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“With traditional expansions and DLC the time frame that we could implement feedback was longer than we liked, while with the season pass we were able to get this rolling process going where fans could play the parts that we’ve released, and we still had the ability to update every part of the game as we’ve gone along.”īuilding games for those that love history

“We already knew that our community is so valuable for us with feedback, but this season pass experience really cemented that,” Schultz said. “It was the first season pass that the studio has ever done, so it has been really exciting for us to be able to lead that expedition. “We’ve been very happy with how the New Frontier pass has gone,” Kevin Schultz, associate producer, added. For example, if the zombies are affecting a game system, and another module is also on and affecting the same gameplay system in a way that is incompatible with the zombies, that would have been bad… but having the modules complement each other in a way that causes interesting gameplay is really fun. “We also need to be careful that they were modular. “We want the scenarios to enhance a particular type of gameplay role, make sense and not feel like they were just bolted on,” Strenger said. In an industry that often uses season passes as a way to extracting additional cash from players for things that really should be either free or, at best, sold as conventional DLC, this New Frontier Pass really should be held up as an example of the model done right. Even without the new civilisations, leaders, and units, the New Frontier Pass has done more to add to the base game than any other season pass that I’ve experienced. It’s difficult to describe just how significantly all these optional additional game modes change up the basic game of Civilization VI.
