Take-Two CEO Strauss Zelnick recently spoke with Game File about the challenges facing Civilization VII, the latest entry in the iconic strategy franchise, which has struggled since its launch over a year ago.

Zelnick acknowledged the game’s slow start in sales and took personal accountability for its reception, stating:

"Every time there’s a new Civilization, the team at Firaxis thinks about: ‘How do we push the envelope far enough that it makes sense to buy this new game? And how do we preserve what people love enough so that they’re not disaffected?’ And we got it wrong with Civ VII, but it wasn’t for want of trying. And again, I take responsibility for it."

He emphasized that while the game remains profitable, its attempt to deviate from the core Civilization formula was a misstep from the consumer’s perspective:

"This is one where I think what we tried to do was a bridge too far, from the consumer’s perspective."

Since its release, Firaxis has introduced numerous updates and fixes to address player feedback. Many of these changes aim to allow players to toggle or bypass the game’s most polarizing new systems, effectively reverting Civilization VII to a refined version of Civilization VI.

Key adjustments include:

  • Removing or reducing the impact of Civ-swapping, a feature that allows players to switch civilizations mid-game, disrupting long-term strategy.
  • Modifying the ages system, which introduced rigid historical periods that clashed with the game’s fluid representation of history.

The studio’s focus on addressing these issues reflects widespread criticism from players who found the new mechanics jarring or unbalanced. However, the broader challenge extends beyond these specific features.

Zelnick and industry observers note a recurring issue in AAA game development: over-reliance on vocal online communities—such as Reddit and forum users—who may not represent the majority of players. This dynamic can lead developers to prioritize niche preferences over the preferences of casual or less vocal gamers.

As Zelnick explained, the loudest fans don’t always reflect the broader audience, much like how online shooters often cater to "meta" strategies while alienating casual players. He suggested that Firaxis may have spent years listening too closely to the most engaged Civilization fans, rather than focusing on what makes the game enjoyable for millions of players who engage less online.

The deeper issues in Civilization VII extend beyond its new mechanics. While updates can address superficial problems, core design flaws—such as the inconsistency introduced by Civ-swapping and the bottlenecks created by the ages system—require fundamental rethinking. The game’s profitability and ongoing updates suggest a commitment to improvement, but the road to recovery remains challenging.

Source: Aftermath