stuhacking
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Post by stuhacking on Feb 26, 2014 22:55:16 GMT
They obviously meant 'elements of Populous and Dungeon Keeper mobile.' Darn, they still have a way to spin it!
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Post by omnisheep on Feb 28, 2014 10:23:43 GMT
I must say that I'm somewhat disappointed at the use of the word 'regenesis'. To me, Godus, at this stage, is nothing more than repackaged ideas. Simply put, there are no new mechanics...
As a high level pledger (and a massive fan of all the Populous games) I saw this as a once in a lifetime opportunity to contribute to, not only a legendary game, but an idea that has a legacy. I was promised "Plus you can help design GODUS". I have attempted to submit my idea/mechanic to 22cans, but have had almost no recognition what so ever...
Although crude, I will post it here at let it speak for itself...
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Post by Qetesh on Feb 28, 2014 12:29:25 GMT
I must say that I'm somewhat disappointed at the use of the word 'regenesis'. To me, Godus, at this stage, is nothing more than repackaged ideas. Simply put, there are no new mechanics...
As a high level pledger (and a massive fan of all the Populous games) I saw this as a once in a lifetime opportunity to contribute to, not only a legendary game, but an idea that has a legacy. I was promised "Plus you can help design GODUS". I have attempted to submit my idea/mechanic to 22cans, but have had almost no recognition what so ever...
Although crude, I will post it here at let it speak for itself... I love your Avatar! Welcome to the boards. That is such a shame they would not listen to you. That is one of many complaints. The Kickstarter inferred that backer input would have so much merit than it has.
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Lord Ba'al
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Post by Lord Ba'al on Feb 28, 2014 13:07:08 GMT
Wow I really like your idea for the spell casting! I've read something similar on the 22Cans forum a long time ago, perhaps it was you who posted that. As for the resources system you describe I'm not too sure I would like it. But perhaps if you'd explain your vision in more detail it would paint a different picture. As I read it now it seems a bit too micromanagy for my taste. (in this game that is) But there are plenty of people who like that.
I think most of us have been disappointed in regards to expecting to help design Godus. I can't speak to how much influence the higher pledge levels have had as opposed to my level. Regenesis is probably a correct term for what 22Cans are doing with the concept, but it seems to have a somewhat different outcome from what most people expected.
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Post by Deth on Feb 28, 2014 14:15:56 GMT
I think I see how his resources system is. Correct me if I am wrong. But it looks like you can build things to gather the pigments. Say you direct your people or they build a windmill, that maybe generates water for the people but also generates Air pigment for you. If you have them mine gems/metals you also get earth pigment. As you population grow or they farm you get life pigment. SO it looks like what every they do in game, on there own or directed by your will generate pigment.
It is a very interesting idea. Even if they only went so far as to say each spell they already have requires a certain amount of pigment/belief it would be a good edition. Say you needed earth and fire pigment/belief to cast a meteor or wind and death for tornado or Life and fire for the champion. It could lead to different types of god. Not into wars and do not have a lot of death pigment/belief then you can not cast the more destructive spells but you could have one heck of a Champion say, if they allowed you to use more belief/pigment in a spell.
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Post by omnisheep on Mar 1, 2014 13:20:34 GMT
I think I see how his resources system is. Correct me if I am wrong. But it looks like you can build things to gather the pigments. Say you direct your people or they build a windmill, that maybe generates water for the people but also generates Air pigment for you. If you have them mine gems/metals you also get earth pigment. As you population grow or they farm you get life pigment. SO it looks like what every they do in game, on there own or directed by your will generate pigment. It is a very interesting idea. Even if they only went so far as to say each spell they already have requires a certain amount of pigment/belief it would be a good edition. Say you needed earth and fire pigment/belief to cast a meteor or wind and death for tornado or Life and fire for the champion. It could lead to different types of god. Not into wars and do not have a lot of death pigment/belief then you can not cast the more destructive spells but you could have one heck of a Champion say, if they allowed you to use more belief/pigment in a spell. First of all, thanks everyone for the encouraging feedback! Yeah that's the general idea. I think being a 'god game' infers great creativity. And IMO, if all the 'gods' have and use the same spells/miracles, then I think this really detracts from the creative aspect of truly being a unique deity and creating / leading followers after 'one's own image'... Yeah I really don't want micro management in a god sim either... The idea would be that your villagers would still be a simulation, but their scripts would vary depending on the environment they were in. Hence followers near the sea would be more naturally endowed with water tithes and therefore their god would take advantage of more water based spells, whereas followers in the mountains, would generate more wind tithes (windmills etc) and their god would be more inclined to use air based spells. Of course, being a god, you could manipulate the landscape into a world that persuades your followers into tithing certain elements/pigments... (This would also discourage massive, systematic belief farms... It would keep the terrain dynamic and diverse) Personally i think any direct control over a follower is a big no no for the god genre... It completely goes against the whole free will aspect for the follower, and simulation aspect of the game :/. Thoughts?
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Post by Deth on Mar 1, 2014 13:52:38 GMT
I can agree with that. But I would like the ability to at least inspire my followers to do something. Such as inspiring them to build a blacksmith, maybe not exactly where, but maybe close to the follows home I inspired and if there is space near by.
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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.
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Steam: stonelesscutter
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Post by Lord Ba'al on Mar 1, 2014 14:01:05 GMT
First of all, thanks everyone for the encouraging feedback! You are welcome. Personally i think any direct control over a follower is a big no no for the god genre... It completely goes against the whole free will aspect for the follower, and simulation aspect of the game :/. Thoughts? Well when you're talking about a simulation then I would indeed say that direct control over followers is not something you'd want to have. Unless perhaps there were only a handful of special individuals who are let's call it "in touch" with god. I can totally see a completely devout individual take direct orders from me as his god. This could be a way to have some very limited form of micromanaging available. Perhaps by making that individual do certain tasks other followers that come in contact with him are inclined to lean towards a certain behaviour. The devout one could be in a sense spreading the word of god. How much others are influenced by this word is another thing. Perhaps when you combine the actions of the devout one with a well placed lightning strike the others are more inclined to follow the example. Or perhaps it would be exactly the opposite of that. It all depends on how you would model that behaviour. By the way in Populous the Beginning you do have control over all your followers. You can tell them to go somewhere, build something, get into some vehicle, attack something, guard something, tear something down, get wood, enter a building or go to some kind of school. The shaman (you) has the added ability to cast all kinds of spells. I guess you could say that this isn't really a god game, but to me it still feels like one. It's the feel of power you get from casting the spells that does the trick. At the end of the game you do become a god. You can still cast all the spells and control your followers but there no longer is a shaman character, you are just a "voice" in the sky. This means that you no longer have a limited range of influence but you can wreak havoc anywhere you'd want to. Now you tell me. Is this a god game? Yeah that's the general idea. I think being a 'god game' infers great creativity. And IMO, if all the 'gods' have and use the same spells/miracles, then I think this really detracts from the creative aspect of truly being a unique deity and creating / leading followers after 'one's own image'... I think you are dead on about the creative aspect of this spell palette. I would suggest though that people who don't want to use this creative aspect could still discover certain spells but those would have far less impact than they could have. If they wanted them to have more impact they would have to get creative or perhaps earn the bigger effects little by little by performing certain tasks or reaching certain goals. Or by going to the in-game shop and throwing some money at it. ***ducks*** That last part was off course a joke, I would never ruin such a great and important aspect of a game by implementing a pay to win concept. Yeah I really don't want micro management in a god sim either... The idea would be that your villagers would still be a simulation, but their scripts would vary depending on the environment they were in. Hence followers near the sea would be more naturally endowed with water tithes and therefore their god would take advantage of more water based spells, whereas followers in the mountains, would generate more wind tithes (windmills etc) and their god would be more inclined to use air based spells. Of course, being a god, you could manipulate the landscape into a world that persuades your followers into tithing certain elements/pigments... (This would also discourage massive, systematic belief farms... It would keep the terrain dynamic and diverse) Are you suggesting that once you have a lot of followers that live for example near water you could have more or more influential water spells at any location or do you mean that you could perform more or more influential water spells in areas that contain a lot of people near water? Now I write that down I guess you would have to mean the former. Silly me. You wouldn't want to tidal wave over your own people. Well perhaps you would but maybe you shouldn't want to. Unless you consider a system where no people are followers of a specific god so that the people that live in what you consider to be the enemies territory could be tidalwaved without remorse.
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Post by omnisheep on Mar 2, 2014 3:13:29 GMT
Hey Ba'al,
I really enjoyed reading your post. It was refreshing to know that there are people out there that are still 'seeing' and holding onto the vision.
In particular your thoughts on the extraction of gameplay based upon 'god themed' principles. (eg. in touch with god, spreading the word of god etc.). These are elements that are yet to be seen in games, but they're also something universal that everyone can relate to (in some form or another).
Populous the beginning a god game? I believe it did stray from the 'god game' genre at a purist level (as for the reasons you mentioned), but it did do it incredibly well (unlike most hybrids), and still had the god game feeling about it. It also displays your idea of having one follower being 'in touch with god'. It was good to be able to raise an army and directly attack certain parts of another civilisation strategically, especially when needing to obtain certain objectives or time limits etc.
Perhaps this is something Godus could expand on? I really liked their idea of implementing 'commandments' (albeit they are only interesting facts at the moment).
Perhaps followers could learn to be angry (and therefore attack) at their enemies by observing what their god does? Or even if a god chose to bless their enemy in an attempt to 'woo' the enemy followers over to his/her own side, perhaps followers would observe this, and approach their enemy in a more cunning, benevolent, perhaps even manipulative way? haha, the subtleties of warfare...
Haha, yeah the former, the idea would be to stockpile your tithes as resources; as belief would serve as a conduit of manifesting a display of your holy greatness in front of your followers. so just say you had 100 population, you could cast say 50 units of fire and 50 units of earth to create a small meteor, whereas if you had 1000 population, you could cast a meteor with 500 fire and 500 earth (as long as you had stockpiled those elements).
But it does beckon the thought... What if the landscape itself did react in such a way that you could essentially use the landscape as your palette? Evaporate all your enemies lakes by casting lots of fire into their water supply? haha
And Deth,
I really like this idea too. The ability to 'inspire' as you put it would be awesome. After all, we are all different and have different inspirations in our lives. I quite like the concept in 'gnomoria' where you can assign tasks to certain villagers based on their skill set. It is kind of micro management, but it only has to be done once... Essentially it just subtly modifies their AI script to prefer doing the tasks that they're good at. Perhaps these things could even become part of their DNA? and they could pass these things on to their offspring.. You could sprog the dwellings (blacksmiths etc.) if you need/want more of that kind of follower. This is already kind of in the game with the different races, although it doesn't have much practical effect yet... :\
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Post by morsealworth on Mar 7, 2014 6:09:13 GMT
I believe Godus is not a God game. The key feature, the defining feature of God games is macrocontrol. Godus has none. Is collecting belief yourself, even without clicking, macrocontrol? No. The macrocontrol is "managing managers". you do not take it directly. Is sprogging villagers and directly guiding them with totems, leaving them unable to do anything without your order macrocontrol? No. It's very crude microcontrol with contextual orders. Is building settlements and statues macrocontrol? It can be a part of macrocontrol (which it isn't yet), but it itself is a high-level microcontrol. Is sculpting macrocontrol? No, it would be macrocontrol if villagers did it under your guidance, not you. Therefore, Godus currently has no macrocontrol and by common definition is not a God game. Which, by the way, directly contradicts the advertisement.
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Casinha
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Post by Casinha on Mar 7, 2014 11:10:36 GMT
I believe Godus is not a God game. The key feature, the defining feature of God games is macrocontrol. Godus has none. Is collecting belief yourself, even without clicking, macrocontrol? No. The macrocontrol is "managing managers". you do not take it directly. Is sprogging villagers and directly guiding them with totems, leaving them unable to do anything without your order macrocontrol? No. It's very crude microcontrol with contextual orders. Is building settlements and statues macrocontrol? It can be a part of macrocontrol (which it isn't yet), but it itself is a high-level microcontrol. Is sculpting macrocontrol? No, it would be macrocontrol if villagers did it under your guidance, not you. Therefore, Godus currently has no macrocontrol and by common definition is not a God game. Which, by the way, directly contradicts the advertisement. From the wiki link you've given as a source for the definition, the defining feature of a god game is not macro management, but the lack of micro management. Thus Godus would fit the definition of god game as it lacks both (and seems to try to provide a clumsy pseudo-solution for both). What makes a god game good and interesting (for me) is how it makes up for the lack in micro. From Dust is a wonderful example of this.
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Lord Ba'al
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Posts: 6,260
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Post by Lord Ba'al on Mar 7, 2014 12:39:28 GMT
I believe morsealworth raises valid points. There are far too many menial tasks to perform that are in the way of me feeling like a god. Click repeatedly on rocks to make them vanish in thin air (but you can't make them reappear), click repeatedly on trees to do the same, click repeatedly on people to kill them off, click repeatedly on land to make it expand/retract a tiny little bit (often not even in the way you want). Don't even get me started on running around town knocking on doors collecting your charity faith. Very ungodlike. Also unlike being a god is digging up chests containing miraculous and ridiculous resources so the people can supposedly become more advanced. Why don't the people dig those up themselves the lazy bastards?! In other words, "playing" Godus is performing a never ending series of chores.
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Post by morsealworth on Mar 7, 2014 16:30:30 GMT
From the wiki link you've given as a source for the definition, the defining feature of a god game is not macro management, but the lack of micro management. Thus Godus would fit the definition of god game as it lacks both (and seems to try to provide a clumsy pseudo-solution for both). What makes a god game good and interesting (for me) is how it makes up for the lack in micro. From Dust is a wonderful example of this. There is micromanagemetn, though very crude. And if you look on "Game design" section, it describes macromanagement while omitting the term. On the side note, if I wnted to design a GOd game, I wouldn't even think too much - Just look at shinto and you have playable set of rules.
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Post by julians on Mar 7, 2014 18:25:24 GMT
I actually like the digging up chest. But I think they didn't push it far enough. It's like a puzzle with land sculpting. If the area of hidden chest was bigger. So the paper hints would cover a circle about half of screen then you would need to dig a bit to find it. It would feel more like searching the beach with a metal detector.
Now that the location is precise it's just an exercise in left clicking.
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Post by muumipeikko on Mar 7, 2014 22:12:23 GMT
My biggest issue with the card was it didn't make sense. Why when I have a world full of trees am I dependent of finding a card saying Oak to finish a set to move on? I think it was just laziness, they could have made them scrolls from fallen gods or something, put a story around them but no. Instead they made them resource cards and put a price of them.
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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.
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Post by Lord Ba'al on Mar 7, 2014 22:38:50 GMT
I actually like the digging up chest. But I think they didn't push it far enough. It's like a puzzle with land sculpting. If the area of hidden chest was bigger. So the paper hints would cover a circle about half of screen then you would need to dig a bit to find it. It would feel more like searching the beach with a metal detector. Now that the location is precise it's just an exercise in left clicking. Yeah indeed. Treasure hunting is fun. But if you already know exactly where the treasure is than there is no hunt and therefore no fun. I think there shouldn't be any paper or whatever they are thingies flying around at all. The first chest should be obvious to find, perhaps half buried in sand on the beach. When you open it you should find something useful but along with that should be subtle hints as to where you may be able to find another chest. And then that chest has hints on where to find another and so forth. But you might just get lucky and find a chest while you're busy sculpting somewhere. If you're gonna have chests at all that is.
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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.
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Post by Lord Ba'al on Mar 7, 2014 22:41:48 GMT
My biggest issue with the card was it didn't make sense. Why when I have a world full of trees am I dependent of finding a card saying Oak to finish a set to move on? I think it was just laziness, they could have made them scrolls from fallen gods or something, put a story around them but no. Instead they made them resource cards and put a price of them. Scrolls would have been far more interesting indeed. Perhaps when you find a chest it contains a scroll and the scroll has hints on where you might find a special something you can dig up. Off course it could be that they actually have a plan like this in place with the whole story telling by James Leach, but as we have not heard anything about that either all we can assume is that there isn't.
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Post by Deth on Mar 7, 2014 23:02:56 GMT
I am not sure I like anything that promotes mass flattening even more then it is already pushed. I personal flatted out mountain tops or hill sides as I needed to get houses built. I would hate a teasure hunt of flattening more land to find some treasure and end up with some large flat "grassland".
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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 Mar 7, 2014 23:23:02 GMT
There has got to be a way around that design problem.
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Post by 13thGeneral on Mar 8, 2014 0:15:09 GMT
I am not sure I like anything that promotes mass flattening even more then it is already pushed. I personal flatted out mountain tops or hill sides as I needed to get houses built. I would hate a teasure hunt of flattening more land to find some treasure and end up with some large flat "grassland". I'm the opposite; I try really hard to sculpt interesting landscapes - rolling hills, high mountains, valleys, etc. It pained me to have to spend so much time and belief digging deep to pluck a chest open, just to spend more time and energy filling it back in again. All the existing mechanic did was promote completely flattening the ground all the way to the water level; and that's just not fun. It's such a waste to have such beautiful graphics and landscape only to force people to bulldoze it all down into a bland, urban-sprawl wasteland. I think there's a solution to the problem, given some creative thought. However, it may all be moot with the current 2.0 build they're "about" to push out.
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