Let me just stop you there. Management did not say "MAKE ONE OF THE WORST UI IN EXISTENCE". Firaxis has a dedicated ui dev or devs and it is their job to do it properly.
Nah. This UI has extremely strong "first version/prototyping, but brushed up a little" vibes.
No developer worth their salt goes straight for the perfect version as it would be way too slow development wise.
You can't have the entire team waiting for someone else to finish.
-Ui dev want to change some buttons but it is not his area of development
-Contact the project director and tell him this so he can send the message to the button guys
-The button guys get the memo but are swarmed with other requests and put it on their list
-Ui devs continue using placeholders while sending messages to the director about the buttons
-Button guys keep piling up the messages on their to do list
-a guy from the button/ui team complains and gets fired
-Game is 2 months from release
-Director says to clean up the lists as quickly as possible and leave shit that can't be done quickly
-Button guys panic and send their placeholders
-Ui guys implement their placeholder and call it a win
Isn't that an example for what I wrote, though?
That example is not a UI dev failure, but a management one. Devs can't be blamed for using placeholders to achieve otherwise unattainable deadlines.
Artists can't be blamed for being swamped with too much to do. People who complain can't be blamed for being right or fired for being right.
The ones putting otherwise unattainable deadlines and not managing priorities right are to blame - they are the ones who should have an overview, but I doubt they had it this time.
Sure, there are also shitty devs and artists who even if doing their best won't do much good or will be super slow - but even those can be made useful if managed correctly.
Then there is that atmosphere of "give no negative feedback" in lots of studios still, which can be detrimental for obvious reasons.
It's hard to say exactly what went wrong, of course, but multiple someones on the team decided that this version was "good enough" for release.
I doubt it was the people actually implementing the UI. Or testers. That would be seriously surprising.
Deadlines can be moved, it's not like Firaxes never did that.
Even though Firaxis has a history of somewhat botching releases - almost all their games had a flawed reception that improved over time.
But no Civ launched
this badly with 50% ratings by actual gamers.
It is also possible they did mock reviews and those ended up in the 70% range, which gave them the impression this version was "good enough". Problem is, mock reviews are generally done by journos, and we all know how useful those have become...
Either way: Sad but fascinating.