PhoenicianGold
Emperor
- Joined
- Jan 30, 2018
- Messages
- 1,828
That was by intent - Civ has always tried to follow Sid's mantra of trying to keep the complexity of the game comparable to earlier instalments, removing features from older games and adding new ones. Civ VI is already bloated because it's departed somewhat from that, but the basic game engine has no room to expand further. The sorts of games you're talking about are things that have more freedom to expand, or can add more meaningful content in small doses. New civs are always welcome, but functionally they aren't much in the way of new content and don't do anything to change the game experience.
Eh many MMOs don't exactly expand their game engine so much as continue to add new variations within the same engine. And, as observed, the game engine itself might not actually be as limited to expansion as you think, given the development of Red Death.
I agree that new civs don't add much by way of content, but that almost doesn't matter as far as marketability. They are generally the biggest draw for players to purchase DLCs and expansions. To me, that says that the surface appeal of having a familiar/desireable civ included in the game is--to some extent--more important to both players and developers than other features. I see a couple people here and there who say they don't really care about the roster on these forums, but for the most part people care disproportionately about the factions compared to the rest of the game.
To that extent, civs don't add complexity. They just add variety. And in principle if the developers think that the engine and mechanics are solid, they could continue just releasing civs for quite some time without expanding the engine. It's like adding new races or characters to an MMO. Superficial but highly attractive additions.
Most non-Paradox strategy games still follow a traditional model, and the Paradox games are just longer-lived versions of the typical marketing strategy. Consider Total War games, or the Endless series which have somewhat regular patch, DLC and expansion content, last three to five years, and are then supplanted by a new release - indeed these days Total War games other than Warhammer have very little post-release support: Britannia had none and I doubt Three Kingdoms is getting much more since Warhammer III is due this year. I'm not aware of a 'legacy' system for any major strategy game publisher.
No, there aren't in any other major strategy games, but those strategy games also aren't adopting a Disney aesthetic and releasing ports on all platforms. Firaxis is definitely making efforts to establish some kind of network effect with VI and there's little point to doing that if they are just going to drop it next year.
Civ VI was a relative commercial failure at release - that's not a case of a "divided" playerbase, it's a case of a broad consensus that the game wasn't very good. That's been fairly typical of Civ games in general - they're perceived to start out worse than their predecessor and in time come to equal or supplant it. We don't have Steam figures for Civ IV (at least that count the entire playerbase) but I'd expect Civ V had a similar trajectory relative to that game. If Civ VI were to reach a point where there was a more universal feeling it was better (or at least more accessible) than Civ V, people would switch. Civ IV diehards evidently didn't harm Civ V's popularity.
No Civ game is very good on release, that is why the playerbase is divided. They start with a fraction of the civs, and a fraction of the mechanics, and it's just not as complete an experience. And players don't buy the game, saying they are waiting for it to get better while dragging it in their reviews. And the point is that VII would be exactly the same, and would be another commercial failure.
Yes, VI managed to pull itself out of that by continuing to release quality content for three years straight, but it took a lot of hard, consistently polished work and PR to even get to "moderately successful." I'm not saying they won't end up doing the same thing in VII, but that absolutely sucks on their end to be frontloading years of work on the hope that it eventually brings recognition. And for VII it would be even worse because as duplicative as VI was of the work put into VI, VII would be even worse: retrodding art assets, music compositions, city-states.
Civ is different than most other franchises in that it based on the same wide snapshot of the same unchanging subject (the history of the world); every installment effectively covers the same ideas. Even other war games at least have the luxury of choosing different regions, different time periods, to make things feel fresh. Civ and its developers are doomed to keep repeating work every installment. This makes it hard for them to distinguish each new game enough for players to justify buying it (see again, divided player base). And it also makes it hard for the developers to look forward to doing it all over again. They have every incentive to try to escape that model, and so far VI seems structured to try to be a sort of "uber civ" they can keep adding to so the devs don't have to trouble themselves with the problems that VII will inevitably bring, at least for a few more years.
That's what a franchise is, when you boil it down. There's no sign that any 'diminishing returns' are setting in with Civ or with any other franchise based on a similar model - we still have unending streams of Assassin's Creed games with cosmetic makeovers, and Creative Assembly has only increased the rate at which it releases new Total War games. Civ V was likely the most successful Civ has ever been - Civ VI hasn't done as well as far as we can tell from the available metrics, but that's a single game rather than a trend and one often held to be inferior to its predecessor despite having more features. Even if Firaxis were concerned it might presage a broader trend, you don't create a legacy game from an already-finished product - if this experiment works with Civ VI possibly they'll actually take that approach with Civ VII, but as I recall you've been stridently arguing that the legacy model doesn't work anyway because there's less buy-in each time.
Again, Assassin's Creed has a lot more variety to work with. Different places, different times. The aesthetic changes enough to make the experience feel fresh. The hurdle to reinvent Civ every iteration is much higher when every single game has at least half the same cast doing variations on the what they've been doing for two decades. America, England, Spain, Germany, Russia, Arabia, China, Japan, India, Egypt, Rome. Each one of those civs/cultures has been enough to make a whole new Assassin's creed game (dumb as it is), and the franchise can keep going because the scope of Assassin's creed allows for each game to have a different historical feel. Same with Total War.
In most respects its the nature of the franchise itself that is responsible for the pressures it faces. Each installment wants to be a history of the entire world. And while each iteration has slightly expanded and refined that grand picture, it's still always been the same picture. And as each installment becomes more historically pedantic and fills in more and more gaps, the more work developers have to put in, and the less room they have to expand without reaching into increasingly obscure portions of history. VI may or may not represent the "limit" of how much the developers can do, but it is quite probable that at some point they might realize this trend and try to find a way to mitigate or optimize development costs. And it is also probable that, given how VI has been structured and marketed, VI actually was that point where they decided to make an "Ultimate" version of civ instead of leaving VI feeling inadequate and not reaching its potential, and moving on to make an equally incomplete VII.
I know it's a weird concept for some, given that it has never happened in the civ franchise before, but what if the entire point of VI from the beginning was for the devs to keep releasing civs and leaders developed on the cheap indefinitely? VI has a solid engine that still has plenty of mechanical variety to play with. The devs have seen how popular mods are, particularly with V, and could easily be doing the same work themselves and making money off of it. And they don't have to reinvent the wheel to do it.
Which is not possible with Civ VI as built, and Firaxis has given little sign that they either have an interest in frequent patching or that they're planning on using patches as a regular balance pass or a way to make substantial changes to gameplay. The latter is a necessary part of a legacy pass system to keep the games fresh.
Firaxis has engaged in patching roughly every three months (with an odd break this year), and I believe they did indicate that they were planning to continue interacting with the community and patching things in their most recent patch announcement.
You're taking a highly stereotyped view of game marketing - one size has never fit all. The legacy system is visible because it's a good model for the most popular genres of games - things like Destiny or Diablo for which minor content changes can promote continued play to obtain the latest loot, and which have a competitive multiplayer element that encourages people to access the new content ahead of the competition. The content is also, as I understand it, often time-limited, so that you have to play during that season to obtain those items before they're gone (at least I think Diablo 3 did it that way).
Strategy games by their nature are built on core systems that can't change that much over time, and minor content additions like a new civ don't have the appeal or ability to spur an extended period of new gameplay that a new gun or gameplay area in Destiny might.
Also, the concept of a "legacy" game with civ is...relative. For civ, anything legacy would be a game with more than two finite expansions. We can't really know yet if the devs' idea of "legacy" is a year, a couple years, or more into the future. It's unknown territory, but I do see VI as dabbling in the concept, and everything about the game's design and release screams that they wanna keep milking this thing if they can.
At a very much lower rate than the sorts of games you're describing, and patch changes have tended to be relatively minor for the most part. The timing of major Civ VI patches hasn't been any different from that of Civ V's. Firaxis tried departing from the expansion model with Civ V - the message they received loud and clear was that people did not want a DLC system instead of traditional expansions. DLC has become normalised since, but once again with Civ VI Firaxis tried a couple of early civ DLCs and abandoned that model once the main expansions came out, which suggests that they didn't find them to be a success this time either. There's good reason for treating Civ VI the same as Civ V: its development history so far has been exactly the same. That may or may not change with Civ VII, but it defies logic and empirical evidence to suggest that Civ VI has not been handled in the same way as Civ V, or to imagine that one experiment once the game's core development is over implies that Firaxis will take a game designed in a traditional framework and try and force it to become something else.
Except they must have found something successful about it to justify switching back to a DLC model, and have already gone past V's development ambitions. It's the new frontier. And, again, this time it's different because VI is appealing to a broader casual market and marginally succeeding at that. They have every incentive to keep pushing to see how much longer they can keep VI alive than they could V.
Again, consider the potential benefit. What if they didn't have to deal with players complaining that Hungary is in VI but Austria is not, and Austria is in VII but Hungary is not? That we have Scotland but no Celtic civ, or a Celtic civ but no more Scotland? Assyria and Sumeria but no Babylon? That we missed Morocco/Berbers because we were too busy filling out South America? That we got Vietnam but not Burma? That we are missing Denmark and the Iroquois? What if all of that could be avoided if, three years from now, they were all in the same game? It's a lot to hope for I know (and we will likely still fall well short of that), but at least in theory some game (and maybe that game is VI) could accommodate being expanded out to a much larger roster than we are used to.
EDIT: Sorry mod, I just saw your new post after I posted this.
Back on topic:
I still think there is a good chance we won't get Byzantium or Portugal in NFP. If we get those two and some other indicators of finality like Babylon, Austria, Iroquois, Siam...then I agree that this is probably all we are getting. But Ethiopia and Maya aren't enough to tell right now and I think the developers have enough to work with to fill out at least two seasons.