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Fireside chat: Team Civilization VII

Panelat GCAP 2024 · 2024-10-07..10-09· [game-development]
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Development for Civilization VII centers on an explicit decision to restructure time into an ages system that forces design tradeoffs, requiring art and civ content to be produced per age so the team reports content tripled for that scope. Production treats roadmaps as facilitated consensus, leaning on full‑time historians and community/local partners (example: collaboration with the Shawnee and a native speaker) to vet leaders. The game ships day‑and‑date on consoles and PC with multi‑platform cross‑save/cross‑play, and iterative playtests drive which systemic ideas survive.

AI-written summary · about

  1. 0:00Welcome
  2. 1:30Andrew Frederickson’s role
  3. 3:58New game systems
  4. 6:05Team experience
  5. 8:54Work-life balance
  6. 10:21Iterative design
  7. 13:32Ages system
  8. 15:40Ages reactions
  9. 17:26Civilizations selection
  10. 19:57Historical accuracy
  11. 22:45Multi-platform release
  12. 24:51Day-one decisions
  13. 26:15Team size
  14. 27:40Producer roles
  15. 31:13Proud achievements
  16. 33:20Passion for working on Civilization at Firaxis
  17. 36:32Q&A: Cloud saves
  18. 39:29Q&A: Roadmap decisions
  19. 40:53Q&A: Teaching players
  20. 43:00Q&A: Player agency
  21. 45:50Q&A: Min-maxing balance
  22. 47:13Q&A: Community growth
  23. 48:58Q&A: Founders Pack
  24. 51:46Q&A: Game pricing
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