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Post by Monkeythumbz on Jun 24, 2014 14:50:08 GMT
I think at the very least what's interesting in Godus's case is, a fair percentage of people who post about the game in a negative light (I'd include myself in this group) genuinely want to see the game improve. Yes, agreed. I really appreciate the tenor of most of the comments made here, the 22cans forum and Reddit. E.g. CrumpySix (just one example off the top of my head). expresses his frustrations but always provides reasoning. There's very little I can do with comments like this one, sadly, although I do tally and register the negative sentiment expressed.
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Post by Qetesh on Jun 24, 2014 17:57:00 GMT
Of the main criticisms of this game (tedious belief collection, lack of meaningful choices/consequences, voyages being out of place, damn near everything about stickers, etc.) which do you actually agree with? Which do you disagree with? And of those you disagree with, do you find it odd that so many independent, outside, let's say 'objective' sources have the same criticisms? Also, do you, personally, find it odd that you happen to be genuinely enjoying the Godus experience when I think it's fair to say the vast majority of players do not at all enjoy it? I like collecting Belief - you probably don't believe me, but most of my population is in Settlements so it's not a big chore collecting a few big bubbles every so often, plus I like the dragging mechanic and the tune you get when chaining collection. That said, I also like the idea of manual collection being something that's relegated to the early stages of the game as both you and your followers become more advanced. Lack of meaningful choices/consequences is something we will be implementing with both Commandments (which allows for more shades of grey than usual good/evil morality mechanics) and Happiness (which I know you all think is a F2P mechanic so I suppose all I can do is wait for your feedback once it's been implemented into the game and you've had a chance to play with it for yourselves). I flipping love Voyages - even other people at the studio think it's weird how much I love them. I think they're great, especially that tune! Really, really fun - one of the best mini-games I can recall (when compared to stuff like connecting pipes in BioShock or lock-picking in Assassin's Creed 3, for example). Stickers need work, I'm with you there. I think it's totally valid as a metaphor if you think of Godus as a game that you as a god are entertaining yourself with, like a real-time tabletop game or something, but the way they are delivered does feel too random. I had a few chests spawn too deep in the sea for me to reach, or beneath Settlements I'd already built. Archaeological followers is a good potential solution IMHO, so would be stickers that are generated contextually by your followers. I'm less concerned about them being called "stickers" - they're a just mechanic IMHO - but I understand and recognise the community's desire for the metaphor to be amplified or altered. Also, I don't think that the "vast majority" of players don't like the game, even in its current state. A significant number do for sure, but please don't mistake the number of people who post online for the entirety of the game's player-base. Firstly, people tend to be more motivated to speak up when they have a complaint than when they have a compliment. Secondly, while the reviews (both on Steam and professional) are totally legitimate as we're selling a product, the game is still a work-in-progress and we've every intention on making improvements, both large and small. Lastly, I do frequently receive positive comments on Facebook, Twitter, Reddit etc. and a few more via e-mail. That said, I'm not complacent and when i report community activity, I tend to focus on the negative rather than the positive so as to spur our motivation to address existing concerns. I like Godus because it's a largely stress-free, soothing experience. I don't feel any pressure when playing it and I can either play it for 15 mins and have an impact or for a couple of hours without getting bored. Looking forward to seeing more Ages though, I wanna see my Followers evolve and get them into space! Next question for me is, Do you like playing f2p mobile games? If so, and plenty do, this makes total sense you would like this game. It is something that the alpha backers were told was NOT what Godus was going to be when we asked about it the first time the word "gems" came up. F2p players generally do not back games, they play free ones and only pay when they need to to make the game enjoyable to speed through tedious chores and long timers. I had over 660 hours in Godus before I stopped.
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Post by Monkeythumbz on Jun 24, 2014 19:00:12 GMT
Next question for me is, Do you like playing f2p mobile games? If so, and plenty do, this makes total sense you would like this game. It is something that the alpha backers were told was NOT what Godus was going to be when we asked about it the first time the word "gems" came up. F2p players generally do not back games, they play free ones and only pay when they need to to make the game enjoyable to speed through tedious chores and long timers. I had over 660 hours in Godus before I stopped. I don't have much experience with F2P mobile games to be honest - I have Angry Birds in Space, Ridiculous Fishing and Dumb Ways To Die on my phone and that's pretty much it. The only other F2P games I've played are Nosgoth (which I worked on) and Warframe (for research).
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Post by Qetesh on Jun 24, 2014 19:38:18 GMT
Next question for me is, Do you like playing f2p mobile games? If so, and plenty do, this makes total sense you would like this game. It is something that the alpha backers were told was NOT what Godus was going to be when we asked about it the first time the word "gems" came up. F2p players generally do not back games, they play free ones and only pay when they need to to make the game enjoyable to speed through tedious chores and long timers. I had over 660 hours in Godus before I stopped. I don't have much experience with F2P mobile games to be honest - I have Angry Birds in Space, Ridiculous Fishing and Dumb Ways To Die on my phone and that's pretty much it. The only other F2P games I've played are Nosgoth (which I worked on) and Warframe (for research). Do you recognize the game mechanics in Godus that people are calling F2p?
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Post by Monkeythumbz on Jun 24, 2014 19:46:41 GMT
I don't have much experience with F2P mobile games to be honest - I have Angry Birds in Space, Ridiculous Fishing and Dumb Ways To Die on my phone and that's pretty much it. The only other F2P games I've played are Nosgoth (which I worked on) and Warframe (for research). Do you recognize the game mechanics in Godus that people are calling F2p? Yes and no. Are timers and in-game currency spends (i.e. amount of belief needed for sculpting etc.) balanced for the PC as well as they could be? Not in my opinion and balancing is something Jack and I have already discussed for the PC version. Are timers inherently F2P and need for in-game currency? No, because they exist in action-RTS games like C&C and StarCraft. Do I think it's P2W? No, because nothing is behind a pay wall - everything can be earned/unlocked by playing the game.
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Post by Qetesh on Jun 24, 2014 20:33:09 GMT
Do you recognize the game mechanics in Godus that people are calling F2p? Yes and no. Are timers and in-game currency spends (i.e. amount of belief needed for sculpting etc.) balanced for the PC as well as they could be? Not in my opinion and balancing is something Jack and I have already discussed for the PC version. Are timers inherently F2P and need for in-game currency? No, because they exist in action-RTS games like C&C and StarCraft. Do I think it's P2W? No, because nothing is behind a pay wall - everything can be earned/unlocked by playing the game. For me, I disagree. Any game that has chores in them that can be bought out of, is F2p to me.
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splitterwind
Master
Posts: 149
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Post by splitterwind on Jun 25, 2014 3:09:00 GMT
Are timers inherently F2P and need for in-game currency? No, because they exist in action-RTS games like C&C and StarCraft. Starcraft 2 has build times of 20 seconds up to 2 minutes. Godus is not a RTS but a god sim (= simulation / building game) which is a huge difference. In RTS time management is an important factor - do you focus on the current battle, do you order the production of workers because you can only chain up to 5, do you focus on your expansion first... The timers in Starcraft 2 are not designed as a barrier, they are an important aspect of the gamedesign. The timers in Godus are nothing else than a barrier. Sim City doesn't have such timers and gives you full control over time, because its not an RTS but a simulation and it knows that! I kind of doubt that the timers in Godus will be reduced to 20 seconds. I like collecting Belief - you probably don't believe me, but most of my population is in Settlements so it's not a big chore collecting a few big bubbles every so often, plus I like the dragging mechanic and the tune you get when chaining collection. That said, I also like the idea of manual collection being something that's relegated to the early stages of the game as both you and your followers become more advanced. What do you like about it? There is no thinking, no strategy, no variation. Does collecting belief feel meaningful to you, enriching your experience? Do you feel godlike when you click tiny pink bubbles? I am! 46 hours in so far on the regular v2.0.5 build and am genuinely enjoying the experience, especially for a game that's in an unfinished state. Not mentioning any titles, but I've had way less fun with games I've worked on that a re further into their development than Godus. Its hard for me to believe you. If you would think that godus is crap, would you honestly say that to us? After all you're a represent of 22cans. You probably couldn't say that even if you wanted to. I have a hard time believing you in general. For example when you try to justify design choices of Godus with games that made this choices for a completely different reason and intention. The big difference between godus happiness concept and other games where you had to fulfill the needs of people is that all other games had individual happiness. In Black and white every single follower had a health and hunger bar instead of a single bar for all people, in Sim City its based per house, in Civilization per town, in Banished every single citizen has needs. Godus concept is global happiness with a big bar on the screen. Another key difference is that you could, even though it would be really hard, reach 100% happiness and it would stay at 100%. Godus happiness instead sinks constantly. And needs and happiness of the other games is embedded in the simulation, for example the citizen of Banished work harder if they're happy and healthy and it requires other jobs and resources, happiness in Godus is placing a well and click it every 10 minutes. I don't think that trying to justify terrible game mechanics by comparing it with other games that had a complete different intention and mechanic or even a different genre will do you guys a favor. I don't think that anyone believes it when you compare clicking pink bubbles with gathering tiberium in C&C, the linear tech timeline of Godus with the huge tech tree of Civilization that required you to make choices, timers that take days with the 15-80 second building timers of Starcraft. Individual needs that can stay fulfilled with a global happiness bar that constantly sinks. It makes you look like a liar.
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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 25, 2014 3:35:23 GMT
Not in my opinion and balancing is something Jack and I have already discussed for the PC version. Why hasn't it been done so far? Timers can't be more than variables saved somewhere in a database or file, likely as the number of (micro-)seconds. Drastically reducing them to something like the games you mentioned, starcraft and C&C, can't take more than a single day for a single person (which is already excessive for just changing numbers). Or maybe its a exponential function that calculates the amount of seconds based on something like distance to the starting point. Capping that function for the PC version can't take more than a day either. I don't mean why it hasn't been adjusted recently, because I know 22cans is currently in a mobile sprint, but why hasn't it been months ago? My guess is because we are currently testing the mobile version and you use our statistics to calculate potential profit and frustration/jumping rate. For example if less than 3% of players keep playing regularly after a month you hope that maybe 1% would be willing to invest money on the mobile version... It can't be more than changing numbers or a single formula to adjust timers to something comparable to starcraft or C&C.
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Tau
Wannabe
Posts: 28
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Post by Tau on Jun 25, 2014 5:08:36 GMT
Do I think it's P2W? No, because nothing is behind a pay wall - everything can be earned/unlocked by playing the game. P2W = Paying for an ingame advantage (Instant resources, ingame currency, etc). Exactly like the business model of (mobile) Godus. What you described is a free to download but pay to play game (aka: behind a pay wall). This can, for example, be either a sort of demo with an option to pay for a full unlock or a game where you need to buy certain things to progress at a certain time. It doesn't matter how much you try to avoid the term: Godus (on mobile) is THE example of an P2W game. And on PC you only disabled the shop but left all those mechanics in.
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Post by Gmr Leon on Jun 25, 2014 5:37:56 GMT
Of the main criticisms of this game (tedious belief collection, lack of meaningful choices/consequences, voyages being out of place, damn near everything about stickers, etc.) which do you actually agree with? Which do you disagree with? And of those you disagree with, do you find it odd that so many independent, outside, let's say 'objective' sources have the same criticisms? Also, do you, personally, find it odd that you happen to be genuinely enjoying the Godus experience when I think it's fair to say the vast majority of players do not at all enjoy it? I like collecting Belief - you probably don't believe me, but most of my population is in Settlements so it's not a big chore collecting a few big bubbles every so often, plus I like the dragging mechanic and the tune you get when chaining collection. That said, I also like the idea of manual collection being something that's relegated to the early stages of the game as both you and your followers become more advanced. Okay, hold up...Collecting is one thing, but how about the waiting? Do you like that part? Because personally I don't mind the collecting either. Do I know it's entirely unnecessary? Yes. Do I mind having to do it? Yes, but not because it's backtracking to swipe over my people's homes. It's more because at the point I have to do that, I've hit the action wall. I can no longer do anything else but hope some of the abodes have generated belief so I can get back to sculpting out land for more homes because apparently that's all I'm supposed to do in the game. I'm an orbital bulldozing real estate agent that gets off more to people thinking about me than money, apparently, which I guess is kind of appropriate for a god. Nevertheless, when you say dragging, does this include for sculpting? Because for sculpting it's much too temperamental and weak to be enjoyable, if you ask me, but you may have already seen my thoughts on this over on the Steam forums, so I won't repeat them here. Lack of meaningful choices/consequences is something we will be implementing with both Commandments (which allows for more shades of grey than usual good/evil morality mechanics) and Happiness (which I know you all think is a F2P mechanic so I suppose all I can do is wait for your feedback once it's been implemented into the game and you've had a chance to play with it for yourselves). In other words, you agree that the absence of these is problematic and worthy of criticism. However, with inside knowledge, you're not too worried as you know they're coming eventually, at some point and in the old Dust speak, Soon TM. That aside, I can see where commandments may allow for more than typical black/white morality, but I remain skeptical of how much they'll really change anything, especially provided the existing examples. When you think about it, the commandments also kind of misrepresent themselves, they suggest your followers have watched you and interpreted your actions to mean such and such, but in reality, we're still dictating their interpretations as we don't actually have that much of a say in some of them. At least where the sexism commandment is concerned, we don't, stuff like aligned/curving land, we do, but I think you get the picture. I think commandments will largely be another superficial element relating to arbitrary stats, in much the same way that abode advancement is now. It may simply be me, but none of the stuff like birth rates/capacity increases/belief rates are all that interesting when they're all feeding into nothing. For them to really seem worthwhile, there needs to be something more to them. Like the commandment regarding land, that should compel your followers to literally try to straighten or curve the land depending on your choice. As to happiness, well, that's definitely a wait and see, but the description seems pretty straightforward and uninspiring. Unless unhappiness leads to heretics, which I know I've blathered endlessly about, but who really wants a utopian paradise to manage? Stickers need work, I'm with you there. I think it's totally valid as a metaphor if you think of Godus as a game that you as a god are entertaining yourself with, like a real-time tabletop game or something, but the way they are delivered does feel too random. I had a few chests spawn too deep in the sea for me to reach, or beneath Settlements I'd already built. Archaeological followers is a good potential solution IMHO, so would be stickers that are generated contextually by your followers. I'm less concerned about them being called "stickers" - they're a just mechanic IMHO - but I understand and recognise the community's desire for the metaphor to be amplified or altered. If you look at it from a real tabletop game perspective, you'd know card modifiers are counters. Sheesh. =P I like Godus because it's a largely stress-free, soothing experience. I don't feel any pressure when playing it and I can either play it for 15 mins and have an impact or for a couple of hours without getting bored. Looking forward to seeing more Ages though, I wanna see my Followers evolve and get them into space! I think, and I suspect a bunch of other people that backed Godus think, it shouldn't exactly be that sort of game. If you want a relaxing, stress-free experience, you should look to games tailor-made for that sort of thing, like flOw, Flower, or Journey, and maybe to a lesser extent, point and click adventure games. When I go to a game like Godus, I go for what it advertises itself as, a sense of empowerment and mass control unlike what I have in reality, same reason I go for other RTS/4x games. I like building empires from time to time, what can I say? And the fun part is, while they may not be stress free, they're soothing because I get a sense of accomplishment from having held off pirates/barbarians/invading empires while expanding my territory, sometimes all within 15 minutes or for a few hours and I can put it all on pause at any time by saving and picking it up later. For awhile, they've been my favorite games to relax to as I eat, even. Can't get much more stress-free than that if you ask me.
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Post by julians on Jun 25, 2014 6:19:12 GMT
Do you think 6000 players that haven't touched Godus in almost a year are enjoying the experience?
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Post by hardly on Jun 25, 2014 6:44:17 GMT
I think a lot more than 6000 people have bought GODUS and aren't playing it. Id love to see some of 22cans metrics. The problem with GODUS is that Peter has applied a traditional game development process to a EA/kickstarter game. Hence the huge disconnect between our expectations and what has actually been delivered. George is entitled to his views whether he reveals his true opinion or not doesn't really matter to me. In fact George just be honest to yourself and you colleagues that is all I ask. GODUS is too far gone to change it wot change much from here I predict. It's undoubtably a crap game now judged so by professional and amateur reviews. If 22cans want to change that they should start listening to what George is feeding through to them.
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Post by Monkeythumbz on Jun 25, 2014 14:51:11 GMT
I'm genuinely pushed for time today, so I'm going to have to be brief. If you think I'm dodging particular questions, just re-ask them and I'll get round to them when I can, most likely not today though. Sim City doesn't have such timers and gives you full control over time, because its not an RTS but a simulation and it knows that! IMHO it does have timers, you just don't see them. When you're zoning an area, for example, you need to wait for buildings of a specific type to appear and then upgrade themselves. Addimitedly it's dependent on a number of factors - electricity, water supply etc. - but it does still take time. However, I do agree that within a PC game, timers over 10 minutes can come across as a bit excessive. What do you like about it? There is no thinking, no strategy, no variation. Does collecting belief feel meaningful to you, enriching your experience? Do you feel godlike when you click tiny pink bubbles? I like the motion, the physical action of it - I think there's a technical term, like pseudo-haptic feedback or something, but I just find collecting belief rather gratifying. I know that the community would prefer that belief collection be automatic like dollars in SimCity, which is why I've noted it and have raised it (your collective opinions supercede my own personal ones), however I just don't have a problem with manually collecting belief. It's not something that frustrates me or annoys me - in fact, I kinda look forward to it. Sorry? I mean, I don't know how else to express it without you thinking I'm lying to you. Do I think it's P2W? No, because nothing is behind a pay wall - everything can be earned/unlocked by playing the game. P2W = Paying for an ingame advantage (Instant resources, ingame currency, etc). Exactly like the business model of (mobile) Godus. What you described is a free to download but pay to play game (aka: behind a pay wall). This can, for example, be either a sort of demo with an option to pay for a full unlock or a game where you need to buy certain things to progress at a certain time. It doesn't matter how much you try to avoid the term: Godus (on mobile) is THE example of an P2W game. And on PC you only disabled the shop but left all those mechanics in. I disagree. IMHO, P2W means that certain abilities that tangibly improve your abilities/chances of success are only available via purchase - you cannot grind for them. Additionally, a subset of P2W is where these items are available in the shop from the get-go, so that somebody who'd just launched the game but drops a ton a of real-world cash into it will have an immediate advantage over somebody who has spent many hours playing to progress. That for me is especially noxious. Paying for an in-game advantage that you could have got through grinding is known as an accelerator and lots of games have them (even Sleeping Dogs, I game I worked on, did - you could purchase in-game currency or stat boosts as DLC if you wanted to speed up your progression or access to items that would have been unlocked later on simply by playing through the narrative).
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Post by nerdyvonnerdling on Jun 25, 2014 16:03:02 GMT
However, I do agree that within a PC game, timers over 10 minutes can come across as a bit excessive. Wow, lots of good stuff to respond to in this thread today! Only have a brief amount of time at the moment, though - I really think this really depends on how the timer is implemented. If anyone played Anno 1404, the final cathedral/mosque took something like 2 hours to build, assuming you already had all the necessary resources. It worked for that game, though, because there was no 'action wall', so to speak. It will be interesting to see what commandments add. I'm a bit skeptical, if only because commandments were for sure going to be out right after the GDC talk, and then absolutely coming "a week, maybe two" after the AMA. That was months ago, so I can't help but think they were put aside for reasons not good.
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Matthew Allen
Former 22Cans staff
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Post by Matthew Allen on Jun 25, 2014 17:57:09 GMT
However, I do agree that within a PC game, timers over 10 minutes can come across as a bit excessive. I really think this really depends on how the timer is implemented. If anyone played Anno 1404, the final cathedral/mosque took something like 2 hours to build, assuming you already had all the necessary resources. It worked for that game, though, because there was no 'action wall', so to speak. Ah, I remember that building. Civilization did something similar with some of the game winning buildings. I do sometimes wonder if having the timers so visible is not helping matters (when compared to games like Civilization or Anno 1404). Though let me be clear that, similar to George, I feel that there's a limit as to how long something should take to build in the context of PC gaming.
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Post by hardly on Jun 25, 2014 19:39:20 GMT
Yeah civ has build times but let's look at why those work in the context of civ:
• building decisions are incredibly important in civ. Wonders take the longest but you choose whether to go for those or other quicker buildings/units • you control time in the single player game. If you want to get your wonder done fast you can speed things up. • your decisions control the speed, want to shift to a focus on production you can do that • the game scales well, later you get more production so the build times stay pretty constant throughout • if you get bored with building stuff you have some relatively clever AI opponents to entertain you • expansion is not artificially constrained but past a point you'll need to fight for territory • more cities gives you more choice about what to build
So you see civ has pretty much everything GODUS doesn't at this point - decisions, challenges, meaningful fighting. Better yet all of these are woven into one framework of interesting decisions and challenges. Although I have my issues with civ5 (it actually makes some of the mistakes as GODUS except at a much Lower level) the civ franchise is possibly the greatest in gaming. At this point GODUS could learn a lot from the fundamentals of civ but to date (2 years on) it has learnt nothing. That is a great shame.
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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 25, 2014 20:28:38 GMT
I agree that the core tenants and, more importantly, the context in which build times occur in Civilization are very different when compared to Godus. Which is why I threw in that little disclaimer at the end of my paragraph. No matter how timers are handled, I feel there's a limit to that when it comes to PC gaming.
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Post by hardly on Jun 25, 2014 20:40:19 GMT
Yeah a timer isn't necessarily bad it depends on how it works in the context of the game. We've levelled the F2P charge at GODUS because the timers feel like intentional frustration or crucifixion as Peter puts it that is the cornerstone of that genre. GODUS is still in the design stage in that Peter/jack haven't figured out how to make it fun yet. I think they have made it very hard to find the fun in GODUS because it has to be multi platform and support the FTP mechanics on one of those platforms. The question I'd ask is this "is it possible to take a game 2 years into development and at EA release and find the fun elements through iterative design?" I say no. I believe if you haven't designed the basic fun elements early on, you'll never find them. That's not to say iterative design can't work its just that I'm pretty no game has been released without a kernel of fun and then gone on to find it later.
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Post by Gmr Leon on Jun 25, 2014 20:52:23 GMT
Yeah a timer isn't necessarily bad it depends on how it works in the context of the game. We've levelled the F2P charge at GODUS because the timers feel like intentional frustration or crucifixion as Peter puts it that is the cornerstone of that genre. GODUS is still in the design stage in that Peter/jack haven't figured out how to make it fun yet. I think they have made it very hard to find the fun in GODUS because it has to be multi platform and support the FTP mechanics on one of those platforms. The question I'd ask is this "is it possible to take a game 2 years into development and at EA release and find the fun elements through iterative design?" I say no. I believe if you haven't designed the basic fun elements early on, you'll never find them. That's not to say iterative design can't work its just that I'm pretty no game has been released without a kernel of fun and then gone on to find it later. I somewhat agree here. Iterative design, to me, only ever makes sense when it comes to very basic fine-tuning of elements. As an example, adjusting the length of rods or pistons in Little Big Planet is a matter of very rapid iterations on the length for some matters, and in the case of pistons, it's a matter of length/strength/speed. You're not too concerned with that in the grand design though, or you shouldn't be, the bigger idea should be say the design of the path to the end goal in terms of appearance, general form/structure, and obstacles/choices. Getting caught up in the tiny details of the path design is asking to just kill your process speed. It seems to me that much of Godus' design seems to be trying to snowball into something fun through very minor sweeping changes, but you not only need a steeper hill (more depth/complexity), you also need fewer trees in the way (poorly balanced belief generation & construction timers that shatter the snowball before it can become an avalanche of fun) and something in general for any accrued momentum to smash down upon (challenge/excitement/etc.).
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Post by hardly on Jun 25, 2014 20:53:11 GMT
Just to say I wasn't trying to beat you up on the whole civ thing, just extending the discussion on why timers work when they are implemented appropriately which is similar to what you are saying. The point I'm making is its not the length necessarily but how they relate to a hundred other design decisions.
An interesting question is "why doesn't GODUS have a fast forward button?"
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