Revisiting the Design of Civ 5


If you haven’t done so already, I ask that you check out the At the Gates Kickstarter page. Our goal is to innovate and take strategy gaming to the next level, but this campaign will be our sole source of funding for development. And hint, hint: the more successful ATG is the more articles you’ll have to read in the future!

To those of you who have already contributed and helped us reach our funding goal, I offer my most sincere thanks!

Upon first telling people about At the Gates I’m often asked, “How does it compare to Civ 5, the last game you designed?” Well, in this article I’ll be providing an in-depth response to that very question!

The short answer, though, is that there’s no guarantee if you loved Civ 5 that you’ll also love ATG, nor that if you hated one that you’ll also hate the other. My goal is to lay out the similarities and differences with complete clarity so that both existing and potential contributors know what they’re signing up for.

However, before really getting into the details (this is a long essay folks!) I’d like to step back and wax philosophical for a moment.

Civ 5 was a great success both critically and financially, and I’m especially proud of what the team accomplished. But there’s no ignoring the fact that Civ 5’s gameplay didn’t live up to everyone’s expectations.

I have no problem admitting that my design wasn’t perfect – we improve through constructive criticism and self-reflection, and that is another reason why I’m writing this. It wasn’t always easy, but I’ve answered many of the questions that at one time perplexed me. If my past work has given you reason to doubt my talents, I hope that this article might then help replace that with a new confidence.

Below, I’ll be sharing the design lessons I learned during and after Civ 5’s development, along with explaining how I’m actually applying said lessons in ATG.

Alright then, it’s about time we got this show on the road!

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