Sid Meier's Psychology of Game Design

137K views · 10 years ago · talk · evergreen

Sid Meier, creator of Civilization, gives a GDC talk on the psychology behind game design. He discusses how players perceive luck, randomness and winning, and what his teams learned from playtesting the Civilization games.

HN people cite it for how players actually experience randomness, odds and win states, from shuffled playlists to loot boxes.

“This talk by Sid Meier is a good description of the problem of true randomness, from a game perspective”

5 comments from Hacker News

r
@ringshall2019 · in “Ask HN: Why are modern music players so bad at playing music in random order?”
This talk by Sid Meier is a good description of the problem of true randomness, from a game perspective: ▶ this video
RecommendsView on HN
c
@codetrotter2019 · in “How Designers Engineer Luck Into Video Games (2017)”
> The anecdote about Sid Meier hard-coding a guaranteed "win on the third attempt" for a battle with a 1/3 victory probability was very interesting. You might enjoy these videos as well: link ▶ this video
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m
@mlindner2018 · in “Sandspiel – A falling sand game built in Rust and WebGL”
Many games don't have win states or shouldn't have win states. More people need to listen to what Sid Meier has said on this. That HN article was written by someone who did not know what they were talking about. ▶ this video
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i
@i2om3r2017 · in “Apple Says Apps Must Now Disclose Odds for Loot Boxes”
For reference, here is the video: ▶ this video
t
@timo6142016 · in “What Sid Meier’s Video Game Empire Got Right and Wrong About ‘Civilization’”
Agreed; the point of the game is to make you feel like a God. Sid Meier gave a talk at the GDC: ▶ this video In it he explained how Civilization tested random negative events that could shape your world. He mentioned how this had a negative effect on the player experience and many times people would just grab a past save to avoid them IIRC.