WEBVTT - The Sid Meier Story Part 1

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff Works dot com. Hey everyone, and welcome to a

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<v Speaker 1>tech stuff on Jonathan Strickland and I'm Lauren foc Obaum

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<v Speaker 1>the day. We want to do the first of a

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<v Speaker 1>two part series on a particular developer of video games.

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<v Speaker 1>I mean an actual video game developer, not not a

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<v Speaker 1>company a company, but a person and uh uh kind of.

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<v Speaker 1>I mean this is someone who has a really interesting

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<v Speaker 1>take on the design of video games and he his

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<v Speaker 1>work has been incredibly influential. He's talked about as a

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<v Speaker 1>revolutionary or a hero to other game developers. I think

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<v Speaker 1>he was named in the top five and one survey

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<v Speaker 1>from two thousand nine, right, and he has won numerous awards.

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<v Speaker 1>We are, of course talking about sid Meyer. Uh And

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<v Speaker 1>so anyone out there who has played a lot of

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<v Speaker 1>computer games, you've probably heard sid Meyer's name, particularly since

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<v Speaker 1>his name is often it's part of the brand. Yeah,

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<v Speaker 1>it's featured on the actual game titles. So before we

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<v Speaker 1>get into this, I want to give a shout out.

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<v Speaker 1>We grab our our information from numerous resources while we're

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<v Speaker 1>researching our topics, but one article in particular for this

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<v Speaker 1>this part of the podcast was incredibly helpful. And that

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<v Speaker 1>was an article written by Jason Schreyer over at Kotaku,

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<v Speaker 1>and it was called sid Meyer The Father of Civilization,

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<v Speaker 1>So civilization civilization being one of the many titles. Yeah,

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<v Speaker 1>anyway that I would say, that's a must read if

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<v Speaker 1>you are interested in sid Meyer and the story of

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<v Speaker 1>civilization as well as just the story of the companies

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<v Speaker 1>that sid Meier has been a part of. Go check

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<v Speaker 1>out that article. It was based on a series of

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<v Speaker 1>interviews with UM with sid Meyer, UM, a fellow named

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<v Speaker 1>Bill Steely and Um one of the other participants in

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<v Speaker 1>the companies, but a series of interviews from so so

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<v Speaker 1>it's all really great fresh information. Um. There's another really

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<v Speaker 1>terrific article I wanted to mention and um uh an

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<v Speaker 1>article in Ghana Sutra called the History of Civilization that

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<v Speaker 1>was written by BENJ. Edwards and it was based on

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<v Speaker 1>a sid Meyer interview as well. And both of these

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<v Speaker 1>were just terrific instrumental, Yeah, fantastic stuff. You guys should

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<v Speaker 1>go read those and and the civilization centric article will

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<v Speaker 1>become really important for the second part of our podcast.

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<v Speaker 1>But this first one we're going to focus mostly on

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<v Speaker 1>sid Meyer's background and his early years in computer game development.

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<v Speaker 1>He was born on February nineteen fifty four in Sarnia, Ontario, Canada.

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<v Speaker 1>Wait a minute, this guy's Canadian okay shows over must

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<v Speaker 1>that must explain why he's why he's so nice. That

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<v Speaker 1>does explain why he's so nice, and and that's not

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<v Speaker 1>us being silly or anything. He's been called one of

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<v Speaker 1>the nicest video game developers by multiple people. Yeah, it

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<v Speaker 1>seems like everyone who works with him, who has given

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<v Speaker 1>an interview that we could find on the interwebs was

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<v Speaker 1>was just full of nothing but nice things to say

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<v Speaker 1>about the man personally. I've watched several interviews with him

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<v Speaker 1>where he, you know, he was being interviewed by other people,

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<v Speaker 1>and again, he just comes across as sort of a

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<v Speaker 1>very genuine personal guy who loves to design games. So

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<v Speaker 1>it's gonna be really hard for me to be snarky

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<v Speaker 1>in this podcast, But I find places. I think you

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<v Speaker 1>will find a way. So um So. He he went

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<v Speaker 1>to the University of Michigan and graduated with a degree

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<v Speaker 1>in computer science. This was back when you know, that

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<v Speaker 1>wasn't really a common thing. Yeah. In fact, back in

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<v Speaker 1>those days, he was programming computers through punch cards. So,

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<v Speaker 1>if you've listened to earlier episodes of tech Stuff, I

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<v Speaker 1>mean way back in the day, you've heard of us

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<v Speaker 1>talk about these punch cards that were uh, you know,

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<v Speaker 1>it was a painstaking process. Your your your program might

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<v Speaker 1>consist of more than a hundred punch cards, and you

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<v Speaker 1>had to keep them in a precise order for the

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<v Speaker 1>program to work properly. If you were to have an

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<v Speaker 1>accident and you had not numbered your punch cards, that's it.

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<v Speaker 1>Your programs ruined. So yeah, um, this the first computer

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<v Speaker 1>that he used was at the University of Michigan. It

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<v Speaker 1>was an IBM three sixty main frames. Um learned how

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<v Speaker 1>the program in fortran as I recall, right, yeah, yeah,

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<v Speaker 1>he at some point used this I mean you know

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<v Speaker 1>that this was all time sharing and and uh you

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<v Speaker 1>had to sign up for for use of the thing.

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<v Speaker 1>And at some point he designed a tic tac toe

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<v Speaker 1>game for it, supposedly and almost got kicked out for

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<v Speaker 1>wasting computer time right right, essentially, from what I understand,

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<v Speaker 1>one of the administrators of the program called up the

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<v Speaker 1>person who was responsible for securing that computer for the

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<v Speaker 1>university and said, do you have any idea what the

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<v Speaker 1>student is doing? He is wasting valuable resources on games?

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<v Speaker 1>Who would ever waste a computer on games? As it

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<v Speaker 1>turns out, that was probably one of the silliest things

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<v Speaker 1>that someone could say. Also, when he was a kid,

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<v Speaker 1>he had already grown interested in the concept of games.

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<v Speaker 1>I mean, of course, he was a very imaginative child.

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<v Speaker 1>He talked about how he would play with little toy

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<v Speaker 1>soldiers and reenact battles with them. And he credits the

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<v Speaker 1>gift that was given to him, a book called the

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<v Speaker 1>American Heritage Picture History of the Civil War, as getting

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<v Speaker 1>him interested in history, and that obviously becomes very important

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<v Speaker 1>with some of the titles that he would produce. So

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<v Speaker 1>right right, I also remember reading that he played a

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<v Speaker 1>lot of risk as a kid. Yes, so he he

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<v Speaker 1>liked games, he liked history. These were things that really

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<v Speaker 1>interested him. And he loved computers and it still does

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<v Speaker 1>love computers and programming. So when you look at all

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<v Speaker 1>three of these factors, the computer programing, genuine verd urged

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<v Speaker 1>to conquer the world. That's but in a nice way.

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<v Speaker 1>You know, he's doing it for your own good, Lauren.

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<v Speaker 1>It's it's not that he's got any malice. He just

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<v Speaker 1>it's through the development of technology, which we all know

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<v Speaker 1>is a terrific way to win. As Dr Horrible would say,

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<v Speaker 1>the world's mess and he just needs to rule it.

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<v Speaker 1>So anyway, uh yeah, he began to wonder, would it

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<v Speaker 1>be like if you could go and you know, with

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<v Speaker 1>your own abilities, if you were to be able to

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<v Speaker 1>go back into history and take control of some massive

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<v Speaker 1>force that had been instrumental in a battle, and and

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<v Speaker 1>you were to control them and make different decisions, what

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<v Speaker 1>would be the outcome? And this was kind of the

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<v Speaker 1>seed that would be planted in his head later on

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<v Speaker 1>down the road. So, uh, he loved programming, he loved

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<v Speaker 1>hacking electronics, and he he would build his own version

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<v Speaker 1>of of games he saw out there, and yeah he

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<v Speaker 1>had at eight and um would yeah program his own

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<v Speaker 1>kind of versions of like Space Invaders I think is

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<v Speaker 1>one of them in basic. Yeah, he said that that

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<v Speaker 1>was one of the earliest games that he developed for

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<v Speaker 1>the personal computer. The eight hundred, by the way, had

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<v Speaker 1>sixteen kilobytes of memory. Yeah yeah, so, uh, you know,

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<v Speaker 1>I'm sure Space Invaders probably was stressing that machine out

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<v Speaker 1>a little bit. Yeah. Probably. I am being a little

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<v Speaker 1>silly snarky there, but uh but yeah, he he started

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<v Speaker 1>making these. He began to work for General Instruments Corporation

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<v Speaker 1>as a programmer, and he also would occasionally bring in

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<v Speaker 1>some of the games he had created and put them

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<v Speaker 1>up on the offices network, and you know, would eventually

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<v Speaker 1>have to have them taken down because productivity in the

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<v Speaker 1>office would take a dive. Yeah, it turns out his

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<v Speaker 1>manager would call up that old university guy up and say, hey,

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<v Speaker 1>do you know what your former student is doing. Actually

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<v Speaker 1>that that's not entirely true, but the same sort of thing.

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<v Speaker 1>He was creating games and sharing them and taking enjoyment

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<v Speaker 1>from other people, having a fun time with his games.

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<v Speaker 1>And he met someone at General Instruments Corporation who would

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<v Speaker 1>become instrumental in those early early days. Uh. A guy

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<v Speaker 1>who has a great nickname is John Wild. Bill Steely

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<v Speaker 1>usually just called Bill, yeah or wild Bill or wild

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<v Speaker 1>but yeah, this this was a guy who had been

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<v Speaker 1>UM major in the Air Force. Yeah. In fact, I

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<v Speaker 1>think at the time he still was an active major.

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<v Speaker 1>He was a former fighter pilot. So, um, if you

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<v Speaker 1>guys don't know what fighter pilots are like, I recommend

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<v Speaker 1>watching the documentary Top Gun. Now, keep in mind that's

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<v Speaker 1>Navy pilots, not air force pilots. What you're just staring

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<v Speaker 1>at me like like in judgment. I can't I can't imagine.

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<v Speaker 1>Why do you not have the need the need for speed?

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<v Speaker 1>All right? So, anyway, according to that Kotaku article we

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<v Speaker 1>talked about said Meyer, Meyer and Steely both attended an

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<v Speaker 1>electronics trade conference and while they were there, they just

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<v Speaker 1>kind of were exploring and they apparently found a room

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<v Speaker 1>full of old arcade machines. Actually at that time they

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<v Speaker 1>were new arcade machines, right right, Um, they started playing

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<v Speaker 1>a bunch of them, and Meyer was just beating Steely's

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<v Speaker 1>but at all of Steely was getting a little frustrated.

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<v Speaker 1>And then they found the red baron. The red baron

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<v Speaker 1>being a flight sim yeah kind of yeah, it was, yeah,

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<v Speaker 1>for for what it was at the time, sort of

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<v Speaker 1>a flight simulator. It is kind of a shooter that

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<v Speaker 1>was a World War Two based air airplane shooter end up.

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<v Speaker 1>And Steely takes one look at it and he says,

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<v Speaker 1>this is me. I got this. I'm a fighter pilot.

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<v Speaker 1>I am going to rule this. And so Steely stepped

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<v Speaker 1>up to the box first and uh and and got

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<v Speaker 1>like like on the top three of the Yeah, I

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<v Speaker 1>think he actually managed to land the high score, you know,

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<v Speaker 1>like like points something like that. So yeah, And it

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<v Speaker 1>turns to Myron's like beat that torp, and Meyers steps

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<v Speaker 1>up and calmly takes control of the arcade machine. What happened, Lauren?

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<v Speaker 1>He doubled Steely's score. Yeah, And then Steely looks and

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<v Speaker 1>and says, wait a minute. I am a fighter pilot.

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<v Speaker 1>I am a major in the United States Air Force.

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<v Speaker 1>How did you manage to do that? Meyer says, well,

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<v Speaker 1>while you were playing, I just memorized the algorithms that

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<v Speaker 1>the computer was using. Yeah, that's something you know. I

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<v Speaker 1>actually used to do very similar things when I was

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<v Speaker 1>at the arcade. I would my dad watch the way

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<v Speaker 1>the computer reacted to other people. I would watch and

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<v Speaker 1>watch people play for a good half hour to an

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<v Speaker 1>hour before I would ever put a quarter in, so

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<v Speaker 1>I could see what was happening. And I wouldn't just

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<v Speaker 1>wander in blind because the quarters I had were few

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<v Speaker 1>and precious to me, and I did want to play

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<v Speaker 1>these arcade games, but I wanted to make the experience

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<v Speaker 1>last as long as possible. Now, I will go ahead

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<v Speaker 1>and tell you my algorithm recognized recognization skills are really

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<v Speaker 1>minor compared to what Meyer was able to do. Well,

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<v Speaker 1>that's that's fair. I think. I think being worse at

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<v Speaker 1>s admire than at computer algorithms is it's probably okay, Okay,

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<v Speaker 1>I don't have to feel like I don't have to

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<v Speaker 1>have some sort of inferiority complex over that. No, no,

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<v Speaker 1>But so so according to the story, um at there

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<v Speaker 1>after this debacle, um, you know, Meyer kind of casually

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<v Speaker 1>throughout like, you know, this was a pretty okay game,

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<v Speaker 1>but I could totally write a better one. And Steely's like, uh,

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<v Speaker 1>if you can do that, I can totally sell that game.

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<v Speaker 1>And so Meyer did it. Meyer went home and over

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<v Speaker 1>the next few months designed a a fighter pilot game. Yeah.

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<v Speaker 1>In fact, depending upon which version of the story you see,

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<v Speaker 1>and there are different versions, I mean, keep in mind

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<v Speaker 1>that a lot of the information about these early days,

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<v Speaker 1>this is stuff that people are talking about decades after

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<v Speaker 1>it happened. Oh sure, and it's it's all it's all

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<v Speaker 1>very kind of colloquial, and everyone was kind of joking

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<v Speaker 1>around about it and remembering it fondly. But you know, yeah,

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<v Speaker 1>so so get a little fuzzy with the details. But

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<v Speaker 1>depending upon whom you ask, It was like a couple

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<v Speaker 1>of weeks beforehand. Then he came back. And again this

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<v Speaker 1>also gets a little confusing because, um, there are different

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<v Speaker 1>reports on what the very first game Sidmyer made what

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<v Speaker 1>it was called. But according to the Kataku article, the

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<v Speaker 1>one that they settled on as being this is the

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<v Speaker 1>game we're going to try and sell was called hell

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<v Speaker 1>Cat Ace. That was a World War two combat flight simulator.

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<v Speaker 1>And it was more than just a shoot them up,

0:12:07.320 --> 0:12:09.920
<v Speaker 1>you know, top scroll game or something. This was a

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<v Speaker 1>game that actually allowed you to take control of World

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<v Speaker 1>War two aircraft and do some advanced piloting maneuvers, things

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<v Speaker 1>like impleman turns and loops and you could stall your

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<v Speaker 1>plane out or roll it and all that kind of stuff.

0:12:21.240 --> 0:12:25.520
<v Speaker 1>And so they started with with supposedly like like dollars

0:12:25.520 --> 0:12:29.520
<v Speaker 1>in startup and you know, self printed copies of the

0:12:29.559 --> 0:12:32.280
<v Speaker 1>game and like xerox copies of the instruction manual and

0:12:33.480 --> 0:12:35.920
<v Speaker 1>put them in zip block bags and and started taking

0:12:35.920 --> 0:12:39.080
<v Speaker 1>them to hobby stores around town. Yeah. In fact, this

0:12:39.120 --> 0:12:42.120
<v Speaker 1>was in Baltimore, Maryland, right right, Yes, uh, yeah, it

0:12:42.160 --> 0:12:44.200
<v Speaker 1>was Baltimore, Maryland is where they were based out of.

0:12:44.240 --> 0:12:48.640
<v Speaker 1>Because that's where General Instruments had their headquarters. And this

0:12:48.679 --> 0:12:51.040
<v Speaker 1>is not this is not an unusual story, by the way.

0:12:51.080 --> 0:12:54.560
<v Speaker 1>This is how early computer games really got started. You

0:12:54.640 --> 0:12:57.319
<v Speaker 1>had programmers who are working out of their homes usually

0:12:57.800 --> 0:12:59.640
<v Speaker 1>most of the time. They were doing this on their

0:12:59.679 --> 0:13:02.040
<v Speaker 1>own time. It was not a full time gig yet,

0:13:02.600 --> 0:13:05.240
<v Speaker 1>and they would produce stuff, put them in these bags,

0:13:05.280 --> 0:13:08.240
<v Speaker 1>and then sell them at a computer store. And the

0:13:08.280 --> 0:13:11.040
<v Speaker 1>computer store would would then mark up the price or whatever.

0:13:11.160 --> 0:13:13.360
<v Speaker 1>And often you would walk in and there'd be a

0:13:13.400 --> 0:13:15.360
<v Speaker 1>bulletin board on the side of the wall in the

0:13:15.360 --> 0:13:18.520
<v Speaker 1>computer store. Because keep in mind, these were not computer

0:13:18.720 --> 0:13:22.760
<v Speaker 1>game stores. These were stores that sold computers and computer components.

0:13:23.160 --> 0:13:25.760
<v Speaker 1>This was just something else you could buy in that store.

0:13:25.840 --> 0:13:27.959
<v Speaker 1>So you would go and there'd be a bolton board

0:13:28.000 --> 0:13:30.559
<v Speaker 1>and there would be thumb tax that would have these games,

0:13:30.960 --> 0:13:33.360
<v Speaker 1>you know, tacked to the side of the bolten board

0:13:33.160 --> 0:13:36.800
<v Speaker 1>and going you basically you would base your your purchase

0:13:36.880 --> 0:13:40.240
<v Speaker 1>decision on what the artwork look like on the xerox

0:13:40.280 --> 0:13:42.880
<v Speaker 1>sheet that was showing through. Yeah, yeah, and I mean

0:13:42.920 --> 0:13:45.400
<v Speaker 1>and this was all in the early eighties. I'd say

0:13:45.120 --> 0:13:47.720
<v Speaker 1>eight to eighty one probably is when all of this

0:13:47.800 --> 0:13:50.280
<v Speaker 1>was occurring. Yeah. Yeah. This is at the very dawn

0:13:50.320 --> 0:13:52.880
<v Speaker 1>of the personal computer revolution, and of course at this

0:13:53.000 --> 0:13:56.240
<v Speaker 1>time the people who owned the personal computers are in

0:13:56.320 --> 0:13:59.960
<v Speaker 1>large part hobbyists. There are we're starting to see other

0:14:00.040 --> 0:14:03.599
<v Speaker 1>people by personal computers by the early eighties, but it's

0:14:03.800 --> 0:14:07.920
<v Speaker 1>largely still hobbyists. It's a niche market. So um, what

0:14:08.080 --> 0:14:12.080
<v Speaker 1>I love is the story about how Steely would convince

0:14:12.120 --> 0:14:15.520
<v Speaker 1>stores to carry Hellcat a ce. See. He would actually

0:14:15.520 --> 0:14:18.359
<v Speaker 1>travel all the way from New York down to Washington,

0:14:18.480 --> 0:14:20.840
<v Speaker 1>d C. That was the area that he would consider

0:14:20.880 --> 0:14:25.760
<v Speaker 1>his territory, not just Baltimore. So I'm going to quote

0:14:25.880 --> 0:14:28.560
<v Speaker 1>him from the Kotaku article. Now, this is actually what

0:14:28.760 --> 0:14:33.600
<v Speaker 1>Steely told the reporter. He said, I would call computer

0:14:33.680 --> 0:14:36.920
<v Speaker 1>stores and ask to buy Hellcat Ace, and when they

0:14:36.920 --> 0:14:39.400
<v Speaker 1>didn't have it, I would yell and scream at them,

0:14:39.440 --> 0:14:41.960
<v Speaker 1>what kind of computer store are you? And then I'd

0:14:41.960 --> 0:14:44.760
<v Speaker 1>hang up. I would do that three times in three weeks,

0:14:44.760 --> 0:14:47.960
<v Speaker 1>each time pretending to be a different person. And the

0:14:48.280 --> 0:14:51.320
<v Speaker 1>fourth week I'd call and say, hello, this is John Steely.

0:14:51.400 --> 0:14:54.720
<v Speaker 1>I'm a representative with micropros this I've got this game

0:14:54.720 --> 0:14:58.400
<v Speaker 1>called Hellcat Ace, and they'd say, hey, whoa whoa everyone's

0:14:58.440 --> 0:15:01.000
<v Speaker 1>been calling about that. Can you help us get that game?

0:15:03.040 --> 0:15:06.160
<v Speaker 1>Nice one? Steely? Yeah, and you can you can? You

0:15:06.200 --> 0:15:09.160
<v Speaker 1>know this this illustrates the kind of relationship that Steely

0:15:09.200 --> 0:15:11.440
<v Speaker 1>and Meyer had at this time. You know, Steely was

0:15:11.600 --> 0:15:15.240
<v Speaker 1>very much the public persona and very much the get

0:15:15.280 --> 0:15:18.680
<v Speaker 1>him a salesman. And as it turns out, I mean again,

0:15:18.840 --> 0:15:21.520
<v Speaker 1>if you read interviews where you see interviews with Meyer,

0:15:22.000 --> 0:15:24.640
<v Speaker 1>you learned that this is exactly the way Meyer wanted

0:15:24.680 --> 0:15:28.480
<v Speaker 1>things to go. Because Meyer was a business guy, you know,

0:15:28.600 --> 0:15:31.200
<v Speaker 1>he he wanted the freedom to be able to develop

0:15:31.280 --> 0:15:34.040
<v Speaker 1>the games that he thought would be fun and and

0:15:34.160 --> 0:15:36.520
<v Speaker 1>this was a great arrangement. He didn't have to worry

0:15:36.520 --> 0:15:39.040
<v Speaker 1>about the business side. He that did not interest him

0:15:39.040 --> 0:15:41.120
<v Speaker 1>at all. I mean, he certainly wanted to make a

0:15:41.160 --> 0:15:44.080
<v Speaker 1>living off of it. That was his dream job, but

0:15:44.400 --> 0:15:46.080
<v Speaker 1>he did not want to be the one to have

0:15:46.120 --> 0:15:48.760
<v Speaker 1>to handle all those details. That's not his strong suit.

0:15:48.840 --> 0:15:52.560
<v Speaker 1>He just wanted to concentrate on making the And this

0:15:52.640 --> 0:15:54.920
<v Speaker 1>reminds me a lot. I mean, Lauren and I both

0:15:54.920 --> 0:15:56.880
<v Speaker 1>have a lot of friends who are artists, who are

0:15:56.920 --> 0:16:00.760
<v Speaker 1>actors or musicians, and many of them on you know,

0:16:00.840 --> 0:16:03.000
<v Speaker 1>wish that they could do that that they could have,

0:16:03.120 --> 0:16:05.120
<v Speaker 1>and some of them do have managers or whatever that

0:16:05.800 --> 0:16:07.560
<v Speaker 1>you know. That's that's I hear. I hear that all

0:16:07.560 --> 0:16:09.720
<v Speaker 1>the time, like someone just going like, why can't someone

0:16:09.760 --> 0:16:11.560
<v Speaker 1>just market this for me? I just want to write

0:16:11.560 --> 0:16:15.320
<v Speaker 1>another thing. Why can't someone else book me for the

0:16:15.360 --> 0:16:19.040
<v Speaker 1>next gig? Because because it's already pouring your love and

0:16:19.160 --> 0:16:22.320
<v Speaker 1>energy into what you want to do, that that's that

0:16:22.360 --> 0:16:24.760
<v Speaker 1>takes up a lot, you know, and then too, on

0:16:24.880 --> 0:16:27.760
<v Speaker 1>top of that, be the one who's responsible for all

0:16:27.800 --> 0:16:31.360
<v Speaker 1>the business side can be absolutely draining. So Maya really

0:16:31.400 --> 0:16:34.120
<v Speaker 1>had a great thing going here. He had he had

0:16:34.160 --> 0:16:36.160
<v Speaker 1>the guy who was going to do all the legwork

0:16:36.520 --> 0:16:38.520
<v Speaker 1>and he got to do all the development work. So

0:16:38.520 --> 0:16:41.160
<v Speaker 1>it's a great relationship for both guys at this time.

0:16:41.720 --> 0:16:47.040
<v Speaker 1>So um. At first the two continue to work exclusively

0:16:47.120 --> 0:16:49.480
<v Speaker 1>for general instruments and they would sell these games and

0:16:49.920 --> 0:16:53.840
<v Speaker 1>time and their free time. But eventually Steely was making

0:16:53.960 --> 0:16:57.000
<v Speaker 1>enough money doing this that he could try and create

0:16:57.080 --> 0:17:00.560
<v Speaker 1>his own company. In fact, according to Steely, at the

0:17:00.600 --> 0:17:04.520
<v Speaker 1>height of this, before he had even founded Micropros, they

0:17:04.600 --> 0:17:08.000
<v Speaker 1>were making about two hundred thousand dollars a year just

0:17:08.160 --> 0:17:12.080
<v Speaker 1>on computer game sales and and and micropros Uh. Jonathan

0:17:12.119 --> 0:17:15.320
<v Speaker 1>mentioned this name, and that quote from Steely was they

0:17:15.320 --> 0:17:19.119
<v Speaker 1>had already started calling themselves micropros Um, which would be

0:17:19.200 --> 0:17:21.040
<v Speaker 1>the name of their company in our next bullet point.

0:17:21.080 --> 0:17:23.679
<v Speaker 1>We'll talk about that, but um, but yeah, they had

0:17:23.680 --> 0:17:26.439
<v Speaker 1>not actually founded any kind of official company yet, right,

0:17:26.480 --> 0:17:28.680
<v Speaker 1>it was. It was kind of a name because otherwise

0:17:28.720 --> 0:17:31.760
<v Speaker 1>you'd say, we're two guys who are wanting to sell

0:17:31.800 --> 0:17:34.400
<v Speaker 1>this game to you, and that just doesn't work quite

0:17:34.400 --> 0:17:37.640
<v Speaker 1>as it doesn't doesn't have that ring to it. So yeah, yeah, yeah,

0:17:37.680 --> 0:17:40.000
<v Speaker 1>So they're still working for General Instruments at that point,

0:17:40.040 --> 0:17:42.800
<v Speaker 1>but that would quickly come upon a time where Steely

0:17:43.080 --> 0:17:46.080
<v Speaker 1>realized this is something we can do ourselves and we

0:17:46.160 --> 0:17:48.760
<v Speaker 1>don't need a day job anymore, or at least Steely

0:17:48.800 --> 0:17:52.000
<v Speaker 1>didn't at first. So Steely makes a big jump and

0:17:52.040 --> 0:17:55.240
<v Speaker 1>decides to leave General Instruments in order to work full

0:17:55.280 --> 0:17:59.640
<v Speaker 1>time on the micropros project. Now, there's a lot more

0:17:59.680 --> 0:18:02.840
<v Speaker 1>to talk talk about with MicroProse, but before we do that,

0:18:03.280 --> 0:18:07.240
<v Speaker 1>let's take a quick break and thank our sponsor. Back

0:18:07.240 --> 0:18:11.760
<v Speaker 1>to the show, all right, So we've got Steely. He

0:18:11.840 --> 0:18:15.160
<v Speaker 1>has left to found micropros himself. Now for the first

0:18:15.640 --> 0:18:18.040
<v Speaker 1>year and a half or so of Micropros. This is

0:18:18.720 --> 0:18:21.320
<v Speaker 1>two by the way. For that first year and a half,

0:18:22.080 --> 0:18:25.080
<v Speaker 1>Meyer was still working at General Instruments as a full

0:18:25.119 --> 0:18:29.320
<v Speaker 1>time employee and producing games in his off time. Uh,

0:18:29.320 --> 0:18:32.639
<v Speaker 1>Steely was concentrating full time on selling the games. And

0:18:32.680 --> 0:18:37.240
<v Speaker 1>it wasn't until about midnight three that Meyer felt comfortable

0:18:37.359 --> 0:18:40.919
<v Speaker 1>leaving General Instruments and working full time for Micropros. It

0:18:40.960 --> 0:18:43.240
<v Speaker 1>was also that was about the time when Steely could

0:18:43.240 --> 0:18:47.880
<v Speaker 1>actually afford to hire him on as a full time employee. So, uh,

0:18:48.040 --> 0:18:51.880
<v Speaker 1>now we've got this, this whole company that's starting up,

0:18:51.920 --> 0:18:55.000
<v Speaker 1>and it's it's good now to talk about what Meyer

0:18:55.119 --> 0:18:58.640
<v Speaker 1>thinks is important when you're making a video game, because

0:18:58.640 --> 0:19:02.199
<v Speaker 1>that informs all all of his decisions moving forward as

0:19:02.240 --> 0:19:05.080
<v Speaker 1>far as game design is concerned. Right, and um, Meyer

0:19:05.160 --> 0:19:07.960
<v Speaker 1>talks a lot about um, you know, a good game

0:19:08.240 --> 0:19:13.520
<v Speaker 1>being a series of meaningful choices, give the player interesting choices,

0:19:13.640 --> 0:19:16.239
<v Speaker 1>choices that are meaningful and interesting, and that is what

0:19:16.400 --> 0:19:19.359
<v Speaker 1>makes a game fun. And and I think that that's

0:19:19.800 --> 0:19:22.080
<v Speaker 1>you know, it's such a simple philosophy. It's one of

0:19:22.119 --> 0:19:26.360
<v Speaker 1>those things that's the that it's deceptively simple, because creating

0:19:26.400 --> 0:19:29.159
<v Speaker 1>something that actually feels like a meaningful choice to a

0:19:29.200 --> 0:19:34.720
<v Speaker 1>player is easier said than done. But but Meyer was

0:19:34.720 --> 0:19:36.640
<v Speaker 1>was really adamant about He says that if it if

0:19:36.680 --> 0:19:39.080
<v Speaker 1>it feels like it doesn't matter what you choose to do,

0:19:39.320 --> 0:19:41.520
<v Speaker 1>or or if what you do has little to no

0:19:41.600 --> 0:19:44.520
<v Speaker 1>impact on the game, it's not that satisfying. It might

0:19:44.520 --> 0:19:48.920
<v Speaker 1>be challenging to play, but it's not necessarily a satisfying experience,

0:19:49.280 --> 0:19:52.400
<v Speaker 1>right And and he also um he He also talks

0:19:52.400 --> 0:19:56.000
<v Speaker 1>a lot about wanting to to give players the choice

0:19:56.040 --> 0:20:00.000
<v Speaker 1>to create their own storylines, to not direct the storyline

0:19:59.640 --> 0:20:01.960
<v Speaker 1>to directly right right. He didn't want it to have

0:20:02.040 --> 0:20:05.080
<v Speaker 1>like his games to have a linear plot for example.

0:20:05.320 --> 0:20:07.520
<v Speaker 1>So we think about a lot of games. We talk

0:20:07.600 --> 0:20:09.359
<v Speaker 1>about games all the time on tech stuff in the

0:20:09.400 --> 0:20:11.320
<v Speaker 1>other shows that we do as well. Yeah, we actually

0:20:11.359 --> 0:20:13.720
<v Speaker 1>just did an episode on forward thinking about storytelling, which

0:20:13.760 --> 0:20:16.240
<v Speaker 1>this was reminding me of so much, right right, So,

0:20:16.240 --> 0:20:18.560
<v Speaker 1>so for example, we talked in that episode of forward thinking.

0:20:18.560 --> 0:20:20.520
<v Speaker 1>By the way, if you guys are not watching and

0:20:20.600 --> 0:20:22.520
<v Speaker 1>listening to forward Thinking, go check it out. I think

0:20:22.520 --> 0:20:24.760
<v Speaker 1>you would really dig it. If you enjoy tech stuff,

0:20:24.800 --> 0:20:27.720
<v Speaker 1>you'll totally enjoy forward thinking. Yeah, I write a friend

0:20:27.800 --> 0:20:29.880
<v Speaker 1>Joe joins us for the podcast, and he's just terrific.

0:20:30.000 --> 0:20:32.640
<v Speaker 1>He is, and he has that the the ax that

0:20:32.680 --> 0:20:36.280
<v Speaker 1>he brings to every podcast. He has a mystical ax. Yeah,

0:20:36.400 --> 0:20:41.000
<v Speaker 1>the plastic. Yeah, just don't worry. We're not in danger right, well,

0:20:41.320 --> 0:20:44.840
<v Speaker 1>no more so than usual at any rate. In that podcast,

0:20:44.880 --> 0:20:47.760
<v Speaker 1>in the Storytelling podcast, we talked a lot about the

0:20:47.760 --> 0:20:50.640
<v Speaker 1>the video game The Last of Us, which is out

0:20:50.640 --> 0:20:53.280
<v Speaker 1>for the PlayStation three now. The Last of Us is,

0:20:53.600 --> 0:20:56.479
<v Speaker 1>in my opinion, a wonderful video game. I love it

0:20:56.640 --> 0:21:01.040
<v Speaker 1>very much. However, it is somewhat linear and you could

0:21:01.160 --> 0:21:04.240
<v Speaker 1>argue that the choices the player makes do not in

0:21:04.280 --> 0:21:07.359
<v Speaker 1>the end impact the story that much, which is not

0:21:07.400 --> 0:21:09.520
<v Speaker 1>the approach that Sidmyer likes to take. He likes to

0:21:09.560 --> 0:21:11.320
<v Speaker 1>take a different approach. This does not mean that one

0:21:11.359 --> 0:21:14.200
<v Speaker 1>approach is automatically better or worse than the other. They

0:21:14.240 --> 0:21:18.480
<v Speaker 1>are different with different goals. So yeah, my favorite quote

0:21:18.480 --> 0:21:20.679
<v Speaker 1>from Meyer about this is I prefer games where the

0:21:20.680 --> 0:21:22.720
<v Speaker 1>player can lead the game in the direction that they

0:21:22.760 --> 0:21:24.879
<v Speaker 1>want and then they kind of end up with that

0:21:24.960 --> 0:21:28.200
<v Speaker 1>unique story that only they can know, right, And that's

0:21:28.720 --> 0:21:31.080
<v Speaker 1>you know that that is a very valid point of view.

0:21:31.119 --> 0:21:33.480
<v Speaker 1>It's also very challenging to do in a way that

0:21:33.640 --> 0:21:36.960
<v Speaker 1>it's a designer, right, because letting the player come to

0:21:37.000 --> 0:21:40.280
<v Speaker 1>those conclusions for themselves is very tricky. Yeah, because if

0:21:40.320 --> 0:21:42.560
<v Speaker 1>you just give a player an open world and no

0:21:42.720 --> 0:21:46.399
<v Speaker 1>direction at all, then it's really hard to get something going,

0:21:46.440 --> 0:21:49.040
<v Speaker 1>to make something happen. Uh. You might be able to

0:21:49.080 --> 0:21:53.280
<v Speaker 1>make some tiny thing or or temporary thing happen, but

0:21:53.359 --> 0:21:56.600
<v Speaker 1>there's if there's not enough to tie a game together,

0:21:56.800 --> 0:22:00.719
<v Speaker 1>then it's again more confusing than satisfying. So finding that

0:22:00.760 --> 0:22:03.440
<v Speaker 1>balance is really tricky. But but he did it well

0:22:03.560 --> 0:22:07.360
<v Speaker 1>enough that the next year when the video game industry

0:22:07.359 --> 0:22:11.480
<v Speaker 1>crash happened. Yeah, oh, and how it happened, it happened

0:22:11.480 --> 0:22:13.880
<v Speaker 1>a whole bunch um. Uh. You know that there were

0:22:13.880 --> 0:22:16.399
<v Speaker 1>just so many, so many games that were not great

0:22:16.440 --> 0:22:19.119
<v Speaker 1>that we're being pushed out very quickly by development teams

0:22:19.200 --> 0:22:22.160
<v Speaker 1>for for the Atari, right, Yeah, especially things I mean,

0:22:22.160 --> 0:22:24.919
<v Speaker 1>obviously we've talked about this so many times, but but

0:22:25.040 --> 0:22:29.399
<v Speaker 1>titles like ports like pac Man for there, or of

0:22:29.440 --> 0:22:32.800
<v Speaker 1>course the one that everyone always quotes, including myself, et

0:22:33.080 --> 0:22:36.439
<v Speaker 1>the Extraterrestrial, the the game that was so bad that

0:22:36.480 --> 0:22:40.160
<v Speaker 1>they grounded up and buried it in the desert Um. Yeah,

0:22:40.440 --> 0:22:42.920
<v Speaker 1>it's you know, these were these were games that that

0:22:42.960 --> 0:22:45.520
<v Speaker 1>flooded the market. It diluted the market, It made everything

0:22:45.600 --> 0:22:49.080
<v Speaker 1>less valuable. Plus you had lots of different consoles hitting

0:22:49.080 --> 0:22:51.760
<v Speaker 1>the market all at once, and it just there was

0:22:51.800 --> 0:22:54.440
<v Speaker 1>just too much and it could not support itself. And

0:22:54.480 --> 0:22:58.240
<v Speaker 1>eventually the industry collapsed in on itself. And you would think, okay,

0:22:58.320 --> 0:23:01.520
<v Speaker 1>so they tiny throw it up from the previous year.

0:23:02.000 --> 0:23:03.560
<v Speaker 1>That doesn't look good for them. But but they but

0:23:03.560 --> 0:23:07.000
<v Speaker 1>they lived through it. Um they continued selling games. Yeah.

0:23:07.080 --> 0:23:10.720
<v Speaker 1>Part of it was that they were developing computer games,

0:23:10.800 --> 0:23:13.840
<v Speaker 1>not console games, and a lot of people were moving

0:23:13.880 --> 0:23:16.720
<v Speaker 1>toward computers and they were feeling you know, kind of

0:23:16.800 --> 0:23:20.679
<v Speaker 1>like exactly, so in a way, they were in the

0:23:20.760 --> 0:23:23.440
<v Speaker 1>right place at the right time. Plus with sid Meier's

0:23:23.440 --> 0:23:27.120
<v Speaker 1>philosophy of you know, you're you're taking this simple approach

0:23:27.160 --> 0:23:30.720
<v Speaker 1>and then adding complexity, and that makes a simple game

0:23:30.760 --> 0:23:33.840
<v Speaker 1>into a very deep and compelling game. But you make

0:23:33.840 --> 0:23:36.080
<v Speaker 1>it you add that complexity in a way that the

0:23:36.119 --> 0:23:40.639
<v Speaker 1>player can can uh grow and learn with as opposed

0:23:40.680 --> 0:23:43.440
<v Speaker 1>to just throwing everything at them at once. This approach

0:23:43.520 --> 0:23:46.760
<v Speaker 1>really worked out well and so uh, one of the

0:23:46.840 --> 0:23:51.280
<v Speaker 1>games that was released and I actually found gameplay video

0:23:51.359 --> 0:23:55.240
<v Speaker 1>footage of this. I remember this one. I remember Floyd

0:23:55.280 --> 0:23:57.600
<v Speaker 1>of the Jungle. You remember Floyd of the Jungle. I

0:23:58.040 --> 0:24:01.680
<v Speaker 1>very dimly have this man until image. Yeah. So it's

0:24:01.720 --> 0:24:04.560
<v Speaker 1>it's a platformer game, a side scrolling platform were not

0:24:04.600 --> 0:24:06.520
<v Speaker 1>even side scrolling, it's just a side view but the

0:24:06.560 --> 0:24:08.800
<v Speaker 1>platform or game kind of similar to the old Donkey

0:24:08.880 --> 0:24:12.520
<v Speaker 1>Kong game. And your character could run around, jump and

0:24:12.520 --> 0:24:16.560
<v Speaker 1>climb up vines to try and rescue other characters from

0:24:16.600 --> 0:24:20.920
<v Speaker 1>impending jungle doom. And up to four people could play

0:24:20.960 --> 0:24:22.880
<v Speaker 1>at the same time, which made it, you know, kind

0:24:22.880 --> 0:24:25.240
<v Speaker 1>of a remarkable game. This is a computer game where

0:24:25.240 --> 0:24:28.240
<v Speaker 1>you four people are all playing. Uh, they're all trying

0:24:28.240 --> 0:24:33.640
<v Speaker 1>to race around and and save this vaguely feminine figure

0:24:33.880 --> 0:24:37.359
<v Speaker 1>from doom, the more feminine blob it's opposed to the

0:24:37.400 --> 0:24:40.120
<v Speaker 1>more masculine block. Yes, well you you were you knew

0:24:40.119 --> 0:24:43.480
<v Speaker 1>it was supposed to be a princess. But the idea

0:24:43.560 --> 0:24:46.040
<v Speaker 1>was that, uh that you know, you were competing against

0:24:46.119 --> 0:24:49.040
<v Speaker 1>these up to three other players to try and rescue

0:24:49.040 --> 0:24:52.679
<v Speaker 1>her first, and they are all these other obstacles and

0:24:52.840 --> 0:24:55.840
<v Speaker 1>dangerous animals in the way. That's a that's a terrific

0:24:55.920 --> 0:25:01.080
<v Speaker 1>gender normative thing right there. That's anyway, that's simpler times.

0:25:03.080 --> 0:25:08.320
<v Speaker 1>It was three anyway. Um, So I remember the eighties,

0:25:08.560 --> 0:25:11.359
<v Speaker 1>So it was around then that that Meyer started going

0:25:11.400 --> 0:25:14.440
<v Speaker 1>to game developer conferences. There was one in particular out

0:25:14.440 --> 0:25:17.680
<v Speaker 1>in San Jose, Um where he met up with with

0:25:17.760 --> 0:25:20.000
<v Speaker 1>people like Will Wright who would go on to create

0:25:20.040 --> 0:25:25.119
<v Speaker 1>some city um and uh Dan Bunten of Mule. So

0:25:25.160 --> 0:25:27.879
<v Speaker 1>anyone who's played Mule that was ah. That was a

0:25:27.960 --> 0:25:30.400
<v Speaker 1>very popular game in the early eighties as well. And

0:25:30.560 --> 0:25:33.000
<v Speaker 1>mostly these guys would meet up and they talked about

0:25:33.000 --> 0:25:34.960
<v Speaker 1>how they liked each other's games a lot. Yeah, it

0:25:34.960 --> 0:25:36.760
<v Speaker 1>sounded like they all just would just nerd out, like

0:25:36.800 --> 0:25:38.679
<v Speaker 1>I like your game, you like my game, I like

0:25:38.760 --> 0:25:41.800
<v Speaker 1>your game. Yeah, But there was no real collaboration. In fact,

0:25:41.800 --> 0:25:44.160
<v Speaker 1>Meyer would say, like, you know, we admired each other,

0:25:44.200 --> 0:25:46.360
<v Speaker 1>we thought that the games were fun, and I think

0:25:46.359 --> 0:25:49.760
<v Speaker 1>that they influenced each other, um indirectly, you know, take

0:25:49.840 --> 0:25:52.560
<v Speaker 1>sure parts of each other's work that they admired, and

0:25:53.160 --> 0:25:55.600
<v Speaker 1>they would look at something and say, wow, I never

0:25:55.680 --> 0:25:58.040
<v Speaker 1>thought that a computer game could do that. How did

0:25:58.040 --> 0:26:00.280
<v Speaker 1>they do that? How how could we use something that's

0:26:00.280 --> 0:26:03.080
<v Speaker 1>similar to that? So it wasn't so much like like

0:26:03.119 --> 0:26:05.480
<v Speaker 1>I wouldn't say it's plagiarism, but it was certainly taking

0:26:05.520 --> 0:26:08.879
<v Speaker 1>inspiration from the work of others. Uh yeah. And and

0:26:09.040 --> 0:26:12.400
<v Speaker 1>Meyers said that they were all kind of really focused

0:26:12.400 --> 0:26:15.160
<v Speaker 1>on what they themselves were doing to the point where

0:26:15.200 --> 0:26:17.200
<v Speaker 1>they didn't really want to share it with anyone else.

0:26:17.200 --> 0:26:19.679
<v Speaker 1>They wanted to be able to build it themselves and

0:26:19.720 --> 0:26:23.000
<v Speaker 1>then release it and kind of continue this this uh,

0:26:23.040 --> 0:26:26.399
<v Speaker 1>this trend of oh, that game you made was really great,

0:26:26.640 --> 0:26:28.720
<v Speaker 1>as opposed to come here and help me make this

0:26:28.800 --> 0:26:30.840
<v Speaker 1>really great game. So it's kind of there's like a

0:26:30.840 --> 0:26:33.760
<v Speaker 1>little bit of competition and a little bit of showmanship

0:26:33.840 --> 0:26:35.720
<v Speaker 1>going on, but it was it was a lot of

0:26:35.800 --> 0:26:41.000
<v Speaker 1>mutual appreciation as well. So by five a game called

0:26:41.160 --> 0:26:46.960
<v Speaker 1>fifteen Strike Eagle, another another combat combat flight sim um,

0:26:47.440 --> 0:26:50.080
<v Speaker 1>had had been released and went gold yep. And then

0:26:50.160 --> 0:26:53.280
<v Speaker 1>you got the game called Silent Service, which was a

0:26:53.359 --> 0:26:57.040
<v Speaker 1>submarine simulation game. Now, these simulation games, this is what

0:26:57.280 --> 0:27:01.000
<v Speaker 1>Steely wanted to seize, especially military based right right, because

0:27:01.000 --> 0:27:02.960
<v Speaker 1>he this was this made sense to him. This was

0:27:03.000 --> 0:27:06.639
<v Speaker 1>the stuff that he thought had a strong following in

0:27:06.680 --> 0:27:10.200
<v Speaker 1>the in the computer game world, and as a member

0:27:10.280 --> 0:27:12.840
<v Speaker 1>of the armed Forces. It was something that spoke directly

0:27:12.920 --> 0:27:15.520
<v Speaker 1>to him, so he was fully behind this, and in fact,

0:27:15.600 --> 0:27:18.960
<v Speaker 1>Meyer would say that there were times where where Steely

0:27:19.160 --> 0:27:22.359
<v Speaker 1>essentially just one admire to churn out, not continue making

0:27:22.400 --> 0:27:25.960
<v Speaker 1>flight sims over and over and over. Right, churn out

0:27:26.040 --> 0:27:28.360
<v Speaker 1>is probably a too too harsh a term, but yeah,

0:27:28.400 --> 0:27:30.520
<v Speaker 1>that's exact Meyers too polite to say that, but I

0:27:30.520 --> 0:27:33.440
<v Speaker 1>feel like that's how he was probably feeling. Right. So

0:27:34.800 --> 0:27:39.320
<v Speaker 1>sid Meyer creates a game that goes outside this realm

0:27:39.400 --> 0:27:42.400
<v Speaker 1>of the military simulator, and it's the game I alluded

0:27:42.440 --> 0:27:45.240
<v Speaker 1>to back in the when I was talking about Pirates,

0:27:45.760 --> 0:27:49.400
<v Speaker 1>because sid Meyer's Pirates comes out Pirates with an exclamation point.

0:27:50.440 --> 0:27:54.880
<v Speaker 1>This game, Oh, I will never forget the exclamation point. Okay,

0:27:54.920 --> 0:27:57.359
<v Speaker 1>I owned a game a version of this game. I

0:27:57.359 --> 0:27:59.080
<v Speaker 1>want to say I even owned it on the Apple

0:27:59.119 --> 0:28:02.800
<v Speaker 1>to E, which was probably a port of Pirates, because

0:28:02.840 --> 0:28:05.199
<v Speaker 1>he would he programmed most of his games on the

0:28:05.200 --> 0:28:09.000
<v Speaker 1>IBM PC once he moved away from the Atari eight hundred.

0:28:09.560 --> 0:28:12.760
<v Speaker 1>So Pirates is ah it's a game where you take

0:28:12.800 --> 0:28:15.159
<v Speaker 1>the role of an aspiring pirate. In fact, at the

0:28:15.240 --> 0:28:17.480
<v Speaker 1>very beginning of the game, you are I think a

0:28:17.600 --> 0:28:22.119
<v Speaker 1>stowaway aboard a pirate ship, and you end up challenging

0:28:22.160 --> 0:28:25.280
<v Speaker 1>the captain for the control of the ship, and you

0:28:25.400 --> 0:28:28.360
<v Speaker 1>have a duel with the captain. Presuming that you win

0:28:28.440 --> 0:28:31.680
<v Speaker 1>the duel, you then go on to captain a ship

0:28:31.800 --> 0:28:34.639
<v Speaker 1>and you try and make your name in the Caribbean,

0:28:35.040 --> 0:28:39.080
<v Speaker 1>and you can do things like uh, sack towns. Sometimes

0:28:39.080 --> 0:28:41.880
<v Speaker 1>you can become a privateer for a particular nation. So

0:28:42.240 --> 0:28:46.520
<v Speaker 1>you might sign a letter of mark with the British

0:28:46.600 --> 0:28:49.280
<v Speaker 1>and now you can act upon behalf of the British.

0:28:49.320 --> 0:28:51.960
<v Speaker 1>And so if if if Britain is at war with Spain,

0:28:52.240 --> 0:28:54.680
<v Speaker 1>you can pirate Spain all you want. Yeah, and you can.

0:28:54.760 --> 0:28:57.280
<v Speaker 1>You can get credit from the Brits while Spain is

0:28:57.480 --> 0:29:01.440
<v Speaker 1>shaking its fist and going out there. I want my

0:29:01.480 --> 0:29:07.240
<v Speaker 1>silver back. But Sish Yeah noah bla Spano unfortunately. So

0:29:07.680 --> 0:29:14.600
<v Speaker 1>but anyway, it was a whatever I look, I speak.

0:29:14.680 --> 0:29:19.760
<v Speaker 1>I speak English and I speak it poorly anyway, so uh.

0:29:19.960 --> 0:29:22.560
<v Speaker 1>It was very much kind of a swashbuckling sort of

0:29:22.560 --> 0:29:26.360
<v Speaker 1>pirate game. It wasn't meant to be a historically accurate

0:29:26.400 --> 0:29:30.640
<v Speaker 1>depiction of pirates, although it was set between the years

0:29:30.680 --> 0:29:33.920
<v Speaker 1>that people generally think of as the Golden Age of piracy.

0:29:34.240 --> 0:29:36.800
<v Speaker 1>You could play very early on, like in the fifteen

0:29:36.880 --> 0:29:39.240
<v Speaker 1>sixties if you wanted to, but it was more challenging

0:29:39.240 --> 0:29:42.080
<v Speaker 1>because there were fewer reports to actually work with. So

0:29:42.120 --> 0:29:45.920
<v Speaker 1>if you ticked off a faction, you quickly find yourself

0:29:46.160 --> 0:29:48.560
<v Speaker 1>hard pressed to get rid of all that filthy luker

0:29:48.640 --> 0:29:50.520
<v Speaker 1>you managed to get. Like, you know, when you were

0:29:50.520 --> 0:29:53.320
<v Speaker 1>piating ships, you would end up with um with massive

0:29:53.360 --> 0:29:56.720
<v Speaker 1>amounts of various goods, and so it wasn't just money.

0:29:56.760 --> 0:29:58.680
<v Speaker 1>You had to find a way to offload the goods,

0:29:58.680 --> 0:30:00.640
<v Speaker 1>and you wanted to find a good sell price, which

0:30:00.680 --> 0:30:02.840
<v Speaker 1>meant that you know, you didn't want to take everybody off.

0:30:03.480 --> 0:30:04.920
<v Speaker 1>So I take it that you were a fan of

0:30:04.960 --> 0:30:08.360
<v Speaker 1>this game. I liked it. I played this game a

0:30:08.400 --> 0:30:11.760
<v Speaker 1>lot and uh and and there have been multiple revisions

0:30:11.760 --> 0:30:13.400
<v Speaker 1>of this game. We're not going to talk about every

0:30:13.400 --> 0:30:15.840
<v Speaker 1>single game Sidmyer has had a hand in, obviously, and

0:30:15.960 --> 0:30:18.560
<v Speaker 1>especially not the all of the sequels, because that that

0:30:18.560 --> 0:30:21.560
<v Speaker 1>would be exhausted, but so so Pirates was literally that

0:30:21.560 --> 0:30:24.160
<v Speaker 1>would be exhausting. That's the word that I was looking for. Anyway,

0:30:24.560 --> 0:30:28.520
<v Speaker 1>exhaustive and exhausting. It's yeah, it's it was a great game.

0:30:28.720 --> 0:30:31.600
<v Speaker 1>Obviously I loved it very very much. Uh and they

0:30:32.480 --> 0:30:34.400
<v Speaker 1>you know, re released it a couple of times with

0:30:34.400 --> 0:30:38.440
<v Speaker 1>the revisions, including an Xbox version which I also owned.

0:30:38.840 --> 0:30:43.120
<v Speaker 1>Um So, anyway, that this was a departure from those

0:30:43.160 --> 0:30:46.640
<v Speaker 1>military combat simulators. Um and and it was such a

0:30:46.640 --> 0:30:49.800
<v Speaker 1>departure that the decision was made at some point to

0:30:50.560 --> 0:30:53.560
<v Speaker 1>put sid Meier's name on the box, call it sid

0:30:53.600 --> 0:30:57.880
<v Speaker 1>Meier's Pirates because previously um his you know, just to

0:30:57.920 --> 0:31:00.600
<v Speaker 1>be like, hey, this developer that you like also had

0:31:00.600 --> 0:31:02.520
<v Speaker 1>a hand in this one, right right, maybe you want

0:31:02.520 --> 0:31:04.200
<v Speaker 1>to buy it? It was it was sort of the

0:31:04.200 --> 0:31:07.640
<v Speaker 1>the establishment of a new brand, sid Meyer as a brand,

0:31:07.680 --> 0:31:10.720
<v Speaker 1>not just as a person. According to steely Um, this

0:31:10.800 --> 0:31:13.240
<v Speaker 1>was a suggestion that happened at a dinner of the

0:31:13.600 --> 0:31:17.920
<v Speaker 1>Software Publishers Association that Robin Williams made. Robin Williams was

0:31:17.960 --> 0:31:20.040
<v Speaker 1>hanging out at the time and apparently made them laugh

0:31:20.120 --> 0:31:22.880
<v Speaker 1>for like two hours straight, and then eventually he turned

0:31:22.920 --> 0:31:24.600
<v Speaker 1>to stealing and said, what you should do is put

0:31:24.600 --> 0:31:26.800
<v Speaker 1>this guy's name on the box and make him a superstar.

0:31:27.400 --> 0:31:32.120
<v Speaker 1>So again, your mileage may very people have different stories

0:31:32.160 --> 0:31:35.600
<v Speaker 1>about why sid Meyer's name was attached to this this title,

0:31:35.680 --> 0:31:38.720
<v Speaker 1>but the fact is it was, and that became kind

0:31:38.760 --> 0:31:42.040
<v Speaker 1>of a kind of a trademark. Well, I mean really

0:31:42.160 --> 0:31:44.680
<v Speaker 1>literally it is a trademark, but it kind of became

0:31:44.720 --> 0:31:46.680
<v Speaker 1>a trademark in the sense that you would see a

0:31:46.720 --> 0:31:49.960
<v Speaker 1>lot more games come out Sid Meyer's blah blah blah

0:31:50.240 --> 0:31:53.800
<v Speaker 1>whatever the whatever the game title was, and um, you

0:31:53.840 --> 0:31:55.760
<v Speaker 1>know it was. It was interesting also because it gave

0:31:55.800 --> 0:32:00.120
<v Speaker 1>Meyer another challenge besides just building something that wasn't a

0:32:00.120 --> 0:32:03.760
<v Speaker 1>a combat simulator. Uh. He had to work within the

0:32:03.800 --> 0:32:07.000
<v Speaker 1>technical challenges of developing a game that needed to look

0:32:07.240 --> 0:32:10.760
<v Speaker 1>very lush and beautiful but within such limited processing power

0:32:10.840 --> 0:32:12.800
<v Speaker 1>for the time or at the time. Yeah, and he

0:32:13.120 --> 0:32:16.160
<v Speaker 1>began to develop some some pretty cool approaches to that,

0:32:16.280 --> 0:32:21.000
<v Speaker 1>so he actually pushed the video game development process forward

0:32:21.080 --> 0:32:25.800
<v Speaker 1>just by innovating in that way. Um. In development for

0:32:25.880 --> 0:32:30.000
<v Speaker 1>what would become Civilization started, um and and you know,

0:32:30.040 --> 0:32:32.680
<v Speaker 1>like with Pirates, Steely really wasn't excited about the game

0:32:33.120 --> 0:32:36.320
<v Speaker 1>um And in the beginning, and development would wind up

0:32:36.320 --> 0:32:39.920
<v Speaker 1>getting delayed multiple times so that other projects could be

0:32:39.960 --> 0:32:42.400
<v Speaker 1>pushed to the forefront. Yeah, we'll tell We'll tell the

0:32:42.440 --> 0:32:45.280
<v Speaker 1>whole story behind the development of Civilization later on in

0:32:45.320 --> 0:32:47.400
<v Speaker 1>the second part. Of this, right, it is it is

0:32:47.680 --> 0:32:49.840
<v Speaker 1>you know, I think that that's the part that's certainly

0:32:49.880 --> 0:32:51.479
<v Speaker 1>the two of us are very interested in, and so

0:32:51.560 --> 0:32:53.880
<v Speaker 1>we wanted to break it off. And and it's devote

0:32:53.920 --> 0:32:56.520
<v Speaker 1>a lot of time too. It's it's so much stuff,

0:32:56.560 --> 0:32:58.960
<v Speaker 1>and and it kind of overlaps with a lot of

0:32:59.000 --> 0:33:00.880
<v Speaker 1>the other things that are happening in this timeline. We

0:33:00.880 --> 0:33:03.160
<v Speaker 1>figured to make it more of a cohesive story if

0:33:03.160 --> 0:33:07.040
<v Speaker 1>we just grouped it together. But by that's when Sid

0:33:07.040 --> 0:33:11.680
<v Speaker 1>Meier's Railroad Tycoon comes out, and this was another big departure. Right.

0:33:11.720 --> 0:33:15.960
<v Speaker 1>This was a business simulation game, not a combat simulation game,

0:33:16.360 --> 0:33:18.560
<v Speaker 1>and it was a real time strategy game where you

0:33:18.600 --> 0:33:21.080
<v Speaker 1>were trying to build railroads across the US and Europe.

0:33:21.720 --> 0:33:25.120
<v Speaker 1>Um uh. This was also the year that um Myer's

0:33:25.240 --> 0:33:28.760
<v Speaker 1>first son, I think only son, maybe Ryan, was born

0:33:28.840 --> 0:33:31.560
<v Speaker 1>to his first wife, um And it was also around

0:33:31.600 --> 0:33:34.640
<v Speaker 1>this time that um that Steely bought out Myers Shares

0:33:34.640 --> 0:33:38.400
<v Speaker 1>and MicroProse Um. This this was a voluntary move. Meyer,

0:33:39.280 --> 0:33:41.680
<v Speaker 1>you know, knew that the company was starting to head

0:33:41.760 --> 0:33:45.840
<v Speaker 1>into the direction of of consoles and arcade machines, and

0:33:45.920 --> 0:33:49.080
<v Speaker 1>he wasn't really interested in pursuing that. He wasn't comfortable

0:33:49.200 --> 0:33:52.040
<v Speaker 1>being tied down to a company that was making some

0:33:52.120 --> 0:33:56.160
<v Speaker 1>choices that he felt were limiting his ability to create games.

0:33:56.200 --> 0:33:58.440
<v Speaker 1>That was you know again, that's all he was really

0:33:58.480 --> 0:34:01.760
<v Speaker 1>concerned with. Yeah. Yeah, So so a new VP of

0:34:01.760 --> 0:34:06.520
<v Speaker 1>Development took over from Meyer at Micropros um and and

0:34:06.560 --> 0:34:10.520
<v Speaker 1>this new VP didn't receive personal bonuses on Myers releases,

0:34:10.960 --> 0:34:13.920
<v Speaker 1>so which ended up being part of the sticky situation

0:34:13.920 --> 0:34:16.440
<v Speaker 1>that they would get into this civilization with that that

0:34:16.440 --> 0:34:20.160
<v Speaker 1>that led to the de prioritization of some of these titles. Yeah, yeah,

0:34:20.200 --> 0:34:24.279
<v Speaker 1>because he you know, Micropros was developing other games that

0:34:24.320 --> 0:34:26.160
<v Speaker 1>Sid Meyer did not have a hand in, because there

0:34:26.200 --> 0:34:28.480
<v Speaker 1>were there were more people working for Micropros now than

0:34:28.520 --> 0:34:30.760
<v Speaker 1>just Steely and Meyer, and they were they were putting

0:34:30.760 --> 0:34:33.719
<v Speaker 1>out a lot of games actually either um personally developing

0:34:33.880 --> 0:34:36.680
<v Speaker 1>or porting from from smaller companies, right, or they were

0:34:36.680 --> 0:34:39.120
<v Speaker 1>publishing stuff that was being developed by other companies. So

0:34:39.160 --> 0:34:41.680
<v Speaker 1>Micropros is not just a developer but also a publisher.

0:34:41.800 --> 0:34:43.920
<v Speaker 1>So they were publishing some games that were developed by

0:34:43.960 --> 0:34:47.400
<v Speaker 1>other developers. And so you know, the VP of Development,

0:34:47.640 --> 0:34:51.520
<v Speaker 1>he's getting bonuses on games that were developed by Micropros,

0:34:51.600 --> 0:34:55.399
<v Speaker 1>but not on games that were developed specifically by Sid Meyer,

0:34:55.480 --> 0:34:58.359
<v Speaker 1>like because sid was a was a contractor at the time,

0:34:58.400 --> 0:35:01.120
<v Speaker 1>so he didn't have a technical control over this. Yes,

0:35:01.200 --> 0:35:04.399
<v Speaker 1>so that uh, we're getting a little political, and we'll

0:35:04.400 --> 0:35:08.520
<v Speaker 1>get more political when we get into the full civilization story. Um.

0:35:08.520 --> 0:35:13.719
<v Speaker 1>But ninety that also was the point where, uh, the

0:35:13.840 --> 0:35:18.040
<v Speaker 1>civilization work really starts to kick into high gear. He

0:35:18.120 --> 0:35:20.040
<v Speaker 1>was coding it on an IBM PC at the time.

0:35:20.400 --> 0:35:23.439
<v Speaker 1>And then nine one, Uh you get to a point

0:35:23.520 --> 0:35:28.919
<v Speaker 1>where civilization actually publishes, um, and uh, you know, it's

0:35:29.040 --> 0:35:31.960
<v Speaker 1>it's a strategy game where you're actually trying to start

0:35:32.040 --> 0:35:36.600
<v Speaker 1>with a very basic unit of a particular nationality and

0:35:36.680 --> 0:35:41.279
<v Speaker 1>build a civilization and all that that entails almost prehistoric,

0:35:42.719 --> 0:35:45.440
<v Speaker 1>early historic. Yeah. Yeah, to the point, well, civilization you

0:35:45.440 --> 0:35:48.320
<v Speaker 1>haven't developed, you haven't developed reading and writing yet, because

0:35:48.320 --> 0:35:50.359
<v Speaker 1>that's one of the first that's one of the first

0:35:50.640 --> 0:35:53.319
<v Speaker 1>technologies you can develop in the game. Yeah. So you

0:35:53.360 --> 0:35:56.560
<v Speaker 1>start off as a nationality. You can choose which one,

0:35:56.719 --> 0:36:02.319
<v Speaker 1>and they have different advantages and disadvantages. Uh. You start

0:36:02.440 --> 0:36:05.359
<v Speaker 1>on a randomly generated map, although of course in later

0:36:05.440 --> 0:36:07.680
<v Speaker 1>versions of Civilization, if you wanted to, you could start

0:36:07.719 --> 0:36:10.880
<v Speaker 1>on the world map. Yea. The Earth's map at a

0:36:11.000 --> 0:36:14.799
<v Speaker 1>varying sizes depending upon which version of civilization you're playing UH,

0:36:14.880 --> 0:36:17.279
<v Speaker 1>and your goal was to try and create a civilization

0:36:17.840 --> 0:36:20.120
<v Speaker 1>winning the game. There were multiple ways to win. You

0:36:20.160 --> 0:36:23.719
<v Speaker 1>could either when based on points, the game would end

0:36:23.800 --> 0:36:25.480
<v Speaker 1>once it hit a certain year. I want to say,

0:36:25.520 --> 0:36:29.520
<v Speaker 1>it's like twift UM then UH if you had the

0:36:29.520 --> 0:36:31.680
<v Speaker 1>most points at that point. If you had the most

0:36:31.719 --> 0:36:34.279
<v Speaker 1>points at that time, you would end up winning. Or

0:36:34.400 --> 0:36:37.800
<v Speaker 1>you could getting points by UM by conquering and developing

0:36:37.840 --> 0:36:42.200
<v Speaker 1>technologies yep and UH and creating UH improvements to your cities,

0:36:42.239 --> 0:36:45.520
<v Speaker 1>that kind of thing, so you know your population. Lots

0:36:45.520 --> 0:36:49.399
<v Speaker 1>of different factors would would be involved in creating your

0:36:49.400 --> 0:36:53.360
<v Speaker 1>final score. You could also take over other civilizations and

0:36:53.360 --> 0:36:55.560
<v Speaker 1>if you managed to do that to everybody, you know

0:36:55.600 --> 0:36:58.600
<v Speaker 1>one because there was no one to compete against UM.

0:36:58.800 --> 0:37:02.359
<v Speaker 1>There was another way of getting UH winning by being

0:37:02.360 --> 0:37:06.600
<v Speaker 1>the first to to send a space exploration colony out

0:37:06.640 --> 0:37:10.360
<v Speaker 1>to Alpha Centauri. Right. Because the you know the concept

0:37:10.400 --> 0:37:12.520
<v Speaker 1>of the game if you've never played them or never

0:37:12.560 --> 0:37:14.279
<v Speaker 1>really heard that much about them, is is that you

0:37:14.320 --> 0:37:17.400
<v Speaker 1>are you are developing all of the technologies necessary for

0:37:17.440 --> 0:37:20.799
<v Speaker 1>the civilization and it extends beyond the point where we

0:37:20.880 --> 0:37:24.080
<v Speaker 1>currently are now into hypothetically, if you get there, you

0:37:24.080 --> 0:37:26.680
<v Speaker 1>would eventually get to especially in things like Civilization too.

0:37:27.120 --> 0:37:29.560
<v Speaker 1>You would develop all the technologies in the game, and

0:37:29.600 --> 0:37:31.920
<v Speaker 1>then you because that part of the game would continue.

0:37:32.400 --> 0:37:34.760
<v Speaker 1>You know, you could continue to develop technologies. But because

0:37:34.760 --> 0:37:36.920
<v Speaker 1>it went beyond what we are currently able to do,

0:37:37.360 --> 0:37:40.640
<v Speaker 1>they would just call it future technology one future technology

0:37:40.640 --> 0:37:43.040
<v Speaker 1>to future because you had gone beyond what you could

0:37:43.080 --> 0:37:46.120
<v Speaker 1>actually do in the game. Uh. And anyway, there were

0:37:46.200 --> 0:37:50.040
<v Speaker 1>multiple ways of winning this game, and and that was

0:37:50.080 --> 0:37:52.760
<v Speaker 1>part of what Sidmire thought would make it really compelling

0:37:52.880 --> 0:37:55.799
<v Speaker 1>was the idea that you had multiple nationality, so that

0:37:55.880 --> 0:37:58.200
<v Speaker 1>gave you a lot of incentive to play it in

0:37:58.239 --> 0:38:00.480
<v Speaker 1>different ways. And there were multiple ways of winning, so

0:38:00.560 --> 0:38:05.040
<v Speaker 1>that meant that you could choose different strategies every time, right,

0:38:05.200 --> 0:38:09.840
<v Speaker 1>um and uh and succeed it did, um despite despite

0:38:09.840 --> 0:38:12.440
<v Speaker 1>the company not really giving it that much marketing power,

0:38:12.640 --> 0:38:17.840
<v Speaker 1>it sold more than eight hundred thousand copies. Um. You

0:38:17.880 --> 0:38:21.160
<v Speaker 1>know before the Internet, right, yeah, the Internet existed, but

0:38:21.200 --> 0:38:23.719
<v Speaker 1>no one the Web didn't. There was no Web yet,

0:38:23.800 --> 0:38:27.520
<v Speaker 1>and hardly anyone who even knew about the Internet had

0:38:27.520 --> 0:38:31.279
<v Speaker 1>access to it because again This was mostly uh, colleges

0:38:31.320 --> 0:38:33.680
<v Speaker 1>and research institutions that had access to the Internet. The

0:38:33.719 --> 0:38:36.200
<v Speaker 1>rest of us we might have email. That would be

0:38:36.239 --> 0:38:38.479
<v Speaker 1>about the extent of it. So yeah, the fact that

0:38:38.480 --> 0:38:41.600
<v Speaker 1>that this game had to succeed mainly they didn't get

0:38:41.600 --> 0:38:43.880
<v Speaker 1>a lot of marketing behind it either. They mainly succeeded

0:38:43.920 --> 0:38:46.800
<v Speaker 1>on word of mouth. And then eventually the magazine started

0:38:46.800 --> 0:38:50.000
<v Speaker 1>to review it, right because magazines existed. Yeah, that was

0:38:50.040 --> 0:38:56.319
<v Speaker 1>a thing. Do you remember those um so around or so. Uh,

0:38:56.520 --> 0:38:58.560
<v Speaker 1>Like I had said, MicroProse was trying to get into

0:38:58.840 --> 0:39:03.240
<v Speaker 1>um into a lot of arcade arcade stuff, actually creating

0:39:03.360 --> 0:39:07.799
<v Speaker 1>arcade cabinets based on old titles. In particular, they had

0:39:07.840 --> 0:39:12.160
<v Speaker 1>tried to do a version of that fifteen Strike Eagle.

0:39:12.360 --> 0:39:15.960
<v Speaker 1>How that turn out poorly, really poorly, so poorly that

0:39:16.160 --> 0:39:19.080
<v Speaker 1>um that they they did an I p O and

0:39:19.239 --> 0:39:22.480
<v Speaker 1>initial public offering just for cash, I mean just it

0:39:22.560 --> 0:39:24.680
<v Speaker 1>was like one of those desperate bid for cash kind

0:39:24.680 --> 0:39:28.480
<v Speaker 1>of things. The company was falling into debt. Steely was

0:39:28.520 --> 0:39:32.719
<v Speaker 1>starting to feel the squeeze from a financial standpoint, and

0:39:32.920 --> 0:39:35.719
<v Speaker 1>uh eventually yeah. So so the next year he would

0:39:35.760 --> 0:39:42.960
<v Speaker 1>wind up selling Micropros to Spectrum Hollobight Micropros is acquired

0:39:43.000 --> 0:39:46.839
<v Speaker 1>by Spectrum Hollobight, and uh Steely would stick around until

0:39:46.960 --> 0:39:50.840
<v Speaker 1>nine and then he leaves Micropros. You know, this was

0:39:50.880 --> 0:39:54.680
<v Speaker 1>a tough time for for the company. I mean already

0:39:54.719 --> 0:39:58.560
<v Speaker 1>obviously Meyer had started to feel a little disenchanted, which

0:39:58.600 --> 0:40:01.279
<v Speaker 1>is why he went to the whole tractor right right.

0:40:01.360 --> 0:40:04.320
<v Speaker 1>And it was around ninety three that Meyer started backing

0:40:04.360 --> 0:40:06.840
<v Speaker 1>off of development entirely. You know, he was he was

0:40:06.920 --> 0:40:10.239
<v Speaker 1>a I think, um, trying not to stress himself out

0:40:10.239 --> 0:40:13.520
<v Speaker 1>over creating the next Civilization after Civilization came out and

0:40:13.600 --> 0:40:16.359
<v Speaker 1>was so popular. Um, and uh if you end up

0:40:16.360 --> 0:40:20.279
<v Speaker 1>developing a music application called a cpu bach yeah, And

0:40:20.360 --> 0:40:23.360
<v Speaker 1>we'll talk about that a little bit later because that, uh,

0:40:23.440 --> 0:40:26.200
<v Speaker 1>it comes out a little after ninety three, but that's

0:40:26.200 --> 0:40:30.200
<v Speaker 1>when he started working on it. And uh, actually ninety four,

0:40:30.800 --> 0:40:35.359
<v Speaker 1>that's when Brian Reynolds, who was another developer over at

0:40:36.000 --> 0:40:39.640
<v Speaker 1>UH Micropros, ended up being the lead developer for sid

0:40:39.680 --> 0:40:44.160
<v Speaker 1>Meier's Colonization. I also played this game, and Colonization was

0:40:44.200 --> 0:40:47.239
<v Speaker 1>a game where you, as a European explorer, would and

0:40:47.360 --> 0:40:50.520
<v Speaker 1>with your band of Europeans, would come over and subjugate

0:40:51.000 --> 0:40:56.000
<v Speaker 1>Native American tribes and build colonies and spread smallpox, except

0:40:56.040 --> 0:40:58.400
<v Speaker 1>in a cheerful way. I'm sure that smallpox wasn't actually

0:40:58.440 --> 0:41:01.640
<v Speaker 1>part of the game. Um wasn't. I don't remember smallpox

0:41:01.680 --> 0:41:03.560
<v Speaker 1>being a part of the game. But you could, and

0:41:03.560 --> 0:41:07.960
<v Speaker 1>you could choose different routes, right, You didn't have to

0:41:08.120 --> 0:41:09.880
<v Speaker 1>you know, you didn't. Yeah, you didn't have to slaughter

0:41:10.000 --> 0:41:12.919
<v Speaker 1>everybody if you didn't want to. You could trade with them,

0:41:13.040 --> 0:41:17.280
<v Speaker 1>you could try and build relationships. Sometimes they would react

0:41:17.360 --> 0:41:20.359
<v Speaker 1>poorly to those relationships, which would just kind of make

0:41:20.440 --> 0:41:24.040
<v Speaker 1>you want to go through the whole slaughter approach. Uh. Plus,

0:41:24.040 --> 0:41:27.440
<v Speaker 1>those those Mayans had a lot of gold Man But anyway,

0:41:27.560 --> 0:41:29.920
<v Speaker 1>um uh, it was a you know, it was a

0:41:30.040 --> 0:41:33.400
<v Speaker 1>very kind of focused approach to that same sort of

0:41:33.400 --> 0:41:38.160
<v Speaker 1>civilization feel, but specifically under the New World colonization. And

0:41:38.239 --> 0:41:41.960
<v Speaker 1>at that point you started seeing other games coming out

0:41:42.040 --> 0:41:45.279
<v Speaker 1>under Micropros, some of the other games from other developers,

0:41:45.320 --> 0:41:48.520
<v Speaker 1>not just Micropros, so things like dark Lands, which was

0:41:48.560 --> 0:41:51.439
<v Speaker 1>a role playing game, or The Master of Orion, which

0:41:51.440 --> 0:41:54.759
<v Speaker 1>was a space strategy game. And now we're getting up

0:41:54.800 --> 0:41:57.400
<v Speaker 1>to nineteen nine six, this is where we're going to

0:41:57.480 --> 0:41:59.600
<v Speaker 1>We're going to conclude this part of the podcast with

0:41:59.640 --> 0:42:02.920
<v Speaker 1>this year year, because this was the year that sid

0:42:03.000 --> 0:42:06.640
<v Speaker 1>Meyer and uh and and Reynolds and another fellow by

0:42:06.640 --> 0:42:10.400
<v Speaker 1>the name of Jeff Briggs left Micropros. Uh. This was

0:42:11.200 --> 0:42:13.279
<v Speaker 1>they were feeling like the company was just moving in

0:42:13.280 --> 0:42:15.719
<v Speaker 1>a direction that they didn't really care for. There were

0:42:15.760 --> 0:42:18.280
<v Speaker 1>a lot of layoffs that were going on at this time. Yeah,

0:42:18.360 --> 0:42:21.759
<v Speaker 1>Spectrum was was managing them from the opposite coast. They

0:42:21.760 --> 0:42:24.279
<v Speaker 1>were out west, and uh, you know, just yeah, no

0:42:24.280 --> 0:42:26.719
<v Speaker 1>one felt like they were really meeting. They felt that

0:42:27.360 --> 0:42:30.280
<v Speaker 1>like the magic of those group of people who really

0:42:30.320 --> 0:42:33.880
<v Speaker 1>loved to make games was being sapped away by all

0:42:33.920 --> 0:42:35.799
<v Speaker 1>the rest of the stuff that has to happen for

0:42:35.840 --> 0:42:38.120
<v Speaker 1>business to work, or at least for business to work

0:42:38.160 --> 0:42:42.880
<v Speaker 1>in this particular setup. And so they left Micropros and

0:42:42.960 --> 0:42:45.520
<v Speaker 1>founded a new company. But we're going to pick up

0:42:45.719 --> 0:42:49.239
<v Speaker 1>from that point in our next episode, where we'll talk

0:42:49.280 --> 0:42:52.440
<v Speaker 1>about the second half of sid Meyer's career, which is

0:42:52.480 --> 0:42:56.239
<v Speaker 1>still going right now. Uh And guys, if you have

0:42:56.360 --> 0:42:59.240
<v Speaker 1>any suggestions for topics that we should cover in future

0:42:59.280 --> 0:43:02.560
<v Speaker 1>episodes of Tech Stuff, come on let us know about it,

0:43:02.600 --> 0:43:05.680
<v Speaker 1>because if you just shout, unless we happen to be nearby,

0:43:05.760 --> 0:43:07.919
<v Speaker 1>we're probably not gonna hear you, and maybe we don't

0:43:07.920 --> 0:43:11.040
<v Speaker 1>even know what you're talking about, So rise an email. Alright,

0:43:11.080 --> 0:43:13.680
<v Speaker 1>this is tech stuff at Discovery dot com. Or drop

0:43:13.800 --> 0:43:16.080
<v Speaker 1>us a line on Facebook or Twitter. You can find

0:43:16.200 --> 0:43:20.120
<v Speaker 1>us with the handle text stuff H S W. Lauren

0:43:20.160 --> 0:43:25.239
<v Speaker 1>and I will talk to you again really soon. For

0:43:25.400 --> 0:43:27.960
<v Speaker 1>more on this and thousands of other topics, visit house

0:43:27.960 --> 0:43:35.319
<v Speaker 1>staff works dot com