It may surprise you, but actually I suspect Firaxis did ask the player base what they wanted and took feedback in that way. For example, (and I'm not trying to say this was a good idea - probably a bad move actually) but Firaxis have been collecting feedback from fans on their facebook page.
I think I remember them acknowledging that culture was a part of the game where people wanted to see more depth. People probably also suggested making tech prerequisites less complicated too. That is, now all techs only have AND type prereqs - never OR ones anymore. And every tech prereq is indicated by an arrow now, and the tech tree is much easier to "read". Again I will just say that's not necessarily a good design to have taken, but it probably was in response to player feedback about the game.
Heh - I think I could agree with a general "every player is an idiot but me" (and everyone replace 'me' as in 'me, zonk' with 'you' as in you.. you know what I mean
) -- I'd agree.
As I've said, I do a bit of this type of stuff myself -- though for professional software rather than games, but I think the concept is similar...
One should always solicit feedback, but one should NEVER rotely incorporate it. Our 'good' marketing and product managers understand the value of not just taking surveys and concatenating feedback, but exploring that feedback -- often, with developers -- and moving beyond the "I don't like this" and "I want that".
I'll give you an example -- our previous research platform wasn't at all google-like... We didn't provide a global search option, but this was actually somewhat by design. Though we serve niche markets (CPAs, attorneys, etc) -- we still publish an absolutely enormous amount of content (25 million docs). Forcing users into a select-corpus-first-then-search paradigm wasn't because our engine wasn't powerful enough to quickly search that number of docs -- it was -- it was because we also had logs of what searches were conducted.... and we knew that users were searching for general terms like 'taxes', and to a lesser degree, specific terms like 'excise taxes'... but - even if using the more defined terms, the results were unwieldly... too numerous to be all that useful, even with significant relevancy ranking mechanisms and filters.
Yet - sure enough - what our product managers and marketing presented in requirements for the next iteration was "make it like google".... done and done... and just as anticipated, the complaints rolled in about search results being too numerous. We had provided a wide array of results filtering options -- document types, topical arrangement, date delimitation, etc -- but that didn't matter... The very same people complaining about NOT having the default be a google-like, all-encompassing interface were now complaining because we were TOO google-like.
The answer in our case - a lesson we tried to teach before implementation, but didn't really have success driving home until live - was that it wasn't necessarily the lack of a global search that was drawing complaints... it was more annoyance that clicked selection sometimes didn't stick or infrequent users would get ticked by "please select a content set to search" pop-ups. In other words -- it was more a UI issue than it was an inherent search issue.
That analysis of wants/feedback - that deep-dive into exploring that perhaps the complaint wasn't really what it seemed - appears to have been sorely missing here, to me
especially for the non-warfare aspects (honestly, the focus for V development really seems heavily slanted towards pleasing the warmongers -- who solely wanted easier tech pathing to unit types, who were annoyed with worker and city management, and who above all else -- wanted challenging strategic warfare instead the 'challenge' being ever-larger AI stacks).
Which I guess leads me to....
Think about something you consider to be pretty much perfect, but something which is not completely trivial in its design. Take a car for example. Imagine your perfect car. Now imagine that you own that car (or rent it, whatever). Now imagine that you are required to upgrade to the next year's model of that car. Almost inevitably, some of the things you loved about the former design are going to be changed to something you are less happy with. That is 'regression to mean' in full effect. Similarly, if you had hated a particular design, it's extremely likely that whatever they changed for the next year's model would be improvements in your mind.
I guess I feel like the problem is that they didn't give me a new model car that might take getting used to or might even not having the options and styling I liked in the previous model -- they gave me a truck... and they said "we now build only trucks".
As I alluded above, I primarily play a peaceful civ game - I certainly want warfare (and aspects of warfare via diplomacy, etc) to play a part... I always played Civilization - but never got into Sim City - because warfare should be a part of the game... even a key part... I would even accept everything up to a plurality part.
Civ V now seems heavily weighted towards pleasing the warmongers. If they can fix the AI, it might well be a very satisfying hex-based military game. I certainly have and enjoy many such titles -- but that was never why I played Civilization.
Maybe I should have seen the warning signs -- Jon's many comments on Panzer General, etc vs. the obvious fact that IV/BTS looked closely at certain Paradox game aspects (events, leaders, etc).
Maybe I'm in the minority - perhaps the majority of Civ players really just wanted a wargame with deeper cultural, production, and tech aspects than most such titles (if not all... it's not AoE... yet).
As I've said before - and I still haven't been able to track down if it was Sid or Soren from a previous edition or IV - the response to "spearman beats tank" complaints or axeman rush complaints still ring true to me.... "Civilization is not supposed to be a wargame".
I'd really be interested to know if the current Civ team agrees with that -- and if they
do agree with that, or say that they do - then I really think they need to take a step back and ask themselves where most of the design, architectural, and development work went... was the majority of those efforts spent on the warfare aspect? If so - then I would say they weren't true to that maxim. What do they think the current needs of the title are... if the answer is fixing the AI to more logically position, deploy, and move its units -- they aren't being true to that maxim.
For the peaceful player, for the builder -- it really feels like they spent a minimal amount of time on the non-war aspects... toss in 3 buildings that have resource dependencies, slap together a different cultural VC, but then spend most of the thinking on how to limit unit bloat, how to present a strategic map that wasn't stack filled, etc.