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 Jun 4, 2014 14:42:35 GMT
Firstly and foremostly, I kindly ask members to try to resist the urge to post messages in this thread that are not constructive in regards to the topic. I know that can be hard as most of us have a significant beef with the design of Godus, but I know that you can do it if you put your minds to it. And putting our minds to it is exactly the purpose of this thread. Now, down to business. Just a couple of quick things (sorry I've been absent form this forum lately): - Progression in Hubworld is in addition to progression in Homeworld - one does not preclude the other, neither is single-player progression entirely dependent on multiplayer.
- I didn't do a good enough job on highlighting the following two bullet points:
This was intentionally vague as at the moment we haven't defined our goal any more clearly than "make Godus a great PC game". We know we've work we need to do in that regard and we've allocated a block of time to address it. There's very little in-process knowledge to share right now. Your feedback has been passed on to the design team, so we're aware that the resources system (stickers) is the number one feature the community would like to see us address, followed by deeper, more meaningful strategic choices, removal of artificial progression blockers, better implementation of fail states to give more of a challenge, and automatic belief collection. I know a couple of our designers are pulling some loose ideas together on how to address these concerns in whatever time they have spare right now, so that we have some more fully-formed thoughts in place for when the team comes to lock down a plan of action for the PC version in around late Q3 / early Q4 of this year. As such, I'm afraid I don't have any nuggets of info on the specifics of how we plan to address the mechanical issues raised by the community. That said, we are going to be reviewing existing design decisions and that definitely covers areas such as balancing and taking on board feedback submitted by the community. While on the one hand the fact that the focus on improving PC game play is a thorn in many backers' eye it is on the other hand actually a blessing in disguise. Why is this? It's because this gives us, the backers and the design team of 22Cans, the time to take the opportunity to actually accomplish something together. Together we now have a chance to constructively work towards a solution to the problems 22Cans are facing in trying to design a cross platform gaming experience that works well for PC players. There is a vast amount of untapped brilliance among the backer community. Many people have put forth their ideas and hopes for project Godus from the very start. I think we can all agree that those ideas have mostly fallen on deaf ears, or that at the very least it seems that way. It would do 22Cans so much good if they'd finally join the backer table and actually involve us in the design of the game directly. My request for the 22Cans design team is this, that you provide us with the parameters that absolutely unequivocally would have to remain in the design as it is right now or that have to be put it the design in order to retain the cross platform compatibility between mobile and PC.Just give us that and we will try our best to come up with ideas for PC game play and solutions to design problems. By all means focus on mobile right now, get that stuff working. But in the meantime let us help you with the design. That is all we really want. We have the time. Don't just come up with ideas in a couple of months and implement them and ask us what we think. We want to be actively involved in the process. Engage us before you build something, not after.
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Post by Monkeythumbz on Jun 4, 2014 14:49:57 GMT
Engage us before you build something, not after. We have, that's why Matthew started those "Top 3 things you'd like to see incorporated, changed, or removed in Godus" threads here, on the Steam forum and the KS backers forum. As for essential parameters, that's a great idea and I promise (and you should know by now how I feel about promises) that I will get these over to you towards the back end of the summer. Right now, it'd be inappropriate for me to pass this over to design as their focus is elsewhere. Moreover, we'll also want to ascertain your feedback on Hubworld, Gifts from God and Commandments once you've had a chance to play with them. Furthermore, I know that it'd only take you 48 - 72 hours to generate such feedback, so there's no immediate time pressure... plus I expect most of it has already been provided in the "top three things" threads.
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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 Jun 4, 2014 15:13:10 GMT
Well could you pretty please at least let the design team know of this request? They don't have to be bothered with taking any action on it right now but it would at least give the idea the opportunity to sink into their minds for later use when the time is right. Plus I think it would be nice for them to know that the spirit of the community has not been entirely broken yet.
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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 Jun 4, 2014 15:14:57 GMT
Engage us before you build something, not after. We have, that's why Matthew started those "Top 3 things you'd like to see incorporated, changed, or removed in Godus" threads here, on the Steam forum and the KS backers forum. The important question is if this thread will be taken serious and be acted upon. Matthew stated multiple times that he forwarded popular threads with suggestions and feedback, but the devs never acted upon them and ignored them. Now 22cans pretends like they didn't know better and STILL need to collect our feedback. Just searching on google "godus pc review" should have given them more than enough ideas about what might be wrong with godus - beside the review page on steam or popular threads on the board... So, that 22cans officially started to collect ideas doesn't mean anything so far without any more specific response of 22cans.
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Post by engarde on Jun 4, 2014 15:22:50 GMT
To be fair devs generally have limited control over what they do in response to this kind of detail coming in. They might be able to squeeze into a backlog or something but if Peter and Jack et al are driving the bus, there may be a major air gap between Matthew/George feeding the info in and seeing anything as a result due to internal company dynamics, if nothing else.
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Post by Monkeythumbz on Jun 4, 2014 15:24:22 GMT
To be fair devs generally have limited control over what they do in response to this kind of detail coming in. They might be able to squeeze into a backlog or something but if Peter and Jack et al are driving the bus, there may be a major air gap between Matthew/George feeding the info in and seeing anything as a result due to internal company dynamics, if nothing else. Spot on, although we have now blocked out some time where our backlog for PC will get prioritised.
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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 Jun 4, 2014 15:33:11 GMT
By the way, I think it would take more than a couple of days to pull this off. You could see this a drawn out brainstorm session. Whereas normally those are supposed to be short, within the structure of a forum I think it should take at least one month.
Not all the backers are going to be present simultaneously. Some of them only check in about once a month. They have just as much a right to be able to participate in such an endeavor as people who check in on a daily basis. What if those people are exactly the people that are walking around with a brilliant idea?
People need time to collect their thoughts and post them and also to read other people's thoughts and then let those sink in. Perhaps a week later they will suddenly have a lightbulb appear over their head.
You have to consider that although you have received replies from people regarding the top 3 things they would like to see included in Godus, they have made those suggestions without being aware of what factors have to be taken into consideration. By that I mean in regards to the elements that have to be retained to keep Godus multi platform.
EDIT: The way you responded implies that your intention is actually to do exactly what you've been doing before which is to not actively discuss ideas with the backers but to gather some intel and then get to work. Which will result in the same situation of design decisions being made that might turn out to be horrible in the eyes of the backer community. The idea is for the design team to take in the information and then respond to us about how they think about our ideas. Then we have a chance to reiterate. Iteration is the key to how Godus is being developed isn't it? Well please iterate with us!
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Post by Monkeythumbz on Jun 4, 2014 16:37:29 GMT
EDIT: The way you responded implies that your intention is actually to do exactly what you've been doing before which is to not actively discuss ideas with the backers but to gather some intel and then get to work. Which will result in the same situation of design decisions being made that might turn out to be horrible in the eyes of the backer community. The idea is for the design team to take in the information and then respond to us about how they think about our ideas. Then we have a chance to reiterate. Iteration is the key to how Godus is being developed isn't it? Well please iterate with us! That is a good suggestion. I can't see any problem with us posting a blog saying, "these are the areas we're going to address based off your feedback and this is how we're proposing to do it - what do you think?" at the appropriate time.
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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 Jun 4, 2014 16:43:50 GMT
Looking forward to any developments on this matter.
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Post by Deth on Jun 4, 2014 17:09:39 GMT
EDIT: The way you responded implies that your intention is actually to do exactly what you've been doing before which is to not actively discuss ideas with the backers but to gather some intel and then get to work. Which will result in the same situation of design decisions being made that might turn out to be horrible in the eyes of the backer community. The idea is for the design team to take in the information and then respond to us about how they think about our ideas. Then we have a chance to reiterate. Iteration is the key to how Godus is being developed isn't it? Well please iterate with us! That is a good suggestion. I can't see any problem with us posting a blog saying, "these are the areas we're going to address based off your feedback and this is how we're proposing to do it - what do you think?" at the appropriate time. That is exactly what I would want to see. The Feed back cycle does not have to be to long or often. I would suggest a week for feedback on the "these are the areas we're going to address based off your feedback and this is how we're proposing to do it - what do you think?" post maybe 2 so you guys are not held up too long. I would also suggest 1 maybe 2 post on the same subject if the first post gets an over whelming "No thats not want we meant/wanted." Everyone is not going to agree on everything, but as you get a general consensus You can always point back to the post and say "See we asked and got mostly positive feed back on this issue and that is why we went with it.
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Post by banned on Jun 4, 2014 23:34:27 GMT
quote, "...Progression in Hubworld is in addition to progression in Homeworld - one does not preclude the other, neither is single-player progression entirely dependent on multiplayer. I didn't do a good enough job on highlighting the following two bullet points:
Refine PC User Interface – Take a second look at the GUI for PC and see where improvements can be made for mouse-and-keyboard driven gameplay. Improve PC user experience – Refine existing design decisions and uniquely improve the PC version of Godus to create deeper and strategic gameplay. ..."
I understand "resist the urge to post messages in this thread that are not constructive" but hope all shall also respect that it is hard to do given that these constructive posts are almost exact repeats of those made to 22cans a ("lengthy expletive laden diatribe to emphasize" omitted as per your request.) year and a third ago. Additionally, the 22cans mods are either scared to address me ( fear that it shall be a meaningless negative trolling) or were instructed to ignore me as a result of my exchange with Peter. I understand both options from a "corporate" POV. But I don't have that and my "code is Art" POV says, "either you can defend your decisions or they were made for the wrong reasons." and if it is a "lost cause don't want to waste my time" justification, scared is scared ya' pansies. The folks who become the virulent critics do not do so 'cause trollin' is fun.
1: preclude one or the other does not change that the duplicitous pay to win infects and corrupts it beyond any remaining merit. 2: NP, neither did I on stopping 22cans from making a horrible decision to walk straight into the jaws of pay to win pointlessness.
PC user interface: touch screens suck for anything requiring precision. accommodation of huge meat stick means precision of pointy thing mouse is lost. This is why touch screens have huge playschool icons.
PC user experience: I was going to say, "this is really easy. release the base code as open source so folks that actually get it can make the game. 22cans is a lost cause as they have their future bound to pay to win." But that is not constructive. So here goes. the game is bad because other than sculpting, literally every aspect was designed with pay to win store as only real concern. As a result it is a needlessly grindy slow slog to do anything and everything beyond sculpting is simply without real game play merit.
and the most constructive criticism I can give, if 22cans wants to be more than a blot on the Zynga clones that died list, go for less hubris more listen to folks that already gave you money.
Love and best wishes, ... bitches (hey! it is OK 'cause it rhymed!)
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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 Jun 4, 2014 23:48:41 GMT
As long as we don't get certain parameters from 22Cans there is nothing we can do to help really. I guess this thread should go on cool down until such a time as 22Cans is willing to provide us with the information we need. Otherwise this thread is at risk of degrading into another "it's all wrong" thread. I'm not going to lock it though.
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Matthew Allen
Former 22Cans staff
Full Time Rock Star
Posts: 295
Pledge level: Elemental
Steam: MrMatthewAllen
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Post by Matthew Allen on Jun 6, 2014 5:05:27 GMT
EDIT: The way you responded implies that your intention is actually to do exactly what you've been doing before which is to not actively discuss ideas with the backers but to gather some intel and then get to work. Which will result in the same situation of design decisions being made that might turn out to be horrible in the eyes of the backer community. The idea is for the design team to take in the information and then respond to us about how they think about our ideas. Then we have a chance to reiterate. Iteration is the key to how Godus is being developed isn't it? Well please iterate with us! That is a good suggestion. I can't see any problem with us posting a blog saying, "these are the areas we're going to address based off your feedback and this is how we're proposing to do it - what do you think?" at the appropriate time. I agree that this might be a good middle ground to keep you guys up to speed on all that stuff. One concern that's cropped up around the forums here and there is that there can sometimes be a little bit that gets lost in translation from culling forum feedback, organizing it into a report, sending it to the team, having them digest it, then organizing actionable results. Chiming in with you guys in the midst of these processes would be a good way to keep everyone updated. A feedback loop, if you will. But the good kind!
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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 Jun 6, 2014 5:11:06 GMT
Yeah. Now you're getting it.
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Post by Monkeythumbz on Jun 23, 2014 14:02:00 GMT
Hi all, managed to grab a spare moment of Jack's time to get you some responses on essential parameters for your feedback and also on cross-platform compatibility. Cross-platform compatibilityFirstly, Homeworld is likely to have bespoke rules and balancing that is differentiated between PC and mobile; Hubworld will remain consistent for both. Btw, I only say "likely" because we haven't commenced work on the PC oriented sprint yet, we're entirely focused on getting the mobile version ready for worldwide release (which includes the Settlements revamp). However, differentiation in some form is part of our current thinking. As we approach the PC focused sprint, we’ll be making changes both small and significant to the existing feature set, so that playing Godus truly feels like the great PC game it should be. As for Hubworld, we’ll be assessing how we can have rules that apply to both versions simultaneously while co-existing in harmony, despite the platform differences. Areas for useful community feedbackConsider balance improvements, for example:- The cost of actions/activities
- The time it takes for actions/activities to happen or for you to progress
Feedback on usability, for example:- Homeworld level design
- Discoverability of items
- Clarity of mechanics
- The flow from one Age to the next
Feedback for significant changes: Consider that rather than following your first instincts to invent new features from scratch, please think about the inherent flaws in existing systems and how they could be improved or adapted so that they feel more like an enjoyable and rewarding PC game. For example, with Stickers, rather than completely discard the existing resource gathering mechanic, how would you improve the existing rules and metaphors? These things would be helpful. I can then collate any suggestions and add them to the internal shared spreadsheet we use to track feedback, requests and suggestions from the community.
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Post by nerdyvonnerdling on Jun 23, 2014 17:00:33 GMT
The existing rules part I get, but metaphors? Que? Serious question, George - what is in the game, right now, that you would describe as an 'existing metaphor'?
I think at this point you guys have gotten an absurd amount of pretty good feedback on better ways to incorporate stickers, since it's pretty clear they aren't going away, unfortunately. I know I, personally, created a thread on Steam on the topic once, and I know there have been many others with very detailed analysis and suggestions.
What I'm saying is, I don't think I can stomach writing any more about those damn stickers.
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Post by Monkeythumbz on Jun 23, 2014 17:28:32 GMT
The existing rules part I get, but metaphors? Que? Serious question, George - what is in the game, right now, that you would describe as an 'existing metaphor'? I think at this point you guys have gotten an absurd amount of pretty good feedback on better ways to incorporate stickers, since it's pretty clear they aren't going away, unfortunately. I know I, personally, created a thread on Steam on the topic once, and I know there have been many others with very detailed analysis and suggestions. What I'm saying is, I don't think I can stomach writing any more about those damn stickers. A sticker is a metaphor for collection and accumulation of research/tech advancements. An alternative would be a seal (as suggested on the Steam forum here). Equally, a Breeder is a metaphor for a population multiplier and Belief is a metaphor for currency in exchange for powers and abilities. I'm not stating that you need to be constricted in your thinking, rather just providing some clear lines of thought to follow that would help us best.
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Post by nerdyvonnerdling on Jun 23, 2014 17:46:26 GMT
Not to be pedantic, but aren't those symbolic representations? Wouldn't it make more sense to refer to them as symbolism? Aren't metaphors literary devices?
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Post by nomaken on Jun 23, 2014 18:29:13 GMT
The stickers are not a metaphor for the perseverance of the human spirit or some shit. They couldn't even possibly BE that, since YOU(god) are moving the earth to fish it out. Humans aren't doing anything in this equation.
The stickers are just an artificial limitation to keep me from getting the cards i EARNED through the actual purported purpose and activity of the game - making my civilization bigger and more civilized.
Don't you see that needing them makes the MAIN POINT of the game(or at least the early ages) superfluous? All we do is move land so they can build more houses and expand our population. Go forth and multiply. But getting enough population doesn't give you new abilities, it just gives you the privilege of LOOKING at the ability. Like, "Hi, i'm a cool new god power, you'd like to have me, wouldn't you? Well you can't because there aren't enough treasure chests in the WORLD for you to unlock me. Sad day for you."
That entire mechanic was stupid in the first place. Here, i'll give you a better idea, that makes everybody happy, but it would require rewriting EXTENSIVE amounts of code, and replanning part of your monetization scheme:
Naturally occurring and god power given resource deposits in the landscape. You use belief to "turn the land" to the type of resource which you want, and certain resources are better in certain altitudes(so the most valuable resource would be on the highest mountain top, requiring the most belief to turn the land or form a city near and around the resource due to the cost of sculpting a mountain to put a city on).
Before a city is built near the resource, the villagers in homes near the resource mine it or work it, and occasionally a "sticker" or what have you would pop out above the resource. When you build a city near a resource, the "sticker" pops out more often, and the city takes on the appearance of a city dedicated to the collection of that resource(i'll leave it up to you to figure out the logistics of how proximity to multiple player formed resources changes the trappings of the city).
Resources occasionally run dry, which necessitates reinvigorating the resource with god powers. Need lots of belief to keep drawing nutrients out of the same ground or mining the bottomless mine.
You can monetize it by buying a single dose "reinvigorate resource" power that is some kind of a bargain on belief. So if it takes 200k belief to reinvigorate a resource, and 200k belief is something like 2 dollars in the store, then sell the reinvigorate for 1 dollar. It's not a shortcut which makes buying belief itself superfluous because belief powers lots of other things like god powers.
Okay, and here's the catch. The player cannot remove the resource without hitting it with a destructive god power. The resource can go dry and become useless, but it cannot be removed, or its land pulled out from it, except by something like a meteor strike, an apocalyptic god power. That way, in the future ages when different kinds of resources are required, you as god need to hit them with something apocalyptic so that you can wipe the slate clean to build new cities with new resources.
This system gives players greater control over the world they will shape, and adds to the prototypical god narrative and gives meaning to the seemingly senseless acts of destruction that have been wrought upon the world over time, adds to the impression that it is the progress of civlization ITSELF which furthers the endeavors of mankind, where god provides a helping hand by adjusting mankind's environment, it makes players feel more powerful and in control, and it removes the STUPID treasure chest from no where mechanic, and allows you guys to make a buck.
There ya go.
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Post by Monkeythumbz on Jun 23, 2014 18:37:34 GMT
Not to be pedantic, but aren't those symbolic representations? Wouldn't it make more sense to refer to them as symbolism? Aren't metaphors literary devices? In design terms, they're metaphors. It's used as a technical term within videogames development ( example #1, example #2). To the best of my knowledge, it's used in all software development, ever since the days of the "desktop metaphor" to describe your PC's, well, desktop.
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