When
The Settlers first hit the world of gaming all the way back in 1993 (yes, things start to get cloudy that far back in SPOnG's memory, too) it bucked a few trends and set a few others. Throughout its 14 years on the gaming scene, it has arguably aligned itself with the venerable
SimCity series in defining strategy/management games that take place on a grandiose scale.
With the next entry in the series,
Settlers VI, sitting just on the horizon, SPOnG got the opportunity to talk to the game's producer, Benedikt Grindel. Cast your eyes downwards to read Grindel's thoughts on the evolution of the Settlers series, the development scene, and why women are so darned problematic.
SPOnG: How did you get involved in video games, and was it a career you always wanted?
Benedikt Grindel: No, absolutely not. I never really thought about it. I was playing video games for a long time – I wasn’t what you would call a hardcore gamer, but I knew hardcore games – before I joined the industry. It never really crossed my mind until I saw an advert from Ubisoft looking for someone in Germany, so I applied and I got the job. It was pure luck really.
Before I got into the industry I wanted to work in something to do with PR. I’ve never had this ‘dream job’ that I wanted to have. So I originally worked for Ubisoft in the marketing department, and I moved to development itself because I had a desire to make games after I learned how. I joined Blue Byte when they were bought in 2001, and I’ve been working for them for six and a half years.
SPOnG: The Settlers is known for being an intricate simulation game featuring a humorous vibe. What continues to be the inspiration for each instalment?
Benedikt Grindel: That’s a good question. We take the inspiration in many ways. First the inspiration for
Settlers VI was really to give the brand a real facelift that defines what is the essence of the series, because
Settlers has taken different paths in the past. We agreed that we should give the series a real future, and that future games should be based on
Settlers VI.
Throughout all the
Settlers titles we have very strong and very popular things, and we were very inspired and motivated to combine them into one gaming experience, but with an interface and setting that also fits with today’s times.
SPOnG: You said that
Settlers V was more combat oriented and that you wished it was more focussed on building a town, like
Settlers VI. Do you think that each Settlers game has had a different focus or has the core experience always been about making a town?
Benedikt Grindel: I think the series has always been successful because of the creation and because each game defined how to create things differently. For instance, the first couple of games focused on logistics – it was basically a logistics game to me.
Settlers III and
IV introduced and spent more time on animations and adding the comedy element, and the fifth game was more combat oriented. But I think it’s that overall theme of creation that has been key to the series.