I already gave my initial impressions of Civilization 7 after completing the first “age” in my first game. That was mostly in reaction to all the negative comments I’d been hearing about the new installment, and how much I disagreed with them. Even after decades of seeing game fans overreact to everything, with grown adults perpetually losing their shit over the most minor inconveniences, I still haven’t learned that the stuff video game people say online only ever has the barest connection to our shared reality.
My initial impression was that the game does have several issues, ones that can and hopefully will be fixed in patches and expansions. But at its core, it’s still got the feel of the best Civilization installments, letting you grow a huge empire and compelling you to keep taking one more turn until you’ve lost entire days to it.
And after losing a couple of days to it, I’ll stand by that take. It’s pretty good.
It’s still a little “mushy” in the mid game and end game, where I felt like I was pulling a lot of levers and flipping a lot of switches (figuratively), but didn’t have a clear idea of what my goals were or how to achieve them. The game straight-up fails to give you the information you need in a way that’s useful. It’s not just a lack of tooltips; even going to the Civilopedia to look up a concept usually gave me no idea of how to do it in game.
I’m guessing that’s an issue they were aware of, since each age starts by having you choose a single advisor to give you MMORPG quest chain-style goals that remain on screen at all times. Theoretically, this would focus all of your efforts while playing, but in my game at least, there wasn’t enough info. I was told to go for the “rail tycoon victory,” with an indication of how many points I’d achieved so far, but no indication of what actually generates the points.
That also has the side-effect of making the ends of ages anti-climactic. Even if you choose to focus on one goal, the others remain active (of course). By the end of my game, I had focused everything onto the space race. Ideally this would’ve meant a big transition for my civilization in which I had to set up supply chains and technology trees and the like, but really it just meant finding the one city that had the highest production value in my civ, starting a single project, and then hoping it finished before anyone else did. And while I was waiting, I assigned projects to my other cities, and “accidentally” achieved the economic victory on some random turn when a city finished a factory or something. I’m still not sure exactly what triggered the victory, since I just got a mostly-static victory screen and a game over.
I think this ties into my even bigger problem with the game, which is the choice to separate leaders from civilizations, and divide every game of Civilization 7 into three distinct ages. I have a sense of why I believe it was done: I think it was intended to impose some kind of semi-realistic narrative structure onto the game, instead of every game being hours and hours of repetitive game mechanics.
And it’s ironic that I think it backfired completely: by imposing a narrative structure onto the game instead of trying to encourage the narrative to fall out of the mechanics, it feels even less capable of emergent narratives than the previous installments were.
Continue reading “A Civilization Of One’s Own”