A user named Fins posted an opinion which is clearly dear to him, and quite alien. So it had me beyond intrigued. The idea of creating a story and flavor being futile, if I understand right.
It is a suggestion that resonates with one idea I carry around with me, and that is of something I call mechanical fluff, or crunch fluff. Sometimes there is a hard, exclusive distinction between crunch - the elements of mathematics that make up the formalism of the game, and fluff, the annotations and descriptions that create an imagined story or interpretation for the incidence of any particular formal element. I have opposed the idea that these things are independent of each other since meeting the card game Magic the Gathering. Given a formalism, there are some fluffings that do not cohere with that game. And a piece of fluff without a formalism is _not_ a freeform rpg, it is an impossibility. Any telling of a -story- generates a universe of some kind, with either explicit or implicit rules.
The impact for
Beyond Earth is, there is a way to make the game 'feel' a certain way by mechanics alone - because "mechanics"
are not alone. Trade routes, research agreements, wonders, affinities, and culture point accrual. The manner in which these take place, and the representation of their benefits, shapes directly what these things mean - it is not up to some after-the-fact graphics pass, writeup, or doll-up.
I'm not saying Beyond Earth failed to use what it could in the artistry area. Wonder animations...? Even if they involve hypertechnology you gotta give me something more than text, geez. Leader scenes don't have scenes, just leaders. Encountering Pedro is more than just hearing him in his native tongue and decrying the shortness of time. You find him
in his study, actually working.
The weak diplo system prevented the leaders from having personalities you liked, because they can't express their personality! Personality is grand strategy, and also the flavour of one's mindgames. Well the A.I. doesn't play mindgames, because no one in game design is ever going to write an A.I. that tries, so that's out. There's nothing for the computer player to become. The branching of the tech web might have helped with this - anything nonlinear might have helped with this - but didn't.
To be honest I don't think the "soullessness" people underline has much to do with a lack of something like voices. Sure they could have made faction specific voices etc.
But I'd bet the biggest issue is that they are not distinguishable. Civ5 had first the advantage of having leaders that are already defined AND on top of that they designed them differently (for obvious reasons). You recognize at first glance your Pacal or your Isabella. Very different, very flavorful.
If you take BE... they all look like a random person. Kavitha is probably the only one designed with some flavor. The rest are incredibly generic persons with futurish clothes. There should have been more effort spent into making faction leaders more distinct to begin with in how they look and how they interact. In order to compensate for the player not knowing who these people are.
So you mean... having distinct clothes? Wouldn't that just make them all look like trendy socialites and hard to take seriously?
What do you mean by distinct? Racially distinct from each other? No, I'm pretty sure you mean distinct individually. But if they were distinct they wouldn't be physically attractive and wouldn't be charismatic leaders.