Gal Civ 2 mentioned in GameSpy interview with S. Meier

Gal Civ 2 is a great game and continues to get great reviews. In GameSpy, there is a interview with Sid Meier and Soren Johnson of Firaxis about the state of PC gaming and Soren, the lead dev of Civ 4, mentioned Brad and the gang at StarDock:

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GameSpy: Soren mentioned limited developer resources, which brings me to my next question. Games are costing more and more to make. Every year developers are getting more and more worried about this. At Firaxis, are you feeling squeezed by that? As designers, do you feel constricted? Do you ever have ideas and then realize, "That would cost $100 million, we can't do that...?"

Meier: Well, I'm not personally dreaming of building $100 million games. They [bigger budgets] allow some of the more creative artists and sound people, etc., to really express what they can do with today's budgets and technology. But personally, as a designer, I'm not, well, anxious to do a $100 million game. I'd rather do a smaller game.

We've talked about the possibility, with Xbox Live Arcade or other channels, to do smaller games. Because once you've finished a game like Civ, you kind of want to... well, you don't want to step right back into the fire...

Johnson: [Chuckles]

Meier: We've got a lot of game ideas [at Firaxis] that we think are cool, but wouldn't justify a ten or twenty million dollar investment. And if there were another channel to work with, to do that, well... We're fortunate in that we have some franchises that have somewhat of a track record so people are willing to invest the money. But certainly it's a lot harder for startups and new folks to get involved and to get that up-front investment for their games.

Johnson: I'm really interested in how much you can do with less. Guitar Hero is this great example to everyone in the industry. Everyone's saying, "Wow, they're going to make a ton of money!" If nothing else, it's inspiring to think of the fact that games are dynamic, you can make these really interesting games that are actually just very small pieces. That often gets forgotten.

People need to accept the fact that the more money you ask for for a project, the more that's going to be placed on you in terms of expectations. The more pressure you get: "This has to be like something we've seen before..."

It's interesting to me, Brad Wardell of Stardock was talking about Galactic Civilizations II, and he talked about how that game has a $300,000 budget. Which is just ... incredible to me! It's clear, it's not a game that has a huge budget, but it looks good, it's gonna play good--

GameSpy: Strategy games generally don't cost a lot of money to produce.

Johnson: Sure, but from a user's perspective, it's fun. It may not have all the bells and whistles, but that's a significant difference. When you're talking about a budget of that scale, you can really make whatever type of game you want. Assuming it's going to be a fun game that people connect to. You can't say, "I want a ton of resources to make the best quality game in the world, and I want to make something that's never been made before." You need to accept that.
9,071 views 5 replies
Reply #1 Top
Hopefully for Civ V they'll focus less dev time on modding support and less time on multiplayer support and spend a lot more time on making the highest quality single player experience possible and a much more stable and efficient executable.

Yes, my post has nothing to do with the article snippet. So I'll add:

I think Soren misquoted the budget for GC2. That's closer to the figure for GC1, I believe. GC2's budget was still smaller than a lot of games that are nowhere near as good in terms of overall quality and fun.
Reply #2 Top

Just to clarify - the FIRST Galactic Civilizations cost $240k ($300k budget). 

GalCiv II's was about $1.2M but bear in mind, we are both developer and publisher in that case and it all has to get factored in.

What we do at Stardock is make heavy use of technology so that our developers/artists are ultra productive.

Reply #3 Top
I think GalCiv & Civ are the greatest games of all time.
Reply #4 Top
So there's some truth to the suggestion of chaining programmers to their desks?
Reply #5 Top
I was really curious what your budget was for galciv 2.

As far as developers go they are infinitely more likely to create a sequel (or even an expansion) if they are either breaking even or making a profit off their game. The pc developers market is an incredibly unstable one in which allot of folks come and go. With that said I would love to see the info that said Stardock was here to stay.

Also (I used to work PC game QA at a major publisher so prepare for a rant), it does show that you handled your QA entirely to yourself (this is all based on your previous statements prior to release in which you suggested the game was more than ready for release). One of the advantages to using the publishers QA is that you have multiple levels in which you have at least 2 parties responsible. If you are insistent on using more of a one party model you need to be more careful in how you organize it. A coherent test plan, for example, should eliminate almost all text bugs. Likewise, a focused test department would not let such issues through (as an example) such as population growth bonuses not working properly. As a former QA lead (head of test on one game), I would have been tempted to undergo some sort of Japanese suicide ritual had I let something as significant as that through.