A Bet in a Casino Arcade
In 1982 two employees of General Instrument, an electronics manufacturer with offices in Hunt Valley, Maryland, found themselves in Las Vegas for a company conference. One was John Stealey, a former Air Force pilot who worked on the finance side and liked to be called "Wild Bill." The other was a quiet systems programmer in his late twenties named Sid Meier. Both owned Atari 800 home computers. Both were bored.
As Meier told the story years later, they wandered into an arcade in the basement of the MGM Grand and found Atari's Red Baron, a vector-graphics biplane game. Stealey, the pilot, sat down to show how it was done. In Stealey's version, recounted to Kotaku in 2013, he scored about 75,000 points, good enough for third place on the machine's leaderboard. Then Meier played and scored about 150,000. Stealey asked how a programmer had outflown a fighter pilot. Meier said he had been watching and had worked out the algorithms that controlled the enemy planes.
Meier added that he could write a better flight game himself. Stealey said that if he did, Stealey would sell it. A few months later Meier handed over a combat flight simulator called Hellcat Ace, and the two men had a company.
The anecdote has been retold so often that it has taken on the shape of a founding myth, and the two men's accounts differ in details. But it captures something true about Meier that the next four decades confirmed. He looks at games the way an engineer looks at a machine: as systems of rules that can be understood, taken apart and rebuilt. And he has usually needed someone else to sell what he built. From MicroProse, the company he started with Stealey, through Firaxis Games, the studio he co-founded in 1996, he has designed or overseen dozens of games, including Pirates!, Railroad Tycoon and above all Civilization, a series that Take-Two Interactive reported in 2024 had sold more than 73 million copies.
By the Numbers
Sid Meier's Career
1982Year he and Bill Stealey founded MicroProse Software
150,000His Red Baron score in Stealey's telling, twice the pilot's own
1991Year MicroProse released Sid Meier's Civilization
50%Cut to Civilization's map size less than a month before release
1999Year he became the second inductee into the AIAS Hall of Fame
$22.3MPrice Infogrames received for the Civilization rights in 2004
73M+Civilization copies sold as of August 2024, as reported by Take-Two
A Programmer from Detroit
Sidney K. Meier was born on February 24, 1954, in Sarnia, Ontario, to parents of Dutch and Swiss descent. When he was about three the family moved to Detroit, where he grew up. As a boy, he later told Ars Technica, he tried to build a model railroad and gave up because it took too long. He remembered the frustration, and decades later he would build the railroad on a computer instead.
He went to the University of Michigan, where he studied history and computer science and graduated in 1975 with a bachelor's degree in computer science. His first computer, he told Gamasutra's Benj Edwards in 2007, was an IBM 360 mainframe on which students submitted batch jobs in FORTRAN. Even then he was writing games when he was supposed to be doing other work: a Star Trek space game and a tic-tac-toe program.
After college he took a job at General Instrument, working on systems for department-store cash registers. Around 1981 he bought an Atari 800 with 16 kilobytes of memory. He started writing games in assembly language, saving them on cassette tape. One was a clone of Space Invaders; he took it to a local computer store in a plastic bag, and the store bought five or ten copies. According to Kotaku, he also put a space game on his office network, where it became so popular with co-workers that his bosses made him take it down. He ran an Atari users' group and became known around the company as the person who understood these new home machines.
Two habits were already visible. The first was curiosity about how other people's games worked, which he satisfied by rebuilding them. The second was a lack of interest in the business of selling what he made. He had learned from the computer store that he needed a partner. Stealey, extroverted and commercially aggressive, was the partner he found.
Games in Plastic Bags
MicroProse Software was founded in 1982, with Stealey as president and Meier as the designer and programmer. Meier later said that the first game he wrote for the company was a helicopter side-scroller called Chopper Rescue; Stealey remembered Hellcat Ace as the first project. Either way, the early catalogue was a mix of small action games and flight simulators for the Atari 8-bit machines, packaged in plastic bags and sold by Stealey to hobby and computer stores around the region.
Stealey had a sales technique of his own. He told Kotaku that he would telephone computer stores, ask for Hellcat Ace, shout at them when they did not have it and hang up, repeating the call under different names over several weeks. Then he would call as a MicroProse representative and find the store eager to stock the game. He claimed about $200,000 in sales in the first year, after which he left General Instrument to work on MicroProse full-time. Meier followed about a year and a half later.
The company grew on flight and military simulations, which suited both founders. Stealey loved aircraft, and Meier loved the challenge of making a convincing simulation run on a home computer with very little memory. Solo Flight appeared in 1983 and F-15 Strike Eagle in 1984. Silent Service, a Second World War submarine simulation, followed in 1985, and Gunship, a helicopter game, in 1986. Until Stealey hired the artist Michael Haire for Silent Service, Meier had insisted on doing almost everything himself, including graphics and sound. The video game crash of 1983 devastated console companies, but MicroProse, selling to home-computer owners, kept growing. Stealey recalled that it took three years to reach $3 million in annual sales.
These simulations taught Meier a principle that would define his later work. A realistic simulation is not automatically fun. Computer Gaming World reported in 1994 that he had said many times that he emphasises the fun parts of a simulation and throws the rest away. A flight simulator did not need every switch in a real cockpit; it needed the handful of decisions that made a pilot feel like a pilot.
Putting a Name on the Box
By the mid-1980s Meier wanted to make something other than vehicle simulations. With the designer Arnold Hendrick he began work on a game about piracy in the Caribbean, in which the player would sail, fence, trade, court governors' daughters and plunder Spanish towns across a career. Stealey was sceptical. MicroProse's customers bought flight simulators.
The two men remember the solution differently. Meier told Kotaku that Stealey, after asking when his next flight simulator would be ready, suggested putting Meier's name on the pirate game so that people who liked his simulators would recognise it. Stealey said the idea came from the comedian Robin Williams, who kept them laughing for two hours at a Software Publishers Association dinner and then told Stealey he should put Sid's name on the boxes and promote him as the star. MicroProse had used Meier's name and face in advertisements since around 1986. In 1987 it released Sid Meier's Pirates!, the first game to carry his name in its title.
The game was a success and the name stuck. It became one of the first designer brands in computer games, a signal to buyers that a title would be carefully made and fun to play. In 1992 an entry in Computer Gaming World's reader poetry contest described the name as a guarantee that they got it right.
The branding has always sat a little awkwardly with Meier's personality. Colleagues describe him as modest and soft-spoken. He has said he did not push for the name to be used, and in later years it appeared on many games he did not design himself: Brian Reynolds led Civilization II, Colonization and Alpha Centauri; Jeff Briggs designed Civilization III; Soren Johnson led Civilization IV; Jon Shafer led Civilization V. In his 2020 memoir, Meier wrote that once his name had appeared on three boxes, people at the office began treating him differently. It made him uncomfortable, and he felt it was bad for the games, because he did not want to spend his days convincing people they were allowed to tell him what they disliked.
From Flight Simulators to Railroads
After F-19 Stealth Fighter in 1988, Meier moved away from simulators, later saying that everything he found cool about flight simulation had gone into that game. Two games by other designers pushed him in a new direction. Will Wright's SimCity and Bullfrog's Populous, both released in 1989, showed that games could be about building things up rather than blowing them up. SimCity, Meier told Kotaku, planted the seed that games do not have to be about destruction.
He found a collaborator for the new direction in Bruce Shelley, a veteran board-game designer from Avalon Hill who had joined MicroProse in 1988. Shelley had adapted Francis Tresham's railway board game 1829 for the American market as 1830, and the two of them had played it. The result of their partnership was Sid Meier's Railroad Tycoon in 1990, a game in which players built track, ran trains and competed with rival railroad barons. It was the model railroad Meier had abandoned as a child, made manageable by a computer.
Stealey, whose company had been built on military simulations, was uneasy. According to Shelley, speaking to Gamasutra in 2007, Stealey wanted a new flight simulator every year and had no particular interest in Railroad Tycoon. It sold well anyway.
The same period produced a lesson from failure. Covert Action, a spy game released in 1990, combined an investigation plot, in which the player tracked a criminal mastermind across cities, with intense action sequences in which the player broke into buildings. Meier later concluded that the two parts competed with each other. After ten minutes of action, players came out of a building having forgotten what mystery they were trying to solve. Soren Johnson, who worked with Meier at Firaxis, wrote in 2009 that Meier called this the Covert Action Rule: one good game is better than two great ones.
Of course, I can't speak for every other creative person out there, but for me personally, I can't chip away at marble. I only know how to sculpt with clay.
— Sid Meier, Sid Meier's Memoir!, 2020
Building Civilization
After Railroad Tycoon, Meier and Shelley looked for a bigger subject for a building game. As Meier put it to Ars Technica, they wanted a topic bigger than railroads, and settled on everything. The influences he has named are SimCity, Railroad Tycoon and the board game Risk, which he had played as a child. He has said he had not played Tresham's board game Civilization before making his own, although MicroProse later dealt with Avalon Hill, which held the American rights to the name.
Shelley recalled that Meier gave him the first playable prototype in May 1990 on a floppy disk. The first version ran in real time and borrowed from SimCity: the player designated zones for farms and villages and watched them fill in. Meier found it dull. He said it was like watching paint dry, and that there was more watching than doing. The project was set aside while MicroProse's management had them finish Covert Action, and when they came back to it, the game became turn-based. The zoning disappeared, replaced by settlers who irrigated land and founded cities. Time no longer passed on its own; it moved when the player had made decisions. The technology tree, which opened new possibilities as a civilisation advanced, took shape in the same phase.
By this point the relationship between the founders had changed. In the memoir, Meier describes a disagreement over Stealey's wish to take MicroProse into arcade games, which Meier thought a mistake. Neither could persuade the other, so Stealey bought out Meier's half of the company. Meier stayed in the same office and attended the same meetings, but on paper he became an independent contractor paid for the games he created. He wrote that he had feared the executives would not see the potential in Civilization, and that the new arrangement meant nobody could cancel it.
Development settled into a routine. Each night Meier left a disk with the latest build on Shelley's office chair. Shelley came in early, played it and gave his feedback when Meier arrived, and Meier spent the day revising. For months Shelley was the only other person allowed to play. Research was deliberately light. Meier drew mainly on well-known leaders, technologies and events, and Shelley later said that everything they needed was available in the children's section of the library.
Many ideas were tried and removed. A cycle of rising and falling empires, plagues and volcanic eruptions made players reload saved games. A secondary tree of minor skills was dropped as unwieldy. Land mines went because the computer players could not use them sensibly. Less than a month before the game shipped, Meier cut the map in half. A smaller world made the game move faster, and the sense of relentless progress mattered more than the scale.
Sid Meier's Civilization came out in late 1991 for MS-DOS. MicroProse spent little on promoting it, and it spread largely by word of mouth. Brian Reynolds, then a young designer at MicroProse, later told Kotaku that it sold about 800,000 copies. In 1996 Computer Gaming World placed it first in its list of the best games of all time. Its effect on players became known as the "one more turn" phenomenon: there was always a unit, a building or a technology about to be finished, and so there was never a natural place to stop.
Handing Over the Keys
After Civilization, Meier decided not to try to top it. He told Kotaku that if he kept trying to make each game bigger and more epic than the last, he would drive himself crazy. Instead he handed the next big projects to Reynolds, who led Colonization in 1994 and Civilization II in 1996, and turned to smaller experiments. One was C.P.U. Bach, a program for the 3DO console that composed music in the style of Bach in real time. Meier and Jeff Briggs received a patent for the underlying system in 1996, but the product was a commercial failure.
MicroProse, meanwhile, was in trouble. Its move into arcade and console games did not pay off, and the company went public and then merged with Spectrum HoloByte in 1993. Stealey left soon afterwards. In 1996 Spectrum HoloByte cut jobs and consolidated operations, and Meier, Reynolds and Briggs left to start their own studio, Firaxis Games, with Briggs as president and chief executive and Meier as director of creative development. Meier, who told Kotaku he had never wanted to be involved in business, described the early days with a joke: the convicts were running the asylum.
Firaxis signed with Electronic Arts to publish its first games: Sid Meier's Gettysburg! in 1997, his first real-time tactical game, and Sid Meier's Alpha Centauri in 1999, a science-fiction successor to Civilization designed by Reynolds. The Civilization name itself spent several years in a legal tangle. MicroProse passed to Hasbro Interactive and then to Infogrames, Activision released a rival Civilization: Call to Power under a licence obtained from Avalon Hill, and the rights were eventually consolidated. Firaxis made Civilization III, published by Infogrames in 2001.
In late 2004 Infogrames sold the
Civilization rights for $22.3 million to a buyer later revealed as Take-Two Interactive. On November 7, 2005,
Take-Two bought Firaxis itself and made it part of its 2K Games label.
Civilization IV, led by Soren Johnson, had been released a few weeks earlier. Meier, who had spent his career designing games, now found himself the figurehead of a studio inside a large public company. He has held the same title, director of creative development, ever since.
The Prototype Engine
At Firaxis, Meier's working method became something close to a legend among the staff. He does not write design documents. In his memoir he compared them to drawing a map before visiting the terrain: the mountain is where it is, and the designer's job is to find it. Instead he builds prototypes, plays them, changes them and plays them again. According to Firaxis employees interviewed by PCGamesN in 2016, he has maintained his own private prototyping engine since around 1996, which he uses to try out game ideas and which nobody else uses.
Jake Solomon, who joined Firaxis in 2000 and later directed XCOM: Enemy Unknown, told Kotaku that his job interview consisted mainly of playing one of Meier's prototypes and being asked whether he had fun and what he would change. The prototype was for a dinosaur game that Meier worked on for years and never shipped. He said he built three versions, one real-time, one turn-based and one a card game, and that they were all kind of fun but not fun enough. In 2001 he announced in a development diary that the project had been shelved.
What happened next shows how he works. According to Solomon, after announcing that the dinosaur game was finished, Meier went home, stayed away for about two weeks, and then called the team into a room to show them a working prototype of a golf-course building game. That became Sid Meier's SimGolf, released in 2002 in partnership with Maxis.
His colleagues passed on a set of sayings. Brian Reynolds attributed "find the fun" to him: the idea that fun cannot be found on paper and you have to build something to have any chance of finding it. Solomon said Meier taught him that feedback is fact. If a tester says they were bored, the designer should not argue; the game bored that person, and the task is to find out why. Soren Johnson recorded that Meier liked to say the player should always be the star, and warned against games in which the designer or the computer was having all the fun.
The sayings are not decoration. They describe a process built on very short loops between making something and watching someone play it, and on a willingness to throw work away. In a 2012 lecture at the Game Developers Conference, Meier said that probably a third of what Firaxis tries, if not more, ends up cut because it is not fun or interesting enough.
I prefer games where the player can lead the game in the direction that they want, and then they kind of end up with that unique story that only they can know.
— Sid Meier, interview with Kotaku, 2013
A Series of Interesting Decisions
Meier's best-known idea is a definition. Early in his career he began saying that a game is a series of interesting decisions. The line became one of the most quoted statements in game design, and also one of the most argued over. At GDC in 2012 he gave a full lecture on it, noting that he had discovered by searching for himself online that it had become a subject of debate.
He explained that it was easiest to begin with what is not an interesting decision. If a player always picks the first of three options, the choice is not interesting. Neither is a random one. Interesting decisions, he said, usually involve a trade-off: a powerful sword that costs 500 gold, a fast car that handles poorly, a defensive unit in Civilization that costs resources you could have spent elsewhere. They are situational, meaning the right answer depends on what is happening in the game. They let players express their own style, cautious or aggressive. They have consequences that last. And the player needs enough information to make them sensibly; Meier said it was almost worth erring on the side of too much information.
He also stressed feedback. After a player makes a decision, he said, the worst thing a game can do is simply move on. At the very least there should be a sound that acknowledges the choice. The player should feel that the game is a partner, reinforcing the fantasy of being a great leader or a racing driver.
He described the types of players whose feedback designers need to hear and not over-weight: the player who wants to win, the genre fan who resents change, the optimiser who wants to reverse-engineer the formulas, the paranoid player who believes the dice are rigged, the history buff, and the armchair designer. Each is useful, he argued, and each would ruin the game if their views were followed completely.
The idea explains much of Civilization's design. The game works on short, medium and long timescales at once. Building a chariot pays off in a few turns; building a wonder pays off over centuries of game time. The player is always balancing several goals, and every turn offers a handful of choices with visible trade-offs. That density of decisions is what makes it hard to stop.
What the Games Leave Out
Meier's games are about history, but they are selective about it. Kotaku noted in 2013 that his games never show blood, and that battles in Civilization are represented abstractly, with units colliding until one disappears. The series has been criticised for what it omits, including slavery. Asked about this, Meier told Kotaku that there is a conflict between emotionally charged subjects and the freedom of choice that makes his games good. He said his team tries to avoid putting players in moral dilemmas where the right thing to do and the winning move are different, and that he wants players to feel good about themselves when they finish.
That choice is defensible as design and has been questioned as history. Academic critics of the series have argued that it presents history as a single path of technological progress and territorial expansion, with Western-style development as the natural goal. Colonization, a game about European settlement of the Americas, drew particular criticism for its treatment of indigenous peoples. Supporters answer that the games are playful models, not textbooks, and that teachers have used them precisely because they provoke questions about why history unfolded as it did. Both views are reasonable, and Meier has generally chosen accessibility and enjoyment over difficult realism.
The series has also generated its own myths. For years a story circulated online that the Indian leader Gandhi became obsessed with nuclear weapons in the original Civilization because of a programming error: his low aggression score supposedly wrapped around to the maximum value. In his 2020 memoir Meier wrote that the bug never existed. Gandhi, like every leader, might use nuclear weapons in wartime and would issue threats, but his aggression score stayed at its minimum throughout. The story, he wrote, was funny precisely because none of it was true. The legend was popular enough that Firaxis had already turned it into a deliberate joke in Civilization V.
Elder Statesman
By the 1990s the industry had begun to treat Meier as one of its founders. In 1996 GameSpot put him first on its list of the most influential people in computer gaming, calling him "our Hitchcock, our Spielberg, our Ellington." In 1999 he became the second person inducted into the Academy of Interactive Arts and Sciences Hall of Fame, after Shigeru Miyamoto of
Nintendo. He received the lifetime achievement award at the Game Developers Choice Awards in 2008 and a lifetime achievement award from the Golden Joystick Awards in 2017.
He kept making smaller games of his own alongside the big Civilization releases: Railroads! in 2006, Civilization Revolution for consoles in 2008, CivWorld on Facebook in 2011, which closed in 2013, Ace Patrol in 2013 and Starships in 2015. None achieved the impact of Civilization, and Meier has said he has no formula for making a memorable game; the team simply tries to make the best game it can on each subject.
In September 2020 W. W. Norton published Sid Meier's Memoir!: A Life in Computer Games, written with Jennifer Lee Noonan. It is candid about process and generous to collaborators, and it is the best source for how he thinks about design: as clay to be shaped by repeated small changes and occasional drastic ones, not marble to be carved according to a plan.
The series he created has continued without his hands on the design. Civilization VI came out in 2016. Civilization VII was released on February 11, 2025, to a harder reception. Critics were broadly positive, but Steam user reviews were mixed, with complaints about the interface and a new system that required players to switch civilisations between historical ages. For months it drew fewer players on Steam than its two predecessors, and Take-Two's chief executive Strauss Zelnick described its start as slow while saying he still expected it to meet its long-term targets. The episode showed how hard it is to change a game that tens of millions of people already love, and that the name on the box is no longer a guarantee.
Meier has never seemed troubled by being defined by one game. Asked by Gamasutra in 2007 about his legacy, he said that if his epitaph read "Did Civilization," that would be fine. When Kotaku asked him in 2013, at 59, whether he thought about retiring, he laughed and said he felt he already was: he was doing what he wanted to do.