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Three Moves Ahead

Three Moves Ahead 226: Firaxis' Revisionists

Three Moves Ahead

Idle Thumbs

Strategy, Strategy Games, War, Games & Hobbies, War Games, Games, Video Games

4.8532 Ratings

🗓️ 28 July 2013

⏱️ 55 minutes

🧾️ Download transcript

Summary

Ed Beach and producer Dennis Shirk sit down with Rob to discuss their thinking behind Brave New World, and making a better Civilization V.

Transcript

Click on a timestamp to play from that location

0:00.0

Good evening. You are listening to Three Moves Ahead, and I'm your host, Rob Zakeney.

0:03.4

Today we continue our celebration, I guess, of Civilization 5, Great New World, by welcoming to the show, two of the minds behind the expansion.

0:13.3

First, we have Faraxis's Ed Beach, lead designer on Civilization, Brave New World, and Dennis Shirk, senior producer on Brave New World. Ed, Dennis, welcome to the show.

0:23.3

Thanks. Great to be here. Thanks a lot, everyone. I think to, you know, just jump into it right away and

0:29.6

starting with you, Ed. We've talked a lot about Civilization 5 on the show in the last couple years,

0:35.8

and one of the things that we always felt was a mixed blessing, I suppose, about Civ 5,

0:41.3

is that John Schaefer's original design for the game was extremely neat, extremely tidy.

0:48.3

Also very demanding, required basically crafting a really strong game plan based around your civilization's unique ability,

0:57.0

and really choosing your victory almost from the start, and then trying to execute on your original plan.

1:05.0

And the trade-off there was that it could be a little bit constrictive, a lot of us felt, when it came to

1:11.8

mid and late game decisions that you really didn't have as many options as it might appear.

1:18.5

But on the other hand, you know, it did have this benefit of forcing that kind of, you know,

1:25.8

deep understanding of the systems, I kind of felt like

1:29.5

Brave New World loosens a lot of that up. And I'm curious how, you know, first of all, whether

1:36.0

you sort of agree with my characterization of the trade-off Civilization 5 imposed, and then how you

1:42.5

went about sort of looking at that design and deciding how to open it up a little bit without compromising its integrity.

1:52.0

Okay. I think what you've characterized is entirely fair. I think there was a lot of early decision making about victory types.

2:04.2

And for instance, the culture victory, which pretty much required empires of, you know, say,

2:12.2

four or fewer cities.

2:14.0

That was definitely a situation where, you know, you had to make that decision up front.

2:18.3

If you started settling a fifth or sixth or seventh city, you had already sort of decided

2:22.3

you were going against that victory type.

...

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