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Stanford STS 145 - Study Notes

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Sid Meier’s Case History An exploration of the history of narcissistic titles of video games What’s with the "Sid Meier’s This" and "Sid Meier’s That" business? Do you hand out business cards that say, "Sid Meier’s business card"? "Actually the full inscription is 'Sid Meier’s business card, a division of Sid Meier’s Omnimedia, a registered trademark of Sid Meier Intergalactic.' Look for our IPO later this year." -- Interview with Sid Meier from Computer Gaming World, republished at QuarterToThree.com Daniel Salinas March 16, 2004 STS 145: History of Computer Game Design: Technology, Culture, Business Professor Henry Lowood1Daniel Salinas Sid Meier’s Case History An exploration of the history of narcissistic titles of video games If the music industry is characterized by rock stars and the movie industry is known for directors and actors, the video game industry holds its designers up for the world to see. But as an industry, it isn’t dependent on stars to create and sell games in quite the same way as the other entertainment industries. Although legendary designers are responsible for many top selling games, game companies are just as likely to gain a strong fan following. This is in part a result of marketing which rarely headlines designers, instead focusing on the contributions of design studios. While designers often build hype for a game by offering interviews and “design diaries” to the media hungry enthusiast crowd, they are rarely involved in formal marketing campaigns. However, there is one game designer who has been an icon like marketing force since the early days of the industry. Sid Meier, best known for 1991’s Sid Meier’s Civilization, is “one of the few people whose products became associated with the creator immediately”1, and with titles like this one, it’s easy to see why. This tradition of launching games preceded by the designer’s name, best exemplified by Sid Meier, is an interesting practice which never caught on with very many other designers. Sid Meier’s long career in the computer game industry demonstrates many benefits of this marketing technique, as well as some important issues which might have been overlooked. Although games with Sid Meier’s name preceding their titles have become commonplace over the past decade, this was not always the case. Sid Meier began his video game career in the early 1980s writing games for MicroProse. Meier’s first games were flight simulators, such as Spitfire Ace and F-15 Strike Eagle, on which he worked as both programmer and designer2. While they were not responsible for promoting Sid Meier directly, they did help build interest in MicroProse as a company. Sid Meier’s fourth game, released in 1985, sold surprisingly well and became one of the few submarine games from the era to be remembered today3. This game, Silent Service, greatly increased Sid Meier’s name recognition by including a note on the back of the box declaring the game was “By Sid Meier” in a signature script. After this early success, Sid Meier began working on a group of World War II strategy games with the help of Edward Bever. On most of the domestic versions of these games, released between 1985 and 1986, Sid2Meier is credited with creating the game on the back of the box in a format similar to that on Silent Service. While the marketing in the US did not change very much, the changes in the UK were much more pronounced. The initial UK release of Silent Service, published by third-party US Gold, went even farther to promote Sid Meier than it’s US counterpart by printing a special “designer’s notes” section on the back of the box. This rather large section, which took up half the box, gave Sid Meier the chance to explain some of the philosophical goals of the project and the advanced technical features the game included. This pseudo-interview helped increase interest in the game, as well as interest in the creator, who came off as passionately dedicated to the product. Shortly after this, MicroProse ended their contract with US Gold and re-released a version of the game that did not mention Sid Meier. To build the company’s name in the UK, MicroProse created a box to stress the company’s achievement rather than the individual designer’s. US Gold, on the other hand, was only a publishing house and had nothing to gain by promoting MicroProse, and so they sought to champion the designer. On Sid Meier’s later WWII games, MicroProse adopted the same technique in the UK. Rather than giving Sid Meier and Edward Bever specific credit, the box merely said that the game is “From the creators of Silent Service and F-15.” The packaging intentionally makes it unclear whether they are referring to the design team containing Sid Meier, or MicroProse the company. The process of crediting teams and company’s rather than individuals would become more popular as the game industry continued to grow. Considered by many to be the “Father of computer gaming”4, Sid Meier has had the unique experience of developing games throughout the entire history of PC gaming. As the industry grew from its humble beginnings, Sid Meier experienced first hand the changes in game development as games increased in size. Silent Service was undeniably Sid Meier’s game, since he was responsible for design, programming, documentation, and half the graphics credit5. This was a typical division of labor for games created during this time period, since hardware limitations allowed a single person to create an entire game from start to finish. As the scope and complexity of games grew, game creation was transformed from a solitary activity, similar to novel writing, into a group endeavor more similar to a theatre production or a film6. As the game development “team” began to coalesce, legendary designers of the past were replaced by legendary studios, filled with talented, yet faceless, developers. Compare Id Software, a3company of individuals fronted by John Romero and John Carmack, to the monolithic Blizzard Entertainment formed just 4 years later in 1994. Despite the company’s tremendously successful games, Blizzard has always presented an image of a unified team, such as the Blizzard North group responsible for Diablo, rather than creating individual design celebrities. As team sizes grew, it became increasingly awkward to award one developer special


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