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To start off, what is your involvement with the development of "Civilization: Call To
Power"?
What is your personal history with Civilization-style games?
I have always been a big fan of this style of game as well as strategy games
in general. Along with Civilization, Warcraft2, Starcraft, and especially
Heroes of Might & Magic, are big favorites of mine.
On what other games have you worked on in the past?
How do you feel improving a game which has become legendary in the
gaming industry?
What do you think where the main problems of "Sid Meier's: Civilization
II" and how are you try to correct them in "C:CTP"?
One of the things that I find in the way I play Civilization is that the way
I play in the beginning is the exact opposite of the way I play in the end.
In the beginning, I like micro managing my empire in infinite detail.
However, by the end of the game, my empire is huge and I don't want to have
to do tons of micro management. I want to think about the big strategy not
the micro strategy.
We cure this problem with our game by incorporating a macro/micro interface
that adapts to both play styles and helps speed the game along.
In what ways does "C:CTP" add new ideas to the Civilization franchise?
First, we add a score of new strategies to the game- by adding
unconventional warfare.
Second, we revolutionize the interface, by giving the player a macro and a
micro interface. This allows the player to micro manage really easily - wait
till you play with our tab interface - it makes managing your civilization
incredibly fast and easy.
Third, and we really haven't talked much about this, we have revamped the
trade system to make it more integrated into the game, as well as the
diplomacy system.
For C:CTP, did you get ideas from the "suggestions for civ3" sites and
various forums? Can we say that the players have been a part of the
development of the game? If so, to what extent?
How easy or difficult is it to make a game that ends in 3000 AD? In
other words, how do you come up with the numerous scientific discoveries,
improvements and units of the next millenium?
Because Civilization posits a very interesting and factual account of
history, we tried to make our future realistic and scientifically plausible.
A possible list of civilizations has been publicized. Through what
criteria did you choose them?
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I am the Director of the project - which means that I am in charge of the
creative direction of the game.
Other than the fact that I dropped out of life, stopped talking to friends
and family, stopped eating, stopped sleeping, stopped working and never
answered the phone every time I played Civ2, not much.
I Directed and Produced Zork Nemesis.
We are aware that we have very big shoes to fill. Sid Meier is one of the
greatest game designers in the world and Civilization is one of the best
games ever made. It is an honor to work on the game. I also feel a great
sense of responsibility to the many loyal Civ players to deliver a game
which does honor to the name and gives them a fresh and completely
satisfying Civilization game.
Although Civilization is one of the best games of all time, I do think there
are some areas that could have been improved -in particular, the pacing and
the end game. I think towards the end of the game, Civilization gets very
bogged down and the game-play can become tedious and slow.
C:CTP adds a substantial amount of new ideas to the franchise.
We definitely got lots of ideas from the suggestions for Civ3 sites as well
as the usenet groups. Although it is daunting to make a game that follows
one of the best games of all times, in some ways, it was also great in that
we had a large pool of loyal and smart Civ players to drawn on for ideas.
Making a game that ends in 3000AD was actually really fun. We got to go back
and read some of our favorite science fiction writers (like Phillip K. Dick
and Neal Stephenson)to develop some our visions of the future.
That's an interesting question. We tried to fairly represent various diverse
and interesting civilizations from around the world.