If they’d waited, the game would have been delayed by a year. The constraints did mean that the multiplayer side of things wasn’t ready for launch, unfortunately. What didn’t make it, however, found life in later games. Systems for ‘Great People’ were also designed, along with works of art, music and architecture, but many of them would be dropped before development concluded due to resource and time constraints. Thus, culture was introduced, making border expansion a function of shared cultural experiences. He considered civilisation as not just domination on a military and control basis. This meant that a civ would have a slight advantage during their historical prime time and shape the player’s strategy to some extent.”īriggs wanted to expand the game to include elements that weren’t 4X concerns. “I looked at the time in history that each of the civs had achieved some level of dominance and tried to identify units and capabilities that would signify that moment in their history. In Colonization, which Briggs worked on with Reynolds, Meier and Doug Kaufman, each faction had a sort of starting ‘power’, and he wanted to tap into that. One of those features was civilisations that had unique hooks which went beyond aesthetics. As well as designing Civilization III, Briggs cofounded Firaxis and is also a composer.
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