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Post by wonkonpac on May 21, 2014 20:20:16 GMT
Razmatazz on Steam posted an interesting find. I don't want to start a fire before the roadmap is produced, so I am bringing my inquiry here in the hope of spurring interesting discussion. Monkeythumbz & Matthew Allen, I would be particularly interested in what you have to say (but not to the detriment of the roadmap!!!) PM & Jack are speaking at a development conference in July. Their topic: Bringing Substance and Deeper Experiences to Casual Gamers (or The Casual/Core Gamer Revolution)
The description:It sounds to me like they are describing Godus as oriented squarely on the casual market and that it is simply a "city management game." Albeit one that they intend to have more expressive and wonderful interaction, with deeper mechanics... But that it is a casual city management game. FarmVille, new urbanization. 1. did they/22 cans write this (I have never been to a conference where the speaker did not write the subject blurb) 2. is the focus on the casual game component of Godus because they need to specialize the speech, or because casual game is what they care about? 3. What's with the mention of kickstarter funding & steam early access? Are they suggesting to other developers that this is an appropriate route for a casual game to go down? More importantly, are they suggesting that their funding/early access was open and transparent about the casual nature of their game? Casual is not mentioned ~anywhere~ in the Steam store page. A bunch of deep, single player games (B&W, populous, dungeon keeper) used to be mentioned. What are your thoughts?
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Post by julians on May 21, 2014 20:48:52 GMT
That if that's not fake it would set the steam forum on fire. But it reads a lot like some dissilusioned backer stab at pm filthy treatment of ks backers.
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splitterwind
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Post by splitterwind on May 21, 2014 20:50:26 GMT
Casual is not mentioned ~anywhere~ in the Steam store page. A bunch of deep, single player games (B&W, populous, dungeon keeper) used to be mentioned. What are your thoughts? You can't bait a casual with nostalgia by mentioning old games (they wouldn't be casuals if they played them) and casuals are unlikely to support a kickstarter campaign. The texts on kickstarter were deceiving advertisement aimed at core gamers. The game is not. Only the casualest of the casuals will invest bigger amounts of money into a game that is mantained with relatively low effort. It's steady income. They never intended to create a game for pc gamers, they just needed someone to finance their cashcow. You can't go to people and say stop making millions of dollars and be good. That's what capitalism is all about.
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Post by rubgish on May 21, 2014 21:07:18 GMT
Were B&W, populous, dungeon keeper etc really that 'deep' though? B&W, you could barely do anything except pick up & drop things, use spells (very slowly at first), and control the creature. Populous was a pretty basic strategy game, but well executed with interesting land and some innovative spells. Dungeon Keeper had a very limited number of things you could build, but was satisfying to play and well balanced.
Basically I don't think a game needs to be 'deep' to be good, nor do I think there are really that many games that are deep, or at least need to be played 'deeply' to be good. There are also plenty of games that you can get a huge amount out of playing casually in a non-deep way, but that can still be deep if you want them to.
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Post by wonkonpac on May 21, 2014 21:33:34 GMT
julians It does read like many of our worst fears, no? But the positive way of putting it is maybe this is how they are positioning Godus for casual players. Godus for core players is a totally different speech. To Danjal's point on the Steam thread, though -- not sure if such a balancing act is possible or if it would be remotely fun. rubgish - I think that they were all deep for their time. Populous was the first game where you use indirect action (raising/lowering land, etc) to have the simulation change the behavior of your followers. B&W gave you the opportunity to be either evil or good, and the two paths had different means of success Dungeon Keeper threw the 'dungeon' tropes on their head and allowed the player to be evil. The mechanics weren't particularly unique, but it was the first time I can recall being able to play the other side. And it was done in a humorous, sympathetic fashion. Sure, today we expect more from our games. But, remember, populous was produced in 1989. when people were still pretty keen on minesweeper's engrossing play.
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Post by rubgish on May 21, 2014 21:54:18 GMT
I think a common theme is that each of the games had something new going on. The question is what has Godus got that is new and makes it stand out from other existing games?
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Post by Qetesh on May 21, 2014 22:57:00 GMT
I just don't find the game FUN at all. Am I crazy for that?
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razz
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Post by razz on May 21, 2014 23:07:32 GMT
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Post by wonkonpac on May 22, 2014 0:25:56 GMT
I failed in my attempt to not incite the Steam board. My self-restraint was insufficient. razz, it was that post that pushed past my 'I can hold off on a response until I see the roadmap' threshold. /sigh Qetesh I have found Godus to be decreasingly entertaining since the initial Steam build. The "added features" all seem unfun to me. But I do get a lot of chuckles out of trying to communicate with 22Cans (and I still hold out hope that I might positively influence development. But it is the same sort of hope I have for when the expected jackpot of a lottery exceeds the opportunity cost of a ticket. Sure, I get one, and I dream a little, but I know full well that nothing will change tomorrow.) No, I do not mean that I enjoy torturing Monkeythumbz or Matthew Allen, I truly think that these guys are doing the best they can with what they have... but it is like being press secretary for Marion Barry (former DC mayor who did time for a cocaine scandal, was reelected to city council, and is known for making mistakes that make PM seem positively self-controlled and transparent), a seemingly impossible job. Alas poor Sisyphus, I knew him well, Horatio.
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Post by banned on May 22, 2014 1:22:24 GMT
I just don't find the game FUN at all. Am I crazy for that? as I mentioned many times on the backer's forum, clicking to have clicked is not game play. the official response was, "I believe dungeon keeper had a lot of clicking." and this is the core problem to date, either there is a severe problem with comprehension at 22cans or they choose to take the exact wrong message from any statement. example; once they finally accepted that the clicking was excessive, how it took hundreds of people for a year telling them, "clicking to collect belief is a terrible mechanic!", to finally get through to 22cans, I don't understand, their solution was to implement click and drag.
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Lord Ba'al
Supreme Deity
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Steam: stonelesscutter
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Post by Lord Ba'al on May 22, 2014 6:28:04 GMT
Sure, today we expect more from our games. But, remember, populous was produced in 1989. when people were still pretty keen on minesweeper's engrossing play. Did minesweeper even exist back then? At that time I was hardcore into my Commodore Amiga 500 and I think my parents' PC was still an XT. Did it even have Windows? I don't remember.
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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 May 22, 2014 6:29:12 GMT
I think a common theme is that each of the games had something new going on. The question is what has Godus got that is new and makes it stand out from other existing games? Aggravation.
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Post by wonkonpac on May 22, 2014 6:51:33 GMT
Microsoft Minesweeper was released as part of the Microsoft Entertainment Pack in 1990 and became standard on windows with 3.1 in '92. Mined-out was an early version of the game-type, released for the Sinclair Spectrum in '83. In '89, a PC didn't necessarily have windows. By the release of 3.1 in '92, I believe that Windows was fairly common on new PCs (but this is idle speculation on my part). Lord Ba'al, Lots of games have aggravation. Going back even further, one of the selling points for the Hitchhiker's Guide to the Galaxy was probably aggravation. I don't think I ever got off the Heart of Gold, because I could never figure out the magic words that the developer wanted me to use. But it was sure fun. 22Cans brings aggravation to the table, where it seems as though the right hand isn't talking to the left hand, so we have different stories being told to other developers than are being told to the community of people who purchased the title -- stories that would clearly have influenced our purchase decisions. Godus itself, though? It doesn't really do anything. Kind of boring. Which is okay in an alpha game. If there are plans for features that might be entertaining. But did they tell the NZ iOS players that this was an alpha game? Apple takes its walled garden far more seriously than Steam, and deceit there... well... That can get litigious or at least financially crippling rather fast.
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Post by Crumpy Six on May 22, 2014 6:53:34 GMT
22Cans are running in circles and falling over themselves with all their mixed messages and backtracking. I don't think anyone, including PM himself, knows how the PC vs. mobile issue is going to resolve itself. Initially the vision was for a single Godus game, shared between platforms. You can access it from your PC, your Mac, your tablet, your smart phone. I believe this is technically possible - other games have done it. But... It quickly became obvious that PC gamers completely rejected the F2P P2W mechanics of Godus. The backlash when players saw the in-game shop was harsh. 22Cans quickly hid it and said it would not be in the PC game - well how is that supposed to work, given it's meant to be the same game? Furthermore... It's difficult to justify charging PC gamers £15 for Godus then putting the very same game on the app store for free, whilst all the time insisting that you don't need to spend money to enjoy Godus if you don't want to. So... 22Cans now pretend that the intention all along was for them to be separate games (rather than this being another case of short-sightedness on their part). The Early Access customers get aggravated because it's now clear that their money has been used to develop a mobile game (they may be different builds but what we're all playing right now is the mobile version, obviously). THEN... In one of their most astonishingly insulting and blinkered claims to date, 22Cans try to pretend the mobile version was entirely funded by DeNA! A kind and charitable publisher who, if 22Cans are to be believed, gave their independent studio over £1m to make a mobile game with no strings attached or contractual obligations whatsoever other than an extremely restrictive NDA. Words fail me. I cannot see how this mess could possibly be untangled at this stage. 22Cans do not have the resources to develop a fully functional PC/Linux game in parallel with developing the gravytrain mobile version. It's not impossible but I don't believe that the will is there- the mobile version is what they're all about, making the PC version would involve undoing all their hard word and starting again. The only remotely feasible option, in my mind, is to wind up the PC version and deal with the consequences.
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splitterwind
Master
Posts: 149
I don't like: Ignoring a unpleasant question or answering with something that is only loosely related or way to vague to actually answer something. Mods that Cherry-pick in discussions. Banning people for minor offenses.
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Post by splitterwind on May 22, 2014 10:52:39 GMT
Were B&W, populous, dungeon keeper etc really that 'deep' though? B&W, you could barely do anything except pick up & drop things, use spells (very slowly at first), and control the creature. Populous was a pretty basic strategy game, but well executed with interesting land and some innovative spells. Dungeon Keeper had a very limited number of things you could build, but was satisfying to play and well balanced. Basically I don't think a game needs to be 'deep' to be good, nor do I think there are really that many games that are deep, or at least need to be played 'deeply' to be good. There are also plenty of games that you can get a huge amount out of playing casually in a non-deep way, but that can still be deep if you want them to. Yes and no. I'd say that if you take the overall picture they were pretty complex even though the single parts of them were really simple. Except maybe for Populous but don't forget the limitations of that time, its the oldest of these games after all. In black and white you could solve quests in multiple ways. Almost always there were at least a good and evil solution but often times there was also a neutral solution, sometimes there were more then 3 ways to solve a quest and each way lead to follow up quests and different rewards. That gave the game quite a lot of replay value. The creature you had was also a quite complex artificial intelligence that you could teach complex orders if you were willing to invest the time (you didn't had to bother with your creature, but you could. If you search the internet there are multiple analysis of the brain of the creature which is fairly complex). Dungeon Keeper I was also quite unique and complex. Yes, the number of rooms were limited but it wasn't like other strategy games in which you build a barrack and recruited soldiers, you had to fulfill specific conditions. For example rooms had to be in a specific size or order to lure specific creatures into your dungeon. Every room also had a function beside attracting creatures (training, creating traps, research, torture to convert heroes, store) as opposed to a barracks in age of empires for example. Creatures also acted relatively autonomous, for example they went to training on their own (instead of just investing money to level up your creatures). Thats actually more complex than most strategy games are today are. Yes, parts of these games were relatively simple. For example to fight you usually just dropped all your creatures next to the heroes in DK and the city building part of black and white 1 was quite simple. But they gave you freedom and room to experiment, multiple ways to approach the game and there was a lot to explore (for example finding out how sacrifices work in dungeon keeper (some of them even had a negative effect) and all the ways you could solve quests in B&W). Different players would approach and play the games differently. Some would focus on the creature in black and white, others would ignore it. Some would build one big city which influence would reach the whole map, others would focus equally on all cities. You could kill everyone in a city and just taking over it by placing some of your own followers in it. It was even possible to create a undead city using a easter egg. The layout of a dungeon would differ greatly between different players while each one would have different focus and strategy. In Godus instead almost everyone end up with a flat world destroying anything that was once unique in that world. Godus has nothing like that and it doesn't give you any form of freedom to approach things differently.
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Deleted
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Post by Deleted on May 22, 2014 10:54:31 GMT
quickly became obvious that PC gamers completely rejected the F2P P2W mechanics of Godus. The backlash when players saw the in-game shop was harsh.
Mostly because some 22cans representatives in a delightful and delicious video update in April showed people a nice "GODUS is not F.T.P" postit. Some suspicious backers suspected even then that it's a trick and they will later tell everybody that they meant "GODUS is not File Transfer Protocol".
EDIT: I hate this quoting system. I am only a casual forum writer - need a more casual forum software. Can someone explain me where this avatar in the quote comes from? It's not the one of crumpysixit or anyone else in this thread.
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Post by engarde on May 22, 2014 11:12:04 GMT
Isn't that the default avatar?
So are we suggesting the new hubworld will be called 'Ambiguity'?
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Deleted
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Post by Deleted on May 22, 2014 11:20:13 GMT
No, the custom Avatar is an egghead. Strange things going on here.
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Tau
Wannabe
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Post by Tau on May 22, 2014 11:25:47 GMT
No, the custom Avatar is an egghead. I think it's the avatar of Tau but he never posted in this thread. Strange things going on here. I'm pretty sure, that the Pony is not my Avatar. My Avatar is the lovely Etna from Disgaea! Edit: Maybe a strangely cached thumbnail?
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Deleted
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Post by Deleted on May 22, 2014 12:31:09 GMT
For me it looks the same. Could be I need some new glasses.
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