Francis Xavier
Chieftain
- Joined
- Nov 3, 2016
- Messages
- 84
I never said that it was the modders role to "fix" a game - just that the modders have flexibility to focus on micro details or create a cool alternate style of the game where a developer can and often has to be handcuffed to a larger, grander vision of the game. A modder can mod a version of a game that appeals to the ultra-high end and be a resounding success in that community. A developer can't tailor fit the game exclusively to the high end, when the goal and objective is broader appeal. That's even why they took the steps to open up modding even more for Civ VI (I'm not a modder, so I can't speak on how accurate their comment that Civ VI was built to be the most modable Civ in the franchise, I take them at their word about it).
The reality is, Civ VI isn't broken. It's a resounding success at launch by all industry standards, and is an excellent leap forward in the design of the franchise. Especially your average casual gamer (at least the ones that I've had exposure to that're Civ fans) looks at it, has fun and is replaying the game. If anything most of them I've talked to struggle with difficulty past King because of the AI and the mechanics.
The other side of the token here, is that very likely we've all here played a lot of Civ. I've played Civ constantly since Civ III, first getting really hardcore about it in Civ IV. That means that going into Civ VI, I already have a pretty strong grasp and background knowledge of the core mechanics of civ and how to fluidly go through the game without a big learning curve. Playing Civ V on the Deity level, I went in and played Civ VI starting at Emperor and within about two games went up to Deity and yeah, to me the big stack of AI units isn't intimidating because I know they're not going to be very good at warfare. I already know easily by turn 100 in most games on Deity if I'm going to win or not. Winning becomes a question of the world's geography and if I can stop a civ from steamrolling the game or not. I don't exactly have to micromanage a million different elements perfectly to win, and when I noticed early on that there wasn't expansion penalties a la Civ V, I was able to implement the strategy of rapid expansion and early warfare having big bonuses a la Civ III / IV, because I played those games ad nauseum. SO yeah, do I want a more powerful AI? Absolutely. Do I want diplomacy to continue to be refined? Yeah (although it doesn't seem to me as broken as some think it is on diplomacy). Heck, I'd like a vassal state option again! Mostly, I'd be happy with the AI being better / more aggressive in attacking cities in warfare.
But I also do recognize there's a lot under the hood that's new going on between new support unit structure, districting, adjacency bonuses and regional bonuses that I never expected the AI to be good at from the get-go of Civ VI. But those things excite me and at the end of the day I recognize that I'm in the top 1-2, maybe 5% playing the game like that. The vast majority aren't on that level.
The reality is, Civ VI isn't broken. It's a resounding success at launch by all industry standards, and is an excellent leap forward in the design of the franchise. Especially your average casual gamer (at least the ones that I've had exposure to that're Civ fans) looks at it, has fun and is replaying the game. If anything most of them I've talked to struggle with difficulty past King because of the AI and the mechanics.
The other side of the token here, is that very likely we've all here played a lot of Civ. I've played Civ constantly since Civ III, first getting really hardcore about it in Civ IV. That means that going into Civ VI, I already have a pretty strong grasp and background knowledge of the core mechanics of civ and how to fluidly go through the game without a big learning curve. Playing Civ V on the Deity level, I went in and played Civ VI starting at Emperor and within about two games went up to Deity and yeah, to me the big stack of AI units isn't intimidating because I know they're not going to be very good at warfare. I already know easily by turn 100 in most games on Deity if I'm going to win or not. Winning becomes a question of the world's geography and if I can stop a civ from steamrolling the game or not. I don't exactly have to micromanage a million different elements perfectly to win, and when I noticed early on that there wasn't expansion penalties a la Civ V, I was able to implement the strategy of rapid expansion and early warfare having big bonuses a la Civ III / IV, because I played those games ad nauseum. SO yeah, do I want a more powerful AI? Absolutely. Do I want diplomacy to continue to be refined? Yeah (although it doesn't seem to me as broken as some think it is on diplomacy). Heck, I'd like a vassal state option again! Mostly, I'd be happy with the AI being better / more aggressive in attacking cities in warfare.
But I also do recognize there's a lot under the hood that's new going on between new support unit structure, districting, adjacency bonuses and regional bonuses that I never expected the AI to be good at from the get-go of Civ VI. But those things excite me and at the end of the day I recognize that I'm in the top 1-2, maybe 5% playing the game like that. The vast majority aren't on that level.