Recently I had a chance to speak with gaming legend Sid Meier, about Atari
and Firaxis Games classic Sid Meier's Pirates, and how the game has been
updated for the 21st century. I want to thank Mr, Meier and Terry Goldman
at Electric Artists for making this interview possible.
GVK: What is the background and setting of the game and how did the
process to revive the game after 17 years come about?
SM: In Pirates! players take on the role of a swashbuckling pirate
captain in the gorgeous 17th century Caribbean where they embark on a
great adventure to become the most revered or feared pirate on the Spanish
Main. From the feedback we've gotten from fans over the years, all of us
at Firaxis knew this was a game that people really enjoy.in fact, 17 years
later many folks are still playing the original game. We finally decided
that the time was right and that technology had advanced to the point
where we could really bring the world of pirates to life for the 21st
century.
GVK: How are commerce and combat setup in the game and what different
styles and options will players have?
SM: Players can combat the enemy in duels, ship battles and land battles,
which have all been dramatically enhanced. In addition, we have added two
new action sequences: dancing with the governor's daughter and sneaking
into or out of unfriendly towns.
Players can earn upgrades in their weapons as their dueling skills
improve. Sid completely reinvented land battles for this game with a
turn-based system that is incredibly fun. Pirates now come is several
varieties (Buccaneers carry guns for ranged combat instead of the
cutlasses favored by regular Pirates) and defenses now include cavalry and
mobile cannon, along with the usual infantry. Things like height
advantages, tree cover and morale will impact the battles.
Ship battles are thrilling in this gorgeous 3D world. The main controls
are the arrow keys for direction and the space bar for firing. You'll have
the option to change views and to choose different types of cannon shot
(round for hull damage, chain for sails, and grape for crew).
There is a working economic model in which players will be able to trade
in various goods (Sugar, Spice, Luxuries, Food, Cannons, and generic
goods).
GVK: What weapons will players be able to select from and how will players
go about upgrading their weapons? Will they only have the option to buy or
can they use items obtained via combat? (see answer above) and.
SM: The player can get items in a variety of ways. Some can be
purchased, some are found amongst the plunder, and some are received from
other characters as gifts. Here are several examples: you could be given
a weather glass that allows you to better navigate around storms without
taking sail damage, a leather vest will add to your defense when dueling,
and a 3-stringed fiddle will keep your men more content on long voyages.
The items are pretty much all equal with regards to rarity but it would
probably take several complete games to see everything.
GVK: How many styles of ships are available and what are some of the
weapons and features that will be included?
SM: We have 27 different ships in the game ranging in size from miniscule
Tartanes to huge 32-gun Frigates. Each can be customized with various
enhancements like different kinds of shot or special cannons. The player
can have up to eight ships in his personal fleet at any time.
GVK: How is the A.I. for the game setup in terms of challenges that it
will offer players.
SM: Easily the greatest feature of Pirates! is that the player is always
in control and able to make lots of interesting decisions throughout the
game. The game is centered on the life of a pirate or, rather, the
swashbuckling life of a movie pirate. Our intent is to use action
sequences as they are used in movies, to tie together story segments in a
fun and interesting way. As in the original game, you will be able to
choose your allegiance and switch it at any time to better suit your
situation. Now, however, you will also be able to influence economic and
political conditions both locally and for the entire region.
On a local level, patrolling the waters outside a city can have a dramatic
effect on its economy (something that was implied but not modeled in the
original game). Players will also be able to incite native villages or
other pirate captains to attack local towns to weaken their defenses and
set them up for your own land attack. You will also influence towns
through opportunities to either escort or attack ships carrying new
governors, troops, or colonists.
On a regional level, you may be asked by an English governor to carry a
peace treaty to the Spanish. Depending on your outlook and allegiances,
this may or may not be something you want to do. If peace seems like a
good option, you can take the time to sail to the Spanish city and sneak
into the Governor's mansion (maybe he has a beautiful daughter you would
like to visit as well). If peace doesn't seem "profitable", you can
simply drop the document in the water and continue to attack any fat
Royal Galleon that comes your way.
Some highlights in your career as a pirate might be defeating one of the
top pirates like Blackbeard or the Evil Mendoza, courting the Governor's
beautiful daughter with charm, wit, and heroism and eventually marrying
her, capturing a town after a land battle and installing a new governor,
finding a lost city of gold, and capturing the treasure fleet or the
silver train.
GVK: What sort of graphic engine is the game using and what features does
it allow you to include in the release?
SM: We're using the Gamebryo 3D engine as a base and have built our own
layers on top of it to make the entire engine for Pirates! With the 3D
engine we've created a gorgeous world full of interesting places to visit
and characters to meet. We've added new story elements and quests,
upgraded dueling, reinvented land battles and ship battles to give the
player more options and control, and added new action sequences like
dancing and sneaking in and out of towns. Our hope is to deliver an
incredibly fun and compelling game that will give the fans more than what
they've been waiting for, and show a whole new generation of gamers how
much fun it is to live the life of a pirate!
GVK: What forms of multiplay if any will be available?
SM: One of the key reasons Pirates has been considered fun and successful
is because the game is all about you, the player. For that reason, we
have always considered Pirates to be a single-player experience, so there
will be no multiplayer. We will, however, have downloadable content and
an online community. Players will be able to download new skins for the
player character and other models in the game. You will also be able to
customize your ships with new flags, hull textures, and sail emblems.
GVK: I have heard dancing will play an element of the game, what can you
tell me about this?
SM: Dancing adds a cool new rhythm game to the mix. If you impress one of
the Governors or his daughter, they may invite you to a Governor's Ball
where you'll have a chance to win the daughter's heart (and possibly some
other goodies that will help you in your quests) if your dancing skills
please her. The daughter will guide you through the dance with subtle
cues.if you follow her lead well you'll reap the rewards.if you stumble
all over the dance floor she'll send you away.
GVK: How will player and ship navigation and combat be implemented, Real
Time or Turn based?
SM: The player explores the world, engages in duels, ship battles,
dancing, sneaking round town etc. all in real time. Land battles will run
on a new turn-based system.
GVK: Thank you so much,
Gareth
SM: Thanks for the interview Gareth!
Sid Meier, Firaxis Games
gareth@nwlink.com
|