Sid Meier speaking at GDC 2010, photographed by Official GDC

Sid Meier

Maker of Interesting Decisions

Turns a vast subject into a choice you can understand—and lets that choice grow into a voyage, a railway, a civilisation of your own.

Legible Choices
Makes alternatives and their consequences worth considering.
Playable History
Finds an inviting model inside a formidable subject.
Iterative Craft
Uses prototypes and the player’s experience to refine a system.

Sid Meier

Game designer, programmer and co-founder of MicroProse and Firaxis

Start hereSid Meier’s Memoir! A Life in Computer GamesA warm, game-by-game account of making a living from curiosity. Begin with a game you know, then read the adjacent chapter about something less familiar. The failed experiments are especially useful for understanding how a broad subject becomes a playable decision.Explore the memoir

Sid Meier’s worlds are large enough to get lost in and clear enough to begin. A voyage, an economic network or a civilisation becomes a chain of choices, each with a readable consequence and a little room for surprise. His career moves between broad simulations and smaller experiments. Follow the original designs alongside the collaborators and later designers who carry the name forward; that distinction makes the legacy richer, and the craft easier to see.

2004–2012

What a choice feels like

The return to Pirates! and then Railroads! revisits earlier subjects with new teams and new presentation. A cargo travelling along a route remains a particularly elegant piece of feedback: you can watch an economic connection become useful. Railroads! is the 2006 Firaxis game, distinct from the 1990 original and the intervening Railroad Tycoon sequels.

Meier’s GDC talks make the craft explicit. The Psychology of Game Design asks what the player perceives, while Interesting Decisions examines the alternatives, information and pacing that make a choice compelling. These arguments belong together. An option may be mathematically available yet feel meaningless; a technically correct result may seem unfair. Good feedback allows a person to understand enough to make the next decision with curiosity.

Interesting DecisionsThe useful expansion of a phrase often repeated as a slogan. Meier examines the information, alternatives, pacing and feedback that make a choice worth making. Apply it to one turn rather than to an entire genre.Watch the talk

Choices that become worlds

  • 1987 · Sid Meier, game design · MicroProse team

    Sid Meier’s Pirates! · original

    Explore & play

  • 1990 · Sid Meier, programming; design with Bruce Shelley · MicroProse team

    Sid Meier’s Railroad Tycoon

    Explore & play

  • 1991 · Sid Meier & Bruce Shelley · MicroProse team

    Sid Meier’s Civilization

    Explore & play

  • 1990 · Sid Meier · MicroProse team

    Sid Meier’s Covert Action

    Explore & play

  • 1997 · Sid Meier · Firaxis team

    Sid Meier’s Gettysburg!

    Explore & play

  • 2004 · Sid Meier’s original design · Firaxis remake team

    Sid Meier’s Pirates!

    Explore & play

  • 2006 · Sid Meier & Firaxis team

    Sid Meier’s Railroads!

    Explore & play

  • 2013 · Sid Meier, lead design / programming · Firaxis team

    Sid Meier’s Ace Patrol

    Explore & play

  • 2015 · Sid Meier, designer · Firaxis team

    Sid Meier’s Starships

    Explore & play

The designer at his desk

The anatomy of a decision

An early life in games

A tradition in conversation