The weight of expectations is also pushing Firaxis to ship Civilization VI with a number of established Civ systems, the sorts of mechanics (like religion) that have previously been added to Civ games post-release through expansion packs.
"Jon Schafer worried if we brought everything forward, for example, from Beyond the Sword then it would be a little overwhelming. So he had to take a lot of things out. He left religion out of the base game, that kind of thing. Ed didn't want to go down that path this time," says Shirk. "Fans already have this very high expectation of what Civilization means. They have things that are really comfortable for them, that they really love doing. He wanted to make sure to bring as much of that forward as possible."
That means Civilization 6 devs have to teach those myriad mechanics to new players, too, because every Civ is someone's first. It's interesting to note that Firaxis aims to do so by falling back on an old-fashioned, extra-large tutorial here, one that gives new players a guided tour through the game's various systems and mechanics. It's optional, of course, and is meant to augment the tooltips, automated advisors and other teaching tools that are woven into Civ games.
"This is probably the biggest base version of the game that we've ever shipped before," Shirk says, and while he acknowledges that "we do have some crunch time" he's keen to point out that it's kept to a minimum because of what he describes as one of Firaxis' chief virtues: managing staff time well.
"We're starting to be an older studio. Our baby credits are going up and up and up each year because we've got a lot of senior artists, senior designers, senior engineers that have been with Firaxis for a while," says Shirk. "So if we don't have that great home life and work balance, the games are going to be crappy because everyone's going to be miserable. That's one thing at our studio that I wish every other studio would be able to do. You've heard scary stories from other studios about how that's not necessarily the case. It goes a long way. It sounds stupid, but a studio that actually puts family first is a happy studio that makes great games."