Usually when I look at bugs in the games I play I do that from a player's perspective. When considering the severity of bugs I ask myself: Can I continue playing regardless of the bug?
Yesterday I thought about the Civ VI bugs from a programmer’s perspective. This scared me a bit and therefore I wanted to share my thoughts.
Let me first list some of what I encountered in my very first game over the first half of that game:
(a) War weariness increasing after end of all wars in single citys. There is a discussion on steam forums about this bug. The solution is to reload the game and make one turn, then the war weariness is corrected.
(b) Two units (2x Horseman) on one square. When moving the first one unit away from that square the game treated the unit like it was standing on an adjacent square instead.
(c) Unit costs completely off. Unit A production costs displayed as 90, Unit B as 180. Unit A takes 1 turn to complete, Unit B 8 turns. This problem has been reported on this forum as well.
(d) Trading deals sometimes off. Leader A suggests a deal. He wants to give me a certain resource for 30 turns (among other things). I right click on that resource to delete it from the deal ( I don’t need it). Now the (better) deal is not acceptable to Leader A anymore.
(e) Cycling units "forgets" some units. The "end turn" message sometimes appears even though some of my units haven’t moved in that turn. This way I sometimes forgot i.e workers for a move or two. This bug I haven’t seen reported elsewhere so maybe it is not a bug and instead I a am missing something.
Now what do these bugs tell us about Civ VI from a programmer’s perspective?
Bad things, I am afraid :-(.
(1) These are not bugs that occur rarely. What does this tell us? These bugs occur frequently; therefore Firaxis testing staff must have seen those, so Firaxis knows about these bugs. What does this further tell us? If Firaxis knows about these bugs we know that it is not a matter of minutes for Firaxis to fix these bugs, otherwise they would have done so already.
This in itself is bad news.
(2) Some of the bugs (for example the bugs described under (c) and (d) above) do not involve rocket science. The mechanics of "Production 90 takes 1 turn, Production 180 should take 2 turns" are not that hard. If easy things like that go wrong and cannot be quickly fixed then the code is likely in messy shape.
Overall I am afraid that Firaxis was too scared of getting bad reviews from starting with a vanilla version missing elements from Civ IV or V expansions. This way I believe they overloaded the game with more features than the programming team was able to handle writing solid code.
I would have no problem playing with a game with much less features. But I am not having fun at all playing a game where the core mechanics are bugged. I understand this is a matter of taste and many people dont mind these bugs as much as I do. Stopped playing for now even though I was looking forward to GOTM so very very much ...
I very much hope I am wrong and the code is not as messy as I fear and they can fix things.
Yesterday I thought about the Civ VI bugs from a programmer’s perspective. This scared me a bit and therefore I wanted to share my thoughts.
Let me first list some of what I encountered in my very first game over the first half of that game:
(a) War weariness increasing after end of all wars in single citys. There is a discussion on steam forums about this bug. The solution is to reload the game and make one turn, then the war weariness is corrected.
(b) Two units (2x Horseman) on one square. When moving the first one unit away from that square the game treated the unit like it was standing on an adjacent square instead.
(c) Unit costs completely off. Unit A production costs displayed as 90, Unit B as 180. Unit A takes 1 turn to complete, Unit B 8 turns. This problem has been reported on this forum as well.
(d) Trading deals sometimes off. Leader A suggests a deal. He wants to give me a certain resource for 30 turns (among other things). I right click on that resource to delete it from the deal ( I don’t need it). Now the (better) deal is not acceptable to Leader A anymore.
(e) Cycling units "forgets" some units. The "end turn" message sometimes appears even though some of my units haven’t moved in that turn. This way I sometimes forgot i.e workers for a move or two. This bug I haven’t seen reported elsewhere so maybe it is not a bug and instead I a am missing something.
Now what do these bugs tell us about Civ VI from a programmer’s perspective?
Bad things, I am afraid :-(.
(1) These are not bugs that occur rarely. What does this tell us? These bugs occur frequently; therefore Firaxis testing staff must have seen those, so Firaxis knows about these bugs. What does this further tell us? If Firaxis knows about these bugs we know that it is not a matter of minutes for Firaxis to fix these bugs, otherwise they would have done so already.
This in itself is bad news.
(2) Some of the bugs (for example the bugs described under (c) and (d) above) do not involve rocket science. The mechanics of "Production 90 takes 1 turn, Production 180 should take 2 turns" are not that hard. If easy things like that go wrong and cannot be quickly fixed then the code is likely in messy shape.
Overall I am afraid that Firaxis was too scared of getting bad reviews from starting with a vanilla version missing elements from Civ IV or V expansions. This way I believe they overloaded the game with more features than the programming team was able to handle writing solid code.
I would have no problem playing with a game with much less features. But I am not having fun at all playing a game where the core mechanics are bugged. I understand this is a matter of taste and many people dont mind these bugs as much as I do. Stopped playing for now even though I was looking forward to GOTM so very very much ...
I very much hope I am wrong and the code is not as messy as I fear and they can fix things.