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Post by Gmr Leon on Jul 22, 2014 21:42:53 GMT
To be honest I was expecting this for September 2013, we're nearly one year on from that date and now we get a 'revamp' which I'm not even sure is going to deliver on the issues and feedback we've been giving you since way back in the day. I'm not sure I follow. The game came out on Early Access in September 2013. It got funding in December 2012. Releasing the final game in September 2013 would mean we'd have only been working on the game for about 8 months. Now I'm not sure I follow any of this. Are you suggesting that this upcoming release is aimed to be the final game? The only hints of that I've seen have been more towards the mobile release, and even that's pretty farfetched to me.
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Matthew Allen
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Post by Matthew Allen on Jul 22, 2014 22:08:33 GMT
I'm not sure I follow. The game came out on Early Access in September 2013. It got funding in December 2012. Releasing the final game in September 2013 would mean we'd have only been working on the game for about 8 months. Now I'm not sure I follow any of this. Are you suggesting that this upcoming release is aimed to be the final game? The only hints of that I've seen have been more towards the mobile release, and even that's pretty farfetched to me. No no, this isn't the final version of the game at all. Maybe I misread the original post? Looked like the post was saying that there was an expectation that the game would have been completed in September 2013, not revamped in 2014 (which, to be fair, applies to Settlements and some balancing more than anything; not a 'start from scratch' kind of thing). Apologies if I misread anything!
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Post by Gmr Leon on Jul 22, 2014 22:17:15 GMT
I can see where you might have understood it that way, since that's a common criticism, and maybe I was misreading it too. As I read it, it was referring to development getting to where it is now should have happened earlier, rather than as it has proceeded.
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Post by Matthew Allen on Jul 22, 2014 22:24:10 GMT
I'm not sure I follow. The game came out on Early Access in September 2013. It got funding in December 2012. Releasing the final game in September 2013 would mean we'd have only been working on the game for about 8 months. 22cans' Kickstarter clearly states September 2013 as delivery date... Follow now? I think we listed September 2013 as when we'd be releasing the download keys and such. Granted, I wasn't with 22cans during the Kickstarter and was just casually following the campaign as someone interested in the project, so you might know some aspects of the campaign more intimately than I do (though I've definitely tried to get as caught up and familiar with everything as possible). I genuinely wasn't trying to be snarky when I said that I wasn't sure I followed. Because I wasn't. That said, one of our last videos goes into some details about iterative design and how things, despite our best intentions, can and will change but how this isn't always a bad thing. You may have already seen the video though, but figured I'd link it your way just in case. Cheers!
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Post by Danjal on Jul 23, 2014 0:47:39 GMT
22cans' Kickstarter clearly states September 2013 as delivery date... Follow now? I think we listed September 2013 as when we'd be releasing the download keys and such. Granted, I wasn't with 22cans during the Kickstarter and was just casually following the campaign as someone interested in the project, so you might know some aspects of the campaign more intimately than I do (though I've definitely tried to get as caught up and familiar with everything as possible). I genuinely wasn't trying to be snarky when I said that I wasn't sure I followed. Because I wasn't. That said, one of our last videos goes into some details about iterative design and how things, despite our best intentions, can and will change but how this isn't always a bad thing. You may have already seen the video though, but figured I'd link it your way just in case. Cheers! One of the many miscommunications - apparently the "beta release" or "early access release" was what 22cans counts as their kickstarter timeframe. While most backers (given that this is how literally *ALL* the other kickstarters work) count the delivery date as the final release date. You will notice that Star Citizen, Torment: Tides of Numenera, Pillars of Eternity and all the others have a release date of well over a year later. While these dates have been pushed back with the increased scope of the project and increased budgets - they do not list the dates for the beta launch.
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Post by nerdyvonnerdling on Jul 23, 2014 2:24:55 GMT
Yeah, the exact wording on the kickstarter page is "GODUS will take seven to nine months to complete". That's rather definitive and unambiguous. Ludicrous, clearly, but no one forced them to write that.
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Post by Deleted on Jul 24, 2014 17:22:46 GMT
Yeah, the exact wording on the kickstarter page is "GODUS will take seven to nine months to complete". That's rather definitive and unambiguous. Ludicrous, clearly, but no one forced them to write that. Maybe they meant Seventy Nine months. The keys are like, right next to each other.
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Matthew Allen
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Post by Matthew Allen on Jul 24, 2014 17:30:50 GMT
I think the timing of things is something that was very difficult to estimate in general, particulary with the iterative design style that Peter and the team embraces. Have we had these estimates wrong before, ranging from final completion date to individual updates? Absolutely. I'd still like to think this is for the best though, rather than rigidly sticking to the time frame we gave at possible detriment of the final version of the game. I think we listed September 2013 as when we'd be releasing the download keys and such. Granted, I wasn't with 22cans during the Kickstarter and was just casually following the campaign as someone interested in the project, so you might know some aspects of the campaign more intimately than I do (though I've definitely tried to get as caught up and familiar with everything as possible). I genuinely wasn't trying to be snarky when I said that I wasn't sure I followed. Because I wasn't. That said, one of our last videos goes into some details about iterative design and how things, despite our best intentions, can and will change but how this isn't always a bad thing. You may have already seen the video though, but figured I'd link it your way just in case. Cheers! I really like you Matthew, so take this criticism as friendly advice please. I think you should consider retiring your line of reminding people you weren't around at X time and therefore weren't aware of Y things as intimately as others. It's your job to be aware of these community concerns and, to me, comes off as slightly dismissive and unprofessional when you use that excuse. I realize you are well aware of most issues and I applaud your involvement and patience with us, it just seems kinda silly to use that line to excuse not doing your homework about your own product. (Sorry, I must've woke up on the wrong side of the bed. ) Appreciate the feedback (seriously) and I was aware of the aforementioned dates and all (September) but I assumed maybe I or others had gotten the wrong end of the stick with how we were translating what that actually meant. I genuinely don't mean to use it as an excuse of any kind but if somebody says I'm wrong about something I try not to immediately react with "Nuh uh!" or some such. I've done everything I can to educate myself about the past of this project, well beyond what I'd even reasonably consider information that would be in any way useful to me. I've been around long enough that I feel there wasn't much catching up to do to begin with and I followed this project on a personal level since the Kickstarter began (and even a bit before, as Sam and I always stayed in touch with each other so I knew a bit of behind the scenes info before the public did). So when I say something like that it's more along the lines that I'm always happy to admit when there's a bit of info that I misinterpreted in some way. Cheers for the candid advice though!
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Post by Lord Ba'al on Jul 24, 2014 18:56:39 GMT
Personally I consider myself a boob for thinking that a project like this could be completed in 9 months.
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Post by Deleted on Jul 24, 2014 19:11:18 GMT
Personally I consider myself a boob for thinking that a project like this could be completed in 9 months. If a well versed, experienced, "legend"/veteran of the gaming industry told me that his game would be done in 9 months, I would very much want to believe him. Fortunately for my sanity this "legend"/veteran has a reputation that precedes him.
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Post by hardly on Jul 24, 2014 19:39:29 GMT
I don't care that they got the estimated time wrong, the only kickstarter (playing cards) I've been involved in was late and I didn't care.
What I object to is the enormous amount of time and effort invested in mobile that wasn't declared at the time of the kickstarter. If they hadn't been faffing around with mobile the PC game would be more advanced and better by now. Note Matt and George I note kickstarter shenanigans predate you.
It also annoys me that 22cans are making such a hash of developing this game. Not only are they slow but they made bad decisions about when to release and they are doing a lot of rework on different features again probably because of mobile which is screwing up their decision making. I'm fine with iterative design, I just think peter is doing a shit job of it. Oh and they spend too much time talking about how things look before they understand gameplay.
This game won't be finished by any reasonable definition if finished within 12 months and it will probably be longer. If they do "finish" any time soon it will be because they dump a deeply flawed game and say finished. Otherwise I see this dragging on indefinitely. At that point this won't be about whether it was developed in 9 months it will be whether GODUS takes longer than 90% of AAA games and is still shit.
Apologies if my cynicism offends anyone. It's not personal.
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Post by Deleted on Jul 24, 2014 19:53:35 GMT
I don't care that they got the estimated time wrong, the only kickstarter (playing cards) I've been involved in was late and I didn't care. What I object to is the enormous amount of time and effort invested in mobile that wasn't declared at the time of the kickstarter. If they hadn't been faffing around with mobile the PC game would be more advanced and better by now. Note Matt and George I note kickstarter shenanigans predate you. It also annoys me that 22cans are making such a hash of developing this game. Not only are they slow but they made bad decisions about when to release and they are doing a lot of rework on different features again probably because of mobile which is screwing up their decision making. I'm fine with iterative design, I just think peter is doing a shit job of it. Oh and they spend too much time talking about how things look before they understand gameplay. This game won't be finished by any reasonable definition if finished within 12 months and it will probably be longer. If they do "finish" any time soon it will be because they dump a deeply flawed game and say finished. Otherwise I see this dragging on indefinitely. At that point this won't be about whether it was developed in 9 months it will be whether GODUS takes longer than 90% of AAA games and is still shit. Apologies if my cynicism offends anyone. It's not personal. Along those lines. Can you imagine what "Godus for PC" would be like in finished form if there had been no community feedback. It makes me shudder to imagine what they would've shoveled out if there hadn't been so much outrage... er.. um.. constructive feedback.
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Post by Crumpy Six on Jul 24, 2014 20:21:45 GMT
Godus seems like a really good example of how the "iterative" design process can go horribly wrong. Huge swathes of code scrapped or having to be redeveloped from the ground up. Hours upon hours of developer time wasted. Lack of clear direction. Lack of defined scope - clearly the requirements initially come from PM, but there appears to be no logical approach to extracting new requirements from user feedback. Instead users are asked to repeatedly put forward the same ideas in different formats and mediums (polls, questionnaires, "top 3" thread, "what's missing" thread, "can you expand on that please" for the 100th time in response to criticism). Deadlines missed so consistently that they're a complete joke.
PC Godus was released in September 2013. Almost a year later, it has received one noteworthy update and is still barely a prototype. I don't believe this is what Early Access should be about.
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Post by hardly on Jul 24, 2014 20:51:29 GMT
Most of the problems can be linked to the mobile version of the game. There is essentially one version of the game that exists on two platforms. The reason our feedback is often ignored (by ignored I mean heard but discounted) is because it doesn't gel with the F2P mobile version vision. They can't remove stickers because they need people to pay for stickers. They can't have left click raise, right click lower because touch only has one click. Iterative design is throwing up opportunities for improvement but they ignore them.
While I'm on the subject what's with the repetitive questions about the same stuff. 22 cans do you not have enough feedback to work on? Re poll on stickers - stop using chests, lower number required and make our people generate them in a meaningful way. Please don't ask again we have spoken enough about this. Regarding the technology timeline please play civilisation 5 and copy for fucks sake. Imitation is the sincerest form of flattery, civ nailed tech circa 1990 and it's never been improved on since so if you want tech copy them please.
Finally to cap off my epic rant what is happening with mobile? It's so bugged that people lose progress and gems the very thing they are paying for in this f2p monstrosity? Do you think it is ok to take their money and then wipe te very progress they are paying for. I would have understood maybe if you'd released a hotfix but how long has it been must be months since last mobile patch. The negative comments are starting to mount on the App Store with people complaining about lost gems and connectivity. Again you shoudnt have released the game.
Sorry that's my rant I just got worked up.
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Post by julians on Jul 25, 2014 7:04:29 GMT
Personally I consider myself a boob for thinking that a project like this could be completed in 9 months. The scope of the game proposed in KS was a lot smaller than whatever is on the plate now. Jupiter size world for millions of players was never mentioned. Every grain of sand was never mentioned. Hubworld was never mentioned. God of Gods was never mentioned (anybody still remember that 'feature'?) F2P mechanics were never mentioned All that was mentioned was sculpting god powers single player multiplayer co-op multiplayer (I think) For a team of seasoned game developers with a good project manager and a decent process it was maybe a short time frame but achievable. But as we learned 22Cans don't have a good management nor process. So here we are.
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Post by earlparvisjam on Jul 26, 2014 20:51:37 GMT
Personally I consider myself a boob for thinking that a project like this could be completed in 9 months. It's not so bad considering that they had a multiplayer prototype available before Kickstarter went green. They had a partially functional game before they ever got funding so I'm sure a number of backers thought that the post-Kickstarter time was refinement, expansion, and stabilization. Instead, it was rework from scratch after rework from scratch. As to the Iterative design chestnut, I've said it over and over again. THERE IS ALMOST NO ITERATION IN GODUS' DESIGN PROCESS. Iteration is where a feature is added and then the develpers perform a series of refinements until it meets an acceptable criterion. It's not a series of feature proposals that get binned if they suck. The ONLY thing that comes close to "iteration" in their design process is how they're handling settlements. They released them back in 1.3 and they sucked. They reworked them as part of 2.0 and they still sucked. They released a "settlement revamp" a few months back and nothing improved. Now, they're trying again. That's iteration. Adding a feature like totems, realizing its serious limitations after playtesting, and then removing it is NOT iteration. Yanking out the ability to sculpt portions of the map "just because" is NOT iteration. Balancing classes in an MMO IS iteration. Adjusting build timers to make sense IS iteration. Refining new features designed for mobile so they make sense is NOT iteration.
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Lord Ba'al
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Post by Lord Ba'al on Jul 26, 2014 22:30:50 GMT
Actually adding new features is what iterative development is usually all about. You start with a list of features that are prioritised in "Must haves", "Should haves", "Could haves" and "Won't haves" (MoSCoW) and you set a number of targets for a sprint, usually consisting of Must Haves and some Should Haves and maybe even a Could Have.
As you interpret it, iterative development would be working on an item over and over again until you get it right. This could of course also be the case. If the item doesn't live up to the expectations that were set for it and it is a Must Have then it will have to be redone. Time would have to be set aside for it in a future sprint, but not necessarily the immediate next sprint. As far as I can tell this is exactly what 22Cans are doing.
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Post by earlparvisjam on Jul 29, 2014 20:11:49 GMT
Actually adding new features is what iterative development is usually all about. You start with a list of features that are prioritised in "Must haves", "Should haves", "Could haves" and "Won't haves" (MoSCoW) and you set a number of targets for a sprint, usually consisting of Must Haves and some Should Haves and maybe even a Could Have. As you interpret it, iterative development would be working on an item over and over again until you get it right. This could of course also be the case. If the item doesn't live up to the expectations that were set for it and it is a Must Have then it will have to be redone. Time would have to be set aside for it in a future sprint, but not necessarily the immediate next sprint. As far as I can tell this is exactly what 22Cans are doing. It's not my interpretation, but the definition of iteration. Iterative design is cyclic, not linear. A prototype is constructed, then refined through " prototyping, testing, analyzing, and refining a product or process." Just pushing out a new build isn't an iteration, though that's what 22Cans keeps trying to point to as an excuse. If that is a valid interpretation then all programming projects must be "iterative" since the only alternative is to write an entire application without compiling it until it is finished. The problem is that there are so few features and so little added to Godus over the last year. When things are more likely to be tossed out completely, rather than refined, then it's hard to justify calling it an incremental change. I wouldn't care so much about the 22Cans interpretation of "iterative design" if it wasn't being used as a blanket excuse for insanely slow updates and meager feature additions. When we can see nearly as many things removed as added over time, it's hard to consider Godus' desing as incremental repetitions rather than an infinite loop.
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Post by Danjal on Jul 29, 2014 23:04:22 GMT
22cans - the iterative process of throwing things at a wall and hoping something sticks.
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Post by earlparvisjam on Jul 30, 2014 0:59:23 GMT
22cans - the iterative process of throwing things at a wall and hoping something sticks. Actually, that's what "Suck It and See" is. The best part is this little quote from the roadmap: "2cans has an iterative, suck-it-and-see approach to Godus’ design, where new features are designed, implemented, improved and refined in sequence after extensive play testing." Iterative design and "suck it and see" are different styles with different methodologies. Either you throw it at the wall and see if it sticks or you hold it against the wall and see if you can make it stick. The moment you chuck a feature in the bin, you aren't iterating or sucking. The proper term is "reverting" and the process doesn't just move to the next iteration, but all the way back to the design stage. It's the Monopoly equivalent of going directly to Jail. Do not pass Go. Do not collect $200. All the flowery hoo ha may be enough to convince laymen, but anyone familiar with software development knows better. 22Cans hasn't even finished implementing all of their framework yet. The only time I've ever seen a design implementation this slipshod, I was sitting in a college programming class with first semester CS majors. It's an MMO that hasn't even pushed a line of online functionality code yet. This is the 22Cans theme song: ...
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