@ RANDALL TURNER
Assuming you really are a designer for THQ, try this out, as you already pointed out yourself, drop the price of the game. The Industry seems to want to justify increasing prices because piracy off-sets profits. However, if you decrease price, therefore make the game more accessible, or more pertinently you change the cost-effort ratio. The cheaper the game, the less likely somebody is too pirate it, since its generally quicker to run out to the store and buy it, instead of waiting for your .torrent to finish, along with the associated malware risks.
Furthermore, you better have a trial/demo of the game. People are unsure if the game will be good, or if it will run well on their machines, well, you better offer a trial/demo version that will assuage both these concerns, otherwise bet your butt people will be more likely to pirate it.
More on topic, I agree civ5 is not fun enough. I think if civ5 was the first ever civ game we would praise it for innovation, but that is not the case. Civ4 was much more fun and we expect sequels to be better.
Dude, google is your friend. Plug my name in and hit "enter". I'm not a designer for THQ, I'm a senior engineer. I'm working as a consultant to them at the current time so I might not show up on their corporate sites anymore, but you'll at least get a hit on my concurrency talk at the Game Developer's Conference five years ago.
Designers are lightweights.

Of course, they may have a different viewpoint on that, but designers get the limelight, senior technical people get the work done.
Dropping the price is pretty simplistic, and as a consumer you've got to admit, a bit self-serving. We're getting games for $50-60 that're ten times as complex and ten times as expensive to produce as the same games we were paying $50-60 for a decade or two ago. Unless they're getting an order of magnitude more distribution, ie, we're selling 10x as many copies now, we're not even going to break even on the same price, let alone a reduced price.
Understand that vis a vis PC games, I'm also a consumer, not a producer. In other words, we have shared interests in this area. That's actually part of the problem though - PC developers can't really afford me anymore, I have to work in the console industry, or at least on titles that're console leads and PC sku ports.
Let's explore for a minute why that is. First of all, I don't see any indication that the average poster here has a good handle on how much modern computer games cost to develop. Our budget's pretty typical for a modern game, something like 30mil. That's not any sort of record, Take2 recently spent over 100mil on GTA. I'd expect that the Civ 5 boys only spent some lower double-digit millions, maybe 12? or so. They could have benefitted from a longer development cycle, of course, that's how you get rid of bugs and polish features. But, they probably couldn't afford it.
Now. Where is that money going? The bulk of it's going to asset creation. The deeper a game is, the more assets it'll eat up. Modern computer games are "denser", they have larger bitmaps, higher fidelity audio, more complex physical worlds, boatloads of animation keyframe data, complex programmatic and pre-rendered scenes, complex 3d models, yadda yadda yadda. But that's just the tip of the iceberg, the killer is that they've also got more complex interactions - the different asset types interact with each other in a way that increases complexity as a square of the raw total (which again is already HUGE) and requires substantial infrastructure investment to manage.
The second largest cost is engineering. We're expensive, dude. We're not expensive because we're greedy, on the contrary any half-ass competent gaming engineer could be making twice as much working for an insurance company or a medical imaging firm. But, we've got to make a living, even if it's a labor of love. The economics of standalone PC games just don't allow for significant profit margins anymore, and sooner or later most of us would like to have a family. (And even if one of us is willing to work for peanuts, selling that to the spouse is a non-starter.) Working on console games, on the other hand, at least you know if you do a good job you'll get paid for the units sold. It's still often killer work hour-wise, but it pays the bills.
And, let's go to units sold. Look, PC gaming should be the most lucrative field for game companies. If we're making a game for Microsoft's 360 or Sony's PS3, they take a huge slice of the profits off the top and they charge another huge slice for disk production. (Has to be proprietary because of, you guessed it, copy protection.) That doesn't apply in the PC market, so PC games have a higher per-unit profit margin, something like 3x. So, for a console game you're making something like $8 per unit, while a PC game is making more like $20 per unit.
Does not matter. A "success" in the console market is about 3mil units sold. You sell only 1mil, you've got a "soft failure" - the game isn't a total flop, but you didn't get enough return on your investment to let you fund your next project, and you lost money for your investors. Do that twice in a row, and you're out of business.
A "success" in the PC market is something like a half-mil sold. But it's not a big success, and you've better have skimped on the production quality, because you only grossed some 10mil. You'll have the warm-fuzzy of some 5mil people really playing your game, but aside from the intangible benefits you're probably going to have to go work for an insurance company pretty soon. Or a console developer, though that's also getting tight.
We've now only some 3-4 major PC titles released per-year, if that. I'd say more like "zero" major titles per-year, none of them have a budget near what a top line console title does. Don't look for the per-unit price to drop anytime soon, partner. It's not going to happen. On the other hand, DO look for any number of MMO's to come out, even thought the investment bar is far, far higher for one of those (100mil MINIMUM) - because they've got a pirate-proof business model.
My problem (and likely yours, if you're posting here) is, of course, that I don't particularly like dealing with other idiots while I'm playing a game. So, I'm screwed. Maybe you too, ??
EDIT: oh, yeah - and if you think designers have any say whatsoever over the price point their products are offered at, your worldview is desperately skewed.

Even the top publishing execs are often at the mercy of market dynamics.