Civilization 5 devs on forging a Brave New World
by Steve Watts, shacknews.com, Mar 29, 2013 11:30AM PDT
Civilization 5 is preparing to reinvent itself, again. The Brave New World expansion, which launches July 9, is going to make serious shifts to the late-game content, revising both the cultural and diplomatic victories. We talked with lead designer Ed Beach and senior producer Dennis Shirk about the expansion's focus and goals.
In a way, Brave New World is the other half of Civ 5's last expansion, Gods and Kings. The two are are complementary in the pieces of the game they address--so much so that Brave New World will include many of Gods and Kings' underlying systems for players who didn't buy the first expansion. The second is really meant to work with the first, combining to create a marked shift in the experience.
The two said that this is targeted towards late-game, both to make up for the developer not having the chance to address those systems in the first expansion, and to add more depth to a part of the game that speeds toward the finish.
"If a player is going to run out of things to do, it will be in the second half of the game," Shirk said. "Once the world is all discovered and you're going through that threshold into the Industrial Age, you start running out of things to do as everyone is running up to finishing the game. [In Brave New World], there's a lot focused on that second half of the game to make that race really compelling."
Most of that comes in the revised victory types. Cultural victories now rely on raising great artists, musicians, and writers to create famous works that will spread throughout the world. Beach described how you could build a large museum like the Louvre, giving you plenty of space to fill with great paintings and cultural artifacts dug up from past battles. Tourists can come see your culture, and countries could steal great works to take some of your culture for their own. All of this is built around giving the player more agency in the cultural victory.
"We found that when you're playing for the military victory, it's a very active, aggressive playstyle. You really interacted with all the nations," Beach noted. "But when you played for a cultural victory before it was very passive. You built a few amazing cities, but you just weren't interacting with the other empires in the world. We felt that was a real missed opportunity. We've emphasized in Brave New World that you're going to build a culture that's really the envy of the rest of the world. You not only have to build it, you have to spread it to the rest of the world."
This is all against the backdrop of the new diplomatic victory system as well. Starting around the time the Renaissance starts to give way to the Industrial era, the nations make a World Congress. This doesn't result in an immediate victory, but it does introduce the concept of proposals--specialized rule changes. You'll have a vote to cast in these matters, such as voting against anti-whaling resolutions if that's your primary source of income.
Shirk said these resolutions can be "cooperative or vindictive" depending on your play style, and they can be used to shape the kind of victory you want to attain. In this way, the diplomacy system doesn't just impact its own victory, but it can manage to touch every kind of victory.
Now that the game has dealt with both its early and late-game content, though, I wondered what was left to tackle. When is Civilization 5 complete? "I don't think we're out of ideas," Beach said, tight-lipped.
Shirk, pointing out the expansiveness inherent in a game that is about the entire human experience, remarked: "Obviously with a game like Civ you could go on making content for any number of years."