Player stats, sales, and reception speculation thread

Yeah, if you don't like the game because of the whole switching civs/age reset, there are limits to what can be done there. I mean, sure, they could change the balance of what carries over, they can get more civs so more of the transitions are "natural", or maybe in the extreme be able to add in the ability to have a more neutral civ to "hang on" to your current civ. They can tweak the crisis balance, change legacy requirements, etc... But fundamentally, the game will be split into multiple acts, and if that's a problem you have in the game, it's not going to go away, because it's pretty core to the concept.

Now, I think me, and a number of other people, don't fundamentally have problems with many of those features and options, so those of us like that are basically just waiting for them to get through all the UI cleanup that we need, and then it's a matter of balancing out, and I think it will be fine. Overhaul a couple of the systems that are annoying right now, and combined with I'm sure some new tweaks and features, and I'm still excited for the long-term potential of the game.

But definitely at launch, and up through the first few games, the only way to get past the biggest flaws is with a lot of mods, and that's not good. Hopefully in time they will render most or all of them obsolete.
That makes sense, and it's great that people are enjoying it, but these are people who knew what the game was, paid hard-earned money for it, and still over half are saying they wouldn't recommend other people playing it, and the percentage of people who paid for the game and are saying they wouldn't recommend people play it is _trending up_ over time. That's the part I have a hard time wrapping my head around.
 
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I increasingly wonder if Firaxis have been working to solve a problem (keeping players engaged to the end game) which a lot of players really didn't want/need them to solve. The 3 act structure and civ switching do achieve their goals - so maybe its the goals which are the problem?
 
I increasingly wonder if Firaxis have been working to solve a problem (keeping players engaged to the end game) which a lot of players really didn't want/need them to solve. The 3 act structure and civ switching do achieve their goals - so maybe its the goals which are the problem?
I do largely think this is it. How many people were actually complaining and not playing the game because the end-game took too long? Sure it was a design flaw, but not one that made people dislike or stop playing the game.
 
I do largely think this is it. How many people were actually complaining and not playing the game because the end-game took too long? Sure it was a design flaw, but not one that made people dislike or stop playing the game.
I increasingly wonder if Firaxis have been working to solve a problem (keeping players engaged to the end game) which a lot of players really didn't want/need them to solve. The 3 act structure and civ switching do achieve their goals - so maybe its the goals which are the problem?

I have my conspiracy goggles on when I write this.
The real reason they have this system is that they can sell 3x the Civs (one for each age) and more leaders (since they're uncoupled) than they would have if they had the regular system. And the reason they gave about fixing the end game is just the customer-facing palatable excuse to convince the playerbase.
 
I increasingly wonder if Firaxis have been working to solve a problem (keeping players engaged to the end game) which a lot of players really didn't want/need them to solve. The 3 act structure and civ switching do achieve their goals - so maybe its the goals which are the problem?
I suspect they also saw it as a way for players to have uniques that are always useful, for players to be able to create "killer combos" by chaining civs with complementary bonuses together, to bring in civs that don't have well-established historical leaders, etc etc

A lot of things went into their decision-making, few of which are relevant to the sort of historical civ games I enjoy, but I can see what (and sort of who) the dev team was targeting.
 
I have my conspiracy goggles on when I write this.
The real reason they have this system is that they can sell 3x the Civs (one for each age) and more leaders (since they're uncoupled) than they would have if they had the regular system. And the reason they gave about fixing the end game is just the customer-facing palatable excuse to convince the playerbase.
Naah. Not rhat firaxis aren't overchsrging but the Dev diaries gave pretty convincing reasons for what they did. I just think they solved a problem only a minority cared about.
 
Naah. Not rhat firaxis aren't overchsrging but the Dev diaries gave pretty convincing reasons for what they did. I just think they solved a problem only a minority cared about.
a minority?

there's no need to hamper even one person feeling.
Outside this forum, there is a minority of people that want to play this game.
That minority is very important....
 
a minority?

there's no need to hamper even one person feeling.
Outside this forum, there is a minority of people that want to play this game.
That minority is very important....
Not denigrating the minority. As someone enjoying Civ7 I am probably part of it.. But it is a problem for firaxis if they alienate a majority of their (as you noted relatively small) market.
 
I increasingly wonder if Firaxis have been working to solve a problem (keeping players engaged to the end game) which a lot of players really didn't want/need them to solve. The 3 act structure and civ switching do achieve their goals - so maybe its the goals which are the problem?

I do largely think this is it. How many people were actually complaining and not playing the game because the end-game took too long? Sure it was a design flaw, but not one that made people dislike or stop playing the game.

I don't think this criticism is fair. The snoozfest of second half of the game has been a widespread complaint on this forum for ages, and it's also been widely agreed that Civ has huge snowballing issues. It's true that this has not stopped people from playing the game, but I think these issues are both valid and appropriate for the developers to try to tackle. We can discuss whether they succeeded in doing it, and even if they did solve them, we can discuss if it actually made the game better, but I don't think it's fair to criticize them for addressing them.

It's a bit deja-vue to how people complained about religious victory being horrible in Civ6 and how the developers should have left it out, and then thinking back to how people complained about no religious victory being present in Civ5.
 
I don't think this criticism is fair. The snoozfest of second half of the game has been a widespread complaint on this forum for ages, and it's also been widely agreed that Civ has huge snowballing issues. It's true that this has not stopped people from playing the game, but I think these issues are both valid and appropriate for the developers to try to tackle. We can discuss whether they succeeded in doing it, and even if they did solve them, we can discuss if it actually made the game better, but I don't think it's fair to criticize them for addressing them.

It's a bit deja-vue to how people complained about religious victory being horrible in Civ6 and how the developers should have left it out, and then thinking back to how people complained about no religious victory being present in Civ5.
That's fair to some extent. Though I think both statements come back to people not knowing what they want until faced with it. In the abstract, yeah making the late game more interesting or adding a religious victory sound great, until you see what that entails. Firaxis thinking they were giving people what they wanted, while not actually doing so would seem reasonable to me.

And again, in these comments I always feel like I need to state this, I enjoy Civ7 a lot. I am just trying to be clear eyed about what can't be what Firaxis were hoping for.
 
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According to this Civ7 is currently 8th in overall sales in the US across all platforms. This to me is a positive.

Minor clarification: this is sales in $. As civ is more expensive than many other games, it has an advantage in that stat compared to number of copies sold stat.

Addendum: civ VI‘s main market was China. Not too long ago in this thread there was a short discussion that this player base is currently lacking a bit for civ VII. Hence, US data might show a better picture compared to worldwide data.

But overall: thanks for that! I‘ve seen the posts for the past months and hoped civ would keep its place in the top for some more months. Good to see now it‘s still there for April.
 
According to this Civ7 is currently 8th in overall sales in the US across all platforms. This to me is a positive.

The problem is context. 8th sounds good until you look at what's behind it, and see it's 2 sports games and then games which haven't even released in the period in question.

I don't think anyone doubts it sold well initially on the coatails of 6 though, the problem is it doesn't give any support to the idea that it's got legs to keep growing
 
The problem is context. 8th sounds good until you look at what's behind it, and see it's 2 sports games and then games which haven't even released in the period in question.

I don't think anyone doubts it sold well initially on the coatails of 6 though, the problem is it doesn't give any support to the idea that it's got legs to keep growing
Sports games are also hugely popular they just have their own niche market similar to how Civ does.

Personally i'm really enjoying Civ7 and i can see sales improving as more patches and DLC are released.
 
I increasingly wonder if Firaxis have been working to solve a problem (keeping players engaged to the end game) which a lot of players really didn't want/need them to solve. The 3 act structure and civ switching do achieve their goals - so maybe its the goals which are the problem?
I think this is it, but also because unique abilities/units in the past were more valuable the earlier in the game they came along. I also think they are too worried about having everything be perfectly balanced rather than having so many OP civs like there was in the past. In the end though, the thing that would have had the final stage of the game better in past editions is better AI more than anything else.

In the end though, I think it is a good thing in terms of player retention if you play it for six hours, stop, and then start over again for another six hours rather than make the final age a tedious, slog.
 
I think this is it, but also because unique abilities/units in the past were more valuable the earlier in the game they came along. I also think they are too worried about having everything be perfectly balanced rather than having so many OP civs like there was in the past. In the end though, the thing that would have had the final stage of the game better in past editions is better AI more than anything else.

In the end though, I think it is a good thing in terms of player retention if you play it for six hours, stop, and then start over again for another six hours rather than make the final age a tedious, slog.
I do like the age system for keeping everything nicely bite-sized. I can see why it alienates a lot of players though. That disjointedness is an awkward feeling. Couple it with civ switching and you had a recipe for marmite...
 
I increasingly wonder if Firaxis have been working to solve a problem (keeping players engaged to the end game) which a lot of players really didn't want/need them to solve. The 3 act structure and civ switching do achieve their goals - so maybe its the goals which are the problem?
I increasingly wonder if Firaxis have been working to solve a problem (keeping players engaged to the end game) which a lot of players really didn't want/need them to solve. The 3 act structure and civ switching do achieve their goals - so maybe its the goals which are the problem?
Agree 1000%. If tens of millions have bought your game, and many (or even most) don’t consistently finish it, there is something about the rest of your game that overrides the weakness that causes them to not finish it. Whatever you do, your solution to that weakness should not undermine the rest of the game.

I'm of the belief that the late game issues are just inherent to the type of game Civ 1-6 was. You shouldn't try to fix it because you really can't. At best, you can maybe do some work to minimize the issue.
I think this is it, but also because unique abilities/units in the past were more valuable the earlier in the game they came along. I also think they are too worried about having everything be perfectly balanced rather than having so many OP civs like there was in the past. In the end though, the thing that would have had the final stage of the game better in past editions is better AI more than anything else.

In the end though, I think it is a good thing in terms of player retention if you play it for six hours, stop, and then start over again for another six hours rather than make the final age a tedious, slog.
I agree. Balance seems to have taken up too much of Firaxis' attention. One of my frustrations with Firaxis' civ design has been a hesitancy to give stronger abilities to the late game civs. For example, I would rather have an America that is borderline OP in the late game than what we've gotten for that civ's design in the past few games.
 
I increasingly wonder if Firaxis have been working to solve a problem (keeping players engaged to the end game) which a lot of players really didn't want/need them to solve. The 3 act structure and civ switching do achieve their goals - so maybe its the goals which are the problem?

I think it would be sad if you were right. I spent a lot of time playing Civ 6 but looking back I don’t actually think it’s a very good game. It certainly captured a lot of people’s imaginations, and is unquestionably the most popular game in the franchise’s history, but I think its approach of simply adding more stuff to the backbone of Civ 5 made it end up in a bloated and unsatisfying place at the end.

I think the Civ 7 development goals absolutely were the right thing for Firaxis to try to address. I absolutely would not have bought a version of Civ 4/5/6 with better graphics. It’s a shame they didn’t hit the mark, and it would be a greater shame if so much of the audience was put off that Civ 7’s future is cut short.
 
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