That article is very interesting... quotes:
Rather than moving between stately eras, a Civilization VII campaign is divided into three ages (Antiquity, Exploration and Modern) that all start by presenting you with a fresh selection of civilisations to choose from. It’s a massive alteration to the flow of the game – history is now built of distinct layers – and Beach admits that there were times when the team were not sure it would work. He was adamant it was worth trying, though, because the data had long suggested a fundamental problem with Civilization: people rarely finished a campaign. “The number-one issue that the ages system solves for us is it helps you get towards the end of a game,” he says, “and not feel like you’re overwhelmed with too many things to manage, too many.
(...)
As members of the design and QA team continue to test the game daily, he adds, “I’m getting so many more reports of people playing all the way to finishing a game, and having an interesting conclusion.” In other words, ages address an underlying problem with 4X games: the first two Xs, explore and expand, are more compelling than the final two, exploit and exterminate. Why? There’s more potential and less bureaucracy early on, and you’re making consequential decisions more regularly as a result. In the ages system, then, transition points are a means to make adjustments along the way, by reducing the complexity and number of things to manage, so the first 20 to 30 turns of a new age feel like a period of reset. “The tension in the world has drained out,” Beach says, “and you’re just building back up again.” Ages always end with a crisis event, giving each part of the game its own shape and momentum. Even so, Beach promises, to make sure these transitions don’t rob players of things they enjoy – an army that’s constructed with precision, say – the team has done more playtesting for Civilization VII than it did on previous games.
Rather than moving between stately eras, a Civilization VII campaign is divided into three ages (Antiquity, Exploration and Modern) that all start by presenting you with a fresh selection of civilisations to choose from. It’s a massive alteration to the flow of the game – history is now built of distinct layers – and Beach admits that there were times when the team were not sure it would work. He was adamant it was worth trying, though, because the data had long suggested a fundamental problem with Civilization: people rarely finished a campaign. “The number-one issue that the ages system solves for us is it helps you get towards the end of a game,” he says, “and not feel like you’re overwhelmed with too many things to manage, too many.
(...)
As members of the design and QA team continue to test the game daily, he adds, “I’m getting so many more reports of people playing all the way to finishing a game, and having an interesting conclusion.” In other words, ages address an underlying problem with 4X games: the first two Xs, explore and expand, are more compelling than the final two, exploit and exterminate. Why? There’s more potential and less bureaucracy early on, and you’re making consequential decisions more regularly as a result. In the ages system, then, transition points are a means to make adjustments along the way, by reducing the complexity and number of things to manage, so the first 20 to 30 turns of a new age feel like a period of reset. “The tension in the world has drained out,” Beach says, “and you’re just building back up again.” Ages always end with a crisis event, giving each part of the game its own shape and momentum. Even so, Beach promises, to make sure these transitions don’t rob players of things they enjoy – an army that’s constructed with precision, say – the team has done more playtesting for Civilization VII than it did on previous games.
Just wondering if he’s thought about the fact that people kinda need to start playing the game before they can actually finish it. Right now, not that many are even playing, but hey, as long as he’s happy! 