CIV 7 DEV Exclusive Interview - CAN WE PET THE DOG?, Balancing, AI changes and the Paradox of Choice

boesthius
19 Sept 202424:39

Summary

TLDRIn this interview with Ed Beach and Carl the Barbarian from Fraxis, insights are shared on the development of Civilization 7. They discuss the game's 333 rule, balancing AI, and the evolution of great people mechanics. The interview delves into the narrative system's integration, with over a thousand narrative events based on historical figures. Challenges in AI scaling, late-game pacing, and balancing the game's complexity are addressed. The developers also touch on the Civ unlock system, designed to mitigate the 'paradox of choice' for players. Lastly, they confirm that while the iconic dog from previous games may not be present, the Scout unit will receive special attention.

Takeaways

  • 😀 The interview discusses the development of 'Civilization 7' with developers Ed Beach and Carl the Barbarian.
  • 🐕 The iconic feature of petting the dog in the game is confirmed to continue, though specifics on how it will work with the new Scout unit are yet to be determined.
  • 🔄 The '333 rule' for moving into new iterations is clarified as '30 30 30', indicating a focus on balance and pacing in the game's development.
  • 🌟 The handling of Great People has evolved, now being unique to each civilization, allowing for more historical depth and narrative integration.
  • 📚 Over a thousand narrative events are planned, based on historical figures and in-game occurrences, aiming to enrich the storytelling aspect of the game.
  • 💬 The narrative system is built upon the previous gossip system, focusing on significant in-game events to drive stories and reduce overwhelming player notifications.
  • 🤖 The AI development team has grown significantly, addressing challenges like unit positioning and balancing the game across different skill levels.
  • 🏰 The removal of Builders and the introduction of Commanders simplify the game for AI, streamlining decision-making and combat strategies.
  • 🔧 The game aims to alleviate late-game slog by introducing age transitions with 'rubber banding' mechanics and new mechanics in each age to reduce micromanagement.
  • 🔄 The Civ unlock system helps mitigate the 'paradox of choice' by providing structured choices for players and AI when transitioning between ages.

Q & A

  • What is the '333 rule' mentioned in the interview regarding moving into a new iteration?

    -The '333 rule' is a guideline for game progression, although the exact numbers were not confirmed in the interview, it was suggested to be '30 30 30', which might refer to balancing different aspects of the game such as military, science, and culture.

  • How has the handling of great people changed from previous Civilization games to Civilization 7?

    -In Civilization 7, the handling of great people has become unique to each civilization, allowing for more historical depth and focus on individual great people and their contributions to their civilization.

  • What is the significance of narrative events in the game, and how many are there?

    -Narrative events add depth to the game by tying into the history of great people and in-game events. The exact number is not specified, but the team aimed for over a thousand, and they are based on historical events or loosely inspired by them.

  • How does the narrative system in Civilization 7 differ from the gossip system in Civilization 6?

    -The narrative system in Civilization 7 uses the same foundational code as the gossip system from Civilization 6 but has been adapted to create stories based on events happening in the game world, making it a richer and more engaging system.

  • What challenges does the larger AI team face in terms of scaling up the difficulty in Civilization 7?

    -The AI team faces challenges in ensuring that the AI scales appropriately with difficulty levels, without simply relying on multipliers or 'cheats'. They aim to make the AI more adaptive and challenging by integrating it with various aspects of gameplay.

  • How does the removal of Builders and the introduction of commanders simplify AI decision-making in Civilization 7?

    -Removing Builders reduces the complexity of AI decision-making by eliminating the need to manage their production and deployment constantly. Commanders, by having promotions that apply to all units, simplify unit management and positioning for the AI.

  • What measures are being taken to alleviate the late-game slog in Civilization 7?

    -To alleviate the late-game slog, Civilization 7 introduces rubber banding on age transitions, new mechanics in each age to reduce micromanagement, and the introduction of new Commander types that assist with military gameplay.

  • How does the Civ unlock system help mitigate the 'Paradox of Choice' for players in Civilization 7?

    -The Civ unlock system provides structure by limiting the choices available to players based on their current civilization, leader, or in-game events, making the decision-making process less overwhelming and more immersive.

  • What is the process for balancing the game with the introduction of many new Civs and age transitions in Civilization 7?

    -Balancing the game has become more complex with the introduction of many new Civs and age transitions. The development team focuses on balancing within each age and relies on community feedback post-launch to address any unbalanced combinations.

  • Can players still pet the dog in Civilization 7, and what other animals might be introduced?

    -Petting the dog is a feature that the developers are aware of and value. While they haven't figured out how to pet multiple animals for launch, they acknowledge its importance and plan to address it post-launch.

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関連タグ
Civilization 7Game DevelopmentStrategy GameAI BalancingGame MechanicsCiv SeriesEd BeachCarl the BarbarianDev InterviewGaming Insights
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