Psyringe
Scout
Civ5 producer Dennis Shirk wrote a post-mortem about Civ5's development process in the March 2011 issue of Game Developer magazine. The magazine isn't available for free, but the German platform 4players.de has posted a summary.
I'm a bit uncomfortable with linking to a paid publication, but re-translating parts of a freely available German summary (with proper linking to the source) shouldn't pose any problems, I think. I'll double-check with the mods to be sure. I definitely hope that it's okay to post the following info since it contains a couple of things that were new (at least for me) and that I found rather interesting. And since there has been a lot of speculation here about Civ5's development process, as well as about Dennis Shirk's role and impact (he was the producer and the source of the now-infamous "Civ5 is for the hardcore" and "Civ5 is a big sloppy kiss/love letter to the fan community" quotes, among others), there's probably some interest in the statements of a Firaxis official.
So, according to 4players.de, Shirk has the following to say:
========================================
(1) The separation of gameplay development and technology development worked very well. Firaxis new that the new engine would be usable 18 months before release at the earliest and planned accordingly, the switch to the new engine (when it was ready) worked with no problems.
(2) Thanks to the support of industry partners like nVidia or AMD, the new technology could be tested better than before.
(3) Communication between development groups (e.g. between programmers and artists) worked well because of well-thought distribution of people to their work rooms.
(4) Civ4 was the most well-rounded game in the franchise at its time, so Firaxis set itself ambitious goals for Civ5, which entailed some big and somewhat risky changes.
(5) The biggest change was the 1upt mechanic. Shirk believes that this made Civ more interesting to play, but implementing it was difficult and time-intensive, especially developing the respective AI. Firaxis underestimated the effort required for this change.
(6) Firaxis had to concentrate on the new systems in Civ5 to make sure that the game's core worked. This entailed neglecting or even cutting well-working features of the series, which disappointed the hardcore fans. However, the developers (says Shirk) crafted a basis that allows to improve/reintroduce the lacking features in the features; this is the plan for the following months.
(7) The Beta-testing of the Frankenstein team (for people who don't know about that: that's a team of external beta-testers from the community, which was assembled for Civ4, and which was also used for Civ5) worked well as long as the developers worked with the old (Civ4) game engine. However, when development switched to the new (Civ5) engine, the game's DRM was not yet decided upon, nor integrated. Firaxis couldn't (or didn't want to?) give the out test samples of the new engine without DRM, which meant that external beta-testing stopped for two months, until the DRM (Steam) had been implemented. This means that the developers worked for two months without external feedback.
(8) Firaxis entered full production with several large construction sites. The multiplayer team was understaffed for a long time, although changes in gameplay required new network code. Thanks to a lot of effort the multiplayer component was still implemented, but it lacked many functions that the players were used to. Firaxis plans to work on further improvements in this area.
(9) The game's combat system was tested mainly in the early phases of the game, partly due to the fact that test builds weren't savegame compatible and testers therefore often restarted their games before they reached the industrial age. In future development processes, Firaxis wants to put more effort into making savegames compatible between test builds.
(10) The layoffs of Firaxis members during the final weeks of beta-testing were detrimental to the moral and productivity of the team.
========================================
Please keep in mind that these are re-translations from a German summary of an English article, so there's a margin for error here. Actually I'd be glad if someone with access to the respective article could confirm or deny the above summary.
What do you think about the new info? Personally, I appreciate that an official source at Firaxis has finally at least acknowledged the disappointment among the hardcore fanbase. It's also interesting to have confirmation about the somewhat problematic beta-testing process. If DRM decisions lead to a two-month standstill of external testing during a critical phase of the game's development, then that could explain some of the glaringly obvious issues of the game. The Franky members on the forum have hinted at some rough times during development, but no one revealed (and wouldn't have been allowed to either) info about a two-month standstill. I've seen some Franky team members being criticized for the state that the game was released in ... that's a bit pointless anyway (the beta-testers have no power in the decision whether to release the game), but even more so if they didn't even have anything to test for months.
I don't buy everything Shirk claims though. Claiming that the switch between engines worked very well due to thoughtful planning seems to contradict with blaming the engine switch (and the unfinished DRM) for the lack of testing. I also disagree with the positive outlook in (6), I don't currently see the basis for reintroducing the feature missed by the hardcore fanbase ... that would require a major rewrite of the game imho. But we'll see. What do you think?
I'm a bit uncomfortable with linking to a paid publication, but re-translating parts of a freely available German summary (with proper linking to the source) shouldn't pose any problems, I think. I'll double-check with the mods to be sure. I definitely hope that it's okay to post the following info since it contains a couple of things that were new (at least for me) and that I found rather interesting. And since there has been a lot of speculation here about Civ5's development process, as well as about Dennis Shirk's role and impact (he was the producer and the source of the now-infamous "Civ5 is for the hardcore" and "Civ5 is a big sloppy kiss/love letter to the fan community" quotes, among others), there's probably some interest in the statements of a Firaxis official.
So, according to 4players.de, Shirk has the following to say:
========================================
(1) The separation of gameplay development and technology development worked very well. Firaxis new that the new engine would be usable 18 months before release at the earliest and planned accordingly, the switch to the new engine (when it was ready) worked with no problems.
(2) Thanks to the support of industry partners like nVidia or AMD, the new technology could be tested better than before.
(3) Communication between development groups (e.g. between programmers and artists) worked well because of well-thought distribution of people to their work rooms.
(4) Civ4 was the most well-rounded game in the franchise at its time, so Firaxis set itself ambitious goals for Civ5, which entailed some big and somewhat risky changes.
(5) The biggest change was the 1upt mechanic. Shirk believes that this made Civ more interesting to play, but implementing it was difficult and time-intensive, especially developing the respective AI. Firaxis underestimated the effort required for this change.
(6) Firaxis had to concentrate on the new systems in Civ5 to make sure that the game's core worked. This entailed neglecting or even cutting well-working features of the series, which disappointed the hardcore fans. However, the developers (says Shirk) crafted a basis that allows to improve/reintroduce the lacking features in the features; this is the plan for the following months.
(7) The Beta-testing of the Frankenstein team (for people who don't know about that: that's a team of external beta-testers from the community, which was assembled for Civ4, and which was also used for Civ5) worked well as long as the developers worked with the old (Civ4) game engine. However, when development switched to the new (Civ5) engine, the game's DRM was not yet decided upon, nor integrated. Firaxis couldn't (or didn't want to?) give the out test samples of the new engine without DRM, which meant that external beta-testing stopped for two months, until the DRM (Steam) had been implemented. This means that the developers worked for two months without external feedback.
(8) Firaxis entered full production with several large construction sites. The multiplayer team was understaffed for a long time, although changes in gameplay required new network code. Thanks to a lot of effort the multiplayer component was still implemented, but it lacked many functions that the players were used to. Firaxis plans to work on further improvements in this area.
(9) The game's combat system was tested mainly in the early phases of the game, partly due to the fact that test builds weren't savegame compatible and testers therefore often restarted their games before they reached the industrial age. In future development processes, Firaxis wants to put more effort into making savegames compatible between test builds.
(10) The layoffs of Firaxis members during the final weeks of beta-testing were detrimental to the moral and productivity of the team.
========================================
Please keep in mind that these are re-translations from a German summary of an English article, so there's a margin for error here. Actually I'd be glad if someone with access to the respective article could confirm or deny the above summary.
What do you think about the new info? Personally, I appreciate that an official source at Firaxis has finally at least acknowledged the disappointment among the hardcore fanbase. It's also interesting to have confirmation about the somewhat problematic beta-testing process. If DRM decisions lead to a two-month standstill of external testing during a critical phase of the game's development, then that could explain some of the glaringly obvious issues of the game. The Franky members on the forum have hinted at some rough times during development, but no one revealed (and wouldn't have been allowed to either) info about a two-month standstill. I've seen some Franky team members being criticized for the state that the game was released in ... that's a bit pointless anyway (the beta-testers have no power in the decision whether to release the game), but even more so if they didn't even have anything to test for months.
I don't buy everything Shirk claims though. Claiming that the switch between engines worked very well due to thoughtful planning seems to contradict with blaming the engine switch (and the unfinished DRM) for the lack of testing. I also disagree with the positive outlook in (6), I don't currently see the basis for reintroducing the feature missed by the hardcore fanbase ... that would require a major rewrite of the game imho. But we'll see. What do you think?