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Post by echocdelta on Dec 20, 2015 8:35:07 GMT
Hi Godus-boards! Admin/Mods, I thought this is the best place to put this but apologies if it'll fit elsewhere better.Ok, so, I work as a designer/artist at a Melbourne VR company and every Friday we have company sponsored gamejams on prototype projects. Mine, alongside another developer, has been to look at essentially building a VR God game - exploring concepts around player agency, 1:1 mapping with motion controllers, gesture recognition etc. The project has exceeded all of the expectations thus far and I've been asked to pitch to our board for developing it into IP. This means that during the holiday season and into January, I want to get feedback from people who enjoy God games. You can see some of the stuff here on reddit and also some background writing about mechanics here. I'd like invite discussion on gameplay design concepts, mechanics, loops, feedback, depth and even delivery (such as how people would want the game to be released) and distill those ideas into a design document before taking the boards offer to pitch the game. Furthermore I want to be able to communicate with people on why their ideas might work, might not work, instead of developing in vacuum. What the game already has: - Motion mapped controls, so each hand is left/right hand respectively. - Hands can smash buildings, or pick them up and launch them.- Hands can collide into objects, including smashing said buildings. Yes, you can back-pimp-hand a church in pieces, thus completing the final stage of irony in God games. - Physics/destruction working better than expected, currently houses explode into 100 pieces and that figure was actually a joke number I put in (but it works fine, so joke is on me).- We've got a flat color shader, water shader and test map environment. - Engine is in UE4, we've got tons of experience using it. - Currently using the HTC Vive, but we think we could easily port to SonyVR (we've got all the gear here). - You move around the world by 'grabbing' reality and pulling yourself along, but you can just walk around in physical space to move around too.- You zoom by leaning down and looking at stuff closely, kind of like how a giant would. - Secondary button allows you to 'point' and draw symbols into the air, which is the basis for the miracle casting system. Currently, we're building primary interaction mechanics, working on user experience and platform stability. So, essentially, we're working on the base stuff. Which is where I hope people here can have input. I have my own ideas, design drafts and a systematic framework for how I develop mechanics but wanted to hear people first. To get the ball rolling, here are some questions that might be worth thinking about: - What do you think makes a 'God' game distinct from any regular city building or 4X-style game? - What are important mechanics you feel would be core to your understanding of a 'God' game? - What are your thoughts on accessibility vs. depth? - Are there any previous iterations of God games you think did things well, or horribly, that one should take note of? - How much control over NPC actors should a God have? Also please feel free to just spitball anything you feel is important for the genre. I'll try to ensure that I can articulate why, if anything, can't be included or can't be implemented for design/art/tech reasons. Please don't take offense to that, it's just the nature of scope management. To manage expectations, I'd like to really hammer in the point that this is being pitched from a playable prototype tech-demo, as such, it can be rejected by our company board. On that note, I am among many of you in that I strongly disagree with the practices of 22Cans so I'll try to make sure to communicate movements/updates here first with you guys. Thankfully, we have a pretty open communication policy (and I'm the PR/CM lead) and I'm happy to answer PM's as best as I'm able. I'm pretty active on Twitter etc, so if you ever want to reach me outside of here feel free to (I think my tweets got onto the relevant tweet thread anyway). Thanks and happy holidays!
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Post by morsealworth on Dec 20, 2015 10:40:38 GMT
Remember the Workshop from B&W? While I would hate for all buildings to have to be built that way (seriously, people who don't do anything without a divine revelation?), I loved the fact that those were part of the world AND the part of the interface at same time.
And, to tell you some of my old Godus recommendations (I did really believe that it was going to be a God game once), I'll say this: 1. Narrative should never include direct communication with the God as if seeing them in person. It should rather be prayers and legends about God does/can do. In fact, it's a great idea for the tutorial: a myth being narrated to children by old shaman. 2. God should be heavily dependent on his followers. God shouldn't be able to do anything that has nothing to do with his followers and should be worshipped to gather his power of faith. 3. Now the belief as a resource would be best seen as a tri-pool system (note that the word "pool" here refers to the state of energy and size of the pools is dynamic): 3.1. Potential Energy pool. This pool is a pool of energy that is not used and is available for both momentary miracles (think Fireball from B&W) and sustained miracles (think Forest from B&W). 3.2. Active Energy Pool. This Pool is used to power sustained Miracles. And while it draws power from The Potential Energy Pool, it takes all of the required energy and reserves it. And the active Energy slowly decreases until 0. When a Miracle's active Energy turns zero, it ends. Premature end of Miracle cancelled manually returns most of the energy left in Miracle's pool (if not all - a question of game balance) to Potential Energy pool. Note: You may set a togglable flag that would let Active pool draw sustainment energy from Potential Pool. This would be best if it allowed that for each Miracle separately for miracles like Shield or Rain. 3.3. Energy Recovery pool. This pool is amount of Energy you don't have, spent and not recovered yet. What makes me put it into another pool? Well, I believe that believe must have its maximum value dependent on the number of active worshippers (as in, the ones who actually believe in you and worship you and not just live in your city). Also I think that the faith recovery must somewhat increase with either amount of power in this pool (encouraging more active player) or in Potential Energy pool (encouraging limited involvement). Also any Energy from new citizen starts from this pool. Again, the speed of Energy recovery should depend on amount of active followers. 4. AI is key. No, AI is THE key. God Game is Artificial life simulation and as such has to be based around followers and their AI. God powers are clicks and whistles compared to the fact that you should have followers that have their own civilisation and can forget about you (or even worse, create a new cult with mythos stolen from your cult) if you don't show them your power and grace. That's why belief should be a support resource, while their lives should still be central. 5. Another idea is drawn from Shinto, Japanese faith. A God must have a goshintai, a "body" - object of worship. It can be literally anything - from a feather to a drawing. Examples I personally favor would be a meteorite ("A star that has fallen from the skies"), a Tree that has survived a lightning strike ("the protector from lightning", like Slavic Perun was worshipped through a tree stump once), or even an animal ("The desert beast of divine beauty", Bastet). 6. Stuff that stems from previous one - ability to infuse different objects with your divine power (counts as sustained Miracle, always draws power from Potential pool unless destroyed manually) that will perform some miracles on their own, like Creature from B&W. May even have separate number of powers you cannot cast yourself. Sustains belief in you by populace that sees this huge wonder. Potential names: Tsukumogami, Shikigami, Golem, Shinshi, Messengers... 7. Ascendants. Ability to turn a number of your followers into demigod ascendants that do not grow old, do not get diseases, cannot breed, do not sleep but require your divine grace for all that to work. Ascendants do not provide belief until turned back into a normal follower. Ascendants also make people believe in you more, work as foremen, oversee construction of buildings dedicated to you, etc. Ascendants also can perform rituals - miracles that require followers to participate in them AND powered by divine power. Ascendants may charge those decreasing the ultimate cost spent. So they are essentially are priest caste of humanity, but this time actually supplied with real divine power. And as such, they guide their less blessed (but no less important) brethren in their endeavors. Also work as scholars.
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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 Dec 20, 2015 13:30:05 GMT
Before I would be able to give more in depth input I would have to address the issue that I know absolutely nothing about VR. What kind of controls does one have at their disposal? You wear a headset that is only used for viewing and hearing I gather. Moving the head would move the viewpoint. As such it is more important for receiving feedback from the game than it is to control the game. Please correct me if I'm wrong. Does a headset have any other functions or any other ways to provide feedback to a player aside from audiovisual? As I understand it a player wears two gloves. What kind of movements do these gloves register? Can they register each individual finger's movements? Are there buttons on the gloves? If so, how many? Are any of the gloves' functions preset to adhere to certain specifications that are mandatory for VR implementation or are they completely freely adjustable? Are there any other aspects of VR or controls that I should be aware of? I will start discussing what god game (or is it godgame?) means to me at a very high level. Regarding "god" I think the most important aspect would be that a god can do things that a regular person cannot. You might say supernatural things. Things that a physical entity cannot do. That doesn't mean a god cannot do things that a physical entity can do. As for "game", I think what most games have in common is that there is a goal that a player can strive for. The goal can be anything. There can be multiple goals. For some people it is achieving the goal that they are striving for that gives them pleasure. For some people the journey towards the goal is more important. Some people like the interaction with other players, some people like to play by themselves. Players of a game are often in competition, either with other people or with themselves. Combining god and game. I think a player should experience a lot of freedom in choosing their own goals and choosing their own paths to achieve those goals and they should be able to change their mind along the way. In short... Godgame ------- - Player can do things that are normally not possible for human beings. - Player can set their own goals. - Player can choose their own path. - Player can have fun. Keywords: Freedom, Power, Competition, Fun. Question for echocdelta, do you think your game should become a single player game or a multi player game?
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Post by morsealworth on Dec 20, 2015 14:09:19 GMT
I also want to stress that competition should be for followers' hearts, not their lives.
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Post by totallytim on Dec 20, 2015 14:49:29 GMT
Did you play Black & White, Black & White 2 or Dungeon Keeper? I predict that a lot of ideas will come from these games and it would be good to know if we're all on the same page The mentioned games did a lot of things right.
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Post by Aynen on Dec 20, 2015 14:52:25 GMT
I think the primary difference between playing a god versus playing a very powerful wizard or monster or something like that, is that a god wants his people to do something without being able to directly control them. Lacking of power should never be a factor (which is very counter intuitive for game design as it goes against the usual progression of power) So the difficulty of the game isn't completing a goal with limited means. But rather it's trying to understand your people such that you know what it takes to get them to do what you want them to do. Doing so with an individual should be relatively easy, but doing this with something as complex as an entire race of people should be very difficult.
Personally I think a missed opportunity in god games has always been that the primary opponent isn't the devil (in case you play a good god) or god, (in case you play the equivalent of the devil). Being diametrically opposed to your opponent in what you want the same people to end up being like. Molyneux's god games always pitted you against another god who had his own people to influence. But I think it's more interesting to be influencing the same people, but wanting a different outcome for them.
Way I see it, you could approach it as every human in the game world having a list of possible actions that they can tag as being either right or wrong. And things that happen to them, either through your interaction, your opponent's interaction, or other people interacting with them, can change those tags. People with different tags could become each other's enemies, or allies respectively. So it's very much a matter of understanding which NPCs to influence first, to create chain reactions that works out in your favor. For instance, if you influence the local religious leader, it'll influence different people around them than if you influenced the town idiot, or the king. Putting a controversial notion into the head of the idiot is less likely to lead to conflict, as people take him with a grain of salt anyway, doing it to the king could lead to all sorts of conflict, which may also be a good thing, depending on the situation.
Another thing I find important is that the big miracles, like destroying a town, should always be available, but should create such a big and hard to predict change among the people, that a person looking for a specific change among their people would rarely choose to use it, so it stays a very significent event when used.
Another thing to consider is a potentially endless game. If neither the god or the devil destroys the people entirely, and even if the players manages to create a unified set of morals among the people, the antagonist should always be able to start a new change in morality somewhere. The player could, if they want to, innitiate an 'end times', at which point all the souls who have the right moral code are tallied, which is how crowded or deserted the player's heaven or hell end up being. A final score, should the player want it. But if they don't, they could just keep playing.
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Post by morsealworth on Dec 20, 2015 15:15:02 GMT
Way I see it, you could approach it as every human in the game world having a list of possible actions that they can tag as being either right or wrong. And things that happen to them, either through your interaction, your opponent's interaction, or other people interacting with them, can change those tags. People with different tags could become each other's enemies, or allies respectively. So it's very much a matter of understanding which NPCs to influence first, to create chain reactions that works out in your favor. For instance, if you influence the local religious leader, it'll influence different people around them than if you influenced the town idiot, or the king. Putting a controversial notion into the head of the idiot is less likely to lead to conflict, as people take him with a grain of salt anyway, doing it to the king could lead to all sorts of conflict, which may also be a good thing, depending on the situation. Another thing I find important is that the big miracles, like destroying a town, should always be available, but should create such a big and hard to predict change among the people, that a person looking for a specific change among their people would rarely choose to use it, so it stays a very significent event when used. Another thing to consider is a potentially endless game. If neither the god or the devil destroys the people entirely, and even if the players manages to create a unified set of morals among the people, the antagonist should always be able to start a new change in morality somewhere. 1. This is actually a very good idea. I mean, deciding a god's domain and people having affinity to either one. Look at Daedra Princes and Nine Divines in TES universe - all of them stand different emotions, different aspect of mortal races (because those races are made of those aspects, which makes Daedra princes so significant). And each damn time the protagonist becomes a champion of all of those Princes - because all of those aspects: Mehrunes Dagon's ambition, Clavicus Vile's practical problem-solving mindset, Meridia's hope, Azura's capriciousness, Mephala's playful meddling spirit, Hermaeus Mora's never-ending thirst for knowledge, Sanguine's indulgence, to name a few - all of them are aspects that make him the hero. So people can worship a whole pantheon if they need. Yet some of them do not go as well with each other, like Molag Bal's domination and Boethiah's treachery and Meridia's light of hope. So, in conclusion: this is an awesome idea that allows players to craft mythological lore if executed right. 2. Great note since devaluation of the superweapons is actually a thing, and a big one, at that. 3. As much as I'm opposed to the very idea of "devil" (seriously, how about some real religions, like Sumerian stuff?), I love the idea that a cult may always restart as those reflect nature of people in the first place, and as long as there are people, there is place for all kinds of gods. Ainu's concept of Yaoyorozu, if you prefer.
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Post by Deth on Dec 20, 2015 15:18:46 GMT
- What do you think makes a 'God' game distinct from any regular city building or 4X-style game? Building off the "competition should be for followers' hearts, not their lives." I think it could go both ways depending on the type of god you wanted to be. I would love to see the option to take over the world physical, I.E. go out with armies and control the land or philosophically, I.E. control the hearts of the people of the world. I would also like to see the ability to be a good or evil good and have viable methods to go the physical or philosophical route to world control.
- What are important mechanics you feel would be core to your understanding of a 'God' game? Very broad powers, that effect larger groups or wide areas of land. Not to say there can not be fine control powers but they should cost much more to use, require prerequisites to use or have a limit on how often they could be used or timers between uses.
- What are your thoughts on accessibility vs. depth? Easy to learn hard to master.
- Are there any previous iterations of God games you think did things well, or horribly, that one should take note of? Populous and Power Monger are good examples for me for the physical take over the world. I have only played Black and White a little, but it is good for how the path a god chooses effects his followers. I.E. As you do evil deeds your follows should be come more even and take on a more evil look. DO good and the followers take on a more good normal look. This would also be a good path for DLC or micro transaction appearance packs.
- How much control over NPC actors should a God have? Very little. One prophet or Avatar at most. I really enjoyed the Dungeon and Dragons Time of Troubles book series/transition. Where the gods and goddess where thrown to the planet and walked around in one of their avatars. Some took up residence in one of their larger temples and grew to giant size and fought other gods that attacked their city. Some hid there presence and took a more secret path to guiding there followers and working their plots. That could be a cool event/end game. Where all the god/goddess are cast to earth and now have to pursue their goals in a more limited fashion.
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Post by Spiderweb on Dec 20, 2015 20:39:42 GMT
Individual followers should convert slowly under influence of benefitting from or witnessing your good/bad miricles, the more you convert the more miricles you can perform. Don't work off areas of influence, make the followers free ranging, maybe they fight opposition followers when they come across them.
I liked influencing followers growth, maybe giving them what they need in resources makes them move in particular directions. Create a lake or clear areas to farm, conjure herds of animals and people expand towards them. Eating these animals make them appreciate you as their God, using trees you've grown makes them believe in you, raining on crops, they then consume converts them.
I don't know how good your AI writer will be but small pvp games have a massive market like clash of clan and Star Wars commander (both mobile I know) but could save cost of trying to produce AI, over some network connectivity design. Don't go for massive numbers of pvp, get 1 on 1, friend vs friend system right first, after all we all love getting one over your mate in a game, make sure there is clear boasting rights from this.
Offer a sandbox mode off the bat, people love to play without limitation and experiment.
Is this a one off cost PC game or looking at mobile design? Stick to one platform, if it works, then consider porting after/if it's successful.
Time progression, don't promise it, but leave it as possibility, you could release dlc new eras.
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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 Dec 20, 2015 20:57:55 GMT
Does a god game need to have followers?
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Post by Spiderweb on Dec 20, 2015 21:15:34 GMT
Thinking some more, what I would really like would be to start with a blank level void/canvas, and to form the world as you go, cast miricles to create a lake/crater or volcano/mountain. Create trees, rivers, rocks and life. Give your worshippers what they need and what them expand.
Generate different and beautiful worlds as I go.
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Post by echocdelta on Dec 20, 2015 23:13:09 GMT
Quick note, I've started copying out each reply from people and dissecting them into game concepts and game ideas. I'll be posting quoted replies on each idea soon! (this post is to say that gears are turning)
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Post by echocdelta on Dec 21, 2015 0:54:48 GMT
Remember the Workshop from B&W? While I would hate for all buildings to have to be built that way (seriously, people who don't do anything without a divine revelation?), I loved the fact that those were part of the world AND the part of the interface at same time. And, to tell you some of my old Godus recommendations (I did really believe that it was going to be a God game once), I'll say this: 1. Narrative should never include direct communication with the God as if seeing them in person. It should rather be prayers and legends about God does/can do. In fact, it's a great idea for the tutorial: a myth being narrated to children by old shaman. 2. God should be heavily dependent on his followers. God shouldn't be able to do anything that has nothing to do with his followers and should be worshipped to gather his power of faith. 3. Now the belief as a resource would be best seen as a tri-pool system (note that the word "pool" here refers to the state of energy and size of the pools is dynamic): 3.1. Potential Energy pool. This pool is a pool of energy that is not used and is available for both momentary miracles (think Fireball from B&W) and sustained miracles (think Forest from B&W). 3.2. Active Energy Pool. This Pool is used to power sustained Miracles. And while it draws power from The Potential Energy Pool, it takes all of the required energy and reserves it. And the active Energy slowly decreases until 0. When a Miracle's active Energy turns zero, it ends. Premature end of Miracle cancelled manually returns most of the energy left in Miracle's pool (if not all - a question of game balance) to Potential Energy pool. Note: You may set a togglable flag that would let Active pool draw sustainment energy from Potential Pool. This would be best if it allowed that for each Miracle separately for miracles like Shield or Rain. 3.3. Energy Recovery pool. This pool is amount of Energy you don't have, spent and not recovered yet. What makes me put it into another pool? Well, I believe that believe must have its maximum value dependent on the number of active worshippers (as in, the ones who actually believe in you and worship you and not just live in your city). Also I think that the faith recovery must somewhat increase with either amount of power in this pool (encouraging more active player) or in Potential Energy pool (encouraging limited involvement). Also any Energy from new citizen starts from this pool. Again, the speed of Energy recovery should depend on amount of active followers. 4. AI is key. No, AI is THE key. God Game is Artificial life simulation and as such has to be based around followers and their AI. God powers are clicks and whistles compared to the fact that you should have followers that have their own civilisation and can forget about you (or even worse, create a new cult with mythos stolen from your cult) if you don't show them your power and grace. That's why belief should be a support resource, while their lives should still be central. 5. Another idea is drawn from Shinto, Japanese faith. A God must have a goshintai, a "body" - object of worship. It can be literally anything - from a feather to a drawing. Examples I personally favor would be a meteorite ("A star that has fallen from the skies"), a Tree that has survived a lightning strike ("the protector from lightning", like Slavic Perun was worshipped through a tree stump once), or even an animal ("The desert beast of divine beauty", Bastet). 6. Stuff that stems from previous one - ability to infuse different objects with your divine power (counts as sustained Miracle, always draws power from Potential pool unless destroyed manually) that will perform some miracles on their own, like Creature from B&W. May even have separate number of powers you cannot cast yourself. Sustains belief in you by populace that sees this huge wonder. Potential names: Tsukumogami, Shikigami, Golem, Shinshi, Messengers... 7. Ascendants. Ability to turn a number of your followers into demigod ascendants that do not grow old, do not get diseases, cannot breed, do not sleep but require your divine grace for all that to work. Ascendants do not provide belief until turned back into a normal follower. Ascendants also make people believe in you more, work as foremen, oversee construction of buildings dedicated to you, etc. Ascendants also can perform rituals - miracles that require followers to participate in them AND powered by divine power. Ascendants may charge those decreasing the ultimate cost spent. So they are essentially are priest caste of humanity, but this time actually supplied with real divine power. And as such, they guide their less blessed (but no less important) brethren in their endeavors. Also work as scholars. Hi morsealworth! Thanks for the amazingly detailed feedback and after distilling this I've managed to broad stroke a number of concept categories as well as technical categories, identifying points that might share commonalities. The strikingly great ideas that actually imply less complicated systems are 5, 6, 7 - these ones immediately stand out as being more traditional than you think. 5 - Player Avatar is grounded in an idol, or a dynamic/static asset that represents the physical manifestation of the 'God'. This can immediately allow for fail conditions on any Player Avatar, as well as acting as a diegetic player HUB that can indicate visual markers for progress, notifications, resources etc. A white maple tree in the center of NPC pawn settlement, slowly withers as your boundaries are exhausted by encroaching enemies.
6 - Create physical objects that can cast miracles automatically, or build certain objects than can access miracles that the player cannot. I personally think that this is immediately attractive as it distributes interactivity across multiple methods, including buildable assets that have worth/consequence to the player. This is definitely an idea worth exploring as it's scalable, can be modular and can allow for players to incrementally progress towards certain constructions that would allow them access to miracles that could be 'epic' but without easy access/saturation. The player completes the Temple of Air, a massive spire that looms over the landscape, almost taller than the avatar itself. A single symbol prompts the player to cast a massive typhoon. They do it and everyone screams 'OP'. 7 - Player can directly convert scaled set of followers, proportional to all NPC followers, into their hosts or demi-god priests/heroes. Interesting mechanic, perhaps opening up direct control potential. This can simplify a number of concerns in regards to automatic of NPC pawns and player interaction - the priests or heroes themselves can serve to be the instruments. Remember, this can actually detract from point 1, and will serve to contradict some systems, whilst allowing others to be better executed. The player empowers a single NPC pawn to become a directly controlled follower, who can move groups of NPCs towards certain goals - or can cast micro-miracles, such as healing or rain, that would otherwise be below that of the interest of the Player Avatar.
The following systems I believe are actually points of commonality we can all agree on to be things to aspire towards: 1- The AI NPC actors do not directly respond to or refer to the player avatar as a concise entity, instead deferring to myths, stories or secondary accounts of player actions in the gameworld. The initial part of this is simple, but the emergent systems that it entails become dependent on theoritical AI driven systems that are essentially multiple iterations of complicated stuff working to create the illusion of artificial intelligence. Many games approximate this, including the first attempt by Godus to create commandments based on simply tracking values, such as how many times something has happened, and mapping that into a system that simply presents it in a believable way. But it was never advanced further than the skin deep stat tracking and didn't really have observable influences in the gameplay. This would require us to think about the technical design specifications - this is definitely something that would be ideal, but would require concise design work to inform technical engineering. 2 - Player avatar can act within a boundary defined by a resource system, which in turn is defined by NPC 'worship' of the player. This is actually a fairly easy system to scale once implemented, as it tracks values that are generated by flagged NPC followers on a tick (or something to that effect). The boundaries could be a giant spline or decal or really anything, technical research pending, but easy to execute. Boundaries for Player Avatar would be easy to implement in terms of movement/navigation systems, because we can lock the player headset camera to the edge of a boundary. User Experience testing would inform this, but it's do-able. 3 - Robust AI automation that plays it's own game, or has emergent behaviors, which can disregard player avatar. This is the single most intimidating and complicated system, but a co-worker of mine is a very skilled AI programmer who could shed light on how this system would scale. Design-wise, it's a nightmare, because surprisingly many God games totally tank this part on purpose. The easy way to forgo this is to reduce the significance of NPC Followers into being 'masses' of entities that are essentially below your notice, but the macro implications on gameplay would be hard to define. How do you communicate this? How can this be scaled for 10 settlements? 100 settlements? 10 villagers? But I'm sure that there is an AI War method here, or something to lift from Distant Worlds, that would shed some plausibility to this track of thought. If we treat emergent behavior and other stuff as extended scope, but keep the AI automation, we could look at systems where AI tries to accomplish set goals, like collecting wood or food, based on rudimentary pathfinding/stat tracking etc. The challenge would be limited to just getting the AI to play a village sim game, whilst you go be a total dick to them with smashing homes and wiping out forests. 3, 4, 5 - From a design stand point these systems can be merged into a single system, I only say this because it can have User Experience issues with communicating the functionality of 3 separate systems tracking a similar resource. For example, if we replace the 'Worship' with 'Gold', would the exchange of 'Gold' for player actions make as much sense in terms of engaging gameplay if it had 3 tracking systems instead of a single add/subtract operation on a maximum/total pool for resources.
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Post by Qetesh on Dec 21, 2015 1:03:51 GMT
I think being a God, in a God game with no followers it would be somewhat boring unless you just really love the building and terraforming aspect of it. Which is my second least favorite part. My very least is battle, so my suggestion is make battle optional and even consider some different tiers for how involved your terrain shaping is. I prefer to shape my followers lives instead of their mountains and rivers.
To each his own, but isn't that what is great about being a God to begin with?
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Post by echocdelta on Dec 21, 2015 1:11:31 GMT
Before I would be able to give more in depth input I would have to address the issue that I know absolutely nothing about VR. What kind of controls does one have at their disposal? You wear a headset that is only used for viewing and hearing I gather. Moving the head would move the viewpoint. As such it is more important for receiving feedback from the game than it is to control the game. Please correct me if I'm wrong. Does a headset have any other functions or any other ways to provide feedback to a player aside from audiovisual? As I understand it a player wears two gloves. What kind of movements do these gloves register? Can they register each individual finger's movements? Are there buttons on the gloves? If so, how many? Are any of the gloves' functions preset to adhere to certain specifications that are mandatory for VR implementation or are they completely freely adjustable? Are there any other aspects of VR or controls that I should be aware of? I will start discussing what god game (or is it godgame?) means to me at a very high level. Regarding "god" I think the most important aspect would be that a god can do things that a regular person cannot. You might say supernatural things. Things that a physical entity cannot do. That doesn't mean a god cannot do things that a physical entity can do. As for "game", I think what most games have in common is that there is a goal that a player can strive for. The goal can be anything. There can be multiple goals. For some people it is achieving the goal that they are striving for that gives them pleasure. For some people the journey towards the goal is more important. Some people like the interaction with other players, some people like to play by themselves. Players of a game are often in competition, either with other people or with themselves. Combining god and game. I think a player should experience a lot of freedom in choosing their own goals and choosing their own paths to achieve those goals and they should be able to change their mind along the way. In short... Godgame ------- - Player can do things that are normally not possible for human beings. - Player can set their own goals. - Player can choose their own path. - Player can have fun. Keywords: Freedom, Power, Competition, Fun. Question for echocdelta , do you think your game should become a single player game or a multi player game? Hi Lord Ba'al, Firstly let's address the VR scope, because that will inform the rest of the discussion for everyone. VR is an emerging field with no consumer facing (except GearVR) headsets on the market until Q1. We currently use the HTC Vive, which has a headset capable of rendering high resolution images, tracking the headset in physical space to map into digital spaces as well as two motion-controllers that are tracked by two stations diagonally opposite each other. The controllers track 1:1 your hand positions and have a trigger, side buttons and a thumb-track pad. Currently our trigger is mapped to 'grab' and 'let go' on the hand, the thumb-pad to 'point' so you can draw symbols in the sky. With something like Leap, or a glove, we can map positions to the skeletal rig of the hand itself, which is only a production task and technical testing. We've had a ton of experience working with the Kinect 2, including gesture recognition, so it's actually possible to use a kinect and not the motion controllers, but I can foresee issues with that. I think you hit a good chord when it comes to gameplay design, feedback loops and essentially trying to construct an engaging game that emulates the concept of being a 'God', Abrahamic style. I think that there is a merit in exploring the concept of 'sandbox' and what that means to the player's expectation of gameplay loops, rewards, obstacles and success states. In a God game, for example, what are the goals that a 'God' would have? Keywords: Freedom, Power, Competition, Fun. - thank you for this, I can use these for grinding concepts through a process where I draw on vision statements like these. I could condense it to 3, but I'd need to look at this a bit more. To answer your question, it would be informed by technical/hardware systems. I can, for example, tell you that we can track multiple Vives in a single physical space, so two God's could in theory exist in the same gameplay map. I could also tell you that we're looking at netcode, but a part of me knows that any consideration like that will immediately tap into potential for depth in singleplayer. From a designer lens, I think that multiplayer is a great thing to scale up to, with existing systems, but should not influence the base game depth. The Godus MMO component was probably based on the idea that their core lightweight footprint would scale up to an MMO. It's an interesting chicken & egg question, actually.
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Post by echocdelta on Dec 21, 2015 1:17:25 GMT
Did you play Black & White, Black & White 2 or Dungeon Keeper? I predict that a lot of ideas will come from these games and it would be good to know if we're all on the same page The mentioned games did a lot of things right. Definitely have, I'm trying to keep my own subjectivity out of it - of course I have in my head the idea of 'the God game' but I'll probably be the last person able to play a game I work on. BW and Dungeon Keeper actually do things right, and are iterations on concepts that PM had previously chased after with great skill. Bullfrog had originally started introducing the elements of games where your 'pawns' did not follow your direct and explicit orders, nor did you have 'total' control over them. I think there is merit in exploring this concept as it seemed like PM had that vision to tie the idea of being a 'God' with the battle against free will, as the primary mechanism for gameplay. You're trying to always get people to do things, trying to battle their wants/needs etc. Many of his games explore this concept, arguably maybe even Fable looked at the illusion of character in NPC Pawns. The Creature, in BW, is probably the pinnacle of this, before for whatever reason many of those concepts were watered down.
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Deleted
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Post by Deleted on Dec 21, 2015 1:33:12 GMT
This idea might be far outside the initial scope of the game... but how cool would it be if one of your god powers could be reaching down and "smooshing" two things together (2 animals, 1 animal + 1 plant, I animal + 1 mineral, etc etc) thereby directly facilitating procedurally generated evolution of species in your world, for better or worse. The possibilities are as intriguing as they are terrifying... especially for your coders...
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Lord Ba'al
Supreme Deity
Posts: 6,260
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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 Dec 21, 2015 1:53:14 GMT
This idea might be far outside the initial scope of the game... but how cool would it be if one of your god powers could be reaching down and "smooshing" two things together (2 animals, 1 animal + 1 plant, I animal + 1 mineral, etc etc) thereby directly facilitating procedurally generated evolution of species in your world, for better or worse. The possibilities are as intriguing as they are terrifying... especially for your coders... That is a pretty awesome idea. Wolf + tree = carnivorous mega plant
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Post by Qetesh on Dec 21, 2015 2:18:36 GMT
This idea might be far outside the initial scope of the game... but how cool would it be if one of your god powers could be reaching down and "smooshing" two things together (2 animals, 1 animal + 1 plant, I animal + 1 mineral, etc etc) thereby directly facilitating procedurally generated evolution of species in your world, for better or worse. The possibilities are as intriguing as they are terrifying... especially for your coders... I love this idea too, or even just a God power of shrinking or enlarging existing species. Nothing like tiny elephants and giant puppies to keep the world interesting.
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Post by Deleted on Dec 21, 2015 2:31:10 GMT
It could be used as a mode for essentially "programming" your world to suit your whims. Want rampant, irresponsible bio-diversity? Sure. Want war-bread Pine Scented Obsidian Battle Kitties to carry our your Avatar's bidding? *smoosh. Need a more robust breed of bovine for your northern tribes? Smoosh away.
Of course, if implemented as more of a side-venue... it would allow people to play the game their way without feeling like they were forced to farm out 1 million smooshes to breed a Tritanium AI Llama Supreme Overlord 4x style.
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