Civilization VII: Interview with Dennis Shirk gamescom 2024

Pixel, Polygone & Plauderei
28 Aug 202419:15

Summary

TLDRIn this Gamescom 2024 interview, Dennis Sher, executive producer at Fexus, discusses the development of the new Civilization game. He highlights the game's innovative features, such as evolving civilizations and the ability to select leaders independently from civilizations. Sher also addresses the game's simultaneous release on all platforms, the introduction of verticality and navigable rivers, and the enhanced UI scalability. Additionally, he talks about the integrated tutorial and crisis system, designed to challenge players and keep the game engaging.

Takeaways

  • 🎮 Dennis Sher, the executive producer at Fexus, has been with the company for 19 years and has played a pivotal role in the development of Civilization games.
  • 🌟 The new Civilization game aims to break the predictable pattern of previous versions by introducing new concepts and changes, keeping the core game loop intact.
  • 🛠️ Sher acts as Ed Beach's right-hand man, ensuring that the development team has all the necessary resources to complete the game.
  • 📈 The game has been in development since just before the pandemic and is described as the biggest release in the Civilization series in terms of scale.
  • 🗣️ Players are beginning to understand the new mechanics of civilization evolution and merging cultures, as opposed to a binary switch between civilizations.
  • 🔄 A new feature allows players to select leaders independently from civilizations, although there is only one leader per playthrough.
  • 🏛️ The game includes historical recommendations for civilization and leader pairings to enhance role-playing experiences.
  • 🌐 The game world becomes larger as players progress through the ages, simulating the historical discovery of new lands and civilizations.
  • 🎉 The game is released on all platforms simultaneously, which required the development team to optimize the game for a wide range of hardware capabilities.
  • 📊 The game introduces a crisis system at the end of each age, challenging players to manage unexpected events that can affect their civilization.
  • 🖥️ The UI has been improved to be scalable, ensuring that important information is displayed without cluttering the game's beautiful maps.

Q & A

  • What is Dennis Sher's role at Fexus in the development of the new Civilization game?

    -Dennis Sher is the executive producer at Fexus and has been with the company for 19 years, working on Civilization games for almost the entire time. He is Ed Beach's right-hand man, ensuring that the team has everything they need to complete the game, acting as a facilitator for the production process and removing any roadblocks.

  • What was Ed Beach's vision for Civilization 7 compared to previous iterations?

    -Ed Beach wanted to introduce a new concept that would be unpredictable for the fans, unlike Civ 4, 5, and 6 which were iterative. He aimed to keep the same foundation and core game loop but change the approach to surprise and engage the players.

  • How does the new Civilization game handle the evolution and merging of civilizations?

    -The game allows civilizations to evolve and merge based on the player's actions and how their people are changing. It's not a binary switch but a cultural merging, which is a new way of experiencing civilization progression.

  • Can players select leaders independently from civilizations in Civilization 7?

    -Yes, players can select leaders independently from civilizations, but there are historical recommendations to guide players who prefer role-playing. However, each player can only have one leader throughout the game.

  • What is the significance of the Peabody library in Baltimore in the context of the game?

    -The Peabody library in Baltimore was used as a shooting location for the game's promotional material due to its stunning appearance, as suggested by the art director Jason Johnson.

  • What is Dennis Sher's favorite civilization and leader combination in Civilization 7?

    -Dennis Sher's favorite combination in Civilization 7 is Hatshepsut with Egypt, as he enjoys playing as a culture builder.

  • How does the game's length compare to previous Civilization games?

    -The length of a Civilization 7 game is similar to that of Civilization 6, with each age having a cap on the number of turns, such as 200 turns for the Antiquity age.

  • What is the maximum number of players supported in Civilization 7, and does it vary with the game's ages?

    -The maximum number of players in Civilization 7 varies not only between platforms but also between ages of the game. The number of players can increase as the game progresses and new civilizations are discovered.

  • How does the simultaneous release on all platforms affect the game's development?

    -The simultaneous release on all platforms required the development team to ensure high-quality graphics and performance across all platforms, including the less powerful ones like the Nintendo Switch. This influenced the game's art asset creation and engine capabilities.

  • What new features have been added to the map generation in Civilization 7?

    -Civilization 7 introduces verticality to the map with sea cliffs and navigable rivers that flow downhill, adding strategic depth to movement and military positioning.

  • Are there plans to release a demo of Civilization 7 after Gamescom?

    -As of the interview, there were no confirmed plans to release a demo of Civilization 7 after Gamescom.

  • How does Civilization 7 handle the display of information without cluttering the game's maps?

    -Civilization 7 features a scalable UI that allows players to adjust the size and visibility of the interface elements to their preference, ensuring the game's maps remain uncluttered.

  • What improvements have been made in Civilization 7 to assist new or casual players?

    -Civilization 7 integrates an interactive tutorial into the game and allows advisers to interact with the UI to guide players. It also introduces natural breaking points with the age system to help new players manage the game's complexity.

  • What is the Crisis System in Civilization 7, and how does it affect gameplay?

    -The Crisis System in Civilization 7 is a feature where, at the end of each age, players must deal with crisis policy cards that can lead to worldwide catastrophes if not managed properly. This system adds an extra layer of strategy and preparation for players.

Outlines

00:00

🎮 Development Insights on Civilization 7

Dennis Sher, the executive producer at Fexus, discusses his role in developing Civilization 7. He has been with the company for 19 years and has been pivotal in the game's evolution. The new game aims to surprise long-time fans by changing the predictable pattern of previous installments. Sher's role is to facilitate the production team, ensuring the game's development progresses smoothly. The game has been in development since before the pandemic and is now the biggest release for the franchise. The interview also touches on the game's new features, such as the ability to evolve civilizations and select leaders independently, and the excitement within the team to see players' reactions and discussions.

05:01

🌟 Exploring New Combinations in Civilization 7

The conversation continues with Dennis Sher elaborating on the new mechanics that allow players to combine different civilizations and leaders, offering a fresh experience. Historical recommendations guide player choices, but the game encourages experimentation. Sher shares his personal favorite combinations and the strategic depth they offer. The discussion also covers the game's setting, with the Peabody library in Baltimore serving as a backdrop for promotional materials. Additionally, the interview delves into the game's pacing, player count variations, and the design philosophy behind the game's ages system, which aims to keep the decision-making engaging throughout.

10:02

🌐 Simultaneous Release Strategy and Map Design

Dennis Sher talks about the decision to release Civilization 7 on all platforms simultaneously, which influenced the game's development. The team had to ensure high-quality graphics and performance across all platforms, from PC to Switch. The game's map design is highlighted, with the introduction of sea cliffs and verticality to enhance strategic gameplay. The interview also addresses the game's scalability in terms of player count and the importance of exploration and discovery, reflecting historical realities. Sher emphasizes the game's accessibility, with adjustable UI elements to cater to both new and experienced players.

15:03

📚 Tutorial Integration and Crisis System in Civilization 7

The final part of the interview focuses on the game's tutorial and user interface design, which have been integrated and improved for better accessibility. The new crisis system adds an element of unpredictability, challenging players to prepare for and manage age-ending crises. Sher explains how these crises can disrupt gameplay and require strategic planning. The interview concludes with a look at some of the game's unseen features, such as the crisis system, which adds depth and replayability to the Civilization experience.

Mindmap

Keywords

💡Fexus

Fexus is the game development studio behind the Civilization game series. In the script, Dennis Sher is identified as an executive producer at Fexus, which indicates his role in overseeing the development of the new Civilization game. The studio's focus on innovation and player experience is evident in their approach to game design, as they aim to surprise and engage their audience.

💡Civilization 7

Civilization 7 is the latest installment in the Civilization series, a turn-based strategy game where players build and manage their own civilization throughout the ages. The script discusses the development of this game, highlighting new features and changes from previous versions, such as the ability to evolve civilizations and select leaders independently.

💡Ed Beach

Ed Beach is mentioned as a key figure in the development of Civilization 7. He is credited with introducing a new concept to the game, aiming to surprise and engage long-time fans of the series by breaking away from the predictable patterns of previous games. His influence is seen in the game's innovative mechanics and the emphasis on cultural evolution.

💡Game Loop

The core game loop refers to the repeating sequence of actions that players perform in a game. In the context of the script, it is mentioned that while Civilization 7 introduces new concepts, it maintains the foundational game loop that fans are familiar with, ensuring a balance between innovation and familiarity.

💡Production Team

The production team is responsible for the logistical aspects of game development, ensuring that the development process runs smoothly. Dennis Sher describes his role as Ed's right-hand man, making sure the team has the resources and support needed to complete the game, which is crucial for the successful creation of a complex game like Civilization 7.

💡Cultural Evolution

Cultural evolution in the game refers to the merging of different cultures as players progress through the game. This concept is a significant departure from previous games, where civilizations were static. The script explains how players can start as one civilization and merge with others, reflecting the dynamic nature of cultures in history.

💡Leaders and Civilizations

The script discusses the new feature that allows players to select leaders independently from civilizations. This adds a layer of strategy and customization to the game, as players can now choose a leader that best fits their playstyle, regardless of the civilization they are playing.

💡Historical Recommendations

Historical recommendations guide players towards choosing civilizations and leaders that are historically accurate or thematically fitting. The script mentions that while players have the freedom to choose any combination, the game suggests certain pairings for a more authentic historical experience.

💡Ages in the Game

The concept of 'ages' in Civilization 7 is a new mechanic that structures the game into distinct periods, each with its own set of challenges and decisions. The script explains how this mechanic helps maintain a consistent decision space for players, keeping the game engaging and strategic throughout.

💡Multiplayer Experience

The script touches on the multiplayer aspect of Civilization 7, highlighting how the game has been designed to accommodate shorter play sessions. Players can choose to play through a single age, allowing for quicker matches and a more accessible multiplayer experience.

💡Simultaneous Release

The decision to release Civilization 7 on all platforms simultaneously is mentioned in the script. This approach required the development team to ensure that the game performs well across different platforms, from high-end PCs to the Nintendo Switch, which influenced the game's design and optimization.

💡UI Scalability

UI scalability refers to the ability of the game's user interface to adapt to different screen sizes and resolutions. The script discusses how the game's UI has been designed to scale, ensuring that it does not obstruct the game's visuals while still providing necessary information to the player.

💡Onboarding and Accessibility

Onboarding and accessibility features are crucial for introducing new players to the game and making it more inclusive. The script explains how Civilization 7 integrates tutorials and adviser interactions to guide players, making the complex strategy game more approachable.

💡Crisis System

The crisis system is a new feature in Civilization 7 that introduces challenges or crises at the end of each age. This mechanic adds an element of unpredictability and requires players to adapt their strategies, as discussed in the script, enhancing the game's depth and replayability.

Highlights

Dennis Sher, executive producer at Fexus, discusses his role in developing the new Civilization game.

Ed Beach, lead designer, introduced a new concept for Civilization 7 to surprise fans and break the predictability of previous iterations.

Sher's role is to ensure the production team has everything needed to progress the game's development.

The game has been in development since just before the pandemic, marking a significant effort for the team.

Civilization 7 is expected to be the biggest release in the franchise's history.

Players are excitedly hypothesizing about the game, with discussions focusing on the separation of leaders and civilizations.

The game allows for civilizations to evolve and change, not just switch between binary options.

Players can select leaders independently from civilizations, with historical recommendations to guide choices.

The game introduces a new system where players can experience different historical possibilities.

The Peabody library in Baltimore was used as a shooting location due to its impressive appearance.

Sher's favorite leader combination in Civilization 7 is Hatshepsut with Egypt, reflecting his playstyle as a builder and culture player.

The average length of a Civilization 7 game is similar to that of Civilization 6, with each age having a cap on turns.

The game introduces 'ages' to keep the decision space interesting and avoid the late-game bloat of previous titles.

Multiplayer games can now be limited to a single age, allowing for shorter play sessions.

The maximum number of players varies between platforms and ages, reflecting the historical accuracy of the game world.

Civilization 7 is released on all platforms simultaneously, a first for the series, impacting the development process.

The game includes new map features like sea cliffs and verticality to add strategic depth.

Rivers in the game now have navigable sections, influencing military and trade strategies.

The game's UI is scalable to avoid cluttering the map and to accommodate different player preferences.

Onboarding and accessibility have been improved, with an integrated tutorial and dynamic adviser interactions.

The game introduces a Crisis System where players must manage age-ending challenges.

Transcripts

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[Music]

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so we're here at Gamescom 2024 with

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Dennis Sher executive producer at fexus

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for the new civilization game thank you

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so much for being here with me maybe you

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can start by telling us a little bit

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about your role in the development of

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the game sure um I've been at fraxis for

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19 years working on Civilization games

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almost the entire time nice and on uh Ed

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came to us at the beginning of

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civilization 7 this is when he was

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working on the Prototype before the

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pandemic started and uh said I've Got a

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New Concept he had always talked about

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that um Civ four five and six were all

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iterative and he wanted to try something

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new because our fans always were able to

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predict exactly what we're going to do

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with every civilization being the order

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that the content came out the systems

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that were going to be in the game and he

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wanted to turn that on its head a little

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bit still keeping the same foundation

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and that core game Loop but turn on its

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head so um I'm basically Ed's right-hand

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man when it comes to making sure that

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his team has everything they need to get

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the game done so the production team

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just exists to grease the wheels of

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production and make sure that that

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everything is progressing forward

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removing the roadblocks the whole nine

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yards so um yeah we've uh we've been at

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this since just before the pandemic and

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um it's been exciting it's it's been a

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lift because it was a we made a very

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very big game it's probably our biggest

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release that now I'm pretty sure it's

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our biggest release that we've ever done

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in terms of a civilization game and uh

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really excited to actually be here

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showing it to everybody 's in the Next

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Room doing interviews now and

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um yeah we can't wait for our fans to

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actually try it yeah there's a lot of

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like just conjecture and hypothesizing

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online we love reading that when we go

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back to our rooms at night we're like

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looking at all the debates going on or

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trying to imagine how things are working

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super exciting so our play predicting

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something already that wasn't actually

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shown in the gameplay showcase but that

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is actually true oh yeah some stuff

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they're actually like figuring out like

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what the biggest conversation going on

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right now is the separation of leaders

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and civs and how you change

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civilizations yes and players are

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starting to understand that it's it's

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not at first when we first announced it

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they were like what do you mean you're

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just changing civilizations now I'm this

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now I'm that and they're starting as

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they see more and more of the Articles

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and the streamers coming out that it's

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not a binary switch it's cultures

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merging with each other so now you start

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as Egypt and now you've merged with

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something else based on the way that

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you're playing the game and based on the

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way that your people are changing we

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talk about it like uh Rome and the way

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that there are Roman seeds throughout

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the world particularly in Europe woven

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into everybody's people everybody has a

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little bit throughout their history can

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trace it back and find something that

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originated back in history that ties

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back to Rome and in a lot of places of

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the world and that's how he approached

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making this game so we see players

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starting to Dawn that okay I'm starting

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to see what they're thinking here here

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but I really have to play it I really

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have to see what that feels like and

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we're in the same boat we want them to

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play it and want them to see what it

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feels like so yeah awesome you mentioned

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that actually compared to the

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predecessors that civilizations can

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evolve um and can change one other

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feature that was also announced is that

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you can now select leaders independently

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from civilizations so are there any

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limitations except for uh for the

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resources and the uh objectives that you

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have to fulfill to select leaders so

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there's you only have one leader

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throughout the game you pick a leader

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the AI leaders only have the same leader

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throughout the game because that's who

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you have the relationship with that's

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who you love and hate when you in C six

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you start next to manzuma you know

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that's going to be a problem the whole

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game because he's really aggressive and

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that's who you love hate the whole way

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through the game it's the same thing

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with seven so you have a common foe

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that's how you identify each other the

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um the limitations that come into place

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there's not really limitations starting

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out so if I'm chit I can PI from

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Antiquity any arange that I want because

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we want to give players the idea of role

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different historical possibilities

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however the game has historical

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recommendations when you come in so in

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other words if you come in you select

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hup suit when it comes to selecting a

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civilization you're going to see her

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portrait on two of them it says Egypt is

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obviously a historical recommendation so

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if you're a role player like me I'm

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probably going to take Egypt that's

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actually my favorite combination when

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I'm at the studio not playing a

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restricted build I still play hups at

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Egypt because I'm a culture Builder and

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the Synergy that you have in a

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historical pairing is really good nice

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um another one example is the other

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historical uh in this case geographical

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link is AUM because they're just a

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little bit further down the Red Sea so

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it says well technically you can play as

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Egypt but you know let's see if you can

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play with this too so that's not a limit

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though that's a suggestion to the player

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they can try it as some other

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combination if they won maybe they've

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exhausted playing hat upsuit Egypt after

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their you know 10th playr and they're

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going to a different combination you

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know what I mean um Carl recommended to

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me the other day you know you've got

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Augustus and you've got you know Rome

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but he said you should try Ben Franklin

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Rome it's a really powerful combination

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so if you're a hardcore player not as

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much of a role player but you're looking

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at how the Synergy of numbers how the

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math comes together the Franklin ability

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combined with Rome he said is a lot of

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fun and I'm like all right I'll have to

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try that um just to see what happens so

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it just depends what kind of game a

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player wants to play okay so they have

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kind of broadening the uh

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different types of gameplay that you

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allow

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okay one other question I that I just

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have to ask so in the gameplay showcase

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uh we saw this huge library is that

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actually part of your office or is that

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somewhere outside that would be the most

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amazing office ever now that's the

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Peabody library in Baltimore um we were

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looking for a place to to shoot that and

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our art director Jason Johnson suggested

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it because he said it's the most amazing

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looking Library yeah uh in the area and

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um when we saw pictures of it were like

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okay yeah that's the place we need to

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shoot this yeah it's it's local to us

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okay really amazing place to visit yeah

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yeah cool you already mentioned this a

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little bit but uh yeah a bit of a

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personal question maybe uh so what is

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your favorite leader in any civilization

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game

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um right now it actually is still

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playing that Hut suit combination in

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Civilization 7 my jam in Civilization 6

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has been chinchi Wang in China okay um

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because I'm a builder and I'm a Wonder

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guy I'm a culture player um that was

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naturally suited as an AI player they

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want all the Wonders as a piece as a

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person as a as a human player you want

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all the Wonders and he's particularly

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Adept at doing that so that's my

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favorite play uh games of six if you ask

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me to go the whole way back to Civ

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5 these all start munging together in my

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head I would probably be sitting on Rome

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because still good at building yeah

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still good at Waring um they have

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cultural Pathways with all the roads

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they can build if I remembering right I

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apologize to the fans if I'm crossing

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wires here but after you work on cives

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for so many years you start to get your

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wires crossed yeah I can imagine but

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chinchi hang is burned into my head

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because I played so many games as

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chinchi Wong in Civilization 6

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so yeah what would you say is like the

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average length of a civilization 7 round

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uh is it similar to previous games and

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are there different modes and uh turn

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limits um compared to the other games

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it's similar in length to civ6 for the

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whole campaign all three ages yeah um

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each age caps out like Antiquity the

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what we just showed you it caps out at

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200 turns if nobody's doing anything

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right it will go a little bit faster if

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people are big accomplishments cuz that

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makes the timer go just a little bit

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faster for the end of the age but

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generally it's about the same length the

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cool thing about ages and it's one of

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the reasons that Ed decided to go with

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an age situation if you remember in civ6

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the decision space just gets wider and

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wider and wider in a triangle and that

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doesn't mean that all the decisions are

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interesting so by the late game in C6

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you're doing a lot of just like clicking

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and benign interesting un interesting

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decisions so ages allow us to keep the

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decision space about the same because we

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have we take some systems out we add

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some systems in with each age and we

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want to keep the decision space about

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the same in each age except there's new

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and interesting decisions each time so

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like Discovery we feel that in Civ six

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as you get to the middle and E game

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discover is no longer is interesting in

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this one Antiquity you're discovering

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your continent in Exploration we unlock

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the oceans and you discover other

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continents and then modern it's a

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different experience so we always want

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those decision spaces to be cool

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multiplayer

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we feel we've opened up because not

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everybody has eight hours to play a

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multiplayer game inste six um so now you

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can play just an age if you want to play

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just a modern age experience in

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multiplayer you can do that and have a

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game wrapped up in anywhere like an hour

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and a half to three hours or so playing

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on that online speed so you can have

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Micro experiences in just playing age

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play and multiplayer so that's a a

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really cool side effect of that nice one

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piece of information that really stuck

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with me was that the maximum number of

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players uh not only uh differs between

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platforms but also between ages I you

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already mentioned that um yeah you can

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only you can also only play one age if

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you want to instead of the whole

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campaign y as so was the thought process

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maybe also technical limitations between

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that kind of led to this de decision

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sure um Ed wanted to simulate what the

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real world was like at the time um the

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new world was undiscovered until the

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exploration age that kind of thing and

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um there's already going to be civs when

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you discover it cuz they get added into

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the game they're they're actually

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playing the game in the background but

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you can't interact with them until you

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actually find the common exploration for

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example um so when we start I believe

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we're supporting eight or 10 I'd have to

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clarify that with head I don't remember

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off the top of my head because I usually

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don't play big games I'm a smaller game

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guy that's how I play but um the world

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gets bigger you meet more civilizations

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as you go through the game and you play

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that way so um there's not really any

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limitations to that other than map setup

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this is a this is an important point

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because of the way the game works and

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because of the way the oceans are locked

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the only thing that we don't have in Civ

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6 right now unless you do it in a single

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age is the concept of penia yeah because

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we want the exploration to go out the

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the the idea of finding the new world is

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very important to us and and important

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to Ed so there always has to be those

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core two areas on the map for you to

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find you can have you know scattered

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Islands you can have different kind of

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shapes and really cool stuff but there's

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always got to be at least two so there

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is some differences there in terms of

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how the game

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progresses one other thing that is new

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uh this time is that you actually

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release the game on all platform

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simultaneously yes um so how did that

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change the development process of the

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game it it changes it quite a bit

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because before uh when you're dealing

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with PC the sky the limit right um this

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is the first time that as a team we had

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to create you know 1 billion lods levels

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of detail on all of our art assets

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because we knew that the game also had

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to play well on switch you know what I

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mean you have to go the whole way down

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that rabbit hole to make sure everything

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works everywhere so it has changed to

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that that hasn't changed the top uh you

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can see that in the game we've gone as

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high as we can on PC it just changes our

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preparation for making sure that we can

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go in the other direction our Graphics

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team was actually really excited about

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this because it gave them the

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opportunity and challenge them to create

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renders on every single platform because

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ctech is a custom engine we're not using

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Unreal or something like that we're

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using our own Tech so it allowed them to

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really dive in and expand what the

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engine can actually do so they're

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excited about that I also narrated some

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uh kind of radicality yeah in the

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trailer y the first question was can you

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confirm this yeah we uh we introduced

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just the uh the concept of sea cliffs

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six and we like what that did because it

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it created some interesting movement

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puzzles and in seven we wanted to

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simulate a little more Rivers always

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have to flow outward or flow downhill so

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we added verticality to the map so that

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we can also have a little bit more of

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those strategic points that you have to

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worry about moving your armies around

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Inland as well so you actually have that

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where River where where when we do map

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generation it's not just this flat

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abstract of where rivers go they all

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flow downhill we have navigable Rivers

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now so we have to actually calculate

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that because navigable early nearer the

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coast and then they become normal Rivers

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further up um so that was all heavily

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thought into what we were doing for M

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generation though yeah I love that cuz

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like rivers are really important history

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right and especially now that you're

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navigable you bring boats up not just uh

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embarking you're actually going to be

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able to bring fighting ships up so if

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you're looking to penetrate deeper into

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a continent and you have support ships

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that are coming up it's very cool

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awesome do you plan to release a demo

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maybe the same one that is showing here

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at Gamescom um after Gamescom as well I

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don't think we're talking about that yet

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okay yeah so civilization is a very

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information heavy game so how do you

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manage to um keep all of the important

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information on the stream without

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burying these beautiful stunning Maps

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under it um UI was a big lift for us

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this time uh we have scalable UI in the

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game uh this time before we only had

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limited scalling in six for example um

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because we have to think through how

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console controllers work we have to keep

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that in mind that doesn't limit what the

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PC has we still have tool tips

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everywhere on the map um but at the same

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token we only want the UI to be shown

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that needs to be shown on the map so

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we're not crowding in the the screen at

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all times of lots of UI we want to make

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sure that that world is there for you to

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see so you can scale the UI out and the

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tech size out as much as you want as

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your tolerance level allows um I wasn't

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sure if you got a chance to play the

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demo yet not yet but it's all running in

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4k so the world is amazing the UI is set

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to small text to large so that it keeps

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it out of the way you can enjoy the

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world it's basically whatever your

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tolerance as a player is if you want to

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be screen filling and like that that

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switch experience where the UI is there

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and actually readable you can do that if

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you want to push it out of the way you

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can do that too okay civilization is a

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long game and it's for some new players

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it might be a little difficult getting

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into it yeah so did that change um

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somehow in Civilization 7 are there any

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like onboarding things going on

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accessibility and onboarding ing was a

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huge uh lift for this we uh we did a

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version of it in six we had like a

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separate tutorial plus we had some

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advisers the advisers didn't know how to

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communicate directly with the UI in game

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so it couldn't point you at buttons or

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anything in six so we had limitations we

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also found out through Telemetry that

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very few people played the Standalone

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tutorial because nobody wants to play a

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tutorial they want to play the game so

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this time around we integrated the

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tutorial dynamically into the game

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itself and we wrote a system where the

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advisers and the UI interact together

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and point to this and do this and click

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that so we did a big lift for that um so

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so far that's been working really great

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in terms of handholding yeah the uh the

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other nice thing is we have some natural

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breaking points um because ages and the

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way they're set up they have breathers

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so you have a little bit of a shorter

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span you don't just have to play blindly

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Until you realize oh I lost you know you

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have no idea if you're doing well we're

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communicating to the player how to do

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well if they're doing well and if you

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don't care you can ignore it and then

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you get to an age at the end of an age

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you have a natural breaking point take a

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breath regroup come back and go for the

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next push so

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um it's always critical in a Civ game

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that we allow players that are new or

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casuals or emotional players to stay up

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here not interact with all the complex

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death down here they can stay up here

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they can build Warriors they can go hit

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somebody with sticks until they win or

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they lose we want to make sure that's

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simple and accessible but when they're

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ready all of this depth lives down here

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for to Super what they're doing so they

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different kinds of lers awesome yeah I

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have one last question are there any

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other specific features that maybe

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weren't shown in the gameplay showcase

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that you want to talk

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about the CIS system was not shown in

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the green play showcase when this went

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in earlier this year it was my favorite

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thing and I don't know why because it's

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a little punishing but it's there for on

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a purpose it was Ed's last piece that he

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had added to the game ated Beach um

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we're modeling as an example Rome you

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know the pancake of Rome Rome grows gets

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huge new technologies you know

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philosophy Golden Age internal crisis um

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it can be corruption it can be economic

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plague um Barbarians at the gates in

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Rome's case split it scattered it to the

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wind and um he wanted to model a crisis

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system for each age in the game each age

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that you're going through is going to

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culminate everybody's doing well the a

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is doing their thing you're doing your

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thing but at the end of the age when

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that age ticket ticker ticks down

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towards the end those last few turns the

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game's going to ask you to slot in a

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crisis policy card you have to yeah and

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these policy cards represent all

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different play Styles usually the first

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one is the one that players don't care

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about I'm not playing an economic game

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so I'm going to take the gold hit and do

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that you know minus this much gold for

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every city state in your suinos but then

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a few turns after that it's going to say

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well now you have to do a second one a

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few turns after that it's ramping up now

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you have to do a third one so you put

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that in two off to the side of that is a

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worldwide catastrophe that's going to

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happen in this case and as an example in

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Antiquity Rome's case yeah you're going

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to have hostile independent PO is

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spawning in the empty space and lashing

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out of whoever's closest to them so if

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you're not prepared for that if you're

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playing a culture game and ignored

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military completely you might lose a

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couple cities before the age transition

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actually happens and you finally get to

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breathe having gotten through the crisis

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so you always have to be aware of that

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as a player that as as you're watching

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the age counter turn down that towards

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the end of age this is going to happen

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and you might have to repare and fortify

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for that the first time I played through

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it it was a surprise cuz I had read the

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design documents but until you play it

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and feel it you're like this is really

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cool cuz you actually have to be

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prepared you and your enemies are

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suddenly distracted by something else

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you can't just be fighting each other

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there's other things that are now

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happening so that's a really nice

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culmination of the age and like bringing

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it all together yes okay perfect well

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thank you so much for answering my

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questions today absolutely and yeah have

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a lot of the games come awesome you too

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الوسوم ذات الصلة
Civilization 7Gamescom 2024Game DevelopmentDennis SherStrategy GamesCiv SeriesGaming InsightsNew FeaturesAI DynamicsCultural Evolution
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