Welcome to Dev Game Club, where this week we finish our Civilization III discussion with an interview with Jeff Morris, producer on Civilization III and long-time producer in the industry. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Issues covered: not being suited to programming, being part of the problem, the huge shadow of Origin growing up, getting a job through the hospitality suite, the game culture in Austin, the game dev scene of a city, rivalry between studios, sinking the MicroProse battleship, QAing a flight simulator, the difference between single-vehicle and survey sims, falling in love with modern air combat, Baltimore as actual flight sim town, loosening up or not, learning about the American Civil War, embedding in QA from remote, the number one job in QA, wearing multiple hats, only being able to get better as a producer working with a team, the team not needing design input, keeping a firewall between production and design, different kinships between QA and design or production, the difference between done and good, learning the tools of production, looking at Civilization as a war game, Baltimore and Avalon Hill, reading the effin' manual, boardgame legacy, localization complexity, what's in the manual vs not, rewarding a style of play, loving the early and middle game, where the one more turn comes up from mixed levels of goals, Sid's Dinosaurs game transforms, "the manual for Civilization is in your brain," shipping, the benefits of programmer + designer as one person, fast iteration, being able to predict when assets would be done, feeding scheduling data back in, keeping track of people and their implementation rate, difficulty of scaling, being rewarded for neglecting certain programmers, paying the production tax and getting something for it, getting Civ II experts involved, doing everything possible in a game being impossible, compliance testing machines, having bug reports from dev heroes, being driven by playtest, playtesting with post-its, shipping your 518th implementation, "wouldn't it be cool if," spending time in the right places, streamlining the advisors, the elasticity of production titles, in the trenches production, making mistakes into small bumps in the road, insomnia Civ play, the influence of where you've been on what you do, playing the game every day, production notes, reasons for designers to be programmers, the mix of people on a project, avoiding obfuscation, trusting your experts, what Tim will do on the trail, the Superman hate minute, we review Olrox, Tim's JRPG education.
Games, people, and influences mentioned or discussed: Origin Systems, Janes (military sims), Ultima Collection, Firaxis, Sid Meier's Alpha Centauri, Epic Games, Unreal Tournament (series), Gears of War, Red Five, Planet Moon, Crystal Dynamics, LucasArts, Kabam!, NCSoft, Free Range Games, Ultima Underworld, Apple ][, Warren Spector, Starr Long, Richard Garriott, Steve Jackson Games, MicroProse, Longbow, US Navy Fighters, Advanced Tactical Fighters, Top Gun, Marine Fighters, NATO Fighters, A-10 Warthog, F-15, Larry Holland, Battlehawks 1942, SWotL, Autoduel, Moebius, Andy Hollis, EA, Sid Meier's Gettsyburg, Jeff Briggs, Soren Johnson, Jason Coleman, JACKAL, Avalon Hill, Empire, Pool of Radiance, SSI games, Beyond Earth, Sid Meier's SimGolf, Maxis, Pat Dawson, Blizzard, Casey O'Toole, Microsoft Project, Tim Train, Brian Reynolds, Alan Emrich, Computer Gaming World, Bruce Shelley, Absolute Quality Incorporated, Archon, Jon Freeman, Bethesda Game Studios, Aaron Loeb, Star Wars Uprising, Ed Catmull, Pixar, Lulu LaMer, Daron Stinnett, Spotify, Stitcher, Derek Achoy, Josh Harding, Oliver Uvman, Designer Notes, Idle Thumbs, Scratch, GameMaker, Doom (1993), Minecraft, Portal, Noita, Richard Feynman, John Lethbridge, Ben Zaugg, Superman, The2ndQuest, Batman: Arkham Knight, Chrono Trigger, John Romero, SIGIL, Hironobu Sakaguchi, Final Fantasy IX, SNES, Dragon Warrior, Dragon Quest, Eye of the Beholder, PlayStation, Kingdom Hearts, Spider-man.
The beginning of Chrono Trigger!
Scratch programming language
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