> As far as I know, the only significant example of a “human face” gameplay feature that made it into battles was the cinematic mode that allowed players to control an individual unit from a close third person perspective. This was similar to the unit camera that existed in previous Total War games, but arguably worse because it forced the camera very close to the unit, reducing players’ tactical awareness.
> During testing it became clear that no-one was using this feature, and design leads were unhappy that a feature they had spent a lot of time on was being ignored by players. They then announced that a combat bonus would be given to units while in this camera mode in order to encourage its use, which prompted controversy with programmers arguing that the camera mode should not influence the outcome of the battle.
> Eventually design leadership settled on the following compromise: The user interface would tell players that it gave a combat bonus, but the combat bonus wouldn’t actually be applied. They wanted to explicitly lie to players in order to trick them into using an unpopular feature so that they could save face. I honestly don’t know whether a combat bonus was applied in the end, it’s possible that the button is still lying to this day.
> As far as I know, the only significant example of a “human face” gameplay feature that made it into battles was the cinematic mode that allowed players to control an individual unit from a close third person perspective. This was similar to the unit camera that existed in previous Total War games, but arguably worse because it forced the camera very close to the unit, reducing players’ tactical awareness.
> During testing it became clear that no-one was using this feature, and design leads were unhappy that a feature they had spent a lot of time on was being ignored by players. They then announced that a combat bonus would be given to units while in this camera mode in order to encourage its use, which prompted controversy with programmers arguing that the camera mode should not influence the outcome of the battle.
> Eventually design leadership settled on the following compromise: The user interface would tell players that it gave a combat bonus, but the combat bonus wouldn’t actually be applied. They wanted to explicitly lie to players in order to trick them into using an unpopular feature so that they could save face. I honestly don’t know whether a combat bonus was applied in the end, it’s possible that the button is still lying to this day.