18 months later - how is Civ VI?

It isn't that hard to match Firaxis' production values. XCOM 1 and 2 are great games, but we'll see Phoenix Point challenging them successfully. All PP had was a famous name and a Kickstarter.

At the moment the Civ series rest on clay feet. Matching Civ6 itself is almost laughably easy. Matching "Sid Meier's" isn't, but a moderate (for AAA) marketing budget and securing a name of Johnson's or Reynolds' caliber will suffice.
Phoenix point is actually a case of game where current X-com team contributes. Instead of this pointless competition that idiots seem to value , they prefered collaboration. I can only applaude this novelty (but is it really ? ) and hope people will not break them apart just because all they can see it's this pointless innovation killer that is the belief in 'competition'.

Moderator Action: Please do not troll the forums by calling others that disagree with you "idiots". leif
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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Phoenix point is actually a case of game where current X-com team contributes. Instead of this pointless competition that idiots seem to value , they prefered collaboration. I can only applaude this novelty (but is it really ? ) and hope people will not break them apart just because all they can see it's this pointless innovation killer that is the belief in 'competition'.

When there is incentive to perform better, people perform better on average.

It's not a bad thing to have experience brought into new games regardless of source, but more skilled people also working on games like this is positive, not an "innovation killer".
 
I played SimCity 2000. I heard that at some point Maxis fell off a cliff but I'm not sure when. Probably around when they got EA'd is a decent guess, knowing the kind of proven active liars they are across multiple games and genres. You're not setting the bar high when you say "at least we're not EA yet" though.

The franchise survived being "EA'd" actually. It happened with 3 but that was alright, and 4 I think was the best in the series. I'm guessing they still had control at that point. But then the original creator left and EA tried to make more money (Hey, if it's not broken, why not break it, is EA"s motto) with Sim City 2013 and while I never played it, it managed to sink the franchise and what was left of Maxis.
 
Phoenix point is actually a case of game where current X-com team contributes. Instead of this pointless competition that idiots seem to value , they prefered collaboration. I can only applaude this novelty (but is it really ? ) and hope people will not break them apart just because all they can see it's this pointless innovation killer that is the belief in 'competition'.

Competition as an innovation killer... that's a new one. Wait, no, it's not new, the USSR succeeded because competition was banned... sure.

Although you have been already moderated, be careful when you call others names, especially when your own argument is more in line with said names than you may think...

Moderator Action: Please do not discuss moderator actions, it is PDMA and, in this case, also trolling. leif
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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This is the heart of my current disenchantment with Civ 6. Most of my enjoyment in playing it has come from the anticipation of the game it could become, rather than the game it is. And I was okay with that when Civ 6 first came out. Exploring the new features and learning how the game worked was fun.

Now that I've explored the new features and have a better understanding of how the game works (and what parts of it don't), I don't find the underlying gameplay compelling. Exploring new strategies (like lumber mills spamming) isn't interesting to me in an environment where the AI doesn't pose a credible challenge or impediment to my post-Ancient era plans. It's possible that an Aquaducts-only strategy could work on Deity, I don't know. I'm not interested enough in starting a new game to find out.

Twelve months ago, I'd have described Civ 6 as awesome, too. Now I view it as missed potential, a civ-building system that doesn't have the legs or gameplay value that it's predecessors did. I'll still tune in for each patch and expansion, though, because I'm still interested in the game I think it could be, and I would dearly love to be wrong.

I don't have any regrets about buying Civ 6. I've gotten far more than my money's worth out of the game in terms of play time and enjoyment. Unlike Civ 5, though, it's just not something I'd want to go back to time and time again to play "one more turn" (and yes, I play the Firaxis version of Civ 5, no mods). At least, not now it isn't. If it ever gets to the point that I need to pay attention to what the AI civs are doing after turn 50, I'll re-evaluate.

Yeah. I can sympathise with all of that. I may be closer to this view that I thought.

What I like about Civ VI. Civ VI gets two big things right. First, scope: not just historical (EU4 does that too), but you play from the foundation of civilization through to the modern world. When you cleave closely to the real world, it allows for so much more creativity and (I guess) role play than just pure fantasy. Second, the map matters: districts, improvements, housing, 1upt, the map matters.

Civ also gets some little stuff right too. It’s turn based; and board game like. That works for me in terms of playability, but also the ‘boardgame’ aspect makes it feel more immersive / real, because more is left to your imagination. There are multiple viable strategies (which is linked to how important the map is). The mix of micro and macro is very good: micro for cities and units (which I care about), but more abstract and less detailed for things like religion, spies and trade.

There’s nothing else on the market that does these things. And Civ VI does all of them better than any other version (IMO).

What kills me. First, polish. Civ VI has a lot of stuff in it, and lots of it is really polished. But something’s aren’t, and it’s annoying, maybe because of the comparison to what does work.

Second, Civ VI lacks focus in some areas, which results in some glaring gaps and or poor design decisions. Spies are a good example - mostly good, better after R&F, but still need a bit more development.

But it’s the third problem that’s the killer. Civ VI lacks depth. People complain about the AI, but I don’t think that’s the problem. It’s more that, if the AI was better, that would help address the lack of depth.

You see, because of the lack of depth, everything which I’ve said is ‘good’ about Civ is reduced to either optimisation or role playing. Both are fun, sure. But you look at the scope of the game, you look at the tools available to you, and you say to yourself “I’d like to do so much more with this game”.

R&F sort of makes things worse. First, because it introduces elements which build on what is there, it has also increased the number of things which aren’t polished, and has also left a lot of gaps still unfilled. For example, Governments need to be developed more - they feel too gimmicky - but R&F hasn’t really developed governments, it’s just added more
gimmicky stuff.

But, second, R&F has added a tonne of more
mechanics and, while a lot of these are cool, none of them really add more depth. It’s more complexity, but no more depth.

I can see ‘polish’ and ‘focus’ getting better. But, although I can happily play without more depth; I do ultimately keep wanting “more” depth - not necessarily more mechanics or toys or just ‘complexity’, but actual depth. I don’t know if that’s something the game can have.

I want Civ to have depth the way Catan does. Instead, what we have now is more like Tetris with roleplaying.

Why I’m not playing. In my head, the above issues aren’t really why I’ve stopped playing or haven’t bought R&F. Instead, I think I’ve stopped playing because: (1) my favourite Civ, England, has been utterly, utterly knee capped, and I just can’t be bothered anymore, (2) my two second favourite Civs, Norway and Japan, are ‘stagnant’ in that Firaxis still hasn’t addressed all the issues around anti-cav (particularly Pikes), Military Tactics and Medieval Melee - basically, I’m jack of playing a Viking King or Shogun without Beserkers, Samurai and Men-at-Arms; so, I don’t really have anyone I love playing instead of England, and (3) since R&F, the game feels like it’s in such a state of flux that I don’t want to start developing tactics just for the game to reset and have to start again. I’ve been thinking about maybe even modding to address (1) and (2), but why do that when the game is likely to change so much this year?

But. Is that really why I’m not playing? Or is it, really, the lack of depth? @Trav'ling Canuck, reading your post, I think maybe it is the lack of depth that’s putting me off, I just hadn’t realised.

I don’t know. It’s just a game. I honestly can’t believe I’ve written as much about it as I have.
 
The franchise survived being "EA'd" actually. It happened with 3 but that was alright, and 4 I think was the best in the series. I'm guessing they still had control at that point. But then the original creator left and EA tried to make more money (Hey, if it's not broken, why not break it, is EA"s motto) with Sim City 2013 and while I never played it, it managed to sink the franchise and what was left of Maxis.

Thank god for Cities: Skylines!
 
Thank god for Cities: Skylines!

Speaking of which, since the times of EU1 I have this recurring dream-hope that PDX takes the challenge and bets on a civ-like remake... I know Phil @TheMeInTeam will probably disagree, but still... that would be good competition and a possible refreshing of the franchise...
 
Competition as an innovation killer... that's a new one. Wait, no, it's not new, the USSR succeeded because competition was banned... sure.

Although you have been already moderated, be careful when you call others names, especially when your own argument is more in line with said names than you may think...
Do you think I care ,they are obviously two standart since I guess I don't have right to answer while you did provoke with a futile argument ( oh see I dit it again) without any mods acting . Two standarts means I can't let it pass.
 
When there is incentive to perform better, people perform better on average.

It's not a bad thing to have experience brought into new games regardless of source, but more skilled people also working on games like this is positive, not an "innovation killer".
Competition is only positive when there is no question of survival involved (like company spending on a game) . When they are no consecquences on losing. If not it is destructive and encourages conservatives and non-innovative stances. Braindead copies. That was my point. I do however recognize I did quite overreact in words. But that's my point explained in a colder manner.
 
Competition is only positive when there is no question of survival involved (like company spending on a game) . When they are no consecquences on losing

What? Honestly, I think you have it exactly upside down. If there is no risk of losing, then it's not competitive. Period. By definition. There is no "positive competition" if it does not involve a winner and a loser. In terms of markets, any market, as long as the competition is free and fair, this always benefits the customer. The opposite, "competition" without losers, is socialism. Funnily enough, as history shows clearly, everyone loses there (but the leaders, who fill their mouths with words for the poor and their pockets with their money).

If not it is destructive and encourages conservatives and non-innovative stances. Braindead copies.

Again, exactly the other way around. Joseph Shumpeter shaped the term "Creative Destruction" in his free markets/innovation studies. Head on; history shows, once again, that all innovation came from some form of creative destruction, a new idea or method rendering the previous one obsolete. Humankind, as a whole, benefited enormously from this process (except where it was forcefully interrupted).

In all these senses, the civ franchise sure would benefit from some serious, fresh competition.
 
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Competition is only positive when there is no question of survival involved (like company spending on a game) . When they are no consecquences on losing. If not it is destructive and encourages conservatives and non-innovative stances. Braindead copies. That was my point. I do however recognize I did quite overreact in words. But that's my point explained in a colder manner.

In actual competitive environments, "braindead copies" will fail, creating incentive to not make braindead copies.
 
In actual competitive environments, "braindead copies" will fail, creating incentive to not make braindead copies.
Eheh. I talking from my reflection on 10 years devoting a fair share of my time to create an innovative ecosystem, leading projects involving all kind of companies big and small, start-up and non profit. I won't be derailing this thread any further but if you feel like continuing a private discussion, it's not my ego that drives me to say I have at least something useful to contribute. And I still think that you can only be sure of the usefulness of competitive emulation when you are challenging an entity that is an insured confort position and nothing to lose. Like in a game. I have experienced counter examples, but those remind me more of an exception than a safe rule.If you feel like discussing more and debate I'll be happy to do so in private.
 
When there is incentive to perform better, people perform better on average.

A good recent example would be with CPUs. For the longest time, AMD CPUs were irrelevant and Intel could just introduce marginally better CPUs every "generation" to the point there was no point upgrading a 4-5 year old CPU because it didn't really matter. . Now with Ryzen out, Intel had to really produce something much better than what they had before and Coffee Lake is a lot better than the previous generation, with the cheap i3s being quad cores now when they were 2 core and I5s having 8 threads when they had 4. For the same price since otherwise Ryzen would have wrecked them no contest.
 
Eheh. I talking from my reflection on 10 years devoting a fair share of my time to create an innovative ecosystem, leading projects involving all kind of companies big and small, start-up and non profit. I won't be derailing this thread any further but if you feel like continuing a private discussion, it's not my ego that drives me to say I have at least something useful to contribute. And I still think that you can only be sure of the usefulness of competitive emulation when you are challenging an entity that is an insured confort position and nothing to lose. Like in a game. I have experienced counter examples, but those remind me more of an exception than a safe rule.If you feel like discussing more and debate I'll be happy to do so in private.

I was of course arguing in the framework of this game + genre. It is possible to conceive scenarios where more competition doesn't add anything useful, but it doesn't seem we disagree that Firaxis/Civ are in the territory of "insured comfort position". This is the only high-sales TBS using a historical theme on the market (that I know anyway). Even competition like Paradox is a bit different...they can threaten but also don't 100% share audiences. They also share some of Firaxis' most obvious problems.
 
Note that I didn't say "I wouldn't let this ship". My statement was "none of these should ever be allowed to ship, even if it means halting work on cool new features, and if they do, they should take top priority in the next patch". A subtle difference, but an important one.

My work has been in and with C-suite positions and Boards, so admittedly I'm used to dealing with people who have the authority to make the final decisions. That said, it's a pretty crap management team if they're springing unexpected ship dates on Beach. It seems much more likely that he and the rest of the development team were given a budget and a time frame to work in and the authority to manage the project accordingly. Once a ship date is set, changing it could well be a functional impossibility. But decisions were made before then that led to the state of the product as the shipping date approached.

Scale creep and trying to do too much within the time and resources available is common. It's also common for management to set unrealistic expectations and have them accepted despite the reservations of other employees. Clearly I don't know how much of each took place here. Even for the people directly involved, we only get one pass through this life, so we never get to truly evaluate how much of what happens was unavoidable and how much was the result of the decisions we made. I tend to assume that if you get to make the decisions, at least some part of the outcome was related to those decisions.

I'll give Beach and team full credit for a lot of wonderful ideas and amazing artwork. I also expect the issues that annoy me with the game reflect not just the nature of the gaming industry, but the strengths, weaknesses and priorities of the senior development team.

That said, I'm just one consumer. It's quite possible that the balance they've struck and the product they've shipped is the perfect one from a return on investment perspective or a "this is the game we wanted to make!" perspective or both.
Sorry to be a bit of a pedant, but do you see a difference between the two quoted statements? How far do you go with "not allowed to ship X"? Either you let it ship, or you don't. In a generic manner. I'm not meaning to single you out exactly, it's just your words, so I was framing it as such.

For example, I'm not a project manager, but I also know that sometimes things just have to be shipped. You can't feasibly delay Y other bug fixes, feature improvements, and so on, just because X isn't quite the way you want it to be.

Decisions are always made that lead to the eventual state of the project. The thing I thought we were differing on was the assumption that these decisions can somehow be made better. Which then can be, given hindsight, and the chance to improve. Which is what I was demonstrating with my references to CiV on release and Civ 6 on release. It's not about "settling". It's about presenting a decent argument that Firaxis learned lessons and improved on things.
We're just going to skip the entire rest of the post about project management, despite that it's the entire purpose of that post then?
Yes, because you've established your baseline in that the release (or a release, contextually) being a complete travesty, which means trying to convince you of otherwise is a fruitless endeavour. And given that I have, genuinely, already tried to present some form of compelling argument, you can't say I haven't tried til that point either.

We'll debate another time, I'm sure. But it'd be like us debating UX and - several posts in - me going "well tbh the game's UX is perfect". It kinda puts a hole in the debate. We all do this in our own time, and I get to pick and choose what time that is. As do you!
 
Sorry to be a bit of a pedant, but do you see a difference between the two quoted statements? How far do you go with "not allowed to ship X"? Either you let it ship, or you don't.

The way I expressed myself may not have been the best, as I did mean my statement to be different from the way you read it and paraphrased it.

What I was trying to express was that the two items I listed (accurate UI information and highlighted features not working as advertised) are, to me, two things that should take priority in the development stage. If you know the UI isn't giving the player the right information or you know that a feature isn't working properly, then you make fixing them your priority, even if it means not proceeding on to some other features you hoped to include. And if the issues arise too late in the development to avoid shipping with these errors, then these are the types of errors I would address first, in the first patch.

I understand that many features are developed in parallel and it's not as simple as finish one and make it work before proceeding on to the next. But to me, if you want to leave your customer with the sense that "wow, this is a really polished and well made product", you worry first and foremost about what the user experience is going to be. To me, a key - and controllable - part of that is the player not getting inaccurate information and not having "hey, it doesn't do what it says on the tin" moments.
This development team has different priorities. They prefer putting in cool, new things. From a business perspective, that might be the right approach. It wouldn't be my approach. That's all I was trying to say.
 
Decisions are always made that lead to the eventual state of the project. The thing I thought we were differing on was the assumption that these decisions can somehow be made better. Which then can be, given hindsight, and the chance to improve. Which is what I was demonstrating with my references to CiV on release and Civ 6 on release. It's not about "settling". It's about presenting a decent argument that Firaxis learned lessons and improved on things.

In terms of UI, I see no evidence they've tried significantly since Civ 4. Hindsight is 20/20, but good project management has the foresight to build in hedges and not intentionally plan beyond the means of your resources (this is time, money, personnel expertise, everything that goes into it).

I'm not particularly inclined to say I see much positive. Yes, civ 6 released better than civ 5. Civ 6 also release with awful unit cycling that never got fixed completely, inconsistent representation of core gameplay rules, hidden gameplay rules, occasionally lying UI, spotty MP, and apparent disregard for experience of user playing it. This is not the outcome you get when your PM planning is consistent with known resources, unless Firaxis HQ got hit by a meteor overnight and they lost a year of work or something.

Yes, because you've established your baseline in that the release (or a release, contextually) being a complete travesty

That doesn't make sense. The points I made are not contingent on the conclusion that UI on release is a travesty, so (not) refuting them because I said that is meaningless. Unless you agree with them, and just set your standards lower so as to conclude "not travesty"?
 
I bought R&F lately and started playing again and while I have to say that VI is a good game, it still is far away from the quality of IV BTS or V BNW.

The whole game feels sterile. The GUI is a complete mess (like in: you really have to try to do worse). The game lacks any surprises. The amount of unnecessary micromanagement is overwhelming. Ever tried managing 40 cities separately? With no possibility to queue buildings? No overall happiness but several small variables like amenities, housing, war weariness that are difficult to track because of the unclear UI. Why are there no vassals like in IV? It was the best feature ever to avoid this chaos. Districts - while an interesting concept - are tedious and another layer of unnecessary micro. Everything in the game evolves around districts or eurekas, like city state bonuses or goodie huts.

"So if you own this CS you get 0.25% bonus if your city has 3 districts that are build in the shape of a circle and a trader is passing through every 3 turns." Well. At least something close to that.

Tech tree feels to streamlined to prevent beelining (multiplayer focus?), Civics are the same. Still, with R&F that improved because Eurekas are less important now. Wonders are still boring and not as interesting as I. E. the Great Library or Oxford in V. Religion is a complete mess (!). Governors are an interesting concept but their skills are too weak except 3-4 (or the chopping exploit). They should have better introduced leaders like in MoO2. Diplomacy is non existing.

Overall the game has its positive sides. Early game is fun. Combat is good. Exploring the map is fun. Although it sounds a bit like it, I do not think that it's a bad game. It's good. At least it's better than Stellaris 2.0 (my favorite space 4x that got ruined lately). I'd love to see an Endless Legend 2 though. To put on some competition.
 
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