Beach:
There were a shockingly small percentage of players that were finishing their games, and a lot of players never ever experienced the end of a civilization game even once so we looked at why that might be the case and realized that it was the nature of 4x games to explode" (blah, blah(the snowball problem)). This is a legit issue, but Ed thinks that the problem was micromanagement and that's why people quit when in fact the predominant reason people quit is that they recognized either a won game or a lost game and elect not to play it through. So, the remedy Ed chose was based on flawed thinking. The proper solution is hard, no doubt, but whether you like it or not a Civ game is to some degree a simulation of world history and the perfection of the genre must include civilizations enduring periods of strife, war, famine and other issues (diplomatic, plague, whatever) that model the great leveler THE EFFECTS OF
TIME AND MEDIOCRITY and instead of putting those concepts in the game they again took the path easier trod and just cut out a lot of the most important history of each civ (and terminated each civ in the doing). Beach: "
We needed to reset the game board a little bit so that you just had less to manage.". Historically Civs ended up having less to manage because someone took it away from them, Ed. In many cases internal strife and divisions solved the problem Ed. You have chosen gimmicky methods to solve a problem rather that model reality, and those gimmicks are worse than the snowball problem because THE GAME IS TOO EASY TO WIN and people are not playing because of the lack of a challenge, see (
https://forums.civfanatics.com/threads/brandon-sanderson-discusses-civ-7-video.698044/) if you don't believe me.
Beach:
"We've had great success; we've run lots of tests and it's absolutely working, and players are engaged all the way to the end of a civilization game now". Ok, so Ed actually said that. I'd like to investigate who supervised those tests, how they were structured, and basically surmise how things got twisted around. I don't want to think that Ed is just lying.
I am certain that the testers weren't the old guard from the real Civ days, or we would have saved Ed, and everybody else, from this ignoble fate.
Oh, let me not fail to include a comment about what Ed said was the biggest technological improvement for Civ 7. It was shipping to all the platforms. "
Above all else". Obviously leveraging tech to make the best game took a back seat to designing a game that could fit on every platform. And that is, above all else, a game of reduction to the detriment of the PC crowd. Not well received by them either.
Maybe secondary platform revenue will justify the decision to make simultaneous cross platform launches the most important objective for the game. But clearly the ages system has "cured" the "just one more turn" problem and you can quote me on that and verify it by Steam stats.