And my response wasn’t targeted at you. So I’m not sure why you’re responding here?No proofs so far.
No, I don't. I clearly focus on how different changes are.
I don't make this argument either.
And my response wasn’t targeted at you. So I’m not sure why you’re responding here?No proofs so far.
No, I don't. I clearly focus on how different changes are.
I don't make this argument either.
Sorry. It didn't have any quotes and was located directly after my post, so I assumed it does.And my response wasn’t targeted at you. So I’m not sure why you’re responding here?
And part of the problem is they had ways of mitigating that damage without altering mechanics. You still have American uniques in Modern, but your civ can be Rome (with American uniques)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.
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. Without certain expectations and limitations you don't have a franchise, you just have a name you slap on things to try to sell it.
Prior to this entry, any explanation of the Civilization franchise would have included that you play as the same civ throughout the game. It was a core feature and Firaxis chose to mess with it. Many fans reacted extremely negatively, making discussion of Civ 6's art style look like child's play. This was a predictable result to anyone with an understanding of Civ fans. Apparently, Firaxis lacks such an understanding.
But was this a good idea? I mean, I know there's a vast multiplayer market in general, and across multiple platforms. But is/was there a vast multiplayer market of Civ, or Civ 6 specifically that felt left out or untapped by the previous Civ games?I think Firaxis were very clear about their focus on multiplayer, consoles and shorter games availability from the start
Absolutely 100% agree, they had to nail these things and didn't.if the UI had been done well and options to smooth the transitions with Narrative devices, they could probably have the exact same mechanics and get 60-70% favorable reviews instead of 50% and more playerbase
You never know, before you try. But 4X SP games market on PC is now heavily crowded, while for both consoles and MP competition is much less. If Firaxis had any research proving their aim, it could be a nice shot.But was this a good idea? I mean, I know there's a vast multiplayer market in general, and across multiple platforms. But is/was there a vast multiplayer market of Civ, or Civ 6 specifically that felt left out or untapped by the previous Civ games?
Yes, exactly. Ability to play single age and "online" speed make MP games pretty fast and comparable with some RTS.Are there other successful multiplayer games that take as long to play as a Civ game? That's what I've always thought has kept Civ multiplayer relatively minimal: you have to find X number of players (8 if you want to duplicate standard SP) who all agree to be present for longish stretches of time. Maybe groups that do it successfully just arrange to meet from 7-9 every evening, so all players just build it into their life schedule?
I suppose the age system might have been an attempt to address this. A particular group could agree to play just one age, and that would shorten the time commitment to which they all had to sign on.
It's always been fundamentally a single player game in my mind.
I say: let them eat Fortnite!Are there other successful multiplayer games that take as long to play as a Civ game? That's what I've always thought has kept Civ multiplayer relatively minimal: you have to find X number of players (8 if you want to duplicate standard SP) who all agree to be present for longish stretches of time. Maybe groups that do it successfully just arrange to meet from 7-9 every evening, so all players just build it into their life schedule?
I suppose the age system might have been an attempt to address this. A particular group could agree to play just one age, and that would shorten the time commitment to which they all had to sign on.
It's always been fundamentally a single player game in my mind.
"The market's crowded, better target something else" is a wild strategy from the genre leader.You never know, before you try. But 4X SP games market on PC is now heavily crowded, while for both consoles and MP competition is much less. If Firaxis had any research proving their aim, it could be a nice shot.
Yeah, that's not bad at all. That's less than you would invest in a game of Risk, say.Still 2 hours sound like more or less reasonable time for one-evening MP game.
But it doesn't leave current market either, just extend. Yes, extending that way weakens position on SP PC market, but Firaxis hoped for gain in the end."The market's crowded, better target something else" is a wild strategy from the genre leader.
Fallout 3 totally changed genre from previous games and it went really well, same with Dune 2 (although in its time there were no internet as we know it). Civ7 has much less changes than those two
I agree. To me, multiplayer is sort of an add-on accessory to Civ. It's definitely nice to have, but it shouldn't be prioritized to the extent that it harms the single-player experience.Are there other successful multiplayer games that take as long to play as a Civ game? That's what I've always thought has kept Civ multiplayer relatively minimal: you have to find X number of players (8 if you want to duplicate standard SP) who all agree to be present for longish stretches of time. Maybe groups that do it successfully just arrange to meet from 7-9 every evening, so all players just build it into their life schedule?
I suppose the age system might have been an attempt to address this. A particular group could agree to play just one age, and that would shorten the time commitment to which they all had to sign on.
It's always been fundamentally a single player game in my mind.
If this was their mentality, it's exactly what I see all the time in the film industry. They neglect or alienate the audience they have in an attempt to attract some other potential audience, all while hoping that the audience they have doesn't leave or get upset about it. It's a nonsensical strategy that has tanked numerous franchises, Star Trek and Star Wars perhaps the most prominent among them, and Marvel is far down the path of doing it too."The market's crowded, better target something else" is a wild strategy from the genre leader.
I think it's possible that Beach might be more of a firefighter manager than someone who is fit to serve as a project overseer in normal times. By firefighter manager, I mean someone who is good at scrambling to save a struggling project or dealing with emergencies. There is no doubt that Civ V was rocky at first, and Beach is cited as the person who saved that game through its DLC. Perhaps that's the role he's better at?I don't actually think Civ's radical changes sequel model works if you have the same person designing every Civ game. The first few civs have the benefit of having new lead designers like Brian Reynolds & Soren Johnson step in with fresh ideas and fresh takes.
it turns out you can't really achieve the same thing by having the same lead working two and a half games in a row. Beach's innovations at this point just feel like more Beach, and Civ 7 feels less like a step forward than the logical endpoint of Beach-ilization.
been meaning to make a whole thread about this, but haven't had the time (or really the interest in Civ lately). but I don't think the series has a real way forward with Beach at the helm, unless they want to turn it into a Super Smash Bros kinda thing we're they're making the same game just slightly better every few years