lol. I really don't like VI, but even I have to disagree with that nonsense. It turned out to be by far the most successful civ game, even 4x game, of all times.VI wasn't bad, but even at launch Beach had already overstayed his welcome. The board gamification of Civ was not a favored direction, but it was tolerable the one time. The weak launch for VI should have signaled "good try, next!"
It caught the wind of a multiplayer almost viral sort of popularity. I don't think it's later changes contribute as much to its success as whatever happened in the competitive community (which is part of the problem).lol. I really don't like VI, but even I have to disagree with that nonsense. It turned out to be by far the most successful civ game, even 4x game, of all times.
This makes me wonder whether you no what words like "no one" and "consensus" mean, and where you have this info from. I'm very familiar with the launch of 6 on here – its problems and merits. My memory isn't the best anymore, but it rarely fails me completely. I don't remember any "consensus" that unstacking districts shouldn't be tried again, not even a large scaled opposition to the mechanic per se (a few things about its implementation though). In contrast, it seemed clear all the time from launch of 6 to the announcement of civ 7 that unstacking cities is basically a given for the next game. It's certainly one of the big appeals of civ 6 for peaceful players or planners. But this runs off topic to this thread – except if you think FXS should apologize for civ 6. But if you think they should, you've probably lost any grasp on the reality of these matters. And again, for me civ 6 was the entry that made me think I'll never go back to civ, and still, it's easy to acknowledge its success, popularity, and design – it just wasn't the civ game for me. (I loved unstacking cities though).It caught the wind of a multiplayer almost viral sort of popularity. I don't think it's later changes contribute as much to its success as whatever happened in the competitive community (which is part of the problem).
"It turned out to be by far the most successful..."
You can't just offer an analysis while wearing blinders. The success is in spite of the core design of the game, which was heavily analyzed post-launch. No one thinks the board gamey direction is what made the game excel, unless we want to credit Potato with the entire success of the game. Which, let's keep in mind, is ironic as the importance of adjacencies and yield-gaming was nerfed by the absolutely flattening of these features in 7.
The districts and tile based city building was a kind of, "neat idea, not total failure, has problems, shouldn't be tried again." Absolute consensus at launch that later success did not argue against. Nor was 7 cashing in on that success, as if to validate VI's design choices.
"Alright fine, but let's not do this again," was absolutely the consensus around 6 and I don't sense that its later success overturned that at all.
I was responding to someone saying they should hire a skilled AI developer. I have no interest in entertaining moving the goalposts (particularly when I've publicly not been a fan of the state of the UI for a long time).
I believe they acknowledge their mistakes internally completely and their actions (like delaying release of RtR first part to focus on fixing) is surely an indicator. But admitting the same things publicly is a different thing and from marketing perspective they have to limit it for now. I believe we'll have full roast in post mortem several years from now.Of course they have to acknowledge their mistakes. You cannot learn or grow if you live by the delusion that everything is fine and you're free of flaws. They have to admit that the game development was rushed, and that they released an unfinished game at an absurd price, and never do that again.
Of course they need to continue selling the game, so some people who not own the game clearly should be the target of improvements, but I don't think people who genuinely hate the game or those who can't accept it's core features for the immersion reasons should be the target.'burning the fanbase' is not something I would issue an apology for. People who don't want to play Civ7 aren't the people you should dedicate your words towards - that's a waste of time. it's those that own the game and don't play it (or do play it and complain about it) that you have to address.
VI wasn't bad, but even at launch Beach had already overstayed his welcome. The board gamification of Civ was not a favored direction, but it was tolerable the one time. The weak launch for VI should have signaled "good try, next!"
Not seeing the weakness here.The game shipped more than one million units in its first two weeks of release, making it the fastest-selling game in the Civilization series to date.[72] By May 2017, the game had sold more than two million copies, contributing significantly to publisher Take Two's 2017 financial year, in which they reported revenues of $576.1 million. Take Two stated that Civilization VI was on track to surpass Civilization V's lifetime sales of eight million copies.[73] By 2019, the game had sold 5.5 million units,[74] and by 2023, the total sales of the game were reported at over 11 million, making it the best selling game in the series.[75]
I believe they acknowledge their mistakes internally completely and their actions (like delaying release of RtR first part to focus on fixing) is surely an indicator. But admitting the same things publicly is a different thing and from marketing perspective they have to limit it for now. I believe we'll have full roast in post mortem several years from now.
Of course they need to continue selling the game, so some people who not own the game clearly should be the target of improvements, but I don't think people who genuinely hate the game or those who can't accept it's core features for the immersion reasons should be the target.
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Civilization VI - Wikipedia
en.wikipedia.org
Not seeing the weakness here.
(I've had to strip links because XenForo still doesn't format the HTML correctly)
Of course, I wasn't trying to claim anything about the general reception to VII.Civ 6 had a great release. Not even from a numbers perspective. The atmosphere here at CivFanatics was markedly excitable. Everyone was looking forward to it, and there were few doubts about whether we would enjoy the game or not.
The general reception to Civ7 though? Mixed at best, and those on the 'excited' side were apprehensive about the mechanics. I feel like a lot of the people that enjoyed Civ7 since its release (myself included) were surprised the game wasn't as bad as they feared it would be.
I think it's granted that one of the expansions should be about 4th age, no matter whether it's first or second. The decision of the expansion order is on Firaxis, of course.As many people have stated (correctly imo), the first gameplay expansion will be huge. I hope Marbozir's prediction of a fourth age is wrong - I hope my wish for extended, continuous ages and deeper mechanics is granted.
I clearly expect Firaxis to make a lot of improvements to the game before even announcing the first expansion. And if you look at the changes made in the last half of a year, I think full year ahead would allow making the game quite good.I vehemently oppose the idea of a fourth age, especially as long as firaxis has other fish to fry and problems to fix. Exploration and Modern aren't good ages as it is, and adding a fourth one (albeit at the end, or by splitting exploration into early medieval/feudal and late renaissance/enlightenment) won't solve a thing.
I see this come up again and again. Some people (not just here) seem to place some importance on Firaxis admitting that they made a mistake or acknowledging their failure with Civ7.
How effective do you think something like that would be in creating goodwill or boosting future sales (these might not necessarily go hand-in-hand)? And what, specifically, do you think Firaxis needs to do in terms of sending such a message? Some possible options (not mutually exclusive):
- Admit the game was launched in a suboptimal state
- Admit the launch was rushed
- Acknowledge sales have been below expectations
- Acknowledge that player reaction has been more negative than they expected
- Admit they underestimated how negatively players would react to civ-switching/age transitions
- Admit they made a mistake putting in civ-switching/age transitions
PS: This does not mean I personally believe any of the above that Firaxis is supposed to admit/acknowledge is true.
We need a bigger like button for this post.I vehemently oppose the idea of a fourth age, especially as long as firaxis has other fish to fry and problems to fix. Exploration and Modern aren't good ages as it is, and adding a fourth one (albeit at the end, or by splitting exploration into early medieval/feudal and late renaissance/enlightenment) won't solve a thing.
Besides the game already has a big enough problem with continuity between the ages as it is.
What I would advocate for instead is the extension of each current age, with more techs, civics, and units. Why shouldn't Modern end with GDRs? Antiquity should go into early feudal. Exploration should go into late renaissance. Modern should go into the present-day and near future. More milestones and/or ways to complete a milestone should be added too, to ensure the player has something to do that isn't idly spamming buildings, waging wars or clicking the end turn button.
Of course, this doesn't align with the general expectations of the fanbase, but my *fear* is that Firaxis will - in the currently already very people-playing era - try to implement a fourth age *because* fans are expcting them to, without fixing the underlying issues, making the game well and truly unplayable.
I actually think they've hit this note well. One of the developers notes had a line to the effect of "increase players' feeling of identification and cohesion (or continuity, maybe it was) with their civilizations" and that said to me, "we've belatedly come to realize that civ-switching violates something crucial to many players: the feeling of guiding one civilization from stone age to space age. We'll explore ways we might enhance that effect within our present game design."I think devs should listen to fans and make improvements when appropriate but should have a vision for their game and stand by that vision.
I vehemently oppose the idea of a fourth age, especially as long as firaxis has other fish to fry and problems to fix. Exploration and Modern aren't good ages as it is, and adding a fourth one (albeit at the end, or by splitting exploration into early medieval/feudal and late renaissance/enlightenment) won't solve a thing.
Besides the game already has a big enough problem with continuity between the ages as it is.
What I would advocate for instead is the extension of each current age, with more techs, civics, and units. Why shouldn't Modern end with GDRs? Antiquity should go into early feudal. Exploration should go into late renaissance. Modern should go into the present-day and near future. More milestones and/or ways to complete a milestone should be added too, to ensure the player has something to do that isn't idly spamming buildings, waging wars or clicking the end turn button.
Of course, this doesn't align with the general expectations of the fanbase, but my *fear* is that Firaxis will - in the currently already very people-playing era - try to implement a fourth age *because* fans are expcting them to, without fixing the underlying issues, making the game well and truly unplayable.
Modern already plays like a mini-age. The second it starts you want to finish it, as quickly as possible, before the AI turns start taking an eternity.I expect an extension OR a mini-age.