August 2002

A Chat with Bruce Shelley

GIGnews recruited Melanie Cambron, known by most in the industry as The Game Recruiting Goddess, to use her skills for the good of gamekind and recruit some of the big names in the industry to give us all valuable insight into what they do and how they do it.

In this interview, Melanie chats up Bruce Shelley. A professional game designer and developer since 1980, Bruce Shelley has been hailed throughout the gaming industry as a pioneer of computer gaming. Shelley began his career at Avalon Hill as a computer and board game designer. Soon after, he joined Sid Meier to design award winning computer games at Microprose Software including hit titles Civilization, Railroad Tycoon, F-19 Stealth Fighter, and F-15 II. In addition, Shelley has written a number of gaming guidebooks, manuals and strategy guides. Having begun career with paper and board games, he switched to computer games in 1987. He has helped start or worked for five game companies. Prior to the start of Ensemble Studios in 1995, Bruce is best known for assisting Sid Meier on the design of the original editions of Railroad Tycoon and Civilization when they were colleagues at Microprose. Today, he is a senior designer at Ensemble Studios, where he helped organize the company and evolve their development methodology. He contributed to the design of both Age of Empires and Age of Empires II: The Age of Kings, as well as Ensemble’s highly anticipated title, Age of Mythology.

MC: Bruce, thank you so much for taking time for this interview. I know you’ve been extremely busy with Age of Mythology which looks awe-inspiring to say the least. I’ve read that the game features a 36 scenario single-player campaign that allows players to take part in an epic mythological tale, inspired by a number of popular myths. And that players will guide forces everywhere ranging from the siege at Troy, to the pyramids in Egypt, to the snow covered mountains in the North, to the mythological underworld. How do you even start on a game like this in terms of research and putting together the story?

BS: We started with the premise that the game would be similar to our earlier Age of Empires games but that the gods would intervene in the affairs of our onscreen digital civilizations. We decided the gods would intervene in two ways. First, directly with the dramatic impact of lightning, or a tornado, or meteor shower. We chose here mainly natural phenomena or something described in the relevant mythologies. Second, the gods could call up ancient, forgotten creatures to join soldier armies. The mechanic for this would be a new resource called favor (of the gods). At the same time these decisions were being made, lead designers Ian Fischer and Greg Street were reviewing world mythologies, searching for several that were highly recognizable, no longer part of an important religion, and rich in gods, myths, heroes, and creatures. The three that best suited our needs were Greek, Norse, and Egyptian. The story for the single player campaign was the work of many people led by Ian Fischer. The group did a great job building an interesting story about one character that interacts with each of our mythologies. The script was several hundred pages and rewritten many times. We had a script committee of 20 people or more who had input. Our content team of four people built the scenarios (and rebuilt them many times). All of this took a lot of effort, but we believe the single player campaign is an important feature for the large casual audience.

MC: Richard Garriott, among others, has mentioned Joseph Campbell’s The Power of Myth as a source of inspiration. Will Wright has mentioned Scott McCloud’s Understanding Comics as a big inspiration. Are there any books, in particular, that you believe are "must reads" for game inspiration?

BS: No. I have read the Power of Myth and I recommend that to anyone, but as something that is just part of a good basic education. For the games we have done (all based on the human experience), a good general world history is a must. One of the many things I learned working with Sid Meier is to do a lot of your basic research in the children’s section of the library. The information there is at a good general level that will match the interests of most of the gaming audience, plus the books have a lot of pictures. Games are intensely visual experiences.

MC: Your games are so rich in detail and story, other than books, what are your references and influences and how do those references influence your game design? Do you draw inspiration from other art forms? Film? Science? Or other designers?

BS: The greatest resource at our disposal is all the games that have already been created. Our games are largely derivative—that is built on what has come before in our genre—but clearly different and innovative. We have built a large library of books on history and architecture, and we search libraries for more. We get a lot of info from the Internet. We watch films. I remember during the early days of Age of Empires, Brad Crow, our only animator and artist, watched National Geographic videos to capture the movement of an elephant. We have occasional movie nights in our auditorium to watch Clash of the Titans and other films with mythology elements.

MC: An increasing number of schools are offering degrees in game design. But when I read about and play games like Age of Empires and Age of Mythology, I think there is just no way that sort of design can be taught. You got your start before Game Design degrees were even a glint in a curriculum advisor’s eye. Do you think game design is something that can be taught in a school environment?

BS: Yes, we think some fundamental principles can be taught. I gave a presentation at GDC two years ago on 20 guidelines for making successful games. Each could be the topic of a classroom discussion. They were things we learned along the way through experience and from colleagues. I wish someone had given me that list when I was starting out. We use a process of designing by playing and rely on our instincts as gamers to tell us when features are working or not. Having those instincts is part of the art of our business. I’m not sure if they can be taught. At some point in a game’s development a leap is made from solving an engineering problem to creating something that entertains people. Being able to take your game through that leap comes mainly from experience playing and understanding games.

MC: A game designer I very much admire, recently wrote an article for this publication on "losing the passion". His point was that every job ad ever published by a game company has asked for people who were "addicted to games," or "obsessed with games," or something equally unhealthy-sounding. And that while it's easy to be passionate about games as long as you stick to playing all the time, it's hard to remain so once you're actually inside the industry. He found his idealism went the way of the dodo when chasing bugs eight (sixteen) hours a day, tweaking the same couple of levels for two and a half years, or getting laid off by email three hours before the company Christmas party. He says while he still gets excited about a few new titles, he says he won’t go out of his way to try out twenty new demos every week like he’s told he should. And, ultimately, he’s convinced that losing the passion has made him a much, much better developer. Of course, he goes on to expound on that quite eloquently. But, you’ve been in the business for over 20 years, do you still consider yourself "addicted to games"? Are you still a passionate gamer and, if so, what keeps that passion going?

BS: I don’t play a lot of different games, but somebody at Ensemble Studios plays almost anything that comes out, so we get some exposure to what is new. I got into games because I found that nothing engaged my mind so totally as a good game. Sid once defined a game as a series of interesting decisions. I like games that set up an interesting and well-paced series of decisions, and suspect that will always be the case for me. I don’t think I am addicted, but I can easily play for many hours straight, skip meals, and skip sleep, if the game is compelling enough. One of the strengths of real time strategy is that players always have more stuff to do in a game than they can manage, so deciding what to do right now is very interesting. Psychologists study the phenomena of mental engagement and call it flow, the psychology of optimal experience. People find flow in many different activities (listening to music, reading a great book, climbing a mountain, etc.), but gaming is a prime source. We all seek flow, and I have not stopped finding it in good games.

MC: Where do you see yourself headed in terms of game design? Any dreams or visions for the future?

BS: All of the really successful games I have contributed to are similar—strategy games based on history or the human experience. That is what I most enjoy playing and I don’t have a desire to do something else. In the near term, I am excited about being part of whatever Ensemble Studios decides to do next. We will soon be deciding what our next big RTS game is going to be and anything is possible.

MC: Now that the industry is getting the same sort of "buzz" as the film industry in terms of people wanting to work in it, the stereotypical game industry geek has become less prominent. GDC isn’t the fashion train-wreck of years past. Over the past 20 years, what has changed most about the industry in terms of the people? And has it been for the better?

BS: Games and game development are everywhere; they’ve gone mainstream. Everyone in the developed countries has a machine to play games or knows someone who does. This is a good thing. It is the march of technology and the rise of a new media. As the business of games has improved so has the quality and breadth of what is available. It has been amazing to see the changes. When I started making computer games we used CGA graphics—four colors. The industry is a little over 25 years old. I think we will see equally amazing changes over the next 25 years. I hope to live to see it.

MC: This publication is inundated with folks who have visions of grandeur when it comes to game design, many of whom write as if they are on day 3 of a 3-day herb- induced Cocoa Puffs binge. How important are writing skills to landing a job as a game designer? And can you share a few other pearls wisdom regarding game design basics with our friends?

BS: Game designers must be able to write clearly and quickly. In our process, they are responsible for creating, holding, and communicating the vision of the game. They create the vision statement that describes the game succinctly, the vision document that is a larger summary, and the design document that spells everything out in great detail for the other crafts and support groups (programming, art, music, sound, test, marketing, PR). We would not consider anyone for something other than an entry design position who could not write capably. Designers should also have experience playing games and be able to understand and explain what they liked and didn’t like. This is the foundation for good design instincts. They must also have imagination. Games do not come together perfectly until late in the development process. Designers must be able to see how it will all work when they have only part of it in place. Designers should keep their ego out of their work. Games in development are highly criticized because they are incomplete and many people cannot see what is not yet there. The thin-skinned need not apply for the job. We believe in prototyping early and designing by playing thereafter. We understand we are just guessing until we can play.

MC: If you could narrow your success down to three key elements, what would they be?

BS: I am a casual gamer and my tastes seem to mirror those of a large audience, which means games I like have had a chance to be very successful. I believe in prototyping early and designing by playing. When each of our games got to the point of being playable, I felt from then on that their success was inexorable because of our instincts as gamers and our process of playing, adjusting, retesting, adjusting, etc. Get on a great team. I was lucky to work with Sid Meier and a great crew at Microprose around 1990 and doubly lucky to join up with Tony Goodman and Ensemble Studios in 1995.

MC: If you hadn’t gone into game design what do you think you would be doing today?

BS: I enjoy writing and think I would have ended up doing that somehow. I think I could write books on history, magazine pieces, or even be a newspaper reporter. My parents were both teachers, but I rebelled against that type of career.

MC: May I have your 5 pound Yorkie Simone?

BS: You can have a picture of her, but that’s the best I can do. I am happily married and want to stay that way.

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BIO
Melanie Cambron is a recruiter for game industry leaders such as EA, Sony, and Infogrames. Featured in Game Design: Secrets of the Sages for her game industry knowledge, she also wrote the foreword to the successful book, Game Programming with Direct X 7.0 and its follow-up. Melanie speaks each semester at the University of Texas at Austin and the University of North Texas on the game development industry, and is frequently interviewed by major media such as the Dallas Morning News for her industry expertise. She also serves as a consultant to the City of Austin's Interactive Industry Development Committee. Learn more about the "Game Recruiting Goddess" at www.melaniecambron.com or contact her directly at
melanie@melaniecambron.com

Past Interviews:
Interview With BigSky Interactive
(July 2002)
E3 Panel Highlights: Yu Suzuki and Will Wright
(June 2002)
Interview With Elonka Dunin
(May 2002)
Interview With Will Wright
(April 2002)
Interview With Stevie Case and John Romero
(March 2002)
Interview With Richard Garriott
(February 2002)
Interview With George Sanger
(January 2002)
Interview With Josh Resnick
(December 2001)
Interview With Paul Steed
(November 2001)
Interview With Marc Saltzman
(October 2001)
Interview With Rick Hall, Senior Producer, Ultima Online
(September 2001)

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