title: Sid Meier's Interesting Decisions
sources: https://www.youtube.com/watch?v=WggIdtrqgKg
media_link: https://www.youtube.com/watch?v=WggIdtrqgKg
contentPublished: \\\"2018-09-27\\\"
noteCreated:2024-12-14description:"In this 2012 GDC session, Firaxis Games' Sid Meier examines what types and categories of decisions are inherently interesting in the process of game design. Register for GDC: http://ubm.io/2gk5KTU"tags:- clippings
- video
takeaways:subjects:Status: âś… Read
publish:trueYoutube_Duration:1:00:43speaker:"[[Sid Meier]]"
Description
In this 2012 GDC session, Firaxis Games' Sid Meier examines what types and categories of decisions are inherently interesting in the process of game design.
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My Notes
00:46: "A game is a series of interesting decisions." - Sid Meier, GDC 1989
01:33: a series of: this speaks to the pacing of the game (fast/slow)
It's probably easier to find what is not and interesting decision.
Example: If player always chooses A, then that's not very interesting. Either you should give the player a reason to not choose A, or you should just automatically choose A for the player and move on.
âť“: 03:06: Really? Are all games a series of interesting decisions?
This isn't necessarily a philosophy that applies to every game, but it is certainly useful for most games.
03:46: How do we use this idea of interesting decisions?
15:06: One of the strengths of Civ is that you always want just one more turn. This happens because there are short/medium/long-term goals. At any given moment there are unresolved goals that make you want to continue.