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

  • ๐Ÿ˜€ The interview discusses the development of 'Civilization 7' with developers Ed Beach and Carl the Barbarian.
  • ๐Ÿ• 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.
  • ๐Ÿ”„ 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.
  • ๐ŸŒŸ The handling of Great People has evolved, now being unique to each civilization, allowing for more historical depth and narrative integration.
  • ๐Ÿ“š Over a thousand narrative events are planned, based on historical figures and in-game occurrences, aiming to enrich the storytelling aspect of the game.
  • ๐Ÿ’ฌ The narrative system is built upon the previous gossip system, focusing on significant in-game events to drive stories and reduce overwhelming player notifications.
  • ๐Ÿค– The AI development team has grown significantly, addressing challenges like unit positioning and balancing the game across different skill levels.
  • ๐Ÿฐ The removal of Builders and the introduction of Commanders simplify the game for AI, streamlining decision-making and combat strategies.
  • ๐Ÿ”ง 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.
  • ๐Ÿ”„ 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.

Outlines

00:00

๐ŸŽฎ Interview Insights on Civilization 7

The paragraph introduces an interview with Ed Beach and Carl the Barbarian from the Fraxis development team, focusing on Civilization 7. The interviewer aims to cover a range of topics, including AI balancing and the return of a beloved feature: the ability to pet the dog. The conversation is structured with a mix of easy and tough questions, starting with the lighter topics before delving into more complex issues. The discussion touches on the '333 rule' for new iterations of the game and the changes that the developers would have liked to see from previous versions.

05:02

๐Ÿ“š Evolution of Great People and Narrative Events

This segment delves into the evolution of the 'Great People' mechanic in Civilization 7, with a shift from a global competition to a civilization-specific system, allowing for more historical depth. The narrative team has crafted over a thousand narrative events, drawing loosely from historical contexts and tying them to in-game actions. The foundation of this system is an adaptation of the Civ6 gossip system, repurposed to trigger stories based on game events. The development process involved iterating on the system to add depth and flavor, balancing rewards, and fine-tuning the narrative events' rarity and triggers.

10:03

๐Ÿค– Enhancing AI Strategy and Decision-Making

The discussion moves to the challenges of enhancing AI strategy in Civilization 7, with the AI team's size significantly increased to address various aspects of the game. The team focuses on improving AI performance across difficulties, not just through simple multipliers but by making the AI smarter in decision-making. The introduction of commanders and the removal of builders and settlers simplify the AI's tasks, allowing it to focus on more strategic actions. The conversation also hints at the complexities introduced by the Legacy path system and the need for the AI to adapt to new gameplay elements.

15:05

๐ŸŒ Addressing Late-Game Slump and Overbuilding

The paragraph addresses the common issue of the late-game slog in strategy games, where the pace slows down significantly. The developers discuss the introduction of rubber-banding mechanics upon age transitions to keep the game competitive. They also talk about the 'overbuilding' mechanic, where older buildings lose effectiveness as the game progresses, encouraging players to replace them with newer structures. The aim is to reduce micromanagement and keep the game engaging by introducing new mechanics and commanders in each age that assist with military gameplay.

20:06

๐Ÿ”„ Balancing Civ Progression and Player Choice

The final paragraph discusses the challenges of balancing the progression of civilizations and managing player choice. The developers introduce a 'Civil unlock system' to guide player choices and reduce the overwhelming number of combinations. They acknowledge the increased complexity of balancing due to the decoupling of civilizations and leaders, and the introduction of age transitions. The conversation concludes with the developers expressing excitement about the community's exploration of the game's vast combination space and their anticipation of post-launch balancing and feedback.

๐Ÿ• The Future of Petting Dogs in Civ 7

In a lighter note, the last part of the interview humorously addresses the question of whether the dog-petting feature will return in Civilization 7. While the feature is recognized as beloved, the developers hint that with the introduction of a unique scout unit without a dog, they are considering how to expand the feature to include other animals, acknowledging the importance of such a feature to the game's community.

Mindmap

Keywords

๐Ÿ’กCivilization 7

Civilization 7 refers to the seventh installment in the popular strategy game series 'Civilization,' developed by Firaxis Games. The game is known for its complex gameplay involving the building and management of a civilization from ancient times to the modern era. In the script, the interview is centered around the development and features of this upcoming game, making it the central theme of the video.

๐Ÿ’กEd Beach

Ed Beach is a notable figure in the gaming industry, particularly known for his work as a lead designer on the Civilization series. In the script, he is one of the interviewees, providing insights into the development of Civilization 7. His role and contributions are significant to the discussion about the game's design and gameplay mechanics.

๐Ÿ’กCarl the Barbarian

Carl the Barbarian is another developer at Firaxis Games, mentioned in the script as participating in the interview. Although the name suggests a playful or nickname, it indicates the presence of another key developer involved in the game's creation. His input, along with Ed Beach's, provides a comprehensive view of the development process for Civilization 7.

๐Ÿ’กAI Balancing

AI balancing refers to the process of adjusting the artificial intelligence in games to provide a fair and challenging experience for players. In the context of the script, the developers discuss the challenges and improvements made in balancing the AI for Civilization 7, ensuring that the game remains engaging and adaptive to various player strategies.

๐Ÿ’ก333 Rule

The '333 Rule' mentioned in the script is a design principle or a guideline used by the developers to ensure that certain game mechanics, such as movement or resource allocation, are balanced and intuitive. It's an example of the kind of strategic thinking that goes into the game's design to create a coherent and enjoyable player experience.

๐Ÿ’กGreat People

Great People are a game mechanic in the Civilization series where historical figures provide unique abilities or boosts to the civilization. The script discusses changes to this system in Civilization 7, indicating that each civilization will have unique Great People, adding depth to the game's historical simulation and strategic options.

๐Ÿ’กNarrative Events

Narrative events are story-driven occurrences in the game that are designed to enrich the gameplay with historical context and character. The script mentions the creation of over a thousand narrative events based on the history of Great People, aiming to provide a more immersive and personalized experience for players in Civilization 7.

๐Ÿ’กLegacy Paths

Legacy Paths in the script refer to a new game mechanic in Civilization 7 that outlines various objectives or strategies for players to follow throughout the ages. These paths are designed to guide players and provide bonuses, adding a layer of strategic depth and historical progression to the game.

๐Ÿ’กRubber Banding

Rubber banding in the context of the script is a game design technique used to keep the game competitive by adjusting the performance or abilities of players who are lagging behind. It is mentioned as a mechanism that occurs during age transitions in Civilization 7 to keep the game challenging and dynamic.

๐Ÿ’กParadox of Choice

The 'Paradox of Choice' is a psychological phenomenon where having too many options can lead to decision paralysis or reduced satisfaction. In the script, it is discussed as a challenge in game design, particularly with the introduction of many choices for civilization progression in Civilization 7. The developers aim to mitigate this by structuring choices to enhance the player experience.

Highlights

Interview with Ed Beach and Carl the Barbarian from Fraxis about Civilization 7.

Discussion on balancing AI in Civilization 7.

Inquiry about the return of the 'can we pet the dog' feature.

Explanation of the '333 rule' for moving into new iterations of the game.

Reflection on changes from previous Civilization games and their impact on Civilization 7.

Details on the unique handling of great people in each civilization.

Narrative system's integration with great people's stories.

Ambitious target of over a thousand narrative events in the game.

Narrative events based on historical events and in-game actions.

Challenges in creating a foundation for narrative events and iterating on them.

Adaptation of the Civ6 gossip system for the narrative system in Civ7.

AI team's expanded size and its impact on game difficulty scaling.

Simplification of gameplay elements like removal of Builders to aid AI decision-making.

Introduction of Legacy bonuses and their complexity for AI.

Strategies to alleviate the late-game slog in Civilization 7.

Rubber banding mechanics to keep the game competitive in later ages.

New Commander types in each age to assist with military gameplay.

Addressing the 'Paradox of Choice' with the Civilization unlock system.

Balancing challenges with the introduction of Civ transitions and multiple Civs.

Community anticipation for discovering new combinations and strategies.

Confirmation that the dog from previous games will be missed but new features are being considered.

Transcripts

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oh hello there b here I had the

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opportunity to interview some of the

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devs at fraxis and ask them some

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questions in regards to civilization 7

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now I was joined by both Ed Beach and

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Carl the Barbarian a little bit ago and

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asked some very very important questions

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such as balancing the AI in c 7 and

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obviously the most important question of

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them all can we still pet the dog now I

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only had a limited amount of time to ask

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a lot of questions so I tried to get as

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many out that I thought were important

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as possible but obviously there are

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still some to be asked and hopefully

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will be answered in the next Dev streams

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regardless I hope you all enjoy all

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right and here's the

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interview all right well good morning to

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both of you uh thanks for joining me for

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asking some questions on on C7 and and

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your thoughts and everything on it yeah

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uh we've got I've got I split it into

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two two parts I've got tougher questions

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and some easier questions so what do you

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guys want to what do you guys want to

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start with today whatever you know makes

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for you sure whatever makes sense okay

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well we'll start with some I'll give

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I'll give a a one easy question and then

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we'll jump right into the hard questions

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that way you know we can we can ease

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into

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it um I guess the the the first easy

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question that I have in regards to C7 is

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uh you know you guys talk up a lot about

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the the 333 rule when uh when moving

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into new uh is it 333 or is it 33 33 33

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rule what probably 30 30 30 30 yeah when

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you're moving into a new uh iteration of

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the fan tries was there anything in

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particular particular in c 7 that you

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would have loved to either see from

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previous games uh that may have been

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removed uh or anything that pain pains

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you to be removed it doesn't necessarily

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have to be s seven like maybe there was

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something from 5 to six or so on and so

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forth sure um I know one thing for me

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was um was the way that we do great

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people um as a as a Content designer

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great people are such an amazing content

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lever there's so many abilities for C

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and leaders and civ6 to interact with

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that system and so many great abilities

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on the great people and so having that

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as a global thing to tie into was a lot

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of fun um that said I love the way that

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we're handling great people this time

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where it's Unique to each civilization

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we're able to get a lot more history for

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that Civ in there as a result we're able

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to focus on um on those individual great

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people and and what makes them special

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and how those people make that

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Civilization special um so I think we've

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gained a lot but at the same time I I

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felt that loss yeah and I think one

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thing you'll place you'll see the

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specific ties to those specific people

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is with some of the stories coming out

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of our narrative system absolutely so

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the narrative team has actually gone

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through and looked at every single great

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person whether it's you know Greek

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philosophers or something else and tried

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to come up with something cool from the

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you know the story of their life um to

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put in the game so that's amazing that

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we get to add that but I kind of like

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that Global competition for them as well

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yeah I can imagine that especially you

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know the uh just seeing you know you

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have like 50 great points per turn for

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for one and then everyone only has like

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two to three and then of course there

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also the inevitable you know getting

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sniped when you want Einstein right that

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feeling is always the worst very similar

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to the the Wonder race in that regard

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yeah exactly that actually kind of turns

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into have another question here in

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regarding to to narrative events um and

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I I mentioned uh on the scale of when it

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comes to narrative events you know we

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saw some of them on the live stream that

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were particular to Augustus and as you

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said uh just now that you went through

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like a of the great people and created

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narrative events based off of their

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history um this is going to be you may

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not know the answer to this but do you

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happen to know off of the top of your

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head how many narrative events are in

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the game um and uh to to go off of that

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as well how hard was it to come up with

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the foundation of these events you know

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the payoffs and the trade-offs and you

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know you said they're also based off of

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historical events or at least Loosely

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based off of the events surrounding

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those people so I can't give you an

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exact number I did know an exact number

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at one point but then it was like it

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grew it grew but then we're also like

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these aren't working so well so we're

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going to cut a few here and um we're

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sort of in bug fixing on the project

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right now and if there's some that just

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really are not working out a few of them

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are going to cut for those reasons but

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we targeted well over a thousand oh yeah

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it was very

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ambitious um and the narrative team was

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looking at all the different parts of

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the game so like how many are going to

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be tied to each leader how many going to

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be tied to each Civ how many going to be

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tied to those special unique civilians

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or great people how many are generic

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yeah and then yeah um what's really cool

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about the narrative system that hasn't

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gone out in any of our correspondents so

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far is it's got a really weird

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Foundation it actually takes the same

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code that we used for the civ6 gossip

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system oh where all those different

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messages about what's going on in the

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game were sort of overwhelming the user

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and we're like I'm not sure that's

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really working in our favor it's a

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little bit too much signal and not

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enough noise to our players but we found

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that the system that was underlying that

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that was looking for things happening

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out in the game world and um recording

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those was a great foundation for the

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narrative system because we could write

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stories that are based on like how many

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times has this River flooded or what

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happens when this river floods and this

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is the leader of your civilization and

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you know you're playing as so and so we

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it's it's got a real really interesting

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set of combination of requirements from

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the events that have happened out in the

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world that trigger each of the stories

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and so that makes it a very um Rich

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system some of the uh narrative events

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are very hard to trigger and they only

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happen in a very particular instance but

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that's very cool that the system can

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recognize that that has just happened in

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your game World um so that's that's one

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of the things I really like about that

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system yeah and in terms of your your

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part of the question about the

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foundation for it and then and iterating

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on it uh we we went through a lot of

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different different sort of variations

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on the system first as it was getting up

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and running and we had you know sort of

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test stories and then proceeding from

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there trying to add more depth more

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flavor um and then balancing the rewards

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out um you know that that was a very

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long process that went through a lot of

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different changes and um some of the

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stories are very easy to trigger and

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we'll see them come up more often and

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and those we've hit a lot and some of

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them are like you said um you know how

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how many times a floods is like a much

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more Niche case and there are some that

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have more Niche um trigger conditions

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that don't come up as often and so those

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those are much more rare stories to see

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and trying to fine-tune that has

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definitely been a process oh I can

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imagine so that's that's really

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interesting that you're talking about

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the the using the gossip system and how

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it could be overwhelming because I just

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remember you know the only times I

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really used it was a really good example

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was during my all wonders videos when I

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was playing as China and trying to build

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every single wonder on deity and uh

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and the only time I used it was really

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being you know someone has started

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working on a wonder and I was like oh

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that's actually really useful to know

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and because otherwise I would just you

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know click click click click click click

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click C click click trying to get

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through it all as fast as

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possible I expect to see a a similar

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video from you with ha at Egypt yeah

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that's it's on it's on my list it's on

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my list of things I want to

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do um I guess I can start to get some of

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the the harder questions here and I

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guess it works a little bit here is um I

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know when it came to single player Ai

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and I know you guys have been asked

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multiple questions about this quite a

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bit um I know that you mentioned you

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know the AI team itself has I don't know

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if it was doubled in size I'm not sure

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the exact quote but it was you know

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substantially larger than it has ever

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been um I think one of the single

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biggest you know single player I don't

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know if you want to call them complaints

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in d8 AI is uh how the AI actually works

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um how the larger how has do you think

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the larger scale of the AI team you know

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helped in making sure that when you jump

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up the difficulties it's not necessar

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about just giving the AI uh I guess not

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necessarily cheats but just multipliers

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so that way you know they they keep up

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with you for the rest of the game

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instead of keeping the same just AI as

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it was on prints before um is the

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smaller changes you know like getting

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rid of Builders and settlers does that

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help so that way the AI doesn't

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necessarily have to escort them and when

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it comes to decision- making or uh also

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on the other side of it when you're

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adding things like Legacy bonuses you

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know going through the each of the age

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does that end up making it more

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complicated for thee because they have

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more things to choose from now um what

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what can you extrapolate on that a

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little bit for so I'll start out with uh

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the answer there um and it's really hard

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for us to measure the exact size of

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our because what I really like about

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what we're doing now is we have

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designers from all the different areas

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of the game whether it's economics

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military whatever we have sort of this

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cross-disciplinary AI team um that meets

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twice a month and we um come up with

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House of game playing right now right

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where's the AI doing well where is the

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AI weak right now we come up with sort

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of a a punch list of things that we want

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to see addressed in the AI as quickly as

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we can hopefully before the next meeting

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sometimes it takes a little bit longer

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to get get it there um but we've had

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sort of a across the design team Focus

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okay on AI being just a really important

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part of De delivering a quality

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experience with the game um and I feel

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like you I started my very first job on

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Ed fraxis was su5 AI lead yeah so I have

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a

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tremendous uh kind of respect for how

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hard the AI problem is yeah um the worst

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problem that I ever had on AI was trying

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to get a full Army of units to the

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Target okay so

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specifically um your question about the

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the commanders help things out um

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absolutely they do just because that

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problem has gotten easier and that that

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was pretty much about as tricky a

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problem as we had in AI development for

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Civ 5 and Civ 6 um but I think your

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question about Legacy path is a good one

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as well because um we now have if you

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look at Legacy pathes sort of like

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objectives or ways to get towards

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victories

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um we have four of those in each age

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Three Ages that's 12 different sort of

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Pathways to Victory or Pathways towards

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strong progress in the game that the AI

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has to be aware of um so we've been

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trying to make those Legacy paths line

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up with just what's a really good way to

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play the game in as strong a fashion as

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possible so like building wonders is

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usually a pretty good thing to do in the

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game or putting down a lot of

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settlements is a really good thing in

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the game and so you see that those are

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some of the Legacy paths right away in

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Antiquity just to get the a off AI off

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to a good start but also to help them

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progress down the Legacy paths some of

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the Legacy paths get a little bit I

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wouldn't say weirder but maybe more

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specific as we get into the other ages

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and we haven't talked about them yet and

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so it it has taken a little bit of our

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time to um make sure that the AI knows

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how to play those other Legacy paths

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well as you know in addition yeah and

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you asked about um the you know the

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simplification of some of our things

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like the removal of Builders um and and

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you mentioned commanders touched on on

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commander and AI use there I think that

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those are all really good examples of

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ways that the changes in the the core

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gameplay for civ7 has also made it

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easier for the AI yeah um there's a

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constant debate in the community about

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when to build a builder how many

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Builders to build I mean the answer is

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really like all of them right all them

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all constant and how do you how do you

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balance that against your need to build

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units you're need to build wonders um it

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is just an an item that is constantly

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sinking your um your production cues and

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by removing that that's one less thing

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for them to have to worry about right

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now they are able to better uh analyze

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whether it should be time to build a

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Wonder build a building build a settler

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build a military unit because that need

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for the constant flow of Builders is is

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no longer there um and the same is true

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for not just moving units across a land

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mass to a target with with commanders

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but also handling them in battle yeah um

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you know positioning of units is

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important and that gets infinitely more

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complex when those units have promotions

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themselves and positioning that one unit

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that has four or five promotions in the

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right spot so it's it's in a a good

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place to fight but also not at risk of

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dying and being lost and all those

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promotions going away that was very

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tricky now with the commander having the

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promotions and giving them to all the

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other units makes it much easier for the

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AI to handle uh where to put units and

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how to use those units because all of

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those units are benefiting from the

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promotions that the commander has yeah

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that makes sense and especially

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considering how you know in previous

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iterations a lot of the times AI will

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just flood their units into your your

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cities with kind of no Care on on

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regards of where it's at they're just

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going to run them into your cities over

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and over again and when you only have to

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worry about a commander for example

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having the XP and being the one that you

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need to carefully position I mean you

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still have to position the units you

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know when you're sieging and trying to

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figure it out but with when they really

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only have to worry about the commander

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it kind of makes it a little bit easier

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on that aspect too that makes a lot of

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sense um another another another

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question too that is maybe not

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necessarily harder to answer but Civ

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isn't the only strategy game that you

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know has this problem you guys have

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talked about it quite a bit is uh the

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slog that comes with the late game uh

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and your attempts to fitting uh fix it

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at least or at least alleviate that that

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SLO a little bit splitting of the Three

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Ages you know the the rubber band

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mechanic that uh that comes up when

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you're switching over to the new era you

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know as well as just changing how things

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are micromanaged as we mentioned uh to

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hopefully alleviate this grind is there

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anything that you can extrapolate more

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on you know especially as you're moving

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into the final era you know you haven't

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talked about it yet at this point but um

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that maybe will help alleviate or at

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least uh yeah just help alleviate a

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little bit more without going too much

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into modern era that you guys haven't

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talked about yet sure yeah um so we we

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as you mentioned we do have some rubber

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banding that happens on the age

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transition we do bring yields back

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closer together a little bit but you

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keep everything that you had so when

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you're moving into a new age you might

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have uh yields reduced somehow um we've

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not gotten in all the details about how

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that is working but you if you were in a

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lead in science you're still going to be

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in a lead in in exploration right um and

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you are starting at the beginning of a

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new tech tree at the beginning of a new

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Civic tree everyone's going from the

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same point so that's that's helping

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right there and then everyone's picking

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from Legacy paths um you get the rewards

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that you had for for the legacies that

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you pursued from the previous age and

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those are giving you all different kinds

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of bonuses but those are based on your

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um your progress in that age so if you

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hit a bunch of Legacy paths and have a

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bunch of points you'll have more things

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to spend on that'll give you more

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bonuses going into the new age uh versus

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somebody who maybe didn't hit as many of

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those things will have fewer points to

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spend uh at the same time we have new

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mechanics in each age that do help with

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the uh alleviating the the grinding and

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the micromanagement um so as an example

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one thing that we have not officially

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revealed yet but we I'll mention now is

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that we do have a new Commander type in

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each age um we're not going into the

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specifics on them but there is a new one

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in each age that will help with the

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military gameplay as you progress

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forward

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cool okay that's add to that um and I

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think the other thing to keep in mind is

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we have talked a little bit about how

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overbuilding Works how the the fact that

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um each tile on the map each of your

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Urban tiles has slots for two buildings

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but that the buildings the previous age

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drop off in power as you get into the

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new age and you want to replace them in

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those good adjacency bonus slots with

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buildings from The New Age they're

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getting full power of the uh you know

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latest and greatest sort of yeah

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advances in what buildings are able to

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give you with the jcy bonuses for the

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new age so you're ending up sort of um

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creating a new layer on top of your city

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of additional buildings right and the

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other ones just sort of go away but you

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don't mind that because they weren't

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doing a whole lot for you in this age

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anyways and so we're just reducing the

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number of things that you're uh

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concerned with the map you don't have to

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worry about that granery that you built

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at the beginning of time uh getting

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knocked out by a flood and you have to

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repair it or something like that because

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you know there there are new buildings

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that that are keeping your focus cool

play16:47

that's good that's good to hear that uh

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um another one here too is sorry I've

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got some who told you these were some

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tougher questions I guess um at least

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for me uh one of the main concerns that

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I have especially as the genre of of the

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Forex genre is starting to expand more

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um is there is you know quite a bit of

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content and uh and so many choices that

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are given to a player that often

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especially with with newer games the

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Paradox of choice tends to come around

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uh where you're getting so much choice

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that you become paralyzed in what to

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choose and you don't know you know who

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to choose and you kind of just click

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wherever you want to go um has this been

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I'm sure it was thought about at some

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point as you expanding into okay we're

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going to be able to switch cves

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throughout the eras um and do you think

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there in what ways do you think that you

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guys at foris were able to at least um

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mitigate this issue of being paralyzed

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of I don't know who to choose because

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there's so many different cves to to

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choose from into coming into the next

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age um absolutely it did and um you can

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imagine we've talked a lot about our Civ

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unlock system where based on um either

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What leader you've chosen or what

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civilization you've chosen or what's

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happened in your gaml that helps

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determine which Civ choices are

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available to you in the next age well we

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didn't have that at the beginning of

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development okay so beginning of

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development it was very free form and we

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were trying to figure out how this was

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going to work but that meant that when

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you got to an age transition you had a

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lot of choices and the combinatorics of

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just sort of who you were choosing and

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who your opponents were choosing uh we

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saw right away that that was

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overwhelming and confusing and I mean it

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it unlocks thousands and thousands of

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possible paths through the game but is

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that a good thing or is that a bad thing

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right um

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so

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um we poked at that we had feedback on

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that and we pretty um um quickly came to

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the realization that some kind of

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structure there was going to be helpful

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both in terms of immersion in terms of

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who I am in terms of History um how is

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this going to work so it feels more like

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you know you're starting as one people

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and just following their evolution

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through history so we added the Civil

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unlock system

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started constraining the choices that

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way and everything felt a lot better

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yeah um so you know I think that's

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absolutely a case where too much Choice

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um not only personally in terms of where

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you were going but when the AI has all

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those choices too it's all wandering all

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over the place um it it just led to a

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little too much um confusion in terms of

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what's happening in this game world and

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some bringing some structure to it

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really helped yep yeah I could see that

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I could see see that definitely helping

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uh quite a bit because as you said you

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know at some point even with if you even

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if you only have like a small amount of

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Cs and leaders at some point the

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combinations just start to become too

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endless and so that's adding structure

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definitely will help with that um and I

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guess piggybacking on top of that choice

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aspect is uh is is balancing um you know

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that's it's really hard as it is

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initially I mean I know Carl's talked

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with us about you know you only have a

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finite amount of time in development

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when you're balancing and then literally

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within the first hour of release you're

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getting millions and millions of hours

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played and you're getting all this

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additional you know testing that you

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never got to do uh during the

play20:07

development team now with the

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introduction of you know so many cves

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and the abilities of switching into the

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new age um you know how difficult was

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the balance process obviously it's

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probably not even finished yet but how

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you know how difficult was it maybe

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compared to previous iterations uh and

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you know what was the process of this

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was it just kind of similar to how it

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was in the past or did you have to take

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a new approach because you're you're

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switching to the age

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transitions uh it was incredibly more

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difficult um

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so looking at the past um you know we

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we've had very targeted things that

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we're able to test when you're playing

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as uh gorgo gree that's the only thing

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you have to worry about you're not

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you're not adding any different

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combinations there um you have then

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paricles grease but that's one switch

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it's not every every leader and now that

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we are decoupling C and leaders and you

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can play as any leader with any Civ and

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we have the opportunity of cves going

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into uh different Civ paths as you

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progress through a campaign um that has

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has made it indescribably more complex

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yeah um so uh we you know we're doing as

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much as we can to balance the game and

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to to make it as good as we possibly can

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but frankly the game will be unbalanced

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in certain ways at launch and we're

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excited actually to see the different

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crazy things that the community is going

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to do with all of these different

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combinations and go oh if I take this

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leader and this Civ and then that

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transitions into this Civ and I get to

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add those abilities together uh seeing

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the different things that that the

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community is going to find that it we

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didn't think of or didn't see ourselves

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I think is going to be a lot of fun um

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but it is definitely been a big big big

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challenge I think the one thing that's

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is easier there is at least one thing

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that's easier is the fact that in the

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past it was very hard to balance a early

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game Civ against a late game

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versus the middle game cives everyone

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had their sort of um moment in the sun

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where they you know had all their

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bonuses working and their unique unit

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came online and so you knew that this

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you know Sumeria was just going to be

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great right out of the gate right and

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how to balance a early game c Maria

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against somebody like a Canada or Sweden

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who has all their bonuses late in the

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game that was just challenging a very

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weird problem to try to Grapple with and

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now where all the civs are coming online

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at the same time

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for a particular age um so we balance

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them against each other and that's a

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limited set compared to the 50 60s we

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had to balance last time as well so

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there are some ways that the balance

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problem is easier uh it's just that the

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stacking and layering of the different

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things yes um leads to a huge you know

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space for players to explore and for us

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to try to figure out whether or not

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we're letting things get out of hand in

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one particular pathway where you stack

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like all the science bonuses together

play22:59

yeah that makes sense I mean especially

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now that you mentioned with it when it

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comes to you know late game versus early

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game it's how are you going to like

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that's so difficult to balance thinking

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about you know how you're going to

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balance monam Musa versus you know Alex

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for example in civ6 the the there's a

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vast difference there between the two

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that's understandable um how much time

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do we have here sorry sounds like

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production one minute left one minute

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left okay I'll so with the last one

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there I have I have a I have a really

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easy question then for you um first of

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all can we the dog and uh second not if

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not

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when so the Scout has gotten a lot of

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attention from our team and if you look

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at what we're doing with with units and

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buildings whatever we're doing a lot

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of I think if you look at the um uh

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video from um uh the Nintendo Direct

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event where we revealed um some some new

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content uh the Scout in there is a very

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unique Scout that doesn't even have a

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dog I saw that yeah so um petting the

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dog we know that's a big feature but

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we're gonna actually have to figure out

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how to pet multiple animals okay not um

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something that we're all squared up for

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for launch but we'll figure that problem

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out that's very important questions to

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answer

play24:21

so all right well I guess that'll go

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ahead and do that for me here uh thank

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you so much for joining me uh and

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answering these questions I know some of

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them were a little more difficult than

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others but I appreciate all the feedback

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and Candor that you guys uh guys gave

play24:33

for those thanks for having us postas oh

play24:36

no problem thank you guys thank you

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Related Tags
Civilization 7Game DevelopmentStrategy GameAI BalancingGame MechanicsCiv SeriesEd BeachCarl the BarbarianDev InterviewGaming Insights