2K Features Second Interview From Civilization Chronicles

October 23, 2006

2K Features Second Interview From Civilization
Chronicles

2KGames has released a new interview for their
recently released compilation, Sid Meier’s Civilization Chronicles. The
interview is another “deleted scene” of sorts from Sid Meier’s Civilization
Chronicles, the definitive Civilization collector’s edition. As part of this
project, several interviews with members of past Civilization teams were
conducted by journalist Troy Goodfellow. These were used as the source material
for a massive article on the history of the franchise that is included  in
a 96 page book included in the Civilization Chronicles package.

This interview is with Bruce Campbell Shelley,
who helped design Sid Meier’s Civilization and Railroad Tycoon. He now serves in
a managerial role at Ensemble Studios and is on the board of directors for the
Academy of Interactive Arts & Sciences.

Civ
Chronicles Interview with Bruce Campbell Shelley


Conducted by Troy Goodfellow


TG: Game ideas are dropped all
the time. Did you ever doubt that Civilization would work?

BCS: No.
It was fun and interesting from my very first experience with it. As it started
to take shape I remember thinking that it was incredibly cool to be working on
this game because we had a strong feeling that it was something really special.
I remember being amused by the idea that the leading edge of game development at
the time was Hunt Valley, Maryland, but nobody knew but me and a few others. I
was convinced that the game would appeal to a wide audience and be a big
success. The only major concern was that the president of the company [Microprose]
didn’t understand it and had no faith in it. I believe if Sid had been an
employee [rather than a partner] it might have been cancelled.


TG: Was the scale of the
success surprising?

BCS: We
felt it was an incredible game and as more and more people were exposed to it in
development everyone raved about it. I don’t think at the time I thought it
would become recognized as one of the best PC games of all time, that it would
turn out to be probably Sid’s best game ever, or that it would live on through
multiple revisions, perhaps forever. So in those terms the success was
surprising.


TG: What was the most
important thing you learned in the development of Civ?

BCS: The
development of the original Civilization game was the penultimate success of the
design by playing process. Sid produced a playable prototype that contained most
of the core features of the game. Once he got me involved playtesting it, we
would test and review it every day. Then he would redesign and recode, and new
version would be sitting on my chair when I got in the next morning. I would
play it all morning making notes about what I thought was working and what was
not, and we would meet when he got in and start again. Day by day the game took
shape. Eventually it was accepted as a real project by the company and we got
artists and other people involved. The essence of what makes Civilization great
is that it was created by a very small team testing, adjusting, and retesting
day after day. We have essentially adopted the same process at Ensemble Studios
for the entire Age of Empires series.


TG: No game before Civ had
that kind of scale. How important is the "epicness" in the appeal of Civ?

BCS: I
have remarked before that being assigned to work with Sid as his assistant
designer was like going to a game design university. I believe one of his
principles of game development is to choose a big topic, perhaps an epic topic.
I don’t know if he came up with that before or after making Civilization. I
don’t believe that big and epic are necessary conditions for success, but they
can be very helpful, especially for games based on history. The rise of
civilization covers a lot of material and from that it was fairly easy to pull
out parts with which to build a game. The narrower the topic, the less there is
to borrow. Big epic topics generally come with a story that can be easily turned
into a simple vision. Great games put the player in the position of the hero and
guiding a civilization from the Stone Age to the Space Age was big, interesting,
and heroic.


TG: Sid’s games before Civ
were real time (flight sims, RRT, Covert Action) and he’s moved in real time
since. Could Civ work in real time?

BCS: Yes
and no. It has been done to some extent already, but the real-time games play
quite differently. To me examples of Civilization converted to real time are
Empire Earth and Rise of Nations. They are both strategy games that play through
the rise of civilization (so maybe yes), but there are some big differences in
real-time gameplay (so maybe no). In Civilization you play at your own pace, do
lots of economic micromanagement, and combat is perhaps a minor part of play;
real-time play is hair-on-fire frantic, much less economic, and really focused
on combat. Where Civilization IV takes 6-12 hours to complete a game, the
typical RTS game takes one hour or less to complete. The big epic topic is the
same but the gameplay is dramatically different.


The key difference between turn-based and
real-time comes in the number and pace of gameplay decisions. In turn-based play
you have all the time you want to make your decisions and you don’t advance the
turn until you have completed all you wish to make. In real-time you have a very
limited time to make decisions so you must continually rank them in priority.
You deal with the most pressing decisions first and let the remainder slide if
you can’t get to them. In turn-based you see the results of the other player
actions and can ponder them for as long as you like before taking your turn. In
real-time game conditions are constantly changing. You have little time to
ponder your response.


Some anecdotes from the
experience of making the original Civilization:

  1. I
    believe I was the second person ever to play the original Civilization, after
    Sid of course, and I liked the concept immediately. As I recall, Sid gave me
    the first playable prototype in May, 1990, on a 5 ” floppy disc, which I
    believe I still have somewhere. Many of the elements of the final game were
    there. We had used the same iterative process of design by playing when making
    both Railroad Tycoon and Covert Action.

  2. Before Civilization appeared on my radar, Sid asked me to list 10 things about
    the game Empire that I would change or add if I could. This was part of his
    research on making Civilization. As I recall, the big influences on him at the
    time were the experience of making Railroad Tycoon, Sim City, Empire, and
    perhaps Populous. As we neared completion I remember him commenting that he
    didn’t know what he would do next because Civilization incorporated every good
    idea he had on making a game. I left the company about 9 months later after
    working with him on an American Civil War game that was never completed.
  3. It
    seemed like a struggle at the time to get the company management on board with
    Civilization. They didn’t seem to get it. They wanted more flight sims.
  4. I
    wrote the original big manual that included a lot of historical material on
    the rise of civilization. I had to choose some illustrations and one I chose
    was Michelangelo’s statue of David. The artist assigned to sketch the historic
    objects was a woman and she questioned why I had chosen a naked man. I had
    been doing a lot reading for the game and manual and just thought it was a
    breakthrough piece of art. I didn’t consider anyone would be offended by it or
    if there was any gender bias in my selection. She didn’t raise either issue
    with me, but just her query made me think about the choice, which wasn’t
    changed.
  5. The
    original Civilization was made in a relatively short period of time. I
    remember writing most of the blurbs for the technologies in the Civilopedia
    and feeling embarrassed that we ran out of technology. In the original game
    you could do research on future unnamed projects. There just wasn’t time to
    invent new stuff and consider what game implications they might have.
  6. I was
    incredibly impressed by Sid’s creativity. For the early months of development
    at least, all of the art in the prototype was Sid’s work. He would whip out
    Paint or some art program, create a new object, and it would go right into the
    game. Remember these were the days of 16 color graphics (and we were very glad
    to have the bounty of 16). As another example of his creativity, when he
    started toying with the morale of the people in cities I thought it was very
    clever to invent the entertainer specialist and have him look like Elvis.
  7. I
    remember Sid being remarkably private about the development of the game for
    the longest time. For many months I was pretty much the only person that was
    playing it and discussing it with him. People would come into my office to
    watch and question me, and I believe he was constantly being pressed to pass
    it out to others, but he kept it tight. If he explained why to me then, I
    don’t recall the answer. Today I feel that getting many people involved is a
    good thing for the design by playing process. A few years ago Sid complemented
    me during a speech he was giving by saying I was fun to work with because I
    had the ability to always see the glass as half full, not half empty. That
    ability is perhaps a requisite for a game developer. Maybe it is just
    imagination.
  8. Al
    Roireau was head of playtest on Civilization and he had strong opinions on
    game design that occasionally clashed with those of the game teams. As we
    started getting real artists assigned to Civilization, somebody created a head
    of Al Roireau that was used as a temporary fill-in for all of the opposing
    kings on diplomacy screens. So for months of playtesting Al’s head was
    constantly popping up. He took it well.
  9. At
    the time we were working on Civilization the company had a bonus plan paid for
    projects based on sales and meeting milestones. I believe that because Sid was
    not an employee and the VP of development’s bonus was tied to projects Sid was
    not working on, it was very hard for us to get artists and other assets as the
    game started moving to full production. I remember many meetings when I
    reported we could not meet the production schedule without help. The game
    shipped late at least partially because other projects were given a higher
    priority. I thought it was nuts to hold back on what everyone in development
    agreed was going to be a big hit. I was really incensed when our bonuses were
    shaved considerably because we slipped, which I thought was management’s
    decision.

  10. During the three-four years that I worked with Sid as his assistant designer,
    one of the playtesters started calling us the A team. I don’t think I ever
    commented on that or acknowledged it, but I came to be very proud of it.
    Working with Sid, especially on Railroad Tycoon and Civilization, was a
    fantastic opportunity for which I will always be grateful. That experience led
    to other wonderful opportunities for me. I have tried to pass on what I
    learned to my colleagues at Ensemble Studios.
  11. There
    is certainly some Civilization in the Age of Empires series. The vision for
    the original Age of Empires game was something like the historical and
    economic aspects of Civilization merged with the game play of Warcraft and
    Command & Conquer.


Bruce Campbell Shelley is a

computer game designer

who helped design

Sid Meier’s Civilization

and

Railroad Tycoon

with

MicroProse
and the

1997
hit

real-time strategy

game

Age of Empires
with

Ensemble Studios
.
He now serves in a managerial role at Ensemble and is on the board of directors
for the

Academy of Interactive Arts &
Sciences
.

Troy
Goodfellow is a freelance gaming journalist based in Maryland. He has been
playing computer strategy games for almost twenty years and still vividly
remembers the day Civilization appeared. His work is often found in Computer
Games magazine. Troy keeps a blog devoted to strategy games at
www.flashofsteel.com