I think it's always a conflict between making money and making creative games, and we've always been trying to find a balance. Sometimes designers risk something successfull and other times you get something very weird nobody wants to play. Or doing sequel, sequel, sequel. I don't think today is any better or any worser than it has been for a long time. I think, whatever we're doing, it works pretty well the last five, ten years. We've seen Warcraft, Starcraft, Age of Empires, we've seen some really creative games for PC, we've seen some great console games. So the creativity seems to be still there, even though we have large companies that are trying to make money at the same time.Sid geeft in het interview toe dat Alpha Centauri te complex was. Hij komt zo tegemoet aan de kritieken die het spel te verduren kreeg, maar volgens Sid lag de complexiteit vooral in het Science Fiction thema van SMAC, spelers zouden niet bekend zijn met de technieken en termen. Daarnaast vertelt hij iets over Civilization 3 en het oprichten van Firaxis.