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Post by Spiderweb on Aug 26, 2015 12:51:14 GMT
Someone posted a clip on steam. Now its very old and I didn't play the alpha version but while watching it I thought why did they ever get rid of this expansion concept! Why oh why did they go with the fixed beacons idea, I can only think this was a idea to fit the mobile development. If they want a small win in this upcoming combat build add the ability to place beacons that unlock at different population levels. The grey areas are so annoying and a waste of space. I can't believe I'm back suggesting improvements I know don't get listened too, but seeing this video brought back the same old frustrations. Make you sad to watch this what godus is video....
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 26, 2015 15:09:37 GMT
The expansion concept was indeed better in the alpha, yet it still shared similarities with the current beacons. The system where different areas got unlocked depending on milestones was better. However, it would always unlock the same specified areas in a certain order regardless of which direction the player was trying to expand in. Needless to say neither system is any good nor do they make sense as they both put the player on rails and thus offer no freedom.
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Post by eddiemonsta on Aug 26, 2015 20:09:11 GMT
That video is thoroughly depressing. It brings to mind Jim Bowen on Bullseye saying "and here's what you could have won!" and that's an image i could do with not remembering to be honest.
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Post by Spiderweb on Aug 26, 2015 22:36:22 GMT
The expansion concept was indeed better in the alpha, yet it still shared similarities with the current beacons. The system where different areas got unlocked depending on milestones was better. However, it would always unlock the same specified areas in a certain order regardless of which direction the player was trying to expand in. Needless to say neither system is any good nor do they make sense as they both put the player on rails and thus offer no freedom. On the rails, a real pet hate of mine. Once I discovered open world games I could never look back, even nostalgia for old games is broken when they are on the rails.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 27, 2015 6:50:53 GMT
Well, some games are good on rails. Think oldschool platformers, shootemups or beatemups for example. Super Mario?
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Post by eddiemonsta on Aug 27, 2015 7:32:58 GMT
Racing games would be rubbish without a set track to follow! Even some of the old school platformers had multiple ways you could finish the same level, like Sonic, for example. So even though you were on rails so to speak, you still had choices. It makes no sense for a supposedly strategic god game though. Part of the strategy should be unlocking the areas you choose in an effort to garner the resources you think you require to progress, in my humble opinion.
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Post by Spiderweb on Aug 27, 2015 8:47:18 GMT
Well, some games are good on rails. Think oldschool platformers, shootemups or beatemups for example. Super Mario? They had their day, but why would you go backwards to this now. My point was if I revisited an on the rails game I would get bored very quickly (even mario). The biggest and best changes to games in recent years in my opinion is free to explore worlds where you can pick and choose whether to explore or follow a narrative (even following a narrative you should have the choice to break out of it) I think I first experienced this in Zelda. I know your not arguing a point, but I really could not find enjoyment revisiting old platformers. Racing games would be rubbish without a set track to follow! Even some of the old school platformers had multiple ways you could finish the same level, like Sonic, for example. So even though you were on rails so to speak, you still had choices. It makes no sense for a supposedly strategic god game though. Part of the strategy should be unlocking the areas you choose in an effort to garner the resources you think you require to progress, in my humble opinion. I wasn't really referring to racers (I'm not a fan) but yes they are an exception but they are more of an "on the track" type thing. Sonic had choices but few and didn't alter the pace of the gameplay. Any game where you a forced down predetermined paths is antiquated now days unless there is a worthy narrative like adventure games are story driven puzzlers, you could call the story the rails of the game. I totally agree god games should be totally open ended, where your random choices decide where you end up and you need a lot of possible outcomes to make you feel godly and really in or out of control.
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Post by eddiemonsta on Aug 27, 2015 10:14:18 GMT
Even the open world games are linear in respect that the missions have set goals to complete them (and I know you aren't argueing otherwise), but they present the gamer with considerably more choices as to how, when or even if they are tackled. That to me is where they excel, in the sheer number of choices available. As a big fan of the Gran Turismo series on playstation, one of my biggest gaming disappointments is that nobody has succeeded in making a good open world driving game yet. At least not to my knowledge, anyway. I look forward to the day when i can go speeding around my local countryside from the comfort of my armchair, without risking points on my licence, or ending up in a hedge, for doing so!
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 27, 2015 10:26:13 GMT
I can even picture myself going off road in a tractor.
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Post by Spiderweb on Aug 27, 2015 10:31:35 GMT
Even the open world games are linear in respect that the missions have set goals to complete them (and I know you aren't argueing otherwise), but they present the gamer with considerably more choices as to how, when or even if they are tackled. That to me is where they excel, in the sheer number of choices available. As a big fan of the Gran Turismo series on playstation, one of my biggest gaming disappointments is that nobody has succeeded in making a good open world driving game yet. At least not to my knowledge, anyway. I look forward to the day when i can go speeding around my local countryside from the comfort of my armchair, without risking points on my licence, or ending up in a hedge, for doing so! GTA kinda?
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Post by eddiemonsta on Aug 27, 2015 10:39:02 GMT
It's the closest thing there is, aye. I was a big fan of the GTA series from way back in the Amiga days when it was top down 2D, like Nitro, or Supercars, but they ruined it for me in GTA IV when they moved the accelerate and braking buttons with no option to change them back. Got about 45mins into the game and lost my head with it, turned it off and not played one since! If they could include the driving physics from GT6 into a massive open world like from GTA, I think I would probably become a hermit.
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Post by Aynen on Aug 27, 2015 11:26:58 GMT
A racing game without any tracks to follow... hmm, a treasure hunt perhaps? Could work...
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Post by Spiderweb on Aug 27, 2015 12:14:58 GMT
How about a lorry simulator? oh wait that is a game already
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