The development of Sid Meier's Civilization VII's new Age system was influenced by the low completion rates of previous games in the series. With fewer than 40% of players finishing a single game, Firaxis aimed to address player frustration and exhaustion. The new system provides a power level reset between Ages, aiming to stop players feeling overwhelmed or ahead of the curve. This approach prioritizes player engagement and satisfaction over traditional notions of progress and challenge.
Key Points
The impact of game length and completion rates on player satisfaction and engagement.r
The role of game mechanics, such as the new Age system in Sid Meier's Civilization VII, in addressing player frustration and burnout.r
The tension between offering a sense of progression and challenge, versus providing a more digestible and accessible experience.
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Original Article
If your time with foundational PC strategy 4X game series Sid Meier's Civilization consists of exactly one save file that ended somewhere in the Middle Ages, don't beat yourself up, for you have plenty of company. When they got hold of detailed audience data for Civilization 6, Firaxis creative director Ed Beach and executive producer Dennis Shirk were dismayed to discover that fewer than 40% of their players ever finish a single game. Hence, to some degree, Sid Meier's Civilization VII's new Age system, which is designed to counter feelings of exhaustion by smashing the chronology up into more digestible chunks, with something of a Civ power level reset between Ages to stop you feeling like you're either hopelessly behind or so far ahead that ultimate victory is guaranteed.
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