After this weeks CivWorld update, where you can buy the weather type with civbucks to gain an advantage in battle, ...
Apologies for I have not seen CivWorld, however from what's been said on this thread about DLC already, I suppose the next logical step would be to make people bid/auction for the weather type
Take2 isn't interested in quality games, but in profitable ones ...
Take2
company most certainly has to be interested in profitable products, otherwise it'd have to change name to Take2
charity. Usually
quality goes with
profitability but in this case apparently it is
popularity. A publisher like that will always have a port folio of games and push for bigger sales through increase in title's popularity. If the title still under-performs, it will be scrapped with no big loss to the publisher.
IMHO, the driving force behind CiV is the remarkable legacy of it's predecessors and a fanatic long-standing core community (maintained by mods and this forum in no small part). For the publisher, increasing the game's
profitability means increasing
[3] popularity means [1] DLCs (maintaining target market) and [2] streamlining or levelling down gameplay to the lowest common denominator (expanding target market). This approach cannot work well for Civ franchise - forever renown for it's [ad 1] free patches and mods, [ad 2] scope, depth and complexity of gameplay and [ad 3] fanatical core community as it
takes away all the unique selling points [1][2] and
alienates the [3] community in the process. Furthermore, the delicate balance between base and innovation is difficult to maintain, especially when there is little to no continuity in the development cycles/leadership and no clear vision as to where to take the title further - apart from the drive to initially impress the reviewers with (not-quite-thought-through) glitzy novelties. DLCs, 1UPT, hexes and "streamlined" gameplay are not the game's unique selling points. These are changes/enhancements
not USPs.
Regretfully, Civ has become a niche product of a bygone era, of when games actually required patience and mental investment from the player. Due to it's unique character, in today's world of instant/corporate gratification, it may never become mainstream. The best thing for the
quality of CIVX would be either to let it go completely "indie" (publish source code, not likely as the title alone is still a cash cow) or to work with and
financially reward modders (create a
mod-store like the app-store, with mod-of-the-month voting thing the whole chabang, where a publisher would oversee the quality/compatibility of the downloadable mods - DLMs and take it's cut in the process). The best mods (say 1/month) would then be packaged, endorsed, published and maintained for a small price, the revenue then split between the authors and the publisher on a per sale basis.
The solution is to involve the core community deeper, not to alienate it. It is not publishing £££ DLCs on the level a few talented and dedicated people may throw together in a couple of evenings. Imagine what those talented and dedicated people would throw together with such motivation!
Oh, BTW - I don't think we'll see an expansion pack with gameplay changes anytime soon - imagine having to re-balance all the separate DLCs! Yeyks