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Post by Danjal on Aug 10, 2014 8:17:29 GMT
The thing with Plague Inc is, while there is a lot of waiting. The waiting is very well balanced out with actions. Throughout the game there are the bubbles to pop (hilarious when you think of how people view bubbles in Godus...), and these bubbles provide you with the key genetic points to advance your pathogen/disease of choice.
Depending on which disease you pick, there are radically different paths to take making replay value a real thing. Then there's the news feed to watch which has some really cool and funny stuff coming by which is actually (for now atleast) relevant to current news events in the real world. The game also transforms later on with some diseases. Like how the zombie and ape viruses have their little ZCOM (and whatever the other one is called) to fight.
But I think the most crucial difference is that within Plague Inc, the waiting isn't going on forever. You finish a game of Plague Inc in 30~60 mins tops. At which point you have won. It doesn't just drag on and on and on without you ever progressing. The comparison would be if Plague Inc had you pressing those starting bubbles for 30~60 minutes, untill you had like 100~500 genetic points to unlock your first mutation.
Often it isn't just WHAT you're doing that determines whether something is worth it and not just incredibly boring. Its also the little things surrounding it. How is it balanced, how is it dressed, how is it presented etc etc etc.
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Post by Crumpy Six on Aug 10, 2014 8:17:53 GMT
Nikink, I also play Plague Inc and I absolutely love it. In fact I think it could appeal to anyone with an interest in the God game genre and world-simulators, so I would recommend it to just about everyone here.
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Post by hardly on Aug 10, 2014 8:34:28 GMT
Wow just wow. I built a farming settlement. It holds three farmers. Now I can't build anymore fields because I don't have anymore farmers. Why? I can't get space because I don't have the belief to level stuff. I can't expand my farming settlement. I can't build buildings. It's just shit. Oh and the pathing is crap. I was trying to be positive about this but I'm just pissed off. I'm sorry but if you played this game at all you would have changed it. Your journey from trying to stay positive into utterly rage ballistic has been interesting to witness. I'm still not super pissed at them, because I got past that stage many months ago. I'm just super disappointed; I am a bit upset with myself for wasting money, and time, and energy into this sad excuse of a god game for more than a year. I know this is a big moment for them. I didn't want to pour shit on 22Cans after all their hard work but its just so annoying. Its like they designed the game deliberately to be frustrating, oh wait they did. Oh and the prices for gems are outrageous too. So much for not hunting whales.
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Post by Danjal on Aug 10, 2014 8:49:45 GMT
You know, after some more thinking. Two of the main problems with the timers in Godus aren't necessarily the timers. Lets take two other games as counterpoint examples (and you could apply countless others easily aswell).
The abovementioned Plague Inc has quite a bit of waiting involved. But as I mentioned, the waiting isn't going on forever and there is a definite sense of progression over a relatively short timespan. Another comparison to be made would be Civilization, just think of it. The time it takes to 'grow' a town in that game early on compared to later on in the game is drastically different. Early on towns grow pretty fast but during late game, unless you're really hoarding food production, its gonna take quite a while.
So whats different? If all three games are inherently riddles with waiting? I'd say some of the key differences are these: 1 Pacing - Neither Plague Inc nor Civilization feel like you're waiting on the game to progress, in Civ you end your turn and it ticks over the clock for you. If you're faster, the game goes faster and if you're slower, the game goes slower. But thats it. In Plague Inc you're more restricted, but the game never feels like its weighing you down. It doesn't force you to go get a coffee because there's jackshit to do. 2 Activities - In both Plague Inc and Civilization there is enough to do while waiting. Which is funny considering how little there is to do in Plague Inc aside from popping bubbles, watching the disease spread and reading the news feed. But ultimately, what there is to do is inherently tied into the main game itself. The actions are relevant, you're not just performing actions for the sake of actions. The actions contribute to an overarching goal.
Godus kinda has you doing chores for the sake of doing chores. Without you having any motivation to do so. And this is because the game is designed around the concept that you do not PLAY this game. But that the game plays itself. You set up the game and then leave it running only to come back during your next coffee break X hours later.
But perhaps the biggest problem and difference is the *in your face* effect of the timers. Imagine if Plague Inc told you you had to wait 5 minutes for the next genetic pop-up... Imagine if Civilization told you that it'd take 15 minutes before you could take your next action... That wouldn't work. And that is exactly what Godus does. It TELLS YOU, you can't do anything untill x amount of minutes have passed.
And what is Peter's defense on this? But you've been playing the game WRONG! We misunderstood his vision and we're purposefully playing the game wrong. Yes that has to be it, there's nothing wrong with the game there's something wrong with the player. If only you'd stop being so stubborn and play the game in the singularly effective way it was MEANT to be played it'd all just work.
The Dev Commentary - while providing some insight into how they intended you to play the game - just adds insult to injury. Not only does the Dev Commentary (and its connected tutorial) deign to tell you that you're doing it wrong and that you should do it differently. It also half the time introduces you to new options only to tell you NOT to take it, because reasons. It almost seems like they're adding things into the game without having a clear reason why at this point.
An amusing observation relating to the Dev Com - I'm not sure exactly at which point this was (I believe whether to spend gems right away and rush ahead or to hoard them), but you effectively hear Peter say how he wants to hoard the gems and just slowly tend to his zen-garden. After which Jack chimes in how he usually spends them right away because he wants to progress more quickly. I wonder if the intentionally are sounding like 2 conflicting advisors there... Much like the good and evil guides in B&W ;p
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Lord Ba'al
Supreme Deity
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Post by Lord Ba'al on Aug 10, 2014 11:43:17 GMT
You set up the game and then leave it running only to come back during your next coffee break X hours later. I don't really agree with this. In Godus the "simulation" doesn't progress over time. The only thing that happens is that timers run down over time. Those timers have to be activated by the player, they don't activate themselves. This means there isn't really a simulation in Godus. I would like to give a very old game called A-Train as comparison. In that game you lay down railway tracks, place some stations and then let trains run on them. Over time, if you do it right, people and businesses start settling around those stations which eventually leads to the creation of a city. For houses and businesses to be build a resource will have to be available though, so you have to set up a proper resource transport system that keeps supplying them and moving them around. Once you have the initial design and systems set up it'll take a long time before your actions grow the map into a sprawling city. You could in fact turn off your monitor for a couple of days while you keep the simulation (yes this is truly a simulation) running. When you look at it later, hopefully your city will have made progress and hopefully you won't be out of cash. The game doesn't go very deep but I still find it thoroughly enjoyable. Note that this wasn't even originally intended as a game but as a pure simulation for educational purposes that was extended into a game. Big difference between Godus and A-Train.
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Post by Danjal on Aug 10, 2014 12:08:57 GMT
Yes, its true that you have to activate the buildings to "reset" the timers every so often. But lets be honest, pressing or 'swiping' a bunch of timers every 5/15/30/60+ minutes isn't "playing a game". So even WITH that in mind, all you do is set up the game and it runs itself with minimal interference. ANYTHING you do is already stated to get a punishment.
Do you leash your followers around a lot? There will be negative consequences for that. Do you not leash your followers around? The game won't punish you with direct means, but your game will be less efficient as the AI is pretty bad. Do you grow quickly? You run into food problems. Do you grow slowly? There's jackshit to do.
The list just goes on. I can only come to the conclusion that Peter/22cans do not want their game to be played. But rather they want some form of garden which you tend to and observe from a distance. A bonsai in a zen-garden which you allow to flourish on its own while occasionally rearranging the sand in pretty wavy patterns.
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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 Aug 10, 2014 12:25:01 GMT
How is anything going to flourish on its own when nothing happens without a player continuously giving "commands"?
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Post by Danjal on Aug 10, 2014 12:33:06 GMT
Who is talking about flourishing? I said the game RAN itself =P Which it does. The timers will tick with our without your interference.
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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 Aug 10, 2014 12:39:05 GMT
Who is talking about flourishing? I said the game RAN itself =P Which it does. The timers will tick with our without your interference. But once they stop ticking they will have to be reactivated by the player. The game doesn't actually run itself. It pretends to temporarily run itself.
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Post by Danjal on Aug 10, 2014 13:22:14 GMT
Yet if you decide to *play* the game (do large amounts of sculpting, guide your people etc) - if you do ANYTHING except minimal interference and resetting timers. You get a slap in the face.
Yes, it doesn't run itself entirely... But its intended to be 'played' as close as possible to that as it can come without becoming a fully self-sufficient simulation. At this point I wouldn't be surprised if Peter would want it to run itself in its entirety. Without even the need for a player to press any timer-resets.
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Post by Danjal on Aug 10, 2014 14:43:27 GMT
Not sure if anyone else has noticed this - but apparently it takes GEMS to even activate your godpowers. I've noticed my gems going down for wanting to place a settlement, for using beautify power and for various other powers (swamp etc)...
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Post by Crumpy Six on Aug 10, 2014 14:59:02 GMT
Not sure if anyone else has noticed this - but apparently it takes GEMS to even activate your godpowers. I've noticed my gems going down for wanting to place a settlement, for using beautify power and for various other powers (swamp etc)... Is this for real? I realise we've got the mobile version in front of us right now, but I have no idea how this is supposed to reconcile with PM's views of monetisation in mobile games and how Godus is supposed to be so different and special.
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Post by Danjal on Aug 10, 2014 15:17:25 GMT
Yes, its for real. I just spend 2 gems on Beautify several times in a row trying to get some terrain 'upgraded' to get the happiness and belief buff from it.
Only after doing it several times, I noticed that the few gems I'd have managed to save up were going down with each time I used the power. Earlier I also noticed them going down after placing down a settlement. It apparently subtracts gems whenever you 'select' the power, but as long as you have the belief for it you can keep using it without extra charge. I seriously question the decision to make it work this way and I do hope that this is a mistake (although I have a hard time believing that you do something like this 'by mistake')
*edit* taking out the power while at 0 gems doesn't do cost you any additional things except for the belief. So it only does it when you do have gems.
Kinda like how boosting followers costs nothing normally and resets them to full energy, but as soon as you have excess wheat it costs 1 wheat. Supposedly it speeds them up at that point, but really, I'd rather just be able to reset their energy levels so they finish the expansion beacon. I'm gonna need that wheat for further expansion after the beacon is done. And waiting 2 hours for a handful of farms to complete just isn't my thing...
Which just so happens to be just another "mobile" line of thinking. Why offer options if you can just default to the most costly method! Gotta milk the player for more gems right?
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Post by banned on Aug 10, 2014 16:13:02 GMT
and that is it guys. Done. Despite all the attempts to wake these useless fucks up, cash shop mechanics win every time. And they somehow expect us to swallow their shit sandwich and then thank them. I no longer have any interest in this sad excuse for what the game should have been. The bile I shall throw at them is, however, without end.
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Post by 13thGeneral on Aug 10, 2014 17:34:10 GMT
One thing that upset me was that selecting a God Power spends the Belief - or Gems in the case of Gifts - whether or not you actually use the power. I accidentally clicked the Tears thing instead of the Holy Forest, and "bye-bye" gems. That aside, what baffles me is how much this "God Game" actually punishes you for doing Godly things.
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Post by hardly on Aug 10, 2014 19:33:27 GMT
Yeah I discovered this with settlements. Every time I clicked on place settlement it would increase my belief to 3k. I thought I'd found an exploit so is do some hard out sculpting, click on settlement, cancel settlement, repeat. Worked great until I ran out of gems. The really sad but is 30 gems if belief wasn't even enough to level a small hill. I do not feel like a god in GODUS. Obviously it should ask you if you want to use gems.
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Post by hardly on Aug 10, 2014 19:34:28 GMT
One thing that upset me was that selecting a God Power spends the Belief - or Gems in the case of Gifts - whether or not you actually use the power. I accidentally clicked the Tears thing instead of the Holy Forest, and "bye-bye" gems. That aside, what baffles me is how much this "God Game" actually punishes you for doing Godly things. The worst example is the leash. 100 belief just for directing a person.
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Post by Deth on Aug 10, 2014 19:52:17 GMT
And here I thought it had taken the gems because I did not have enough belief, and I had just Brought a belief card to pay for the settlement.
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Post by 13thGeneral on Aug 10, 2014 19:52:16 GMT
One thing that upset me was that selecting a God Power spends the Belief - or Gems in the case of Gifts - whether or not you actually use the power. I accidentally clicked the Tears thing instead of the Holy Forest, and "bye-bye" gems. That aside, what baffles me is how much this "God Game" actually punishes you for doing Godly things. The worst example is the leash. 100 belief just for directing a person. Yes, that upsets me. I have tried to think of a rational reason why directing followers shouldn't cost Belief, although I suppose it makes some sense. So, in that case, I feel it needs to be lower; 25 each would be better balanced. Does commanding them to do things cause any negative to belief or happiness? I was also thinking that (as has been suggested) I agree they need to rename Gems into something like Spirit or Essence or something. Gems just don't feel right as a resource for Gods to draw power from.
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Post by Danjal on Aug 10, 2014 20:07:36 GMT
One thing that upset me was that selecting a God Power spends the Belief - or Gems in the case of Gifts - whether or not you actually use the power. I accidentally clicked the Tears thing instead of the Holy Forest, and "bye-bye" gems. That aside, what baffles me is how much this "God Game" actually punishes you for doing Godly things. The worst example is the leash. 100 belief just for directing a person. And in future, there will be a downside to this - as CLEARLY as a god you should be guiding your followers, not controlling them. It would appear that Peter believes the more a player takes an active role in playing the game, the more the player needs to be corrected that this is the 'wrong' way of playing the game.
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