Your post:
- Didn't actually address a single point I brought up, instead is an attempt at putting words in my mouth
- Is yet another irrelevant analogy, going from books to food
- Doesn't indicate any specific complaints, just vague references deviating from your original incorrect use of the term ICS
Games have multiple purposes and objectives, unlike specific items of food. The book analogy was a bit better but still pretty irrelevant. Logical, rational arguments are not the result of each person making up an analogy to try to put words in the mouth of the other, it seems you don't realize that.
Whenever refrains of subjectivism and relativism are tossed out to counter the notion that the pursuit of objective quality is some unachievable and benighted expectation, they always wind up going on the defense about how they are being straw-manned, having words put in their mouth, plied with red herrings, and so forth. What is actually happening is that the inchoate argument is being taken to its natural extent as a defense of low standards. It is merely contention without an anchoring counter-point, and your latest response exhibits more than a bit of peevishness, so I agree that your refrain was not a good use of your time. But either way, that's your prerogative.
It was not asserted that expansion shouldn't be a rewarding element. Rather, it's an
overly rewarded element because it is not subject to any checks or balances of consequence. If you want specifics, they were already discussed earlier by myself and others. If a mechanism is important and meaningful, then it should have commensurate costs and considerations involved. Without ever having to ask yourself "should I do this right now", a game degenerates into a rote activity. Aaaand it's at this point where someone will invariably try to contend that degenerate, rote gameplay okay because some people are content to "role-play" or some other euphemism for contriving some exogenous means for amusing themselves. For bonus cash, they point out that some people like games to be unbalanced, because being over-rewarded feels good.
All right, granted, and so...? Is there a closing argument at the end intended to provide consolation for someone interested in playing a challenging strategy game that they hoped Firaxis would design for them? Designers should approach their games with the notion that it's okay that their game can slide by with an easily-solved game because players should just be expected to invent their own self-imposed structure? There is no right or wrong
anything, because as long as one person likes something, that thing has validity? Quality is a vain pursuit because its definition requires unilateral agreement from all of humanity? Any extrapolation of the argument seems to lead to fruitless ends. Hearing some variation of this mantra so often, I feel ridiculous analogies are apropos.
I mean the problem is that even setting flavor and fun aside, there are several different standards for judging the quality of a civ's design:
1. How well do they play in single player?
2. How well do they play in multiplayer?
3. How well do they function as an AI player?
4. How much ease of gameplay does a beginner civ offer newcomers?
5. How much challenge does an advanced or handicapped civ offer veterans?
6. How well does a base game civ illustrate the core mechanics of the game?
7. How well does a DLC civ utilize the new features of the expansion?
There are many ways that a civ can both succeed at some goals and fail at others, and that is totally fine. That's what balance patches are for.
So while I agree with you that opinions are really just impressions of fact with varying degrees of accuracy, I don't think it is quite as simple to sweepingly declare the balance in this game "good" or "bad." Georgia sucks, except when you're playing a pacifist run as someone else and share a continent with her, because she is literally the easiest leader to please and ally with. I consider Georgia to be an AI civ. I consider Phoenicia to be almost a scenario civ, adding a bit of extra challenge to the game if you want it.
Of course there are a few objective things we can point at and hope that they get balanced in the future. Fixing some AI bugs and blind spots. Making third tier district buildings relevant. Things like that. But overall with the increased number of moving parts I don't think Civ is bad at all.
As I like to say, Civ VI is sorely lacking as a game, but it is a highly addictive activity. Having tons of moving parts in a game with obvious unchecked paths to victory, coupled with an AI that doesn't know how to use most of those aforementioned parts, will not satisfy a desire for a historical 4X strategy game, but it will scratch the itch for Farmville writ large.
As for patches, I agree it's perfectly reasonable for a modern strategy game to an ongoing work in progress. But are we seeing any actual progress, or just more toys with which to distract us from the fact the AI won't, for instance, build or use aircraft? Not rhetorical, genuinely asking.