Morningcalm
Keeper of Records
I addressed the 3D art assets as to unit and terrain graphics specifically and featured two YouTube videos for that point alone.All I see here is a bunch of cherry-picking and compartmentalization with an almost blind preference toward grandeur and hyperrealism, both of which are merely art preferences. Not to mention a heavy bias toward criticizing UI design while generally ignoring 3D art assets.
It's hardly cherry-picking to pick out numerous grounds to directly compare the two games.
UI design is certainly relevant to an assessment of aesthetics for a computer game. I already addressed my dislike of Civ VI's plastic blue main menu in that regard, and I expanded my examples with others in my previous two posts here.
Unclear is right--you can barely see the pike in the Civ VI pikeman. As for cultural genericness, it's not like Civ VI's unit icons are clear enough to benefit from such variations.The devs were clearly going for a more culturally generic style, so we aren't going to have very Euro-centric pikes or helmets. The icons are admittedly a bit unclear, but I don't see "motion" as being quite necessary for communicating functionality, and the unit assets are drastically more identifiable in VI than they were in V.
The significant differences in color and shade from Civ V's unit icons make it easier to emphasize certain things (like the machine gun, pike, etc). If anything is comprised of muted colors and black lines (Civ VI), it's harder to see what that unit is at first glance, and that hardly makes it functional. What is apparent is that it would be easier to draw a Civ VI unit icon than a Civ V unit icon. As far as beauty goes, Civ V beats Civ VI in unit icons.Having a large amount of detail in small icons is also poor design, makes things busy and illegible. So having more variation in color and shade in an icon doesn't necessarily mean it is better. VI overall seemed to take an approach of trying to simplify and streamline art design, again for purposes of accessibility and longevity, and so at least some part of the change was functional. I also suspect they used the unit asset in the icon art so players would form a stronger mental connection between the interface and the unit, which again is attempting to reconcile art design with functionality.
I disagree. The black smudging around Dido's Civ VI leader screen is one aspect, but so too are the fact that the colors of the background have clearly been darkened, despite use of some sunset colors. There is also no light on Dido in Civ VI that stands out--she might as well be standing in a voice-recording studio without natural light. Civ V's Dido clearly has moonlight throughout her entire scene, which renders it far more atmospheric than the sunset lighting in the small portion of the Civ VI Dido background that isn't just smudging or black.This is where I think your biases start to show. VI Dido's background is not muted at all. It actually involves quite beautiful use of color and light, as do many of the other leader backgrounds in VI. V never had any backgrounds which deliberately tried to communicate and atmosphere and palette from sunlight or moonlight; V Dido might have been one of the civs that came the closest but it's nowhere near VI's level. I vastly prefer VI's backgrounds as communicating a certain mood and home terrain as opposed to V's which were all over the place.
I disagree. It's clearer who Dido is in the Civ V icon because of their use of an almost radiant halo (Art Deco style). Civ VI's is unclear unless you can recognize her face alone (as opposed to her clothing, the general colors in her leaderscreen etc). I liked Dido's nighttime appearance because it alludes to the romance in the Aeneid.Also, same thing as above about the leader icon using the leader asset to overall have simpler design and overall more coherency between the UI and the assets. I personally dislike Dido's virginal appearance against a sultry nighttime harbor in V, and I particularly hate her icon design which is far too busy and romanticized.
Did I say the hills were the "worst things people can find about VI's map"? No. I specifically pointed out people's comments in the YouTube video comparing the two (many of them, as you might have guessed, prefer the realism of Civ V's style). I then mentioned Marbozir's thoughts on hills in a separate, second video under the same point. The commenters in the first video almost unanimously prefer Civ V's graphics, with a few acknowledging they preferred Civ VI's nuclear explosions (but only those). Marbozir himself plays Civ VI with the Civ V graphics mod.Personally I think hills are reasonably easy to spot on VI's map. And that's really the biggest complaint people have other than the overlay map being brown and muddy. If those are the worst things people can find about VI's map, then it's actually very well-designed. Certainly many of the other terrain features are a lot easier to distinguish than they were in V.
Your statement that I'm attempting to equate UI graphic design with aesthetic is erroneous. Rather UI graphic design is part of the overall aesthetic of each game. We can see this clearly in the way menus in Civ V and VI differ in color scheme, font style, and so on for example. Functionality is an important part of art style when it comes to games, and the UI is a key part of functionality for players navigating the game. This thread isn't just about aesthetics or art style anyway, but Civ 5 vs. Civ 6 at large, so any points of comparison are fine to discuss. Note that I've objected to the quotes in Civ VI, for example, even though quotes aren't part of the "art style" of Civ VI (again, they don't need to be in order to be relevant to the comparison between Civ V and Civ VI).Civ VI's policy screen actually stands out to me as more aesthetic and functional, being simpler and easier to read on the left side and not requiring a bunch of navigation through policy trees and submenus. The card design and placement is cluttered, I agree, but overall it took many of the mechanics and UI elements in a better, clearer direction.
However, again, you are attempting to equate UI graphic design with aesthetic, and I think this point is fairly irrelevant to whether or not VI's art style is good or not.
As to your statement on policy trees, Civ V's policies can be recognized at a glance in part due to their differences in icon (specific policy icons over "classes" of economic, military etc icon in Civ VI, and their placement in the trees (i.e. you know the powerful ones at the bottom, the good openers, etc). I also disagree as to the functionality. The jumble of policies in Civ VI's policy screen speaks for itself and even people in this thread who disagree with me on other points agree as to the unorganized clutter that is the Bejeweled marble collection on the right side of Civ VI's policy screen.
On a related note, this clutter extends to the Civ VI tech tree. Civ VI's tech tree screen puts you all the way back at the start of the tech tree so that you have to scroll through to the techs you are actually able to research over to the right, so that undercuts your point about "not requiring a bunch of navigation" when we consider Civ VI UI generally. Moreover, the lack of clear color differentiation to delineate techs/civics researched and techs/civics available for research is a problem in Civ VI that did not exist in Civ V due to Civ V's use of bright gold, green, and blue to delineate different tech categories.
Based on the Reddit threads I cited, hundreds of players think Civ VI's quotes are particularly grating. It's not just the repetition of the quotes they were primarily complaining about there.For the record, I think most quotes--regardless of how good they are--are irritating if heard too often. And these appear every time you hit each milestone. It's not really whether the quotes are bad (although I would argue there are very few which are genuinely great), but that they are some irrelevant attention-seeking detail that players are forced to endure in generally the same manner every game. I don't need to be hearing quotes every few turns; the devs should not have tied quotes to so many events and kept them for truly special occasions.
That's why I specifically cited the New Frontier Pass, as I said (quoted again below):It's hard to say whether for sure that they won't include any older non-European nations when we aren't done yet. After GS a lot of people thought that Maya and Ethiopia weren't happening, but now look.
I'm glad you love Civ 6! For me it was a disappointment, though I liked certain aspects for it (forward-thinking, interesting leader choices). And it did certain things I strongly objected to (inclusion of Canada and Australia over other older civilizations with longer-lasting impact, and the overall proliferation of European civs, which is thankfully being cut back on with the New Frontier Pass' inclusion of Maya, for example).
Note that the New Frontier Pass was preceded by a survey asking whether we wanted more content, and what kind (civs, buildings, play modes, etc). Had there been a widespread "no" in response to that survey** as to new civs we may not have seen the Maya or Ethiopia or Gran Colombia or the other forthcoming civs in Civ VI at all. Firaxis' prioritization of Australia and Canada for inclusion were bad decisions when it came to diversity, and that undercuts any diversity demonstrated in other areas such as differing unit graphics by ethnicity.
**The surveytaking audience for it was naturally self-selecting given its distribution here.
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