GameSpot
GameSpot Presents: The Sid Meier Legacy

  Introduction
 The Formative Years: 1984 to 1989
 The Classics are Born: 1990 to Present
  Sid Meier's Railroad Tycoon (1990)
  Sid Meier's Civilization (1991)
  Sid Meier's Covert Action (1991)
  CPU Bach (1993)
  Sid Meier's Colonization (1994)
  Sid Meier's CivNet (1995)
  Sid Meier's Civilization II (1997)
  Magic: The Gathering (1997)
  Sid Meier's Gettysburg (1997)
 Sid on the State of the Game Industry
 Related Links
Covert Action - also probably not on my top ten list. I actually stopped it. I started Covert Action and stopped it to do Railroad Tycoon. I started it up again, and, if I'm not mistaken, I stopped it to do Civilization.

The enduring memory I have from Covert Action is what I call the "Covert Action Rule," which is: It's better to have one good game than two great games. The mistake I think I made in Covert Action is actually having two games in there kind of competing with each other. There was kind of an action game where you break into a building and do all sorts of picking up clues and things like that, and then there was the story which involved a plot where you had to figure out who the mastermind was and the different roles and what cities they were in, and it was a kind of an involved mystery-type plot.

 "The enduring memory I have from Covert Action is what I call the "Covert Action Rule," which is: It's better to have one good game than two great games."
I think, individually, those each could have been good games. Together, they fought with each other. You would have this mystery that you were trying to solve, then you would be facing this action sequence, and you'd do this cool action thing, and you'd get on the building, and you'd say, "What was the mystery I was trying to solve?" Covert Action integrated a story and action poorly, because the action was actually too intense. In Pirates!, you would do a sword fight or a ship battle, and a minute or two later, you were kind of back on your way. In Covert Action, you'd spend ten minutes or so of real time in a mission, and by the time you got out of [the mission], you had no idea of what was going on in the world.

So I call it the Covert Action Rule. Don't try to do too many games in one package. And that's actually done me a lot of good. You can look at the games I've done since Civilization, and there's always opportunities to throw in more stuff. When two units get together in Civilization and have a battle, why don't we drop out to a wargame and spend ten minutes or so in duking out this battle? Well, the Covert Action Rule. Focus on what the game is.

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