah,

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<v Speaker 1>and and the fact that you know, back then you

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<v Speaker 1>could just make whatever you thought would make a good game.

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<v Speaker 1>And his philosophy was if it's fun, put it in,

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<v Speaker 1>and if it's not fun, take it out. And that

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<v Speaker 1>would find the fun. Yeah, that was I mean, you

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<v Speaker 1>see this phrase over and over and over again. Find

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<v Speaker 1>the fun, give the players interesting choices. Those were two

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<v Speaker 1>of the main things he would stress over and over again.

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<v Speaker 1>And uh and it worked really well for him. So

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<v Speaker 1>when we left off at the end of the last episode,

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<v Speaker 1>he had just left the company that he had co founded, Micropros. Right.

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<v Speaker 1>Um and and I we should mention as If two

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<v Speaker 1>came out that year as well, which had been designed

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<v Speaker 1>by Brian Reynolds, who who was a young programmer who

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<v Speaker 1>had started working with sid Meyer. Yep, so Civilization to uh,

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<v Speaker 1>you know, sid Meyer had input on Civilization too. Mainly

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<v Speaker 1>it was he was a playtester. He would play it

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<v Speaker 1>and give feedback to Brian Reynolds. In fact, that's really

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<v Speaker 1>how sid Meyer likes to design games as well. He

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<v Speaker 1>likes to build something he then we'll hand it off

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<v Speaker 1>to someone he really trusts to play it, get feedback

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<v Speaker 1>from that person, say what was fun, what wasn't fun?

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<v Speaker 1>Did you find anything confusing? And then tweak it based

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<v Speaker 1>on their feedback. Yeah, and then sometimes and then continue

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<v Speaker 1>that cycle. Sometimes this would take a course over like

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<v Speaker 1>a day. He would hand over a game a person

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<v Speaker 1>would play it, they'd hand it back at the end

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<v Speaker 1>of the day and say all right, well, here are

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<v Speaker 1>the things I have to tell you, and then sid

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<v Speaker 1>Meyer would go home, reprogram the game, and come back

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<v Speaker 1>the next morning and say here's the new version, and

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<v Speaker 1>it would start all over again. It's kind of crazy,

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<v Speaker 1>but that's sort of how Sidmyer likes to work. And

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<v Speaker 1>he doesn't tend to do things like draw up a

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<v Speaker 1>detailed plan of what a game is supposed to be

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<v Speaker 1>and then try and follow the blueprint. Instead, he builds, tests,

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<v Speaker 1>rebuilds right. And part of why he left Micropros was

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<v Speaker 1>that it was becoming that kind of corporate environment where

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<v Speaker 1>I think, you know, they were asking him to do

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<v Speaker 1>that kind of stuff, and he was like, that's not

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<v Speaker 1>how I work, not really. I do this because I

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<v Speaker 1>love to make games. I don't do it so then

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<v Speaker 1>I'm not trying to create franchises so much as I'm

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<v Speaker 1>trying to create compelling games. And the two are not

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<v Speaker 1>necessarily uh separate. But I don't want to be pigeoned

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<v Speaker 1>like I don't want to be I don't want to

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<v Speaker 1>be framed in this this context where I only create

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<v Speaker 1>civilization games from now on because Civilization one sold so well. Okay,

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<v Speaker 1>so Meyer, Brian Reynolds, and Jeff Briggs all leave Micropros

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<v Speaker 1>and um uh start up a new company called for

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<v Speaker 1>Access Games. Right, so for Access Games. That's um that

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<v Speaker 1>that company name comes from a fusion of two words, right,

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<v Speaker 1>fiery and access even like for Tree. Okay, you know,

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<v Speaker 1>I'm not I'm not gonna I'm not gonna argue that

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<v Speaker 1>they can do what they want. However, they like this

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<v Speaker 1>is still in the Baltimore area. Um, they occasionally like

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<v Speaker 1>to say, you know, we we like to think of

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<v Speaker 1>it as Silicon Valley East, or or we like to

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<v Speaker 1>think of Silicon Valleys, um Valley West. Nice, I like

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<v Speaker 1>to think of it as John Waters Computer Development. Anyway.

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<v Speaker 1>So so Sidmyer his his title at for Access is

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<v Speaker 1>director of Creative Development. You might ask, what does director

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<v Speaker 1>of creative development mean? What is what's his actual job responsibility?

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<v Speaker 1>And it's to do what Sidmyer does, to do what

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<v Speaker 1>he wants. Yeah. He he essentially has a job where

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<v Speaker 1>he gets to concentrate on the projects that interest and

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<v Speaker 1>excite him. Because, as it turns out, if Sid Meyer

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<v Speaker 1>is excited and interested in something, a lot of gamers

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<v Speaker 1>tend to be interested and excited about it too. So

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<v Speaker 1>it's kind of this philosophy of if you let the

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<v Speaker 1>game designer who is really looking at creating a fun

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<v Speaker 1>experience do his or her thing, you end up with

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<v Speaker 1>a very marketable product. This is not always the case, obviously,

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<v Speaker 1>if you're if your game designer is not really good

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<v Speaker 1>at judging what is fun, then clearly that's a very

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<v Speaker 1>poor decision. But in this particular case, uh and and

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<v Speaker 1>the company was really started out very small. It was

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<v Speaker 1>only ten to fifteen people. Um and uh Meyer said

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<v Speaker 1>of the company at the time, the convicts are running

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<v Speaker 1>the asylum. It's great fun. Yeah, yeah, yeah, and he knows.

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<v Speaker 1>Also that year awarded a US patent for a quote

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<v Speaker 1>system for real time music composition and synthesis end quote.

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<v Speaker 1>Al Right, that was that? That was that a CPU

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<v Speaker 1>bach that I mentioned in the previous episode. Yes, so

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<v Speaker 1>cpu Bok was a program that would allow you to

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<v Speaker 1>compose your own music, which I think is an amazing idea.

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<v Speaker 1>It did not do well. It wasn't a commercial success

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<v Speaker 1>at all, Um, but but it also um said, Meyer

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<v Speaker 1>is deeply interested in music. He Um has has gone

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<v Speaker 1>on record saying that he Guitar Hero is one of

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<v Speaker 1>the games that he just really wishes he had thought

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<v Speaker 1>of first, and that he's fascinated by its ability to

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<v Speaker 1>bring people who aren't familiar with music into that world. Right,

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<v Speaker 1>I've seen I've seen him say that he has two regrets.

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<v Speaker 1>That he's not the one who invented Tetris and he's

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<v Speaker 1>not the one who invented Guitar Hero. He also supposedly

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<v Speaker 1>um he's um very involved in one of his local

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<v Speaker 1>churches and writes, composes music for the choir, and plays

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<v Speaker 1>the organ. Yeah. Um. Speaking of his personal life, Fraxis

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<v Speaker 1>hired a woman named Susan Brickensum, who had previously worked

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<v Speaker 1>for the U. S. Navy in the Department of Defense,

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<v Speaker 1>UM to be the head of human resources. And this

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<v Speaker 1>would be important in a couple of years when she

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<v Speaker 1>and sid Meier got married and and and these days

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<v Speaker 1>she refers to her title as Master of Miscellaneous, Right,

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<v Speaker 1>I'm sure, I mean it was an important hire at

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<v Speaker 1>the time anyway, because she was a terrific she was

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<v Speaker 1>she was very good at personnel and very good with people,

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<v Speaker 1>and and still is is pretty instrumental in the company. Again,

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<v Speaker 1>when you talk about like interviews with sid Meyer, a

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<v Speaker 1>lot of them mentioned that she, Susan is hanging out

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<v Speaker 1>right and and she she serves as sort of an

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<v Speaker 1>additional memory for Meyer, who has done a lot, you know,

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<v Speaker 1>but Meyer tends to he's a very affable kind of guy,

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<v Speaker 1>and Susan wild chime in and say what he's really saying. Well, actually, yeah,

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<v Speaker 1>by the way, shout out to all you act Accutron

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<v Speaker 1>tweeter you see all are great. Yeah, I can't wait

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<v Speaker 1>to see the will Actually he's about this episode ven MicroProse.

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<v Speaker 1>You know, this is after Meyer has already left. But

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<v Speaker 1>Micropros publishes Magic the Gathering, which reportedly was the last

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<v Speaker 1>game title at Micropros that sid Meyer had personally worked

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<v Speaker 1>on in some capacity before he had left, So at

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<v Speaker 1>that point, moving forward, the Micropros games that would come

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<v Speaker 1>out did not have sid Meyer's involvement. Moving ahead, a

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<v Speaker 1>couple of years in, sid Meyer was inducted into the

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<v Speaker 1>Academy of Interactive Arts and Sciences Hall of Fame for

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<v Speaker 1>Lifetime Achievement. He was only the second person to ever

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<v Speaker 1>receive that award. The first one was she get a

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<v Speaker 1>Minamoto big which name who you might know from doing

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<v Speaker 1>like Mario and Donkey Kong and Legend of Zelda and

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<v Speaker 1>numerous other games. So Sidney or not not not bad,

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<v Speaker 1>you know, not bad to be number two when that's

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<v Speaker 1>number one. He also launched, not literally, I guess, sid

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<v Speaker 1>Meyer's Alpha Centauri game, which was was it kind of

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<v Speaker 1>spinoff of Civilization? Yeah, it's sort of like, well, you

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<v Speaker 1>know how at the end of Civilization, if you've if

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<v Speaker 1>you followed the future tech pathway to trying to win,

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<v Speaker 1>you launched that that face colony out to Alpha Centauri. Well,

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<v Speaker 1>now we're starting you in Alpha Centauri. Yeah. Interesting little

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<v Speaker 1>side note, did you know? Oh well, never mind, I'm

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<v Speaker 1>gonna leave that for the trivia at the end of

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<v Speaker 1>this podcast. There's there's a fun little side note about

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<v Speaker 1>Alpha Centauri, but we'll talk about that at the trivia section.

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<v Speaker 1>So in two thousand, sid Meyer proposes a dinosaur themed game.

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<v Speaker 1>I've seen this. I've seen this refer to as um

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<v Speaker 1>uh sid Meyer's version of the white Whale. Yes, it's his,

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<v Speaker 1>it's his albatross, it's his white whale. It's his metaphor

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<v Speaker 1>for the things that he wanted to do that he

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<v Speaker 1>never quite got right. Um and it's not that he

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<v Speaker 1>launched a game that did poorly. No, he never launched

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<v Speaker 1>a game. He started to really think that a diasaur

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<v Speaker 1>based game has the potential for being really fun, but

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<v Speaker 1>he tried different approaches and none of them seemed to

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<v Speaker 1>be quite fun enough to him to merit an actual game.

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<v Speaker 1>He tried a real time version, he tried to turn

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<v Speaker 1>based version more like Civilization, and even tried a card

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<v Speaker 1>based game something like Magic the Gathering, but he never

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<v Speaker 1>felt it was quite good enough. Yeah, he was. He

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<v Speaker 1>was kind of obsessed with that. He made UM Jake Solomon,

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<v Speaker 1>who was the third person from that Katako interview whose

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<v Speaker 1>name I had completely forgotten at the top of the

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<v Speaker 1>previous podcast, UM play a version of this during his interview,

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<v Speaker 1>Like like Jake was trying to interview and Meyer was like,

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<v Speaker 1>can you play this game? What did you think about

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<v Speaker 1>the game? And Solomon got very the idea that this

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<v Speaker 1>wasn't part of the interview because it was just Meyer

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<v Speaker 1>going like, I really want feedback. Yeah. He said that

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<v Speaker 1>maybe Meyer was looking at for personality traits based upon

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<v Speaker 1>my responses, but I think he really just wanted to

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<v Speaker 1>know what I thought about the game. Um, he thought

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<v Speaker 1>Solomon also reported related to to this, and and also

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<v Speaker 1>some other stuff that that Meyer once said playing games

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<v Speaker 1>is a series of interesting decisions, but making games is

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<v Speaker 1>a series of heartbreaking disappointments. Right. So, Meyer, sad that

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<v Speaker 1>he can't get this dinosaur game to work, goes home,

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<v Speaker 1>and he stays home for about two weeks and employees

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<v Speaker 1>wonder what the heck is up with Meyer. Meyer comes

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<v Speaker 1>back and they says, Okay, I've got a pro type

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<v Speaker 1>game to show you, guys. It's totally different. And they're like, what, Like,

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<v Speaker 1>you were gone for two weeks. We thought you were

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<v Speaker 1>all depressed. Like yeah, He's like, yeah, I made sim Golf.

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<v Speaker 1>So he showed off sim Golf, which was actually, you know,

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<v Speaker 1>it is a game that allows you to create your

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<v Speaker 1>own golf courses along the lines of railroad Tycoon again. Right,

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<v Speaker 1>So he he shows this off and uh and they say, yeah,

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<v Speaker 1>we could sell this, this is a marketable game, and uh.

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<v Speaker 1>It kind of again shows that he creates games by

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<v Speaker 1>just diving in and building them rather than planning them

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<v Speaker 1>out in advance. It's not that he had planned on

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<v Speaker 1>making sim golf. He was still thinking about that dinosaur

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<v Speaker 1>game and then came up with a totally different approach

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<v Speaker 1>and uh so again that was just a pro type.

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<v Speaker 1>Obviously he would go in and refine it before it

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<v Speaker 1>would be marketed as sim Golf. But that's how it

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<v Speaker 1>was born. Now, in two thousand one a company from

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<v Speaker 1>France called Info Grams and I almost I always want

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<v Speaker 1>to drop the R out of it, constantly info Games.

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<v Speaker 1>But info Grams comes in and purchases from Hasbro a

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<v Speaker 1>a subsidiary, the Hasbro Interactive subsidiary. Why is this important

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<v Speaker 1>because that because Hasbro had purchased micro Prose a couple

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<v Speaker 1>of years previous. So um that was that was Sid

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<v Speaker 1>Meier's old company was micro Prose, and it had been

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<v Speaker 1>acquired by Hasbro. Hasbro could not really make their interactive

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<v Speaker 1>division work very well. This was I remember actually following

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<v Speaker 1>this news while it was happening and seeing that it

0:12:08.160 --> 0:12:11.720
<v Speaker 1>was really frustrating because it had Hasbro Interactive involved more

0:12:11.760 --> 0:12:14.880
<v Speaker 1>than just Micropros, that they had swept up a few companies,

0:12:15.240 --> 0:12:17.240
<v Speaker 1>and there was a lot of frustration that Hasbro had

0:12:17.240 --> 0:12:20.160
<v Speaker 1>bought up a lot of talent, or at least brands

0:12:20.200 --> 0:12:22.800
<v Speaker 1>that were very recognizable and didn't really manage to do

0:12:22.880 --> 0:12:28.199
<v Speaker 1>much with them. So anyway, Since Info Grames bought Hasbro Interactive,

0:12:28.240 --> 0:12:29.880
<v Speaker 1>it also meant that they got the rights to the

0:12:29.920 --> 0:12:35.000
<v Speaker 1>Civilization franchise and the name Micropros and the rights to

0:12:35.080 --> 0:12:39.400
<v Speaker 1>the Atari brand were also purchased in this acquisition. So

0:12:39.440 --> 0:12:43.640
<v Speaker 1>at this point Micropros as a distinct entity ceased to be.

0:12:43.880 --> 0:12:46.839
<v Speaker 1>It was just a name, just like Atari ceased to be.

0:12:46.920 --> 0:12:51.000
<v Speaker 1>It became just a name. So dark days for some people.

0:12:51.240 --> 0:12:53.000
<v Speaker 1>As as far as if you were to ask them

0:12:53.040 --> 0:12:54.840
<v Speaker 1>about what what do you feel about how do you

0:12:54.840 --> 0:12:57.680
<v Speaker 1>feel about this? I feel really sad because these these

0:12:57.679 --> 0:13:01.360
<v Speaker 1>were instrumental companies in the early days of video games

0:13:01.360 --> 0:13:04.840
<v Speaker 1>and computer games UM, and now they were just reduced

0:13:04.880 --> 0:13:08.520
<v Speaker 1>to a brand name. There was really no no identity

0:13:08.600 --> 0:13:11.920
<v Speaker 1>behind that. Uh. At two thousand two, Meyer got inducted

0:13:11.960 --> 0:13:15.120
<v Speaker 1>to another Hall of Fame, this time by the Computer Museum.

0:13:15.160 --> 0:13:19.920
<v Speaker 1>So so he's He's in several halls that are famous.

0:13:20.480 --> 0:13:23.720
<v Speaker 1>That was also in some golf was actually released UM

0:13:23.720 --> 0:13:29.160
<v Speaker 1>in a two thousand three Info Grames Info Grames, that's

0:13:29.200 --> 0:13:33.120
<v Speaker 1>my fault. I need a transposition error. It's info Grames.

0:13:33.160 --> 0:13:35.199
<v Speaker 1>I'm looking at the same notes that you're looking at,

0:13:35.280 --> 0:13:39.880
<v Speaker 1>and you said it the way I wrote it. So

0:13:41.120 --> 0:13:44.480
<v Speaker 1>I wrote it wrong. That's all excellent, Yes, C three

0:13:44.600 --> 0:13:47.320
<v Speaker 1>C three is the point of this sentence, right. So

0:13:47.520 --> 0:13:51.480
<v Speaker 1>Civilization three comes out from Info Grames, but the development

0:13:51.480 --> 0:13:55.840
<v Speaker 1>of CIV three came from for acxis. So the you know,

0:13:55.880 --> 0:13:58.720
<v Speaker 1>sid Meier of course founded for Access. So the company

0:13:59.080 --> 0:14:03.720
<v Speaker 1>that Sidmire helped found ended up developing Civilization three and

0:14:03.760 --> 0:14:07.360
<v Speaker 1>it was just published by Infogrames. Jeff Briggs was the

0:14:07.480 --> 0:14:12.679
<v Speaker 1>lead game designer for three. And that's when another video

0:14:12.720 --> 0:14:17.000
<v Speaker 1>game designer named Sarn Johnson began to work on this title,

0:14:17.000 --> 0:14:19.560
<v Speaker 1>on Civilization three, or or he had worked on it.

0:14:19.800 --> 0:14:22.680
<v Speaker 1>Now he had joined for Access back in two thousand.

0:14:22.960 --> 0:14:25.440
<v Speaker 1>Before he had joined for Access, he had worked for

0:14:25.480 --> 0:14:29.680
<v Speaker 1>Electronic Arts and uh, and he'll become important later to

0:14:30.600 --> 0:14:34.480
<v Speaker 1>two thousand four is when take two Interactive, which is

0:14:35.520 --> 0:14:37.200
<v Speaker 1>that might be a name that a lot of our

0:14:37.280 --> 0:14:39.880
<v Speaker 1>video game players are familiar with. It's a publishing company. Yeah.

0:14:39.880 --> 0:14:42.920
<v Speaker 1>They they own a rock star in two k UM,

0:14:43.000 --> 0:14:45.800
<v Speaker 1>which which I responsible for, like Grand Theft, Auto Grant.

0:14:45.800 --> 0:14:49.160
<v Speaker 1>The five comes out September sevent waits and like that

0:14:49.280 --> 0:14:52.160
<v Speaker 1>NBA two k and they they buy the rights to

0:14:52.200 --> 0:14:56.080
<v Speaker 1>the Civilization franchise from Info Grames. For twenty two point

0:14:56.160 --> 0:14:59.920
<v Speaker 1>three million dollars. In two thousand five, take to Interact

0:15:00.040 --> 0:15:03.360
<v Speaker 1>of then acquires for Access for twenty six point seven

0:15:03.400 --> 0:15:07.400
<v Speaker 1>million dollars. So once again you have all the components

0:15:07.520 --> 0:15:12.680
<v Speaker 1>that are associated with the Civilization computer game series together

0:15:12.800 --> 0:15:16.080
<v Speaker 1>under one roof. So it took some years that they

0:15:16.120 --> 0:15:19.040
<v Speaker 1>split off and did some crazy splintering stuff, but now

0:15:19.120 --> 0:15:21.280
<v Speaker 1>they're all part of the same company. And I believe

0:15:21.280 --> 0:15:23.640
<v Speaker 1>two thousand four, I'm sorry, two thousand five was also

0:15:23.680 --> 0:15:27.000
<v Speaker 1>the year that CE four was released, and uh, we're

0:15:27.080 --> 0:15:29.760
<v Speaker 1>up to five now as I recall, So two thousand

0:15:30.000 --> 0:15:33.360
<v Speaker 1>seven Civilization five is the current title, is what I'm

0:15:33.400 --> 0:15:36.280
<v Speaker 1>trying to at. But in two thousand seven, Soren Johnson,

0:15:36.400 --> 0:15:38.560
<v Speaker 1>the developer I was talking about earlier, he leaves for

0:15:38.640 --> 0:15:41.040
<v Speaker 1>Access to go back to e A, and he goes

0:15:41.120 --> 0:15:45.240
<v Speaker 1>to work with an old peer of Sid Meyers, Will Write,

0:15:45.720 --> 0:15:48.680
<v Speaker 1>who had made some city. Yeah, so Will Wright has

0:15:48.720 --> 0:15:51.600
<v Speaker 1>his own. We could do our another podcast just on

0:15:51.640 --> 0:15:54.880
<v Speaker 1>will Rap. I'd be great. Yeah, yeah sometime, Well, don't

0:15:54.880 --> 0:15:57.320
<v Speaker 1>worry people who aren't big into video games. Well we'll

0:15:57.400 --> 0:16:01.480
<v Speaker 1>let some time. Yeah, well because breathing room. But he

0:16:01.560 --> 0:16:04.560
<v Speaker 1>goes to work with Will Wright on a game called Spore,

0:16:05.160 --> 0:16:09.840
<v Speaker 1>which had crazy buzz, so much hype, so much hype. Yeah,

0:16:09.840 --> 0:16:16.120
<v Speaker 1>the idea of this artificially intelligent, super advanced uh component

0:16:16.320 --> 0:16:18.520
<v Speaker 1>to this game, and that I was going to give

0:16:18.560 --> 0:16:22.120
<v Speaker 1>you unprecedented control over the evolution of creatures and you

0:16:22.120 --> 0:16:24.440
<v Speaker 1>could share them with each other and cross breed. And

0:16:25.200 --> 0:16:29.680
<v Speaker 1>the execution was what some would argue somewhat lacking compared

0:16:29.720 --> 0:16:31.960
<v Speaker 1>to the buzz that surrounded it in its early days.

0:16:32.000 --> 0:16:33.920
<v Speaker 1>It was one of those games that got delayed several

0:16:33.960 --> 0:16:36.000
<v Speaker 1>times and it just didn't seem to live up to

0:16:36.000 --> 0:16:39.480
<v Speaker 1>its potential. But that was its interesting that another person

0:16:39.480 --> 0:16:41.280
<v Speaker 1>who had worked with Sidmyer went on to go and

0:16:41.320 --> 0:16:45.640
<v Speaker 1>work with one of Meyer's early peers. Eventually, by the way,

0:16:45.640 --> 0:16:48.640
<v Speaker 1>Sore and Johnson would actually leave e A again. That

0:16:48.680 --> 0:16:51.040
<v Speaker 1>would be the second time he had left Electronic Arts. Uh.

0:16:51.080 --> 0:16:53.640
<v Speaker 1>That would be in and then he goes to join Zinga.

0:16:54.200 --> 0:16:57.560
<v Speaker 1>Oh of um all of the little apps, yeah, the

0:16:57.600 --> 0:17:00.240
<v Speaker 1>platform games, yeah, the apps and the mobile games uh

0:17:00.480 --> 0:17:04.240
<v Speaker 1>and uh and that company it struggled quite a bit recently, yes,

0:17:04.960 --> 0:17:08.439
<v Speaker 1>But in eleven that same year when Sare and Johnson

0:17:08.480 --> 0:17:12.960
<v Speaker 1>had left, that's when Sieve World comes out. Now, this

0:17:13.160 --> 0:17:15.639
<v Speaker 1>was a game that sid Meier was lead developer on.

0:17:16.119 --> 0:17:20.000
<v Speaker 1>Civil World was a flash based game that used Facebook

0:17:20.040 --> 0:17:22.840
<v Speaker 1>as the platform. So you know those games when you

0:17:22.880 --> 0:17:24.680
<v Speaker 1>go on to Facebook you get all those invites from

0:17:24.680 --> 0:17:27.200
<v Speaker 1>your friends who don't like you, who want you to play.

0:17:27.440 --> 0:17:31.359
<v Speaker 1>Was it candy Crush something I I've literally never played

0:17:31.359 --> 0:17:35.280
<v Speaker 1>a Facebook game, so I would not know. I did early, early,

0:17:35.359 --> 0:17:37.520
<v Speaker 1>early on in the days of Facebook, and then decided,

0:17:37.520 --> 0:17:40.240
<v Speaker 1>you know, this is the these these games don't really

0:17:40.280 --> 0:17:42.040
<v Speaker 1>appeal to me. Now, it may have been that I

0:17:42.080 --> 0:17:46.760
<v Speaker 1>was playing poorly developed games, right, But anyways, this was

0:17:47.040 --> 0:17:50.520
<v Speaker 1>sid Meier's approach to getting into this. So they launched

0:17:50.560 --> 0:17:55.439
<v Speaker 1>it inleven, but they shut it down in early It just,

0:17:55.720 --> 0:17:59.159
<v Speaker 1>I guess wasn't working properly. It just didn't align with

0:17:59.200 --> 0:18:02.119
<v Speaker 1>the rest of the company's vision. But anyway, that was

0:18:02.240 --> 0:18:04.919
<v Speaker 1>one of the latest titles that sid Meier had a

0:18:05.000 --> 0:18:10.280
<v Speaker 1>direct hand in developing. For Access was named the number

0:18:10.280 --> 0:18:13.960
<v Speaker 1>one developer of the year by Game Informer magazine. X

0:18:14.000 --> 0:18:16.200
<v Speaker 1>Com had come out that year, a sci fi strategy

0:18:16.200 --> 0:18:19.879
<v Speaker 1>game that hit a lot of critical and popular acclaim right,

0:18:19.960 --> 0:18:22.399
<v Speaker 1>and actually, if you if you look back at the

0:18:22.480 --> 0:18:25.000
<v Speaker 1>history of sid Meyer, you'll see that there's an earlier

0:18:25.000 --> 0:18:27.199
<v Speaker 1>game called X Calm. This was a sort of a

0:18:27.280 --> 0:18:30.400
<v Speaker 1>reimagination of that earlier game. And I know a lot

0:18:30.400 --> 0:18:33.800
<v Speaker 1>of people who are huge X com fans. I have

0:18:34.000 --> 0:18:36.919
<v Speaker 1>not played it, but all the people I know who

0:18:37.000 --> 0:18:39.240
<v Speaker 1>have played it, they just rent and rave and say

0:18:39.280 --> 0:18:42.280
<v Speaker 1>this is fantastic. Jake Solomon, who I was talking about earlier,

0:18:42.359 --> 0:18:44.520
<v Speaker 1>was the one who directed that one. Got you. So

0:18:45.800 --> 0:18:48.800
<v Speaker 1>that's when the the well, first of all, that's this

0:18:48.880 --> 0:18:52.359
<v Speaker 1>year when we're recording that hill, Welcome to the present.

0:18:52.440 --> 0:18:55.960
<v Speaker 1>I'm reading the notes and I just present when we

0:18:56.000 --> 0:18:58.880
<v Speaker 1>all got our jet packs and all food came in pilform.

0:18:59.480 --> 0:19:03.080
<v Speaker 1>That's actually the the The latest title that Sidmyer has

0:19:03.240 --> 0:19:07.439
<v Speaker 1>developed came out this year. It's called Ace Patrol and

0:19:07.480 --> 0:19:12.679
<v Speaker 1>it was in fact Sidmyer's first game specifically for mobile platforms,

0:19:12.720 --> 0:19:16.600
<v Speaker 1>meaning you know, smartphones, tablet second thing, and uh, the

0:19:16.640 --> 0:19:19.840
<v Speaker 1>way the game works, it's it's a World War One

0:19:20.480 --> 0:19:24.480
<v Speaker 1>airplane strategy game. So you're you're controlling pilots who are

0:19:24.560 --> 0:19:28.720
<v Speaker 1>flying various types of aircraft and you go into dog fights,

0:19:28.720 --> 0:19:32.880
<v Speaker 1>but you're not controlling the airplanes. It's turn based, so

0:19:32.960 --> 0:19:36.240
<v Speaker 1>you know, you try and have your pilot, takedown other pilots,

0:19:36.280 --> 0:19:38.640
<v Speaker 1>and as you progress through the game, you can upgrade

0:19:38.720 --> 0:19:43.400
<v Speaker 1>your pilot skills and the airplanes capabilities. Um and uh

0:19:43.680 --> 0:19:46.840
<v Speaker 1>so it plays a lot like other strategy games. Uh. Actually,

0:19:46.880 --> 0:19:50.880
<v Speaker 1>just two days before we were recording this, on August

0:19:51.320 --> 0:19:55.600
<v Speaker 1>Ace Patrol was released for PC on Steam. So you

0:19:55.640 --> 0:19:58.000
<v Speaker 1>can play it either on a mobile platform or you

0:19:58.040 --> 0:20:00.679
<v Speaker 1>can play it on on Steam. What it's interesting here

0:20:00.720 --> 0:20:02.760
<v Speaker 1>is it also gives us a little bit of an

0:20:02.760 --> 0:20:06.520
<v Speaker 1>insight into Myer's opinions about some of the ways that

0:20:06.640 --> 0:20:10.960
<v Speaker 1>games are being marketed these days. Um, like freemium games. Now,

0:20:11.000 --> 0:20:13.360
<v Speaker 1>these are the games that are free for you to download,

0:20:13.359 --> 0:20:16.199
<v Speaker 1>but if you want specific items or you want to

0:20:16.240 --> 0:20:19.040
<v Speaker 1>get access to certain levels, you have to pay. Right

0:20:19.080 --> 0:20:22.280
<v Speaker 1>and it's a frequent model for for mobile games. Right

0:20:22.600 --> 0:20:25.080
<v Speaker 1>e A is really big on this, for instance, and

0:20:25.280 --> 0:20:27.800
<v Speaker 1>you know it does a lot of thing it does too. Yeah,

0:20:27.800 --> 0:20:29.800
<v Speaker 1>there are a lot of different companies that are trying this.

0:20:29.880 --> 0:20:32.480
<v Speaker 1>And then you're seeing this not just on things like

0:20:32.520 --> 0:20:36.200
<v Speaker 1>mobile platforms, but also in consoles where you can get

0:20:36.240 --> 0:20:38.600
<v Speaker 1>consoles where you end up having the stuff that you

0:20:38.640 --> 0:20:41.320
<v Speaker 1>can pay extra for and get access to, or or

0:20:41.400 --> 0:20:43.679
<v Speaker 1>n PC games a lot of the MMOs and involve

0:20:43.760 --> 0:20:46.200
<v Speaker 1>elements like that. Now, some of these games also allow

0:20:46.240 --> 0:20:50.040
<v Speaker 1>you to eventually earn those items if you play long enough,

0:20:50.920 --> 0:20:53.760
<v Speaker 1>but they're trying to create an incentive for players to

0:20:53.800 --> 0:20:56.399
<v Speaker 1>spend the money to get earlier access to this stuff.

0:20:56.640 --> 0:21:00.440
<v Speaker 1>So Meyer was asked about his opinion on this, and

0:21:00.760 --> 0:21:03.960
<v Speaker 1>he said that building a game like that is about

0:21:04.359 --> 0:21:10.840
<v Speaker 1>designing unhappiness, which that's pretty tough. Yeah. He's essentially saying

0:21:10.880 --> 0:21:13.679
<v Speaker 1>that you your goal when you are designing a freemium

0:21:13.680 --> 0:21:15.800
<v Speaker 1>game where you're trying to give people the incentive to

0:21:15.800 --> 0:21:18.240
<v Speaker 1>buy more stuff, is that you have to design a

0:21:18.320 --> 0:21:22.880
<v Speaker 1>game so not fun that people will pay to make

0:21:22.920 --> 0:21:26.080
<v Speaker 1>it fun. He says that kind of goes against the

0:21:26.119 --> 0:21:29.879
<v Speaker 1>grain of game design. That's, uh, that's a kind of

0:21:29.920 --> 0:21:32.840
<v Speaker 1>harsh and b I think entirely true. Yeah. I mean,

0:21:33.119 --> 0:21:34.680
<v Speaker 1>when you think of it that way, you're like, that's

0:21:34.680 --> 0:21:36.960
<v Speaker 1>totally not the way the game developers are thinking about

0:21:37.000 --> 0:21:40.160
<v Speaker 1>when they're designing the game. But from a consumer standpoint, yeah,

0:21:40.200 --> 0:21:42.320
<v Speaker 1>I can see that saying we won this game to

0:21:42.359 --> 0:21:45.359
<v Speaker 1>be engaging enough so that someone wants to download it,

0:21:45.560 --> 0:21:48.800
<v Speaker 1>but not so engaging that they feel that they fulfilled.

0:21:50.359 --> 0:21:54.240
<v Speaker 1>They have to pay to really get that fulfilling experience,

0:21:54.320 --> 0:21:56.000
<v Speaker 1>and that myers like I don't want to be part

0:21:56.040 --> 0:21:59.520
<v Speaker 1>of that. So with the iOS version of Ace Patrol,

0:21:59.840 --> 0:22:01.960
<v Speaker 1>you could pay five dollars and get the whole game.

0:22:02.400 --> 0:22:04.600
<v Speaker 1>You could try to play it for free, and you

0:22:04.640 --> 0:22:07.080
<v Speaker 1>get the first few levels, but then you would be

0:22:07.160 --> 0:22:08.920
<v Speaker 1>prompted to say, all right, if you enjoyed this, go

0:22:08.960 --> 0:22:11.040
<v Speaker 1>ahead and purchase it. If not, then thank you for

0:22:11.119 --> 0:22:13.920
<v Speaker 1>playing um. And if you only wanted to play one

0:22:13.960 --> 0:22:16.119
<v Speaker 1>of the nationalities in the game, you could pay a

0:22:16.160 --> 0:22:20.680
<v Speaker 1>dollar per nationality, so you could, you know, have had

0:22:20.720 --> 0:22:22.840
<v Speaker 1>a little bit of that freemium thing, but only in

0:22:22.840 --> 0:22:25.040
<v Speaker 1>the sense of kind of this is the trial version.

0:22:25.240 --> 0:22:28.440
<v Speaker 1>Now you can buy the full version, not so much

0:22:28.480 --> 0:22:31.520
<v Speaker 1>of Oh you want your playing to go faster, spend

0:22:31.560 --> 0:22:34.440
<v Speaker 1>a dollar now. Another interesting thing that I read is

0:22:34.480 --> 0:22:38.320
<v Speaker 1>that Meyer says he's no longer involved in Civilization titles,

0:22:39.280 --> 0:22:41.280
<v Speaker 1>but but that that he feels like they're in good hands.

0:22:41.920 --> 0:22:46.120
<v Speaker 1>And the last one, Civilization five, was designed by John Schaefer,

0:22:46.640 --> 0:22:49.119
<v Speaker 1>and uh, you know again, like they'll they'll come to

0:22:49.160 --> 0:22:52.159
<v Speaker 1>Sidmire for input, they'll ask him for his opinions. But

0:22:52.240 --> 0:22:55.040
<v Speaker 1>he says he's no longer actively part of those teams,

0:22:55.359 --> 0:22:57.120
<v Speaker 1>which he's fine with. He he wants to be able

0:22:57.119 --> 0:23:00.480
<v Speaker 1>to concentrate on whatever interests him. And again, he doesn't

0:23:00.520 --> 0:23:04.600
<v Speaker 1>necessarily want to get caught in this trappic like like

0:23:05.000 --> 0:23:08.000
<v Speaker 1>we want you to be a franchise generator. He doesn't

0:23:08.040 --> 0:23:11.000
<v Speaker 1>want that. So I've got some trivia. So here's some

0:23:11.040 --> 0:23:14.280
<v Speaker 1>Sidmyer trivia. And the first bit is that sid Meyer

0:23:14.400 --> 0:23:18.040
<v Speaker 1>appears as a character in the Alien Crossfire expansion pack

0:23:18.160 --> 0:23:22.280
<v Speaker 1>for sid Meier's Alpha Centauri game. So there's a a

0:23:22.400 --> 0:23:27.800
<v Speaker 1>secret hidden faction in the this expansion pack for Alpha Centauri,

0:23:27.880 --> 0:23:32.720
<v Speaker 1>and the secret faction is called the Faraxians. So, uh,

0:23:33.280 --> 0:23:36.840
<v Speaker 1>if you unlocked the Farraxians, you would unlock them either

0:23:37.440 --> 0:23:40.520
<v Speaker 1>with sid Meyer as the leader or Brian Reynolds as

0:23:40.520 --> 0:23:42.119
<v Speaker 1>the leader, and that would appear as the leader for

0:23:42.160 --> 0:23:45.000
<v Speaker 1>the rest of the game. Uh. And then according to

0:23:45.080 --> 0:23:48.280
<v Speaker 1>the two thousand eight Guinness Book of World Records, sid

0:23:48.320 --> 0:23:53.439
<v Speaker 1>Meyer holds the record for most video game awards ever received. Um.

0:23:53.480 --> 0:23:56.960
<v Speaker 1>He lives in Baltimore, Maryland. Like we've said, we talked

0:23:56.960 --> 0:23:59.520
<v Speaker 1>about his wife and the fact that her her she

0:23:59.600 --> 0:24:03.040
<v Speaker 1>consider is her new title Master of Miscellaneous that. By

0:24:03.040 --> 0:24:05.040
<v Speaker 1>the way, it's not a formal title, it's not her

0:24:05.040 --> 0:24:07.199
<v Speaker 1>official title. Now, that's just kind of what she's like.

0:24:07.280 --> 0:24:10.680
<v Speaker 1>That's what I consider myself. Uh. And according to his employees,

0:24:10.720 --> 0:24:13.400
<v Speaker 1>like we said, he's a very personal friendly guy. He's

0:24:13.440 --> 0:24:15.480
<v Speaker 1>got like an open door policy. Anyone can come in

0:24:15.520 --> 0:24:18.880
<v Speaker 1>and talk to him. Apparently he's really dedicated to his work.

0:24:18.920 --> 0:24:21.600
<v Speaker 1>If he's really interested in a project, you will find

0:24:21.680 --> 0:24:24.919
<v Speaker 1>him even working on weekends and working long hours if

0:24:24.960 --> 0:24:27.399
<v Speaker 1>he's if he's really excited. It's kind of like the

0:24:27.480 --> 0:24:31.120
<v Speaker 1>way that players play Civilization where they have to take

0:24:31.200 --> 0:24:33.520
<v Speaker 1>that next turn. They can't they can't quit yet, They're

0:24:33.520 --> 0:24:35.480
<v Speaker 1>just gonna do one more turn, just one more turn.

0:24:35.880 --> 0:24:39.720
<v Speaker 1>All right, So we're gonna have another part of this podcast.

0:24:39.720 --> 0:24:44.320
<v Speaker 1>We're gonna really talk about Civilization and its development process

0:24:44.359 --> 0:24:46.880
<v Speaker 1>and it's impact on the industry. But before we get

0:24:46.920 --> 0:24:51.399
<v Speaker 1>into that, let's take a quick break to thank our sponsor. Alright,

0:24:51.480 --> 0:24:54.040
<v Speaker 1>So let's talk about Civilization. This is, of course, the

0:24:54.040 --> 0:24:56.959
<v Speaker 1>biggest title I think you could you could argue that

0:24:56.960 --> 0:25:01.080
<v Speaker 1>Sidmyer has ever produced, while I would a that Pirates

0:25:01.080 --> 0:25:04.480
<v Speaker 1>remains my favorite. Uh. Do you can't deny the fact

0:25:04.480 --> 0:25:08.479
<v Speaker 1>that Civilization has had a huge impact. So did you

0:25:08.600 --> 0:25:14.959
<v Speaker 1>know that the original Civilization was only three megabytes in size?

0:25:15.240 --> 0:25:17.560
<v Speaker 1>I didn't know that, but only because I read the

0:25:17.600 --> 0:25:20.960
<v Speaker 1>same research that you did. Also, Yeah, that would that

0:25:21.000 --> 0:25:23.760
<v Speaker 1>would help. Yeah, that but that's kind of that's kind

0:25:23.800 --> 0:25:26.560
<v Speaker 1>of eye opening. Now, like you a video game being

0:25:26.600 --> 0:25:31.560
<v Speaker 1>like multiple gigs and one of the most successful or

0:25:31.560 --> 0:25:36.320
<v Speaker 1>at least highest critical acclaimed video games ever made only

0:25:36.440 --> 0:25:40.440
<v Speaker 1>free megabytes. Yeah, it was created for the IBM PC UM,

0:25:40.440 --> 0:25:45.560
<v Speaker 1>which at the time only had memory, right, Yeah, so

0:25:45.560 --> 0:25:47.560
<v Speaker 1>so you know you had those limited constraints that we

0:25:47.560 --> 0:25:50.159
<v Speaker 1>talked about earlier. By the way, who was it that

0:25:50.280 --> 0:25:54.000
<v Speaker 1>handled almost all the programming on that first Civilization game?

0:25:54.040 --> 0:25:56.240
<v Speaker 1>Do you know? I do not know? It's Sid Meyer.

0:25:56.920 --> 0:25:59.600
<v Speaker 1>He did all the programming himself, pretty much. He said that,

0:25:59.640 --> 0:26:02.880
<v Speaker 1>you know, essentially all the coding was due to him.

0:26:03.080 --> 0:26:05.800
<v Speaker 1>He was the one who was coding everything for Civilization.

0:26:06.400 --> 0:26:08.439
<v Speaker 1>He said that he did some of the art design

0:26:08.520 --> 0:26:11.440
<v Speaker 1>as well, and a few of his art designs may

0:26:11.480 --> 0:26:16.200
<v Speaker 1>have made it into the final game, but he's not sure. Um,

0:26:16.280 --> 0:26:21.119
<v Speaker 1>he was working very closely with a specific person. Bruce

0:26:21.240 --> 0:26:24.680
<v Speaker 1>Campbell Show Bruce Campbell, Shelley, thank you um and and

0:26:24.680 --> 0:26:27.320
<v Speaker 1>and that was that was they were called within the company,

0:26:27.400 --> 0:26:31.640
<v Speaker 1>the A team supposedly and um and Like like Jonathan

0:26:31.720 --> 0:26:34.440
<v Speaker 1>was talking about earlier, Shelley would play test, Meyer would

0:26:34.480 --> 0:26:37.480
<v Speaker 1>tweak the game and just rinse, repeat, Yeah. They would

0:26:37.480 --> 0:26:39.639
<v Speaker 1>just do this over and over again. Shelley would be like,

0:26:39.640 --> 0:26:42.000
<v Speaker 1>this game is great, but here's the stuff that I

0:26:42.040 --> 0:26:44.360
<v Speaker 1>thought needed a little work. And Meyer would go back

0:26:44.400 --> 0:26:46.440
<v Speaker 1>and tweak it and bring it back the next morning

0:26:46.480 --> 0:26:48.760
<v Speaker 1>and say try it again. And they would just do

0:26:48.840 --> 0:26:51.920
<v Speaker 1>this several times in order to kind of refine the game.

0:26:51.960 --> 0:26:57.159
<v Speaker 1>Now here's some interesting background here. So Bruce Campbell Shelley

0:26:57.320 --> 0:27:00.880
<v Speaker 1>came to micro Pros. This is back in the acroprose days.

0:27:01.440 --> 0:27:06.200
<v Speaker 1>He came to Micropros from another company called Avalon Hill. Right, yeah, okay,

0:27:06.320 --> 0:27:09.600
<v Speaker 1>now now Avalon Hill had um what was a board

0:27:09.600 --> 0:27:13.040
<v Speaker 1>game company. Yeah, they would publish board games. And one

0:27:13.080 --> 0:27:16.080
<v Speaker 1>of the board games they published was originally published by

0:27:16.160 --> 0:27:20.359
<v Speaker 1>another company in England and designed by Francis Tresham. This

0:27:20.440 --> 0:27:25.160
<v Speaker 1>was called Civilization. Yeah, so Civilization the board game. Francis

0:27:25.200 --> 0:27:28.600
<v Speaker 1>Francis Tresham was the guy who designed it. Uh, and

0:27:28.640 --> 0:27:32.040
<v Speaker 1>it was published in written When it came over to America.

0:27:32.400 --> 0:27:35.359
<v Speaker 1>Avalon Hill purchased the license to publish it in the

0:27:35.440 --> 0:27:38.399
<v Speaker 1>United States. So Avalon Hills not the company that that

0:27:38.800 --> 0:27:42.119
<v Speaker 1>ultimately owned Civilization, They just had a license for it

0:27:42.160 --> 0:27:45.879
<v Speaker 1>in the un right. So that's one connection between the

0:27:45.960 --> 0:27:49.040
<v Speaker 1>board game Civilization and the computer game Civilization. That would

0:27:49.040 --> 0:27:51.520
<v Speaker 1>be Shelley who he did not work on the board

0:27:51.520 --> 0:27:54.200
<v Speaker 1>game conversion for Civilization, but he did work on another

0:27:54.240 --> 0:27:58.120
<v Speaker 1>game that Tresham had developed called eighteen twenty nine that

0:27:58.280 --> 0:28:03.000
<v Speaker 1>was a real road designing game board game. Yeah, and

0:28:03.320 --> 0:28:05.679
<v Speaker 1>they when they brought over to America, they changed the

0:28:05.720 --> 0:28:11.760
<v Speaker 1>title it was no longer but anyway, again it was

0:28:11.800 --> 0:28:14.160
<v Speaker 1>a railroad. It was a railroad kind of a railroad

0:28:14.200 --> 0:28:18.479
<v Speaker 1>empire game, all right, much like Railroad Tycoon, which Shelley

0:28:18.520 --> 0:28:22.120
<v Speaker 1>also worked on, right, so they now Now, they did

0:28:22.160 --> 0:28:25.840
<v Speaker 1>say that things like these board games served as inspiration,

0:28:25.920 --> 0:28:28.000
<v Speaker 1>but when you look at the actual mechanics and the

0:28:28.000 --> 0:28:31.920
<v Speaker 1>way the actual games play out there, really the similarities

0:28:31.960 --> 0:28:34.280
<v Speaker 1>are mainly on a surface level. They don't go very

0:28:34.320 --> 0:28:36.639
<v Speaker 1>deeply like and once you get into game mechanics it

0:28:36.760 --> 0:28:39.280
<v Speaker 1>separates out quite a bit, right, right, Um, And you know,

0:28:39.400 --> 0:28:43.160
<v Speaker 1>like the board game Civilization for example, Um didn't really

0:28:43.200 --> 0:28:47.120
<v Speaker 1>go into anywhere near modern or futuristic technology. It stopped

0:28:47.200 --> 0:28:49.840
<v Speaker 1>and kind of the Middle Ages, ancient to Middle Ages.

0:28:49.920 --> 0:28:53.080
<v Speaker 1>That was pretty much the domain of the original board game.

0:28:53.240 --> 0:28:56.120
<v Speaker 1>And you know, Meyer has said that he was certainly

0:28:56.160 --> 0:28:58.000
<v Speaker 1>aware of the board game, that he had a copy

0:28:58.040 --> 0:29:00.480
<v Speaker 1>that he had looked through, but it that he hadn't

0:29:00.520 --> 0:29:06.120
<v Speaker 1>actually played it until after he finished building Civilization. Shelley

0:29:06.160 --> 0:29:08.920
<v Speaker 1>says that he had played the board game, obviously having

0:29:08.920 --> 0:29:12.920
<v Speaker 1>worked for Avalon Hill, but that that Meyer. He also says,

0:29:12.960 --> 0:29:14.760
<v Speaker 1>you know, Meyer hadn't played it until after he had

0:29:14.800 --> 0:29:18.440
<v Speaker 1>finished the development of the actual Civilization video game. But

0:29:18.520 --> 0:29:20.560
<v Speaker 1>this is where, you know, one of the things we

0:29:20.560 --> 0:29:24.160
<v Speaker 1>can talk about, along with the developmental issues of trying

0:29:24.200 --> 0:29:27.480
<v Speaker 1>to get this game actually to to publish in the

0:29:27.600 --> 0:29:31.640
<v Speaker 1>environment that was micropros at that time, is the issues

0:29:31.680 --> 0:29:34.240
<v Speaker 1>with this game. Now. They didn't want to encounter any

0:29:34.360 --> 0:29:37.880
<v Speaker 1>legal problems with this this computer game once they decided

0:29:37.880 --> 0:29:40.600
<v Speaker 1>they were going to call it Civilization, so they licensed

0:29:40.800 --> 0:29:44.240
<v Speaker 1>the name Civilization from Avalon Hill, which again was the

0:29:44.360 --> 0:29:48.360
<v Speaker 1>u S publisher for the game. Right So um the

0:29:48.360 --> 0:29:50.280
<v Speaker 1>the by the way, the British company that published it

0:29:50.280 --> 0:29:53.960
<v Speaker 1>originally was called Heartland trefoil, and I'm sure I'm saying

0:29:53.960 --> 0:29:57.440
<v Speaker 1>trefoil wrong because the way the UK works, they'd say,

0:29:57.520 --> 0:30:03.400
<v Speaker 1>oh it's spelled tref oil, but it's now throat wobbler mangrove. So, um,

0:30:03.560 --> 0:30:07.760
<v Speaker 1>I apologize, that's a money Python reference. I apologize if

0:30:07.800 --> 0:30:11.280
<v Speaker 1>I am, you know, if if all the UK fans

0:30:11.280 --> 0:30:13.080
<v Speaker 1>out there are just wincing every time I try and

0:30:13.520 --> 0:30:17.440
<v Speaker 1>say this. So getting back into the actual development of Civilization,

0:30:17.520 --> 0:30:20.800
<v Speaker 1>this was not a smooth process. We mentioned it in

0:30:20.840 --> 0:30:24.720
<v Speaker 1>the previous podcast that they were experiencing some reluctance on

0:30:24.760 --> 0:30:27.600
<v Speaker 1>the part of Micropros because Steely, who was the president

0:30:27.680 --> 0:30:31.240
<v Speaker 1>of Micropros, he was really focused on those combat signulations

0:30:31.720 --> 0:30:35.560
<v Speaker 1>and he reportedly just didn't get Civilization. He just didn't

0:30:35.600 --> 0:30:37.600
<v Speaker 1>see where the appeal was. He didn't think it was

0:30:37.640 --> 0:30:42.240
<v Speaker 1>going to be successful. Also, because Meyer had moved away

0:30:42.320 --> 0:30:45.959
<v Speaker 1>from being a direct employee of Micropros, he was no

0:30:46.000 --> 0:30:49.720
<v Speaker 1>longer head of development. The new VP of Development did

0:30:49.760 --> 0:30:53.680
<v Speaker 1>not have any incentive to promote Sidmyer games because he

0:30:53.720 --> 0:30:56.520
<v Speaker 1>did not receive any sort of bonus from those games.

0:30:56.880 --> 0:30:59.640
<v Speaker 1>He would receive bonuses from any games developed internally by

0:30:59.680 --> 0:31:03.200
<v Speaker 1>micro a Prose employees, so he would focus on those

0:31:03.240 --> 0:31:07.720
<v Speaker 1>and push those out ahead of anything else. So, uh,

0:31:07.800 --> 0:31:11.000
<v Speaker 1>while Siedmyer would get a budget from Micropros to work

0:31:11.040 --> 0:31:13.880
<v Speaker 1>on games, he would get an upfront budget, he didn't

0:31:13.920 --> 0:31:16.240
<v Speaker 1>get a lot of other support. And he and Shelly

0:31:16.280 --> 0:31:20.280
<v Speaker 1>have both said that that meant the development for Civilization

0:31:20.640 --> 0:31:24.120
<v Speaker 1>stretched out longer than it was supposed to, and in fact,

0:31:24.120 --> 0:31:27.160
<v Speaker 1>the game ended up slipping its its original ship date.

0:31:27.520 --> 0:31:32.280
<v Speaker 1>And this is a real kicker. Apparently that meant that

0:31:32.440 --> 0:31:37.240
<v Speaker 1>their own personal bonuses were affected. Meyer and Shelly their

0:31:37.280 --> 0:31:39.920
<v Speaker 1>bonuses were and and their team. There was more than

0:31:39.960 --> 0:31:41.640
<v Speaker 1>just the two of them working on this. They had

0:31:41.640 --> 0:31:43.320
<v Speaker 1>a team of people, right, I think it was about

0:31:43.360 --> 0:31:47.680
<v Speaker 1>about ten eight to ten depending upon the source you read.

0:31:48.120 --> 0:31:51.840
<v Speaker 1>So I have about ten people working on this game,

0:31:52.400 --> 0:31:54.480
<v Speaker 1>and their bonuses are affected by the fact that the

0:31:54.520 --> 0:31:57.800
<v Speaker 1>game did not ship on time. However, Shelly points out

0:31:57.800 --> 0:32:01.320
<v Speaker 1>in interviews, he says, look, the reason why our game

0:32:01.360 --> 0:32:04.120
<v Speaker 1>didn't ship on time is because Micropros was dragging their

0:32:04.120 --> 0:32:06.680
<v Speaker 1>feet and that it was a man They kept putting

0:32:06.760 --> 0:32:09.960
<v Speaker 1>us on other projects and therefore we couldn't There was

0:32:10.000 --> 0:32:11.960
<v Speaker 1>no way for us to ship on time because they

0:32:11.960 --> 0:32:14.040
<v Speaker 1>would pull us off of the work we needed to

0:32:14.080 --> 0:32:16.600
<v Speaker 1>do to get the game finished. So, in other words,

0:32:16.680 --> 0:32:20.360
<v Speaker 1>management would make decisions that affected our work and then

0:32:20.360 --> 0:32:23.000
<v Speaker 1>punish us when the work wasn't being done. And so

0:32:23.080 --> 0:32:25.320
<v Speaker 1>it's it's you know, it's a terrible catch twenty two

0:32:25.320 --> 0:32:27.200
<v Speaker 1>to share, and it's kind of easy to see after

0:32:27.320 --> 0:32:31.360
<v Speaker 1>after this process, why a lot of these people started ditching, yes, sorry,

0:32:31.400 --> 0:32:33.400
<v Speaker 1>to leave the company and go somewhere else, and why

0:32:33.640 --> 0:32:37.440
<v Speaker 1>ultimately Meyer and two of his fellow designers would leave

0:32:37.520 --> 0:32:43.360
<v Speaker 1>and found for Access. So they eventually, despite all odds

0:32:43.360 --> 0:32:47.120
<v Speaker 1>against them, finished Civilization, and it of course publishes in

0:32:47.440 --> 0:32:51.480
<v Speaker 1>ninety one, I believe, and it ends up not getting

0:32:51.480 --> 0:32:54.640
<v Speaker 1>a whole lot of support from micropros. The marketing department

0:32:54.800 --> 0:32:57.880
<v Speaker 1>doesn't spend a lot of money, so they have to

0:32:57.920 --> 0:33:01.320
<v Speaker 1>rely upon gamers who purchased is the game to go

0:33:01.360 --> 0:33:04.840
<v Speaker 1>out and tell all their gaming buddies, Hey, you guys

0:33:04.840 --> 0:33:07.080
<v Speaker 1>have got to try this. This game is amazing, which

0:33:07.080 --> 0:33:10.120
<v Speaker 1>fortunately they did. Yeah and uh, and this game was

0:33:11.000 --> 0:33:15.000
<v Speaker 1>a huge leap from those early games sid Meuyer made

0:33:15.440 --> 0:33:17.680
<v Speaker 1>back in the day when sid Meyer made a game

0:33:18.120 --> 0:33:21.920
<v Speaker 1>that was in a ziploc bag with a Zerox piece

0:33:22.080 --> 0:33:24.920
<v Speaker 1>of paper that had the game art on one side

0:33:24.960 --> 0:33:28.400
<v Speaker 1>and the instructions on the other. Civilization shipped with a

0:33:28.440 --> 0:33:31.440
<v Speaker 1>manual that was probably around two hundred pages in length.

0:33:32.680 --> 0:33:35.680
<v Speaker 1>I remember that. I remember that one of the things

0:33:35.720 --> 0:33:38.520
<v Speaker 1>that that Shelley did. Sid Meyer says the most important

0:33:38.560 --> 0:33:41.400
<v Speaker 1>thing that Shelley did was play the game. He says

0:33:41.440 --> 0:33:43.360
<v Speaker 1>that was the most important thing that Shelley did because

0:33:43.400 --> 0:33:45.680
<v Speaker 1>he played the game and would tell sid Meyer which

0:33:45.760 --> 0:33:48.200
<v Speaker 1>things were working in which weren't. But if he had

0:33:48.240 --> 0:33:51.880
<v Speaker 1>to say what the second most important thing was, Shelley

0:33:51.920 --> 0:33:54.800
<v Speaker 1>took it upon himself to do two things. He helped

0:33:54.840 --> 0:33:58.800
<v Speaker 1>write the manual and he wrote the civil Opedia, now

0:33:58.800 --> 0:34:02.000
<v Speaker 1>the civil Opedia for any one who has not played Civilization.

0:34:02.080 --> 0:34:05.080
<v Speaker 1>The Civilipedia is an in game reference that gives you

0:34:05.120 --> 0:34:09.160
<v Speaker 1>more information about everything in the game, every single unit,

0:34:09.320 --> 0:34:12.239
<v Speaker 1>every military unit. It tells you more about them, gives

0:34:12.239 --> 0:34:14.279
<v Speaker 1>you a historical context. It tells you about all the

0:34:14.320 --> 0:34:17.120
<v Speaker 1>different buildings you can build. Uh. There are wonders of

0:34:17.160 --> 0:34:19.960
<v Speaker 1>the world that you can design in Civilization, and they

0:34:20.000 --> 0:34:23.800
<v Speaker 1>are based off the actual amazing things that humans have created,

0:34:23.800 --> 0:34:26.200
<v Speaker 1>things like the pyramids and you know, the hanging gardens

0:34:26.200 --> 0:34:29.839
<v Speaker 1>of babble on that kind of thing. Ah, so he

0:34:30.120 --> 0:34:32.880
<v Speaker 1>rode up entries for all of the stuff. I get that,

0:34:33.040 --> 0:34:35.000
<v Speaker 1>I've gotten the feeling that Chili is a tiny bit

0:34:35.000 --> 0:34:38.399
<v Speaker 1>of a history. Nerd um And and Sidmyer too. Yeah,

0:34:38.560 --> 0:34:41.240
<v Speaker 1>although they both said that they didn't do a whole

0:34:41.280 --> 0:34:43.839
<v Speaker 1>lot of research when they first started working on Civilization.

0:34:43.880 --> 0:34:46.600
<v Speaker 1>They just wanted it to be a fun game, right,

0:34:46.640 --> 0:34:49.200
<v Speaker 1>and so so that most of the you know, knowledge

0:34:49.239 --> 0:34:51.560
<v Speaker 1>that's in there is kind of elementary level. Although I

0:34:51.600 --> 0:34:54.200
<v Speaker 1>have seen reports about three in particular being used in

0:34:54.200 --> 0:34:56.640
<v Speaker 1>classroom settings, and I can imagine that. I mean, and

0:34:56.680 --> 0:34:58.960
<v Speaker 1>when you look at the actual game mechanics, because we've

0:34:59.000 --> 0:35:01.200
<v Speaker 1>talked a lot about thing is like you know, developing

0:35:01.280 --> 0:35:06.080
<v Speaker 1>your your your social abilities, or developing the wonders of

0:35:06.120 --> 0:35:08.880
<v Speaker 1>the world or future technology or trying to conquer it

0:35:08.920 --> 0:35:11.359
<v Speaker 1>gets so much more complex than that, right. You've got

0:35:11.400 --> 0:35:15.239
<v Speaker 1>the different nationalities, each of which have their own abilities

0:35:15.560 --> 0:35:17.759
<v Speaker 1>or you know pros and cons when you first start off,

0:35:17.800 --> 0:35:20.759
<v Speaker 1>like I remember when I would play Sief two and

0:35:20.800 --> 0:35:23.239
<v Speaker 1>I would play as the Germans. For some reason, I

0:35:23.280 --> 0:35:26.160
<v Speaker 1>would end up with two settlers instead of one, which

0:35:26.200 --> 0:35:28.359
<v Speaker 1>gave me an amazing advantage because I could use one

0:35:28.400 --> 0:35:30.920
<v Speaker 1>set of settlers to build a city, and the second

0:35:30.920 --> 0:35:33.680
<v Speaker 1>set of settlers could irrigate around the city and make

0:35:33.719 --> 0:35:38.600
<v Speaker 1>it a more viable location. Other nations might start with

0:35:39.080 --> 0:35:42.319
<v Speaker 1>only one settler, but they get more technology bonuses at

0:35:42.360 --> 0:35:44.520
<v Speaker 1>the very beginning of the game. Then you would have

0:35:44.560 --> 0:35:49.239
<v Speaker 1>things like what sort of government your civilization used, like

0:35:49.520 --> 0:35:54.440
<v Speaker 1>is it a despotic system, is it capitalism, is it communism, socialism?

0:35:54.480 --> 0:35:58.000
<v Speaker 1>And that would affect gameplay from that point forward. So

0:35:58.160 --> 0:36:00.920
<v Speaker 1>it was the game and can when you would start off,

0:36:00.960 --> 0:36:04.040
<v Speaker 1>would be very simple, This is pure sid Meier approach,

0:36:04.400 --> 0:36:07.799
<v Speaker 1>very simple, and you would add levels of complexity as

0:36:07.800 --> 0:36:09.360
<v Speaker 1>the game would go on until you get to a

0:36:09.360 --> 0:36:11.920
<v Speaker 1>point where if you were to jump into that game

0:36:12.440 --> 0:36:15.720
<v Speaker 1>maybe two turns in and that's how the game started,

0:36:15.920 --> 0:36:17.680
<v Speaker 1>you think there's no way I can play this. This

0:36:17.800 --> 0:36:20.600
<v Speaker 1>is way too complicated, right right you you learned with

0:36:20.680 --> 0:36:23.239
<v Speaker 1>the game and UM and that was something That's two

0:36:23.320 --> 0:36:26.120
<v Speaker 1>really built on as well. They started adding a lot

0:36:26.160 --> 0:36:28.960
<v Speaker 1>of the concepts they had wanted to incorporate and to

0:36:29.040 --> 0:36:31.440
<v Speaker 1>save one but UM but just felt like they were

0:36:31.480 --> 0:36:35.640
<v Speaker 1>over complicating things right now. In the earliest days of civilization,

0:36:35.680 --> 0:36:38.520
<v Speaker 1>when they were developing it. I meant to mention this earlier,

0:36:38.560 --> 0:36:41.840
<v Speaker 1>but I I definitely think it's important. It's it's interesting

0:36:41.840 --> 0:36:44.239
<v Speaker 1>that it was not a turn based game when they

0:36:44.320 --> 0:36:46.920
<v Speaker 1>first started developing it, right, it was. It was originally

0:36:47.040 --> 0:36:50.239
<v Speaker 1>um like sim City, which Sidmire has has referenced as

0:36:50.280 --> 0:36:52.600
<v Speaker 1>being one of the big influences of the game. The

0:36:52.640 --> 0:36:55.600
<v Speaker 1>three big ones are sim City, Risk and Railroad Tycoon.

0:36:55.880 --> 0:36:59.279
<v Speaker 1>Right right, um uh, but yes, he was saying that

0:36:59.320 --> 0:37:02.160
<v Speaker 1>it was it was real time, right, everything was passing

0:37:02.280 --> 0:37:06.440
<v Speaker 1>and so and so things, things were happening, um, you know,

0:37:06.560 --> 0:37:09.120
<v Speaker 1>as you would kind of build something and let your

0:37:09.120 --> 0:37:12.080
<v Speaker 1>settlers do their thing, and and he found that this

0:37:12.160 --> 0:37:16.040
<v Speaker 1>was very dull and reduced the player to a viewer. Yeah,

0:37:16.160 --> 0:37:18.520
<v Speaker 1>you became it was a more passive experience. You weren't

0:37:18.520 --> 0:37:21.560
<v Speaker 1>taking an active role. And that's when he made the decision.

0:37:21.719 --> 0:37:23.880
<v Speaker 1>And this this was he was well into the development

0:37:23.880 --> 0:37:25.520
<v Speaker 1>of the game, and he said that, you know, if

0:37:25.560 --> 0:37:27.520
<v Speaker 1>you figure out six months into the development of a

0:37:27.520 --> 0:37:30.040
<v Speaker 1>game that's not working, you have to have to change

0:37:30.200 --> 0:37:32.600
<v Speaker 1>change it. And so he went from real time to

0:37:32.760 --> 0:37:35.680
<v Speaker 1>turn based, and by turn based, it meant that you

0:37:35.680 --> 0:37:38.160
<v Speaker 1>could control the passage of time. Because it wasn't until

0:37:38.160 --> 0:37:41.719
<v Speaker 1>you ended a turn that the clock would move forward, right,

0:37:41.880 --> 0:37:44.640
<v Speaker 1>that that the you know, whatever you have implemented would

0:37:44.760 --> 0:37:47.400
<v Speaker 1>go into effect, right right, and or that even that

0:37:47.480 --> 0:37:50.240
<v Speaker 1>you would be able to take another turn. So uh,

0:37:50.320 --> 0:37:52.960
<v Speaker 1>you know, civilization is based on whatever year it is,

0:37:53.440 --> 0:37:56.680
<v Speaker 1>so uh, in early stages of the game, time passes

0:37:56.760 --> 0:37:59.120
<v Speaker 1>much more quickly. I think I can't remember if it's

0:37:59.120 --> 0:38:01.680
<v Speaker 1>by decade or even by century when you first start off,

0:38:02.000 --> 0:38:04.319
<v Speaker 1>but by the time you get toward the end game,

0:38:04.520 --> 0:38:08.080
<v Speaker 1>it's going year by year. So the the idea being

0:38:08.120 --> 0:38:11.680
<v Speaker 1>that progress is much more rapid later on in the game,

0:38:11.760 --> 0:38:14.640
<v Speaker 1>so you have to divide up the time into smaller

0:38:14.680 --> 0:38:18.640
<v Speaker 1>increments for that to be reflected. So uh, those are

0:38:18.640 --> 0:38:21.080
<v Speaker 1>big changes. Yeah. Yeah, and this this would wind up

0:38:21.200 --> 0:38:25.000
<v Speaker 1>being um really really integral to to what the game

0:38:25.080 --> 0:38:27.520
<v Speaker 1>was like. Um it's it's a lot of people talk

0:38:27.560 --> 0:38:31.520
<v Speaker 1>about about being addictive, and and even even Meyer himself

0:38:31.520 --> 0:38:33.600
<v Speaker 1>has said that he's been late to meetings because he

0:38:33.640 --> 0:38:36.520
<v Speaker 1>was playing the game totally forgot he fell victim to

0:38:36.600 --> 0:38:40.000
<v Speaker 1>his own trap. Yeah. No, I knew a lot of

0:38:40.080 --> 0:38:43.080
<v Speaker 1>people who, especially in college. I knew a lot of

0:38:43.239 --> 0:38:47.400
<v Speaker 1>kids in college who who were a little bleary eyed

0:38:47.560 --> 0:38:51.160
<v Speaker 1>because they had been playing Civilization the night before and

0:38:51.200 --> 0:38:52.719
<v Speaker 1>it just was one of those things where they're like,

0:38:52.760 --> 0:38:56.120
<v Speaker 1>I totally missed. Yeah, I got to bed at four

0:38:56.120 --> 0:38:59.040
<v Speaker 1>am and got up at seven. Let's be serious, they

0:38:59.080 --> 0:39:02.040
<v Speaker 1>got up at like two minutes before the class started.

0:39:02.360 --> 0:39:06.840
<v Speaker 1>But anyway, uh yeah, So getting into more of the

0:39:06.840 --> 0:39:10.200
<v Speaker 1>difficulty with Civilization, some of it, some of the really

0:39:10.200 --> 0:39:15.960
<v Speaker 1>messy stuff happened after sid Meyer had left micropros um.

0:39:16.000 --> 0:39:20.399
<v Speaker 1>But one of the interesting things is that in Avalon Hill,

0:39:20.560 --> 0:39:24.200
<v Speaker 1>the company the publisher for the Civilization board game, actually

0:39:24.200 --> 0:39:29.600
<v Speaker 1>published Advanced Civilization, which was a computer version of the

0:39:29.880 --> 0:39:33.239
<v Speaker 1>board game Civilization. So this if you were a fan

0:39:33.320 --> 0:39:36.920
<v Speaker 1>of the old Civilization board game, you could buy this

0:39:37.000 --> 0:39:40.719
<v Speaker 1>one and that would be the official one. Also, it

0:39:40.760 --> 0:39:43.360
<v Speaker 1>should be noted that sid Meier's Civilization is now a

0:39:43.400 --> 0:39:49.520
<v Speaker 1>board game too, so that even more complicated. Yeah. I

0:39:49.840 --> 0:39:52.120
<v Speaker 1>edited the House to Works article about this, so I

0:39:52.200 --> 0:39:55.480
<v Speaker 1>learned way too much about it. It was done by

0:39:55.560 --> 0:39:58.719
<v Speaker 1>Kevin Wilson, who also did Arkham Horror, which is which

0:39:58.719 --> 0:40:01.799
<v Speaker 1>is pretty popular title it's in was published by Fantasy Flight,

0:40:01.880 --> 0:40:05.040
<v Speaker 1>which is uh, you know, the kids who do a

0:40:05.239 --> 0:40:08.799
<v Speaker 1>other video game board games like World Warcraft and StarCraft.

0:40:09.040 --> 0:40:14.040
<v Speaker 1>And they're also the current publishers of Talisman. Oh man, yeah,

0:40:14.040 --> 0:40:16.520
<v Speaker 1>I have. I haven't thought of that in years. Oh

0:40:16.760 --> 0:40:19.400
<v Speaker 1>I've I've I play it basically every year. That's one

0:40:19.400 --> 0:40:22.120
<v Speaker 1>of one of my group favorites. I think it might

0:40:22.120 --> 0:40:24.479
<v Speaker 1>have been the nineties when I last played Talisman. Well,

0:40:24.560 --> 0:40:28.080
<v Speaker 1>speaking of the nineties, in ven, that's when the proverbial

0:40:28.160 --> 0:40:33.160
<v Speaker 1>crep hits, the proverbial rotating oscillating thing. Yeah, so we've

0:40:33.200 --> 0:40:38.840
<v Speaker 1>got an That's when Activision gets involved. So Activision purchases

0:40:38.880 --> 0:40:42.839
<v Speaker 1>the rights to the Civilization name from Avalon Hill. Now

0:40:42.880 --> 0:40:45.360
<v Speaker 1>remember Avalon Hill is the publishing company that had the

0:40:45.440 --> 0:40:50.520
<v Speaker 1>rights to publish the Civilization board game in the United States. Meanwhile, uh,

0:40:50.640 --> 0:40:55.000
<v Speaker 1>Activision then creates a computer game called Civilization Call to Power.

0:40:55.560 --> 0:40:59.160
<v Speaker 1>This was in no way connected to this admirer franchise games, right,

0:40:59.239 --> 0:41:02.319
<v Speaker 1>So it's it's really just it's got the name Civilization,

0:41:02.360 --> 0:41:04.879
<v Speaker 1>but other than that, and it is a it's an

0:41:04.880 --> 0:41:07.880
<v Speaker 1>empire building type game, but other than that, it is

0:41:07.920 --> 0:41:12.560
<v Speaker 1>not a it's not an entry into the Civilization franchise.

0:41:13.040 --> 0:41:17.120
<v Speaker 1>But then Activision goes on to sue Micropros over trademark

0:41:17.120 --> 0:41:20.640
<v Speaker 1>infringement because now they own the name Civilization because they

0:41:20.880 --> 0:41:24.600
<v Speaker 1>licensed it from Avalon Hill. Right. Meanwhile, Micropros had bought

0:41:24.880 --> 0:41:28.879
<v Speaker 1>Heartland Trefoil, which was the original publisher before Avalon Hill

0:41:29.040 --> 0:41:31.800
<v Speaker 1>of the Civilization board game. Right, this was the company

0:41:31.840 --> 0:41:35.960
<v Speaker 1>that was founded by the guy who created the Civilization

0:41:35.960 --> 0:41:38.799
<v Speaker 1>board game. So essentially what here's here's all this works out.

0:41:39.120 --> 0:41:43.080
<v Speaker 1>Activision goes out and buys the buys the rights to

0:41:43.160 --> 0:41:46.520
<v Speaker 1>use Civilization according to the US publisher of this board game,

0:41:47.440 --> 0:41:50.760
<v Speaker 1>sus Micropros. Micropros goes out and buys the original company

0:41:50.800 --> 0:41:53.839
<v Speaker 1>to make the board game, and then sues Activision and says,

0:41:54.080 --> 0:41:56.520
<v Speaker 1>you can't sue us for trademark infringement. We own the

0:41:56.520 --> 0:41:58.880
<v Speaker 1>company that made the thing that you were claiming you

0:41:58.920 --> 0:42:01.719
<v Speaker 1>were suing you. Yeah, so we're suing you instead in

0:42:01.920 --> 0:42:04.680
<v Speaker 1>your face. I think that might have actually been in

0:42:04.680 --> 0:42:09.480
<v Speaker 1>the deposition. Uh So, Yeah, we've got this crazy lawsuit

0:42:09.480 --> 0:42:11.279
<v Speaker 1>going on. Not keep in mind sid Meyer's not a

0:42:11.280 --> 0:42:13.560
<v Speaker 1>part of this. He's just off on his own making

0:42:13.600 --> 0:42:17.359
<v Speaker 1>his games, probably lulls a tiny man, probably thinking it's

0:42:17.400 --> 0:42:20.400
<v Speaker 1>a little amusing. Yeah, the company has wound up settling

0:42:20.440 --> 0:42:22.719
<v Speaker 1>all of this out of court. But that's the point

0:42:22.719 --> 0:42:26.520
<v Speaker 1>when Hasbro comes in and buys Avalon Hill and then

0:42:26.600 --> 0:42:30.480
<v Speaker 1>buys Micropros. So now Avalon Hill and Micropros are both

0:42:30.880 --> 0:42:34.080
<v Speaker 1>under the same umbrella now there, which is hence why

0:42:34.120 --> 0:42:37.000
<v Speaker 1>they probably settled it. Yeah now now that now it

0:42:37.040 --> 0:42:41.120
<v Speaker 1>doesn't even matter anymore because both parties in this trademark

0:42:41.160 --> 0:42:45.399
<v Speaker 1>infringement spat are belonging to the same company. But as

0:42:45.440 --> 0:42:50.040
<v Speaker 1>we learned, Hasbro Interactive did not last that long. They

0:42:50.080 --> 0:42:54.239
<v Speaker 1>ended up selling that off to Infogrames and uh and

0:42:54.320 --> 0:43:00.000
<v Speaker 1>that is the end of the the massive Civilization crazy story.

0:43:00.000 --> 0:43:02.480
<v Speaker 1>Worry when it comes to just the name of the game.

0:43:04.360 --> 0:43:06.239
<v Speaker 1>I just I love the idea that you can go

0:43:06.280 --> 0:43:10.479
<v Speaker 1>out and buy a company that made a product, uh

0:43:10.520 --> 0:43:13.040
<v Speaker 1>and you know, years and years ago, and then someone

0:43:13.040 --> 0:43:15.560
<v Speaker 1>else had made a product also years ago that had

0:43:15.600 --> 0:43:19.080
<v Speaker 1>the same name and retroactively say I own that I'm

0:43:19.120 --> 0:43:21.200
<v Speaker 1>suing you for trademark infringement for this thing that you

0:43:21.320 --> 0:43:24.600
<v Speaker 1>made before I bought this company. That's our legal system, folks.

0:43:24.760 --> 0:43:28.839
<v Speaker 1>It makes my nose bleed, yes, um, but so yeah,

0:43:28.960 --> 0:43:32.920
<v Speaker 1>so Civilization um kind of kind of big. Yeah. I

0:43:32.920 --> 0:43:36.040
<v Speaker 1>would say that it really created a true genre now

0:43:36.400 --> 0:43:39.720
<v Speaker 1>itself is often referred to as one of the God games,

0:43:40.120 --> 0:43:43.399
<v Speaker 1>which became popular right around that time that Civilization came out.

0:43:43.440 --> 0:43:47.439
<v Speaker 1>Other games like Populus or SimCity are are similar games

0:43:47.480 --> 0:43:50.279
<v Speaker 1>where you are given the ability to create these massive things.

0:43:50.320 --> 0:43:53.200
<v Speaker 1>It's not you taking on the role of a single character,

0:43:53.600 --> 0:43:58.240
<v Speaker 1>but rather being the guiding force behind the creation of something.

0:43:58.440 --> 0:44:01.600
<v Speaker 1>And I think that that creation element is what's really

0:44:02.080 --> 0:44:03.839
<v Speaker 1>key to all of this, and you know, it's it's

0:44:03.840 --> 0:44:08.279
<v Speaker 1>it's interesting to me that's admire Um is so bent

0:44:08.480 --> 0:44:12.640
<v Speaker 1>on these creative games and was less interested in the

0:44:12.800 --> 0:44:17.920
<v Speaker 1>destructive elements of of the of the more violent military

0:44:17.960 --> 0:44:21.680
<v Speaker 1>simulation he He admits that there is a component of

0:44:21.800 --> 0:44:24.560
<v Speaker 1>violence in many of his games, but it tends to

0:44:24.600 --> 0:44:28.000
<v Speaker 1>be violence in the abstract, right, So like there's there's

0:44:28.000 --> 0:44:30.520
<v Speaker 1>never any gore or blood. Right. If you have two

0:44:30.680 --> 0:44:34.200
<v Speaker 1>units in Civilization fighting one another, it's essentially two tiles

0:44:34.320 --> 0:44:36.120
<v Speaker 1>and one of the you know, they do a little

0:44:36.120 --> 0:44:39.439
<v Speaker 1>statistical analysis and some randomization to figure out which tile

0:44:39.520 --> 0:44:42.120
<v Speaker 1>wins and the other toile goes away, and that's the

0:44:42.160 --> 0:44:46.320
<v Speaker 1>extent of your violence. So he feels that the violent

0:44:46.360 --> 0:44:49.160
<v Speaker 1>parts are not necessary to make a fun, compelling game.

0:44:49.239 --> 0:44:52.480
<v Speaker 1>He doesn't find that appealing to personally, so that that's

0:44:52.520 --> 0:44:54.759
<v Speaker 1>not part of what he does when he makes his games. Right,

0:44:54.840 --> 0:44:59.080
<v Speaker 1>there has been some some criticism um lobbied against Civilization

0:44:59.600 --> 0:45:02.680
<v Speaker 1>due to um like like, for example, they they left

0:45:02.680 --> 0:45:06.560
<v Speaker 1>out slavery from the games, and that's a pretty big

0:45:06.600 --> 0:45:10.919
<v Speaker 1>historical emission from multiple eras. Oh sure, sure, and and

0:45:10.960 --> 0:45:14.280
<v Speaker 1>you know said sid Meier kind of said, like, well,

0:45:14.440 --> 0:45:17.480
<v Speaker 1>it's not really pleasant. I don't really want to think

0:45:17.520 --> 0:45:20.440
<v Speaker 1>about it. That's not really fun. Yeah, exactly. A game.

0:45:21.080 --> 0:45:24.360
<v Speaker 1>In my view, a game's primary function is to be fun.

0:45:25.160 --> 0:45:28.440
<v Speaker 1>So it's not that I'm setting out to make the definitive,

0:45:28.640 --> 0:45:33.200
<v Speaker 1>historically accurate empire building game. I'm out there to make

0:45:33.239 --> 0:45:36.440
<v Speaker 1>something that is fun and challenging so that players have

0:45:36.520 --> 0:45:38.719
<v Speaker 1>a good time when they're sitting down to play this

0:45:38.760 --> 0:45:41.799
<v Speaker 1>title and see that. It's another interesting thing because not

0:45:41.840 --> 0:45:44.480
<v Speaker 1>all video game developers have this same philosophy. There's some

0:45:44.560 --> 0:45:50.440
<v Speaker 1>who want to make a very compelling experience fun, right,

0:45:50.520 --> 0:45:52.760
<v Speaker 1>or some who want to tell a very particular story,

0:45:52.840 --> 0:45:54.840
<v Speaker 1>like like something like BioShock, which I think is a

0:45:54.920 --> 0:45:57.920
<v Speaker 1>terrific story. Um but um, but it's not like you

0:45:57.960 --> 0:46:00.920
<v Speaker 1>have a lot of a hand in it right. So

0:46:01.120 --> 0:46:04.720
<v Speaker 1>it's obviously there are different philosophies. It's just it's very

0:46:04.800 --> 0:46:07.920
<v Speaker 1>it's kind of refreshing to talk about someone who his

0:46:07.960 --> 0:46:12.240
<v Speaker 1>whole focus was just let's make the most fun game

0:46:12.600 --> 0:46:16.279
<v Speaker 1>we can. That's that's the only real thing that we

0:46:16.320 --> 0:46:19.600
<v Speaker 1>have to keep in mind. It doesn't need to, uh,

0:46:19.719 --> 0:46:22.719
<v Speaker 1>you know, be genre defining. It doesn't have to be

0:46:22.800 --> 0:46:24.759
<v Speaker 1>the start of a franchise. We just want to make

0:46:24.840 --> 0:46:27.560
<v Speaker 1>something that when people loaded up, they're gonna have a

0:46:27.560 --> 0:46:29.160
<v Speaker 1>good time. When they play, they're gonna want to keep

0:46:29.160 --> 0:46:31.680
<v Speaker 1>playing it. Yeah. Um and he he did. Um. He

0:46:31.760 --> 0:46:34.600
<v Speaker 1>and the rest of the Civilization development team did address

0:46:34.640 --> 0:46:37.640
<v Speaker 1>some of the other concerns that people had a Um,

0:46:37.680 --> 0:46:42.680
<v Speaker 1>in future games, you could play as many other different societies. Um,

0:46:42.920 --> 0:46:45.160
<v Speaker 1>it was pretty Western centric the first one. Yeah, he

0:46:45.200 --> 0:46:48.560
<v Speaker 1>actually says, yeah, Yeah, I would say that first Civilizization

0:46:48.600 --> 0:46:51.440
<v Speaker 1>game was very much Western centric because I made it,

0:46:51.800 --> 0:46:55.120
<v Speaker 1>and that's I made it based upon my own my

0:46:55.160 --> 0:46:58.319
<v Speaker 1>own experience and education. He also joked that that the

0:46:58.320 --> 0:47:01.960
<v Speaker 1>reason that there were only six in um, different nationalities

0:47:01.960 --> 0:47:04.120
<v Speaker 1>that you could play as was because they were at

0:47:04.120 --> 0:47:08.640
<v Speaker 1>the end of the sixteen color e g A graphics.

0:47:08.800 --> 0:47:12.319
<v Speaker 1>We don't have any other That's all we could do, right,

0:47:12.400 --> 0:47:16.000
<v Speaker 1>otherwise you're going to be confused. Actually, and the interesting

0:47:16.040 --> 0:47:19.279
<v Speaker 1>thing I found in the later Civilization games was that

0:47:19.960 --> 0:47:23.120
<v Speaker 1>the game itself would adapt to your play style, and

0:47:23.560 --> 0:47:27.279
<v Speaker 1>if you were doing incredibly well early on, in order

0:47:27.360 --> 0:47:29.520
<v Speaker 1>for it to become more challenging, it would start to

0:47:30.000 --> 0:47:33.080
<v Speaker 1>not like stack the deck against you, which is the

0:47:33.080 --> 0:47:35.520
<v Speaker 1>way some games work, and that I find very frustrating.

0:47:35.520 --> 0:47:37.920
<v Speaker 1>Like anyone who's played any racing games where you get

0:47:38.000 --> 0:47:39.919
<v Speaker 1>way in the lead and then there's this rubber band

0:47:39.960 --> 0:47:44.560
<v Speaker 1>effect where suddenly there's someone right behind. Yeah, like, how

0:47:44.560 --> 0:47:47.360
<v Speaker 1>did that happen? I left everyone in the dust? Um,

0:47:47.480 --> 0:47:52.240
<v Speaker 1>I'm looking at you. Burnout anyway, he the Civilization games. Instead,

0:47:52.320 --> 0:47:54.600
<v Speaker 1>Let's say that you're playing and you're you're getting really

0:47:54.640 --> 0:47:57.919
<v Speaker 1>militaristic very early on in the game, and so you're

0:47:58.040 --> 0:48:02.840
<v Speaker 1>you're hitting cities before they have a real defense mounted up. Uh,

0:48:03.080 --> 0:48:06.160
<v Speaker 1>you could defeat a civilization, and normally you'd be playing

0:48:06.160 --> 0:48:08.920
<v Speaker 1>against you know, a certain number, but it wouldn't be

0:48:08.960 --> 0:48:10.880
<v Speaker 1>all the civilizations in the game. It would be a

0:48:10.920 --> 0:48:13.759
<v Speaker 1>limited number of them. So maybe half of the civilizations

0:48:13.760 --> 0:48:15.920
<v Speaker 1>that are in the game are active at one time.

0:48:16.600 --> 0:48:19.279
<v Speaker 1>It would then populate part of the map with a

0:48:19.320 --> 0:48:23.160
<v Speaker 1>new civilization. Uh, so I'd be starting from scratch. It's

0:48:23.200 --> 0:48:26.080
<v Speaker 1>not like the civilization would suddenly be on par with yours,

0:48:26.120 --> 0:48:28.400
<v Speaker 1>come on with nuclear warheads, but it would mean that

0:48:28.440 --> 0:48:31.880
<v Speaker 1>you wouldn't immediately conquered the world within you know, twenty

0:48:31.960 --> 0:48:36.000
<v Speaker 1>turns or something. Right. So yeah, it's and I also

0:48:36.040 --> 0:48:38.399
<v Speaker 1>thought it was really interesting then the first Civilization, as

0:48:38.400 --> 0:48:41.280
<v Speaker 1>they were developing it, they decided to cut the world's

0:48:41.400 --> 0:48:44.520
<v Speaker 1>map in half because it was too big and uh

0:48:44.560 --> 0:48:47.960
<v Speaker 1>and to also reduce the complexity of the technology tree,

0:48:48.000 --> 0:48:51.600
<v Speaker 1>which had a two different trees originally, right, which which

0:48:51.640 --> 0:48:53.520
<v Speaker 1>they wound up putting some of that insive too. Yeah,

0:48:53.520 --> 0:48:56.160
<v Speaker 1>because then they were like, well, once people got involved

0:48:56.160 --> 0:48:58.720
<v Speaker 1>with Civilization one and they really liked it, we figured,

0:48:58.840 --> 0:49:01.080
<v Speaker 1>well now we can put that stuff civilization too, because

0:49:01.080 --> 0:49:04.560
<v Speaker 1>now everyone knows how to play right, Yeah, which is

0:49:04.600 --> 0:49:07.160
<v Speaker 1>kind of funny. Yeah. So, um, I I had a

0:49:07.160 --> 0:49:10.279
<v Speaker 1>couple of quotes from from Meyer that I thought kind

0:49:10.280 --> 0:49:12.719
<v Speaker 1>of rounded out all of this. Um. One of them

0:49:12.800 --> 0:49:15.760
<v Speaker 1>was was from that Kataku interview UM in which he said,

0:49:16.360 --> 0:49:18.719
<v Speaker 1>upon him being asked about retirement, I kind of feel like,

0:49:18.760 --> 0:49:21.000
<v Speaker 1>I am retired, I'm doing what I want to do.

0:49:21.160 --> 0:49:24.080
<v Speaker 1>I've been retired for a long time. I still love

0:49:24.120 --> 0:49:27.520
<v Speaker 1>making games. So I've never really thought of that. Um

0:49:27.600 --> 0:49:30.120
<v Speaker 1>And and the second one isn't a quote, it's more

0:49:30.160 --> 0:49:33.920
<v Speaker 1>of a summarized statement. But upon being asked whether he

0:49:34.000 --> 0:49:37.759
<v Speaker 1>keeps track of his high score and civilization, he said that, um,

0:49:37.840 --> 0:49:40.000
<v Speaker 1>he he doesn't because he knows it's just a number

0:49:40.040 --> 0:49:45.600
<v Speaker 1>he can patch. Um, So he doesn't really see the value. Um,

0:49:45.680 --> 0:49:47.640
<v Speaker 1>you know, it's it's too easy to cheat. And and

0:49:47.760 --> 0:49:49.640
<v Speaker 1>and I feel like that's I feel like that's a

0:49:49.640 --> 0:49:53.640
<v Speaker 1>pretty good summary of his overall just statement on the world.

0:49:54.080 --> 0:49:57.080
<v Speaker 1>You know, like like he's not he's not keeping score. Yeah, no,

0:49:57.200 --> 0:50:00.000
<v Speaker 1>that's kind of cool. That's just the Again, he gets

0:50:00.080 --> 0:50:04.040
<v Speaker 1>the satisfaction out of creating something that other people enjoy.

0:50:04.200 --> 0:50:07.160
<v Speaker 1>Uh yeah, I can certainly identify with that. A lot

0:50:07.200 --> 0:50:10.279
<v Speaker 1>of my job satisfaction comes from when you, listeners, get

0:50:10.320 --> 0:50:13.360
<v Speaker 1>in touch with us and let's know what you think. Hey, listeners,

0:50:13.960 --> 0:50:15.359
<v Speaker 1>you should get in touch with us and let us

0:50:15.360 --> 0:50:19.719
<v Speaker 1>know what you think. That's the segue gets all the

0:50:19.760 --> 0:50:22.760
<v Speaker 1>more smooth the more we pointed out. Uh so, guys,

0:50:22.760 --> 0:50:26.040
<v Speaker 1>if you have any suggestions for future episodes of tech Stuff,

0:50:26.080 --> 0:50:29.520
<v Speaker 1>whether it's about someone who is fundamental in technology or

0:50:29.560 --> 0:50:33.640
<v Speaker 1>a particular company, or just how something works. Let us know,

0:50:33.840 --> 0:50:36.160
<v Speaker 1>send us a message ask us about it. You can

0:50:36.160 --> 0:50:39.520
<v Speaker 1>send us an email. Our addresses tech Stuff at Discovery

0:50:39.560 --> 0:50:41.919
<v Speaker 1>dot com, or you can drop us a line on

0:50:41.960 --> 0:50:45.320
<v Speaker 1>Facebook or Twitter are handled. There's tech stuff hs W.

0:50:45.600 --> 0:50:48.919
<v Speaker 1>And uh wait, there's something else, right, Lauren. Yes, we

0:50:49.080 --> 0:50:52.239
<v Speaker 1>a couple of years ago, Jonathan started up a Tumbler account. Yeah,

0:50:52.280 --> 0:50:54.600
<v Speaker 1>I totally forgot I did that, and so I have

0:50:54.680 --> 0:50:57.840
<v Speaker 1>revived it. We are tumbling, Yes, I do it on

0:50:57.840 --> 0:50:59.840
<v Speaker 1>a daily basis. And I'm not even on the tumbler

0:50:59.880 --> 0:51:02.920
<v Speaker 1>at on the new I just fall over. But no,

0:51:03.120 --> 0:51:05.080
<v Speaker 1>we really do have a Tumbler account. It is active.

0:51:05.200 --> 0:51:08.560
<v Speaker 1>Lauren is the keeper of all things Tumbler, and she's

0:51:08.560 --> 0:51:11.239
<v Speaker 1>doing an amazing job. You guys can keep up with

0:51:11.280 --> 0:51:14.560
<v Speaker 1>stuff that we're doing and also just cool things that

0:51:14.640 --> 0:51:18.200
<v Speaker 1>Lauren finds about the world of technology. Then yeah, and

0:51:18.360 --> 0:51:21.640
<v Speaker 1>and I actually actually cephalopods. Sephalopods are my big tumbler

0:51:22.120 --> 0:51:25.120
<v Speaker 1>right now. Yeah, all the time, So you should check

0:51:25.200 --> 0:51:27.400
<v Speaker 1>that out. Um, where can they find that? That is

0:51:27.480 --> 0:51:32.600
<v Speaker 1>also at tech stuff hswum excellent, so find us tech

0:51:32.640 --> 0:51:35.680
<v Speaker 1>stuff hsw We will be looking for you. We really

0:51:36.080 --> 0:51:39.000
<v Speaker 1>really will be, all right, So that wraps us up.

0:51:39.320 --> 0:51:41.319
<v Speaker 1>We hope you enjoyed it, and Lauren and I will

0:51:41.360 --> 0:51:46.840
<v Speaker 1>talk to you again really soon for more on this

0:51:47.040 --> 0:51:49.520
<v Speaker 1>and thousands of other topics. Does it how staff works

0:51:49.560 --> 0:51:49.960
<v Speaker 1>dot com