Hi all - just my 2 cents.
I hated civ 6 with an absolute passion on release. Every time I have returned to it (note, I did not buy the DLC) I thought that maybe I judged the game too harshly, and then, within the hour or so, I realised that no, the game is just crap.
The mechanics seem to have been thrown together 5 minutes before coding started. Nothing seems balanced. It takes 6-9 turns for a decent productive city to build a new unit, in the industrial era, so quite how you could ever have a Great War style situation is beyond me (remember late game Civ 2 with hordes of howitzers, tanks and fanatics creating the apocalyptic end-game war?). The DLC civs seem designed to "pay us to play with an overpowered ability". Fundamental historical concepts don't exist. The AI. A mid-to-end game that is tedious.
Civ 6 seemed like the first Civ game created not by a designer with a specific vision, but by a committee led by audience focus groups, all under the important goal of "increasing accessibility" (i.e., and this will upset some people, but 'make the game playable by stupider people').
"Chess is great, but it doesn't have a big enough market share!" "Well audience research tells us that the way the Knight moves throws off many people" "Then lets Chess 2: now without Knights, but with more colours!"
The reason I love(d) Civs 2-5 is that they let me play a game that tried to simulate the breadth of human history. It was never a true simulation. But it was an incredible attempt at a gamification of a simulation, if that makes sense. Human civilization was transformed by Iron Working, so Iron Working was in the game. Oceanic navigation! Gunpowder! Railroads!
Civ 6 seemed to abandon this. It was no longer a game about recreating human civilization. It was a game about having high numbers on hexes. "Yield porn". It was about making decisions in the first few turns about how your civ would look 200 turns later to maximise tile yields. "I could found my city here, but if I put it there, then my industrial district could go there, then my university district there, WHY THE HELL DO I NEED TO WORRY ABOUT THIS AS A TRIBE WITH A BARE UNDERSTANDING OF AGRICULTURE!"
(I think districts were ultimately a bad idea, though an idea worth exploring).
I think Civ 6 gave the audience exactly what they responded well to ("Petra yields are so awesome!" "Let's make the game all about that!").
And I think Civ 6 is yet more proof that the audience (kids!) does not know how to make a good game!
Civ 4 was like the Godfather.
Civ 6 is like Fast and Furious whatever.
And I am sure the Fast and Furious series has made more money than the Godfather series. So well done Firaxis. But without a complete change in their design direction Civ is dead to me (speaking as someone with maybe 10,000 hours across all the games...) and I absolutely do not trust Firaxis to make good games anymore.
P.S. Firaxis, you should sell the Civ rights to someone who cares, and just get into mobile gaming, I think is more your scene.
I hated civ 6 with an absolute passion on release. Every time I have returned to it (note, I did not buy the DLC) I thought that maybe I judged the game too harshly, and then, within the hour or so, I realised that no, the game is just crap.
The mechanics seem to have been thrown together 5 minutes before coding started. Nothing seems balanced. It takes 6-9 turns for a decent productive city to build a new unit, in the industrial era, so quite how you could ever have a Great War style situation is beyond me (remember late game Civ 2 with hordes of howitzers, tanks and fanatics creating the apocalyptic end-game war?). The DLC civs seem designed to "pay us to play with an overpowered ability". Fundamental historical concepts don't exist. The AI. A mid-to-end game that is tedious.
Civ 6 seemed like the first Civ game created not by a designer with a specific vision, but by a committee led by audience focus groups, all under the important goal of "increasing accessibility" (i.e., and this will upset some people, but 'make the game playable by stupider people').
"Chess is great, but it doesn't have a big enough market share!" "Well audience research tells us that the way the Knight moves throws off many people" "Then lets Chess 2: now without Knights, but with more colours!"
The reason I love(d) Civs 2-5 is that they let me play a game that tried to simulate the breadth of human history. It was never a true simulation. But it was an incredible attempt at a gamification of a simulation, if that makes sense. Human civilization was transformed by Iron Working, so Iron Working was in the game. Oceanic navigation! Gunpowder! Railroads!
Civ 6 seemed to abandon this. It was no longer a game about recreating human civilization. It was a game about having high numbers on hexes. "Yield porn". It was about making decisions in the first few turns about how your civ would look 200 turns later to maximise tile yields. "I could found my city here, but if I put it there, then my industrial district could go there, then my university district there, WHY THE HELL DO I NEED TO WORRY ABOUT THIS AS A TRIBE WITH A BARE UNDERSTANDING OF AGRICULTURE!"
(I think districts were ultimately a bad idea, though an idea worth exploring).
I think Civ 6 gave the audience exactly what they responded well to ("Petra yields are so awesome!" "Let's make the game all about that!").
And I think Civ 6 is yet more proof that the audience (kids!) does not know how to make a good game!
Civ 4 was like the Godfather.
Civ 6 is like Fast and Furious whatever.
And I am sure the Fast and Furious series has made more money than the Godfather series. So well done Firaxis. But without a complete change in their design direction Civ is dead to me (speaking as someone with maybe 10,000 hours across all the games...) and I absolutely do not trust Firaxis to make good games anymore.
P.S. Firaxis, you should sell the Civ rights to someone who cares, and just get into mobile gaming, I think is more your scene.