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03.February.03, Interview
  BRAD WARDELL (PART 2)

He's the Project Lead on Galactic Civilizations, and the Founder and President of the company that's producing it: Stardock Systems. The game, the company and the man himself are all explored throughout the four parts of this one-on-one dialogue.

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Apolyton: GalCiv will in many ways be taking on Quicksilver Software's Master of Orion III , both titles of which are scheduled for release at about the same time. What do you think distingushes GalCiv from MoO3 and how does it compare to other 4X space-setting offerings?
Brad Wardell: Other than both taking place in space and both being strategy games the two games have very little in common. They both have taken considerable inspiration from Twilight Imperium, a board game (Orion Senate and United Planets are very similar to the Council in Twilight Imperium for instance). But in terms of game play, they are much different.

Masters of Orion has traditionally focused on the military aspect of empire building. Research specific component technologies, design ships and then send those fleets out and have them engage in combat where the components you chose are critical. GalCiv focuses much more at a strategic level (as opposed to tactical). Military engagements are done at a more macro level ala Civilization. Each capital ship in GalCiv is precious with its own experience level, ability to be named, etc. A lot of GalCiv's empire building is focused on creating star bases in your territory to modify your civilization's abilities locally.

Additionally, I think one of GalCiv's strengths is that you are really trying to build a civilization. That means you face ethical and moral decisions that affect what kind of society you are building. The technology tree is large enough where users have to take different paths that will affect the dozens of civilization abilities you have. And in addition to the United Planets Security Council, you have your own senate where you have to keep voters happy and deal with the pros and cons of the political party you chose to associate yourself with.

Overall, our goal is to make Galactic Civilizations feel like an epic. That you are in charge of the story of the human civilization.

Apolyton: Heavy micromanagement has been the bane of many a 4X games in varying degrees depending upon what if any mechanisms are incorporated to combat it and how they are implemented. How have you chosen to tackle this resilient nuisance?
Brad Wardell: AI is my bag. But I don't trust AI to manage my civilization. Micromanagement, in my view, shouldn't be solved through computer AI but rather through flexible user interfaces. Allow players to manage their civilizations at different levels depending on their desire to micro manage. We do this through a governors interface. You tell the governors what to do and they go and do it. Whether that be to queue up social projects to build on various planets or telling groups of planets to stop builing transports and begin building Battle cruisers.

What you want is for the later stages of the game to see feel fun and move decently rather than getting bogged down in micro management. Based on beta tester feedback, I think we've accomplished that.

Apolyton: Another problem with 4X strategy line is the critical mass; in many games, the player will reach a level where victory is a foregone conclusion and the only thing that remains is a tedious mop-up of whoever else remains. How is GalCiv combating this issue?
Brad Wardell: Indeed, we made solving the critical mass problem a major focus early on. As I indicated, the computer AI is aware of its situation in the galaxy. If things become truly hopeless it will surrender. But not randomly. It will surrender either to you (if the game is truly hopeless and you've crushing everyone) or it'll surrender to the player it thinks has the best chance to defeat the currently hegemon.

But that's really just the tip of the ice berg. The really cool stuff really has to be experienced as it's hard to explain. A lot of the strategies in GalCiv take varying times to reach fruition. Very regularly when you think you're about to win, something will happen and the entire game will change. Maybe the Altarians will finally get their Terror Star constructed. Or maybe the Drengin star bases will gain access to new cultural magnification technologies. Or maybe a galactic recession will hit and seemingly invincible civilizations that are over stretched will come crashing down to be split into several new civilizations.

In short, if the game is really over, you won't have to mop up. The AI will simply surrender. But often times things can change and bring the game new life.

Apolyton: What kind of modification (MOD) tools are you going to provide for GalCiv ? Do you think games in general benefit from extensive modification abilities or do you think it's too easy to go overboard with such features and spoil carefully designed balances?
Brad Wardell: I am a big believer in putting faith in the players. To that end, we've made it so that players can easily create their own technologies, improvements, wonders, trade goods, star ships, United Planets resolutions, random events, and more. We've even set up a library on galciv.com where players will be able to upload their stuff to share with other people.

Apolyton: Those who were able to pre-order GalCiv were rewarded by being able to be apart of an extended beta-testing family. Where did the idea for this unconventional model come from, and what kind of feedback have you received from the game's beta testers to date?
Brad Wardell: We've been doing that since the OS/2 days. The idea is that you want to avoid having "fan boys" be your beta testers. You want people who have paid money combined with the right to speak publicly and openly on their experiences. This way, you can be assured of getting honest, serious feedback from the very people who would buy your game. That way, the released game is more like a typical 1.1 level game. It's already been played by for months by real customers.

We also keep taking polls on GalCiv.com of the beta testers to find out what things we should focus on. What things we should add. For example, galactic resources were not in the original GalCiv design. This was suggested by beta testers. Galactic resources are special interstellar items that if you build a star base on them, you can mine them and they give your civilization a bonus. Through new technologies, you can keep building them up more and more. We didn't come up with that. Beta testers did. By having the beta open early enough, we could incorporate real suggestions into the game and focus on what they wanted throughout the project.

Apolyton: In summarizing your gaming career from the start to the present, what do you consider to be its highlights to date?*
Brad Wardell: Oh that's hard to say. I founded Stardock in college back in 1991, incorporated it in 1993. I've mainly focused on creating software that lets people customize their computers to work however they want them to do (Object Desktop). But I really love strategy games and have tried to create the kinds of strategy games my friends and I would enjoy.

Interview Comments?
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Many thanks to Brad Wardell for taking the time to answer our questions. Most questions composed and/or based on those suggested by '[M]oomin'. The one marked with an asterisk (*) was composed by Daniel Quick.

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