Player stats, sales, and reception speculation thread

I don't know if I agree that snowballing is just a multiplayer issue. It really made the end game uninteresting and probably contributed to players stopping early. As devs, if they were putting work into a 1/3 of the game that players never saw I can see why they'd want to try and address that. I'm dubious that multiplayer was their big drive, though undoubtedly a side goal, since the changes are just as valid for single player too..

I think the bigger issue is that they didn't achieve their goals.

  1. Reduce snowballing with age reset. Snowballing is just as bad, maybe worse. It just depends on building for age transitions which is a mindset shift...
  2. Avoid problem with differences between early and late game civs with civilization switch. I'll give them this one...
  3. Allow playing shorter multiplayer games with age reset. It still isn't satisfying to play single age games, but the era change is an obvious point to just stop playing altogether, rather than just take a pause.
  4. Make people actually finish their games with switching their goals. I finish way fewer games than I did in 6. So I don't think they managed that. Would be curious if my experience is shared with others though? I think eras just create such a natural stopping point, and also if you don't see a fun civ to continue with... Why bother? I think the momentos/unlocks were the main driver for finishing games for me.
  5. Age reset and civilization switch just work together well. They do I guess, but they've alienated so many players it wasn't worth it IMO.
I think debate about snowballing is more discussing a symptom of an issue Firaxis made up themselves.

I’ve never heard players complain about not finishing games - ever. Firaxis identified the fact that many games didn’t get finished and just assumed it was an issue and set off on a single minded war path to solve it - again, an issue I’ve never heard a single player actually complain about.
 
I think debate about snowballing is more discussing a symptom of an issue Firaxis made up themselves.

I’ve never heard players complain about not finishing games - ever. Firaxis identified the fact that many games didn’t get finished and just assumed it was an issue and set off on a single minded war path to solve it - again, an issue I’ve never heard a single player actually complain about.
There have been many, many complains on these boards over the years about the end game being boring because the player knows that they're going to win, but clicking through the last few dozen turns is tedious and time consuming. And that especially applies to V and VI. You just didn't read them, I guess.
 
There have been many, many complains on these boards over the years about the end game being boring because the player knows that they're going to win, but clicking through the last few dozen turns is tedious and time consuming. And that especially applies to V and VI. You just didn't read them, I guess.
That’s an AI problem - not a fundamental gameplay problem.

Also note the players complaining about clicking tediously to *finish* games - again they are finishing them. Most people I know start games, enjoy themselves and may or not not finish them.

With Civ 7 it’s hard to even enjoy yourself, let alone continue after your second game (age) starts.
 
That’s an AI problem - not a fundamental gameplay problem.
But we've learned that the AI isn't ever going to be good enough. It's just not.

Also note the players complaining about clicking tediously to *finish* games - again they are finishing them. Most people I know start games, enjoy themselves and may or not not finish them.
Yes, I finish my games, but I don't enjoy the last 25% of the game. That's an actual problem, even if it doesn't apply to you.

With Civ 7 it’s hard to even enjoy yourself, let alone continue after your second game (age) starts.
I very strongly disagree.
 
I’ve never heard players complain about not finishing games - ever. Firaxis identified the fact that many games didn’t get finished and just assumed it was an issue and set off on a single minded war path to solve it - again, an issue I’ve never heard a single player actually complain about.
In my eyes Firaxis here is making a fundamental simple error about ending a Civ game. Instead of listing retire from the game as a loss, they should set it as a marginal win and not punishing the player for being clever enough, not to waste the time by going through tons of unfun additional turns when the player thinks he has practically won the game. Each additional turn the player will make, must be rewarded in the game by additional fun for the player in such an additional turn.

Retire.jpg
 
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In my eyes Firaxis here is making a fundamental simple error about ending a Civ game. Instead of listing retire from the game as a loss, they should set it as a marginal win and not punishing the player for being clever enough, not to waste the time by going through tons of unfun additional turns when the player thinks he has practically won the game. Each additional turn the player will make, must be rewarded in the game by additional fun for the player in such an additional turn.

View attachment 739206
On old Civ iterations if you retired from the game your Civ score was calculated and recorded. The score was higher if you completed the game, encouraging you to finish the games.
 
I think debate about snowballing is more discussing a symptom of an issue Firaxis made up themselves.

I’ve never heard players complain about not finishing games - ever. Firaxis identified the fact that many games didn’t get finished and just assumed it was an issue and set off on a single minded war path to solve it - again, an issue I’ve never heard a single player actually complain about.
There have been plenty of complaints about how stale Civ6's late game was so I don't think it's completely out of left field. Even if finishing games isn't something which ever especially bothered me, it's something folks have discussed in previous civs.

it also is an issue for developers, if they have to put resources into working on systems which players don't engage with because they end up.quitting first that makes improving the late game a tougher sell. So I do understand why they made it a focus

I think in Civ7 though, they upped the ante considerably and lost. Civ switching in particular makes it so that a large chunk of content is gated behind playing a game all the way through. Unfortunately the same problems that were always there remain (too much micro to manage, the game is already over so you're just waiting to win, and your decisions don't matter relative to decisions you made early).

I play through less Civ7 games now than I did with Civ6. I think it is through a combination of eras giving me a natural stopping point, modern still not being great, and later civ choices not inspiring me. Unfortunately I would say that for similar reasons the amount of my games which make it to the exploration equivalent were far higher in Civ6.

I think their best approach to get players to finish games were momento unlocks. The carrot here might be far better than the stick they chose.
 
I think debate about snowballing is more discussing a symptom of an issue Firaxis made up themselves.

I’ve never heard players complain about not finishing games - ever. Firaxis identified the fact that many games didn’t get finished and just assumed it was an issue and set off on a single minded war path to solve it - again, an issue I’ve never heard a single player actually complain about.
Totally and a path that led to this mess of three mini games in one .
 
If you think about it, the new Civ7 mechanics do not 'solve' the late game issue, if there indeed there is an issue with the late game's design.
I've seen some complaints about the modern era being pointless, the choice of the modern Civ being pointless, and the 'guaranteed victory' complaint all over again.

I think the real issue is that the player is not being challenged consistently. It has nothing to do with the games core design. It's all to do with the AI and their inability to keep up, or to team up, or to challenge, or to be unpredictable, or do anything but passively make chess moves.

If you play any of these games multiplayer, you'll often find that the game is more interesting all the way to the end, because you're playing against competent people with various motives and agendas.

If there's anything wrong with the design, it's the lack of any serious ways for players to challenge 'winning' players besides War.

You'd make everyone more happy if the AI was stronger, and could challenge you in various ways and had different agendas.
Don't tell me you'd get bored in the late game when the AI actually has the capacity to launch cyber warfare, trade embargoes, a leader coupe, and you couldn't always predict where it'd come from.
 
As someone who’s dabbled in the Civ 6 Multiplayer scene, the truth is Civ 7 lacks a lot of mechanic nuance between players that Civ 6 has and makes for a flatter strategic gameplay. There’s this video by Herson that explains it a lot better than I can:
That's a good video, Civ 6 MP was my by far most played option this was in the main aided by the many fantastic mods rather than any design choices by firaxis

Sadly as also mentioned in this video the lack of choice\interaction and massive down play of strategy ( due to the fact this "civ" is primarily just a poor console port ) makes this a poor game single or MP as a serious game to play.

My other MP pals have also passed on this "version"
 
There have been plenty of complaints about how stale Civ6's late game was so I don't think it's completely out of left field. Even if finishing games isn't something which ever especially bothered me, it's something folks have discussed in previous civs.

it also is an issue for developers, if they have to put resources into working on systems which players don't engage with because they end up.quitting first that makes improving the late game a tougher sell. So I do understand why they made it a focus

I think in Civ7 though, they upped the ante considerably and lost. Civ switching in particular makes it so that a large chunk of content is gated behind playing a game all the way through. Unfortunately the same problems that were always there remain (too much micro to manage, the game is already over so you're just waiting to win, and your decisions don't matter relative to decisions you made early).
I think it does solve the original problem mostly. Unless you play a very aggressive conquest, you enter modern without clear path to victory and spend significant part of the modern age establishing foundation for victory. Yes, you still reach the "already won" state, but you come there in the last 10% of the game, not 50% as it was in Civ6.

And problem with aggressive conquest is mostly because going over settlement limit is not punishing enough, because of caps. Once you overcome your go to limit +7 you don't get further penalties. That part clearly needs some tuning so on one hand, it's still possible to win by conquest in modern, but to keep it more controlled.

Totally and a path that led to this mess of three mini games in one .
It doesn't fill like 3 minigames at all. You play like 150 turns without breaks and when age transition comes, it keeps most of the things you had in previous age, feeling like continuation, not a new game.

If you think about it, the new Civ7 mechanics do not 'solve' the late game issue, if there indeed there is an issue with the late game's design.
I've seen some complaints about the modern era being pointless, the choice of the modern Civ being pointless, and the 'guaranteed victory' complaint all over again.

I think the real issue is that the player is not being challenged consistently. It has nothing to do with the games core design. It's all to do with the AI and their inability to keep up, or to team up, or to challenge, or to be unpredictable, or do anything but passively make chess moves.
Some snowballing is unavoidable, otherwise early game will not make any sense. Civ7 actually handles it better than previous civ games. Challenging level of AI doesn't help it. Even if you have AI perfectly tuned to your skill level, you'll have games where you run away early and win before the end of the game or games where you lose early and don't want to continue the game.

If you play any of these games multiplayer, you'll often find that the game is more interesting all the way to the end, because you're playing against competent people with various motives and agendas.
Probably the key thing here is that in MP you could resign if you see that you're terribly losing.
 
I think it does solve the original problem mostly. Unless you play a very aggressive conquest, you enter modern without clear path to victory and spend significant part of the modern age establishing foundation for victory. Yes, you still reach the "already won" state, but you come there in the last 10% of the game, not 50% as it was in Civ6.

And problem with aggressive conquest is mostly because going over settlement limit is not punishing enough, because of caps. Once you overcome your go to limit +7 you don't get further penalties. That part clearly needs some tuning so on one hand, it's still possible to win by conquest in modern, but to keep it more controlled

The snowball still exists. You've usually won at the end of antiquity playing peacefully, if you set your ageless stuff up right.
 
I think it does solve the original problem mostly. Unless you play a very aggressive conquest, you enter modern without clear path to victory and spend significant part of the modern age establishing foundation for victory. Yes, you still reach the "already won" state, but you come there in the last 10% of the game, not 50% as it was in Civ6.

And problem with aggressive conquest is mostly because going over settlement limit is not punishing enough, because of caps. Once you overcome your go to limit +7 you don't get further penalties. That part clearly needs some tuning so on one hand, it's still possible to win by conquest in modern, but to keep it more controlled.


It doesn't fill like 3 minigames at all. You play like 150 turns without breaks and when age transition comes, it keeps most of the things you had in previous age, feeling like continuation, not a new game.


Some snowballing is unavoidable, otherwise early game will not make any sense. Civ7 actually handles it better than previous civ games. Challenging level of AI doesn't help it. Even if you have AI perfectly tuned to your skill level, you'll have games where you run away early and win before the end of the game or games where you lose early and don't want to continue the game.


Probably the key thing here is that in MP you could resign if you see that you're terribly losing.

I would say that you can certainly pivot a lot more in 7 than in previous versions. You could run a crazy culture build for the first 2 eras, and then pivot to military or science in the last era without really struggling, if you set yourself up enough.

I actually don't mind the 3 mini-game structure, other than as discussed a bit in the thread dealing with the modern era, and obviously still considering the game is finding a balance for what stays between eras. I do like the fact that even if you are starting to get away from things, because you have those mid checkpoints, you at least still have some goals you're chasing down. So as a semi-roleplayer, even if I'm way ahead in the exploration era, I can still set myself some goals to get the most of the era. And because things snap back a little, you do at least get a small time at the start of the new era where you might second-guess yourself. Like in my current game, I was probably double the science/culture of any other civ at the end of exploration, easy run. But at the start of the modern era things snapped back so that I was more or less tied with Machiavelli (at least nominally), so I did have a little time before my modern era engine really snapped together where I had to make some choices.
 
Firaxis should hire Soren Johnson and pay whatever he asks. Old World has proven that competent AI is possible.
But then he will bring along with him @Solver and @Dale and that will make their old, bitter egos even worse. :mischief:
 
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Yes, I finish my games, but I don't enjoy the last 25% of the game. That's an actual problem, even if it doesn't apply to you.

Are you talking about VII? Or VI?

I know that some players didn’t enjoy the late game in VI—a mix of complaints here range from snowballing—the game being essentially over and just clicking through until victory is reached—or the need to move so many units on the map—rock bands, missionaries, workers, military units.

I find myself less likely to finish games in VII than VI.

To me, it feels like a lot of blame was put on the “late game” in the series in general, so the solution was to create a Modern Age which is fast (under 100 turns in many cases) by easing the path to victory with the victory condition paths, ending the game around 1950 or so.

For me, it’s kind of a miss, and the game quality really goes downhill in its final act.

And in regards to snowballing, in most of my games the winner is clear by the middle of exploration. Sometimes, randomly, a black horse AI can pull off a science victory in Modern—but this often feels more like a chaotic bug than good design.

I’m not sure what the solution is for Modern. It may work better in its current state if it becomes another middle age before the rumored Atomic Age and less of a grand finale event.

For starters, bringing back the hall of fame would at least give me a reason to complete a game and log my score. I also think the end cinematic and analysis could be a lot more satisfying but also thematic. Ending a game as Rome to Spain to United States should feel different than playing Mississippians to Shawnee to United States, for example.
 
The snowball still exists. You've usually won at the end of antiquity playing peacefully, if you set your ageless stuff up right.
Except that originally less carried over than it does currently. Transitions are being made softer, which makes snowballing come back more. The transition changes are being done explicitly to address player feedback (whether I think it's the right or wrong move personally).

The game on-release handled snowballing better than the game right now does. If you're judging whether or not they achieved this, this needs to be taken into account.
 
Except that originally less carried over than it does currently. Transitions are being made softer, which makes snowballing come back more. The transition changes are being done explicitly to address player feedback (whether I think it's the right or wrong move personally).

The game on-release handled snowballing better than the game right now does. If you're judging whether or not they achieved this, this needs to be taken into account.
Sure, though I still play with regroup, I'm one of the players who is fine with it even though I don't think it cures snowballing. But the argument is definitely a bit schizophrenic since the tensions introduced by Civ7's structure are still there. If 7's diredtion of travel is blurring age transitions then later ages will matter less and less, and civs restricted to later ages also becomes a less viable idea.
 
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