thecrazyscot
Spiffy
- Joined
- Dec 27, 2012
- Messages
- 2,668
I don't think cost is or was the primary reason, but one reason among many. I definitely don't think any part of this decision-making process was "blind".counterpoint though: do you think DLC (which seems to be 2 leaders and 4 civs consistently) is going to any cheaper than Civ 6 DLc? if not, ultimately it’s not just a blind cost cutting measure—it’s them cutting corners to provide less of an experience under a new gameplay mechanic
I suspect bits and bobs of the below reasoning were all involved in the decision-making process:
- we want to incorporate a mechanic where civilizations evolve over time
- we want players to feel more invested in each age, so we want player bonuses to be relevant to that age
- we want each player to have a recognizable "face" that stays static through the game
- we want to represent more cultures than ever before
- many cultures don't have a historically-known leader, but we still want to represent them
- it's very difficult to find people who speak many dead or near-dead languages, so we wouldn't be able to represent a leader for this culture to our standards
- it's easier for us to implement a civilization than it is a leader
- other internal and external considerations I can't think of
In reality, this decision was very carefully taken by very qualified people who arguably care more deeply about the Civilization franchise than any of us. They've got to balance gameplay with historical immersion pipe-dreams, and honestly while I do find immortal leaders kinda silly this decision makes the most logical sense - at least given my assumptions about what they were thinking