Episode Details
Back to Episodes#195 Sid Meier (Computer game designer)
Description
What I learned from reading Sid Meier's Memoir!: A Life in Computer Games by Sid Meier.
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Sometimes it takes a misstep to figure out where you should be headed.
Each game taught me something, each game was both painful and gratifying in its own way, and each game contributed to what came after it.
We are surrounded by decisions, and therefore games, in everything we do.
If my gravestone reads "Sid Meier, creator of Civilization" and nothing else, I'll be fine with that. It's a good game to be known for, and I'm proud of the positive impact it's had on so many players' lives.
There was no such thing as a retail computer game, only free bits of code passed between hobbyists, so it would have been difficult for me to harbor secret dreams of becoming a professional computer game designer.
"I could design a better game in two weeks." “Then do it," he insisted, "If you can do it, I can sell it."
At the time it felt like a fun project, but not any sort of life-changing decision. The big moments rarely do, I think, and the danger of retroactive mythologizing is that it makes people want to hold out for something dramatic, rather than throwing themselves into every opportunity.
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As soon as the articles were published, Bill began placing calls to hobby stores that were farther than driving distance away.
"Hello, I'm looking to buy a copy of Hellcat Ace.
"Hmm, I don't think we carry that one"
"What?" he would fume. "What kind of computer store are you? Didn't you see the review in Antic?" Then he would hang up in a huff, muttering about taking his business elsewhere.
A week later he would call again, pretending to be somebody else. And a third time a week after that.
Finally, on the fourth week, he'd use his professional voice. "Good afternoon, I'm a representative from MicroProse Software, and I'd like to show you our latest game, Hellcat Ace." Spurred by the imaginary demand, they would invite him in.
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My appetite for making games was growing stronger.
I never forgot that moment. My mother had become emotionally invested in this little game, so profoundly that she'd had to abandon it entirely.
Games could make you feel. If great literature could wield its power through nothing but black squiggles on a page, how much more could be done with movement, sound, and color? The potential for emotional interaction through this medium struck me as both fascinating and enticing.
Were there people who got paid for making games? Could I be one of those people? I knew by now that I was a person who would make games, probably for the rest of my life, but it had never occurred to me that it could be a source of income. If that were true, then being a game designer seemed like the ideal job.
I was cautious about giving up my steady paycheck, and still not convinced that this dream was going to last.
Quality content was the driving force behind it all.
All that mattered to me was that I got to make games for a living.
I don't think any of us could have imagined back then the kind of cultural domination that gaming would someday achieve.
Robin Williams pointed out that all the other entertainment industries promoted their stars by name, so why should gaming be any different?
A pirate's career would last about forty years between childhood and old age, and his goal was to accomplish as much as he could in that window-to have an adventurous life with no regrets.
Life is not a steady progression of objectively incre