HeraldtheGreat
King
Most likely, though I'll likely hold off a few months and buy during steam's winter sale, assuming I have the willpower.
How do we know that? At this point "reaching new audiences" is pretty much just a PR blurb pretty much every franchise iteration is throwing out. You can't really say "we don't care about new audiences" unless you are a niche developer.At least we know now that Will Miller is incompetent.
How do we know that? At this point "reaching new audiences" is pretty much just a PR blurb pretty much every franchise iteration is throwing out. You can't really say "we don't care about new audiences" unless you are a niche developer.
Plus, they're lead developers together, but they're not the only people working on it. Firaxis has been good about this thing, XCOM's Jake Solomon was rather unknown before, too, and it worked out rather well, all in all.
I was getting interested until I saw this:
It's a tough balance to strike because we want to reach a new audience. We want to get to those XCOM fans who may not have played Civ because history wasn't their thing, or strategy gamers that are playing a lot of these strategy games on IOS, that haven't tried Civ before. We want to reach those people, so we're trying to make the game more accessible for them, but also catering to our hardcore fans. We think a lot about 'oooh, what would they think if we took this out and put this in'. We try to listen to that, but we really want this product to stand on its own, and we've taken some risks, and made some changes that are surprising I think to fans, but I really think that they'll like it. David and I are relatively young designers. This is our first big Civ product. We've worked in Civ a little bit. We've done our time on Civ stuff, but it's really a testament to Firaxis to trust us and let us take this chance and make this new thing.
www.pcgamer.com/2014/04/12/civiliza...-the-new-factions-aliens-technology-and-more/
This is one of the absolute worst statements you could make about a game you are developing. I'll wait and see how it actually turns out, but way to kill any hope right off the freaking bat.
Will Miller: One good example of that is that, in my mind, there are two kinds of Civilization games. There's Civilization 4 and Civilization 5, then there's Civ Rev. Civ Rev is my favourite, it's the last Civ that Sid Meier himself has designed, that's in the Civ canon.
CivRev is the weakest title in the series by miles, this statement in no way reassures me that Will is competent enough to be a lead designer.
When other players start showing up, it will most likely result in open warfare. It was at this point in the interview that I asked whether Beyond Earth would bring back unit stacking, or continue using the one-unit-per-hex rule introduced in Civilization V. According to lead designer David McDonough, Beyond Earth will not have military unit stacking. "I am a big fan of the way warfare was designed in Civilization V," McDonough added. "I thought it was very elegant and would make a good fit for this game as well considering weve added these alternate game layers--such as the orbital layer--which sort of let you break that rule by launching units into space and having them effect units on the ground without being stacked on top of them."
He praised, specifically, the asymmetric balancing of CivRev, though. So this might not be a negative! I think playing with asymmetric balancing (i.e. very different factions, similar to Starcraft) as concept are quite neat and a non-historic setting allows them to do so.Incompetent was a brash word for him to choose, but given the context the developers are giving off a strong impression that they are reaching new audiences by essentially doing a civ V vanilla and streamlining (read: dumbing down) the game. Then they are praising a game (civ rev) a large amount of their core audience thinks is not a strong one in the franchise to put it conservatively.