Why is Firaxis so silent?

I think you should start leaving these poor people alone. I hope you don't go around acting as though not wanting to talk to you is a crime, and bad for their image. It sounds to me like they're doing the right thing. They've got one up on me.
I think you're misreading my posts and all the others commenting on the lack of communication (including other comments on the state of the game) as being akin to stalking. This isn't personal. The lack of communication from Firaxis is being noted. That's what this thread is all about.
 
i'm not sure why a couple specific folks in this thread keep trying to move the goalposts and blaming "those people" or "most people" for being asses and unreasonable in demands.

Its not productive or respectful to just brush people's concerns away because you don't agree with them and then lump everyone in with angry internet nerds on a tirade. When people say "the devs" i think its fair to assume we as the customer are talking about they as the seller. Whether that's Ed Beach, Sid Meier, Pete Murray, some random 2K suit or CEO doesn't really matter. its their business and its contingent on them to work together and come up with an appropriate public relations strategy. Some customers think their chosen strategy is detrimental to the game and their experience, and because they like the product they are asking for something better. Please stop trying to discount people's opinions because you don't think they are asking the right specific person for the information.

If you want a business case for it, any company wants brand loyalty. That means long-term stability for future products. You want a relationship with your customer where your loyal customers will come back again and again and buy your new products simply because its yours. Think about Final Fantasy back in the day. There was a time where if you were an RPG player, you bought the new final fantasy. you didn't need to wait for reviews, you didn't need to rent it first to try it out. you just bought it because you knew what you were getting. This is a minority of any business' (not just video game developer's) customer base. Why they are important though is they are the folks who convince everyone else to buy and adopt your product. They extend the life of your product. They tell their gamer friends, "HEY! you like games, I think you need to play X game because its awesome and the people who make it are awesome."

Particularly in Civ's case, it takes a lot of work and effort to come up with a new main line iteration of the series, obviously. The longer they can squeeze dollars out of the previous version, the more time they have to put out the next installment. Its better for the company in the long run to have a game that can....stand the test of time... and means over the course of decades there's less money going into new game development. For example, say a CIV game is profitable for a company for 5 years, after which point they aren't getting enough income to support their business and they have to have a new one out to earn new money. But that new game isn't profitable right away, they have to recoup development costs arbitrarily lets say that takes 1 year of sales before you recoup those costs. But say if you put the effort forward, you can make a game profitable enough to sustain your company for 6 years rather than 5. That means over the course of 30 years you are gaining stability of cashflow overall.

If a game lasts 5 years but 1 year is spent recouping costs, that's 4 years you're earning pure profit. Over a 30 year period that's 24 years of earning pure profit. But if you can make that game last 6 years instead, that's 5 years of pure profit per game and over 30 years thats 25 years of pure profit. So how do you magically make a game's profitability last longer? You create a culture where people still buy your game years later because your own customers love it so much they are selling it for you. You do that by keeping your bleeding edge, your fanatics, happy and engaged and listened to. Again, this is a real basic example but this is how any small business aspires (or should aspire) to market and operate. It can apply to really any small tech company with only one or two main lines of products. big big companies are different and thrive of planned obsalescence like cell phone manufacturers or Assassin's Creed....but that's because they have the resources to support that type of business model. Firaxis OR WHOEVER does not, so its to their benefit to keep the community engaged. And its clear in the past they have done good enough because....look at Civ Fanatics. But i think what people are seeing now is a major departure...they saw an ultra communicative dev team prior to release and now nothing. "oh they are working fixes leave them alone." using that flawed logic, then WHY weren't they working on getting the game right the first try prior to release? Its because they have a marketing team that has chosen to shut down all communication after release for whatever reason. They don't want to deal with the drama? who knows. The drama is uncomfortable in the short term, but man does it increase the long term viability of your brand, which honestly i think we can all agree is something we want.
 
I agree, it would be nice for Firaxis to do something in a similar fashion. I'm just hopeful they have gone silent to focus on updates that are needed for the game to thrive even more than it is at the moment. Stellaris is great as is HOI4 I've been doing the same when I have time.

Woot Paradox fans of the world unite.

Other developers, other publishers, might do something differently. But that doesn't mean that 2K are going to automatically match this behaviour. There will be consequences for both (in the case of increased communication, it's both the pressure of maintaining that communication and the costs of doing so. You miss a week, people complain why, etc).

Paradox legitimately doesn't have this problem in as big as a way you're framing it. When the company has month-long vacations, everybody knows this and understands there won't be developer diaries during that time. Of course, there are some people who will be ornery, but most people understand. Heck, when the developers have nothing to say, they'll even release a small developer diary saying "we don't really have much to say this week" and leave it at that.

At the end of the day, it really doesn't look good for CivVI Firaxis. At least XCOM 2 Firaxis's limited interactions with the community resulted in Long War 2. But all I see CivVI Firaxis doing is promoting streamers and promoting the game. I could not tell you where the developers of Civilization VI want to go with the game, whereas I can tell you where the developers of Stellaris want to go months in advance or where the developers of Endless Space 2 have planned.

Being open to the community means being open to the problems your product has and developing an image of honesty to your consumers.
 
Its better for the company in the long run to have a game that can....stand the test of time
Nice!

In my opinion, Firaxis is well aware of the criticisms and understands (or thinks that it understands) the impact of its behaviors. Apparently they have chosen this strategy because they feel it is better than their alternatives. Of course I would like more communication, more frequent patches, etc. But Firaxis has chosen its path and it will need to accept the consequences of its actions.
 
If Firaxis could provide SOME form of status to us, acknowledging issues they are aware of with some kind of priority on them, no promises, no schedule, just a brief list of what they think are the more important issues they are working to address, that would be HUGE and cost them very little time. They don't need to be interactive, it doesn't need to be really often, just SOMETHING rather than months of time going by with hardly any progress and only two patches so far seems pretty weak to me.

The year is 2017, global communications have changed dramatically since they started producing these games, and they really should put in more effort to acknowledge their fan base which has kept them in business all these years.
 
It also doesn't actually prevent complaints, either. I follow an indie game, Maia, that has frequent updates and frequent updates about those updates on the Steam forums and the developer's site. And yet if the game is left for a week, there will still be threads about a lack of updates. This is a singular, anecdotal example, but unfortunately to justify the investment required to increase developer communications, you need to make a solid business case for it. Examples like this will be used to argue against that allocation of budget (by others who want that budget), and so on.

If we're getting anecdotal, then just let me say that the responses to Paradox's Stellaris dev diaries on their forum is generally positive and optimistic. Lots of people commenting how they're looking forward to the next patch and such. There will always be complainers, of course, but it seems to me like communication does a lot to at least placate an audience.

Now, if we're strictly talking the business side of things, I can perhaps see the reasoning. The primary audience for Civ probably isn't the fanatics or diehard forum-goers. Doesn't mean we have to like or respect the decision, though. I sincerely doubt it would call for much investment of resources to keep the fans informed.
 
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