#195 Sid Meier Computer game designer

Abstract
Summary Notes

Abstract

In "Sid Meier's Memoir! A Life in Computer Games," Sid Meier reflects on his extensive career in game development, emphasizing the evolution and impact of his iconic "Civilization" series. Meier recounts the surprise success of "Civilization," despite initial skepticism about strategy games' commercial viability, and the transformative role of the modding community in sustaining the series. He shares insights on efficient game design, advocating for rapid prototyping and decisive action over endless deliberation. Meier's philosophy prioritizes player agency and interesting decisions, underscoring his belief that games are fundamentally about providing a sense of accomplishment and joy. Despite the complexities of business dealings and the pressures of success, Meier's enduring passion for crafting engaging games shines through, along with his gratitude for the collaborative nature of the industry and the unexpected paths to inspiration.

Summary Notes

The Incomprehensibility of a Billion Hours

  • Sid Meyer reflects on the vastness of time and the immense number of hours people have spent playing his game, Civilization.
  • He uses comparisons to historical events and potential future activities to illustrate the enormity of a billion hours.
  • Sid acknowledges the challenge in truly comprehending the total hours invested in all the Civilization games and expansions since 1991.

"A billion hours ago, neanderthals were making spearheads in a stone age. A billion hours from now, it'll be the year 116,174 AD." "To imagine the hours devoted to all the incarnations of civilization since 1991 is, well, incomprehensible."

  • These quotes emphasize the difficulty in grasping the scale of time and the significant cultural impact of the Civilization series over the years.

Sid Meyer's Career and Contributions to Gaming

  • Sid Meyer provides an overview of his career, highlighting both successful and less known projects.
  • He discusses the learning experiences from each game, whether they were hits or not, and how they informed his future work.
  • The idea that games are a series of interesting decisions is central to his philosophy of game design.

"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." "They are fundamentally comprised, as all games are, of a series of interesting decisions."

  • These quotes encapsulate Sid's approach to game development as an iterative learning process and his belief in the importance of player agency in games.

Gaming as a Natural Human Instinct

  • Sid Meyer argues that gaming is an intrinsic part of human nature, with historical evidence of games dating back to ancient times.
  • He views his own progression into game design as a logical extension of a natural human inclination towards gaming.
  • Sid suggests that the real question isn't when he started gaming, but why most people stop.

"Not only does it span a billion hours of history, ancient Sumerians were throwing dice as early as 5000 BC, and Cruder games almost certainly go back as far as the Neanderthals, but it's a deeply embedded human instinct." "The question when did you start? Would be better framed as why didn't you stop?"

  • These quotes highlight the historical prevalence of gaming and suggest that it is a fundamental aspect of human culture that often gets abandoned as people grow older.

The Legacy of Sid Meyer

  • Sid Meyer expresses contentment with being known primarily for Civilization, recognizing its positive influence on players.
  • He acknowledges that while Civilization may be his most famous creation, it is not the entirety of his story in gaming.

"If my gravestone reads Sid Meyer, creator of civilization and nothing else, I'll be fine with that." "This is the whole story."

  • The quotes show Sid's pride in Civilization's legacy but also his desire to convey the broader narrative of his career and contributions to the gaming industry.

Discovering Sid Meyer's Memoir

  • The speakers discuss how they came across Sid Meyer's memoir, emphasizing the influence of community recommendations.
  • They express enthusiasm for the insights the book provides into Sid's creative process and the history of the gaming industry.

"This actually was a recommendation from a Misfit named R. Nate Lockwood, and it was absolutely fantastic read." "Sid's memoir is for you. This book is full of incredible technology, history, and deep insights into what it takes to make a world class game."

  • These quotes reflect the value of reader recommendations in discovering impactful literature and the memoir's comprehensive exploration of Sid Meyer's career.

The Early Days of Sid Meyer's Career

  • Sid Meyer began his career as a systems analyst, grateful for his job but not yet envisioning a future in game design.
  • He views his past not as a predetermined path but as a series of opportunities that he embraced, leading to his eventual success in gaming.

"I began my career as a systems analyst, installing networked cash register systems in retail stores." "At the time, it didn't feel that way at all."

  • These quotes illustrate Sid's initial career in technology and his perspective on the unpredictability of life's trajectory.

The Formation of Microprose and Partnership with Bill Stealey

  • Sid Meyer met his future co-founder, Bill Stealey, in Las Vegas, which led to the formation of their company, Microprose.
  • Their partnership was based on complementary skills, with Sid focusing on game development and Bill on sales and marketing.

"I really want to get into selling games. He said. This is the future." "If you can do it, I can sell it."

  • The quotes capture the pivotal moment when Sid and Bill decided to enter the gaming industry together and the synergy between their respective talents.

Sid Meyer's Philosophy on Work and Success

  • Sid Meyer emphasizes the importance of gratitude, optimism, and embracing every opportunity for growth and learning.
  • He advocates for the value of constructive criticism and the continuous improvement of one's work.

"I'm not a fan of viewing the past as some inevitable march to destiny." "The first step is almost always to sit down and start working."

  • These quotes convey Sid's belief that success is not predestined but achieved through proactive effort and a willingness to learn from every experience.

The Evolution of Game Distribution

  • Sid Meyer recalls the early days of game distribution, when games were sold in plastic baggies with floppy disks.
  • He notes the simplicity and practicality of this method, which was standard at the time for both indie developers and professional releases.

"So with one $500 in savings, we bought a stack of floppy disks, a package of label stickers, and a box of plastic baggies to put them in." "No one would have thought to waste an entire cardboard box on just a disc and a half sheet of instructions."

  • These quotes describe the humble beginnings of game distribution and the resourcefulness of early game developers like Sid Meyer.

Influence of 'Masters of Doom' on Entrepreneurship and Creativity

  • 'Masters of Doom' is a recommended read for entrepreneurs and creative individuals.
  • The book serves as inspiration, demonstrating the application of ideas from other industries.
  • Shareware is highlighted as an innovative distribution model that was applied to video games.

"I think every entrepreneur should, or anybody that wants to do something creative or interesting should read that book because there's." "I'm taking some of their ideas from video games and trying to apply to podcasts, for example."

The quotes emphasize the cross-pollination of ideas between industries and the value of learning from the paths of successful entrepreneurs, such as those in 'Masters of Doom.'

Shareware Model and Doom's Success

  • Shareware began with business applications and was adapted for video games.
  • Doom utilized a shareware model, offering initial levels for free and charging for additional content.
  • The model was highly successful, leading to significant revenue with minimal expenses.

"There was an industry called Shareware where people would essentially release games for free, right?" "They built it themselves with a relatively small team. They released it for free online... These guys were in their early, Doom was bringing in $100,000 a day after the release."

The quotes describe the innovative approach taken by the creators of Doom, leveraging the shareware model to achieve financial success and industry disruption.

Indie Development and Growth

  • Sid Meyer, a game developer, expresses a preference for indie development.
  • Early game development was characterized by small-scale operations and modest sales goals.
  • The success of games like Civilization demonstrates the potential for indie projects to evolve into large-scale endeavors.

"His heart and soul. He still prefers indie development, but civilization." "They're very happy just to sell a couple of hundred games a month..."

The quotes reflect the humble beginnings of game development and the personal preference for indie-style creativity despite the potential for massive growth and complexity in game projects.

Entrepreneurial Spirit in Game Distribution

  • Early game distribution involved direct sales, often from the trunk of a car.
  • This approach is likened to independent musicians selling their music directly to consumers.
  • The hands-on, grassroots approach to sales is celebrated for its entrepreneurial spirit.

"In the beginning, the sales calls bills made were based mostly on convenience." "There's a song by Nas where he talks about this... They would sell their music out of the trunk of their car..."

These quotes highlight the parallel between game distribution and the music industry, with an emphasis on the entrepreneurial drive required to sell and promote one's work independently.

Leveraging Emotion in Gaming

  • Games, like literature and movies, have the power to evoke strong emotions.
  • Sid Meyer's realization about the emotional impact of games shaped his approach to game design.
  • The potential for games to make players feel was seen as a compelling aspect of the medium.

"Games were not just a diversion, I realized 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?"

These quotes underscore the significance of emotional engagement in games and the realization of their potential to impact players profoundly, similar to other forms of art and entertainment.

Realizing the Potential of Game Development as a Career

  • Sid Meyer recognized his talent for game design and contemplated its viability as a source of income.
  • The early successes and positive reception of his games fueled his confidence in pursuing game design professionally.
  • The notion of game design as an ideal job emerged from the realization of its potential and personal fulfillment.

"Could I be one of those people? I knew by now that I was a person who could make games, probably for the rest of my life..." "I want to do this, but where are the people who got paid for making games?"

These quotes capture the moment of realization for Sid Meyer, where he begins to see game design not just as a passion but as a potential career path.

Strategic Partnerships and Ownership in Business

  • Identifying personal weaknesses and finding partners whose strengths complement those weaknesses is crucial.
  • Sid Meyer recognized the importance of partnering with individuals like Bill, who excelled in areas he did not.
  • Maintaining ownership and not capping the upside of one's creations is emphasized as a smart business move.

"I had useful knowledge that others didn't have, and I would have to rely on those who had knowledge of my knowledge, who could be my link to the non programming world." "Partnership was not the same as ownership."

These quotes reflect the strategic considerations in forming business partnerships and the importance of maintaining control over one's intellectual property to ensure long-term benefits.

Successful Game Development and Passion for Work

  • Sid Meyer's game development journey transitioned from a labor of love to a financially viable career.
  • The success of "Solo Flight" allowed Sid to leave his day job and pursue game development full-time.
  • The concept of finding work that feels like play is emphasized as a competitive advantage.
  • Quality of the content, in this case, the games, is identified as the driving force behind success.

"Sid, we're making enough money. You can quit your day job, which started out as a labor of love, now finally qualified as a legitimate labor that we all happen to love."

This quote highlights the moment when Sid Meyer could transition from hobbyist game developer to professional, indicating the commercial success of his games.

"Find work that feels like play, work that feels like play. No one can compete with you."

This quote stresses the importance of passion in one's work, suggesting that when work is enjoyable, it gives a competitive edge.

"Quality content. In this case, his games quality was the driving force behind it all."

The quote underscores the importance of producing high-quality content as the primary reason for the success of Meyer's games.

Lessons from Masters of Doom and Business Partnerships

  • The breakup of John Romero and John Carmack from "Masters of Doom" is used as an example of the importance of aligning business partners' goals.
  • The desire to make games for a living was the driving force for both Sid and Carmack, contrasting with Romero's ambition for an empire.
  • The comparison illustrates the potential for conflict when co-founders have different visions for their company.

"There's what I call one sentence story."

This quote introduces the concept of a powerful, singular narrative driving a person's career choices, which, in this case, is the love for creating games.

"As Carmack put it shortly after their breakup, Romero wants an empire. I just want to make good programs."

This quote from Carmack reflects the differing ambitions between the two partners, which led to their split, highlighting the need for aligned goals in partnerships.

The Influence of Claude Hopkins and Marketing Insight

  • Claude Hopkins' marketing principles, such as "the more you tell, the more you sell" and "start with service," are discussed.
  • The detailed game manuals created by Micropros are cited as an example of Hopkins' principles in practice.
  • Sid's dedication to providing valuable information to his customers is connected to his love for game development.

"One of the things that Micropros was famous for was our game manuals, which over time became as long and informative as textbooks."

This quote illustrates how Sid Meyer's company went above and beyond in providing detailed manuals, which contributed to a deeper appreciation of their games among those who read them.

"The manual for the game, the more he sells, the more he tells."

A paraphrase of Hopkins' principle, this statement connects the comprehensiveness of the game manuals to the success of the games in the market.

Personal Connection to Brands and Companies

  • The personal stories of company founders can lead to a deeper appreciation and loyalty to their brands.
  • The example of Trader Joe's is used to illustrate how learning about the founder's philosophy can influence consumer behavior.

"If their company is still around, I find myself more likely to spend money at their company."

This quote explains the speaker's increased likelihood to support companies after learning about the founders' stories and philosophies.

"This guy really loved what he did."

Reflecting on the passion of the Trader Joe's founder, this quote emphasizes the impact of a founder's dedication on consumer perception and loyalty.

Incremental Innovation and Collaboration in Game Development

  • Sid Meyer's approach to fixing game issues involved many small, incremental changes rather than a single, groundbreaking solution.
  • The collaborative nature of game development is highlighted, with an acknowledgment of the contributions from various people and technologies.
  • The concept of innovation as a series of small ideas brought together in new ways is discussed, paralleling the insights from the Johnny Ive biography.

"Not a lightning bolt. Dozens of incremental changes, many of which we couldn't take credit for."

This quote from Sid Meyer emphasizes the gradual and collaborative process of innovation in game development.

"Innovation is rarely about a big idea. More usually it's a series of small ideas brought together in new and better ways."

This quote, likely from Johnny Ive, aligns with Meyer's approach to innovation, reinforcing the idea that significant advancements often result from small, cumulative improvements.

Gaming Industry Perception and Cultural Impact

  • During Sid's early career, the gaming industry was not widely respected or understood.
  • The eventual cultural domination of gaming was unforeseen at the time.
  • Sid's experience reflects the common theme of being misunderstood by the outside world when pursuing innovative work.

"It wasn't that gaming was looked down on by the rest of the world necessarily, but it was sometimes glanced at sideways and confusion."

This quote captures the initial skepticism and lack of understanding that the gaming industry faced in its early days.

"I don't think any of us could have imagined back then the kind of cultural domination that gaming would someday achieve."

This quote reflects on the unexpected rise of gaming to become a dominant cultural force, highlighting the industry's growth since Sid's early career.

The Influence of Robin Williams on Game Naming

  • Robin Williams' suggestion to promote game creators by name led to the inclusion of Sid Meyer's name in his game titles.
  • The practice of naming games after creators was likened to how other entertainment industries promoted their stars.
  • The decision to use Sid Meyer's name in game titles was initially met with reluctance but ultimately embraced due to Williams' influence.

"Robin Williams pointed out that all other entertainment industries promoted their stars by name. Why should gaming be any different?"

This quote explains the rationale behind using Sid Meyer's name in game titles, drawing a parallel with other entertainment sectors.

"Robin Williams told me to do it. It's a pretty good defense for almost anything."

This quote humorously conveys Sid's acceptance of Robin Williams' advice, recognizing the actor's authority on the matter.

Customer-Centric Game Design

  • Sid Meyer consistently put himself in the role of the customer when designing games.
  • The focus on what players would enjoy was a guiding principle in his design process.
  • The success of "Sid Meyer's Pirates" is used as an example of applying real-life principles to game design.

"All I could do was keep asking myself, would I want to play this game? As long as the answer was yes. The idea stayed in."

This quote demonstrates Sid's customer-centric approach to game design, ensuring that the games he created were ones he would enjoy playing himself.

"Have an adventurous life with no regrets."

This quote, a key insight from the design of "Sid Meyer's Pirates," serves as a metaphor for the approach to life and career, emphasizing the pursuit of fulfilling experiences.

Business Lessons from Tom Clancy and Maintaining Control

  • Tom Clancy's experience with contractual issues and lack of control over his creations serves as a cautionary tale.
  • The conversation between Sid Meyer and Tom Clancy highlights the importance of maintaining control to avoid being taken advantage of in business.
  • Sid's distaste for business deals is rooted in a desire to avoid the dangers associated with poor arrangements and untrustworthy people.

"Even someone of his stature could be taken advantage of through poor business arrangements."

This quote warns of the risks that even successful individuals face in business, emphasizing the need for vigilance in contractual matters.

"Maintain control so you can avoid shady business deals."

This quote summarizes the lesson from the conversation between Sid Meyer and Tom Clancy, stressing the importance of retaining control to prevent exploitation.

Success and Inspiration in Game Development

  • Sid Meyer's success with releasing multiple games per year and generating significant revenue is noted.
  • Inspiration from other game designers, such as Will Wright's "SimCity," played a role in Sid's creation of "Railroad Tycoon."
  • The book discusses the influence of various artists, designers, and entrepreneurs on Sid's work.

"We were now releasing three or four games a year and generating around 15 million in revenue."

This quote indicates the scale of success that Sid Meyer's company achieved in the game development industry.

"SimCity was either the kick I needed to see what was right in front of me, or else maybe the reassurance that my intuition was feasible after all."

This quote reflects on the impact of "SimCity" on Sid's realization that there was a market for non-violent, creative simulation games like "Railroad Tycoon."

Philosophy of Game Design

  • Sid Meyer's philosophy emphasizes building and progress over destruction in game design.
  • The idea of perpetual progress is a key concept in Sid Meyer's games like Civilization.
  • Sid Meyer believes that people play games to feel good about themselves, and game design should reflect that.
  • Making games should be about challenging oneself and embracing interesting challenges.

"People just might be interested in just constantly building and making progress." "People play games to feel good about themselves."

These quotes highlight the core philosophy that gaming should be a positive experience focused on building and progress, which is central to Sid Meyer's design approach.

The Creation of Civilization

  • Sid Meyer and his team aimed to create something bigger than their previous projects, leading to the concept of a game based on the entire history of human civilization.
  • Sid Meyer's ambition to create the ultimate strategy game was realized with Civilization.
  • The process of creating Civilization was arduous and time-consuming, leading to burnout.

"What's bigger than the history of railroads, the entire history of human civilization?" "At the age of 28, I had declared in my very first instruction manual that I would one day write the ultimate strategy game."

These quotes reflect the ambition behind Civilization and how the idea evolved from a bold declaration to a challenging and fulfilling project.

Youth and Naivete in Game Development

  • Sid Meyer reflects on the benefits of youthful confidence and the lack of self-doubt in taking on big projects.
  • Naivete can be beneficial as it allows one to take risks without being hindered by the knowledge of potential difficulties.
  • Sid Meyer acknowledges that the ignorance of the challenges ahead contributed to his willingness to fully invest in the development of Civilization.

"Sometimes it's useful to be a young person who hasn't learned how to doubt himself yet." "There is some kind of benefit to ignorant bliss or naivete."

These quotes convey the idea that a certain degree of naivete can be advantageous in creative endeavors, allowing for risk-taking and full commitment without being paralyzed by overthinking potential problems.

Game Design and Edge

  • Sid Meyer emphasizes the importance of recognizing one's edge in game design.
  • He advises against competing with other media forms and instead focusing on the unique strengths of gameplay.
  • The concept of "Hollywood envy" is criticized, and the focus should be on what games do best.

"We simply can't compete with the panorama of a movie, or the length of a novel, or the acoustics of an album." "Sid Meyer makes a pathetic Arnold Schwarzenegger, but he makes a magnificent Sid Meyer."

These quotes suggest that game designers should focus on their unique strengths and not try to emulate other forms of media, as this is where their "edge" lies.

The Covert Action Rule

  • Sid Meyer learned a valuable lesson from the game Covert Action: combining two great games can result in zero good ones.
  • The "Covert Action Rule" states that one good game is better than two great ones.
  • The rule emphasizes the importance of focus in game design and the dangers of overcomplicating a project.

"Combining two great games had somehow left me with zero good ones." "Deciding what doesn't go into the game is sometimes more important than deciding what does."

These quotes underline the importance of focus and simplicity in game design, suggesting that sometimes less is more and that it is crucial to decide what to exclude from a game.

Iterative Design and Efficiency

  • Sid Meyer advocates for an iterative design process, where rapid prototyping and testing are key.
  • He suggests making bold changes rather than incremental ones to quickly assess their impact.
  • Efficiency in catching and correcting mistakes is crucial in the game development process.

"Mistakes are a given, and the important thing is to catch as many as you can, as fast as you can." "Double it or cut it in half. Don't waste your time adjusting something by 5%, then another 5%, then another 5%."

These quotes emphasize the importance of efficiency and bold decision-making in game design, suggesting that it is better to make significant changes to quickly evaluate their effects rather than making small, incremental adjustments.

Marketing and Audience Reception

  • The initial marketing for Civilization was conservative due to the belief that a strategy title would not make significant profits.
  • Despite the slow start, Civilization resonated with players and spread through word of mouth.
  • Fan engagement with Civilization was deep, with players using the game as a tool for thinking rather than just an experience.

"Civilization starts resonating with players. This is a conventional wisdom said a strategy title would never make big money." "We had gotten players thinking on a deeper level. They were interacting with the game as a tool rather than an experience."

These quotes reflect the unexpected success of Civilization, which defied conventional wisdom and engaged players on a deeper level, leading to a strong and lasting fanbase.

The Role of Modding in Game Longevity

  • Sid Meyer was initially skeptical about allowing players to modify Civilization.
  • The modding community proved vital to the game's longevity, with players enhancing and personalizing their gaming experience.
  • Sid Meyer acknowledges that he was wrong about modding, as it allowed the game series to thrive.

"I could not be convinced this was a good idea." "The strength of the modding community is instead the very reason the series survived at all."

These quotes highlight Sid Meyer's initial reluctance to embrace modding and his eventual realization of its importance in fostering a dedicated and creative community that contributed to the game's longevity.

Individual Talent and Collaboration

  • Sid Meyer values individual talent and prefers to work separately while collaborating on the whole.
  • He believes in combining unique expertise to create something that no single person could achieve alone.
  • Sid Meyer emphasizes the importance of knowing one's strengths and working efficiently with others who complement those strengths.

"I'm an introvert who likes people. I want to collaborate on the whole, but I want to do my part individually." "The dichotomy between someone else's talent and your own is a cause for celebration, because the further apart you are, the more you can offer each other."

These quotes convey Sid Meyer's approach to collaboration, where individual strengths are celebrated and combined to create a superior product, rather than compromising on shared tasks.

Influence and the Evolution of Ideas

  • Sid Meyer acknowledges that his games were influenced by others and that the flow of ideas is continuous.
  • He appreciates when others build upon his work, as it leads to further improvements and evolution in game design.
  • The sharing and adapting of ideas are seen as a natural and positive part of the creative process.

"The ideas didn't start with us, and they can't end with us either." "What I didn't see at the time is that imagination never diminishes reality, it only heightens it."

These quotes reflect the belief that creativity is a collaborative and evolving process, where ideas are shared and built upon, leading to ongoing innovation and improvement.

Game Design as a Metaphor for Life

  • Sid Meyer suggests that the principles of game design can be applied to life, such as focusing on who is having the most fun.
  • The concept of treating life like a game, with the aim of maximizing enjoyment and success, is discussed.
  • The metaphor of "grand theft life" is used to describe an approach to life where one actively seeks out joy and fulfillment.

"Who is having the most fun? That's who you want your player to be." "There is joy out there waiting to be discovered, but it might not be where you expect it."

These quotes suggest that game design principles, such as focusing on enjoyment and engagement, can be applied to one's approach to life, encouraging an active pursuit of fulfillment and happiness.

Obsessive Personality and Inspiration

  • Sid Meyer believes that having an obsessive personality can be beneficial in maintaining focus and quality in work.
  • He emphasizes the importance of seeking inspiration from various sources and being open to unexpected influences.
  • A diverse set of interests and continuous learning are recommended for anyone looking to excel in their field.

"I think having a slightly obsessive personality is a useful thing." "Whatever it is you want to be good at, you have to make sure you continue to read and learn and seek joy elsewhere because you never know where inspiration will strike."

These quotes highlight the value of an obsessive focus on quality and the necessity of seeking inspiration from a wide range of sources to enhance one's work and creativity.

Advice for Aspiring Game Designers

  • Sid Meyer advises aspiring game designers to demonstrate their ideas through playable prototypes and honest testing.
  • He stresses the importance of being good enough to prove a concept and inspire others to contribute.
  • The advice is to take a hands-on approach and iterate based on feedback and self-evaluation.

"The best way to prove your idea is a good one is to prove it not with words, but with actions." "You don't need to be perfect at any one job. You just need to be good enough to prove your point and inspire others to join you."

These quotes offer practical advice for those looking to break into the game industry, emphasizing the importance of taking action and creating tangible proof of one's ideas to gain support and collaboration.

Changing Business Models in Gaming

  • Sid Meyer discusses the evolution of gaming business models, including the shift from upfront payments to microtransactions.
  • He references the success of free-to-play games with in-game purchases and the discrepancy between players' stated preferences and actual spending behavior.
  • The historical context of microtransactions, dating back to coin-operated arcades, is mentioned.

"We had to decide whether to charge a one upfront premium for the game, as was traditional, or try out the trending new model of downloadable content." "A full 70% of candy crush users have never paid a dime for the game, yet it still brings in several million dollars a day."

These quotes discuss the changing landscape of gaming revenue models and how player behavior often contradicts their stated opinions, with many players engaging in microtransactions despite expressing dislike for them.

Parting Wisdom

  • Sid Meyer reflects on the unpredictability of success and the importance of finding joy in one's work.
  • He encourages taking risks, learning from experience, and embracing the possibilities that arise in both game design and life.
  • Sid Meyer's final advice is to make decisions that are interesting and to continually search for fun and inspiration.

"So many of our wildest dreams have turned out to be laughably conservative that it's hard to write off anything as impossible." "Making games is simply the best job in the world, and I think that in life, as in game design, you have to find the fun."

These quotes encapsulate Sid Meyer's optimistic outlook and his belief in the importance of passion and enjoyment in one's work, suggesting that finding fun and making interesting decisions are key to success and fulfillment.

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