aieeegrunt
Emperor
- Joined
- Jan 8, 2021
- Messages
- 1,882
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.
This statement tells you a lot about what went so horribly wrong with this game.
They knew what the core identity of the game was, and dumpstered it anyway, because Ed Beach was adamant.
They were trying to solve a problem that didn’t need solving, late game fatigue, and didn’t actually solve it at all. Their “solution” was essentially to hit the restart button whether the player wanted it or not. How dare the player not finish my game, that’ll teach em.
The hilarious disconnect between your QA team’s reaction to this mechanic and the actual playerbase’s reaction indicates the QA team clearly suffered system capture and no longer functions as a viable barometer for that.
One has to wonder who Beach was talking to. We should all be too familiar with this sort of bias because management tends to surround themselves with yes men/women and anyone who disagrees, is seen as noise or nuisance.
I agree though that in Civ, Gandhi is sort of known as the 'peaceful' nuker. However, not many who talked about Gandhi or Gilgamesh, thought of them detached from their civilizations. I don't think many players like Gandhi of the Mayans.
It’s been clear for a long time that the QA team has issues. Either the job isn’t getting done or their feedback is ignored
I still can’t believe the “AI science typo” happened, or that it took such a stupidly long time to fix.
I think the issue is
the Other player are identified best by their Leader
My identification is best with the Civ.
That said I think civ switching instead of leader switching was the right call… However, they should have done a lot more work on that identification issue (allow you to control the name/graphics separately from uniques or had semigeneric bonuses available for playing out of main age, etc.)
Cosmetics are’nt the problem, and will not solve it
The era reset/civ switching ruins the game for sandbox emergant narrative player, and they are clearly a large part of the base.
Kind of sounds like Ed Beach has a lot of confirmation bias going on.
It explains a lot
I think they need to go back to the formula that worked for decades. No switching of anything, Leaders belong to their Civs
The changes and improvements need to come from somewhere else, town and cities and navigable rivers are examples. I think naval combat can be improved a lot for example, diplomacy took a step back in Civ VII, that can be improved a lot too
If it ain’t broke, don’t fix it. Why the hell is post naughts management so obssessed with MASSIVE PARADIGM SHIFTING HUGE RETURNS as opposed to nice sustainable profitability