I think quite a few people still don't understand. I get it. It's hard to take a step back from our personal feelings (well, if you simply didn't read, then tough). This is not about silencing criticism or whatever shallow idea is frequently tossed about. It's about the challenge of keeping an old and popular series fresh and, ultimately, alive. And how the response to Civ 7 shows it might become an impossible challenge.
The previous 6 games were commercial successes. This one appears that it is not. One of my many issues with your argument is that you seem to frame all changes as having the same weight. Clearly, they do not. The argument that "people just don't like change" is over-simplistic and fails to account for the previous success of the franchise.
Each one of those previous games had many changes from the previous iteration. So, when the hypothesis of your post is "people just don't like change and that's why they don't like Civ 7" that fails to address what happened with the series overall. If your hypothesis was true, the series would have failed long ago and we would never have gotten close to Civ 7 being a reality.
Did you read what I wrote? You didn't catch this the last time as well and accused me of some post-hoc rationalisation or whatever. The difference is 6 is way more popular. One of the main theses of the OP is success plants the seeds of failure because it's no longer as easy losing a chunk of your customers and win new ones in their place. And the things that people like about a popular product are sticky in more people's minds.
The Civ 6 2.0 point is a straw man. I haven't seen people calling for that and you use it here to frame those you disagree with as obstinate Luddites who seek to sabotage Civ 7. Instead, frequently people cite the things are more of an evolution (commanders, lack of workers, city/town system, unique civics, etc.) as the things they like, because those things are within the boundaries of what is acceptable for the franchise.
That's basically Civ 6 2.0. There's a spectrum, right? If you keep the main mechanics of a game and add or change some peripheral features, that can justifiably be called a 2.0 version.
1. I was constantly sitting on HoMM forums during HoMM4 development and I could say it's main problem was that it was based exactly on the things players asked for. Heroes presented on the battlefield was the most requested feature, but it became one of the most hated. I can't say what happened inside the company, but I believe it's just wrong approach to game design than the amount of changes.
But, as you say, a lot of the reactions after release were different. Maybe not that many people actually asked for it?
Anyway, I was talking about having fewer creature types from one town, which I know to be less contentiously something people disliked.
To which I have to add:
So what?
IF the entire Civ franchise goes up the spout because people didn't like Civ VII, then you can be sure that someone will come up with a successor, and very fast. Any set of games that has managed to define a genre - 4X Historical - for 30 years will NOT disappear without a trace. It will be Succeeded/Supplanted by something that attracts the gamer base better, and the series of Civish 4X Historical games that have sprung up in the last few years show that some Money People believe there is a market there, and so whether it is called 'Civilization' or not, the Civ-type of game is not going to disappear regardless of what happens with Civ VII.
Exactly. That's creative destruction.
I said it before, I wish good things for the series, but if it were to end, I'd be fine with that too. It's just a game. And I'd rather see them try to innovate than follow the exact same formulas just so we get Civ 10+. This is coming from someone who totally disliked 1UPT. I didn't like it, still don't see how it's necessarily better, but I recognise the need to keep tweaking the formula.