feanix
Suspected 22Cans staff
Posts: 73
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Post by feanix on Sept 2, 2014 5:41:34 GMT
In terms of media exposure most of the people who play the games don't consume the type of media where the backlash was so it's a non-issue as far as the mobile version goes.
Perhaps I am wrong, but am I hearing that since most mobile players did not follow how much we got fucked over it does not matter to PM? Regardless of whether or not Godus succeeds, it sickens me to think this was the plan all along. I really don't want their mobile to fail now, I want it to make enough that they honour their word and make us the game that I was promised when I backed Godus. The game I was told repeatedly in Alpha that would be made. One without any F2p mechanics at all. One that is fun. One that is like a updated version of Populous. One without Farmville timers on steroids and chores of pink bubbles to swipe to collect belief or do click fest voyagers that use one eight of my brain capacity. Where is that game since you claim to rolling in the dough now? This is one of those moments where I hope you guys will believe the positive things I have to say as much as some of the others things I have to say... So here goes. We have never, nor do we now, plan to abandon the PC in favour of mobile. Our focus has been there for a long while but Peter never set out to upset anyone. He really wants nothing more than to make a great experience and make people happy. I really believe that. I'm not saying it's all rainbows and sunshine but there's never been any sort of malign intent. Anyways. I'll just leave that there.
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Post by Danjal on Sept 2, 2014 7:04:50 GMT
This is one of those moments where I hope you guys will believe the positive things I have to say as much as some of the others things I have to say... So here goes. We have never, nor do we now, plan to abandon the PC in favour of mobile. Our focus has been there for a long while but Peter never set out to upset anyone. He really wants nothing more than to make a great experience and make people happy. I really believe that. I'm not saying it's all rainbows and sunshine but there's never been any sort of malign intent. Anyways. I'll just leave that there. Allow me to elaborate my perception on the whole 22cans deal. "Seeing is believing."At this point we've been told so many random promises so often, with half of them backfiring, being "in progress" or being outright denied or nullified by subsequent decisions made by Peter that we (rightfully so, if you ask me) have a hard time believing any such intent coming from 22cans. The plan to "eventually" get around to doing something about the PC platform is a rather empty promise, considering none of us can look into the future. "The road to hell is paved in good intentions." - or so they say. While it is entirely possible that you and your colleagues have every intent not to abandon the PC platform for mobile, the reality is that the PC platform has been thoroughly screwed at this point and the odds of a big enough comeback aren't very likely. (It just isn't a sound business decision to put significant time, effort and funds towards this goal...) To follow through on the spirit of the original pitch, you'd require a *complete* overhaul of the games design to come even close to reaching that point, any and all concepts relating to F2P/mobile design would need to be ripped out and replaced by proper features. The game would need to get a thorough scrubbing and get proper choices implemented rather than the linear path that is available now. Even if by some miracle you'd end up "adding" content thats substantial right now, the core game is so utterly dull and meaningless that that by itself would ruin the experience for most PC players. (And yes, I choose to seperate PC players and casual players for the sake of argument, the 'correct' description would be "most core PC players" or something along that line...) When I say you've abandoned the PC, I mean to say that you have little to no intention to deliver the PC title as it was originally described. A game in the spirit of Black & White or Populous, the concept that convinced most of us to back Godus in the first place. While I can believe that 22cans intends to release a slightly tweaked version of Godus mobile on PC, with some minor changes to (graphical) options, and the addition of a few keybinds (which reminds me, these are some things that could really easily be added to improve functionality on PC yet have been neglected all this time...) - but ultimately it'd still be a F2P mobile game at heart. And while this works from a business sense. Hell there might even be some degree of a market for it as there are plenty of casual players on PC. It would not be the game that we once were sold on. To that extend, you'd still have "abandoned" the PC platform, or at the very least those original backers and supporters, in favor of selling out to a vastly different target audience. I have no problems with developers making casual games, some people like different games and there's a market for that. Pure supply and demand states that if there is a demand/market, then its only logical that someone will take up on that business opportunity. What I DO have a problem with is that this entire project was originally pitched under entirely different pretenses - and feel free to call me on holding this grudge, but ultimately THAT is the game I paid for. Not some cheap iOS knockoff, not some 'zen-like' & ' delicious' game of groundskeeping. But a proper godgame, with relevant choices and with the freedom to do things as I desire. A world that would function on its own but would react to my intervention and a toolset that would allow me to interfere with that world on a meaningful level. As much as the "intent" might be there to not abandon the PC platform. I don't see that ever happening. The reality is that people like me and the game that I'd thought Godus would become have no place within the wider scope of 22cans plans for Godus. The question that remains there is if the purposefull deception (and yes, I do believe that this is the case) towards these players. To describe a game in the spirit of such old titles only to turn around and claim "But I never said that I'd make the game like that!, I just said I'd take concepts from it and place them in a modern light!". Whether that could be interpreted as malicious. And frankly, yes... I do believe that that IS malicious. Don't get me wrong, from an amoral business perspective its a genius move, gather momentum and publicity based on past fame. Then use that momentum to further the project and company towards a much larger potential audience and a vastly different kind of market that otherwise would never have funded you in the first place. Then turn around and say you never intended to make the game like people interpreted in the first place. To play off of a vague enough descriptor that you can get away with fullfilling it on the barest of technical requirements and then simply continue on your merry way to develop a game in such a way that its entirely catering to the much larger casual market that relies on monetary micro-transactions. Do I blame the 22cans staff for this? Not really, I highly doubt you guys have the slightest say in this. Peter has made clear on multiple occassions that he sails by his own agenda. That his apparent hatred or atleast dislike towards the nature of PC gamers. The strife that exists on the platform, the heavily competative nature and the uninevitable conflict that crops up when you put so many vastly different people together with the ability to all directly communicate together. Combined with the perceived mistreatment or bullying by that very audience regarding Peter's previous titles - the fallout he's gotten over him for features that were once promised but never delivered even though the games themselves turned out pretty good. The stain on his reputation that he could never lose. After all, his reputation as someone who overpromises already exists so its not like he can damage that any further? That all of that is something he has some very strong negative feelings about. So do I believe that 22cans will "abandon" the PC platform entirely? No... You wouldn't. Because that would force you to refund to the very people that Peter feels have mistreated him for all this time. Instead, releasing the iOS version on PC slightly modified would both prevent the necessity of such refunds aswell as draw in minor additional funds from the casual players on the PC platform. The target audience that "doesn't look at such media sources anyway", but instead just wants to sit at their computer and play a game for a short time each day. Do I believe that Godus will ever even ever so slightly approach the game that we originally chose to back however? No... I don't believe that. To achieve that, pretty much everything that is currently in the game would either have to go or be drastically changed. And from a business perspective that would be completely ridiculous. You'd have to overhaul half a year of work *again* to achieve that.
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Post by earlparvisjam on Sept 2, 2014 7:40:54 GMT
In terms of media exposure most of the people who play the games don't consume the type of media where the backlash was so it's a non-issue as far as the mobile version goes.
Perhaps I am wrong, but am I hearing that since most mobile players did not follow how much we got fucked over it does not matter to PM? Regardless of whether or not Godus succeeds, it sickens me to think this was the plan all along. I really don't want their mobile to fail now, I want it to make enough that they honour their word and make us the game that I was promised when I backed Godus. The game I was told repeatedly in Alpha that would be made. One without any F2p mechanics at all. One that is fun. One that is like a updated version of Populous. One without Farmville timers on steroids and chores of pink bubbles to swipe to collect belief or do click fest voyagers that use one eight of my brain capacity. Where is that game since you claim to rolling in the dough now? This is one of those moments where I hope you guys will believe the positive things I have to say as much as some of the others things I have to say... So here goes. We have never, nor do we now, plan to abandon the PC in favour of mobile. Our focus has been there for a long while but Peter never set out to upset anyone. He really wants nothing more than to make a great experience and make people happy. I really believe that. I'm not saying it's all rainbows and sunshine but there's never been any sort of malign intent. Anyways. I'll just leave that there. It's not a matter of intentions or plans that we're looking at. The reality is that there's no money for pc development. We've already been told that Kickstarter funded the first 8 months of development. After that, all the money for your guys' salaries came out of SEA. At this point, it's pretty much sounding like the only significant income is from mobile. For us, we just don't see where 22Cans has the money to afford to focus on the pc build. To keep things afloat, either content has to be steadily added to mobile or a new project needs to be kicked off to generate continued funds. None of which has the slightest thing to do with the pc version. The company's too small to split their manpower (according to 22Cans itself) so it can't just divide and conquer. At this point, I don't see 22Cans having more than 2 years of life left. Most of the sales have come and gone for a game that's still only half finished (being generous with the nebulous percentages). Mobile is at its peak right now and, like all MMOs historically, will slowly fade in popularity until the plug is pulled. It's even sadder, since it's still without it being massive, multiplayer, or online at this point. It's going to take all the money that's left to get servers up and running for online, keep development chugging away, and the lights on at headquarters. We've been told that mobile and pc will not be intermingling so that means the infrastructure will be a lot larger than planned as well, so that's going to cut into budget as well. Even if the game is finished and online, there's no long term plan for the company. To stay alive in 5 years, they're going to need to look for new sources of income. The only thing left for Godus is the Android marketplace and then they're done. We'll be lucky if the servers are still running in 3 years. In the next 2 years, 22Cans needs to complete Godus entirely, fix a nightmarish public relations disaster, and come up with something new to sell to the public or risk going under. None of these is feasible. I can hear the assurances now, that the company is solvent enough to last. Sure, it'll be stripped to the frame, out of gas, and up on blocks in PM's front yard but at least it'll still exist. Unless there's some magical pot of gold stashed away in the 22Cans basement, its future isn't too rosy.
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Post by Gmr Leon on Sept 2, 2014 18:27:12 GMT
This is one of those moments where I hope you guys will believe the positive things I have to say as much as some of the others things I have to say... So here goes. We have never, nor do we now, plan to abandon the PC in favour of mobile. Our focus has been there for a long while but Peter never set out to upset anyone. He really wants nothing more than to make a great experience and make people happy. I really believe that. I'm not saying it's all rainbows and sunshine but there's never been any sort of malign intent. Anyways. I'll just leave that there. It's not a matter of intentions or plans that we're looking at. The reality is that there's no money for pc development. We've already been told that Kickstarter funded the first 8 months of development. After that, all the money for your guys' salaries came out of SEA. At this point, it's pretty much sounding like the only significant income is from mobile. For us, we just don't see where 22Cans has the money to afford to focus on the pc build. To keep things afloat, either content has to be steadily added to mobile or a new project needs to be kicked off to generate continued funds. None of which has the slightest thing to do with the pc version. The company's too small to split their manpower (according to 22Cans itself) so it can't just divide and conquer. At this point, I don't see 22Cans having more than 2 years of life left. Most of the sales have come and gone for a game that's still only half finished (being generous with the nebulous percentages). Mobile is at its peak right now and, like all MMOs historically, will slowly fade in popularity until the plug is pulled. It's even sadder, since it's still without it being massive, multiplayer, or online at this point. It's going to take all the money that's left to get servers up and running for online, keep development chugging away, and the lights on at headquarters. We've been told that mobile and pc will not be intermingling so that means the infrastructure will be a lot larger than planned as well, so that's going to cut into budget as well. Even if the game is finished and online, there's no long term plan for the company. To stay alive in 5 years, they're going to need to look for new sources of income. The only thing left for Godus is the Android marketplace and then they're done. We'll be lucky if the servers are still running in 3 years. In the next 2 years, 22Cans needs to complete Godus entirely, fix a nightmarish public relations disaster, and come up with something new to sell to the public or risk going under. None of these is feasible. I can hear the assurances now, that the company is solvent enough to last. Sure, it'll be stripped to the frame, out of gas, and up on blocks in PM's front yard but at least it'll still exist. Unless there's some magical pot of gold stashed away in the 22Cans basement, its future isn't too rosy. I still think this view is rooted too much in assumed knowledge and insight into how 22cans is running. -It assumes they're strapped for cash. -It assumes this is due to poor sales from Steam. -It assumes there are poor sales from Steam. -It assumes the sales are being negatively impacted by the gaming press' response to the game. -It assumes that there are a significant number of those following the game's press reception. -It assumes that 22cans doesn't have any investors and all money to operate is being accrued from Steam sales and, now, the iOS version's microtransactions. -It assumes that since 22cans may not have any investors, Steam sales may be poor, and the iOS version's microtransactions' profits may quickly shore up, that they cannot look into expanding the team to better support the iOS version's maintenance (both in terms of fixing bugs and content production) as well as continue the PC version's development. Now, with all these assumptions in place your conclusion is well supported, but it's supported by information we have practically no verification or indication of. You can say that if things were better they'd just come out and say it, but there are a variety of reasons as to why they wouldn't. -The business operations of 22cans, while of concern to us as buyers and backers, are not necessarily of any great importance compared to the delivery of information regarding the game's status and development. -There are agreements in place or opportunities that may be put at risk by disclosing too much of how the business operates, which is to say, if they go around telling everything about their agreements then those who would prefer to keep their associations/agreements private may avoid working with them. -There is no direct obligation on the part of 22cans to disclose any information regarding its financial situation to us in any great detail, except to assure us vaguely that things are okay. -It is actually the norm for gaming companies to withhold information regarding their financial situation until development must be halted due to the exhausting of all funds and all possible means to acquire more funding to continue and complete development. -They must proceed through a number of approval hurdles and sign offs before any information may be presented to us, leading to this particular area of information falling into a low priority category as per my first point.
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Post by earlparvisjam on Sept 2, 2014 19:35:01 GMT
I still think this view is rooted too much in assumed knowledge and insight into how 22cans is running. -It assumes they're strapped for cash. -It assumes this is due to poor sales from Steam. -It assumes there are poor sales from Steam. -It assumes the sales are being negatively impacted by the gaming press' response to the game. -It assumes that there are a significant number of those following the game's press reception. -It assumes that 22cans doesn't have any investors and all money to operate is being accrued from Steam sales and, now, the iOS version's microtransactions. -It assumes that since 22cans may not have any investors, Steam sales may be poor, and the iOS version's microtransactions' profits may quickly shore up, that they cannot look into expanding the team to better support the iOS version's maintenance (both in terms of fixing bugs and content production) as well as continue the PC version's development. Now, with all these assumptions in place your conclusion is well supported, but it's supported by information we have practically no verification or indication of. You can say that if things were better they'd just come out and say it, but there are a variety of reasons as to why they wouldn't. -The business operations of 22cans, while of concern to us as buyers and backers, are not necessarily of any great importance compared to the delivery of information regarding the game's status and development. -There are agreements in place or opportunities that may be put at risk by disclosing too much of how the business operates, which is to say, if they go around telling everything about their agreements then those who would prefer to keep their associations/agreements private may avoid working with them. -There is no direct obligation on the part of 22cans to disclose any information regarding its financial situation to us in any great detail, except to assure us vaguely that things are okay. -It is actually the norm for gaming companies to withhold information regarding their financial situation until development must be halted due to the exhausting of all funds and all possible means to acquire more funding to continue and complete development. -They must proceed through a number of approval hurdles and sign offs before any information may be presented to us, leading to this particular area of information falling into a low priority category as per my first point. We've been told that the Kickstarter only funded the first 8 months. The only other money they had coming in was from Steam or backing from DeNA since last September. That's not assumption but a simple matter of connecting the dots. They probably aren't strapped for cash right now. I'm not talking about the next 6 months. I'm talking about after a year has passed. Bills are increasing while income sources are drying up, unless they've already started paying for the servers the online part of this game is going to use. They've effectively released their game on both pc and mobile already. It may still be "Early Access" but the bulk of their pc sales have been made. The pc side of things is pretty much tapped out at this point and without an in-game store, people aren't going to toss additional money at it. (Well, unless the game magically transforms into what people were expecting it to be from the start.) Their income has peaked and is only going to taper off from now on. Either they are going to continue to operate the next few years off of what they've made already with the mobile money buffering shortfalls or they're going to have to find new sources of income to keep things moving. They don't have any additional sources beyond Android for the forseeable future. My assumption believes that they've made enough from SEA, mobile, and DeNA to fund the next few years. That's a best case scenario since there's nothing else to keep this project running. This isn't Mojang we're talking about. I don't see anything to hint that they've made enough already to develop indefinitely without additional income. So, the question becomes, what is 22Cans going to do in 2-3 years when the money's dried up? There's really only one thing that can happen to a company that's not generating revenue and has nothing new planned for release. On the other hand, if they focused on mobile, they could continue to add content and retain a moderately steady income. Since they don't have enough people to split into pc and mobile teams, all pc development at this point is a drain to future income. The only assumptions I'm making at this point is that the pc version isn't selling very well any more and that 22Cans hasn't made enough to fund development for the next 5 years.
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Post by Danjal on Sept 2, 2014 21:12:45 GMT
Most of it is based off of observation and past experiences. 22cans has told us for well over a year how they plan to do all these things. And they have yet to deliver. While it is an entirely valid option to hope for the best, I think its safe to say that doing so blindly at this point would be utterly naive... Perhaps should they deliver on some of these promises towards the PC players that they intend to fullfill their promises in spirit rather than to the letter, we might have reason to be somewhat lenient. The reality however is that they haven't, infact they've done the very opposite by calling us out through interviews and by focusing entirely on the mobile release. While the mobile release is a smart move from a business perspective - that does not remove the fact that they consistently 'promise' that they'll return focus to the PC platform. Sure, we don't have definitive proof that Godus isn't doing really well other than what we can find on iOS statistics and from public review - yet where there is smoke, there's usually fire. Its safe to assume that Godus isn't a massive financial success, and we know for a fact that 22cans isn't a studio that has the manpower to dedicate full-time to both development paths. We *know* that the current iOS release is lacking in content, and any knowledge on the platform shows that retention is key to success there. If you can't retain your players you're going to sink into the abyss. Putting these puzzle pieces together, even if it doesn't give us any 100% assurances. Does paint a pretty obvious picture as to where the priorities for 22cans would lie. Combine that with Peter's own admission that the promised "PC sprint" is going to be a short one (only a few months at most) and that picture only ends up being confirmed. While there are a multitude of options available. Like Peter Molyneux having a pot of gold hidden under his desk, Jack secretly having a rich grandfather backing the company or other outer sources of income. So again, while the focus on the mobile game in and of itself isn't so much the problem - the constant insisting that they will focus on the PC platform when they consistently do not IS a problem. And while the reasoning for this insistance can also be put to various causes (perhaps they truely want to do it but are prevented from doing so, perhaps its just a ruse to prevent the need to be forced to refunds or any of the various other options), it does remain that 22cans keeps making promises they do not keep. With all the information that consists of speculation, that part is fact. 22cans has created a reputation of not doing as they say they will. Or at the very least, not doing so in the way we perceive their promises.
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Post by Gmr Leon on Sept 2, 2014 23:40:30 GMT
All I can really follow up both of your responses with is that I completely understand where you're coming from, and recognize the validity of both the actual information we have (Kickstarter money exhausted) and the observations made throughout the development. Personally however, I find the whole notion of trying to speculate too deeply into the health of businesses' to be a relatively futile effort with the little, fully factual information we have to work with. We could discuss very extensively about whether or not the Steam sales have indeed been tapped out and how long it may take mobile users' to finish what's present, but without access to the raw data on the subject, all such discussion will prove relatively inconclusive.
Thus to my mind, it isn't the wisest move to be too captivated by what we think may be 22cans' situation for the foreseeable future based on what we may have observed, and nor is it so based on what they themselves say. The best that may be done might simply be to continue proceeding as we have with an eye not to being fooled by ourselves or them.
Edit: The reason I emphasize this stance is that I've seen in a few game communities the ugly tendency to warp the narrative a little. E.g. the balance tool update, we were given an ETA, some of us took that ETA as a promise, but there was no, "We promise to have it out by then," statement or anything like it. Now this isn't to dismiss those features very clearly stated as per the Kickstarter, only these little things.
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Post by Danjal on Sept 3, 2014 2:53:44 GMT
I've come to take a "seeing is believing" stance when it comes to 22cans' promises. They say a lot - a lot of which they don't really bother to follow up on.
A direct result of this however is that anything that 22cans says is just empty words. I'd prefer to see them back these words up with results more frequently. =) It'd make it easier to believe their intentions and plans for the future.
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Post by morsealworth on Sept 3, 2014 12:30:15 GMT
Stickers ARE inherently bad. They're out of character and immersion breaking.
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Post by Deth on Sept 3, 2014 12:51:06 GMT
I agree I hate stickers. I also do not like how the time line is right now. I like the concept but hate that I can only advanced in their plan. I wish the cards were stacked below and I could unlock the ones I wanted in the order I wanted and then they get moved up to the time line.
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Post by Danjal on Sept 3, 2014 19:22:22 GMT
The thing with stickers is (and I've pointed this out Waaaaaaaay back when in the early days of SEA's release of Godus), even if Godus would replace stickers with equivalent replacement resources. So lets say hammer stickers would become hammers, grain stickers would become grain, bread stickers become bread etc. If the underlying mechanic stayed the same, the problem would not be solved. So while it is true that stickers are out of place and do not really fit within the game. That isn't the big problem with them. The underlying mechanic. The fact that you randomly collect them off of the land and through minigames without any apparent reason to them. The fact that the main resource that drives your follower's advancement is entirely collected by the GOD (the god who is supposed to guide, not have full control according to the general consensus of what a godgame should be). And the fact that you then need upwards of 15 stickers all the way up to 50 within the current stages of development. THAT is the main problem with stickers. So that puts out a number of 'problems' with stickers: - [minor problem] They are called stickers, which is out of place for the 'feel' of the game.
Changing this to something more 'in place' would make it feel better, but wouldn't change the inherent problem that stickers pose to the game.
- [growing problem] The number of stickers needed to unlock things, this is a problem that will grow if the current system is followed through in later ages.
While it is somewhat manageable right now, its already becoming quite tedious for the current "late game" unlocks need 50 of a resource, even with the 3x stickers that puts you at 17 stickers needed, stickers that you need to drag on one at a time. Argueably they could keep ramping up this mechanic by providing bigger and bigger multipliers on stickers, but that wouldn't solve the inherent problem. Not to mention the random acquisition doesn't guarantee that you obtain the highest value of the stickers you need consistently. Making the entire mechanic tedious.
- [jarring inconsistency] Sticker acquisition is entirely random, not only do you get random types without any reason - but you're also not assured to get the higher tier stickers all the time, leaving you with a lot of less usefull or even useless low-multiplier stickers, directly increasing problem #2
This problem ties in directly with the lack of follower interaction. The resource that stickers are an abstract representative of is the followers acquisition and progression towards technology. They require materials and labour to 'unlock' new technological advancements. Yet they have no interaction with this entire mechanic. Combined with the complete random nature of stickers, this leaves the player to just mindlessly 'grind' stickers for the sake of advancing the game, rather than making advancement through the ages directly tie into the core gameplay progression and combining it with the followers directly. (Suggested solutions are to have followers be able to dig up chests, and preferably have stickers be acquired in other methods aswell such as mining or other resource fields, why wouldn't a farmers field occasionally give you a 'food' (bread or wheat) sticker, why wouldn't a mine occasionally give you an ore or metal related sticker and so on?) - [pointless 'quick fix'] The voyages, voyages aren't tied into the game and followers have no inherent reason to go on voyages.
Voyages are put in as an easy method to supply the player with something to do and to supply the player with an extra source of resources (originally only stickers, now also belief, gems, grain etc). But ultimately there's no inherent reason for followers to go on these voyages. If you want Godus to be a proper godgame, rather than a minigame extravaganza along the lines of Mario Party - these quick fixes would in time need to be integrated into the core gameplay.
As I've pointed out before. Making stickers into a less abstract representative of the same resources. Solving 'problem #1', would not solve the inherent problem that stickers represent - it'd just make them more palatable.
Problem #2 is going to grow bigger and bigger if the current progression continues. With cards needing more and more stickers as the ages progress. Like with settlements, this problem crops up because of an apparent lack of looking ahead.
Problem #3 is the big one for me. The complete random nature of stickers is what jars me the most as a player. If followers would acquire the stickers, it'd already make it feel better - though they'd still be random. If followers would acquire the stickers in logical locations, having social stickers randomly be acquired by followers performing social tasks (directly increasing the value of the follower friendship card and increasing potential for other 'fluff' activities), having them acquire various other stickers through their related interactions that followers have with the world. And subsequently taking away this groundskeeper mentality of needing to clean all the litter off of the land. They wouldn't even have to need to entirely remove the spawning of resources by storms. Having storms uncover hidden caches of a resource isn't that odd, a storm could tear down trees which provide wood, it could uncover something hidden underground, a storm could break a traders caravan or have something wash up on the beach. The possibilities are there and it wouldn't need any major alteration to the game. You just need to shift them into a logical place.
If problem #3 were fixed, I could live with them still being stickers. Yes they'd be out of place, but thats merely a design choice. Pure decoration. Its the underlying mechanical problem that is the issue here.
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Post by earlparvisjam on Sept 3, 2014 22:05:15 GMT
All I can really follow up both of your responses with is that I completely understand where you're coming from, and recognize the validity of both the actual information we have (Kickstarter money exhausted) and the observations made throughout the development. Personally however, I find the whole notion of trying to speculate too deeply into the health of businesses' to be a relatively futile effort with the little, fully factual information we have to work with. We could discuss very extensively about whether or not the Steam sales have indeed been tapped out and how long it may take mobile users' to finish what's present, but without access to the raw data on the subject, all such discussion will prove relatively inconclusive. Thus to my mind, it isn't the wisest move to be too captivated by what we think may be 22cans' situation for the foreseeable future based on what we may have observed, and nor is it so based on what they themselves say. The best that may be done might simply be to continue proceeding as we have with an eye not to being fooled by ourselves or them. Edit: The reason I emphasize this stance is that I've seen in a few game communities the ugly tendency to warp the narrative a little. E.g. the balance tool update, we were given an ETA, some of us took that ETA as a promise, but there was no, "We promise to have it out by then," statement or anything like it. Now this isn't to dismiss those features very clearly stated as per the Kickstarter, only these little things. The longer this project runs, the less likely things are going to be finished. The reasons always come down to money. We've discussed reasons for monetization and they always come back to "keeping this project afloat." A good portion of this comes back to the fact that PM kicked off the discussion with his talk about "invest to play" and as long as he continues to talk about f2p and profitability, this line of discussion is going to keep happening. Jack's presentation didn't help matters and only adds fuel to the fire. Since we're given no real numbers, the best thing we can do is to speculate based upon the evidence we can gather. Even without knowing specifics, there are a few things we know about the future: - The pc version isn't going to be a source of income in 2 years the way it has been for the last two
- There are no additional products being developed that will come out for at least 5 years
- Mobile has the potential to retain profitability as long as it continues to add content
Any small company that plans to remain operational needs money to pay the bills and employee salaries. We know that 22Cans is living off of previous earnings, outside investors, and Godus income. For them to tread water, their Godus income has to be coming in at a rate to match the Kickstarter amount every 8 months. That's just a baseline from what we have been told from 22Cans itself. Tack on additional expenses for servers and the number goes up from there. Add a few new employees and it rises again. So, when PM promises that Godus will be developed for the next 2 years and we're looking at how much time and effort it's going to take for them to finish this project, the only way to critically assess his proclamation is to look at the feasibility that 22Cans will be around long enough to do it. As it stands, the numbers only add up to around a 50/50 chance that they'll be around for more than a few months after official release date. The problem with the balance tool is that it's not some brand new thing. The QA team has been using a similar tool already and has said as much when this was first being discussed. So, the biggest mystery is why it's taking so long for them to cobble something together when it should just be a simple matter of sprucing up a (likely) rough tool for public usage. There must be some non-technical reason they can't hand out the QA tool to the public right now. My guess is that they're realizing just how fast people will identify just how little content there is if they don't have all the roadblocks to fight with.
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Post by Gmr Leon on Sept 3, 2014 22:31:45 GMT
All I can really follow up both of your responses with is that I completely understand where you're coming from, and recognize the validity of both the actual information we have (Kickstarter money exhausted) and the observations made throughout the development. Personally however, I find the whole notion of trying to speculate too deeply into the health of businesses' to be a relatively futile effort with the little, fully factual information we have to work with. We could discuss very extensively about whether or not the Steam sales have indeed been tapped out and how long it may take mobile users' to finish what's present, but without access to the raw data on the subject, all such discussion will prove relatively inconclusive. Thus to my mind, it isn't the wisest move to be too captivated by what we think may be 22cans' situation for the foreseeable future based on what we may have observed, and nor is it so based on what they themselves say. The best that may be done might simply be to continue proceeding as we have with an eye not to being fooled by ourselves or them. Edit: The reason I emphasize this stance is that I've seen in a few game communities the ugly tendency to warp the narrative a little. E.g. the balance tool update, we were given an ETA, some of us took that ETA as a promise, but there was no, "We promise to have it out by then," statement or anything like it. Now this isn't to dismiss those features very clearly stated as per the Kickstarter, only these little things. The problem with the balance tool is that it's not some brand new thing. The QA team has been using a similar tool already and has said as much when this was first being discussed. So, the biggest mystery is why it's taking so long for them to cobble something together when it should just be a simple matter of sprucing up a (likely) rough tool for public usage. There must be some non-technical reason they can't hand out the QA tool to the public right now. My guess is that they're realizing just how fast people will identify just how little content there is if they don't have all the roadblocks to fight with. I don't see how they can just be realizing that now. We've had players with basically this same Homeworld since March blazing through it in around a month, playing normally. We've had a month now with 2.1, and guess what, we're seeing the same results. I don't honestly think the concern is for how fast people will identify and recognize the shallowness of the game, I think it's a mixture of polishing up the GUI for it and for rolling it together with content, because they had to have known this was coming. Hell, they even had the limited launch on iOS to demonstrate to them that people would be finishing up splashing in this puddle of a game very rapidly even on that platform. You, and those of us who have considered this possibility, are absolutely right to think of this as a factor in it, which is why it only makes sense that they're not deliberately stalling it because ohnoes they'll realize we've built almost nothing to keep them engaged, and instead are sprucing up the GUI while building some new content to accompany it. I'm probably wrong, given that they've done some absurd stunts in the past, but I find it to be pretty nuts to think they'd release it with only what we have. Maybe if they had hit the original deadline, I might not think so, but now that it's taken this long, they'd be really, really silly to put it out without accompanying material.
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Deleted
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Post by Deleted on Sept 3, 2014 22:47:21 GMT
Yeah... considering all of the iOS games I've played that rely heavily on multiplayer to keep you playing, I would wager that they are having some serious problems with the hubworld.
Every day that they choose not to release it, it's costing them money on mobile.
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Post by Danjal on Sept 3, 2014 23:51:44 GMT
@ Gmr Leon - I think a major difference in perception here between what you're saying and what earlparvisjam and I are saying comes down to possibility versus probability. While it is true that speculation only gets you so far, we do have some evidence to support such speculation. Given what has been going on, we could take into account all kinds of options (the mentioned 'pot of gold', or Peter having a stash of cash hidden being an option), alternately the option of a terrorist attack on guildford blowing up the entire office and cancelling Godus in the process (for the sake of argument we'll say that everyone is out while this happens...) I'm just saying that a lot of possibilities are there - but the probability of them being true aren't always likely. Going off of both past experience with 22cans aswell as past experiences with other developers, the need for income is essential to the continued existence of the developing company. As such, 22cans would need to guarantee such income if they indeed want to guarantee the continued development of Godus. Guaranteeing this income without going into the unlikely scenario of a wad of cash being throw in their direction (no-strings-attached) requires them to have something to show for the money. Now unless they have a silent partner that is funding them and is giving them a longer timeframe than we're aware of, this means that 22cans will need to start showing results. Results that amount to more than the minor successfull launch of Godus on iOS (public statistics are showing the rapid decrease in popularity there) And while you are entirely correct that we do not hold all the cards, we don't have insight into their bank accounts so much talk on this is pure speculation based on partial evidence. We do know that Godus isn't some form of financial miracle. Its not a massive success along the lines of GTA V, breaking sales records or anything of the sort. Sooner or later, they will have to come out and start showing results again - which, going off of the past 20 months, isn't something they are particularly fast with. I think that if you were to approach anyone with a bit of business sense and ask them whether they'd be willing to invest in Godus. They would laugh in your face and walk away. Since they'd be looking at the same evidence that is available to us. Which is the iOS statistics, the steam statistics and the public/profession reviews. Now given all of that, deliberately stalling the release of the balancing tools IS actually a valid move. Because they already have the reputation of being less than consistent on meeting deadlines. So a delay of 1~2 weeks on this isn't exactly unexpected. A subsequent 1~2 week delay on whatever comes after the balancing tools would in total give the 2~4 weeks to scramble and generate more content for both PC and iOS aswell as perform some additional tweaks on other mechanics such as the Astari and the accompanying happiness mechanic. As been pointed out on the Steam boards - the delay for the balancing tools isn't because making the balancing tools themselves is so difficult, but because 22cans has a lot more balls they are juggling at the same time. And they have a LOT of things they needed to finish last week so to speak. Every day they delay, is another day they can spend on generating and polishing more content. Personally I would've gone for a more spread-out method of updating. Providing individual pieces as smaller chunk updates as they become available rather than stockpiling everything and then doing a bulk release with massive delays. But its safe to say that 22cans is a strong supporter of the bulk-release method instead. Something supported by the lack of hotfixes send out by 22cans on relatively simple problems.
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Post by thedarkprofit on Sept 4, 2014 0:40:38 GMT
Bulk release is what puts you on the "best new updates" list on App Store. Here's what I "know" the programmers are working on: fixing the mobile bugs. I say bugs but they are actually ginormous gaping in your face sort of issues. The biggest three are that you cannot log in, the game frequently crashes, and the game erases progress (varies from the last few hours to complete reversion). These are disasterous for a mobile game. These problems are also the sort of problem (especially full game reversion) that Apple has consistently offered refunds for. So unless they get a fix out they will see a daily refund number steadily climb which in turn will stall new releases as Apple checks them more carefully... well you see the cycle. Basically if they do not head that off its going to strip out "already earned" income as well as shut off the revenue stream in multiple ways. So that's what the programmers are working on. Jack and Peter are wringing their hands saying "I hope they like it" over and over as they look at the conceptual chart for hubworld. The art team are working on stylish sheep and dinosaurs. The CM team is trying to get George to breathe into a paper bag, after the panic attack that came from seeing ten thousand unread irate emails in his inbox. My best guess
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Post by Deleted on Sept 4, 2014 0:45:11 GMT
Bulk release is what puts you on the "best new updates" list on App Store. Here's what I "know" the programmers are working on: fixing the mobile bugs. I say bugs but they are actually ginormous gaping in your face sort of issues. The biggest three are that you cannot log in, the game frequently crashes, and the game erases progress (varies from the last few hours to complete reversion). These are disasterous for a mobile game. These problems are also the sort of problem (especially full game reversion) that Apple has consistently offered refunds for. So unless they get a fix out they will see a daily refund number steadily climb which in turn will stall new releases as Apple checks them more carefully... well you see the cycle. Basically if they do not head that off its going to strip out "already earned" income as well as shut off the revenue stream in multiple ways. So that's what the programmers are working on. Jack and Peter are wringing their hands saying "I hope they like it" over and over as they look at the conceptual chart for hubworld. The art team are working on stylish sheep and dinosaurs. The CM team is trying to get George to breathe into a paper bag, after the panic attack that came from seeing ten thousand unread irate emails in his inbox. My best guess Just curious what your take on this article is Dark, in relation to Godus. gizmodo.com/the-top-ten-reasons-why-apple-rejects-apps-1629210034
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Post by thedarkprofit on Sept 4, 2014 0:57:35 GMT
Bulk release is what puts you on the "best new updates" list on App Store. Here's what I "know" the programmers are working on: fixing the mobile bugs. I say bugs but they are actually ginormous gaping in your face sort of issues. The biggest three are that you cannot log in, the game frequently crashes, and the game erases progress (varies from the last few hours to complete reversion). These are disasterous for a mobile game. These problems are also the sort of problem (especially full game reversion) that Apple has consistently offered refunds for. So unless they get a fix out they will see a daily refund number steadily climb which in turn will stall new releases as Apple checks them more carefully... well you see the cycle. Basically if they do not head that off its going to strip out "already earned" income as well as shut off the revenue stream in multiple ways. So that's what the programmers are working on. Jack and Peter are wringing their hands saying "I hope they like it" over and over as they look at the conceptual chart for hubworld. The art team are working on stylish sheep and dinosaurs. The CM team is trying to get George to breathe into a paper bag, after the panic attack that came from seeing ten thousand unread irate emails in his inbox. My best guess Just curious what your take on this article is Dark, in relation to Godus. gizmodo.com/the-top-ten-reasons-why-apple-rejects-apps-1629210034What do you mean? They nailed it! 8/10...oh wait that's bad . Yeah I'm not sure how Apple treats these "special cases" when the creator of an app has clout enough that they overlook some of their standards. It's certainly happened in this case... You can't promise multiplayer and not deliver it as far as I have ever seen. This will not however grant them immunity from the refunds, I've seen them go after the big boys (notably EA) for losing game progress and data. I just hope they are being advised correctly and don't think they are going to avoid getting hit by the refund train... It takes a few back and forths but believe me I hear it chugging along. If you want to see it in action start watching the facebook posts...when lots of those start saying "I got a refund" thats when the pace will pick up.
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Lord Ba'al
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
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GOG: stonelesscutter
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Post by Lord Ba'al on Sept 4, 2014 5:43:48 GMT
If mobile players are getting refunds then I want one too.
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arryu
Senior Apprentice
Posts: 80
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Post by arryu on Sept 4, 2014 16:19:35 GMT
Wow. Go on facebook and search Godus, the comments show a large number of people with huge issues such as inability to log in and play, world resetting, losing progress ( and therefore gems/money) and wanting a refund. There's maybe 1 in 15 who don't have a serious issue.
There's quite a few people who are talking about refunds, and apparently 22cans response to some of the bigger issues has been a mass email saying something along the lines of "A lot of people have this problem, we'll fix it somehow."
It looks like Darks "refund train" is about to depart the station.
I wonder how long until Peter starts saying the mobile community is bullying him?
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